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Minor rewording and typo-correction.
[originally from svn r8654]
This commit is contained in:
15
tents.c
15
tents.c
@ -1964,11 +1964,14 @@ static int *find_errors(game_state *state, char *grid)
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* Also, that approach fares badly when you introduce the
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* additional requirement that incomplete grids should have
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* errors highlighted only when they can be proved to be errors
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* - so that a tree surrounded by BLANK squares should not be
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* marked as erroneous (it would be patronising, since the
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* overwhelming likelihood is not that the player has forgotten
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* to put a tree there but that they have merely not put one
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* there _yet), but one surrounded by NONTENTs should.
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* - so that trees should not be marked as having too few tents
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* if there are enough BLANK squares remaining around them that
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* could be turned into the missing tents (to do so would be
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* patronising, since the overwhelming likelihood is not that
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* the player has forgotten to put a tree there but that they
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* have merely not put one there _yet_). However, tents with too
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* few trees can be marked immediately, since those are
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* definitely player error.
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*
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* So I adopt an alternative approach, which is to consider the
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* bipartite adjacency graph between trees and tents
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@ -2392,7 +2395,7 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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* currently active drag: we transform dsx,dsy but not anything
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* else. (This seems to strike a good compromise between having
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* the error highlights respond instantly to single clicks, but
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* not give constant feedback during a right-drag.)
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* not giving constant feedback during a right-drag.)
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*/
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if (ui && ui->drag_button >= 0) {
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tmpgrid = snewn(w*h, char);
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