*
* TODO:
*
- * - error highlighting?
- * * highlighting adjacent tents is easy
- * * highlighting violated numeric clues is almost as easy
- * (might want to pay attention to NONTENTs here)
- * * but how in hell do we highlight a failure of maxflow
- * during completion checking?
- * + well, the _obvious_ approach is to use maxflow's own
- * error report: it will provide, via the `cut' parameter,
- * a set of trees which have too few tents between them.
- * It's unclear that this will be particularly obvious to
- * a user, however. Is there any other way?
- *
* - it might be nice to make setter-provided tent/nontent clues
* inviolable?
* * on the other hand, this would introduce considerable extra
COL_TREETRUNK,
COL_TREELEAF,
COL_TENT,
+ COL_ERROR,
+ COL_ERRTEXT,
NCOLOURS
};
static char *validate_params(game_params *params, int full)
{
- if (params->w < 2 || params->h < 2)
- return "Width and height must both be at least two";
+ /*
+ * Generating anything under 4x4 runs into trouble of one kind
+ * or another.
+ */
+ if (params->w < 4 || params->h < 4)
+ return "Width and height must both be at least four";
return NULL;
}
printf("%s %d forces %s at %d,%d\n",
step==1 ? "row" : "column",
step==1 ? start/w : start,
- mrow[j] == TENT ? "tent" : "non-tent",
+ mthis[j] == TENT ? "tent" : "non-tent",
pos % w, pos / w);
#endif
soln[pos] = mthis[j];
char *puzzle = snewn(w*h, char);
int *numbers = snewn(w+h, int);
char *soln = snewn(w*h, char);
- int *temp = snewn(2*w*h, int), *itemp = temp + w*h;
+ int *temp = snewn(2*w*h, int);
int maxedges = ntrees*4 + w*h;
int *edges = snewn(2*maxedges, int);
int *capacity = snewn(maxedges, int);
* The maxflow algorithm is not randomised, so employed naively
* it would give rise to grids with clear structure and
* directional bias. Hence, I assign the network nodes as seen
- * by maxflow to be a _random_ permutation the squares of the
- * grid, so that any bias shown by maxflow towards low-numbered
- * nodes is turned into a random bias.
+ * by maxflow to be a _random_ permutation of the squares of
+ * the grid, so that any bias shown by maxflow towards
+ * low-numbered nodes is turned into a random bias.
*
* This generation strategy can fail at many points, including
* as early as tent placement (if you get a bad random order in
* trouble.
*/
+ if (params->diff > DIFF_EASY && params->w <= 4 && params->h <= 4)
+ params->diff = DIFF_EASY; /* downgrade to prevent tight loop */
+
while (1) {
/*
- * Arrange the grid squares into a random order, and invert
- * that order so we can find a square's index as well.
+ * Arrange the grid squares into a random order.
*/
for (i = 0; i < w*h; i++)
temp[i] = i;
shuffle(temp, w*h, sizeof(*temp), rs);
- for (i = 0; i < w*h; i++)
- itemp[temp[i]] = i;
/*
* The first `ntrees' entries in temp which we can get
}
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
int w = state->p.w, h = state->p.h;
int dex, dey; /* coords of drag end */
int drag_button; /* -1 for none, or a button code */
int drag_ok; /* dragged off the window, to cancel */
+
+ int cx, cy, cdisp; /* cursor position, and ?display. */
};
static game_ui *new_ui(game_state *state)
ui->dex = ui->dey = -1;
ui->drag_button = -1;
ui->drag_ok = FALSE;
+ ui->cx = ui->cy = ui->cdisp = 0;
return ui;
}
int tilesize;
int started;
game_params p;
- char *drawn;
+ int *drawn, *numbersdrawn;
+ int cx, cy; /* last-drawn cursor pos, or (-1,-1) if absent. */
};
#define PREFERRED_TILESIZE 32
int x, int y, int button)
