sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
params->unique = FALSE;
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char buf[80];
sprintf(buf, "%d", params->n);
return dupstr(buf);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->n < 1)
return "Maximum face number must be at least one";
* End of solver code.
*/
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
int n = params->n, w = n+2, h = n+1, wh = w*h;
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int n = params->n, w = n+2, h = n+1, wh = w*h;
int *occurrences;
return ret;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
int n = params->n, w = n+2, h = n+1, wh = w*h;
game_state *state = snew(game_state);
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
int n = state->params.n, w = n+2, h = n+1, wh = w*h;
game_state *ret = snew(game_state);
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
int n = state->params.n, w = n+2, h = n+1, wh = w*h;
int *placements;
return ret;
}
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
- return TRUE;
+ return params->n < 1000;
}
-static char *game_text_format(game_state *state)
+static void draw_domino(char *board, int start, char corner,
+ int dshort, int nshort, char cshort,
+ int dlong, int nlong, char clong)
{
- return NULL;
+ int go_short = nshort*dshort, go_long = nlong*dlong, i;
+
+ board[start] = corner;
+ board[start + go_short] = corner;
+ board[start + go_long] = corner;
+ board[start + go_short + go_long] = corner;
+
+ for (i = 1; i < nshort; ++i) {
+ int j = start + i*dshort, k = start + i*dshort + go_long;
+ if (board[j] != corner) board[j] = cshort;
+ if (board[k] != corner) board[k] = cshort;
+ }
+
+ for (i = 1; i < nlong; ++i) {
+ int j = start + i*dlong, k = start + i*dlong + go_short;
+ if (board[j] != corner) board[j] = clong;
+ if (board[k] != corner) board[k] = clong;
+ }
+}
+
+static char *game_text_format(const game_state *state)
+{
+ int w = state->w, h = state->h, r, c;
+ int cw = 4, ch = 2, gw = cw*w + 2, gh = ch * h + 1, len = gw * gh;
+ char *board = snewn(len + 1, char);
+
+ memset(board, ' ', len);
+
+ for (r = 0; r < h; ++r) {
+ for (c = 0; c < w; ++c) {
+ int cell = r*ch*gw + cw*c, center = cell + gw*ch/2 + cw/2;
+ int i = r*w + c, num = state->numbers->numbers[i];
+
+ if (num < 100) {
+ board[center] = '0' + num % 10;
+ if (num >= 10) board[center - 1] = '0' + num / 10;
+ } else {
+ board[center+1] = '0' + num % 10;
+ board[center] = '0' + num / 10 % 10;
+ board[center-1] = '0' + num / 100;
+ }
+
+ if (state->edges[i] & EDGE_L) board[center - cw/2] = '|';
+ if (state->edges[i] & EDGE_R) board[center + cw/2] = '|';
+ if (state->edges[i] & EDGE_T) board[center - gw] = '-';
+ if (state->edges[i] & EDGE_B) board[center + gw] = '-';
+
+ if (state->grid[i] == i) continue; /* no domino pairing */
+ if (state->grid[i] < i) continue; /* already done */
+ assert (state->grid[i] == i + 1 || state->grid[i] == i + w);
+ if (state->grid[i] == i + 1)
+ draw_domino(board, cell, '+', gw, ch, '|', +1, 2*cw, '-');
+ else if (state->grid[i] == i + w)
+ draw_domino(board, cell, '+', +1, cw, '-', gw, 2*ch, '|');
+ }
+ board[r*ch*gw + gw - 1] = '\n';
+ board[r*ch*gw + gw + gw - 1] = '\n';
+ }
+ board[len - 1] = '\n';
+ board[len] = '\0';
+ return board;
}
struct game_ui {
int cur_x, cur_y, cur_visible;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cur_x = ui->cur_y = 0;
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
if (!oldstate->completed && newstate->completed)
ui->cur_visible = 0;
unsigned long *visible;
};
-static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int w = state->w, h = state->h;
char buf[80];
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int n = state->params.n, w = n+2, h = n+1, wh = w*h;
int d1, d2, d3, p;
* Drawing routines.
*/
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
int n = params->n, w = n+2, h = n+1;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
#define CEDGE_OFF (TILESIZE / 8)
#define IS_EMPTY(s,x,y) ((s)->grid[(y)*(s)->w+(x)] == ((y)*(s)->w+(x)))
-static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
int x, int y, int type)
{
int w = state->w /*, h = state->h */;
unclip(dr);
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int n = state->params.n, w = state->w, h = state->h, wh = w*h;
int x, y, i;
sfree(used);
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return 0.0F;
}
-static int game_status(game_state *state)
+static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->w, h = state->h;
int c, x, y;
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_can_format_as_text_now, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,