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Subtle UI change to Mines. Although I mostly find the unified left-
[sgt/puzzles]
/
mines.c
diff --git
a/mines.c
b/mines.c
index
f3e216c
..
cf32064
100644
(file)
--- a/
mines.c
+++ b/
mines.c
@@
-2334,6
+2334,7
@@
static char *game_text_format(game_state *state)
struct game_ui {
int hx, hy, hradius; /* for mouse-down highlights */
struct game_ui {
int hx, hy, hradius; /* for mouse-down highlights */
+ int validradius;
int flash_is_death;
int deaths;
};
int flash_is_death;
int deaths;
};
@@
-2342,7
+2343,7
@@
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = -1;
{
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = -1;
- ui->hradius = 0;
+ ui->hradius =
ui->validradius =
0;
ui->deaths = 0;
ui->flash_is_death = FALSE; /* *shrug* */
return ui;
ui->deaths = 0;
ui->flash_is_death = FALSE; /* *shrug* */
return ui;
@@
-2416,6
+2417,10
@@
static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
ui->hx = cx;
ui->hy = cy;
ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
ui->hx = cx;
ui->hy = cy;
ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
+ if (button == LEFT_BUTTON)
+ ui->validradius = ui->hradius;
+ else if (button == MIDDLE_BUTTON)
+ ui->validradius = 1;
return "";
}
return "";
}
@@
-2456,7
+2461,8
@@
static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
*/
if (button == LEFT_RELEASE &&
(from->grid[cy * from->w + cx] == -2 ||
*/
if (button == LEFT_RELEASE &&
(from->grid[cy * from->w + cx] == -2 ||
- from->grid[cy * from->w + cx] == -3)) {
+ from->grid[cy * from->w + cx] == -3) &&
+ ui->validradius == 0) {
/* Check if you've killed yourself. */
if (from->layout->mines && from->layout->mines[cy * from->w + cx])
ui->deaths++;
/* Check if you've killed yourself. */
if (from->layout->mines && from->layout->mines[cy * from->w + cx])
ui->deaths++;
@@
-2471,7
+2477,7
@@
static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
* surrounding the tile is equal to its mine count, and if
* so then we open all other surrounding squares.
*/
* 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) {
+ if (from->grid[cy * from->w + cx] > 0
&& ui->validradius == 1
) {
int dy, dx, n;
/* Count mine markers. */
int dy, dx, n;
/* Count mine markers. */