mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -07:00
Make indentation consistent. (Somehow I forgot to do this before I
originally committed the puzzle, as I usually do.) [originally from svn r9660]
This commit is contained in:
354
undead.c
354
undead.c
@ -52,9 +52,9 @@ enum {
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NCOLOURS
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};
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#define DIFFLIST(A) \
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A(EASY,Easy,e) \
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A(NORMAL,Normal,n) \
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#define DIFFLIST(A) \
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A(EASY,Easy,e) \
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A(NORMAL,Normal,n) \
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A(TRICKY,Tricky,t)
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#define ENUM(upper,title,lower) DIFF_ ## upper,
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#define TITLE(upper,title,lower) #title,
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@ -603,13 +603,13 @@ void get_unique(game_state *state, int counter, random_state *rs) {
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path_guess.possible[p] =
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state->guess[state->common->paths[counter].mapping[p]];
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switch (path_guess.possible[p]) {
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case 1: path_guess.guess[p] = 1; break;
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case 2: path_guess.guess[p] = 2; break;
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case 3: path_guess.guess[p] = 1; break;
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case 4: path_guess.guess[p] = 4; break;
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case 5: path_guess.guess[p] = 1; break;
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case 6: path_guess.guess[p] = 2; break;
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case 7: path_guess.guess[p] = 1; break;
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case 1: path_guess.guess[p] = 1; break;
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case 2: path_guess.guess[p] = 2; break;
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case 3: path_guess.guess[p] = 1; break;
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case 4: path_guess.guess[p] = 4; break;
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case 5: path_guess.guess[p] = 1; break;
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case 6: path_guess.guess[p] = 2; break;
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case 7: path_guess.guess[p] = 1; break;
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}
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}
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@ -841,13 +841,13 @@ int solve_iterative(game_state *state, struct path *paths) {
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for (i=0;i<paths[p].num_monsters;i++) {
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switch (state->guess[paths[p].mapping[i]]) {
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case 1: loop.guess[i] = 1; break;
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case 2: loop.guess[i] = 2; break;
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case 3: loop.guess[i] = 1; break;
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case 4: loop.guess[i] = 4; break;
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case 5: loop.guess[i] = 1; break;
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case 6: loop.guess[i] = 2; break;
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case 7: loop.guess[i] = 1; break;
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case 1: loop.guess[i] = 1; break;
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case 2: loop.guess[i] = 2; break;
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case 3: loop.guess[i] = 1; break;
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case 4: loop.guess[i] = 4; break;
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case 5: loop.guess[i] = 1; break;
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case 6: loop.guess[i] = 2; break;
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case 7: loop.guess[i] = 1; break;
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}
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loop.possible[i] = state->guess[paths[p].mapping[i]];
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possible[paths[p].mapping[i]] = 0;
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@ -900,13 +900,13 @@ int solve_bruteforce(game_state *state, struct path *paths) {
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for (i=0;i<state->common->num_total;i++) {
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loop.possible[i] = state->guess[i];
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switch (state->guess[i]) {
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case 1: loop.guess[i] = 1; break;
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case 2: loop.guess[i] = 2; break;
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case 3: loop.guess[i] = 1; break;
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case 4: loop.guess[i] = 4; break;
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case 5: loop.guess[i] = 1; break;
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case 6: loop.guess[i] = 2; break;
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case 7: loop.guess[i] = 1; break;
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case 1: loop.guess[i] = 1; break;
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case 2: loop.guess[i] = 2; break;
