Minor rewording and typo-correction.

[originally from svn r8654]
This commit is contained in:
Simon Tatham
2009-09-16 11:06:02 +00:00
parent ddfa693b0f
commit 466c398a00

15
tents.c
View File

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