{
int w = state->p.w, h = state->p.h;
+ char tmpbuf[80];
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
x = FROMCOORD(x);
ui->dsx = ui->dex = x;
ui->dsy = ui->dey = y;
ui->drag_ok = TRUE;
+ ui->cdisp = 0;
return ""; /* ui updated */
}
if ((IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) &&
ui->drag_button > 0) {
int xmin, ymin, xmax, ymax;
- char *buf, *sep, tmpbuf[80];
+ char *buf, *sep;
int buflen, bufsize, tmplen;
x = FROMCOORD(x);
ymin = min(ui->dsy, ui->dey);
ymax = max(ui->dsy, ui->dey);
assert(0 <= xmin && xmin <= xmax && xmax < w);
- assert(0 <= ymin && ymin <= ymax && ymax < w);
+ assert(0 <= ymin && ymin <= ymax && ymax < h);
buflen = 0;
bufsize = 256;
int v = drag_xform(ui, x, y, state->grid[y*w+x]);
if (state->grid[y*w+x] != v) {
tmplen = sprintf(tmpbuf, "%s%c%d,%d", sep,
- (v == BLANK ? 'B' :
- v == TENT ? 'T' : 'N'),
+ (int)(v == BLANK ? 'B' :
+ v == TENT ? 'T' : 'N'),
x, y);
sep = ";";
}
}
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cx, &ui->cy, w, h, 0);
+ ui->cdisp = 1;
+ return "";
+ }
+ if (ui->cdisp) {
+ char rep = 0;
+ int v = state->grid[ui->cy*w+ui->cx];
+
+ if (v != TREE) {
+#ifdef SINGLE_CURSOR_SELECT
+ if (button == CURSOR_SELECT)
+ /* SELECT cycles T, N, B */
+ rep = v == BLANK ? 'T' : v == TENT ? 'N' : 'B';
+#else
+ if (button == CURSOR_SELECT)
+ rep = v == BLANK ? 'T' : 'B';
+ else if (button == CURSOR_SELECT2)
+ rep = v == BLANK ? 'N' : 'B';
+ else if (button == 'T' || button == 'N' || button == 'B')
+ rep = (char)button;
+#endif
+ }
+
+ if (rep) {
+ sprintf(tmpbuf, "%c%d,%d", (int)rep, ui->cx, ui->cy);
+ return dupstr(tmpbuf);
+ }
+ } else if (IS_CURSOR_SELECT(button)) {
+ ui->cdisp = 1;
+ return "";
+ }
+
return NULL;
}
int *x, int *y)
{
/* fool the macros */
- struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
+ struct dummy { int tilesize; } dummy, *ds = &dummy;
+ dummy.tilesize = tilesize;
*x = TLBORDER + BRBORDER + TILESIZE * params->w;
*y = TLBORDER + BRBORDER + TILESIZE * params->h;
ds->tilesize = tilesize;
}
-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);
ret[COL_TENT * 3 + 1] = 0.7F;
ret[COL_TENT * 3 + 2] = 0.0F;
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
+ ret[COL_ERRTEXT * 3 + 0] = 1.0F;
+ ret[COL_ERRTEXT * 3 + 1] = 1.0F;
+ ret[COL_ERRTEXT * 3 + 2] = 1.0F;
+
*ncolours = NCOLOURS;
return ret;
}
{
int w = state->p.w, h = state->p.h;
struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
ds->tilesize = 0;
ds->started = FALSE;
ds->p = state->p; /* structure copy */
- ds->drawn = snewn(w*h, char);
- memset(ds->drawn, MAGIC, w*h);
+ ds->drawn = snewn(w*h, int);
+ for (i = 0; i < w*h; i++)
+ ds->drawn[i] = MAGIC;
+ ds->numbersdrawn = snewn(w+h, int);
+ for (i = 0; i < w+h; i++)
+ ds->numbersdrawn[i] = 2;
+ ds->cx = ds->cy = -1;
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->drawn);
+ sfree(ds->numbersdrawn);
sfree(ds);
}
+enum {
+ ERR_ADJ_TOPLEFT = 4,
+ ERR_ADJ_TOP,
+ ERR_ADJ_TOPRIGHT,
+ ERR_ADJ_LEFT,
+ ERR_ADJ_RIGHT,
+ ERR_ADJ_BOTLEFT,
+ ERR_ADJ_BOT,
+ ERR_ADJ_BOTRIGHT,
+ ERR_OVERCOMMITTED
+};
+
+static int *find_errors(game_state *state, char *grid)
+{
+ int w = state->p.w, h = state->p.h;
+ int *ret = snewn(w*h + w + h, int);
+ int *tmp = snewn(w*h*2, int), *dsf = tmp + w*h;
+ int x, y;
+
+ /*
+ * ret[0] through to ret[w*h-1] give error markers for the grid
+ * squares. After that, ret[w*h] to ret[w*h+w-1] give error
+ * markers for the column numbers, and ret[w*h+w] to
+ * ret[w*h+w+h-1] for the row numbers.
