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Towers: you can now mark clues done
This commit is contained in:

committed by
Simon Tatham

parent
7c52202bc4
commit
486d2c8a76
@ -17,3 +17,6 @@ square and then press Backspace.
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Right-click in a square and then type a number to add or remove the
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Right-click in a square and then type a number to add or remove the
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number as a pencil mark, indicating tower heights that you think
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number as a pencil mark, indicating tower heights that you think
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<em>might</em> go in that square.
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<em>might</em> go in that square.
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<p>
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Left-click on a clue to mark it as done (grey it out). To unmark a
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clue as done, left-click on it again.
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@ -2637,6 +2637,9 @@ mode in which you can enter or remove pencil marks.
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Pressing M will fill in a full set of pencil marks in every square
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Pressing M will fill in a full set of pencil marks in every square
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that does not have a main digit in it.
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that does not have a main digit in it.
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Left-clicking a clue will mark it as done (grey it out), or unmark it
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if it is already marked.
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(All the actions described in \k{common-actions} are also available.)
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(All the actions described in \k{common-actions} are also available.)
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\H{towers-parameters} \I{parameters, for Towers}Towers parameters
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\H{towers-parameters} \I{parameters, for Towers}Towers parameters
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58
towers.c
58
towers.c
@ -16,12 +16,6 @@
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* factorial-time enumeration at a sensible rate. Easy puzzles
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* factorial-time enumeration at a sensible rate. Easy puzzles
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* higher than that would be possible, but more latin-squarey
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* higher than that would be possible, but more latin-squarey
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* than skyscrapery, as it were.
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* than skyscrapery, as it were.
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*
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* - UI work?
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* + Allow the user to mark a clue as 'spent' in some way once
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* it's no longer interesting (typically because no
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* arrangement of the remaining possibilities _can_ violate
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* it)?
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*/
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*/
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#include <stdio.h>
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#include <stdio.h>
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@ -59,6 +53,7 @@ enum {
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COL_HIGHLIGHT,
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COL_HIGHLIGHT,
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COL_ERROR,
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COL_ERROR,
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COL_PENCIL,
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COL_PENCIL,
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COL_DONE,
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NCOLOURS
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NCOLOURS
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};
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};
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@ -119,6 +114,7 @@ static const char *const cluepos[] = {
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struct game_state {
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struct game_state {
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game_params par;
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game_params par;
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struct clues *clues;
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struct clues *clues;
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int *cluesdone;
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digit *grid;
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digit *grid;
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int *pencil; /* bitmaps using bits 1<<1..1<<n */
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int *pencil; /* bitmaps using bits 1<<1..1<<n */
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int completed, cheated;
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int completed, cheated;
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@ -886,6 +882,7 @@ static game_state *new_game(midend *me, const game_params *params,
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state->clues->clues = snewn(4*w, int);
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state->clues->clues = snewn(4*w, int);
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state->clues->immutable = snewn(a, digit);
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state->clues->immutable = snewn(a, digit);
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state->grid = snewn(a, digit);
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state->grid = snewn(a, digit);
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state->cluesdone = snewn(4*w, int);
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state->pencil = snewn(a, int);
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state->pencil = snewn(a, int);
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for (i = 0; i < a; i++) {
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for (i = 0; i < a; i++) {
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@ -894,6 +891,7 @@ static game_state *new_game(midend *me, const game_params *params,
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}
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}
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memset(state->clues->immutable, 0, a);
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memset(state->clues->immutable, 0, a);
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memset(state->cluesdone, 0, 4*w*sizeof(int));
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for (i = 0; i < 4*w; i++) {
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for (i = 0; i < 4*w; i++) {
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if (i > 0) {
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if (i > 0) {
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@ -947,8 +945,10 @@ static game_state *dup_game(const game_state *state)
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ret->grid = snewn(a, digit);
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ret->grid = snewn(a, digit);
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ret->pencil = snewn(a, int);
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ret->pencil = snewn(a, int);
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ret->cluesdone = snewn(4*w, int);
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memcpy(ret->grid, state->grid, a*sizeof(digit));
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memcpy(ret->grid, state->grid, a*sizeof(digit));
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memcpy(ret->pencil, state->pencil, a*sizeof(int));
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memcpy(ret->pencil, state->pencil, a*sizeof(int));
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memcpy(ret->cluesdone, state->cluesdone, 4*w*sizeof(int));
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ret->completed = state->completed;
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ret->completed = state->completed;
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ret->cheated = state->cheated;
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ret->cheated = state->cheated;
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@ -960,6 +960,7 @@ static void free_game(game_state *state)
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{
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{
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sfree(state->grid);
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sfree(state->grid);
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sfree(state->pencil);
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sfree(state->pencil);
