char *soln, struct solver_scratch *sc, int diff)
{
int x, y, d, i, j;
- char *mrow, *mrow1, *mrow2, *trow, *trow1, *trow2;
+ char *mrow, *trow, *trow1, *trow2;
/*
* Set up solver data.
* hasn't been set up yet.
*/
mrow = sc->mrows;
- mrow1 = sc->mrows + len;
- mrow2 = sc->mrows + 2*len;
trow = sc->trows;
trow1 = sc->trows + len;
trow2 = sc->trows + 2*len;
desc++;
}
+ if (area < w * h + 1)
+ return "Not enough data to fill grid";
+ else if (area > w * h + 1)
+ return "Too much data to fill grid";
for (i = 0; i < w+h; i++) {
if (!*desc)
ymin = min(ui->dsy, ui->dey);
ymax = max(ui->dsy, ui->dey);
+#ifndef STYLUS_BASED
/*
* Left-dragging has no effect, so we treat a left-drag as a
* single click on dsx,dsy.
xmin = xmax = ui->dsx;
ymin = ymax = ui->dsy;
}
+#endif
if (x < xmin || x > xmax || y < ymin || y > ymax)
return v; /* no change outside drag area */
* Results of a simple click. Left button sets blanks to
* tents; right button sets blanks to non-tents; either
* button clears a non-blank square.
+ * If stylus-based however, it loops instead.
*/
if (ui->drag_button == LEFT_BUTTON)
+#ifdef STYLUS_BASED
+ v = (v == BLANK ? TENT : (v == TENT ? NONTENT : BLANK));
+ else
+ v = (v == BLANK ? NONTENT : (v == NONTENT ? TENT : BLANK));
+#else
v = (v == BLANK ? TENT : BLANK);
else
v = (v == BLANK ? NONTENT : BLANK);
+#endif
} else {
/*
* Results of a drag. Left-dragging has no effect.
if (ui->drag_button == RIGHT_BUTTON)
v = (v == BLANK ? NONTENT : v);
else
+#ifdef STYLUS_BASED
+ v = (v == BLANK ? NONTENT : v);
+#else
/* do nothing */;
+#endif
}
return v;
}
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
int x, int y, int button)
{
int w = state->p.w, h = state->p.h;
* Also, that approach fares badly when you introduce the
* additional requirement that incomplete grids should have
* errors highlighted only when they can be proved to be errors
- * - so that a tree surrounded by BLANK squares should not be
- * marked as erroneous (it would be patronising, since the
- * overwhelming likelihood is not that the player has forgotten
- * to put a tree there but that they have merely not put one
- * there _yet), but one surrounded by NONTENTs should.
+ * - so that trees should not be marked as having too few tents
+ * if there are enough BLANK squares remaining around them that
+ * could be turned into the missing tents (to do so would be
+ * patronising, since the overwhelming likelihood is not that
+ * the player has forgotten to put a tree there but that they
+ * have merely not put one there _yet_). However, tents with too
+ * few trees can be marked immediately, since those are
+ * definitely player error.
*
* So I adopt an alternative approach, which is to consider the
* bipartite adjacency graph between trees and tents
* 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.)
+ * not giving constant feedback during a right-drag.)
*/
if (ui && ui->drag_button >= 0) {
tmpgrid = snewn(w*h, char);
* changed) the numbers.
*/
for (x = 0; x < w; x++) {
- if (ds->numbersdrawn[x] != errors[w*h+x]) {
+ if (printing || ds->numbersdrawn[x] != errors[w*h+x]) {
char buf[80];
draw_rect(dr, COORD(x), COORD(h)+1, TILESIZE, BRBORDER-1,
COL_BACKGROUND);
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];
+ if (!printing)
+ ds->numbersdrawn[x] = errors[w*h+x];
}
}
for (y = 0; y < h; y++) {
- if (ds->numbersdrawn[w+y] != errors[w*h+w+y]) {
+ if (printing || 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);
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 (!printing)
+ ds->numbersdrawn[w+y] = errors[w*h+w+y];
}
}
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)
{
return TRUE;
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,