+ */
+
+ /*
+ * Spot tent-adjacency violations.
+ */
+ for (x = 0; x < w*h; x++)
+ ret[x] = 0;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ if (y+1 < h && x+1 < w &&
+ ((grid[y*w+x] == TENT &&
+ grid[(y+1)*w+(x+1)] == TENT) ||
+ (grid[(y+1)*w+x] == TENT &&
+ grid[y*w+(x+1)] == TENT))) {
+ ret[y*w+x] |= 1 << ERR_ADJ_BOTRIGHT;
+ ret[(y+1)*w+x] |= 1 << ERR_ADJ_TOPRIGHT;
+ ret[y*w+(x+1)] |= 1 << ERR_ADJ_BOTLEFT;
+ ret[(y+1)*w+(x+1)] |= 1 << ERR_ADJ_TOPLEFT;
+ }
+ if (y+1 < h &&
+ grid[y*w+x] == TENT &&
+ grid[(y+1)*w+x] == TENT) {
+ ret[y*w+x] |= 1 << ERR_ADJ_BOT;
+ ret[(y+1)*w+x] |= 1 << ERR_ADJ_TOP;
+ }
+ if (x+1 < w &&
+ grid[y*w+x] == TENT &&
+ grid[y*w+(x+1)] == TENT) {
+ ret[y*w+x] |= 1 << ERR_ADJ_RIGHT;
+ ret[y*w+(x+1)] |= 1 << ERR_ADJ_LEFT;
+ }
+ }
+ }
+
+ /*
+ * Spot numeric clue violations.
+ */
+ for (x = 0; x < w; x++) {
+ int tents = 0, maybetents = 0;
+ for (y = 0; y < h; y++) {
+ if (grid[y*w+x] == TENT)
+ tents++;
+ else if (grid[y*w+x] == BLANK)
+ maybetents++;
+ }
+ ret[w*h+x] = (tents > state->numbers->numbers[x] ||
+ tents + maybetents < state->numbers->numbers[x]);
+ }
+ for (y = 0; y < h; y++) {
+ int tents = 0, maybetents = 0;
+ for (x = 0; x < w; x++) {
+ if (grid[y*w+x] == TENT)
+ tents++;
+ else if (grid[y*w+x] == BLANK)
+ maybetents++;
+ }
+ ret[w*h+w+y] = (tents > state->numbers->numbers[w+y] ||
+ tents + maybetents < state->numbers->numbers[w+y]);
+ }
+
+ /*
+ * Identify groups of tents with too few trees between them,
+ * which we do by constructing the connected components of the
+ * bipartite adjacency graph between tents and trees
+ * ('bipartite' in the sense that we deliberately ignore
+ * adjacency between tents or between trees), and highlighting
+ * all the tents in any component which has a smaller tree
+ * count.
+ */
+ dsf_init(dsf, w*h);
+ /* Construct the equivalence classes. */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w-1; x++) {
+ if ((grid[y*w+x] == TREE && grid[y*w+x+1] == TENT) ||
+ (grid[y*w+x] == TENT && grid[y*w+x+1] == TREE))
+ dsf_merge(dsf, y*w+x, y*w+x+1);
+ }
+ }
+ for (y = 0; y < h-1; y++) {
+ for (x = 0; x < w; x++) {
+ if ((grid[y*w+x] == TREE && grid[(y+1)*w+x] == TENT) ||
+ (grid[y*w+x] == TENT && grid[(y+1)*w+x] == TREE))
+ dsf_merge(dsf, y*w+x, (y+1)*w+x);
+ }
+ }
+ /* Count up the tent/tree difference in each one. */
+ for (x = 0; x < w*h; x++)
+ tmp[x] = 0;
+ for (x = 0; x < w*h; x++) {
+ y = dsf_canonify(dsf, x);
+ if (grid[x] == TREE)
+ tmp[y]++;
+ else if (grid[x] == TENT)
+ tmp[y]--;
+ }
+ /* And highlight any tent belonging to an equivalence class with
+ * a score less than zero. */
+ for (x = 0; x < w*h; x++) {
+ y = dsf_canonify(dsf, x);
+ if (grid[x] == TENT && tmp[y] < 0)
+ ret[x] |= 1 << ERR_OVERCOMMITTED;
+ }
+
+ /*
+ * Identify groups of trees with too few tents between them.
