New puzzle: `Untangle', cloned (with the addition of random grid

generation) from a simple but rather fun Flash game I saw this
morning.

Small infrastructure change for this puzzle: while most game
backends find the midend's assumption that Solve moves are never
animated to be a convenience absolving them of having to handle the
special case themselves, this one actually needs Solve to be
animated. Rather than break that convenience for the other puzzles,
I've introduced a flag bit (which I've shoved in mouse_priorities
for the moment, shamefully without changing its name).

[originally from svn r6097]
This commit is contained in:
Simon Tatham
2005-07-16 19:51:53 +00:00
parent c5edffdd2c
commit a8a903db47
6 changed files with 1207 additions and 10 deletions

View File

@ -432,7 +432,7 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
{
game_state *oldstate =
me->ourgame->dup_game(me->states[me->statepos - 1].state);
int special = FALSE, gotspecial = FALSE, ret = 1;
int type = MOVE, gottype = FALSE, ret = 1;
float anim_time;
game_state *s;
char *movestr;
@ -450,8 +450,8 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
} else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') {
midend_stop_anim(me);
special = special(me->states[me->statepos-1].movetype);
gotspecial = TRUE;
type = me->states[me->statepos-1].movetype;
gottype = TRUE;
if (!midend_undo(me))
goto done;
} else if (button == 'r' || button == 'R' ||
@ -501,13 +501,14 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
}
}
if (!gotspecial)
special = special(me->states[me->statepos-1].movetype);
if (!gottype)
type = me->states[me->statepos-1].movetype;
/*
* See if this move requires an animation.
*/
if (special) {
if (special(type) && !(type == SOLVE &&
(me->ourgame->mouse_priorities & SOLVE_ANIMATES))) {
anim_time = 0;
} else {
anim_time = me->ourgame->anim_length(oldstate,
@ -1117,8 +1118,17 @@ char *midend_solve(midend_data *me)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
me->anim_time = 0.0;
midend_finish_move(me);
me->dir = +1;
if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
me->anim_time =
me->ourgame->anim_length(me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
+1, me->ui);
} else {
me->anim_time = 0.0;
midend_finish_move(me);
}
midend_redraw(me);
midend_set_timer(me);
return NULL;