Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Inertia

This commit is contained in:
Ben Harris
2023-09-17 23:22:32 +01:00
parent 67496e74f6
commit 2d9e414ee3

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@ -1635,20 +1635,20 @@ static char *interpret_move(const game_state *state, game_ui *ui,
dir = state->soln->list[state->solnpos]; dir = state->soln->list[state->solnpos];
if (dir < 0) if (dir < 0)
return NULL; return MOVE_UNUSED;
/* /*
* Reject the move if we can't make it at all due to a wall * Reject the move if we can't make it at all due to a wall
* being in the way. * being in the way.
*/ */
if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL)
return NULL; return MOVE_NO_EFFECT;
/* /*
* Reject the move if we're dead! * Reject the move if we're dead!
*/ */
if (state->dead) if (state->dead)
return NULL; return MOVE_NO_EFFECT;
/* /*
* Otherwise, we can make the move. All we need to specify is * Otherwise, we can make the move. All we need to specify is