+ * This is done similarly, except that we now count BLANK as
+ * equivalent to TENT, i.e. we only highlight such trees when
+ * the user hasn't even left _room_ to provide tents for them
+ * all. (Otherwise, we'd highlight all trees red right at the
+ * start of the game, before the user had done anything wrong!)
+ */
+#define TENT(x) ((x)==TENT || (x)==BLANK)
+ dsf_init(dsf, w*h);
+ /* Construct the equivalence classes. */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w-1; x++) {
+ if ((grid[y*w+x] == TREE && TENT(grid[y*w+x+1])) ||
+ (TENT(grid[y*w+x]) && grid[y*w+x+1] == TREE))
+ dsf_merge(dsf, y*w+x, y*w+x+1);
+ }
+ }
+ for (y = 0; y < h-1; y++) {
+ for (x = 0; x < w; x++) {
+ if ((grid[y*w+x] == TREE && TENT(grid[(y+1)*w+x])) ||
+ (TENT(grid[y*w+x]) && grid[(y+1)*w+x] == TREE))
+ dsf_merge(dsf, y*w+x, (y+1)*w+x);
+ }
+ }
+ /* Count up the tent/tree difference in each one. */
+ for (x = 0; x < w*h; x++)
+ tmp[x] = 0;
+ for (x = 0; x < w*h; x++) {
+ y = dsf_canonify(dsf, x);
+ if (grid[x] == TREE)
+ tmp[y]++;
+ else if (TENT(grid[x]))
+ tmp[y]--;
+ }
+ /* And highlight any tree belonging to an equivalence class with
+ * a score more than zero. */
+ for (x = 0; x < w*h; x++) {
+ y = dsf_canonify(dsf, x);
+ if (grid[x] == TREE && tmp[y] > 0)
+ ret[x] |= 1 << ERR_OVERCOMMITTED;
+ }
+#undef TENT
+
+ sfree(tmp);
+ return ret;
+}
+
+static void draw_err_adj(drawing *dr, game_drawstate *ds, int x, int y)
+{
+ int coords[8];
+ int yext, xext;
+
+ /*
+ * Draw a diamond.
+ */
+ coords[0] = x - TILESIZE*2/5;
+ coords[1] = y;
+ coords[2] = x;
+ coords[3] = y - TILESIZE*2/5;
+ coords[4] = x + TILESIZE*2/5;
+ coords[5] = y;
+ coords[6] = x;
+ coords[7] = y + TILESIZE*2/5;
+ draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID);
+
+ /*
+ * Draw an exclamation mark in the diamond. This turns out to
+ * look unpleasantly off-centre if done via draw_text, so I do
+ * it by hand on the basis that exclamation marks aren't that
+ * difficult to draw...
