Gareth points out that the recess highlights around the outside of
[sgt/puzzles] / mines.c
diff --git a/mines.c b/mines.c
index 6ecdc95..4fa63d1 100644 (file)
--- a/mines.c
+++ b/mines.c
@@ -2,13 +2,6 @@
  * mines.c: Minesweeper clone with sophisticated grid generation.
  * 
  * Still TODO:
- * 
- *  - possibly disable undo? Or alternatively mark game states as
- *    `cheated', although that's horrid.
- *     + OK. Rather than _disabling_ undo, we have a hook callable
- *       in the game backend which is called before we do an undo.
- *       That hook can talk to the game_ui and set the cheated flag,
- *       and then make_move can avoid setting the `won' flag after that.
  *
  *  - think about configurably supporting question marks. Once,
  *    that is, we've thought about configurability in general!
@@ -2461,10 +2454,11 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
 
     cx = FROMCOORD(x);
     cy = FROMCOORD(y);
-    if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
+    if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
        return NULL;
 
-    if (button == LEFT_BUTTON || button == LEFT_DRAG) {
+    if (button == LEFT_BUTTON || button == LEFT_DRAG ||
+       button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
        /*
         * Mouse-downs and mouse-drags just cause highlighting
         * updates.
@@ -2494,7 +2488,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
        return ret;
     }
 
-    if (button == LEFT_RELEASE) {
+    if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
        ui->hx = ui->hy = -1;
        ui->hradius = 0;
 
@@ -2508,8 +2502,9 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
         * permitted if the tile is marked as a mine, for safety.
         * (Unmark it and _then_ open it.)
         */
-       if (from->grid[cy * from->w + cx] == -2 ||
-           from->grid[cy * from->w + cx] == -3) {
+       if (button == LEFT_RELEASE &&
+           (from->grid[cy * from->w + cx] == -2 ||
+            from->grid[cy * from->w + cx] == -3)) {
            ret = dup_game(from);
             ret->just_used_solve = FALSE;
            open_square(ret, cx, cy);
@@ -2519,10 +2514,10 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
        }
 
        /*
-        * Left-clicking on an uncovered tile: first we check to see if
-        * the number of mine markers surrounding the tile is equal to
-        * its mine count, and if so then we open all other surrounding
-        * squares.
+        * Left-clicking or middle-clicking on an uncovered tile:
+        * first we check to see if the number of mine markers
+        * surrounding the tile is equal to its mine count, and if
+        * so then we open all other surrounding squares.
         */
        if (from->grid[cy * from->w + cx] > 0) {
            int dy, dx, n;
@@ -2864,7 +2859,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
        bg = COL_BACKGROUND;
 
     if (!ds->started) {
-        int coords[6];
+        int coords[10];
 
        draw_rect(fe, 0, 0,
                  TILE_SIZE * state->w + 2 * BORDER,
@@ -2880,15 +2875,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
         coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
         coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
-        coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
-        coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
-        draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+        coords[4] = coords[2] - TILE_SIZE;
+        coords[5] = coords[3] + TILE_SIZE;
+        coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
+        coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
+        coords[6] = coords[8] + TILE_SIZE;
+        coords[7] = coords[9] - TILE_SIZE;
+        draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
+        draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
 
         coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
         coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
-        draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+        draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
+        draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
 
         ds->started = TRUE;
     }
@@ -3013,4 +3012,5 @@ const struct game thegame = {
     game_flash_length,
     game_wants_statusbar,
     TRUE, game_timing_state,
+    BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
 };