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ref: 145301d0dc5b75a89620ffe88bc8a890699eef59
parent: ac36314b021854a642593be87a99cad9b04333a5
author: Simon Tatham <anakin@pobox.com>
date: Sun Jul 10 06:06:04 EDT 2005

Change of policy on game_changed_state(). Originally, it was called
by the midend every time the game state changed _other_ than as a
result of make_move(), on the basis that when the game state changed
due to make_move() the game backend had probably noticed anyway.
However, when make_move() split up, this became more fiddly: if the
game_ui had to be updated based on some property of the final game
state, then execute_move() couldn't do it because it didn't have a
pointer to the game_ui, but it was fiddly to do it in
interpret_move() because that didn't directly have a copy of the
finished game state to examine. Same Game (the only game to be
affected) had to deal with this by actually having interpret_move()
_call_ execute_move() to construct a temporary new game state,
update the UI, and then throw it away.

So now, game_changed_state() is called _every_ time the current game
state changes, which means that if anything needs doing to the
game_ui as a result of examining the new game state, it can be done
there and save a lot of effort.

[originally from svn r6087]

--- a/midend.c
+++ b/midend.c
@@ -491,6 +491,10 @@
             me->states[me->nstates].movetype = MOVE;
             me->statepos = ++me->nstates;
             me->dir = +1;
+	    if (me->ui)
+		me->ourgame->changed_state(me->ui,
+					   me->states[me->statepos-2].state,
+					   me->states[me->statepos-1].state);
         } else {
             goto done;
         }
--- a/samegame.c
+++ b/samegame.c
@@ -429,6 +429,14 @@
                                game_state *newstate)
 {
     sel_clear(ui, newstate);
+
+    /*
+     * If the game state has just changed into an unplayable one
+     * (either completed or impossible), we vanish the keyboard-
+     * control cursor.
+     */
+    if (newstate->complete || newstate->impossible)
+	ui->displaysel = 0;
 }
 
 static char *sel_movedesc(game_ui *ui, game_state *state)
@@ -588,8 +596,6 @@
     int *tiles; /* contains colour and SELECTED. */
 };
 
-static game_state *execute_move(game_state *from, char *move);
-
 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
 			    int x, int y, int button)
 {
@@ -624,22 +630,8 @@
     if (ISSEL(ui,tx,ty)) {
 	if (button == RIGHT_BUTTON)
 	    sel_clear(ui, state);
-	else {
-	    game_state *tmp;
-
+	else
 	    ret = sel_movedesc(ui, state);
-
-	    /*
-	     * Unfortunately, we must check for completeness or
-	     * impossibility now, in order to update the game_ui;
-	     * and we can't do that without constructing the new
-	     * grid. Sigh.
-	     */
-	    tmp = execute_move(state, ret);
-	    if (tmp->complete || tmp->impossible)
-		ui->displaysel = 0;
-	    free_game(tmp);
-	}
     } else {
 	sel_clear(ui, state); /* might be no-op */
 	sel_expand(ui, state, tx, ty);