+ */
+ xext = TILESIZE/16;
+ yext = TILESIZE*2/5 - (xext*2+2);
+ draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3),
+ COL_ERRTEXT);
+ draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT);
+}
+
static void draw_tile(drawing *dr, game_drawstate *ds,
- int x, int y, int v, int printing)
+ int x, int y, int v, int cur, int printing)
{
+ int err;
int tx = COORD(x), ty = COORD(y);
int cx = tx + TILESIZE/2, cy = ty + TILESIZE/2;
- clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1);
+ err = v & ~15;
+ v &= 15;
- if (!printing)
+ clip(dr, tx, ty, TILESIZE, TILESIZE);
+
+ if (!printing) {
+ draw_rect(dr, tx, ty, TILESIZE, TILESIZE, COL_GRID);
draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1,
(v == BLANK ? COL_BACKGROUND : COL_GRASS));
+ }
if (v == TREE) {
int i;
(printing ? draw_rect_outline : draw_rect)
(dr, cx-TILESIZE/15, ty+TILESIZE*3/10,
2*(TILESIZE/15)+1, (TILESIZE*9/10 - TILESIZE*3/10),
- COL_TREETRUNK);
+ (err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR : COL_TREETRUNK));
for (i = 0; i < (printing ? 2 : 1); i++) {
- int col = (i == 1 ? COL_BACKGROUND : COL_TREELEAF);
+ int col = (i == 1 ? COL_BACKGROUND :
+ (err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR :
+ COL_TREELEAF));
int sub = i * (TILESIZE/32);
draw_circle(dr, cx, ty+TILESIZE*4/10, TILESIZE/4 - sub,
col, col);
}
} else if (v == TENT) {
int coords[6];
+ int col;
coords[0] = cx - TILESIZE/3;
coords[1] = cy + TILESIZE/3;
coords[2] = cx + TILESIZE/3;
coords[3] = cy + TILESIZE/3;
coords[4] = cx;
coords[5] = cy - TILESIZE/3;
- draw_polygon(dr, coords, 3, (printing ? -1 : COL_TENT), COL_TENT);
+ col = (err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR : COL_TENT);
+ draw_polygon(dr, coords, 3, (printing ? -1 : col), col);
+ }
+
+ if (err & (1 << ERR_ADJ_TOPLEFT))
+ draw_err_adj(dr, ds, tx, ty);
+ if (err & (1 << ERR_ADJ_TOP))
+ draw_err_adj(dr, ds, tx+TILESIZE/2, ty);
+ if (err & (1 << ERR_ADJ_TOPRIGHT))
+ draw_err_adj(dr, ds, tx+TILESIZE, ty);
+ if (err & (1 << ERR_ADJ_LEFT))
+ draw_err_adj(dr, ds, tx, ty+TILESIZE/2);
+ if (err & (1 << ERR_ADJ_RIGHT))
+ draw_err_adj(dr, ds, tx+TILESIZE, ty+TILESIZE/2);
+ if (err & (1 << ERR_ADJ_BOTLEFT))
+ draw_err_adj(dr, ds, tx, ty+TILESIZE);
+ if (err & (1 << ERR_ADJ_BOT))
+ draw_err_adj(dr, ds, tx+TILESIZE/2, ty+TILESIZE);
+ if (err & (1 << ERR_ADJ_BOTRIGHT))
+ draw_err_adj(dr, ds, tx+TILESIZE, ty+TILESIZE);
+
+ if (cur) {
+ int coff = TILESIZE/8;
+ draw_rect_outline(dr, tx + coff, ty + coff,
+ TILESIZE - coff*2 + 1, TILESIZE - coff*2 + 1,
+ COL_GRID);
}
unclip(dr);
{
int w = state->p.w, h = state->p.h;
int x, y, flashing;
+ int cx = -1, cy = -1;
+ int cmoved = 0;
+ char *tmpgrid;
+ int *errors;
+
+ if (ui) {
+ if (ui->cdisp) { cx = ui->cx; cy = ui->cy; }
+ if (cx != ds->cx || cy != ds->cy) cmoved = 1;
+ }
if (printing || !ds->started) {
if (!printing) {
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), COL_GRID);
for (x = 0; x <= w; x++)
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), COL_GRID);
-
- /*
- * Draw the numbers.
- */
- for (y = 0; y < h; y++) {
- char buf[80];
- sprintf(buf, "%d", state->numbers->numbers[y+w]);
- draw_text(dr, COORD(w+1), COORD(y) + TILESIZE/2,
- FONT_VARIABLE, TILESIZE/2, ALIGN_HRIGHT|ALIGN_VCENTRE,
- COL_GRID, buf);
- }
- for (x = 0; x < w; x++) {
- char buf[80];
- sprintf(buf, "%d", state->numbers->numbers[x]);
- draw_text(dr, COORD(x) + TILESIZE/2, COORD(h+1),
- FONT_VARIABLE, TILESIZE/2, ALIGN_HCENTRE|ALIGN_VNORMAL,
- COL_GRID, buf);
- }
}
if (flashtime > 0)
flashing = FALSE;
/*
+ * Find errors. For this we use _part_ of the information from a
+ * currently active drag: we transform dsx,dsy but not anything
+ * else. (This seems to strike a good compromise between having
+ * the error highlights respond instantly to single clicks, but
+ * not give constant feedback during a right-drag.)