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case 3: loop.guess[i] = 1; break;
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case 4: loop.guess[i] = 4; break;
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case 5: loop.guess[i] = 1; break;
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case 6: loop.guess[i] = 2; break;
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case 7: loop.guess[i] = 1; break;
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}
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}
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@ -981,23 +981,23 @@ static char *new_game_desc(game_params *params, random_state *rs,
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* empty monster cells */
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count = 0;
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for (h=1;h<new->common->params.h+1;h++)
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for (w=1;w<new->common->params.w+1;w++) {
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c = random_upto(rs,5);
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if (c >= 2) {
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new->common->grid[w+h*(new->common->params.w+2)] = CELL_EMPTY;
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new->common->xinfo[w+h*(new->common->params.w+2)] = count++;
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for (w=1;w<new->common->params.w+1;w++) {
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c = random_upto(rs,5);
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if (c >= 2) {
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new->common->grid[w+h*(new->common->params.w+2)] = CELL_EMPTY;
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new->common->xinfo[w+h*(new->common->params.w+2)] = count++;
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}
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else if (c == 0) {
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new->common->grid[w+h*(new->common->params.w+2)] =
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CELL_MIRROR_L;
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new->common->xinfo[w+h*(new->common->params.w+2)] = -1;
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}
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else {
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new->common->grid[w+h*(new->common->params.w+2)] =
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CELL_MIRROR_R;
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new->common->xinfo[w+h*(new->common->params.w+2)] = -1;
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}
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}
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else if (c == 0) {
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new->common->grid[w+h*(new->common->params.w+2)] =
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CELL_MIRROR_L;
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new->common->xinfo[w+h*(new->common->params.w+2)] = -1;
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}
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else {
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new->common->grid[w+h*(new->common->params.w+2)] =
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CELL_MIRROR_R;
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new->common->xinfo[w+h*(new->common->params.w+2)] = -1;
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}
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}
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new->common->num_total = count; /* Total number of monsters in maze */
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/* Puzzle is boring if it has too few monster cells. Discard
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@ -1050,10 +1050,10 @@ static char *new_game_desc(game_params *params, random_state *rs,
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/* Grid is invalid if max. path length > threshold. Discard
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* grid, make new one */
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switch (new->common->params.diff) {
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case DIFF_EASY: max_length = min(new->common->params.w,new->common->params.h) + 1; break;
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case DIFF_NORMAL: max_length = (max(new->common->params.w,new->common->params.h) * 3) / 2; break;
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case DIFF_TRICKY: max_length = 9; break;
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default: max_length = 9; break;
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case DIFF_EASY: max_length = min(new->common->params.w,new->common->params.h) + 1; break;
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case DIFF_NORMAL: max_length = (max(new->common->params.w,new->common->params.h) * 3) / 2; break;
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case DIFF_TRICKY: max_length = 9; break;
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default: max_length = 9; break;
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}
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for (p=0;p<new->common->num_paths;p++) {
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@ -1077,10 +1077,10 @@ static char *new_game_desc(game_params *params, random_state *rs,
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even less paths with unique solutions */
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switch (new->common->params.diff) {
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case DIFF_EASY: filling = 2; break;
