| 1 | /* |
| 2 | * dominosa.c: Domino jigsaw puzzle. Aim to place one of every |
| 3 | * possible domino within a rectangle in such a way that the number |
| 4 | * on each square matches the provided clue. |
| 5 | */ |
| 6 | |
| 7 | /* |
| 8 | * TODO: |
| 9 | * |
| 10 | * - improve solver so as to use more interesting forms of |
| 11 | * deduction |
| 12 | * |
| 13 | * * rule out a domino placement if it would divide an unfilled |
| 14 | * region such that at least one resulting region had an odd |
| 15 | * area |
| 16 | * + use b.f.s. to determine the area of an unfilled region |
| 17 | * + a square is unfilled iff it has at least two possible |
| 18 | * placements, and two adjacent unfilled squares are part |
| 19 | * of the same region iff the domino placement joining |
| 20 | * them is possible |
| 21 | * |
| 22 | * * perhaps set analysis |
| 23 | * + look at all unclaimed squares containing a given number |
| 24 | * + for each one, find the set of possible numbers that it |
| 25 | * can connect to (i.e. each neighbouring tile such that |
| 26 | * the placement between it and that neighbour has not yet |
| 27 | * been ruled out) |
| 28 | * + now proceed similarly to Solo set analysis: try to find |
| 29 | * a subset of the squares such that the union of their |
| 30 | * possible numbers is the same size as the subset. If so, |
| 31 | * rule out those possible numbers for all other squares. |
| 32 | * * important wrinkle: the double dominoes complicate |
| 33 | * matters. Connecting a number to itself uses up _two_ |
| 34 | * of the unclaimed squares containing a number. Thus, |
| 35 | * when finding the initial subset we must never |
| 36 | * include two adjacent squares; and also, when ruling |
| 37 | * things out after finding the subset, we must be |
| 38 | * careful that we don't rule out precisely the domino |
| 39 | * placement that was _included_ in our set! |
| 40 | */ |
| 41 | |
| 42 | #include <stdio.h> |
| 43 | #include <stdlib.h> |
| 44 | #include <string.h> |
| 45 | #include <assert.h> |
| 46 | #include <ctype.h> |
| 47 | #include <math.h> |
| 48 | |
| 49 | #include "puzzles.h" |
| 50 | |
| 51 | /* nth triangular number */ |
| 52 | #define TRI(n) ( (n) * ((n) + 1) / 2 ) |
| 53 | /* number of dominoes for value n */ |
| 54 | #define DCOUNT(n) TRI((n)+1) |
| 55 | /* map a pair of numbers to a unique domino index from 0 upwards. */ |
| 56 | #define DINDEX(n1,n2) ( TRI(max(n1,n2)) + min(n1,n2) ) |
| 57 | |
| 58 | #define FLASH_TIME 0.13F |
| 59 | |
| 60 | enum { |
| 61 | COL_BACKGROUND, |
| 62 | COL_TEXT, |
| 63 | COL_DOMINO, |
| 64 | COL_DOMINOCLASH, |
| 65 | COL_DOMINOTEXT, |
| 66 | COL_EDGE, |
| 67 | NCOLOURS |
| 68 | }; |
| 69 | |
| 70 | struct game_params { |
| 71 | int n; |
| 72 | int unique; |
| 73 | }; |
| 74 | |
| 75 | struct game_numbers { |
| 76 | int refcount; |
| 77 | int *numbers; /* h x w */ |
| 78 | }; |
| 79 | |
| 80 | #define EDGE_L 0x100 |
| 81 | #define EDGE_R 0x200 |
| 82 | #define EDGE_T 0x400 |
| 83 | #define EDGE_B 0x800 |
| 84 | |
| 85 | struct game_state { |
| 86 | game_params params; |
| 87 | int w, h; |
| 88 | struct game_numbers *numbers; |
| 89 | int *grid; |
| 90 | unsigned short *edges; /* h x w */ |
| 91 | int completed, cheated; |
| 92 | }; |
| 93 | |
| 94 | static game_params *default_params(void) |
| 95 | { |
| 96 | game_params *ret = snew(game_params); |
| 97 | |
| 98 | ret->n = 6; |
| 99 | ret->unique = TRUE; |
| 100 | |
| 101 | return ret; |
| 102 | } |
| 103 | |
| 104 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 105 | { |
| 106 | game_params *ret; |
| 107 | int n; |
| 108 | char buf[80]; |
| 109 | |
| 110 | switch (i) { |
| 111 | case 0: n = 3; break; |
| 112 | case 1: n = 4; break; |
| 113 | case 2: n = 5; break; |
| 114 | case 3: n = 6; break; |
| 115 | case 4: n = 7; break; |
| 116 | case 5: n = 8; break; |
| 117 | case 6: n = 9; break; |
| 118 | default: return FALSE; |
| 119 | } |
| 120 | |
| 121 | sprintf(buf, "Up to double-%d", n); |
| 122 | *name = dupstr(buf); |
| 123 | |
| 124 | *params = ret = snew(game_params); |
| 125 | ret->n = n; |
| 126 | ret->unique = TRUE; |
| 127 | |
| 128 | return TRUE; |
| 129 | } |
| 130 | |
| 131 | static void free_params(game_params *params) |
| 132 | { |
| 133 | sfree(params); |
| 134 | } |
| 135 | |
| 136 | static game_params *dup_params(game_params *params) |
| 137 | { |
| 138 | game_params *ret = snew(game_params); |
| 139 | *ret = *params; /* structure copy */ |
| 140 | return ret; |
| 141 | } |
| 142 | |
| 143 | static void decode_params(game_params *params, char const *string) |
| 144 | { |
| 145 | params->n = atoi(string); |
| 146 | while (*string && isdigit((unsigned char)*string)) string++; |
| 147 | if (*string == 'a') |
| 148 | params->unique = FALSE; |
| 149 | } |
| 150 | |
| 151 | static char *encode_params(game_params *params, int full) |
| 152 | { |
| 153 | char buf[80]; |
| 154 | sprintf(buf, "%d", params->n); |
| 155 | if (full && !params->unique) |
| 156 | strcat(buf, "a"); |
| 157 | return dupstr(buf); |
| 158 | } |
| 159 | |
| 160 | static config_item *game_configure(game_params *params) |
| 161 | { |
| 162 | config_item *ret; |
| 163 | char buf[80]; |
| 164 | |
| 165 | ret = snewn(3, config_item); |
| 166 | |
| 167 | ret[0].name = "Maximum number on dominoes"; |
| 168 | ret[0].type = C_STRING; |
| 169 | sprintf(buf, "%d", params->n); |
| 170 | ret[0].sval = dupstr(buf); |
| 171 | ret[0].ival = 0; |
| 172 | |
| 173 | ret[1].name = "Ensure unique solution"; |
| 174 | ret[1].type = C_BOOLEAN; |
| 175 | ret[1].sval = NULL; |
| 176 | ret[1].ival = params->unique; |
| 177 | |
| 178 | ret[2].name = NULL; |
| 179 | ret[2].type = C_END; |
| 180 | ret[2].sval = NULL; |
| 181 | ret[2].ival = 0; |
| 182 | |
| 183 | return ret; |
| 184 | } |
| 185 | |
| 186 | static game_params *custom_params(config_item *cfg) |
| 187 | { |
| 188 | game_params *ret = snew(game_params); |
| 189 | |
| 190 | ret->n = atoi(cfg[0].sval); |
| 191 | ret->unique = cfg[1].ival; |
| 192 | |
| 193 | return ret; |
| 194 | } |
| 195 | |
| 196 | static char *validate_params(game_params *params, int full) |
| 197 | { |
| 198 | if (params->n < 1) |
| 199 | return "Maximum face number must be at least one"; |
| 200 | return NULL; |
| 201 | } |
| 202 | |
| 203 | /* ---------------------------------------------------------------------- |
| 204 | * Solver. |
| 205 | */ |
| 206 | |
| 207 | static int find_overlaps(int w, int h, int placement, int *set) |
| 208 | { |
| 209 | int x, y, n; |
| 210 | |
| 211 | n = 0; /* number of returned placements */ |
| 212 | |
| 213 | x = placement / 2; |
| 214 | y = x / w; |
| 215 | x %= w; |
| 216 | |
| 217 | if (placement & 1) { |
| 218 | /* |
| 219 | * Horizontal domino, indexed by its left end. |
| 220 | */ |
| 221 | if (x > 0) |
| 222 | set[n++] = placement-2; /* horizontal domino to the left */ |
| 223 | if (y > 0) |
| 224 | set[n++] = placement-2*w-1;/* vertical domino above left side */ |
| 225 | if (y+1 < h) |
| 226 | set[n++] = placement-1; /* vertical domino below left side */ |
| 227 | if (x+2 < w) |
| 228 | set[n++] = placement+2; /* horizontal domino to the right */ |
| 229 | if (y > 0) |
