Towers: you can now mark clues done

This commit is contained in:
Kevin Lyles
2015-05-12 23:23:52 -05:00
committed by Simon Tatham
parent 7c52202bc4
commit 486d2c8a76
3 changed files with 58 additions and 6 deletions

View File

@ -17,3 +17,6 @@ square and then press Backspace.
Right-click in a square and then type a number to add or remove the 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 number as a pencil mark, indicating tower heights that you think
<em>might</em> go in that square. <em>might</em> go in that square.
<p>
Left-click on a clue to mark it as done (grey it out). To unmark a
clue as done, left-click on it again.

View File

@ -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 Pressing M will fill in a full set of pencil marks in every square
that does not have a main digit in it. 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.) (All the actions described in \k{common-actions} are also available.)
\H{towers-parameters} \I{parameters, for Towers}Towers parameters \H{towers-parameters} \I{parameters, for Towers}Towers parameters

View File

@ -16,12 +16,6 @@
* factorial-time enumeration at a sensible rate. Easy puzzles * factorial-time enumeration at a sensible rate. Easy puzzles
* higher than that would be possible, but more latin-squarey * higher than that would be possible, but more latin-squarey
* than skyscrapery, as it were. * 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 <stdio.h> #include <stdio.h>
@ -59,6 +53,7 @@ enum {
COL_HIGHLIGHT, COL_HIGHLIGHT,
COL_ERROR, COL_ERROR,
COL_PENCIL, COL_PENCIL,
COL_DONE,
NCOLOURS NCOLOURS
}; };
@ -119,6 +114,7 @@ static const char *const cluepos[] = {
struct game_state { struct game_state {
game_params par; game_params par;
struct clues *clues; struct clues *clues;
int *cluesdone;
digit *grid; digit *grid;
int *pencil; /* bitmaps using bits 1<<1..1<<n */ int *pencil; /* bitmaps using bits 1<<1..1<<n */
int completed, cheated; int completed, cheated;
@ -886,6 +882,7 @@ static game_state *new_game(midend *me, const game_params *params,
state->clues->clues = snewn(4*w, int); state->clues->clues = snewn(4*w, int);
state->clues->immutable = snewn(a, digit); state->clues->immutable = snewn(a, digit);
state->grid = snewn(a, digit); state->grid = snewn(a, digit);
state->cluesdone = snewn(4*w, int);
state->pencil = snewn(a, int); state->pencil = snewn(a, int);
for (i = 0; i < a; i++) { 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->clues->immutable, 0, a);
memset(state->cluesdone, 0, 4*w*sizeof(int));
for (i = 0; i < 4*w; i++) { for (i = 0; i < 4*w; i++) {
if (i > 0) { if (i > 0) {
@ -947,8 +945,10 @@ static game_state *dup_game(const game_state *state)
ret->grid = snewn(a, digit); ret->grid = snewn(a, digit);
ret->pencil = snewn(a, int); ret->pencil = snewn(a, int);
ret->cluesdone = snewn(4*w, int);
memcpy(ret->grid, state->grid, a*sizeof(digit)); memcpy(ret->grid, state->grid, a*sizeof(digit));
memcpy(ret->pencil, state->pencil, a*sizeof(int)); memcpy(ret->pencil, state->pencil, a*sizeof(int));
memcpy(ret->cluesdone, state->cluesdone, 4*w*sizeof(int));
ret->completed = state->completed; ret->completed = state->completed;
ret->cheated = state->cheated; ret->cheated = state->cheated;
@ -960,6 +960,7 @@ static void free_game(game_state *state)
{ {
sfree(state->grid); sfree(state->grid);
sfree(state->pencil); sfree(state->pencil);
sfree(state->cluesdone);
if (--state->clues->refcount <= 0) { if (--state->clues->refcount <= 0) {
sfree(state->clues->immutable); sfree(state->clues->immutable);
sfree(state->clues->clues); 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 FLASH_TIME 0.4F
#define DF_PENCIL_SHIFT 16 #define DF_PENCIL_SHIFT 16
#define DF_CLUE_DONE 0x10000
#define DF_ERROR 0x8000 #define DF_ERROR 0x8000
#define DF_HIGHLIGHT 0x4000 #define DF_HIGHLIGHT 0x4000
#define DF_HIGHLIGHT_PENCIL 0x2000 #define DF_HIGHLIGHT_PENCIL 0x2000
@ -1259,6 +1261,32 @@ static int check_errors(const game_state *state, int *errors)
return errs; 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, static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds, const game_drawstate *ds,
int x, int y, int button) int x, int y, int button)
@ -1341,6 +1369,11 @@ static char *interpret_move(const game_state *state, game_ui *ui,
ui->hcursor = 0; ui->hcursor = 0;
return ""; /* UI activity occurred */ 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)) { if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->hx, &ui->hy, w, w, 0); 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); ret->pencil[i] = (1L << (w+1)) - (1L << 1);
} }
return ret; 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: 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 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; 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; *ncolours = NCOLOURS;
return ret; return ret;
} }
@ -1605,6 +1647,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues,
if (tile & DF_ERROR) if (tile & DF_ERROR)
color = COL_ERROR; color = COL_ERROR;
else if (tile & DF_CLUE_DONE)
color = COL_DONE;
else if (x < 0 || y < 0 || x >= w || y >= w) else if (x < 0 || y < 0 || x >= w || y >= w)
color = COL_GRID; color = COL_GRID;
else if (tile & DF_IMMUTABLE) 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)]) if (ds->errtmp[(y+1)*(w+2)+(x+1)])
tile |= DF_ERROR; tile |= DF_ERROR;
else if (state->cluesdone[i])
tile |= DF_CLUE_DONE;
ds->tiles[(y+1)*(w+2)+(x+1)] = tile; ds->tiles[(y+1)*(w+2)+(x+1)] = tile;
} }