chiark / gitweb /
Cleanup: remove the `just_used_solve' field from a number of games
authorSimon Tatham <anakin@pobox.com>
Sat, 22 Oct 2005 17:00:35 +0000 (17:00 +0000)
committerSimon Tatham <anakin@pobox.com>
Sat, 22 Oct 2005 17:00:35 +0000 (17:00 +0000)
which didn't actually need it. It was originally introduced in
Fifteen to suppress animation on Solve moves, but midend.c now does
that centrally unless the game specifically instructs it otherwise.
Therefore, just_used_solve is obsolete in all games which previously
used it. (Mines was even worse: it scrupulously maintained the
correctness of the field but never used it!)

Untangle is exempt from this cleanup: its `just_solved' field is
used to change the _length_ of the animation on Solve moves, not to
suppress it entirely, and so it has to stay.

[originally from svn r6419]

fifteen.c
mines.c
net.c
netslide.c
sixteen.c
twiddle.c

index d438eb51c58899db6729fa93bf2c96a8d7bd4d73..c4b0adda4ab404ceee8448e22d5e98e1703be09c 100644 (file)
--- a/fifteen.c
+++ b/fifteen.c
@@ -42,7 +42,6 @@ struct game_state {
     int *tiles;
     int gap_pos;
     int completed;
-    int just_used_solve;              /* used to suppress undo animation */
     int used_solve;                   /* used to suppress completion flash */
     int movecount;
 };
@@ -345,7 +344,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     assert(state->tiles[state->gap_pos] == 0);
 
     state->completed = state->movecount = 0;
-    state->used_solve = state->just_used_solve = FALSE;
+    state->used_solve = FALSE;
 
     return state;
 }
@@ -363,7 +362,6 @@ static game_state *dup_game(game_state *state)
     ret->completed = state->completed;
     ret->movecount = state->movecount;
     ret->used_solve = state->used_solve;
-    ret->just_used_solve = state->just_used_solve;
 
     return ret;
 }
@@ -509,7 +507,7 @@ static game_state *execute_move(game_state *from, char *move)
        for (i = 0; i < ret->n; i++)
            ret->tiles[i] = (i+1) % ret->n;
        ret->gap_pos = ret->n-1;
-       ret->used_solve = ret->just_used_solve = TRUE;
+       ret->used_solve = TRUE;
        ret->completed = ret->movecount = 1;
 
        return ret;
@@ -533,7 +531,6 @@ static game_state *execute_move(game_state *from, char *move)
     up = C(from, ux, uy);
 
     ret = dup_game(from);
-    ret->just_used_solve = FALSE;      /* zero this in a hurry */
 
     ret->gap_pos = C(from, dx, dy);
     assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
@@ -810,11 +807,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
 static float game_anim_length(game_state *oldstate,
                              game_state *newstate, int dir, game_ui *ui)
 {
-    if ((dir > 0 && newstate->just_used_solve) ||
-       (dir < 0 && oldstate->just_used_solve))
-       return 0.0F;
-    else
-       return ANIM_TIME;
+    return ANIM_TIME;
 }
 
 static float game_flash_length(game_state *oldstate,
diff --git a/mines.c b/mines.c
index 49702ffa5ac60284b59406c8c16290153ae364b3..c9bae21cf2139bc71ae04ca2b971cc61687d123f 100644 (file)
--- a/mines.c
+++ b/mines.c
@@ -58,7 +58,7 @@ struct mine_layout {
 
 struct game_state {
     int w, h, n, dead, won;
-    int used_solve, just_used_solve;
+    int used_solve;
     struct mine_layout *layout;               /* real mine positions */
     signed char *grid;                        /* player knowledge */
     /*
@@ -2169,7 +2169,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     state->h = params->h;
     state->n = params->n;
     state->dead = state->won = FALSE;
-    state->used_solve = state->just_used_solve = FALSE;
+    state->used_solve = FALSE;
 
     wh = state->w * state->h;
 
