mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Keyboard control patch for Bridges, from James H.
[originally from svn r8446]
This commit is contained in:
186
bridges.c
186
bridges.c
@ -16,7 +16,6 @@
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#include "puzzles.h"
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#include "puzzles.h"
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/* Turn this on for hints about which lines are considered possibilities. */
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/* Turn this on for hints about which lines are considered possibilities. */
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#undef DRAW_HINTS
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#undef DRAW_GRID
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#undef DRAW_GRID
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#undef DRAW_DSF
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#undef DRAW_DSF
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@ -40,6 +39,7 @@ enum {
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COL_SELECTED, COL_MARK,
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COL_SELECTED, COL_MARK,
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COL_HINT, COL_GRID,
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COL_HINT, COL_GRID,
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COL_WARNING,
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COL_WARNING,
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COL_CURSOR,
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NCOLOURS
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NCOLOURS
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};
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};
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@ -66,9 +66,10 @@ struct game_params {
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#define G_REDRAW 0x0100
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#define G_REDRAW 0x0100
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#define G_FLASH 0x0200
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#define G_FLASH 0x0200
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#define G_WARN 0x0400
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#define G_WARN 0x0400
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#define G_CURSOR 0x0800
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/* flags used by the solver etc. */
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/* flags used by the solver etc. */
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#define G_SWEEP 0x0800
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#define G_SWEEP 0x1000
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#define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
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#define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
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#define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
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#define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
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@ -1674,6 +1675,7 @@ static void free_game(game_state *state)
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}
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}
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#define MAX_NEWISLAND_TRIES 50
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#define MAX_NEWISLAND_TRIES 50
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#define MIN_SENSIBLE_ISLANDS 3
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#define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
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#define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
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@ -1683,7 +1685,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
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game_state *tobuild = NULL;
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game_state *tobuild = NULL;
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int i, j, wh = params->w * params->h, x, y, dx, dy;
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int i, j, wh = params->w * params->h, x, y, dx, dy;
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int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy;
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int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy;
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int ni_req = max((params->islands * wh) / 100, 2), ni_curr, ni_bad;
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int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad;
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struct island *is, *is2;
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struct island *is, *is2;
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char *ret;
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char *ret;
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unsigned int echeck;
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unsigned int echeck;
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@ -1818,7 +1820,8 @@ generated:
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map_find_orthogonal(tobuild);
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map_find_orthogonal(tobuild);
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if (params->difficulty > 0) {
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if (params->difficulty > 0) {
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if (solve_from_scratch(tobuild, params->difficulty-1) > 0) {
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if ((ni_curr > MIN_SENSIBLE_ISLANDS) &&
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(solve_from_scratch(tobuild, params->difficulty-1) > 0)) {
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debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
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debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
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params->difficulty-1));
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params->difficulty-1));
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goto generate;
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goto generate;
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@ -1936,6 +1939,9 @@ struct game_ui {
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int dragx_dst, dragy_dst; /* src's closest orth island. */
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int dragx_dst, dragy_dst; /* src's closest orth island. */
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grid_type todraw;
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grid_type todraw;
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int dragging, drag_is_noline, nlines;
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int dragging, drag_is_noline, nlines;
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int cur_x, cur_y, cur_visible; /* cursor position */
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int show_hints;
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};
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};
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static char *ui_cancel_drag(game_ui *ui)
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static char *ui_cancel_drag(game_ui *ui)