| 230 | set[n++] = placement-2*w+2-1;/* vertical domino above right side */ |
| 231 | if (y+1 < h) |
| 232 | set[n++] = placement+2-1; /* vertical domino below right side */ |
| 233 | } else { |
| 234 | /* |
| 235 | * Vertical domino, indexed by its top end. |
| 236 | */ |
| 237 | if (y > 0) |
| 238 | set[n++] = placement-2*w; /* vertical domino above */ |
| 239 | if (x > 0) |
| 240 | set[n++] = placement-2+1; /* horizontal domino left of top */ |
| 241 | if (x+1 < w) |
| 242 | set[n++] = placement+1; /* horizontal domino right of top */ |
| 243 | if (y+2 < h) |
| 244 | set[n++] = placement+2*w; /* vertical domino below */ |
| 245 | if (x > 0) |
| 246 | set[n++] = placement-2+2*w+1;/* horizontal domino left of bottom */ |
| 247 | if (x+1 < w) |
| 248 | set[n++] = placement+2*w+1;/* horizontal domino right of bottom */ |
| 249 | } |
| 250 | |
| 251 | return n; |
| 252 | } |
| 253 | |
| 254 | /* |
| 255 | * Returns 0, 1 or 2 for number of solutions. 2 means `any number |
| 256 | * more than one', or more accurately `we were unable to prove |
| 257 | * there was only one'. |
| 258 | * |
| 259 | * Outputs in a `placements' array, indexed the same way as the one |
| 260 | * within this function (see below); entries in there are <0 for a |
| 261 | * placement ruled out, 0 for an uncertain placement, and 1 for a |
| 262 | * definite one. |
| 263 | */ |
| 264 | static int solver(int w, int h, int n, int *grid, int *output) |
| 265 | { |
| 266 | int wh = w*h, dc = DCOUNT(n); |
| 267 | int *placements, *heads; |
| 268 | int i, j, x, y, ret; |
| 269 | |
| 270 | /* |
| 271 | * This array has one entry for every possible domino |
| 272 | * placement. Vertical placements are indexed by their top |
| 273 | * half, at (y*w+x)*2; horizontal placements are indexed by |
| 274 | * their left half at (y*w+x)*2+1. |
| 275 | * |
| 276 | * This array is used to link domino placements together into |
| 277 | * linked lists, so that we can track all the possible |
| 278 | * placements of each different domino. It's also used as a |
| 279 | * quick means of looking up an individual placement to see |
| 280 | * whether we still think it's possible. Actual values stored |
| 281 | * in this array are -2 (placement not possible at all), -1 |
| 282 | * (end of list), or the array index of the next item. |
| 283 | * |
| 284 | * Oh, and -3 for `not even valid', used for array indices |
| 285 | * which don't even represent a plausible placement. |
| 286 | */ |
| 287 | placements = snewn(2*wh, int); |
| 288 | for (i = 0; i < 2*wh; i++) |
| 289 | placements[i] = -3; /* not even valid */ |
| 290 | |
| 291 | /* |
| 292 | * This array has one entry for every domino, and it is an |
| 293 | * index into `placements' denoting the head of the placement |
| 294 | * list for that domino. |
| 295 | */ |
| 296 | heads = snewn(dc, int); |
| 297 | for (i = 0; i < dc; i++) |
| 298 | heads[i] = -1; |
| 299 | |
| 300 | /* |
| 301 | * Set up the initial possibility lists by scanning the grid. |
| 302 | */ |
| 303 | for (y = 0; y < h-1; y++) |
| 304 | for (x = 0; x < w; x++) { |
| 305 | int di = DINDEX(grid[y*w+x], grid[(y+1)*w+x]); |
| 306 | placements[(y*w+x)*2] = heads[di]; |
| 307 | heads[di] = (y*w+x)*2; |
| 308 | } |
| 309 | for (y = 0; y < h; y++) |
| 310 | for (x = 0; x < w-1; x++) { |
| 311 | int di = DINDEX(grid[y*w+x], grid[y*w+(x+1)]); |
| 312 | placements[(y*w+x)*2+1] = heads[di]; |
| 313 | heads[di] = (y*w+x)*2+1; |
| 314 | } |
| 315 | |
| 316 | #ifdef SOLVER_DIAGNOSTICS |
| 317 | printf("before solver:\n"); |
| 318 | for (i = 0; i <= n; i++) |
| 319 | for (j = 0; j <= i; j++) { |
| 320 | int k, m; |
| 321 | m = 0; |
| 322 | printf("%2d [%d %d]:", DINDEX(i, j), i, j); |
| 323 | for (k = heads[DINDEX(i,j)]; k >= 0; k = placements[k]) |
| 324 | printf(" %3d [%d,%d,%c]", k, k/2%w, k/2/w, k%2?'h':'v'); |
| 325 | printf("\n"); |
| 326 | } |
| 327 | #endif |
| 328 | |
| 329 | while (1) { |
| 330 | int done_something = FALSE; |
| 331 | |
| 332 | /* |
| 333 | * For each domino, look at its possible placements, and |
| 334 | * for each placement consider the placements (of any |
| 335 | * domino) it overlaps. Any placement overlapped by all |
| 336 | * placements of this domino can be ruled out. |
| 337 | * |
| 338 | * Each domino placement overlaps only six others, so we |
| 339 | * need not do serious set theory to work this out. |
| 340 | */ |
| 341 | for (i = 0; i < dc; i++) { |
| 342 | int permset[6], permlen = 0, p; |
| 343 | |
| 344 | |
| 345 | if (heads[i] == -1) { /* no placement for this domino */ |
| 346 | ret = 0; /* therefore puzzle is impossible */ |
| 347 | goto done; |
| 348 | } |
| 349 | for (j = heads[i]; j >= 0; j = placements[j]) { |
| 350 | assert(placements[j] != -2); |
| 351 | |
| 352 | if (j == heads[i]) { |
| 353 | permlen = find_overlaps(w, h, j, permset); |
| 354 | } else { |
| 355 | int tempset[6], templen, m, n, k; |
| 356 | |
| 357 | templen = find_overlaps(w, h, j, tempset); |
| 358 | |
| 359 | /* |
| 360 | * Pathetically primitive set intersection |
| 361 | * algorithm, which I'm only getting away with |
| 362 | * because I know my sets are bounded by a very |
| 363 | * small size. |
| 364 | */ |
| 365 | for (m = n = 0; m < permlen; m++) { |
| 366 | for (k = 0; k < templen; k++) |
| 367 | if (tempset[k] == permset[m]) |
| 368 | break; |
| 369 | if (k < templen) |
| 370 | permset[n++] = permset[m]; |
| 371 | } |
| 372 | permlen = n; |
| 373 | } |
| 374 | } |
| 375 | for (p = 0; p < permlen; p++) { |
| 376 | j = permset[p]; |
| 377 | if (placements[j] != -2) { |
| 378 | int p1, p2, di; |
| 379 | |
| 380 | done_something = TRUE; |
| 381 | |
| 382 | /* |
| 383 | * Rule out this placement. First find what |
| 384 | * domino it is... |
| 385 | */ |
| 386 | p1 = j / 2; |
| 387 | p2 = (j & 1) ? p1 + 1 : p1 + w; |
| 388 | di = DINDEX(grid[p1], grid[p2]); |
| 389 | #ifdef SOLVER_DIAGNOSTICS |
| 390 | printf("considering domino %d: ruling out placement %d" |
| 391 | " for %d\n", i, j, di); |
| 392 | #endif |
| 393 | |
| 394 | /* |
| 395 | * ... then walk that domino's placement list, |
| 396 | * removing this placement when we find it. |
| 397 | */ |
| 398 | if (heads[di] == j) |
| 399 | heads[di] = placements[j]; |
| 400 | else { |
| 401 | int k = heads[di]; |
| 402 | while (placements[k] != -1 && placements[k] != j) |
| 403 | k = placements[k]; |
| 404 | assert(placements[k] == j); |
| 405 | placements[k] = placements[j]; |
| 406 | } |
| 407 | placements[j] = -2; |
| 408 | } |
| 409 | } |
| 410 | } |
| 411 | |
| 412 | /* |
| 413 | * For each square, look at the available placements |
| 414 | * involving that square. If all of them are for the same |
| 415 | * domino, then rule out any placements for that domino |
| 416 | * _not_ involving this square. |
| 417 | */ |
| 418 | for (i = 0; i < wh; i++) { |
| 419 | int list[4], k, n, adi; |
| 420 | |
| 421 | x = i % w; |
| 422 | y = i / w; |
| 423 | |
| 424 | j = 0; |
| 425 | if (x > 0) |
| 426 | list[j++] = 2*(i-1)+1; |
| 427 | if (x+1 < w) |
| 428 | list[j++] = 2*i+1; |
| 429 | if (y > 0) |
| 430 | list[j++] = 2*(i-w); |
| 431 | if (y+1 < h) |
| 432 | list[j++] = 2*i; |
| 433 | |
| 434 | for (n = k = 0; k < j; k++) |
