From f306b9db55453f7d7fc824bbbf89ca6ac7d2d273 Mon Sep 17 00:00:00 2001 From: Kevin Lyles Date: Mon, 8 Jun 2015 15:47:09 -0500 Subject: [PATCH] Magnets: you can now mark clues as done --- html/magnets.html | 3 +++ magnets.c | 53 ++++++++++++++++++++++++++++++++++++++++++++++- puzzles.but | 3 +++ 3 files changed, 58 insertions(+), 1 deletion(-) diff --git a/html/magnets.html b/html/magnets.html index b2b2dd3..2807569 100644 --- a/html/magnets.html +++ b/html/magnets.html @@ -12,3 +12,6 @@ Left-click a domino to toggle it between being empty and being a magnet (the + is placed in the end you click). Right-click to toggle between empty, neutral, and a ?? mark indicating that you're sure it's a magnet but don't yet know which way round it goes. +

+Left-click a clue to mark it as done (grey it out). To unmark a clue +as done, left-click it again. diff --git a/magnets.c b/magnets.c index 5984154..4fec131 100644 --- a/magnets.c +++ b/magnets.c @@ -46,7 +46,7 @@ int verbose = 0; 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 }; @@ -273,6 +273,7 @@ struct game_state { 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. */ }; @@ -285,6 +286,7 @@ static void clear_state(game_state *ret) 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; @@ -304,6 +306,7 @@ static game_state *new_state(int w, int h) 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; @@ -335,6 +338,10 @@ static game_state *dup_game(const game_state *src) 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)); @@ -350,6 +357,7 @@ static void free_game(game_state *state) sfree(state->common->colcount); sfree(state->common); } + sfree(state->counts_done); sfree(state->flags); sfree(state->grid); sfree(state); @@ -1758,6 +1766,33 @@ struct game_drawstate { #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) @@ -1785,6 +1820,9 @@ static char *interpret_move(const game_state *state, game_ui *ui, 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; @@ -1861,6 +1899,9 @@ static game_state *execute_move(const game_state *state, const char *move) 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; @@ -1910,6 +1951,7 @@ static float *game_colours(frontend *fe, int *ncolours) 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; @@ -2127,11 +2169,20 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int *dominoes, 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; diff --git a/puzzles.but b/puzzles.but index 11205f0..80727c6 100644 --- a/puzzles.but +++ b/puzzles.but @@ -2751,6 +2751,9 @@ Right-clicking again places two question marks on the domino, signifying \q{this cannot be blank} (which can be useful to note deductions while solving), and right-clicking again empties the domino. +Left-clicking a clue will mark it as done (grey it out), or unmark it if +it is already marked. + You can also use the cursor keys to move a cursor around the grid. Pressing the return key will lay a domino with a positive pole at that position; pressing again reverses the polarity and then removes the -- 2.30.2