@@ -2274,7 +2274,6 @@ static game_state *dup_game(game_state *state)
     ret->dead = state->dead;
     ret->won = state->won;
     ret->used_solve = state->used_solve;
-    ret->just_used_solve = state->just_used_solve;
     ret->layout = state->layout;
     ret->layout->refcount++;
     ret->grid = snewn(ret->w * ret->h, signed char);
@@ -2575,13 +2574,12 @@ static game_state *execute_move(game_state *from, char *move)
                    ret->grid[yy*ret->w+xx] = v;
                }
            }
-       ret->used_solve = ret->just_used_solve = TRUE;
+       ret->used_solve = TRUE;
        ret->won = TRUE;
 
        return ret;
     } else {
        ret = dup_game(from);
-       ret->just_used_solve = FALSE;
 
        while (*move) {
            if (move[0] == 'F' &&
diff --git a/net.c b/net.c
index fc1b0feddf533d50743b04bbdd9eb0a569e069fe..ad970b6a2d783edf53f631ea96f036250f451347 100644 (file)
--- a/net.c
+++ b/net.c
@@ -80,7 +80,7 @@ struct game_params {
 struct game_state {
     int width, height, wrapping, completed;
     int last_rotate_x, last_rotate_y, last_rotate_dir;
-    int used_solve, just_used_solve;
+    int used_solve;
     unsigned char *tiles;
     unsigned char *barriers;
 };
@@ -1526,7 +1526,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     h = state->height = params->height;
     state->wrapping = params->wrapping;
     state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0;
-    state->completed = state->used_solve = state->just_used_solve = FALSE;
+    state->completed = state->used_solve = FALSE;
     state->tiles = snewn(state->width * state->height, unsigned char);
     memset(state->tiles, 0, state->width * state->height);
     state->barriers = snewn(state->width * state->height, unsigned char);
@@ -1606,7 +1606,6 @@ static game_state *dup_game(game_state *state)
     ret->wrapping = state->wrapping;
     ret->completed = state->completed;
     ret->used_solve = state->used_solve;
-    ret->just_used_solve = state->just_used_solve;
     ret->last_rotate_dir = state->last_rotate_dir;
     ret->last_rotate_x = state->last_rotate_x;
     ret->last_rotate_y = state->last_rotate_y;
@@ -2019,11 +2018,10 @@ static game_state *execute_move(game_state *from, char *move)
     int tx, ty, n, noanim, orig;
 
     ret = dup_game(from);
-    ret->just_used_solve = FALSE;
 
     if (move[0] == 'J' || move[0] == 'S') {
        if (move[0] == 'S')
-           ret->just_used_solve = ret->used_solve = TRUE;
+           ret->used_solve = TRUE;
 
        move++;
        if (*move == ';')
@@ -2652,13 +2650,6 @@ static float game_anim_length(game_state *oldstate,
 {
     int last_rotate_dir;
 
-    /*
-     * Don't animate an auto-solve move.
-     */
-    if ((dir > 0 && newstate->just_used_solve) ||
-       (dir < 0 && oldstate->just_used_solve))
-       return 0.0F;
-
     /*
      * Don't animate if last_rotate_dir is zero.
      */
index 310d26dcc3ca151bb3f8bf2431f2322b11431aef..d935b954c3922f9d7578cc39ba04c840c1be9104 100644 (file)
@@ -84,7 +84,7 @@ struct game_params {
 
 struct game_state {
     int width, height, cx, cy, wrapping, completed;
-    int used_solve, just_used_solve;
+    int used_solve;
     int move_count, movetarget;
 
     /* position (row or col number, starting at 0) of last move. */
@@ -745,7 +745,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     state->wrapping = params->wrapping;
     state->movetarget = params->movetarget;
     state->completed = 0;
-    state->used_solve = state->just_used_solve = FALSE;
+    state->used_solve = FALSE;
     state->move_count = 0;
     state->last_move_row = -1;
     state->last_move_col = -1;
@@ -865,7 +865,6 @@ static game_state *dup_game(game_state *state)
     ret->movetarget = state->movetarget;
     ret->completed = state->completed;
     ret->used_solve = state->used_solve;
-    ret->just_used_solve = state->just_used_solve;
     ret->move_count = state->move_count;
     ret->last_move_row = state->last_move_row;
     ret->last_move_col = state->last_move_col;
@@ -1111,7 +1110,7 @@ static game_state *execute_move(game_state *from, char *move)
               strlen(move) == from->width * from->height + 1) {
        int i;
        ret = dup_game(from);
-       ret->used_solve = ret->just_used_solve = TRUE;
+       ret->used_solve = TRUE;
        ret->completed = ret->move_count = 1;
 
        for (i = 0; i < from->width * from->height; i++) {
@@ -1133,7 +1132,6 @@ static game_state *execute_move(game_state *from, char *move)
        return NULL;                   /* can't parse move string */
 
     ret = dup_game(from);
-    ret->just_used_solve = FALSE;
 
     if (col)
        slide_col(ret, d, c);
@@ -1736,13 +1734,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
 static float game_anim_length(game_state *oldstate,
                              game_state *newstate, int dir, game_ui *ui)
 {
-    /*
-     * Don't animate an auto-solve move.
-     */
-    if ((dir > 0 && newstate->just_used_solve) ||
-       (dir < 0 && oldstate->just_used_solve))
-       return 0.0F;
-
     return ANIM_TIME;
 }
 
