Keen, Towers and Unequal (and Group) already have this feature in
common: pressing m while no square is selected, causes a full set of
pencil marks to be filled in for every square without a real number/
letter/whatever in it. Solo and Undead share the basic UI principles
(left-click to select a square then type a thing to go in it, vs
right-click to select a square then type things to pencil-mark in it),
but did not have that same feature. Now they do.
return dupstr(buf);
}
+ if (button == 'M' || button == 'm')
+ return dupstr("M");
+
return NULL;
}
}
}
return ret;
+ } else if (move[0] == '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.
+ */
+ ret = dup_game(from);
+ for (y = 0; y < cr; y++) {
+ for (x = 0; x < cr; x++) {
+ if (!ret->grid[y*cr+x]) {
+ memset(ret->pencil + (y*cr+x)*cr, 1, cr);
+ }
+ }
+ }
+ return ret;
} else
return NULL; /* couldn't parse move string */
}
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)];
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++;
}