| 435 | if (placements[list[k]] >= -1) |
| 436 | list[n++] = list[k]; |
| 437 | |
| 438 | adi = -1; |
| 439 | |
| 440 | for (j = 0; j < n; j++) { |
| 441 | int p1, p2, di; |
| 442 | k = list[j]; |
| 443 | |
| 444 | p1 = k / 2; |
| 445 | p2 = (k & 1) ? p1 + 1 : p1 + w; |
| 446 | di = DINDEX(grid[p1], grid[p2]); |
| 447 | |
| 448 | if (adi == -1) |
| 449 | adi = di; |
| 450 | if (adi != di) |
| 451 | break; |
| 452 | } |
| 453 | |
| 454 | if (j == n) { |
| 455 | int nn; |
| 456 | |
| 457 | assert(adi >= 0); |
| 458 | /* |
| 459 | * We've found something. All viable placements |
| 460 | * involving this square are for domino `adi'. If |
| 461 | * the current placement list for that domino is |
| 462 | * longer than n, reduce it to precisely this |
| 463 | * placement list and we've done something. |
| 464 | */ |
| 465 | nn = 0; |
| 466 | for (k = heads[adi]; k >= 0; k = placements[k]) |
| 467 | nn++; |
| 468 | if (nn > n) { |
| 469 | done_something = TRUE; |
| 470 | #ifdef SOLVER_DIAGNOSTICS |
| 471 | printf("considering square %d,%d: reducing placements " |
| 472 | "of domino %d\n", x, y, adi); |
| 473 | #endif |
| 474 | /* |
| 475 | * Set all other placements on the list to |
| 476 | * impossible. |
| 477 | */ |
| 478 | k = heads[adi]; |
| 479 | while (k >= 0) { |
| 480 | int tmp = placements[k]; |
| 481 | placements[k] = -2; |
| 482 | k = tmp; |
| 483 | } |
| 484 | /* |
| 485 | * Set up the new list. |
| 486 | */ |
| 487 | heads[adi] = list[0]; |
| 488 | for (k = 0; k < n; k++) |
| 489 | placements[list[k]] = (k+1 == n ? -1 : list[k+1]); |
| 490 | } |
| 491 | } |
| 492 | } |
| 493 | |
| 494 | if (!done_something) |
| 495 | break; |
| 496 | } |
| 497 | |
| 498 | #ifdef SOLVER_DIAGNOSTICS |
| 499 | printf("after solver:\n"); |
| 500 | for (i = 0; i <= n; i++) |
| 501 | for (j = 0; j <= i; j++) { |
| 502 | int k, m; |
| 503 | m = 0; |
| 504 | printf("%2d [%d %d]:", DINDEX(i, j), i, j); |
| 505 | for (k = heads[DINDEX(i,j)]; k >= 0; k = placements[k]) |
| 506 | printf(" %3d [%d,%d,%c]", k, k/2%w, k/2/w, k%2?'h':'v'); |
| 507 | printf("\n"); |
| 508 | } |
| 509 | #endif |
| 510 | |
| 511 | ret = 1; |
| 512 | for (i = 0; i < wh*2; i++) { |
| 513 | if (placements[i] == -2) { |
| 514 | if (output) |
| 515 | output[i] = -1; /* ruled out */ |
| 516 | } else if (placements[i] != -3) { |
| 517 | int p1, p2, di; |
| 518 | |
| 519 | p1 = i / 2; |
| 520 | p2 = (i & 1) ? p1 + 1 : p1 + w; |
| 521 | di = DINDEX(grid[p1], grid[p2]); |
| 522 | |
| 523 | if (i == heads[di] && placements[i] == -1) { |
| 524 | if (output) |
| 525 | output[i] = 1; /* certain */ |
| 526 | } else { |
| 527 | if (output) |
| 528 | output[i] = 0; /* uncertain */ |
| 529 | ret = 2; |
| 530 | } |
| 531 | } |
| 532 | } |
| 533 | |
| 534 | done: |
| 535 | /* |
| 536 | * Free working data. |
| 537 | */ |
| 538 | sfree(placements); |
| 539 | sfree(heads); |
| 540 | |
| 541 | return ret; |
| 542 | } |
| 543 | |
| 544 | /* ---------------------------------------------------------------------- |
| 545 | * End of solver code. |
| 546 | */ |
| 547 | |
| 548 | static char *new_game_desc(game_params *params, random_state *rs, |
| 549 | char **aux, int interactive) |
| 550 | { |
| 551 | int n = params->n, w = n+2, h = n+1, wh = w*h; |
| 552 | int *grid, *grid2, *list; |
| 553 | int i, j, k, m, todo, done, len; |
| 554 | char *ret; |
| 555 | |
| 556 | /* |
| 557 | * Allocate space in which to lay the grid out. |
| 558 | */ |
| 559 | grid = snewn(wh, int); |
| 560 | grid2 = snewn(wh, int); |
| 561 | list = snewn(2*wh, int); |
| 562 | |
| 563 | /* |
| 564 | * I haven't been able to think of any particularly clever |
| 565 | * techniques for generating instances of Dominosa with a |
| 566 | * unique solution. Many of the deductions used in this puzzle |
| 567 | * are based on information involving half the grid at a time |
| 568 | * (`of all the 6s, exactly one is next to a 3'), so a strategy |
| 569 | * of partially solving the grid and then perturbing the place |
| 570 | * where the solver got stuck seems particularly likely to |
| 571 | * accidentally destroy the information which the solver had |
| 572 | * used in getting that far. (Contrast with, say, Mines, in |
| 573 | * which most deductions are local so this is an excellent |
| 574 | * strategy.) |
| 575 | * |
| 576 | * Therefore I resort to the basest of brute force methods: |
| 577 | * generate a random grid, see if it's solvable, throw it away |
| 578 | * and try again if not. My only concession to sophistication |
| 579 | * and cleverness is to at least _try_ not to generate obvious |
| 580 | * 2x2 ambiguous sections (see comment below in the domino- |
| 581 | * flipping section). |
| 582 | * |
| 583 | * During tests performed on 2005-07-15, I found that the brute |
| 584 | * force approach without that tweak had to throw away about 87 |
| 585 | * grids on average (at the default n=6) before finding a |
| 586 | * unique one, or a staggering 379 at n=9; good job the |
| 587 | * generator and solver are fast! When I added the |
| 588 | * ambiguous-section avoidance, those numbers came down to 19 |
| 589 | * and 26 respectively, which is a lot more sensible. |
| 590 | */ |
| 591 | |
| 592 | do { |
| 593 | /* |
| 594 | * To begin with, set grid[i] = i for all i to indicate |
| 595 | * that all squares are currently singletons. Later we'll |
| 596 | * set grid[i] to be the index of the other end of the |
| 597 | * domino on i. |
| 598 | */ |
| 599 | for (i = 0; i < wh; i++) |
| 600 | grid[i] = i; |
| 601 | |
| 602 | /* |
| 603 | * Now prepare a list of the possible domino locations. There |
| 604 | * are w*(h-1) possible vertical locations, and (w-1)*h |
| 605 | * horizontal ones, for a total of 2*wh - h - w. |
| 606 | * |
| 607 | * I'm going to denote the vertical domino placement with |
| 608 | * its top in square i as 2*i, and the horizontal one with |
| 609 | * its left half in square i as 2*i+1. |
| 610 | */ |
| 611 | k = 0; |
| 612 | for (j = 0; j < h-1; j++) |
| 613 | for (i = 0; i < w; i++) |
| 614 | list[k++] = 2 * (j*w+i); /* vertical positions */ |
| 615 | for (j = 0; j < h; j++) |
| 616 | for (i = 0; i < w-1; i++) |
| 617 | list[k++] = 2 * (j*w+i) + 1; /* horizontal positions */ |
| 618 | assert(k == 2*wh - h - w); |
| 619 | |
| 620 | /* |
| 621 | * Shuffle the list. |
| 622 | */ |
| 623 | shuffle(list, k, sizeof(*list), rs); |
| 624 | |
| 625 | /* |
| 626 | * Work down the shuffled list, placing a domino everywhere |
| 627 | * we can. |
| 628 | */ |
| 629 | for (i = 0; i < k; i++) { |
| 630 | int horiz, xy, xy2; |
| 631 | |
| 632 | horiz = list[i] % 2; |
| 633 | xy = list[i] / 2; |
| 634 | xy2 = xy + (horiz ? 1 : w); |
| 635 | |
| 636 | if (grid[xy] == xy && grid[xy2] == xy2) { |
| 637 | /* |
| 638 | * We can place this domino. Do so. |
| 639 | */ |
| 640 | grid[xy] = xy2; |
| 641 | grid[xy2] = xy; |
| 642 | } |
| 643 | } |
| 644 | |
| 645 | #ifdef GENERATION_DIAGNOSTICS |
| 646 | printf("generated initial layout\n"); |
| 647 | #endif |
| 648 | |
| 649 | /* |
| 650 | * Now we've placed as many dominoes as we can immediately |
| 651 | * manage. There will be squares remaining, but they'll be |
| 652 | * singletons. So loop round and deal with the singletons |