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@ -1950,6 +1956,10 @@ static game_ui *new_ui(game_state *state)
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{
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{
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game_ui *ui = snew(game_ui);
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game_ui *ui = snew(game_ui);
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ui_cancel_drag(ui);
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ui_cancel_drag(ui);
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ui->cur_x = state->islands[0].x;
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ui->cur_y = state->islands[0].y;
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ui->cur_visible = 0;
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ui->show_hints = 0;
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return ui;
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return ui;
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}
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}
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@ -1978,6 +1988,7 @@ struct game_drawstate {
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grid_type *grid;
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grid_type *grid;
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int *lv, *lh;
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int *lv, *lh;
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int started, dragging;
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int started, dragging;
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int show_hints;
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};
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};
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static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds,
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static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds,
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@ -2085,6 +2096,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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if (!INGRID(state, gx, gy)) return NULL;
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if (!INGRID(state, gx, gy)) return NULL;
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ui->cur_visible = 0;
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if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) {
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if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) {
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ui->dragx_src = gx;
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ui->dragx_src = gx;
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ui->dragy_src = gy;
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ui->dragy_src = gy;
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@ -2118,6 +2130,96 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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ret = game_state_diff(state, solved);
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ret = game_state_diff(state, solved);
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free_game(solved);
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free_game(solved);
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return ret;
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return ret;
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} else if (IS_CURSOR_MOVE(button)) {
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ui->cur_visible = 1;
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if (ui->dragging) {
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int nx = ui->cur_x, ny = ui->cur_y;
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move_cursor(button, &nx, &ny, state->w, state->h, 0);
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update_drag_dst(state, ui, ds,
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COORD(nx)+TILE_SIZE/2,
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COORD(ny)+TILE_SIZE/2);
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return finish_drag(state, ui);
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} else {
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int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0;
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int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0;
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int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy);
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int dir, orth, nx = x, ny = y;
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/* 'orthorder' is a tweak to ensure that if you press RIGHT and
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* happen to move upwards, when you press LEFT you then tend
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* downwards (rather than upwards again). */
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int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1;
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/* This attempts to find an island in the direction you're
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* asking for, broadly speaking. If you ask to go right, for
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* example, it'll look for islands to the right and slightly
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* above or below your current horiz. position, allowing
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* further above/below the further away it searches. */
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assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND);
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/* currently this is depth-first (so orthogonally-adjacent
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* islands across the other side of the grid will be moved to
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* before closer islands slightly offset). Swap the order of
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* these two loops to change to breadth-first search. */
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for (orth = 0; ; orth++) {
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int oingrid = 0;
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for (dir = 1; ; dir++) {
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int dingrid = 0;
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if (orth > dir) continue; /* only search in cone outwards. */
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nx = ui->cur_x + dir*dx + orth*dorthx*orthorder;
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ny = ui->cur_y + dir*dy + orth*dorthy*orthorder;
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if (INGRID(state, nx, ny)) {
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dingrid = oingrid = 1;
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if (GRID(state, nx, ny) & G_ISLAND) goto found;
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}
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nx = ui->cur_x + dir*dx - orth*dorthx*orthorder;
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ny = ui->cur_y + dir*dy - orth*dorthy*orthorder;
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if (INGRID(state, nx, ny)) {
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dingrid = oingrid = 1;
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if (GRID(state, nx, ny) & G_ISLAND) goto found;
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}
