enum {
COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
- COL_TEXT, COL_ERROR, COL_CURSOR,
+ COL_TEXT, COL_ERROR, COL_CURSOR, COL_DONE,
COL_NEUTRAL, COL_NEGATIVE, COL_POSITIVE, COL_NOT,
NCOLOURS
};
int *grid; /* size w*h, for cell state (pos/neg) */
unsigned int *flags; /* size w*h */
int solved, completed, numbered;
+ unsigned char *counts_done;
struct game_common *common; /* domino layout never changes. */
};
memset(ret->common->rowcount, 0, ret->h*3*sizeof(int));
memset(ret->common->colcount, 0, ret->w*3*sizeof(int));
+ memset(ret->counts_done, 0, (ret->h + ret->w) * 2 * sizeof(unsigned char));
for (i = 0; i < ret->wh; i++) {
ret->grid[i] = EMPTY;
ret->grid = snewn(ret->wh, int);
ret->flags = snewn(ret->wh, unsigned int);
+ ret->counts_done = snewn((ret->h + ret->w) * 2, unsigned char);
ret->common = snew(struct game_common);
ret->common->refcount = 1;
dest->grid = snewn(dest->wh, int);
memcpy(dest->grid, src->grid, dest->wh*sizeof(int));
+ dest->counts_done = snewn((dest->h + dest->w) * 2, unsigned char);
+ memcpy(dest->counts_done, src->counts_done,
+ (dest->h + dest->w) * 2 * sizeof(unsigned char));
+
dest->flags = snewn(dest->wh, unsigned int);
memcpy(dest->flags, src->flags, dest->wh*sizeof(unsigned int));
sfree(state->common->colcount);
sfree(state->common);
}
+ sfree(state->counts_done);
sfree(state->flags);
sfree(state->grid);
sfree(state);
#define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 1 )
+static int is_clue(const game_state *state, int x, int y)
+{
+ int h = state->h, w = state->w;
+
+ if (((x == -1 || x == w) && y >= 0 && y < h) ||
+ ((y == -1 || y == h) && x >= 0 && x < w))
+ return TRUE;
+
+ return FALSE;
+}
+
+static int clue_index(const game_state *state, int x, int y)
+{
+ int h = state->h, w = state->w;
+
+ if (y == -1)
+ return x;
+ else if (x == w)
+ return w + y;
+ else if (y == h)
+ return 2 * w + h - x - 1;
+ else if (x == -1)
+ return 2 * (w + h) - y - 1;
+
+ return -1;
+}
+
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
nullret = "";
}
action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
+ } else if (button == LEFT_BUTTON && is_clue(state, gx, gy)) {
+ sprintf(buf, "D%d,%d", gx, gy);
+ return dupstr(buf);
} else
return NULL;
ret->flags[idx] |= GS_SET;
ret->flags[idx2] |= GS_SET;
}
+ } else if (c == 'D' && sscanf(move, "%d,%d%n", &x, &y, &n) == 2 &&
+ is_clue(ret, x, y)) {
+ ret->counts_done[clue_index(ret, x, y)] ^= 1;
} else
goto badmove;
ret[COL_TEXT * 3 + i] = 0.0F;
ret[COL_NEGATIVE * 3 + i] = 0.0F;
ret[COL_CURSOR * 3 + i] = 0.9F;
+ ret[COL_DONE * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F;
}
ret[COL_POSITIVE * 3 + 0] = 0.8F;
static int get_count_color(const game_state *state, int rowcol, int which,
int index, int target)
{
+ int idx;
int count = count_rowcol(state, index, rowcol, which);
if ((count > target) ||
(count < target && !count_rowcol(state, index, rowcol, -1))) {
return COL_ERROR;
+ } else if (rowcol == COLUMN) {
+ idx = clue_index(state, index, which == POSITIVE ? -1 : state->h);
+ } else {
+ idx = clue_index(state, which == POSITIVE ? -1 : state->w, index);
+ }
+
+ if (state->counts_done[idx]) {
+ return COL_DONE;
}
return COL_TEXT;