diff --git a/html/towers.html b/html/towers.html index d02ef0d..a710e0a 100644 --- a/html/towers.html +++ b/html/towers.html @@ -17,3 +17,6 @@ square and then press Backspace. Right-click in a square and then type a number to add or remove the number as a pencil mark, indicating tower heights that you think might go in that square. +

+Left-click on a clue to mark it as done (grey it out). To unmark a +clue as done, left-click on it again. \ No newline at end of file diff --git a/puzzles.but b/puzzles.but index 24abb6d..86caa15 100644 --- a/puzzles.but +++ b/puzzles.but @@ -2637,6 +2637,9 @@ mode in which you can enter or remove pencil marks. Pressing M will fill in a full set of pencil marks in every square that does not have a main digit in it. +Left-clicking a clue will mark it as done (grey it out), or unmark it +if it is already marked. + (All the actions described in \k{common-actions} are also available.) \H{towers-parameters} \I{parameters, for Towers}Towers parameters diff --git a/towers.c b/towers.c index 3da691c..9c2cdd8 100644 --- a/towers.c +++ b/towers.c @@ -16,12 +16,6 @@ * factorial-time enumeration at a sensible rate. Easy puzzles * higher than that would be possible, but more latin-squarey * than skyscrapery, as it were. - * - * - UI work? - * + Allow the user to mark a clue as 'spent' in some way once - * it's no longer interesting (typically because no - * arrangement of the remaining possibilities _can_ violate - * it)? */ #include @@ -59,6 +53,7 @@ enum { COL_HIGHLIGHT, COL_ERROR, COL_PENCIL, + COL_DONE, NCOLOURS }; @@ -119,6 +114,7 @@ static const char *const cluepos[] = { struct game_state { game_params par; struct clues *clues; + int *cluesdone; digit *grid; int *pencil; /* bitmaps using bits 1<<1..1<clues->clues = snewn(4*w, int); state->clues->immutable = snewn(a, digit); state->grid = snewn(a, digit); + state->cluesdone = snewn(4*w, int); state->pencil = snewn(a, int); for (i = 0; i < a; i++) { @@ -894,6 +891,7 @@ static game_state *new_game(midend *me, const game_params *params, } memset(state->clues->immutable, 0, a); + memset(state->cluesdone, 0, 4*w*sizeof(int)); for (i = 0; i < 4*w; i++) { if (i > 0) { @@ -947,8 +945,10 @@ static game_state *dup_game(const game_state *state) ret->grid = snewn(a, digit); ret->pencil = snewn(a, int); + ret->cluesdone = snewn(4*w, int); memcpy(ret->grid, state->grid, a*sizeof(digit)); memcpy(ret->pencil, state->pencil, a*sizeof(int)); + memcpy(ret->cluesdone, state->cluesdone, 4*w*sizeof(int)); ret->completed = state->completed; ret->cheated = state->cheated; @@ -960,6 +960,7 @@ static void free_game(game_state *state) { sfree(state->grid); sfree(state->pencil); + sfree(state->cluesdone); if (--state->clues->refcount <= 0) { sfree(state->clues->immutable); sfree(state->clues->clues); @@ -1159,6 +1160,7 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate, #define FLASH_TIME 0.4F #define DF_PENCIL_SHIFT 16 +#define DF_CLUE_DONE 0x10000 #define DF_ERROR 0x8000 #define DF_HIGHLIGHT 0x4000 #define DF_HIGHLIGHT_PENCIL 0x2000 @@ -1259,6 +1261,32 @@ static int check_errors(const game_state *state, int *errors) return errs; } +static int clue_index(const game_state *state, int x, int y) +{ + int w = state->par.w; + + if (x == -1 || x == w) + return w * (x == -1 ? 2 : 3) + y; + else if (y == -1 || y == w) + return (y == -1 ? 0 : w) + x; + + return -1; +} + +static int is_clue(const game_state *state, int x, int y) +{ + int w = state->par.w; + + if (((x == -1 || x == w) && y >= 0 && y < w) || + ((y == -1 || y == w) && x >= 0 && x < w)) + { + if (state->clues->clues[clue_index(state, x, y)] & DF_DIGIT_MASK) + return TRUE; + } + + return FALSE; +} + static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) @@ -1341,6 +1369,11 @@ static char *interpret_move(const game_state *state, game_ui *ui, ui->hcursor = 0; return ""; /* UI activity occurred */ } + } else if (button == LEFT_BUTTON) { + if (is_clue(state, tx, ty)) { + sprintf(buf, "%c%d,%d", 'D', tx, ty); + return dupstr(buf); + } } if (IS_CURSOR_MOVE(button)) { move_cursor(button, &ui->hx, &ui->hy, w, w, 0); @@ -1436,6 +1469,11 @@ static game_state *execute_move(const game_state *from, const char *move) ret->pencil[i] = (1L << (w+1)) - (1L << 1); } return ret; + } else if (move[0] == 'D' && sscanf(move+1, "%d,%d", &x, &y) == 2 && + is_clue(from, x, y)) { + int index = clue_index(from, x, y); + ret->cluesdone[index] = !ret->cluesdone[index]; + return ret; } badmove: @@ -1492,6 +1530,10 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; + ret[COL_DONE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F; + ret[COL_DONE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F; + ret[COL_DONE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F; + *ncolours = NCOLOURS; return ret; } @@ -1605,6 +1647,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues, if (tile & DF_ERROR) color = COL_ERROR; + else if (tile & DF_CLUE_DONE) + color = COL_DONE; else if (x < 0 || y < 0 || x >= w || y >= w) color = COL_GRID; else if (tile & DF_IMMUTABLE) @@ -1737,6 +1781,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, if (ds->errtmp[(y+1)*(w+2)+(x+1)]) tile |= DF_ERROR; + else if (state->cluesdone[i]) + tile |= DF_CLUE_DONE; ds->tiles[(y+1)*(w+2)+(x+1)] = tile; }