X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/bdfd62f9863cb568bc207d17ca04fb780af15c57..58bd2ef17516ac538b7b5a08b63b177343cfe4f2:/blackbox.c diff --git a/blackbox.c b/blackbox.c index 14973f4..3a85bd7 100644 --- a/blackbox.c +++ b/blackbox.c @@ -555,7 +555,7 @@ static int isball(game_state *state, int gx, int gy, int direction, int lookwher debug(("isball, new (%d, %d)\n", gx, gy)); /* if we're off the grid (into the firing range) there's never a ball. */ - if (gx < 1 || gy < 1 || gx > state->h || gy > state->w) + if (gx < 1 || gy < 1 || gx > state->w || gy > state->h) return 0; if (GRID(state, gx,gy) & BALL_CORRECT) @@ -1398,15 +1398,15 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, if (CAN_REVEAL(state)) { int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0) ? COL_CURSOR : COL_BALL; - clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1); + clip(dr, TODRAW(0)-1, TODRAW(0)-1, TILE_SIZE+1, TILE_SIZE+1); draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad, outline, outline); draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad-2, COL_BUTTON, COL_BUTTON); unclip(dr); } else { - draw_rect(dr, TODRAW(0), TODRAW(0), - TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND); + draw_rect(dr, TODRAW(0)-1, TODRAW(0)-1, + TILE_SIZE+1, TILE_SIZE+1, COL_BACKGROUND); } draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE); ds->reveal = state->reveal; @@ -1462,6 +1462,23 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_status(game_state *state) +{ + if (state->reveal) { + /* + * We return nonzero whenever the solution has been revealed, + * even (on spoiler grounds) if it wasn't guessed correctly. + */ + if (state->nwrong == 0 && + state->nmissed == 0 && + state->nright >= state->minballs) + return +1; + else + return -1; + } + return 0; +} + static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; @@ -1510,6 +1527,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, FALSE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ FALSE, game_timing_state,