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'
int x, int y, int button)
{
enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
- int cx = -1, cy = -1, cv = ui->cur_visible;
+ int cx = -1, cy = -1;
unsigned int flags;
- char buf[80], *nullret, *empty = "", c;
+ char buf[80], *nullret = NULL, *empty = "", c;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (ui->cur_visible)
+ nullret = empty;
ui->cur_visible = 0;
cx = FROMCOORD(x);
cy = FROMCOORD(y);
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;
- }
-
- /* Always redraw if the cursor is on, or if it's just been
- * removed. */
- if (ui->cur_visible) nullret = empty;
- else if (cv) nullret = empty;
- else nullret = NULL;
+ nullret = empty;
+ } else
+ return NULL;
switch (action) {
case FLIP_LIGHT:
ds->crad = 3*(tilesize-1)/8;
}
-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);
int i;
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)
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
- ads.tilesize = tilesize;
- ds->crad = 3*(tilesize-1)/8;
+ game_set_size(dr, ds, NULL, tilesize);
/*
* Border.
#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, /* mouse_priorities */
+ 0, /* flags */
};
#ifdef STANDALONE_SOLVER
/* Run the solvers easiest to hardest until we find one that
* can solve our puzzle. If it's soluble we know that the
* hardest (recursive) solver will always find the solution. */
+ nsol = sflags = 0;
for (diff = 0; diff <= DIFFCOUNT; diff++) {
printf("\nSolving with difficulty %d.\n", diff);
sflags = flags_from_difficulty(diff);