chiark / gitweb /
Mines's error signalling is highly asymmetric: if you erroneously
authorSimon Tatham <anakin@pobox.com>
Mon, 20 Feb 2006 19:51:50 +0000 (19:51 +0000)
committerSimon Tatham <anakin@pobox.com>
Mon, 20 Feb 2006 19:51:50 +0000 (19:51 +0000)
believe a square to be empty, you find out instantly and lethally,
but if you erroneously believe a square to be full you can
occasionally (when it doesn't cause a complementary square to be
assumed empty) not notice until you find at the very end of the game
that you're one mine heavy. To help with this, here's an error
highlighting patch: any number square surrounded by an excess of
flags will now light up red. This should be an unintrusive change,
because it will never happen unless you make a mistake.

[originally from svn r6580]

mines.c

diff --git a/mines.c b/mines.c
index c9bae21cf2139bc71ae04ca2b971cc61687d123f..e0e6eb0d1fe6400ceff32cea78160e6c2e11c217 100644 (file)
--- a/mines.c
+++ b/mines.c
@@ -22,6 +22,7 @@ enum {
     COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
     COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
     COL_HIGHLIGHT, COL_LOWLIGHT,
+    COL_WRONGNUMBER,
     NCOLOURS
 };
 
@@ -2710,6 +2711,10 @@ static float *game_colours(frontend *fe, int *ncolours)
     ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
     ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
 
+    ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
+    ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
+    ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
+
     *ncolours = NCOLOURS;
     return ret;
 }
@@ -2814,6 +2819,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
         * Exception is that for value 65 (mine we've just trodden
         * on), we clear the square to COL_BANG.
         */
+        if (v & 32) {
+            bg = COL_WRONGNUMBER;
+            v &= ~32;
+        }
         draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
                  (v == 65 ? COL_BANG :
                    bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
@@ -2960,6 +2969,26 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
            if (state->layout->mines && state->layout->mines[y*ds->w+x])
                mines++;
 
+            if (v >= 0 && v <= 8) {
+                /*
+                 * Count up the flags around this tile, and if
+                 * there are too _many_, highlight the tile.
+                 */
+                int dx, dy, flags = 0;
+
+                for (dy = -1; dy <= +1; dy++)
+                    for (dx = -1; dx <= +1; dx++) {
+                        int nx = x+dx, ny = y+dy;
+                        if (nx >= 0 && nx < ds->w &&
+                            ny >= 0 && ny < ds->h &&
+                            state->grid[ny*ds->w+nx] == -1)
+                            flags++;
+                    }
+
+                if (flags > v)
+                    v |= 32;
+            }
+
            if ((v == -2 || v == -3) &&
                (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
                v -= 20;