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] = d2/d1 + d1/d2;/* one of them is 0 :-) */
+ cluevals[j] = d2 / d1;
}
break;
}
/* Count the pencil marks required. */
for (i = 1, npencil = 0; i <= w; i++)
- if (tile & (1 << (i + DF_PENCIL_SHIFT)))
+ if (tile & (1L << (i + DF_PENCIL_SHIFT)))
npencil++;
if (npencil) {
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
* Now actually draw the pencil marks.
*/
for (i = 1, j = 0; i <= w; i++)
- if (tile & (1 << (i + DF_PENCIL_SHIFT))) {
+ if (tile & (1L << (i + DF_PENCIL_SHIFT))) {
int dx = j % pw, dy = j / pw;
str[1] = '\0';
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)
FONT_VARIABLE, TILESIZE/2,
ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
}
+
+ sfree(minus_sign);
+ sfree(times_sign);
+ sfree(divide_sign);
}
#ifdef COMBINED
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,