Apply "103_fix-unequal-digit-h.diff" from the Debian package:
[sgt/puzzles] / lightup.c
index 7af44e3..97c0ec8 100644 (file)
--- a/lightup.c
+++ b/lightup.c
@@ -1705,6 +1705,11 @@ done:
     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'
@@ -1824,11 +1829,13 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
                            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);
@@ -1855,13 +1862,9 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         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:
@@ -1958,7 +1961,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
     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;
@@ -2079,10 +2082,19 @@ static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
             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);
+            }
         }
     }
 
@@ -2146,11 +2158,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
-{
-    return FALSE;
-}
-
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -2164,8 +2171,8 @@ static void game_print_size(game_params *params, float *x, float *y)
      * 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)
@@ -2177,8 +2184,7 @@ 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.
@@ -2224,7 +2230,7 @@ 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,
@@ -2239,7 +2245,7 @@ const struct game thegame = {
     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,
@@ -2255,9 +2261,9 @@ const struct game thegame = {
     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
@@ -2306,6 +2312,7 @@ int main(int argc, char **argv)
     /* 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);