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case DIFF_NORMAL: filling = min( (new->common->params.w+new->common->params.h) , (new->common->num_total)/2 ); break;
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case DIFF_TRICKY: filling = max( (new->common->params.w+new->common->params.h) , (new->common->num_total)/2 ); break;
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default: filling = 0; break;
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case DIFF_EASY: filling = 2; break;
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case DIFF_NORMAL: filling = min( (new->common->params.w+new->common->params.h) , (new->common->num_total)/2 ); break;
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case DIFF_TRICKY: filling = max( (new->common->params.w+new->common->params.h) , (new->common->num_total)/2 ); break;
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default: filling = 0; break;
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}
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count = 0;
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@ -1125,14 +1125,14 @@ static char *new_game_desc(game_params *params, random_state *rs,
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}
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for (w=1;w<new->common->params.w+1;w++)
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for (h=1;h<new->common->params.h+1;h++) {
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c = new->common->xinfo[w+h*(new->common->params.w+2)];
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if (c >= 0) {
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if (new->guess[c] == 1) new->common->grid[w+h*(new->common->params.w+2)] = CELL_GHOST;
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if (new->guess[c] == 2) new->common->grid[w+h*(new->common->params.w+2)] = CELL_VAMPIRE;
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if (new->guess[c] == 4) new->common->grid[w+h*(new->common->params.w+2)] = CELL_ZOMBIE;
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for (h=1;h<new->common->params.h+1;h++) {
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c = new->common->xinfo[w+h*(new->common->params.w+2)];
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if (c >= 0) {
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if (new->guess[c] == 1) new->common->grid[w+h*(new->common->params.w+2)] = CELL_GHOST;
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if (new->guess[c] == 2) new->common->grid[w+h*(new->common->params.w+2)] = CELL_VAMPIRE;
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if (new->guess[c] == 4) new->common->grid[w+h*(new->common->params.w+2)] = CELL_ZOMBIE;
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}
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}
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}
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/* Prepare path information needed by the solver (containing all hints) */
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for (p=0;p<new->common->num_paths;p++) {
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@ -1249,26 +1249,26 @@ static char *new_game_desc(game_params *params, random_state *rs,
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/* Encode grid */
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count = 0;
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for (y=1;y<new->common->params.h+1;y++)
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for (x=1;x<new->common->params.w+1;x++) {
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c = new->common->grid[x+y*(new->common->params.w+2)];
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if (count > 25) {
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*e++ = 'z';
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count -= 26;
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for (x=1;x<new->common->params.w+1;x++) {
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c = new->common->grid[x+y*(new->common->params.w+2)];
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if (count > 25) {
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*e++ = 'z';
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count -= 26;
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}
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if (c != CELL_MIRROR_L && c != CELL_MIRROR_R) {
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count++;
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}
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else if (c == CELL_MIRROR_L) {
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if (count > 0) *e++ = (count-1 + 'a');
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*e++ = 'L';
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count = 0;
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}
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else {
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if (count > 0) *e++ = (count-1 + 'a');
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*e++ = 'R';
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count = 0;
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}
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}
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if (c != CELL_MIRROR_L && c != CELL_MIRROR_R) {
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count++;
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}
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else if (c == CELL_MIRROR_L) {
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if (count > 0) *e++ = (count-1 + 'a');
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*e++ = 'L';
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count = 0;
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}
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else {
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if (count > 0) *e++ = (count-1 + 'a');
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*e++ = 'R';
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count = 0;
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}
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}
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if (count > 0) *e++ = (count-1 + 'a');
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/* Encode hints */
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@ -1694,11 +1694,11 @@ static char *interpret_move(game_state *state, game_ui *ui,
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ui->hy = 1;
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}
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else switch (button) {
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case CURSOR_UP: ui->hy -= (ui->hy > 1) ? 1 : 0; break;
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case CURSOR_DOWN: ui->hy += (ui->hy < ds->h) ? 1 : 0; break;
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case CURSOR_RIGHT: ui->hx += (ui->hx < ds->w) ? 1 : 0; break;
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case CURSOR_LEFT: ui->hx -= (ui->hx > 1) ? 1 : 0; break;
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}
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case CURSOR_UP: ui->hy -= (ui->hy > 1) ? 1 : 0; break;
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case CURSOR_DOWN: ui->hy += (ui->hy < ds->h) ? 1 : 0; break;
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case CURSOR_RIGHT: ui->hx += (ui->hx < ds->w) ? 1 : 0; break;
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case CURSOR_LEFT: ui->hx -= (ui->hx > 1) ? 1 : 0; break;
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}
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ui->hshow = ui->hcursor = 1;
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return "";
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}
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@ -1713,24 +1713,24 @@ static char *interpret_move(game_state *state, game_ui *ui,
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if (xi >= 0 && !state->common->fixed[xi]) {
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if (button == 'g' || button == 'G' || button == '1') {
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sprintf(buf,"g%d",xi);
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ui->hpencil = ui->hshow = 0;
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ui->hpencil = ui->hshow = 0;
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return dupstr(buf);
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}
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if (button == 'v' || button == 'V' || button == '2') {
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sprintf(buf,"v%d",xi);
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ui->hpencil = ui->hshow = 0;
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ui->hpencil = ui->hshow = 0;
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return dupstr(buf);
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}
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if (button == 'z' || button == 'Z' || button == '3') {
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sprintf(buf,"z%d",xi);
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ui->hpencil = ui->hshow = 0;
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ui->hpencil = ui->hshow = 0;
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return dupstr(buf);
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}
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if (button == 'e' || button == 'E' || button == CURSOR_SELECT2 ||
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button == '0' || button == '\b') {
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if (!ui->hcursor) ui->hshow = 0;
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sprintf(buf,"E%d",xi);
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ui->hpencil = ui->hshow = 0;
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ui->hpencil = ui->hshow = 0;
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return dupstr(buf);
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}
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}
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@ -1819,36 +1819,36 @@ int check_numbers_draw(game_state *state, int *guess) {
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valid = FALSE;
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state->count_errors[0] = TRUE;
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for (x=1;x<state->common->params.w+1;x++)
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for (y=1;y<state->common->params.h+1;y++) {
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xy = x+y*(state->common->params.w+2);
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if (state->common->xinfo[xy] >= 0 &&
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guess[state->common->xinfo[xy]] == 1)
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state->cell_errors[xy] = TRUE;
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}
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for (y=1;y<state->common->params.h+1;y++) {
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xy = x+y*(state->common->params.w+2);
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if (state->common->xinfo[xy] >= 0 &&
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guess[state->common->xinfo[xy]] == 1)
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state->cell_errors[xy] = TRUE;
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}
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}