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if (!dingrid) break;
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}
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if (!oingrid) return "";
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}
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/* not reached */
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found:
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ui->cur_x = nx;
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ui->cur_y = ny;
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return "";
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}
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} else if (IS_CURSOR_SELECT(button)) {
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if (!ui->cur_visible) {
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ui->cur_visible = 1;
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return "";
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}
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if (ui->dragging) {
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ui_cancel_drag(ui);
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if (ui->dragx_dst == -1 && ui->dragy_dst == -1) {
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sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y);
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return dupstr(buf);
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} else
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return "";
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} else {
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grid_type v = GRID(state, ui->cur_x, ui->cur_y);
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if (v & G_ISLAND) {
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ui->dragging = 1;
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ui->dragx_src = ui->cur_x;
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ui->dragy_src = ui->cur_y;
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ui->dragx_dst = ui->dragy_dst = -1;
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ui->drag_is_noline = (button == CURSOR_SELECT2) ? 1 : 0;
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return "";
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}
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}
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} else if (button == 'g' || button == 'G') {
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ui->show_hints = 1 - ui->show_hints;
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return "";
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}
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}
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return NULL;
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return NULL;
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@ -2255,6 +2357,10 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_SELECTED * 3 + 1] = 1.00F;
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ret[COL_SELECTED * 3 + 1] = 1.00F;
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ret[COL_SELECTED * 3 + 2] = 0.25F;
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ret[COL_SELECTED * 3 + 2] = 0.25F;
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ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
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ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
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ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
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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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@ -2274,6 +2380,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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ds->lh = snewn(wh, int);
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ds->lh = snewn(wh, int);
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memset(ds->lv, 0, wh*sizeof(int));
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memset(ds->lv, 0, wh*sizeof(int));
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memset(ds->lh, 0, wh*sizeof(int));
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memset(ds->lh, 0, wh*sizeof(int));
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ds->show_hints = 0;
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return ds;
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return ds;
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}
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}
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@ -2325,7 +2432,25 @@ static void line_cross(drawing *dr, game_drawstate *ds,
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draw_line(dr, ox+off, oy, ox, oy+off, col);
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draw_line(dr, ox+off, oy, ox, oy+off, col);
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}
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}
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|
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static void lines_lvlh(game_state *state, int x, int y, grid_type v,
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static int between_island(game_state *state, int sx, int sy, int dx, int dy)
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|
{
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int x = sx - dx, y = sy - dy;
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|
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while (INGRID(state, x, y)) {
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if (GRID(state, x, y) & G_ISLAND) goto found;
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x -= dx; y -= dy;
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}
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return 0;
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found:
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x = sx + dx, y = sy + dy;
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while (INGRID(state, x, y)) {
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if (GRID(state, x, y) & G_ISLAND) return 1;
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x += dx; y += dy;
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}
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return 0;
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}
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|
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static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v,
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int *lv_r, int *lh_r)
|
int *lv_r, int *lh_r)
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{
|
{
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int lh = 0, lv = 0;
|
int lh = 0, lv = 0;
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@ -2333,14 +2458,10 @@ static void lines_lvlh(game_state *state, int x, int y, grid_type v,
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if (v & G_LINEV) lv = INDEX(state,lines,x,y);
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if (v & G_LINEV) lv = INDEX(state,lines,x,y);
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if (v & G_LINEH) lh = INDEX(state,lines,x,y);
|
if (v & G_LINEH) lh = INDEX(state,lines,x,y);
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|
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#ifdef DRAW_HINTS
|
if (ui->show_hints) {
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if (INDEX(state, possv, x, y) && !lv) {
