}
for (i = 0; i < 4*w; i++) {
- int start, step, j, k, n, best;
+ int start, step, j, n, best;
STARTSTEP(start, step, i, w);
if (!clues[i])
continue;
best = n = 0;
- k = 0;
for (j = 0; j < w; j++) {
int number = grid[start+j*step];
if (!number)
int x, int y, long tile)
{
int w = clues->w /* , a = w*w */;
- int tx, ty;
+ int tx, ty, bg;
char str[64];
tx = COORD(x);
ty = COORD(y);
+ bg = (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND;
+
/* draw tower */
if (ds->three_d && (tile & DF_PLAYAREA) && (tile & DF_DIGIT_MASK)) {
int coords[8];
coords[5] = coords[3] - yoff;
coords[6] = coords[0] + xoff;
coords[7] = coords[1] - yoff;
- draw_polygon(dr, coords, 4, COL_BACKGROUND, COL_GRID);
+ draw_polygon(dr, coords, 4, bg, COL_GRID);
/* bottom face of tower */
coords[0] = tx + TILESIZE;
coords[5] = coords[3] - yoff;
coords[6] = coords[0] + xoff;
coords[7] = coords[1] - yoff;
- draw_polygon(dr, coords, 4, COL_BACKGROUND, COL_GRID);
+ draw_polygon(dr, coords, 4, bg, COL_GRID);
/* now offset all subsequent drawing to the top of the tower */
tx += xoff;
}
/* erase background */
- draw_rect(dr, tx, ty, TILESIZE, TILESIZE,
- (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND);
+ draw_rect(dr, tx, ty, TILESIZE, TILESIZE, bg);
/* pencil-mode highlight */
if (tile & DF_HIGHLIGHT_PENCIL) {
return 0.0F;
}
+static int game_status(game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
if (state->completed)
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,