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Replace my brute-force algorithm in face_text_pos with a more complex
[sgt/puzzles]
/
keen.c
diff --git
a/keen.c
b/keen.c
index
1c96a5d
..
da55fb2
100644
(file)
--- a/
keen.c
+++ b/
keen.c
@@
-1450,11
+1450,12
@@
static int check_errors(game_state *state, long *errors)
break;
case C_DIV:
{
break;
case C_DIV:
{
- int d1 = cluevals[j], d2 = state->grid[i];
- if (d1 == 0 || d2 == 0)
+ int d1 = min(cluevals[j], state->grid[i]);
+ int d2 = max(cluevals[j], state->grid[i]);
+ if (d1 == 0 || d2 % d1 != 0)
cluevals[j] = 0;
else
cluevals[j] = 0;
else
- cluevals[j] = d2
/d1 + d1/d2;/* one of them is 0 :-) */
+ cluevals[j] = d2
/ d1;
}
break;
}
}
break;
}
@@
-1859,6
+1860,13
@@
static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues,
pr = pl + TILESIZE - GRIDEXTRA;
pt = ty + GRIDEXTRA;
pb = pt + TILESIZE - GRIDEXTRA;
pr = pl + TILESIZE - GRIDEXTRA;
pt = ty + GRIDEXTRA;
pb = pt + TILESIZE - GRIDEXTRA;
+ if (dsf_canonify(clues->dsf, y*w+x) == y*w+x) {
+ /*
+ * Make space for the clue text.
+ */
+ pt += TILESIZE/4;
+ /* minph--; */
+ }
/*
* We arrange our pencil marks in a grid layout, with
/*
* We arrange our pencil marks in a grid layout, with
@@
-2005,6
+2013,11
@@
static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return state->completed;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
if (state->completed)
static int game_timing_state(game_state *state, game_ui *ui)
{
if (state->completed)
@@
-2240,6
+2253,10
@@
static void game_print(drawing *dr, game_state *state, int tilesize)
FONT_VARIABLE, TILESIZE/2,
ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
}
FONT_VARIABLE, TILESIZE/2,
ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
}
+
+ sfree(minus_sign);
+ sfree(times_sign);
+ sfree(divide_sign);
}
#ifdef COMBINED
}
#ifdef COMBINED
@@
-2277,6
+2294,7
@@
const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,