Move most of face_text_pos() into grid.c, leaving in loopy.c only the
[sgt/puzzles] / guess.c
diff --git a/guess.c b/guess.c
index 9117e8e..a1d9841 100644 (file)
--- a/guess.c
+++ b/guess.c
@@ -655,20 +655,24 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
 
     if (from->solved) return NULL;
 
-    if (x >= COL_OX && x <= (COL_OX + COL_W) &&
-        y >= COL_OY && y <= (COL_OY + COL_H)) {
+    if (x >= COL_OX && x < (COL_OX + COL_W) &&
+        y >= COL_OY && y < (COL_OY + COL_H)) {
         over_col = ((y - COL_OY) / PEGOFF) + 1;
+        assert(over_col >= 1 && over_col <= ds->colours->npegs);
     } else if (x >= guess_ox &&
-               y >= guess_oy && y <= (guess_oy + GUESS_H)) {
-        if (x <= (guess_ox + GUESS_W)) {
+               y >= guess_oy && y < (guess_oy + GUESS_H)) {
+        if (x < (guess_ox + GUESS_W)) {
             over_guess = (x - guess_ox) / PEGOFF;
+            assert(over_guess >= 0 && over_guess < ds->solution->npegs);
         } else {
             over_hint = 1;
         }
-    } else if (x >= guess_ox && x <= (guess_ox + GUESS_W) &&
+    } else if (x >= guess_ox && x < (guess_ox + GUESS_W) &&
                y >= GUESS_OY && y < guess_oy) {
         over_past_guess_y = (y - GUESS_OY) / PEGOFF;
         over_past_guess_x = (x - guess_ox) / PEGOFF;
+        assert(over_past_guess_y >= 0 && over_past_guess_y < from->next_go);
+        assert(over_past_guess_x >= 0 && over_past_guess_x < ds->solution->npegs);
     }
     debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
            " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
@@ -758,8 +762,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
         if (button == CURSOR_LEFT && ui->peg_cur > 0)
             ui->peg_cur--;
         ret = "";
-    } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
-               button == '\n') {
+    } else if (IS_CURSOR_SELECT(button)) {
         ui->display_cur = 1;
         if (ui->peg_cur == from->params.npegs) {
             ret = encode_move(from, ui);
@@ -993,9 +996,9 @@ static float *game_colours(frontend *fe, int *ncolours)
 
     /* We also want to be able to tell the difference between BACKGROUND
      * and EMPTY, for similar distinguishing-hint reasons. */
-    ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
-    ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
-    ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
+    ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
+    ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
+    ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
 
     *ncolours = NCOLOURS;
     return ret;
@@ -1311,6 +1314,18 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
+static int game_is_solved(game_state *state)
+{
+    /*
+     * We return true whenever the solution has been revealed, even
+     * (on spoiler grounds) if it wasn't guessed correctly.
+     *
+     * However, in that situation, 'solved' is still true, so we don't
+     * have to make any effort to arrange this.
+     */
+    return state->solved;
+}
+
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -1359,6 +1374,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_is_solved,
     FALSE, FALSE, game_print_size, game_print,
     FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,