shithub: puzzles

Download patch

ref: fe514e937442066343b2378177d69723d564f621
parent: afe3a1372ab0b41c9d3095b3f882d9cff3d0fdb1
author: Simon Tatham <anakin@pobox.com>
date: Mon Feb 20 14:51:50 EST 2006

Mines's error signalling is highly asymmetric: if you erroneously
believe a square to be empty, you find out instantly and lethally,
but if you erroneously believe a square to be full you can
occasionally (when it doesn't cause a complementary square to be
assumed empty) not notice until you find at the very end of the game
that you're one mine heavy. To help with this, here's an error
highlighting patch: any number square surrounded by an excess of
flags will now light up red. This should be an unintrusive change,
because it will never happen unless you make a mistake.

[originally from svn r6580]

--- a/mines.c
+++ b/mines.c
@@ -22,6 +22,7 @@
     COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
     COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
     COL_HIGHLIGHT, COL_LOWLIGHT,
+    COL_WRONGNUMBER,
     NCOLOURS
 };
 
@@ -2710,6 +2711,10 @@
     ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
     ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
 
+    ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
+    ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
+    ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
+
     *ncolours = NCOLOURS;
     return ret;
 }
@@ -2814,6 +2819,10 @@
 	 * Exception is that for value 65 (mine we've just trodden
 	 * on), we clear the square to COL_BANG.
 	 */
+        if (v & 32) {
+            bg = COL_WRONGNUMBER;
+            v &= ~32;
+        }
         draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
 		  (v == 65 ? COL_BANG :
                    bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
@@ -2959,6 +2968,26 @@
 		markers++;
 	    if (state->layout->mines && state->layout->mines[y*ds->w+x])
 		mines++;
+
+            if (v >= 0 && v <= 8) {
+                /*
+                 * Count up the flags around this tile, and if
+                 * there are too _many_, highlight the tile.
+                 */
+                int dx, dy, flags = 0;
+
+                for (dy = -1; dy <= +1; dy++)
+                    for (dx = -1; dx <= +1; dx++) {
+                        int nx = x+dx, ny = y+dy;
+                        if (nx >= 0 && nx < ds->w &&
+                            ny >= 0 && ny < ds->h &&
+                            state->grid[ny*ds->w+nx] == -1)
+                            flags++;
+                    }
+
+                if (flags > v)
+                    v |= 32;
+            }
 
 	    if ((v == -2 || v == -3) &&
 		(abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))