|
if (between_island(state, x, y, 0, 1) && !lv) lv = 1;
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lv = INDEX(state, possv, x, y);
|
if (between_island(state, x, y, 1, 0) && !lh) lh = 1;
|
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}
|
}
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if (INDEX(state, possh, x, y) && !lh) {
|
|
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lh = INDEX(state, possh, x, y);
|
|
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}
|
|
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#endif
|
|
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/*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
|
/*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
|
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*lv_r = lv; *lh_r = lh;
|
*lv_r = lv; *lh_r = lh;
|
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}
|
}
|
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@ -2376,13 +2497,17 @@ static void lines_redraw(drawing *dr,
|
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}
|
}
|
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|
|
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draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
|
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
|
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|
/*if (v & G_CURSOR)
|
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|
draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
|
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|
TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
|
||||||
|
|
||||||
#ifdef DRAW_HINTS
|
|
||||||
if (INDEX(state, possv, x, y) && !(v & G_LINEV))
|
if (ui->show_hints) {
|
||||||
|
if (between_island(state, x, y, 0, 1) && !(v & G_LINEV))
|
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vcol = COL_HINT;
|
vcol = COL_HINT;
|
||||||
if (INDEX(state, possh, x, y) && !(v & G_LINEH))
|
if (between_island(state, x, y, 1, 0) && !(v & G_LINEH))
|
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hcol = COL_HINT;
|
hcol = COL_HINT;
|
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#endif
|
}
|
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#ifdef DRAW_GRID
|
#ifdef DRAW_GRID
|
||||||
draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
|
draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
|
||||||
#endif
|
#endif
|
||||||
@ -2395,10 +2520,11 @@ static void lines_redraw(drawing *dr,
|
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line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
|
line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
|
||||||
line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
|
line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
|
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}
|
}
|
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if (lv)
|
/* if we're drawing a real line and a hint, make sure we draw the real
|
||||||
lines_vert(dr, ds, ox, oy, lv, vcol, v);
|
* line on top. */
|
||||||
if (lh)
|
if (lv && vcol == COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
|
||||||
lines_horiz(dr, ds, ox, oy, lh, hcol, v);
|
if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v);
|
||||||
|
if (lv && vcol != COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
|
||||||
|
|
||||||
dsf_debug_draw(dr, state, ds, x, y);
|
dsf_debug_draw(dr, state, ds, x, y);
|
||||||
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
|
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
|
||||||
@ -2422,7 +2548,8 @@ static void island_redraw(drawing *dr,
|
|||||||
int tcol = (v & G_FLASH) ? COL_HIGHLIGHT :
|
int tcol = (v & G_FLASH) ? COL_HIGHLIGHT :
|
||||||
(v & G_WARN) ? COL_WARNING : COL_FOREGROUND;
|
(v & G_WARN) ? COL_WARNING : COL_FOREGROUND;
|
||||||
int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
|
int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
|
||||||
int bg = (v & G_MARK) ? COL_MARK : COL_BACKGROUND;
|
int bg = (v & G_CURSOR) ? COL_CURSOR :
|
||||||
|
(v & G_MARK) ? COL_MARK : COL_BACKGROUND;
|
||||||
char str[10];
|
char str[10];
|
||||||
|
|
||||||
#ifdef DRAW_GRID
|
#ifdef DRAW_GRID
|
||||||
@ -2484,6 +2611,11 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|||||||
} else
|
} else
|
||||||
ds->dragging = 0;
|
ds->dragging = 0;
|
||||||
|
|
||||||
|
if (ui->show_hints != ds->show_hints) {
|
||||||
|
force = 1;
|
||||||
|
ds->show_hints = ui->show_hints;
|
||||||
|
}
|
||||||
|
|
||||||
/* Draw all lines (and hints, if we want), but *not* islands. */
|
/* Draw all lines (and hints, if we want), but *not* islands. */
|
||||||
for (x = 0; x < ds->w; x++) {
|
for (x = 0; x < ds->w; x++) {
|
||||||
for (y = 0; y < ds->h; y++) {
|
for (y = 0; y < ds->h; y++) {
|
||||||
@ -2497,7 +2629,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|||||||
WITHIN(y,is_drag_src->y, is_drag_dst->y))
|
WITHIN(y,is_drag_src->y, is_drag_dst->y))
|
||||||
v |= G_ISSEL;
|
v |= G_ISSEL;
|
||||||
}
|
}
|
||||||
lines_lvlh(state, x, y, v, &lv, &lh);
|
lines_lvlh(state, ui, x, y, v, &lv, &lh);
|
||||||
|
|
||||||
|
/*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
|
||||||
|
v |= G_CURSOR;*/
|
||||||
|
|
||||||
if (v != dsv ||
|
if (v != dsv ||
|
||||||
lv != INDEX(ds,lv,x,y) ||
|
lv != INDEX(ds,lv,x,y) ||
|
||||||
@ -2533,6 +2668,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|||||||
|
|
||||||
if (island_impossible(is, v & G_MARK)) v |= G_WARN;
|
if (island_impossible(is, v & G_MARK)) v |= G_WARN;
|
||||||
|
|
||||||
|
if (ui->cur_visible && ui->cur_x == is->x && ui->cur_y == is->y)
|
||||||
|
v |= G_CURSOR;
|
||||||
|
|
||||||
if ((v != GRID(ds, is->x, is->y)) || force || redraw) {
|
if ((v != GRID(ds, is->x, is->y)) || force || redraw) {
|
||||||
GRID(ds,is->x,is->y) = v;
|
GRID(ds,is->x,is->y) = v;
|
||||||
island_redraw(dr, state, ds, is, v);
|
island_redraw(dr, state, ds, is, v);
|
||||||
@ -2567,8 +2705,8 @@ static void game_print_size(game_params *params, float *x, float *y)
|
|||||||
|
|
||||||
/* 10mm squares by default. */
|
/* 10mm squares by default. */
|
||||||
game_compute_size(params, 1000, &pw, &ph);
|
game_compute_size(params, 1000, &pw, &ph);
|
||||||
*x = pw / 100.0;
|
*x = pw / 100.0F;
|
||||||
*y = ph / 100.0;
|
*y = ph / 100.0F;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void game_print(drawing *dr, game_state *state, int ts)
|
static void game_print(drawing *dr, game_state *state, int ts)
|
||||||
|
@ -2135,6 +2135,15 @@ will be prevented from accidentally modifying any of those bridges
|
|||||||
in future. Left-clicking again on a highlighted island will unmark
|
in future. Left-clicking again on a highlighted island will unmark
|
||||||
it and restore your ability to modify it.
|
it and restore your ability to modify it.
|
||||||
|
|
||||||
|
You can also use the cursor keys to move around the grid: if possible
|
||||||
|
the cursor will always move orthogonally, otherwise it will move
|
||||||
|
towards the nearest island to the indicated direction. Pressing the
|
||||||
|
return key followed by a cursor key will lay an island in that direction
|
||||||
|
(if available); pressing the space bar followed by a cursor key will
|
||||||
|
lay a \q{non-bridge} marker.
|
||||||
|
|
||||||
|
You can mark an island as finished by pressing the return key twice.
|
||||||
|
|
||||||
Violations of the puzzle rules will be marked in red:
|
Violations of the puzzle rules will be marked in red:
|
||||||
|
|
||||||
\b An island with too many bridges will be highlighted in red.
|
\b An island with too many bridges will be highlighted in red.
|
||||||
|
Reference in New Issue
Block a user