| 653 | * two by two. |
| 654 | */ |
| 655 | while (1) { |
| 656 | #ifdef GENERATION_DIAGNOSTICS |
| 657 | for (j = 0; j < h; j++) { |
| 658 | for (i = 0; i < w; i++) { |
| 659 | int xy = j*w+i; |
| 660 | int v = grid[xy]; |
| 661 | int c = (v == xy+1 ? '[' : v == xy-1 ? ']' : |
| 662 | v == xy+w ? 'n' : v == xy-w ? 'U' : '.'); |
| 663 | putchar(c); |
| 664 | } |
| 665 | putchar('\n'); |
| 666 | } |
| 667 | putchar('\n'); |
| 668 | #endif |
| 669 | |
| 670 | /* |
| 671 | * Our strategy is: |
| 672 | * |
| 673 | * First find a singleton square. |
| 674 | * |
| 675 | * Then breadth-first search out from the starting |
| 676 | * square. From that square (and any others we reach on |
| 677 | * the way), examine all four neighbours of the square. |
| 678 | * If one is an end of a domino, we move to the _other_ |
| 679 | * end of that domino before looking at neighbours |
| 680 | * again. When we encounter another singleton on this |
| 681 | * search, stop. |
| 682 | * |
| 683 | * This will give us a path of adjacent squares such |
| 684 | * that all but the two ends are covered in dominoes. |
| 685 | * So we can now shuffle every domino on the path up by |
| 686 | * one. |
| 687 | * |
| 688 | * (Chessboard colours are mathematically important |
| 689 | * here: we always end up pairing each singleton with a |
| 690 | * singleton of the other colour. However, we never |
| 691 | * have to track this manually, since it's |
| 692 | * automatically taken care of by the fact that we |
| 693 | * always make an even number of orthogonal moves.) |
| 694 | */ |
| 695 | for (i = 0; i < wh; i++) |
| 696 | if (grid[i] == i) |
| 697 | break; |
| 698 | if (i == wh) |
| 699 | break; /* no more singletons; we're done. */ |
| 700 | |
| 701 | #ifdef GENERATION_DIAGNOSTICS |
| 702 | printf("starting b.f.s. at singleton %d\n", i); |
| 703 | #endif |
| 704 | /* |
| 705 | * Set grid2 to -1 everywhere. It will hold our |
| 706 | * distance-from-start values, and also our |
| 707 | * backtracking data, during the b.f.s. |
| 708 | */ |
| 709 | for (j = 0; j < wh; j++) |
| 710 | grid2[j] = -1; |
| 711 | grid2[i] = 0; /* starting square has distance zero */ |
| 712 | |
| 713 | /* |
| 714 | * Start our to-do list of squares. It'll live in |
| 715 | * `list'; since the b.f.s can cover every square at |
| 716 | * most once there is no need for it to be circular. |
| 717 | * We'll just have two counters tracking the end of the |
| 718 | * list and the squares we've already dealt with. |
| 719 | */ |
| 720 | done = 0; |
| 721 | todo = 1; |
| 722 | list[0] = i; |
| 723 | |
| 724 | /* |
| 725 | * Now begin the b.f.s. loop. |
| 726 | */ |
| 727 | while (done < todo) { |
| 728 | int d[4], nd, x, y; |
| 729 | |
| 730 | i = list[done++]; |
| 731 | |
| 732 | #ifdef GENERATION_DIAGNOSTICS |
| 733 | printf("b.f.s. iteration from %d\n", i); |
| 734 | #endif |
| 735 | x = i % w; |
| 736 | y = i / w; |
| 737 | nd = 0; |
| 738 | if (x > 0) |
| 739 | d[nd++] = i - 1; |
| 740 | if (x+1 < w) |
| 741 | d[nd++] = i + 1; |
| 742 | if (y > 0) |
| 743 | d[nd++] = i - w; |
| 744 | if (y+1 < h) |
| 745 | d[nd++] = i + w; |
| 746 | /* |
| 747 | * To avoid directional bias, process the |
| 748 | * neighbours of this square in a random order. |
| 749 | */ |
| 750 | shuffle(d, nd, sizeof(*d), rs); |
| 751 | |
| 752 | for (j = 0; j < nd; j++) { |
| 753 | k = d[j]; |
| 754 | if (grid[k] == k) { |
| 755 | #ifdef GENERATION_DIAGNOSTICS |
| 756 | printf("found neighbouring singleton %d\n", k); |
| 757 | #endif |
| 758 | grid2[k] = i; |
| 759 | break; /* found a target singleton! */ |
| 760 | } |
| 761 | |
| 762 | /* |
| 763 | * We're moving through a domino here, so we |
| 764 | * have two entries in grid2 to fill with |
| 765 | * useful data. In grid[k] - the square |
| 766 | * adjacent to where we came from - I'm going |
| 767 | * to put the address _of_ the square we came |
| 768 | * from. In the other end of the domino - the |
| 769 | * square from which we will continue the |
| 770 | * search - I'm going to put the distance. |
| 771 | */ |
| 772 | m = grid[k]; |
| 773 | |
| 774 | if (grid2[m] < 0 || grid2[m] > grid2[i]+1) { |
| 775 | #ifdef GENERATION_DIAGNOSTICS |
| 776 | printf("found neighbouring domino %d/%d\n", k, m); |
| 777 | #endif |
| 778 | grid2[m] = grid2[i]+1; |
| 779 | grid2[k] = i; |
| 780 | /* |
| 781 | * And since we've now visited a new |
| 782 | * domino, add m to the to-do list. |
| 783 | */ |
| 784 | assert(todo < wh); |
| 785 | list[todo++] = m; |
| 786 | } |
| 787 | } |
| 788 | |
| 789 | if (j < nd) { |
| 790 | i = k; |
| 791 | #ifdef GENERATION_DIAGNOSTICS |
| 792 | printf("terminating b.f.s. loop, i = %d\n", i); |
| 793 | #endif |
| 794 | break; |
| 795 | } |
| 796 | |
| 797 | i = -1; /* just in case the loop terminates */ |
| 798 | } |
| 799 | |
| 800 | /* |
| 801 | * We expect this b.f.s. to have found us a target |
| 802 | * square. |
| 803 | */ |
| 804 | assert(i >= 0); |
| 805 | |
| 806 | /* |
| 807 | * Now we can follow the trail back to our starting |
| 808 | * singleton, re-laying dominoes as we go. |
| 809 | */ |
| 810 | while (1) { |
| 811 | j = grid2[i]; |
| 812 | assert(j >= 0 && j < wh); |
| 813 | k = grid[j]; |
| 814 | |
| 815 | grid[i] = j; |
| 816 | grid[j] = i; |
| 817 | #ifdef GENERATION_DIAGNOSTICS |
| 818 | printf("filling in domino %d/%d (next %d)\n", i, j, k); |
| 819 | #endif |
| 820 | if (j == k) |
| 821 | break; /* we've reached the other singleton */ |
| 822 | i = k; |
| 823 | } |
| 824 | #ifdef GENERATION_DIAGNOSTICS |
| 825 | printf("fixup path completed\n"); |
| 826 | #endif |
| 827 | } |
| 828 | |
| 829 | /* |
| 830 | * Now we have a complete layout covering the whole |
| 831 | * rectangle with dominoes. So shuffle the actual domino |
| 832 | * values and fill the rectangle with numbers. |
| 833 | */ |
| 834 | k = 0; |
| 835 | for (i = 0; i <= params->n; i++) |
| 836 | for (j = 0; j <= i; j++) { |
| 837 | list[k++] = i; |
| 838 | list[k++] = j; |
| 839 | } |
| 840 | shuffle(list, k/2, 2*sizeof(*list), rs); |
| 841 | j = 0; |
| 842 | for (i = 0; i < wh; i++) |
| 843 | if (grid[i] > i) { |
| 844 | /* Optionally flip the domino round. */ |
| 845 | int flip = -1; |
| 846 | |
| 847 | if (params->unique) { |
| 848 | int t1, t2; |
| 849 | /* |
| 850 | * If we're after a unique solution, we can do |
| 851 | * something here to improve the chances. If |
| 852 | * we're placing a domino so that it forms a |
| 853 | * 2x2 rectangle with one we've already placed, |
| 854 | * and if that domino and this one share a |
| 855 | * number, we can try not to put them so that |
| 856 | * the identical numbers are diagonally |
| 857 | * separated, because that automatically causes |
| 858 | * non-uniqueness: |
| 859 | * |
| 860 | * +---+ +-+-+ |
| 861 | * |2 3| |2|3| |
| 862 | * +---+ -> | | | |
| 863 | * |4 2| |4|2| |
| 864 | * +---+ +-+-+ |
| 865 | */ |
| 866 | t1 = i; |
| 867 | t2 = grid[i]; |
| 868 | if (t2 == t1 + w) { /* this domino is vertical */ |
| 869 | if (t1 % w > 0 &&/* and not on the left hand edge */ |
| 870 | grid[t1-1] == t2-1 &&/* alongside one to left */ |
| 871 | (grid2[t1-1] == list[j] || /* and has a number */ |
| 872 | grid2[t1-1] == list[j+1] || /* in common */ |
| 873 | grid2[t2-1] == list[j] || |
| 874 | grid2[t2-1] == list[j+1])) { |
| 875 | if (grid2[t1-1] == list[j] || |
| 876 | grid2[t2-1] == list[j+1]) |
| 877 | flip = 0; |
| 878 | else |
| 879 | flip = 1; |
| 880 | } |
| 881 | } else { /* this domino is horizontal */ |
| 882 | if (t1 / w > 0 &&/* and not on the top edge */ |
| 883 | grid[t1-w] == t2-w &&/* alongside one above */ |
| 884 | (grid2[t1-w] == list[j] || /* and has a number */ |
| 885 | grid2[t1-w] == list[j+1] || /* in common */ |
| 886 | grid2[t2-w] == list[j] || |
| 887 | grid2[t2-w] == list[j+1])) { |
| 888 | if (grid2[t1-w] == list[j] || |
| 889 | grid2[t2-w] == list[j+1]) |
| 890 | flip = 0; |
| 891 | else |
| 892 | flip = 1; |
| 893 | } |
| 894 | } |
| 895 | } |
| 896 | |
| 897 | if (flip < 0) |
| 898 | flip = random_upto(rs, 2); |
| 899 | |
| 900 | grid2[i] = list[j + flip]; |
| 901 | grid2[grid[i]] = list[j + 1 - flip]; |
| 902 | j += 2; |
| 903 | } |
| 904 | assert(j == k); |
| 905 | } while (params->unique && solver(w, h, n, grid2, NULL) > 1); |
| 906 | |
| 907 | #ifdef GENERATION_DIAGNOSTICS |
| 908 | for (j = 0; j < h; j++) { |
| 909 | for (i = 0; i < w; i++) { |
| 910 | putchar('0' + grid2[j*w+i]); |
| 911 | } |
| 912 | putchar('\n'); |
| 913 | } |
| 914 | putchar('\n'); |
| 915 | #endif |
| 916 | |
| 917 | /* |
| 918 | * Encode the resulting game state. |
| 919 | * |
| 920 | * Our encoding is a string of digits. Any number greater than |
| 921 | * 9 is represented by a decimal integer within square |
| 922 | * brackets. We know there are n+2 of every number (it's paired |
| 923 | * with each number from 0 to n inclusive, and one of those is |
| 924 | * itself so that adds another occurrence), so we can work out |
| 925 | * the string length in advance. |
| 926 | */ |
| 927 | |
| 928 | /* |
| 929 | * To work out the total length of the decimal encodings of all |
| 930 | * the numbers from 0 to n inclusive: |
| 931 | * - every number has a units digit; total is n+1. |
| 932 | * - all numbers above 9 have a tens digit; total is max(n+1-10,0). |
| 933 | * - all numbers above 99 have a hundreds digit; total is max(n+1-100,0). |
| 934 | * - and so on. |
| 935 | */ |
| 936 | len = n+1; |
| 937 | for (i = 10; i <= n; i *= 10) |
| 938 | len += max(n + 1 - i, 0); |
| 939 | /* Now add two square brackets for each number above 9. */ |
| 940 | len += 2 * max(n + 1 - 10, 0); |
| 941 | /* And multiply by n+2 for the repeated occurrences of each number. */ |
| 942 | len *= n+2; |
| 943 | |
| 944 | /* |
| 945 | * Now actually encode the string. |
| 946 | */ |
| 947 | ret = snewn(len+1, char); |
| 948 | j = 0; |
| 949 | for (i = 0; i < wh; i++) { |
| 950 | k = grid2[i]; |
| 951 | if (k < 10) |
| 952 | ret[j++] = '0' + k; |
| 953 | else |
| 954 | j += sprintf(ret+j, "[%d]", k); |
| 955 | assert(j <= len); |
| 956 | } |
| 957 | assert(j == len); |
| 958 | ret[j] = '\0'; |
| 959 | |
| 960 | /* |
| 961 | * Encode the solved state as an aux_info. |
| 962 | */ |
| 963 | { |
| 964 | char *auxinfo = snewn(wh+1, char); |
| 965 | |
| 966 | for (i = 0; i < wh; i++) { |
| 967 | int v = grid[i]; |
| 968 | auxinfo[i] = (v == i+1 ? 'L' : v == i-1 ? 'R' : |
| 969 | v == i+w ? 'T' : v == i-w ? 'B' : '.'); |
| 970 | } |
| 971 | auxinfo[wh] = '\0'; |
| 972 | |
| 973 | *aux = auxinfo; |
| 974 | } |
| 975 | |
| 976 | sfree(list); |
| 977 | sfree(grid2); |
| 978 | sfree(grid); |
| 979 | |
| 980 | return ret; |
| 981 | } |
| 982 | |
| 983 | static char *validate_desc(game_params *params, char *desc) |
| 984 | { |
| 985 | int n = params->n, w = n+2, h = n+1, wh = w*h; |
| 986 | int *occurrences; |
| 987 | int i, j; |
| 988 | char *ret; |
| 989 | |
| 990 | ret = NULL; |
| 991 | occurrences = snewn(n+1, int); |
| 992 | for (i = 0; i <= n; i++) |
| 993 | occurrences[i] = 0; |
| 994 | |
| 995 | for (i = 0; i < wh; i++) { |
| 996 | if (!*desc) { |
| 997 | ret = ret ? ret : "Game description is too short"; |
| 998 | } else { |
| 999 | if (*desc >= '0' && *desc <= '9') |
| 1000 | j = *desc++ - '0'; |
| 1001 | else if (*desc == '[') { |
| 1002 | desc++; |
| 1003 | j = atoi(desc); |
| 1004 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 1005 | if (*desc != ']') |
| 1006 | ret = ret ? ret : "Missing ']' in game description"; |
| 1007 | else |
| 1008 | desc++; |
| 1009 | } else { |
| 1010 | j = -1; |
| 1011 | ret = ret ? ret : "Invalid syntax in game description"; |
| 1012 | } |
| 1013 | if (j < 0 || j > n) |
| 1014 | ret = ret ? ret : "Number out of range in game description"; |
| 1015 | else |
| 1016 | occurrences[j]++; |
| 1017 | } |
| 1018 | } |
| 1019 | |
| 1020 | if (*desc) |
| 1021 | ret = ret ? ret : "Game description is too long"; |
| 1022 | |
| 1023 | if (!ret) { |
| 1024 | for (i = 0; i <= n; i++) |
| 1025 | if (occurrences[i] != n+2) |
| 1026 | ret = "Incorrect number balance in game description"; |
| 1027 | } |
| 1028 | |
| 1029 | sfree(occurrences); |
| 1030 | |
| 1031 | return ret; |
| 1032 | } |
| 1033 | |
| 1034 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1035 | { |
| 1036 | int n = params->n, w = n+2, h = n+1, wh = w*h; |
| 1037 | game_state *state = snew(game_state); |
| 1038 | int i, j; |
| 1039 | |
| 1040 | state->params = *params; |
| 1041 | state->w = w; |
| 1042 | state->h = h; |
| 1043 | |
| 1044 | state->grid = snewn(wh, int); |
| 1045 | for (i = 0; i < wh; i++) |
| 1046 | state->grid[i] = i; |
| 1047 | |
| 1048 | state->edges = snewn(wh, unsigned short); |
| 1049 | for (i = 0; i < wh; i++) |
| 1050 | state->edges[i] = 0; |
| 1051 | |
| 1052 | state->numbers = snew(struct game_numbers); |
| 1053 | state->numbers->refcount = 1; |
| 1054 | state->numbers->numbers = snewn(wh, int); |
| 1055 | |
| 1056 | for (i = 0; i < wh; i++) { |
| 1057 | assert(*desc); |
| 1058 | if (*desc >= '0' && *desc <= '9') |
| 1059 | j = *desc++ - '0'; |
| 1060 | else { |
| 1061 | assert(*desc == '['); |
| 1062 | desc++; |
| 1063 | j = atoi(desc); |
| 1064 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 1065 | assert(*desc == ']'); |
| 1066 | desc++; |
| 1067 | } |
| 1068 | assert(j >= 0 && j <= n); |
| 1069 | state->numbers->numbers[i] = j; |
| 1070 | } |
| 1071 | |
| 1072 | state->completed = state->cheated = FALSE; |
| 1073 | |
| 1074 | return state; |
| 1075 | } |
| 1076 | |
| 1077 | static game_state *dup_game(game_state *state) |
| 1078 | { |
| 1079 | int n = state->params.n, w = n+2, h = n+1, wh = w*h; |
| 1080 | game_state *ret = snew(game_state); |
| 1081 | |
| 1082 | ret->params = state->params; |
| 1083 | ret->w = state->w; |
| 1084 | ret->h = state->h; |
| 1085 | ret->grid = snewn(wh, int); |
| 1086 | memcpy(ret->grid, state->grid, wh * sizeof(int)); |
| 1087 | ret->edges = snewn(wh, unsigned short); |
| 1088 | memcpy(ret->edges, state->edges, wh * sizeof(unsigned short)); |
| 1089 | ret->numbers = state->numbers; |
| 1090 | ret->numbers->refcount++; |
| 1091 | ret->completed = state->completed; |
| 1092 | ret->cheated = state->cheated; |
| 1093 | |
| 1094 | return ret; |
| 1095 | } |
| 1096 | |
| 1097 | static void free_game(game_state *state) |
| 1098 | { |
| 1099 | sfree(state->grid); |
| 1100 | sfree(state->edges); |