+ */
+ if (ui && ui->drag_button >= 0) {
+ tmpgrid = snewn(w*h, char);
+ memcpy(tmpgrid, state->grid, w*h);
+ tmpgrid[ui->dsy * w + ui->dsx] =
+ drag_xform(ui, ui->dsx, ui->dsy, tmpgrid[ui->dsy * w + ui->dsx]);
+ errors = find_errors(state, tmpgrid);
+ sfree(tmpgrid);
+ } else {
+ errors = find_errors(state, state->grid);
+ }
+
+ /*
* Draw the grid.
*/
- for (y = 0; y < h; y++)
+ for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
int v = state->grid[y*w+x];
+ int credraw = 0;
/*
* We deliberately do not take drag_ok into account
* marginally nicer not to have the drag effects
* flickering on and off disconcertingly.
*/
- if (ui->drag_button >= 0)
+ if (ui && ui->drag_button >= 0)
v = drag_xform(ui, x, y, v);
if (flashing && (v == TREE || v == TENT))
v = NONTENT;
- if (printing || ds->drawn[y*w+x] != v) {
- draw_tile(dr, ds, x, y, v, printing);
+ if (cmoved) {
+ if ((x == cx && y == cy) ||
+ (x == ds->cx && y == ds->cy)) credraw = 1;
+ }
+
+ v |= errors[y*w+x];
+
+ if (printing || ds->drawn[y*w+x] != v || credraw) {
+ draw_tile(dr, ds, x, y, v, (x == cx && y == cy), printing);
if (!printing)
ds->drawn[y*w+x] = v;
}
}
+ }
+
+ /*
+ * Draw (or redraw, if their error-highlighted state has
+ * changed) the numbers.
+ */
+ for (x = 0; x < w; x++) {
+ if (ds->numbersdrawn[x] != errors[w*h+x]) {
+ char buf[80];
+ draw_rect(dr, COORD(x), COORD(h)+1, TILESIZE, BRBORDER-1,
+ COL_BACKGROUND);
+ sprintf(buf, "%d", state->numbers->numbers[x]);
+ draw_text(dr, COORD(x) + TILESIZE/2, COORD(h+1),
+ FONT_VARIABLE, TILESIZE/2, ALIGN_HCENTRE|ALIGN_VNORMAL,
+ (errors[w*h+x] ? COL_ERROR : COL_GRID), buf);
+ draw_update(dr, COORD(x), COORD(h)+1, TILESIZE, BRBORDER-1);
+ ds->numbersdrawn[x] = errors[w*h+x];
+ }
+ }
+ for (y = 0; y < h; y++) {
+ if (ds->numbersdrawn[w+y] != errors[w*h+w+y]) {
+ char buf[80];
+ draw_rect(dr, COORD(w)+1, COORD(y), BRBORDER-1, TILESIZE,
+ COL_BACKGROUND);
+ sprintf(buf, "%d", state->numbers->numbers[w+y]);
+ draw_text(dr, COORD(w+1), COORD(y) + TILESIZE/2,
+ FONT_VARIABLE, TILESIZE/2, ALIGN_HRIGHT|ALIGN_VCENTRE,
+ (errors[w*h+w+y] ? COL_ERROR : COL_GRID), buf);
+ draw_update(dr, COORD(w)+1, COORD(y), BRBORDER-1, TILESIZE);
+ ds->numbersdrawn[w+y] = errors[w*h+w+y];
+ }
+ }
+
+ if (cmoved) {
+ ds->cx = cx;
+ ds->cy = cy;
+ }
+
+ sfree(errors);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return FALSE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
* I'll use 6mm squares by default.
*/
game_compute_size(params, 600, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
#endif
const struct game thegame = {
- "Tents", "games.tents",
+ "Tents", "games.tents", "tents",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_anim_length,
game_flash_length,
TRUE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ REQUIRE_RBUTTON, /* flags */
};
#ifdef STANDALONE_SOLVER
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */