Magnets: you can now mark clues as done

This commit is contained in:
Kevin Lyles
2015-06-08 15:47:09 -05:00
committed by Simon Tatham
parent ecbf5f627f
commit f306b9db55
3 changed files with 58 additions and 1 deletions

View File

@ -12,3 +12,6 @@ Left-click a domino to toggle it between being empty and being a
magnet (the + is placed in the end you click). Right-click to toggle
between empty, neutral, and a ?? mark indicating that you're sure
it's a magnet but don't yet know which way round it goes.
<p>
Left-click a clue to mark it as done (grey it out). To unmark a clue
as done, left-click it again.

View File

@ -46,7 +46,7 @@ int verbose = 0;
enum {
COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
COL_TEXT, COL_ERROR, COL_CURSOR,
COL_TEXT, COL_ERROR, COL_CURSOR, COL_DONE,
COL_NEUTRAL, COL_NEGATIVE, COL_POSITIVE, COL_NOT,
NCOLOURS
};
@ -273,6 +273,7 @@ struct game_state {
int *grid; /* size w*h, for cell state (pos/neg) */
unsigned int *flags; /* size w*h */
int solved, completed, numbered;
unsigned char *counts_done;
struct game_common *common; /* domino layout never changes. */
};
@ -285,6 +286,7 @@ static void clear_state(game_state *ret)
memset(ret->common->rowcount, 0, ret->h*3*sizeof(int));
memset(ret->common->colcount, 0, ret->w*3*sizeof(int));
memset(ret->counts_done, 0, (ret->h + ret->w) * 2 * sizeof(unsigned char));
for (i = 0; i < ret->wh; i++) {
ret->grid[i] = EMPTY;
@ -304,6 +306,7 @@ static game_state *new_state(int w, int h)
ret->grid = snewn(ret->wh, int);
ret->flags = snewn(ret->wh, unsigned int);
ret->counts_done = snewn((ret->h + ret->w) * 2, unsigned char);
ret->common = snew(struct game_common);
ret->common->refcount = 1;
@ -335,6 +338,10 @@ static game_state *dup_game(const game_state *src)
dest->grid = snewn(dest->wh, int);
memcpy(dest->grid, src->grid, dest->wh*sizeof(int));
dest->counts_done = snewn((dest->h + dest->w) * 2, unsigned char);
memcpy(dest->counts_done, src->counts_done,
(dest->h + dest->w) * 2 * sizeof(unsigned char));
dest->flags = snewn(dest->wh, unsigned int);
memcpy(dest->flags, src->flags, dest->wh*sizeof(unsigned int));
@ -350,6 +357,7 @@ static void free_game(game_state *state)
sfree(state->common->colcount);
sfree(state->common);
}
sfree(state->counts_done);
sfree(state->flags);
sfree(state->grid);
sfree(state);
@ -1758,6 +1766,33 @@ struct game_drawstate {
#define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 1 )
static int is_clue(const game_state *state, int x, int y)
{
int h = state->h, w = state->w;
if (((x == -1 || x == w) && y >= 0 && y < h) ||
((y == -1 || y == h) && x >= 0 && x < w))
return TRUE;
return FALSE;
}
static int clue_index(const game_state *state, int x, int y)
{
int h = state->h, w = state->w;
if (y == -1)
return x;
else if (x == w)
return w + y;
else if (y == h)
return 2 * w + h - x - 1;
else if (x == -1)
return 2 * (w + h) - y - 1;
return -1;
}
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
@ -1785,6 +1820,9 @@ static char *interpret_move(const game_state *state, game_ui *ui,
nullret = "";
}
action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
} else if (button == LEFT_BUTTON && is_clue(state, gx, gy)) {
sprintf(buf, "D%d,%d", gx, gy);
return dupstr(buf);
} else
return NULL;
@ -1861,6 +1899,9 @@ static game_state *execute_move(const game_state *state, const char *move)
ret->flags[idx] |= GS_SET;
ret->flags[idx2] |= GS_SET;
}
} else if (c == 'D' && sscanf(move, "%d,%d%n", &x, &y, &n) == 2 &&
is_clue(ret, x, y)) {
ret->counts_done[clue_index(ret, x, y)] ^= 1;
} else
goto badmove;
@ -1910,6 +1951,7 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_TEXT * 3 + i] = 0.0F;
ret[COL_NEGATIVE * 3 + i] = 0.0F;
ret[COL_CURSOR * 3 + i] = 0.9F;
ret[COL_DONE * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F;
}
ret[COL_POSITIVE * 3 + 0] = 0.8F;
@ -2127,11 +2169,20 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int *dominoes,
static int get_count_color(const game_state *state, int rowcol, int which,
int index, int target)
{
int idx;
int count = count_rowcol(state, index, rowcol, which);
if ((count > target) ||
(count < target && !count_rowcol(state, index, rowcol, -1))) {
return COL_ERROR;
} else if (rowcol == COLUMN) {
idx = clue_index(state, index, which == POSITIVE ? -1 : state->h);
} else {
idx = clue_index(state, which == POSITIVE ? -1 : state->w, index);
}
if (state->counts_done[idx]) {
return COL_DONE;
}
return COL_TEXT;

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@ -2751,6 +2751,9 @@ Right-clicking again places two question marks on the domino, signifying
\q{this cannot be blank} (which can be useful to note deductions while
solving), and right-clicking again empties the domino.
Left-clicking a clue will mark it as done (grey it out), or unmark it if
it is already marked.
You can also use the cursor keys to move a cursor around the grid.
Pressing the return key will lay a domino with a positive pole at that
position; pressing again reverses the polarity and then removes the