diff --git a/flip.c b/flip.c index ad4502d..44fcf15 100644 --- a/flip.c +++ b/flip.c @@ -897,7 +897,7 @@ struct game_drawstate { static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button) { - int w = state->w, h = state->h /*, wh = w * h */; + int w = state->w, h = state->h, wh = w * h; char buf[80], *nullret = NULL; if (button == LEFT_BUTTON || button == CURSOR_SELECT || @@ -913,8 +913,22 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, nullret = ""; if (tx >= 0 && tx < w && ty >= 0 && ty < h) { - sprintf(buf, "M%d,%d", tx, ty); - return dupstr(buf); + /* + * It's just possible that a manually entered game ID + * will have at least one square do nothing whatsoever. + * If so, we avoid encoding a move at all. + */ + int i = ty*w+tx, j, makemove = FALSE; + for (j = 0; j < wh; j++) { + if (state->matrix->matrix[i*wh+j]) + makemove = TRUE; + } + if (makemove) { + sprintf(buf, "M%d,%d", tx, ty); + return dupstr(buf); + } else { + return NULL; + } } } else if (button == CURSOR_UP || button == CURSOR_DOWN || @@ -1179,6 +1193,7 @@ 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); @@ -1190,12 +1205,11 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, v &= ~1; } - if (!state->hints_active) - v &= ~2; + v &= hintmask; if (ui->cdraw && ui->cx == x && ui->cy == y) v |= 4; - if (oldstate && state->grid[i] != oldstate->grid[i]) + if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) & hintmask)) vv = 255; /* means `animated' */ else vv = v;