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]
This commit is contained in:
Simon Tatham
2005-10-10 17:22:33 +00:00
parent dd175e490a
commit 7e57366a57

6
flip.c
View File

@ -1193,7 +1193,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
int fx, fy, fd; int fx, fy, fd;
int v = state->grid[i]; int v = state->grid[i];
int vv; int vv;
int hintmask = (state->hints_active ? ~0 : ~2);
if (flashframe >= 0) { if (flashframe >= 0) {
fx = (w+1)/2 - min(x+1, w-x); 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 &= ~1;
} }
v &= hintmask; if (!state->hints_active)
v &= ~2;
if (ui->cdraw && ui->cx == x && ui->cy == y) if (ui->cdraw && ui->cx == x && ui->cy == y)
v |= 4; v |= 4;
if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) & hintmask)) if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
vv = 255; /* means `animated' */ vv = 255; /* means `animated' */
else else
vv = v; vv = v;