index 12cc134a87339657a32ceef5a499dc90065daead..75751b972dcf97f231f5789172befcd62664058b 100644 (file)
--- a/sixteen.c
+++ b/sixteen.c
@@ -44,7 +44,6 @@ struct game_state {
     int w, h, n;
     int *tiles;
     int completed;
-    int just_used_solve;              /* used to suppress undo animation */
     int used_solve;                   /* used to suppress completion flash */
     int movecount, movetarget;
     int last_movement_sense;
@@ -474,7 +473,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
 
     state->completed = state->movecount = 0;
     state->movetarget = params->movetarget;
-    state->used_solve = state->just_used_solve = FALSE;
+    state->used_solve = FALSE;
     state->last_movement_sense = 0;
 
     return state;
@@ -493,7 +492,6 @@ static game_state *dup_game(game_state *state)
     ret->movecount = state->movecount;
     ret->movetarget = state->movetarget;
     ret->used_solve = state->used_solve;
-    ret->just_used_solve = state->just_used_solve;
     ret->last_movement_sense = state->last_movement_sense;
 
     return ret;
@@ -636,7 +634,7 @@ static game_state *execute_move(game_state *from, char *move)
         */
        for (i = 0; i < ret->n; i++)
            ret->tiles[i] = i+1;
-       ret->used_solve = ret->just_used_solve = TRUE;
+       ret->used_solve = TRUE;
        ret->completed = ret->movecount = 1;
 
        return ret;
@@ -654,7 +652,6 @@ static game_state *execute_move(game_state *from, char *move)
        return NULL;
 
     ret = dup_game(from);
-    ret->just_used_solve = FALSE;      /* zero this in a hurry */
 
     do {
         tx = (cx - dx + from->w) % from->w;
@@ -986,11 +983,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
 static float game_anim_length(game_state *oldstate,
                              game_state *newstate, int dir, game_ui *ui)
 {
-    if ((dir > 0 && newstate->just_used_solve) ||
-       (dir < 0 && oldstate->just_used_solve))
-       return 0.0F;
-    else
-       return ANIM_TIME;
+    return ANIM_TIME;
 }
 
 static float game_flash_length(game_state *oldstate,
index 9e769356095f12f5c0e441583c2b66e90c0f073c..daf691c325312ac39273b6bb508991b53008f92b 100644 (file)
--- a/twiddle.c
+++ b/twiddle.c
@@ -46,7 +46,6 @@ struct game_state {
     int orientable;
     int *grid;
     int completed;
-    int just_used_solve;              /* used to suppress undo animation */
     int used_solve;                   /* used to suppress completion flash */
     int movecount, movetarget;
     int lastx, lasty, lastr;          /* coordinates of last rotation */
@@ -472,7 +471,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     state->n = n;
     state->orientable = params->orientable;
     state->completed = 0;
-    state->used_solve = state->just_used_solve = FALSE;
+    state->used_solve = FALSE;
     state->movecount = 0;
     state->movetarget = params->movetarget;
     state->lastx = state->lasty = state->lastr = -1;
@@ -515,7 +514,6 @@ static game_state *dup_game(game_state *state)
     ret->lasty = state->lasty;
     ret->lastr = state->lastr;
     ret->used_solve = state->used_solve;
-    ret->just_used_solve = state->just_used_solve;
 
     ret->grid = snewn(ret->w * ret->h, int);
     memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
@@ -712,7 +710,7 @@ static game_state *execute_move(game_state *from, char *move)
        qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
        for (i = 0; i < ret->w*ret->h; i++)
            ret->grid[i] &= ~3;
-       ret->used_solve = ret->just_used_solve = TRUE;
+       ret->used_solve = TRUE;
        ret->completed = ret->movecount = 1;
 
        return ret;
@@ -724,7 +722,6 @@ static game_state *execute_move(game_state *from, char *move)
        return NULL;                   /* can't parse this move string */
 
     ret = dup_game(from);
-    ret->just_used_solve = FALSE;  /* zero this in a hurry */
     ret->movecount++;
     do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
     ret->lastx = x;
@@ -1006,11 +1003,7 @@ static int highlight_colour(float angle)
 static float game_anim_length(game_state *oldstate, game_state *newstate,
                              int dir, game_ui *ui)
 {
-    if ((dir > 0 && newstate->just_used_solve) ||
-       (dir < 0 && oldstate->just_used_solve))
-       return 0.0F;
-    else
-       return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
+    return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
 }
 
 static float game_flash_length(game_state *oldstate, game_state *newstate,