Slightly better macro usage for Tracks completion flash

This commit is contained in:
Ben Harris
2022-12-30 00:06:27 +00:00
parent 7249530429
commit cc36e47807

View File

@ -244,6 +244,7 @@ static const int nbits[] = { 0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4 };
#define S_FLASH_SHIFT 8 /* Position of tile in solved track */
#define S_FLASH_WIDTH 8 /* Width of above sub-field */
#define S_FLASH_MASK ((1 << S_FLASH_WIDTH) - 1)
#define S_TRACK_SHIFT 16 /* U/D/L/R flags for edge track indicators */
#define S_NOTRACK_SHIFT 20 /* U/D/L/R flags for edge no-track indicators */
@ -1837,9 +1838,9 @@ static void set_flash_data(game_state *state)
ntrack += state->numbers->numbers[x];
n = 0; x = 0; y = state->numbers->row_s; d = R;
do {
state->sflags[y*w + x] &= ~(((1<<S_FLASH_WIDTH) - 1) << S_FLASH_SHIFT);
state->sflags[y*w + x] &= ~(S_FLASH_MASK << S_FLASH_SHIFT);
state->sflags[y*w + x] |=
(n++ * ((1<<S_FLASH_WIDTH) - 1) / (ntrack - 1)) << S_FLASH_SHIFT;
n++ * (S_FLASH_MASK / (ntrack - 1)) << S_FLASH_SHIFT;
d = F(d); /* Find the direction we just arrived from. */
d = S_E_DIRS(state, x, y, E_TRACK) & ~d; /* Other track from here. */
x += DX(d); y += DY(d); /* Move to the next tile. */
@ -2894,7 +2895,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldst
flashing = 0;
if (flashtime > 0) {
float flashpos =
(state->sflags[y*w+x] >> S_FLASH_SHIFT & 0xff) / 255.0F;
(state->sflags[y*w+x] >> S_FLASH_SHIFT & S_FLASH_MASK) /
(float)S_FLASH_MASK;
if (flashtime > FLASH_TIME / 2 * flashpos &&
flashtime <= FLASH_TIME / 2 * (flashpos + 1.0F))
flashing = DS_FLASH;