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synced 2025-04-21 08:01:30 -07:00
Redraws during undo in Sixteen had been broken by my faffing about
with last_movement_sense (which was necessary to fix the animation when the grid was only 2 squares wide in either dimension). Movement sense is now inverted if the move being animated is an undo. [originally from svn r4191]
This commit is contained in:
31
sixteen.c
31
sixteen.c
@ -536,7 +536,7 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, float animtime, float flashtime)
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{
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int i, pass, bgcolour;
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int i, bgcolour;
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if (flashtime > 0) {
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int frame = (int)(flashtime / FLASH_FRAME);
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@ -587,13 +587,11 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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}
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/*
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* Now draw each tile. We do this in two passes to make
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* animation easy.
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* Now draw each tile.
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*/
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clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
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for (pass = 0; pass < 2; pass++) {
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for (i = 0; i < state->n; i++) {
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int t, t0;
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/*
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@ -621,17 +619,13 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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if (t == -1) {
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int x0, y0, x1, y1, dx, dy;
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int j;
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/*
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* On the first pass, just blank the tile.
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*/
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if (pass == 0) {
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x = COORD(X(state, i));
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y = COORD(Y(state, i));
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x2 = y2 = -1;
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t = 0;
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} else {
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float c;
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int sense;
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if (oldstate && state->movecount < oldstate->movecount)
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sense = -oldstate->last_movement_sense;
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else
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sense = state->last_movement_sense;
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t = state->tiles[i];
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@ -655,14 +649,14 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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dx = (x1 - x0);
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if (dx != 0 &&
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dx != TILE_SIZE * state->last_movement_sense) {
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dx != TILE_SIZE * sense) {
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dx = (dx < 0 ? dx + TILE_SIZE * state->w :
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dx - TILE_SIZE * state->w);
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assert(abs(dx) == TILE_SIZE);
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}
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dy = (y1 - y0);
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if (dy != 0 &&
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dy != TILE_SIZE * state->last_movement_sense) {
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dy != TILE_SIZE * sense) {
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dy = (dy < 0 ? dy + TILE_SIZE * state->h :
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dy - TILE_SIZE * state->h);
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assert(abs(dy) == TILE_SIZE);
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@ -676,11 +670,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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y = y0 + (int)(c * dy);
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x2 = x1 - dx + (int)(c * dx);
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y2 = y1 - dy + (int)(c * dy);
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}
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} else {
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if (pass == 0)
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continue;
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x = COORD(X(state, i));
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y = COORD(Y(state, i));
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x2 = y2 = -1;
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@ -692,7 +682,6 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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}
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ds->tiles[i] = t0;
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}
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}
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unclip(fe);
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