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sfree(state->cluesdone);
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if (--state->clues->refcount <= 0) {
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if (--state->clues->refcount <= 0) {
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sfree(state->clues->immutable);
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sfree(state->clues->immutable);
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sfree(state->clues->clues);
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sfree(state->clues->clues);
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@ -1159,6 +1160,7 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
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#define FLASH_TIME 0.4F
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#define FLASH_TIME 0.4F
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#define DF_PENCIL_SHIFT 16
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#define DF_PENCIL_SHIFT 16
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#define DF_CLUE_DONE 0x10000
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#define DF_ERROR 0x8000
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#define DF_ERROR 0x8000
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#define DF_HIGHLIGHT 0x4000
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#define DF_HIGHLIGHT 0x4000
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#define DF_HIGHLIGHT_PENCIL 0x2000
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#define DF_HIGHLIGHT_PENCIL 0x2000
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@ -1259,6 +1261,32 @@ static int check_errors(const game_state *state, int *errors)
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return errs;
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return errs;
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}
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}
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static int clue_index(const game_state *state, int x, int y)
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{
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int w = state->par.w;
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if (x == -1 || x == w)
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return w * (x == -1 ? 2 : 3) + y;
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else if (y == -1 || y == w)
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return (y == -1 ? 0 : w) + x;
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return -1;
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}
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static int is_clue(const game_state *state, int x, int y)
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{
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int w = state->par.w;
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if (((x == -1 || x == w) && y >= 0 && y < w) ||
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((y == -1 || y == w) && x >= 0 && x < w))
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{
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if (state->clues->clues[clue_index(state, x, y)] & DF_DIGIT_MASK)
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return TRUE;
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}
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return FALSE;
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}
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static char *interpret_move(const game_state *state, game_ui *ui,
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static char *interpret_move(const game_state *state, game_ui *ui,
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const game_drawstate *ds,
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const game_drawstate *ds,
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int x, int y, int button)
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int x, int y, int button)
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@ -1341,6 +1369,11 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->hcursor = 0;
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ui->hcursor = 0;
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return ""; /* UI activity occurred */
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return ""; /* UI activity occurred */
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}
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}
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} else if (button == LEFT_BUTTON) {
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if (is_clue(state, tx, ty)) {
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sprintf(buf, "%c%d,%d", 'D', tx, ty);
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return dupstr(buf);
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}
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}
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}
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if (IS_CURSOR_MOVE(button)) {
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if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
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move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
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@ -1436,6 +1469,11 @@ static game_state *execute_move(const game_state *from, const char *move)
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ret->pencil[i] = (1L << (w+1)) - (1L << 1);
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ret->pencil[i] = (1L << (w+1)) - (1L << 1);
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}
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}
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return ret;
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return ret;
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} else if (move[0] == 'D' && sscanf(move+1, "%d,%d", &x, &y) == 2 &&
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is_clue(from, x, y)) {
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int index = clue_index(from, x, y);
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ret->cluesdone[index] = !ret->cluesdone[index];
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return ret;
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}
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}
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badmove:
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badmove:
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@ -1492,6 +1530,10 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
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ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
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ret[COL_DONE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F;
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ret[COL_DONE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F;
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ret[COL_DONE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F;
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*ncolours = NCOLOURS;
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*ncolours = NCOLOURS;
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return ret;
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return ret;
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}
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}
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@ -1605,6 +1647,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues,
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if (tile & DF_ERROR)
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if (tile & DF_ERROR)
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color = COL_ERROR;
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color = COL_ERROR;
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else if (tile & DF_CLUE_DONE)
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color = COL_DONE;
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else if (x < 0 || y < 0 || x >= w || y >= w)
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else if (x < 0 || y < 0 || x >= w || y >= w)
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color = COL_GRID;
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color = COL_GRID;
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else if (tile & DF_IMMUTABLE)
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else if (tile & DF_IMMUTABLE)
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@ -1737,6 +1781,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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if (ds->errtmp[(y+1)*(w+2)+(x+1)])
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if (ds->errtmp[(y+1)*(w+2)+(x+1)])
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tile |= DF_ERROR;
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tile |= DF_ERROR;
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else if (state->cluesdone[i])
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tile |= DF_CLUE_DONE;
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ds->tiles[(y+1)*(w+2)+(x+1)] = tile;
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ds->tiles[(y+1)*(w+2)+(x+1)] = tile;
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}
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}
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