COL_GHOST,
COL_ZOMBIE,
COL_VAMPIRE,
+ COL_DONE,
NCOLOURS
};
unsigned char *pencils;
unsigned char *cell_errors;
unsigned char *hint_errors;
+ unsigned char *hints_done;
unsigned char count_errors[3];
int solved;
int cheated;
state->hint_errors = snewn(2*state->common->num_paths, unsigned char);
for (i=0;i<2*state->common->num_paths;i++)
state->hint_errors[i] = FALSE;
+ state->hints_done = snewn(2 * state->common->num_paths, unsigned char);
+ memset(state->hints_done, 0,
+ 2 * state->common->num_paths * sizeof(unsigned char));
for (i=0;i<3;i++)
state->count_errors[i] = FALSE;
}
else ret->hint_errors = NULL;
+ if (state->hints_done != NULL) {
+ ret->hints_done = snewn(2 * state->common->num_paths, unsigned char);
+ memcpy(ret->hints_done, state->hints_done,
+ 2 * state->common->num_paths * sizeof(unsigned char));
+ }
+ else ret->hints_done = NULL;
+
ret->count_errors[0] = state->count_errors[0];
ret->count_errors[1] = state->count_errors[1];
ret->count_errors[2] = state->count_errors[2];
if (state->common->fixed != NULL) sfree(state->common->fixed);
sfree(state->common);
}
+ if (state->hints_done != NULL) sfree(state->hints_done);
if (state->hint_errors != NULL) sfree(state->hint_errors);
if (state->cell_errors != NULL) sfree(state->cell_errors);
if (state->pencils != NULL) sfree(state->pencils);
unsigned char count_errors[3];
unsigned char *cell_errors;
unsigned char *hint_errors;
+ unsigned char *hints_done;
int hx, hy, hshow, hpencil; /* as for game_ui. */
int hflash;
int ascii;
};
+static int is_clue(const game_state *state, int x, int y)
+{
+ int h = state->common->params.h, w = state->common->params.w;
+
+ if (((x == 0 || x == w + 1) && y > 0 && y <= h) ||
+ ((y == 0 || y == h + 1) && x > 0 && x <= w))
+ return TRUE;
+
+ return FALSE;
+}
+
+static int clue_index(const game_state *state, int x, int y)
+{
+ int h = state->common->params.h, w = state->common->params.w;
+
+ if (y == 0)
+ return x - 1;
+ else if (x == w + 1)
+ return w + y - 1;
+ else if (y == h + 1)
+ return 2 * w + h - x;
+ else if (x == 0)
+ return 2 * (w + h) - y;
+
+ return -1;
+}
+
#define TILESIZE (ds->tilesize)
#define BORDER (TILESIZE/4)
ui->ascii = !ui->ascii;
return "";
}
+
+ if (button == 'm' || button == 'M') {
+ return dupstr("M");
+ }
if (ui->hshow == 1 && ui->hpencil == 0) {
xi = state->common->xinfo[ui->hx + ui->hy*(state->common->params.w+2)];
}
}
}
+ } else if (button == LEFT_BUTTON) {
+ if (is_clue(state, gx, gy)) {
+ sprintf(buf, "D%d,%d", gx, gy);
+ return dupstr(buf);
+ }
}
return NULL;
static game_state *execute_move(const game_state *state, const char *move)
{
- int x,n,p,i;
+ int x,y,n,p,i;
char c;
int correct;
int solver;
if (c == 'z') ret->pencils[x] ^= 4;
move += n;
}
+ if (c == 'D' && sscanf(move + 1, "%d,%d%n", &x, &y, &n) == 2 &&
+ is_clue(ret, x, y)) {
+ ret->hints_done[clue_index(ret, x, y)] ^= 1;
+ move += n + 1;
+ }
+ if (c == 'M') {
+ /*
+ * Fill in absolutely all pencil marks in unfilled
+ * squares, for those who like to play by the rigorous
+ * approach of starting off in that state and eliminating
+ * things.
+ */
+ for (i = 0; i < ret->common->wh; i++)
+ if (ret->guess[i] == 7)
+ ret->pencils[i] = 7;
+ move++;
+ }
if (*move == ';') move++;
}
ret[COL_VAMPIRE * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
ret[COL_VAMPIRE * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
+ ret[COL_DONE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F;
+ ret[COL_DONE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F;
+ ret[COL_DONE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F;
+
*ncolours = NCOLOURS;
return ret;
}
ds->hint_errors = snewn(2*state->common->num_paths,unsigned char);
for (i=0;i<2*state->common->num_paths;i++)
ds->hint_errors[i] = FALSE;
+ ds->hints_done = snewn(2 * state->common->num_paths, unsigned char);
+ memset(ds->hints_done, 0,
+ 2 * state->common->num_paths * sizeof(unsigned char));
ds->hshow = ds->hpencil = ds->hflash = 0;
ds->hx = ds->hy = 0;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds) {
+ sfree(ds->hints_done);
sfree(ds->hint_errors);
sfree(ds->cell_errors);
sfree(ds->pencils);
color = COL_ERROR;
else if (hflash)
color = COL_FLASH;
+ else if (ds->hints_done[hint_index])
+ color = COL_DONE;
else
color = COL_TEXT;
static int is_hint_stale(const game_drawstate *ds, int hflash,
const game_state *state, int index)
{
- if (!ds->started) return TRUE;
- if (ds->hflash != hflash) return TRUE;
+ int ret = FALSE;
+ if (!ds->started) ret = TRUE;
+ if (ds->hflash != hflash) ret = TRUE;
if (ds->hint_errors[index] != state->hint_errors[index]) {
ds->hint_errors[index] = state->hint_errors[index];
- return TRUE;
+ ret = TRUE;
}
- return FALSE;
+ if (ds->hints_done[index] != state->hints_done[index]) {
+ ds->hints_done[index] = state->hints_done[index];
+ ret = TRUE;
+ }
+
+ return ret;
}
static void game_redraw(drawing *dr, game_drawstate *ds,