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if (count_vampires > state->common->num_vampires ||
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(filled && count_vampires != state->common->num_vampires) ) {
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valid = FALSE;
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state->count_errors[1] = TRUE;
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for (x=1;x<state->common->params.w+1;x++)
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for (y=1;y<state->common->params.h+1;y++) {
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xy = x+y*(state->common->params.w+2);
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if (state->common->xinfo[xy] >= 0 &&
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guess[state->common->xinfo[xy]] == 2)
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state->cell_errors[xy] = TRUE;
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}
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for (y=1;y<state->common->params.h+1;y++) {
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xy = x+y*(state->common->params.w+2);
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if (state->common->xinfo[xy] >= 0 &&
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guess[state->common->xinfo[xy]] == 2)
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state->cell_errors[xy] = TRUE;
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}
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}
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if (count_zombies > state->common->num_zombies ||
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(filled && count_zombies != state->common->num_zombies) ) {
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valid = FALSE;
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state->count_errors[2] = TRUE;
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for (x=1;x<state->common->params.w+1;x++)
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for (y=1;y<state->common->params.h+1;y++) {
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xy = x+y*(state->common->params.w+2);
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if (state->common->xinfo[xy] >= 0 &&
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guess[state->common->xinfo[xy]] == 4)
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state->cell_errors[xy] = TRUE;
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}
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for (y=1;y<state->common->params.h+1;y++) {
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xy = x+y*(state->common->params.w+2);
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if (state->common->xinfo[xy] >= 0 &&
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guess[state->common->xinfo[xy]] == 4)
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state->cell_errors[xy] = TRUE;
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}
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}
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return valid;
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@ -2246,20 +2246,20 @@ static void draw_monster_count(drawing *dr, game_drawstate *ds,
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dh = TILESIZE;
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dx = BORDER+(ds->w+2)*TILESIZE/2+TILESIZE/4;
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switch (c) {
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case 0:
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sprintf(buf,"%d",state->common->num_ghosts);
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sprintf(bufm,"G");
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dx -= 3*TILESIZE/2;
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break;
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case 1:
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sprintf(buf,"%d",state->common->num_vampires);
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sprintf(bufm,"V");
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break;
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case 2:
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sprintf(buf,"%d",state->common->num_zombies);
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sprintf(bufm,"Z");
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dx += 3*TILESIZE/2;
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break;
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case 0:
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sprintf(buf,"%d",state->common->num_ghosts);
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sprintf(bufm,"G");
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dx -= 3*TILESIZE/2;
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break;
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case 1:
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sprintf(buf,"%d",state->common->num_vampires);
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sprintf(bufm,"V");
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break;
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case 2:
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sprintf(buf,"%d",state->common->num_zombies);
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sprintf(bufm,"Z");
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dx += 3*TILESIZE/2;
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break;
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}
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if (!ds->ascii) {
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@ -2353,37 +2353,37 @@ static void draw_big_monster(drawing *dr, game_drawstate *ds, game_state *state,
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static void draw_pencils(drawing *dr, game_drawstate *ds, game_state *state,
