* Also, that approach fares badly when you introduce the
* additional requirement that incomplete grids should have
* errors highlighted only when they can be proved to be errors
- * - so that a tree surrounded by BLANK squares should not be
- * marked as erroneous (it would be patronising, since the
- * overwhelming likelihood is not that the player has forgotten
- * to put a tree there but that they have merely not put one
- * there _yet), but one surrounded by NONTENTs should.
+ * - so that trees should not be marked as having too few tents
+ * if there are enough BLANK squares remaining around them that
+ * could be turned into the missing tents (to do so would be
+ * patronising, since the overwhelming likelihood is not that
+ * the player has forgotten to put a tree there but that they
+ * have merely not put one there _yet_). However, tents with too
+ * few trees can be marked immediately, since those are
+ * definitely player error.
*
* So I adopt an alternative approach, which is to consider the
* bipartite adjacency graph between trees and tents
* currently active drag: we transform dsx,dsy but not anything
* else. (This seems to strike a good compromise between having
* the error highlights respond instantly to single clicks, but
- * not give constant feedback during a right-drag.)
+ * not giving constant feedback during a right-drag.)
*/
if (ui && ui->drag_button >= 0) {
tmpgrid = snewn(w*h, char);