From 7e57366a576831d80d28d0426ff07ad7d8ee0359 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Mon, 10 Oct 2005 17:22:33 +0000 Subject: [PATCH] r6384 didn't go quite far enough. In fact, a grid square which differs between oldstate and state in only the hint bit should not have a flip animation even if hints_active is TRUE. Flip animations should only happen for tiles which are changing their primary state. (Put like that, it seems so obvious.) Test case which demonstrates this fix to be right and r6384 to be wrong: 3x3:101000000000000000000,300 . Hit Solve immediately and then click on the red-highlighted squares. [originally from svn r6385] [r6384 == dd175e490a197026210ba4432eec6236971c6173] --- flip.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/flip.c b/flip.c index 44fcf15..bcd2ed0 100644 --- a/flip.c +++ b/flip.c @@ -1193,7 +1193,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, int fx, fy, fd; int v = state->grid[i]; int vv; - int hintmask = (state->hints_active ? ~0 : ~2); if (flashframe >= 0) { fx = (w+1)/2 - min(x+1, w-x); @@ -1205,11 +1204,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, v &= ~1; } - v &= hintmask; + if (!state->hints_active) + v &= ~2; if (ui->cdraw && ui->cx == x && ui->cy == y) v |= 4; - if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) & hintmask)) + if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2)) vv = 255; /* means `animated' */ else vv = v;