#define TILE_SIZE 24
#define BORDER 18
+#define FLASH_TIME 0.13F
+
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
int *grid; /* contains the numbers */
unsigned char *vedge; /* (w+1) x h */
unsigned char *hedge; /* w x (h+1) */
+ int completed;
};
game_params *default_params(void)
state->grid = snewn(area, int);
state->vedge = snewn(area, unsigned char);
state->hedge = snewn(area, unsigned char);
+ state->completed = FALSE;
i = 0;
while (*seed) {
ret->hedge = snewn(state->w * state->h, unsigned char);
ret->grid = snewn(state->w * state->h, int);
+ ret->completed = state->completed;
+
memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
free_game(ret);
ret = NULL;
}
+
+ /*
+ * We've made a real change to the grid. Check to see
+ * if the game has been completed.
+ */
+ if (!ret->completed) {
+ int x, y, ok;
+ unsigned char *correct = get_correct(ret);
+
+ ok = TRUE;
+ for (x = 0; x < ret->w; x++)
+ for (y = 0; y < ret->h; y++)
+ if (!index(ret, correct, x, y))
+ ok = FALSE;
+
+ sfree(correct);
+
+ if (ok)
+ ret->completed = TRUE;
+ }
}
ui->drag_start_x = -1;
c |= index(state,vedge,x,y) << 4;
if (VRANGE(state,x,y+1))
c |= index(state,vedge,x,y+1) << 6;
- if (index(state, correct, x, y))
+ if (index(state, correct, x, y) && !flashtime)
c |= CORRECT;
if (index(ds,ds->visible,x,y) != c) {
float game_flash_length(game_state *oldstate, game_state *newstate)
{
+ if (!oldstate->completed && newstate->completed)
+ return FLASH_TIME;
return 0.0F;
}