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 (button == CURSOR_SELECT || button == CURSOR_SELECT2 ||
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') ?
+ action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
FLIP_IMPOSSIBLE : FLIP_LIGHT;
} else if (button == CURSOR_UP || button == CURSOR_DOWN ||
button == CURSOR_RIGHT || button == CURSOR_LEFT) {
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);
+ }
}
}
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 = {
- "Light Up", "games.lightup",
+ "Light Up", "games.lightup", "lightup",
default_params,
game_fetch_preset,
decode_params,
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,
game_anim_length,
game_flash_length,
TRUE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};