| 1101 | if (--state->numbers->refcount <= 0) { |
| 1102 | sfree(state->numbers->numbers); |
| 1103 | sfree(state->numbers); |
| 1104 | } |
| 1105 | sfree(state); |
| 1106 | } |
| 1107 | |
| 1108 | static char *solve_game(game_state *state, game_state *currstate, |
| 1109 | char *aux, char **error) |
| 1110 | { |
| 1111 | int n = state->params.n, w = n+2, h = n+1, wh = w*h; |
| 1112 | int *placements; |
| 1113 | char *ret; |
| 1114 | int retlen, retsize; |
| 1115 | int i, v; |
| 1116 | char buf[80]; |
| 1117 | int extra; |
| 1118 | |
| 1119 | if (aux) { |
| 1120 | retsize = 256; |
| 1121 | ret = snewn(retsize, char); |
| 1122 | retlen = sprintf(ret, "S"); |
| 1123 | |
| 1124 | for (i = 0; i < wh; i++) { |
| 1125 | if (aux[i] == 'L') |
| 1126 | extra = sprintf(buf, ";D%d,%d", i, i+1); |
| 1127 | else if (aux[i] == 'T') |
| 1128 | extra = sprintf(buf, ";D%d,%d", i, i+w); |
| 1129 | else |
| 1130 | continue; |
| 1131 | |
| 1132 | if (retlen + extra + 1 >= retsize) { |
| 1133 | retsize = retlen + extra + 256; |
| 1134 | ret = sresize(ret, retsize, char); |
| 1135 | } |
| 1136 | strcpy(ret + retlen, buf); |
| 1137 | retlen += extra; |
| 1138 | } |
| 1139 | |
| 1140 | } else { |
| 1141 | |
| 1142 | placements = snewn(wh*2, int); |
| 1143 | for (i = 0; i < wh*2; i++) |
| 1144 | placements[i] = -3; |
| 1145 | solver(w, h, n, state->numbers->numbers, placements); |
| 1146 | |
| 1147 | /* |
| 1148 | * First make a pass putting in edges for -1, then make a pass |
| 1149 | * putting in dominoes for +1. |
| 1150 | */ |
| 1151 | retsize = 256; |
| 1152 | ret = snewn(retsize, char); |
| 1153 | retlen = sprintf(ret, "S"); |
| 1154 | |
| 1155 | for (v = -1; v <= +1; v += 2) |
| 1156 | for (i = 0; i < wh*2; i++) |
| 1157 | if (placements[i] == v) { |
| 1158 | int p1 = i / 2; |
| 1159 | int p2 = (i & 1) ? p1+1 : p1+w; |
| 1160 | |
| 1161 | extra = sprintf(buf, ";%c%d,%d", |
| 1162 | (int)(v==-1 ? 'E' : 'D'), p1, p2); |
| 1163 | |
| 1164 | if (retlen + extra + 1 >= retsize) { |
| 1165 | retsize = retlen + extra + 256; |
| 1166 | ret = sresize(ret, retsize, char); |
| 1167 | } |
| 1168 | strcpy(ret + retlen, buf); |
| 1169 | retlen += extra; |
| 1170 | } |
| 1171 | |
| 1172 | sfree(placements); |
| 1173 | } |
| 1174 | |
| 1175 | return ret; |
| 1176 | } |
| 1177 | |
| 1178 | static int game_can_format_as_text_now(game_params *params) |
| 1179 | { |
| 1180 | return TRUE; |
| 1181 | } |
| 1182 | |
| 1183 | static char *game_text_format(game_state *state) |
| 1184 | { |
| 1185 | return NULL; |
| 1186 | } |
| 1187 | |
| 1188 | static game_ui *new_ui(game_state *state) |
| 1189 | { |
| 1190 | return NULL; |
| 1191 | } |
| 1192 | |
| 1193 | static void free_ui(game_ui *ui) |
| 1194 | { |
| 1195 | } |
| 1196 | |
| 1197 | static char *encode_ui(game_ui *ui) |
| 1198 | { |
| 1199 | return NULL; |
| 1200 | } |
| 1201 | |
| 1202 | static void decode_ui(game_ui *ui, char *encoding) |
| 1203 | { |
| 1204 | } |
| 1205 | |
| 1206 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1207 | game_state *newstate) |
| 1208 | { |
| 1209 | } |
| 1210 | |
| 1211 | #define PREFERRED_TILESIZE 32 |
| 1212 | #define TILESIZE (ds->tilesize) |
| 1213 | #define BORDER (TILESIZE * 3 / 4) |
| 1214 | #define DOMINO_GUTTER (TILESIZE / 16) |
| 1215 | #define DOMINO_RADIUS (TILESIZE / 8) |
| 1216 | #define DOMINO_COFFSET (DOMINO_GUTTER + DOMINO_RADIUS) |
| 1217 | |
| 1218 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
| 1219 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
| 1220 | |
| 1221 | struct game_drawstate { |
| 1222 | int started; |
| 1223 | int w, h, tilesize; |
| 1224 | unsigned long *visible; |
| 1225 | }; |
| 1226 | |
| 1227 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1228 | int x, int y, int button) |
| 1229 | { |
| 1230 | int w = state->w, h = state->h; |
| 1231 | char buf[80]; |
| 1232 | |
| 1233 | /* |
| 1234 | * A left-click between two numbers toggles a domino covering |
| 1235 | * them. A right-click toggles an edge. |
| 1236 | */ |
| 1237 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
| 1238 | int tx = FROMCOORD(x), ty = FROMCOORD(y), t = ty*w+tx; |
| 1239 | int dx, dy; |
| 1240 | int d1, d2; |
| 1241 | |
| 1242 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
| 1243 | return NULL; |
| 1244 | |
| 1245 | /* |
| 1246 | * Now we know which square the click was in, decide which |
| 1247 | * edge of the square it was closest to. |
| 1248 | */ |
| 1249 | dx = 2 * (x - COORD(tx)) - TILESIZE; |
| 1250 | dy = 2 * (y - COORD(ty)) - TILESIZE; |
| 1251 | |
| 1252 | if (abs(dx) > abs(dy) && dx < 0 && tx > 0) |
| 1253 | d1 = t - 1, d2 = t; /* clicked in right side of domino */ |
| 1254 | else if (abs(dx) > abs(dy) && dx > 0 && tx+1 < w) |
| 1255 | d1 = t, d2 = t + 1; /* clicked in left side of domino */ |
| 1256 | else if (abs(dy) > abs(dx) && dy < 0 && ty > 0) |
| 1257 | d1 = t - w, d2 = t; /* clicked in bottom half of domino */ |
| 1258 | else if (abs(dy) > abs(dx) && dy > 0 && ty+1 < h) |
| 1259 | d1 = t, d2 = t + w; /* clicked in top half of domino */ |
| 1260 | else |
| 1261 | return NULL; |
| 1262 | |
| 1263 | /* |
| 1264 | * We can't mark an edge next to any domino. |
| 1265 | */ |
| 1266 | if (button == RIGHT_BUTTON && |
| 1267 | (state->grid[d1] != d1 || state->grid[d2] != d2)) |
| 1268 | return NULL; |
| 1269 | |
| 1270 | sprintf(buf, "%c%d,%d", (int)(button == RIGHT_BUTTON ? 'E' : 'D'), d1, d2); |
| 1271 | return dupstr(buf); |
| 1272 | } |
| 1273 | |
| 1274 | return NULL; |
| 1275 | } |
| 1276 | |
| 1277 | static game_state *execute_move(game_state *state, char *move) |
| 1278 | { |
| 1279 | int n = state->params.n, w = n+2, h = n+1, wh = w*h; |
| 1280 | int d1, d2, d3, p; |
| 1281 | game_state *ret = dup_game(state); |
| 1282 | |
| 1283 | while (*move) { |
| 1284 | if (move[0] == 'S') { |
| 1285 | int i; |
| 1286 | |
| 1287 | ret->cheated = TRUE; |
| 1288 | |
| 1289 | /* |
| 1290 | * Clear the existing edges and domino placements. We |
| 1291 | * expect the S to be followed by other commands. |
| 1292 | */ |
| 1293 | for (i = 0; i < wh; i++) { |
| 1294 | ret->grid[i] = i; |
| 1295 | ret->edges[i] = 0; |
| 1296 | } |
| 1297 | move++; |
| 1298 | } else if (move[0] == 'D' && |
| 1299 | sscanf(move+1, "%d,%d%n", &d1, &d2, &p) == 2 && |
| 1300 | d1 >= 0 && d1 < wh && d2 >= 0 && d2 < wh && d1 < d2) { |
| 1301 | |
| 1302 | /* |
| 1303 | * Toggle domino presence between d1 and d2. |
| 1304 | */ |
| 1305 | if (ret->grid[d1] == d2) { |
| 1306 | assert(ret->grid[d2] == d1); |
| 1307 | ret->grid[d1] = d1; |
| 1308 | ret->grid[d2] = d2; |
| 1309 | } else { |
| 1310 | /* |
| 1311 | * Erase any dominoes that might overlap the new one. |
| 1312 | */ |
| 1313 | d3 = ret->grid[d1]; |
| 1314 | if (d3 != d1) |
| 1315 | ret->grid[d3] = d3; |
| 1316 | d3 = ret->grid[d2]; |
| 1317 | if (d3 != d2) |
| 1318 | ret->grid[d3] = d3; |
| 1319 | /* |
| 1320 | * Place the new one. |
| 1321 | */ |
| 1322 | ret->grid[d1] = d2; |
| 1323 | ret->grid[d2] = d1; |
| 1324 | |
| 1325 | /* |
| 1326 | * Destroy any edges lurking around it. |
| 1327 | */ |
| 1328 | if (ret->edges[d1] & EDGE_L) { |
| 1329 | assert(d1 - 1 >= 0); |
| 1330 | ret->edges[d1 - 1] &= ~EDGE_R; |
| 1331 | } |
