Fix the extra arrow hanging around while moving the opposite existing arrow

This commit is contained in:
Kevin Lyles
2015-05-09 19:11:02 -05:00
committed by Simon Tatham
parent bef1b2c59b
commit 3627111c52

View File

@ -3263,7 +3263,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
for (x = 0; x < w; x++) {
unsigned long flags = 0;
int ddx = 0, ddy = 0;
space *sp;
space *sp, *opp;
int dx, dy;
/*
@ -3301,6 +3301,11 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
* everything goes briefly back to background colour.
*/
sp = &SPACE(state, x*2+1, y*2+1);
if (sp->flags & F_TILE_ASSOC) {
opp = tile_opposite(state, sp);
} else {
opp = NULL;
}
if (ds->colour_scratch[y*w+x] && !flashing) {
flags |= (ds->colour_scratch[y*w+x] == 2 ?
DRAW_BLACK : DRAW_WHITE);
@ -3316,7 +3321,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
*/
if ((sp->flags & F_TILE_ASSOC) && !ds->colour_scratch[y*w+x]) {
if (ui->dragging && ui->srcx == x*2+1 && ui->srcy == y*2+1) {
/* don't do it */
/* tile is the source, don't do it */
} else if (ui->dragging && opp && ui->srcx == opp->x && ui->srcy == opp->y) {
/* opposite tile is the source, don't do it */
} else if (sp->doty != y*2+1 || sp->dotx != x*2+1) {
flags |= DRAW_ARROW;
ddy = sp->doty - (y*2+1);