debug_state(state);
assert(!"place_lights failed to resolve overlapping lights!");
}
+ sfree(numindices);
}
/* Fills in all black squares with numbers of adjacent lights. */
unsigned int flags, int lights)
{
ll_data lld;
- int sx,sy,n = 0;
+ int sx = 0, sy = 0, n = 0;
if (lights > 0) return 0;
if (flags & F_BLACK) return 0;
get_surrounds(state, x, y, &s);
for (i = 0; i < s.npoints; i++) {
- if (!GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED)
+ if (!(GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED))
continue;
- /* we have an adjacent clue square; find /it's/ surrounds
+ /* we have an adjacent clue square; find /its/ surrounds
* and count the remaining lights it needs. */
get_surrounds(state,s.points[i].x,s.points[i].y,&ss);
curr_lights = 0;
return move;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
/* 'borrowed' from slant.c, mainly. I could have printed it one
* character per cell (like debug_state) but that comes out tiny.
* 'L' is used for 'light here' because 'O' looks too much like '0'
cx = FROMCOORD(x);
cy = FROMCOORD(y);
action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE;
- } else if (button == CURSOR_SELECT ||
+ } else if (IS_CURSOR_SELECT(button) ||
button == 'i' || button == 'I' ||
button == ' ' || button == '\r' || button == '\n') {
- ui->cur_visible = 1;
- cx = ui->cur_x;
- cy = ui->cur_y;
- action = (button == 'i' || button == 'I') ?
- FLIP_IMPOSSIBLE : FLIP_LIGHT;
- } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_RIGHT || button == CURSOR_LEFT) {
- int dx = 0, dy = 0;
- switch (button) {
- case CURSOR_UP: dy = -1; break;
- case CURSOR_DOWN: dy = 1; break;
- case CURSOR_RIGHT: dx = 1; break;
- case CURSOR_LEFT: dx = -1; break;
- default: assert(!"shouldn't get here");
+ if (ui->cur_visible) {
+ /* Only allow cursor-effect operations if the cursor is visible
+ * (otherwise you have no idea which square it might be affecting) */
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
+ FLIP_IMPOSSIBLE : FLIP_LIGHT;
}
- ui->cur_x += dx; ui->cur_y += dy;
- ui->cur_x = min(max(ui->cur_x, 0), state->w - 1);
- ui->cur_y = min(max(ui->cur_y, 0), state->h - 1);
+ ui->cur_visible = 1;
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
ui->cur_visible = 1;
nullret = empty;
} else
if (flags & F_BLACK)
return nullret;
if (action == FLIP_LIGHT) {
+#ifdef STYLUS_BASED
+ if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L';
+#else
if (flags & F_IMPOSSIBLE) return nullret;
c = 'L';
+#endif
} else {
+#ifdef STYLUS_BASED
+ if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I';
+#else
if (flags & F_LIGHT) return nullret;
c = 'I';
+#endif
}
sprintf(buf, "%c%d,%d", (int)c, cx, cy);
break;
int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
lcol, COL_BLACK);
- } else if (ds_flags & DF_IMPOSSIBLE) {
- int rlen = TILE_SIZE / 4;
- draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
- rlen, rlen, COL_BLACK);
+ } else if ((ds_flags & DF_IMPOSSIBLE)) {
+ static int draw_blobs_when_lit = -1;
+ if (draw_blobs_when_lit < 0) {
+ char *env = getenv("LIGHTUP_LIT_BLOBS");
+ draw_blobs_when_lit = (!env || (env[0] == 'y' ||
+ env[0] == 'Y'));
+ }
+ if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) {
+ int rlen = TILE_SIZE / 4;
+ draw_rect(dr, dx + TILE_SIZE/2 - rlen/2,
+ dy + TILE_SIZE/2 - rlen/2,
+ rlen, rlen, COL_BLACK);
+ }
}
}
* 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)
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,