| 1332 | if (ret->edges[d1] & EDGE_R) { |
| 1333 | assert(d1 + 1 < wh); |
| 1334 | ret->edges[d1 + 1] &= ~EDGE_L; |
| 1335 | } |
| 1336 | if (ret->edges[d1] & EDGE_T) { |
| 1337 | assert(d1 - w >= 0); |
| 1338 | ret->edges[d1 - w] &= ~EDGE_B; |
| 1339 | } |
| 1340 | if (ret->edges[d1] & EDGE_B) { |
| 1341 | assert(d1 + 1 < wh); |
| 1342 | ret->edges[d1 + w] &= ~EDGE_T; |
| 1343 | } |
| 1344 | ret->edges[d1] = 0; |
| 1345 | if (ret->edges[d2] & EDGE_L) { |
| 1346 | assert(d2 - 1 >= 0); |
| 1347 | ret->edges[d2 - 1] &= ~EDGE_R; |
| 1348 | } |
| 1349 | if (ret->edges[d2] & EDGE_R) { |
| 1350 | assert(d2 + 1 < wh); |
| 1351 | ret->edges[d2 + 1] &= ~EDGE_L; |
| 1352 | } |
| 1353 | if (ret->edges[d2] & EDGE_T) { |
| 1354 | assert(d2 - w >= 0); |
| 1355 | ret->edges[d2 - w] &= ~EDGE_B; |
| 1356 | } |
| 1357 | if (ret->edges[d2] & EDGE_B) { |
| 1358 | assert(d2 + 1 < wh); |
| 1359 | ret->edges[d2 + w] &= ~EDGE_T; |
| 1360 | } |
| 1361 | ret->edges[d2] = 0; |
| 1362 | } |
| 1363 | |
| 1364 | move += p+1; |
| 1365 | } else if (move[0] == 'E' && |
| 1366 | sscanf(move+1, "%d,%d%n", &d1, &d2, &p) == 2 && |
| 1367 | d1 >= 0 && d1 < wh && d2 >= 0 && d2 < wh && d1 < d2 && |
| 1368 | ret->grid[d1] == d1 && ret->grid[d2] == d2) { |
| 1369 | |
| 1370 | /* |
| 1371 | * Toggle edge presence between d1 and d2. |
| 1372 | */ |
| 1373 | if (d2 == d1 + 1) { |
| 1374 | ret->edges[d1] ^= EDGE_R; |
| 1375 | ret->edges[d2] ^= EDGE_L; |
| 1376 | } else { |
| 1377 | ret->edges[d1] ^= EDGE_B; |
| 1378 | ret->edges[d2] ^= EDGE_T; |
| 1379 | } |
| 1380 | |
| 1381 | move += p+1; |
| 1382 | } else { |
| 1383 | free_game(ret); |
| 1384 | return NULL; |
| 1385 | } |
| 1386 | |
| 1387 | if (*move) { |
| 1388 | if (*move != ';') { |
| 1389 | free_game(ret); |
| 1390 | return NULL; |
| 1391 | } |
| 1392 | move++; |
| 1393 | } |
| 1394 | } |
| 1395 | |
| 1396 | /* |
| 1397 | * After modifying the grid, check completion. |
| 1398 | */ |
| 1399 | if (!ret->completed) { |
| 1400 | int i, ok = 0; |
| 1401 | unsigned char *used = snewn(TRI(n+1), unsigned char); |
| 1402 | |
| 1403 | memset(used, 0, TRI(n+1)); |
| 1404 | for (i = 0; i < wh; i++) |
| 1405 | if (ret->grid[i] > i) { |
| 1406 | int n1, n2, di; |
| 1407 | |
| 1408 | n1 = ret->numbers->numbers[i]; |
| 1409 | n2 = ret->numbers->numbers[ret->grid[i]]; |
| 1410 | |
| 1411 | di = DINDEX(n1, n2); |
| 1412 | assert(di >= 0 && di < TRI(n+1)); |
| 1413 | |
| 1414 | if (!used[di]) { |
| 1415 | used[di] = 1; |
| 1416 | ok++; |
| 1417 | } |
| 1418 | } |
| 1419 | |
| 1420 | sfree(used); |
| 1421 | if (ok == DCOUNT(n)) |
| 1422 | ret->completed = TRUE; |
| 1423 | } |
| 1424 | |
| 1425 | return ret; |
| 1426 | } |
| 1427 | |
| 1428 | /* ---------------------------------------------------------------------- |
| 1429 | * Drawing routines. |
| 1430 | */ |
| 1431 | |
| 1432 | static void game_compute_size(game_params *params, int tilesize, |
| 1433 | int *x, int *y) |
| 1434 | { |
| 1435 | int n = params->n, w = n+2, h = n+1; |
| 1436 | |
| 1437 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1438 | struct { int tilesize; } ads, *ds = &ads; |
| 1439 | ads.tilesize = tilesize; |
| 1440 | |
| 1441 | *x = w * TILESIZE + 2*BORDER; |
| 1442 | *y = h * TILESIZE + 2*BORDER; |
| 1443 | } |
| 1444 | |
| 1445 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1446 | game_params *params, int tilesize) |
| 1447 | { |
| 1448 | ds->tilesize = tilesize; |
| 1449 | } |
| 1450 | |
| 1451 | static float *game_colours(frontend *fe, int *ncolours) |
| 1452 | { |
| 1453 | float *ret = snewn(3 * NCOLOURS, float); |
| 1454 | |
| 1455 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 1456 | |
| 1457 | ret[COL_TEXT * 3 + 0] = 0.0F; |
| 1458 | ret[COL_TEXT * 3 + 1] = 0.0F; |
| 1459 | ret[COL_TEXT * 3 + 2] = 0.0F; |
| 1460 | |
| 1461 | ret[COL_DOMINO * 3 + 0] = 0.0F; |
| 1462 | ret[COL_DOMINO * 3 + 1] = 0.0F; |
| 1463 | ret[COL_DOMINO * 3 + 2] = 0.0F; |
| 1464 | |
| 1465 | ret[COL_DOMINOCLASH * 3 + 0] = 0.5F; |
| 1466 | ret[COL_DOMINOCLASH * 3 + 1] = 0.0F; |
| 1467 | ret[COL_DOMINOCLASH * 3 + 2] = 0.0F; |
| 1468 | |
| 1469 | ret[COL_DOMINOTEXT * 3 + 0] = 1.0F; |
| 1470 | ret[COL_DOMINOTEXT * 3 + 1] = 1.0F; |
| 1471 | ret[COL_DOMINOTEXT * 3 + 2] = 1.0F; |
| 1472 | |
| 1473 | ret[COL_EDGE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2 / 3; |
| 1474 | ret[COL_EDGE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2 / 3; |
| 1475 | ret[COL_EDGE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2 / 3; |
| 1476 | |
| 1477 | *ncolours = NCOLOURS; |
| 1478 | return ret; |
| 1479 | } |
| 1480 | |
| 1481 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1482 | { |
| 1483 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1484 | int i; |
| 1485 | |
| 1486 | ds->started = FALSE; |
| 1487 | ds->w = state->w; |
| 1488 | ds->h = state->h; |
| 1489 | ds->visible = snewn(ds->w * ds->h, unsigned long); |
| 1490 | ds->tilesize = 0; /* not decided yet */ |
| 1491 | for (i = 0; i < ds->w * ds->h; i++) |
| 1492 | ds->visible[i] = 0xFFFF; |
| 1493 | |
| 1494 | return ds; |
| 1495 | } |
| 1496 | |
| 1497 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1498 | { |
| 1499 | sfree(ds->visible); |
| 1500 | sfree(ds); |
| 1501 | } |
| 1502 | |
| 1503 | enum { |
| 1504 | TYPE_L, |
| 1505 | TYPE_R, |
| 1506 | TYPE_T, |
| 1507 | TYPE_B, |
| 1508 | TYPE_BLANK, |
| 1509 | TYPE_MASK = 0x0F |
| 1510 | }; |
| 1511 | |
| 1512 | static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, |
| 1513 | int x, int y, int type) |
| 1514 | { |
| 1515 | int w = state->w /*, h = state->h */; |
| 1516 | int cx = COORD(x), cy = COORD(y); |
| 1517 | int nc; |
| 1518 | char str[80]; |
| 1519 | int flags; |
| 1520 | |
| 1521 | draw_rect(dr, cx, cy, TILESIZE, TILESIZE, COL_BACKGROUND); |
| 1522 | |
| 1523 | flags = type &~ TYPE_MASK; |
| 1524 | type &= TYPE_MASK; |
| 1525 | |
| 1526 | if (type != TYPE_BLANK) { |
| 1527 | int i, bg; |
| 1528 | |
| 1529 | /* |
| 1530 | * Draw one end of a domino. This is composed of: |
| 1531 | * |
| 1532 | * - two filled circles (rounded corners) |
| 1533 | * - two rectangles |
| 1534 | * - a slight shift in the number |
| 1535 | */ |
| 1536 | |
| 1537 | if (flags & 0x80) |
| 1538 | bg = COL_DOMINOCLASH; |
| 1539 | else |
| 1540 | bg = COL_DOMINO; |
| 1541 | nc = COL_DOMINOTEXT; |
| 1542 | |
| 1543 | if (flags & 0x40) { |
| 1544 | int tmp = nc; |
| 1545 | nc = bg; |
| 1546 | bg = tmp; |
| 1547 | } |
| 1548 | |
| 1549 | if (type == TYPE_L || type == TYPE_T) |
| 1550 | draw_circle(dr, cx+DOMINO_COFFSET, cy+DOMINO_COFFSET, |
| 1551 | DOMINO_RADIUS, bg, bg); |
| 1552 | if (type == TYPE_R || type == TYPE_T) |
| 1553 | draw_circle(dr, cx+TILESIZE-1-DOMINO_COFFSET, cy+DOMINO_COFFSET, |
| 1554 | DOMINO_RADIUS, bg, bg); |
| 1555 | if (type == TYPE_L || type == TYPE_B) |
| 1556 | draw_circle(dr, cx+DOMINO_COFFSET, cy+TILESIZE-1-DOMINO_COFFSET, |
| 1557 | DOMINO_RADIUS, bg, bg); |
| 1558 | if (type == TYPE_R || type == TYPE_B) |
| 1559 | draw_circle(dr, cx+TILESIZE-1-DOMINO_COFFSET, |
| 1560 | cy+TILESIZE-1-DOMINO_COFFSET, |
| 1561 | DOMINO_RADIUS, bg, bg); |
| 1562 | |
| 1563 | for (i = 0; i < 2; i++) { |
| 1564 | int x1, y1, x2, y2; |
| 1565 | |
