* - no clues must be contradicted (highlight clue itself in error if so)
* - if there is a closed loop it must include every line segment laid
* - if there's a smaller closed loop then highlight whole loop as error
- * - no square must have more than 3 lines radiating from centre point
+ * - no square must have more than 2 lines radiating from centre point
* (highlight all lines in that square as error if so)
*/
static int game_can_format_as_text_now(const game_params *params)
{
- return FALSE;
+ return TRUE;
}
static char *game_text_format(const game_state *state)
{
- return NULL;
+ int w = state->shared->w, h = state->shared->h, cw = 4, ch = 2;
+ int gw = cw*(w-1) + 2, gh = ch*(h-1) + 1, len = gw * gh, r, c, j;
+ char *board = snewn(len + 1, char);
+
+ assert(board);
+ memset(board, ' ', len);
+
+ for (r = 0; r < h; ++r) {
+ for (c = 0; c < w; ++c) {
+ int i = r*w + c, cell = r*ch*gw + c*cw;
+ board[cell] = state->shared->clues[i]["+BW"];
+ if (c < w - 1 && (state->lines[i] & R || state->lines[i+1] & L))
+ memset(board + cell + 1, '-', cw - 1);
+ if (r < h - 1 && (state->lines[i] & D || state->lines[i+w] & U))
+ for (j = 1; j < ch; ++j) board[cell + j*gw] = '|';
+ if (c < w - 1 && (state->marks[i] & R || state->marks[i+1] & L))
+ board[cell + cw/2] = 'x';
+ if (r < h - 1 && (state->marks[i] & D || state->marks[i+w] & U))
+ board[cell + (ch/2 * gw)] = 'x';
+ }
+
+ for (j = 0; j < (r == h - 1 ? 1 : ch); ++j)
+ board[r*ch*gw + (gw - 1) + j*gw] = '\n';
+ }
+
+ board[len] = '\0';
+ return board;
}
struct game_ui {
int release = FALSE;
char tmpbuf[80];
+ int shift = button & MOD_SHFT, control = button & MOD_CTRL;
+ button &= ~MOD_MASK;
+
if (IS_MOUSE_DOWN(button)) {
ui->cursor_active = FALSE;
if (IS_MOUSE_RELEASE(button)) release = TRUE;
- if (IS_CURSOR_MOVE(button & ~MOD_MASK)) {
+ if (IS_CURSOR_MOVE(button)) {
if (!ui->cursor_active) {
ui->cursor_active = TRUE;
- } else if (button & (MOD_SHFT | MOD_CTRL)) {
+ } else if (control | shift) {
if (ui->ndragcoords > 0) return NULL;
ui->ndragcoords = -1;
return mark_in_direction(state, ui->curx, ui->cury,
return "";
}
- if (IS_CURSOR_SELECT(button & ~MOD_MASK)) {
+ if (IS_CURSOR_SELECT(button)) {
if (!ui->cursor_active) {
ui->cursor_active = TRUE;
return "";
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_can_format_as_text_now, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,