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Fix a bug causing premature defeatism in the Bridges solver. Deducing
[sgt/puzzles]
/
samegame.c
diff --git
a/samegame.c
b/samegame.c
index
387216d
..
49dd64e
100644
(file)
--- a/
samegame.c
+++ b/
samegame.c
@@
-1022,6
+1022,11
@@
static char *solve_game(game_state *state, game_state *currstate,
return NULL;
}
return NULL;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
char *ret, *p;
static char *game_text_format(game_state *state)
{
char *ret, *p;
@@
-1121,7
+1126,7
@@
static char *sel_movedesc(game_ui *ui, game_state *state)
if (ui->tiles[i] & TILE_SELECTED) {
sprintf(buf, "%s%d", sep, i);
sep = ",";
if (ui->tiles[i] & TILE_SELECTED) {
sprintf(buf, "%s%d", sep, i);
sep = ",";
- if (retlen + strlen(buf) >= retsize) {
+ if (retlen +
(int)
strlen(buf) >= retsize) {
retsize = retlen + strlen(buf) + 256;
ret = sresize(ret, retsize, char);
}
retsize = retlen + strlen(buf) + 256;
ret = sresize(ret, retsize, char);
}
@@
-1272,8
+1277,7
@@
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
tx = FROMCOORD(x); ty= FROMCOORD(y);
if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
tx = FROMCOORD(x); ty= FROMCOORD(y);
- } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_LEFT || button == CURSOR_RIGHT) {
+ } else if (IS_CURSOR_MOVE(button)) {
int dx = 0, dy = 0;
ui->displaysel = 1;
dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
int dx = 0, dy = 0;
ui->displaysel = 1;
dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
@@
-1281,8
+1285,7
@@
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
return ret;
ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
return ret;
- } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
- button == '\n') {
+ } else if (IS_CURSOR_SELECT(button)) {
ui->displaysel = 1;
tx = ui->xsel;
ty = ui->ysel;
ui->displaysel = 1;
tx = ui->xsel;
ty = ui->ysel;
@@
-1294,7
+1297,7
@@
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (COL(state, tx, ty) == 0) return NULL;
if (ISSEL(ui,tx,ty)) {
if (COL(state, tx, ty) == 0) return NULL;
if (ISSEL(ui,tx,ty)) {
- if (button == RIGHT_BUTTON)
+ if (button == RIGHT_BUTTON
|| button == CURSOR_SELECT2
)
sel_clear(ui, state);
else
ret = sel_movedesc(ui, state);
sel_clear(ui, state);
else
ret = sel_movedesc(ui, state);
@@
-1362,7
+1365,7
@@
static void game_compute_size(game_params *params, int tilesize,
*y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
}
*y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
}
-static float *game_colours(frontend *fe,
game_state *state,
int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
{
float *ret = snewn(3 * NCOLOURS, float);
@@
-1416,9
+1419,9
@@
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
- ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0
/ 3.0
;
- ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0
/ 3.0
;
- ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0
/ 3.0
;
+ ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0
F / 3.0F
;
+ ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0
F / 3.0F
;
+ ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0
F / 3.0F
;
*ncolours = NCOLOURS;
return ret;
*ncolours = NCOLOURS;
return ret;
@@
-1608,9
+1611,13
@@
static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
return 0.0F;
}
-static int game_
wants_statusbar(void
)
+static int game_
status(game_state *state
)
{
{
- return TRUE;
+ /*
+ * Dead-end situations are assumed to be rescuable by Undo, so we
+ * don't bother to identify them and return -1.
+ */
+ return state->complete ? +1 : 0;
}
static int game_timing_state(game_state *state, game_ui *ui)
}
static int game_timing_state(game_state *state, game_ui *ui)
@@
-1631,7
+1638,7
@@
static void game_print(drawing *dr, game_state *state, int tilesize)
#endif
const struct game thegame = {
#endif
const struct game thegame = {
- "Same Game", "games.samegame",
+ "Same Game", "games.samegame",
"samegame",
default_params,
game_fetch_preset,
decode_params,
default_params,
game_fetch_preset,
decode_params,
@@
-1646,7
+1653,7
@@
const struct game thegame = {
dup_game,
free_game,
FALSE, solve_game,
dup_game,
free_game,
FALSE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_
can_format_as_text_now, game_
text_format,
new_ui,
free_ui,
encode_ui,
new_ui,
free_ui,
encode_ui,
@@
-1661,8
+1668,9
@@
const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
FALSE, FALSE, game_print_size, game_print,
FALSE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};
FALSE, game_timing_state,
0, /* flags */
};