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int x, int y, int pencil) {
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int dx, dy;
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int monsters[4];
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int i, j, px, py;
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int monsters[4];
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int i, j, px, py;
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char buf[10];
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dx = BORDER+(x* ds->tilesize)+(TILESIZE/4);
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dy = BORDER+(y* ds->tilesize)+(TILESIZE/4)+TILESIZE;
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for (i = 0, j = 1; j < 8; j *= 2)
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if (pencil & j)
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monsters[i++] = j;
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while (i < 4)
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monsters[i++] = 0;
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for (i = 0, j = 1; j < 8; j *= 2)
|
||||
if (pencil & j)
|
||||
monsters[i++] = j;
|
||||
while (i < 4)
|
||||
monsters[i++] = 0;
|
||||
|
||||
for (py = 0; py < 2; py++)
|
||||
for (px = 0; px < 2; px++)
|
||||
if (monsters[py*2+px]) {
|
||||
if (!ds->ascii) {
|
||||
draw_monster(dr, ds,
|
||||
dx + TILESIZE/2 * px, dy + TILESIZE/2 * py,
|
||||
TILESIZE/2, 0, monsters[py*2+px]);
|
||||
}
|
||||
else {
|
||||
switch (monsters[py*2+px]) {
|
||||
case 1: sprintf(buf,"G"); break;
|
||||
case 2: sprintf(buf,"V"); break;
|
||||
case 4: sprintf(buf,"Z"); break;
|
||||
}
|
||||
draw_text(dr,dx + TILESIZE/2 * px,dy + TILESIZE/2 * py,
|
||||
FONT_FIXED,TILESIZE/4,ALIGN_HCENTRE|ALIGN_VCENTRE,
|
||||
COL_TEXT,buf);
|
||||
}
|
||||
for (py = 0; py < 2; py++)
|
||||
for (px = 0; px < 2; px++)
|
||||
if (monsters[py*2+px]) {
|
||||
if (!ds->ascii) {
|
||||
draw_monster(dr, ds,
|
||||
dx + TILESIZE/2 * px, dy + TILESIZE/2 * py,
|
||||
TILESIZE/2, 0, monsters[py*2+px]);
|
||||
}
|
||||
else {
|
||||
switch (monsters[py*2+px]) {
|
||||
case 1: sprintf(buf,"G"); break;
|
||||
case 2: sprintf(buf,"V"); break;
|
||||
case 4: sprintf(buf,"Z"); break;
|
||||
}
|
||||
draw_text(dr,dx + TILESIZE/2 * px,dy + TILESIZE/2 * py,
|
||||
FONT_FIXED,TILESIZE/4,ALIGN_HCENTRE|ALIGN_VCENTRE,
|
||||
COL_TEXT,buf);
|
||||
}
|
||||
}
|
||||
draw_update(dr,dx-(TILESIZE/4)+2,dy-(TILESIZE/4)+2,
|
||||
(TILESIZE/2)-3,(TILESIZE/2)-3);
|
||||
|
||||
@ -2393,8 +2393,8 @@ static void draw_pencils(drawing *dr, game_drawstate *ds, game_state *state,
|
||||
#define FLASH_TIME 0.7F
|
||||
|
||||
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
||||
game_state *state, int dir, game_ui *ui,
|
||||
float animtime, float flashtime) {
|
||||
game_state *state, int dir, game_ui *ui,
|
||||
float animtime, float flashtime) {
|
||||
int i,j,x,y,xy;
|
||||
int stale, xi, c, hflash, hchanged, changed_ascii;
|
||||
|
||||
@ -2480,48 +2480,48 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
||||
|
||||
/* Draw puzzle grid contents */
|
||||
for (x = 1; x < ds->w+1; x++)
|
||||
for (y = 1; y < ds->h+1; y++) {
|
||||
stale = FALSE;
|
||||
xy = x+y*(state->common->params.w+2);
|
||||
xi = state->common->xinfo[xy];
|
||||
c = state->common->grid[xy];
|
||||
for (y = 1; y < ds->h+1; y++) {
|
||||
stale = FALSE;
|
||||
xy = x+y*(state->common->params.w+2);
|
||||
xi = state->common->xinfo[xy];
|
||||
c = state->common->grid[xy];
|
||||
|
||||
if (!ds->started) stale = TRUE;
|
||||
if (ds->hflash != hflash) stale = TRUE;
|
||||
if (changed_ascii) stale = TRUE;
|
||||
if (!ds->started) stale = TRUE;
|
||||
if (ds->hflash != hflash) stale = TRUE;
|
||||
if (changed_ascii) stale = TRUE;
|
||||
|
||||
if (hchanged) {
|
||||
if ((x == ui->hx && y == ui->hy) ||
|
||||
(x == ds->hx && y == ds->hy))
|
||||
if (hchanged) {
|
||||
if ((x == ui->hx && y == ui->hy) ||
|
||||
(x == ds->hx && y == ds->hy))
|
||||
stale = TRUE;
|
||||
}
|
||||
|
||||
if (xi >= 0 && (state->guess[xi] != ds->monsters[xi]) ) {
|
||||
stale = TRUE;
|
||||
}
|
||||
|
||||
if (xi >= 0 && (state->guess[xi] != ds->monsters[xi]) ) {
|
||||
stale = TRUE;
|
||||
ds->monsters[xi] = state->guess[xi];
|
||||
}
|
||||
ds->monsters[xi] = state->guess[xi];
|
||||
}
|
||||
|
||||
if (xi >= 0 && (state->pencils[xi] != ds->pencils[xi]) ) {
|
||||
stale = TRUE;
|
||||
ds->pencils[xi] = state->pencils[xi];
|
||||
}
|
||||
if (xi >= 0 && (state->pencils[xi] != ds->pencils[xi]) ) {
|
||||
stale = TRUE;
|
||||
ds->pencils[xi] = state->pencils[xi];
|
||||
}
|
||||
|
||||
if (state->cell_errors[xy] != ds->cell_errors[xy]) {
|
||||
stale = TRUE;
|
||||
ds->cell_errors[xy] = state->cell_errors[xy];
|
||||
}
|
||||
if (state->cell_errors[xy] != ds->cell_errors[xy]) {
|
||||
stale = TRUE;
|
||||
ds->cell_errors[xy] = state->cell_errors[xy];
|
||||
}
|
||||
|
||||
if (stale) {
|
||||
draw_cell_background(dr, ds, state, ui, x, y);
|
||||
if (xi < 0)
|
||||
draw_mirror(dr, ds, state, x, y, hflash, c);
|
||||
else if (state->guess[xi] == 1 || state->guess[xi] == 2 ||
|
||||
state->guess[xi] == 4)
|
||||
draw_big_monster(dr, ds, state, x, y, hflash, state->guess[xi]);
|
||||
else
|
||||
draw_pencils(dr, ds, state, x, y, state->pencils[xi]);
|
||||
if (stale) {
|
||||
draw_cell_background(dr, ds, state, ui, x, y);
|
||||
if (xi < 0)
|
||||
draw_mirror(dr, ds, state, x, y, hflash, c);
|
||||
else if (state->guess[xi] == 1 || state->guess[xi] == 2 ||
|
||||
state->guess[xi] == 4)
|
||||
draw_big_monster(dr, ds, state, x, y, hflash, state->guess[xi]);
|
||||
else
|
||||
draw_pencils(dr, ds, state, x, y, state->pencils[xi]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ds->hx = ui->hx; ds->hy = ui->hy;
|
||||
ds->hshow = ui->hshow;
|
||||
|
Reference in New Issue
Block a user