ref: 68363231f062192156799af7a153fc3ab3a0f5ed
parent: 1ba4e37228e6eae0d09c0cca7f4ab7fb489fdc9d
author: Simon Tatham <anakin@pobox.com>
date: Mon Feb 18 16:12:16 EST 2019
Galaxies: prevent creation of empty undo-chain items. If you drag an arrow on to a square which is already filled in as part of a completed region, or whose counterpart is filled in, or whose counterpart is actually a dot, then the game can't actually place a double arrow. Previously, it didn't find that out until execute_move time, at which point it was too late to prevent a no-op action from being placed on the undo chain. Now we do those checks in interpret_move, before generating the move string that tries to place the double arrow in the first place. So execute_move can now enforce by assertion that arrow-placement moves it gets are valid.
--- a/galaxies.c
+++ b/galaxies.c
@@ -346,29 +346,44 @@
tile->x, tile->y, dot->x, dot->y, dot->nassoc));*/
}
-static void add_assoc_with_opposite(game_state *state, space *tile, space *dot) {
+static bool ok_to_add_assoc_with_opposite_internal(
+ const game_state *state, space *tile, space *opposite)
+{
int *colors;
- space *opposite = space_opposite_dot(state, tile, dot);
+ bool toret;
- if (opposite == NULL) {
- return;
- }
- if (opposite->flags & F_DOT) {
- return;
- }
+ if (tile->flags & F_DOT)
+ return false;
+ if (opposite == NULL)
+ return false;
+ if (opposite->flags & F_DOT)
+ return false;
+ toret = true;
colors = snewn(state->w * state->h, int);
check_complete(state, NULL, colors);
- if (colors[(tile->y - 1)/2 * state->w + (tile->x - 1)/2]) {
- sfree(colors);
- return;
- }
- if (colors[(opposite->y - 1)/2 * state->w + (opposite->x - 1)/2]) {
- sfree(colors);
- return;
- }
+ if (colors[(tile->y - 1)/2 * state->w + (tile->x - 1)/2])
+ toret = false;
+ if (colors[(opposite->y - 1)/2 * state->w + (opposite->x - 1)/2])
+ toret = false;
+
sfree(colors);
+ return toret;
+}
+
+static bool ok_to_add_assoc_with_opposite(
+ const game_state *state, space *tile, space *dot)
+{
+ space *opposite = space_opposite_dot(state, tile, dot);
+ return ok_to_add_assoc_with_opposite_internal(state, tile, opposite);
+}
+
+static void add_assoc_with_opposite(game_state *state, space *tile, space *dot) {
+ space *opposite = space_opposite_dot(state, tile, dot);
+
+ assert(ok_to_add_assoc_with_opposite_internal(state, tile, opposite));
+
remove_assoc_with_opposite(state, tile);
add_assoc(state, tile, dot);
remove_assoc_with_opposite(state, opposite);
@@ -2596,8 +2611,15 @@
*/
if (INUI(state, px, py)) {
sp = &SPACE(state, px, py);
+ dot = &SPACE(state, ui->dotx, ui->doty);
- if (!(sp->flags & F_DOT))
+ /*
+ * Exception: if it's not actually legal to add an arrow
+ * and its opposite at this position, we don't try,
+ * because otherwise we'd append an empty entry to the
+ * undo chain.
+ */
+ if (ok_to_add_assoc_with_opposite(state, sp, dot))
sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d",
sep, px, py, ui->dotx, ui->doty);
}