| 1566 | x1 = cx + (i ? DOMINO_GUTTER : DOMINO_COFFSET); |
| 1567 | y1 = cy + (i ? DOMINO_COFFSET : DOMINO_GUTTER); |
| 1568 | x2 = cx + TILESIZE-1 - (i ? DOMINO_GUTTER : DOMINO_COFFSET); |
| 1569 | y2 = cy + TILESIZE-1 - (i ? DOMINO_COFFSET : DOMINO_GUTTER); |
| 1570 | if (type == TYPE_L) |
| 1571 | x2 = cx + TILESIZE + TILESIZE/16; |
| 1572 | else if (type == TYPE_R) |
| 1573 | x1 = cx - TILESIZE/16; |
| 1574 | else if (type == TYPE_T) |
| 1575 | y2 = cy + TILESIZE + TILESIZE/16; |
| 1576 | else if (type == TYPE_B) |
| 1577 | y1 = cy - TILESIZE/16; |
| 1578 | |
| 1579 | draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg); |
| 1580 | } |
| 1581 | } else { |
| 1582 | if (flags & EDGE_T) |
| 1583 | draw_rect(dr, cx+DOMINO_GUTTER, cy, |
| 1584 | TILESIZE-2*DOMINO_GUTTER, 1, COL_EDGE); |
| 1585 | if (flags & EDGE_B) |
| 1586 | draw_rect(dr, cx+DOMINO_GUTTER, cy+TILESIZE-1, |
| 1587 | TILESIZE-2*DOMINO_GUTTER, 1, COL_EDGE); |
| 1588 | if (flags & EDGE_L) |
| 1589 | draw_rect(dr, cx, cy+DOMINO_GUTTER, |
| 1590 | 1, TILESIZE-2*DOMINO_GUTTER, COL_EDGE); |
| 1591 | if (flags & EDGE_R) |
| 1592 | draw_rect(dr, cx+TILESIZE-1, cy+DOMINO_GUTTER, |
| 1593 | 1, TILESIZE-2*DOMINO_GUTTER, COL_EDGE); |
| 1594 | nc = COL_TEXT; |
| 1595 | } |
| 1596 | |
| 1597 | sprintf(str, "%d", state->numbers->numbers[y*w+x]); |
| 1598 | draw_text(dr, cx+TILESIZE/2, cy+TILESIZE/2, FONT_VARIABLE, TILESIZE/2, |
| 1599 | ALIGN_HCENTRE | ALIGN_VCENTRE, nc, str); |
| 1600 | |
| 1601 | draw_update(dr, cx, cy, TILESIZE, TILESIZE); |
| 1602 | } |
| 1603 | |
| 1604 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1605 | game_state *state, int dir, game_ui *ui, |
| 1606 | float animtime, float flashtime) |
| 1607 | { |
| 1608 | int n = state->params.n, w = state->w, h = state->h, wh = w*h; |
| 1609 | int x, y, i; |
| 1610 | unsigned char *used; |
| 1611 | |
| 1612 | if (!ds->started) { |
| 1613 | int pw, ph; |
| 1614 | game_compute_size(&state->params, TILESIZE, &pw, &ph); |
| 1615 | draw_rect(dr, 0, 0, pw, ph, COL_BACKGROUND); |
| 1616 | draw_update(dr, 0, 0, pw, ph); |
| 1617 | ds->started = TRUE; |
| 1618 | } |
| 1619 | |
| 1620 | /* |
| 1621 | * See how many dominoes of each type there are, so we can |
| 1622 | * highlight clashes in red. |
| 1623 | */ |
| 1624 | used = snewn(TRI(n+1), unsigned char); |
| 1625 | memset(used, 0, TRI(n+1)); |
| 1626 | for (i = 0; i < wh; i++) |
| 1627 | if (state->grid[i] > i) { |
| 1628 | int n1, n2, di; |
| 1629 | |
| 1630 | n1 = state->numbers->numbers[i]; |
| 1631 | n2 = state->numbers->numbers[state->grid[i]]; |
| 1632 | |
| 1633 | di = DINDEX(n1, n2); |
| 1634 | assert(di >= 0 && di < TRI(n+1)); |
| 1635 | |
| 1636 | if (used[di] < 2) |
| 1637 | used[di]++; |
| 1638 | } |
| 1639 | |
| 1640 | for (y = 0; y < h; y++) |
| 1641 | for (x = 0; x < w; x++) { |
| 1642 | int n = y*w+x; |
| 1643 | int n1, n2, di; |
| 1644 | unsigned long c; |
| 1645 | |
| 1646 | if (state->grid[n] == n-1) |
| 1647 | c = TYPE_R; |
| 1648 | else if (state->grid[n] == n+1) |
| 1649 | c = TYPE_L; |
| 1650 | else if (state->grid[n] == n-w) |
| 1651 | c = TYPE_B; |
| 1652 | else if (state->grid[n] == n+w) |
| 1653 | c = TYPE_T; |
| 1654 | else |
| 1655 | c = TYPE_BLANK; |
| 1656 | |
| 1657 | if (c != TYPE_BLANK) { |
| 1658 | n1 = state->numbers->numbers[n]; |
| 1659 | n2 = state->numbers->numbers[state->grid[n]]; |
| 1660 | di = DINDEX(n1, n2); |
| 1661 | if (used[di] > 1) |
| 1662 | c |= 0x80; /* highlight a clash */ |
| 1663 | } else { |
| 1664 | c |= state->edges[n]; |
| 1665 | } |
| 1666 | |
| 1667 | if (flashtime != 0) |
| 1668 | c |= 0x40; /* we're flashing */ |
| 1669 | |
| 1670 | if (ds->visible[n] != c) { |
| 1671 | draw_tile(dr, ds, state, x, y, c); |
| 1672 | ds->visible[n] = c; |
| 1673 | } |
| 1674 | } |
| 1675 | |
| 1676 | sfree(used); |
| 1677 | } |
| 1678 | |
| 1679 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1680 | int dir, game_ui *ui) |
| 1681 | { |
| 1682 | return 0.0F; |
| 1683 | } |
| 1684 | |
| 1685 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1686 | int dir, game_ui *ui) |
| 1687 | { |
| 1688 | if (!oldstate->completed && newstate->completed && |
| 1689 | !oldstate->cheated && !newstate->cheated) |
| 1690 | return FLASH_TIME; |
| 1691 | return 0.0F; |
| 1692 | } |
| 1693 | |
| 1694 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1695 | { |
| 1696 | return TRUE; |
| 1697 | } |
| 1698 | |
| 1699 | static void game_print_size(game_params *params, float *x, float *y) |
| 1700 | { |
| 1701 | int pw, ph; |
| 1702 | |
| 1703 | /* |
| 1704 | * I'll use 6mm squares by default. |
| 1705 | */ |
| 1706 | game_compute_size(params, 600, &pw, &ph); |
| 1707 | *x = pw / 100.0; |
| 1708 | *y = ph / 100.0; |
| 1709 | } |
| 1710 | |
| 1711 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1712 | { |
| 1713 | int w = state->w, h = state->h; |
| 1714 | int c, x, y; |
| 1715 | |
| 1716 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1717 | game_drawstate ads, *ds = &ads; |
| 1718 | game_set_size(dr, ds, NULL, tilesize); |
| 1719 | |
| 1720 | c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND); |
| 1721 | c = print_mono_colour(dr, 0); assert(c == COL_TEXT); |
| 1722 | c = print_mono_colour(dr, 0); assert(c == COL_DOMINO); |
| 1723 | c = print_mono_colour(dr, 0); assert(c == COL_DOMINOCLASH); |
| 1724 | c = print_mono_colour(dr, 1); assert(c == COL_DOMINOTEXT); |
| 1725 | c = print_mono_colour(dr, 0); assert(c == COL_EDGE); |
| 1726 | |
| 1727 | for (y = 0; y < h; y++) |
| 1728 | for (x = 0; x < w; x++) { |
| 1729 | int n = y*w+x; |
| 1730 | unsigned long c; |
| 1731 | |
| 1732 | if (state->grid[n] == n-1) |
| 1733 | c = TYPE_R; |
| 1734 | else if (state->grid[n] == n+1) |
| 1735 | c = TYPE_L; |
| 1736 | else if (state->grid[n] == n-w) |
| 1737 | c = TYPE_B; |
| 1738 | else if (state->grid[n] == n+w) |
| 1739 | c = TYPE_T; |
| 1740 | else |
| 1741 | c = TYPE_BLANK; |
| 1742 | |
| 1743 | draw_tile(dr, ds, state, x, y, c); |
| 1744 | } |
| 1745 | } |
| 1746 | |
| 1747 | #ifdef COMBINED |
| 1748 | #define thegame dominosa |
| 1749 | #endif |
| 1750 | |
| 1751 | const struct game thegame = { |
| 1752 | "Dominosa", "games.dominosa", "dominosa", |
| 1753 | default_params, |
| 1754 | game_fetch_preset, |
| 1755 | decode_params, |
| 1756 | encode_params, |
| 1757 | free_params, |
| 1758 | dup_params, |
| 1759 | TRUE, game_configure, custom_params, |
| 1760 | validate_params, |
| 1761 | new_game_desc, |
| 1762 | validate_desc, |
| 1763 | new_game, |
| 1764 | dup_game, |
| 1765 | free_game, |
| 1766 | TRUE, solve_game, |
| 1767 | FALSE, game_can_format_as_text_now, game_text_format, |
| 1768 | new_ui, |
| 1769 | free_ui, |
| 1770 | encode_ui, |
| 1771 | decode_ui, |
| 1772 | game_changed_state, |
| 1773 | interpret_move, |
| 1774 | execute_move, |
| 1775 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
| 1776 | game_colours, |
| 1777 | game_new_drawstate, |
| 1778 | game_free_drawstate, |
| 1779 | game_redraw, |
| 1780 | game_anim_length, |
| 1781 | game_flash_length, |
| 1782 | TRUE, FALSE, game_print_size, game_print, |
| 1783 | FALSE, /* wants_statusbar */ |
| 1784 | FALSE, game_timing_state, |
| 1785 | 0, /* flags */ |
| 1786 | }; |