COL_DOMINOCLASH,
COL_DOMINOTEXT,
COL_EDGE,
+ COL_HIGHLIGHT_1,
+ COL_HIGHLIGHT_2,
NCOLOURS
};
switch (i) {
case 0: n = 3; break;
- case 1: n = 6; break;
- case 2: n = 9; break;
+ case 1: n = 4; break;
+ case 2: n = 5; break;
+ case 3: n = 6; break;
+ case 4: n = 7; break;
+ case 5: n = 8; break;
+ case 6: n = 9; break;
default: return FALSE;
}
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;
int *grid, *grid2, *list;
- int i, j, k, m, todo, done, len;
+ int i, j, k, len;
char *ret;
/*
*/
do {
- /*
- * To begin with, set grid[i] = i for all i to indicate
- * that all squares are currently singletons. Later we'll
- * set grid[i] to be the index of the other end of the
- * domino on i.
- */
- for (i = 0; i < wh; i++)
- grid[i] = i;
-
- /*
- * Now prepare a list of the possible domino locations. There
- * are w*(h-1) possible vertical locations, and (w-1)*h
- * horizontal ones, for a total of 2*wh - h - w.
- *
- * I'm going to denote the vertical domino placement with
- * its top in square i as 2*i, and the horizontal one with
- * its left half in square i as 2*i+1.
- */
- k = 0;
- for (j = 0; j < h-1; j++)
- for (i = 0; i < w; i++)
- list[k++] = 2 * (j*w+i); /* vertical positions */
- for (j = 0; j < h; j++)
- for (i = 0; i < w-1; i++)
- list[k++] = 2 * (j*w+i) + 1; /* horizontal positions */
- assert(k == 2*wh - h - w);
-
- /*
- * Shuffle the list.
- */
- shuffle(list, k, sizeof(*list), rs);
-
- /*
- * Work down the shuffled list, placing a domino everywhere
- * we can.
- */
- for (i = 0; i < k; i++) {
- int horiz, xy, xy2;
-
- horiz = list[i] % 2;
- xy = list[i] / 2;
- xy2 = xy + (horiz ? 1 : w);
-
- if (grid[xy] == xy && grid[xy2] == xy2) {
- /*
- * We can place this domino. Do so.
- */
- grid[xy] = xy2;
- grid[xy2] = xy;
- }
- }
-
-#ifdef GENERATION_DIAGNOSTICS
- printf("generated initial layout\n");
-#endif
-
- /*
- * Now we've placed as many dominoes as we can immediately
- * manage. There will be squares remaining, but they'll be
- * singletons. So loop round and deal with the singletons
- * two by two.
- */
- while (1) {
-#ifdef GENERATION_DIAGNOSTICS
- for (j = 0; j < h; j++) {
- for (i = 0; i < w; i++) {
- int xy = j*w+i;
- int v = grid[xy];
- int c = (v == xy+1 ? '[' : v == xy-1 ? ']' :
- v == xy+w ? 'n' : v == xy-w ? 'U' : '.');
- putchar(c);
- }
- putchar('\n');
- }
- putchar('\n');
-#endif
-
- /*
- * Our strategy is:
- *
- * First find a singleton square.
- *
- * Then breadth-first search out from the starting
- * square. From that square (and any others we reach on
- * the way), examine all four neighbours of the square.
- * If one is an end of a domino, we move to the _other_
- * end of that domino before looking at neighbours
- * again. When we encounter another singleton on this
- * search, stop.
- *
- * This will give us a path of adjacent squares such
- * that all but the two ends are covered in dominoes.
- * So we can now shuffle every domino on the path up by
- * one.
- *
- * (Chessboard colours are mathematically important
- * here: we always end up pairing each singleton with a
- * singleton of the other colour. However, we never
- * have to track this manually, since it's
- * automatically taken care of by the fact that we
- * always make an even number of orthogonal moves.)
- */
- for (i = 0; i < wh; i++)
- if (grid[i] == i)
- break;
- if (i == wh)
- break; /* no more singletons; we're done. */
-
-#ifdef GENERATION_DIAGNOSTICS
- printf("starting b.f.s. at singleton %d\n", i);
-#endif
- /*
- * Set grid2 to -1 everywhere. It will hold our
- * distance-from-start values, and also our
- * backtracking data, during the b.f.s.
- */
- for (j = 0; j < wh; j++)
- grid2[j] = -1;
- grid2[i] = 0; /* starting square has distance zero */
-
- /*
- * Start our to-do list of squares. It'll live in
- * `list'; since the b.f.s can cover every square at
- * most once there is no need for it to be circular.
- * We'll just have two counters tracking the end of the
- * list and the squares we've already dealt with.
- */
- done = 0;
- todo = 1;
- list[0] = i;
-
- /*
- * Now begin the b.f.s. loop.
- */
- while (done < todo) {
- int d[4], nd, x, y;
-
- i = list[done++];
-
-#ifdef GENERATION_DIAGNOSTICS
- printf("b.f.s. iteration from %d\n", i);
-#endif
- x = i % w;
- y = i / w;
- nd = 0;
- if (x > 0)
- d[nd++] = i - 1;
- if (x+1 < w)
- d[nd++] = i + 1;
- if (y > 0)
- d[nd++] = i - w;
- if (y+1 < h)
- d[nd++] = i + w;
- /*
- * To avoid directional bias, process the
- * neighbours of this square in a random order.
- */
- shuffle(d, nd, sizeof(*d), rs);
-
- for (j = 0; j < nd; j++) {
- k = d[j];
- if (grid[k] == k) {
-#ifdef GENERATION_DIAGNOSTICS
- printf("found neighbouring singleton %d\n", k);
-#endif
- grid2[k] = i;
- break; /* found a target singleton! */
- }
-
- /*
- * We're moving through a domino here, so we
- * have two entries in grid2 to fill with
- * useful data. In grid[k] - the square
- * adjacent to where we came from - I'm going
- * to put the address _of_ the square we came
- * from. In the other end of the domino - the
- * square from which we will continue the
- * search - I'm going to put the distance.
- */
- m = grid[k];
-
- if (grid2[m] < 0 || grid2[m] > grid2[i]+1) {
-#ifdef GENERATION_DIAGNOSTICS
- printf("found neighbouring domino %d/%d\n", k, m);
-#endif
- grid2[m] = grid2[i]+1;
- grid2[k] = i;
- /*
- * And since we've now visited a new
- * domino, add m to the to-do list.
- */
- assert(todo < wh);
- list[todo++] = m;
- }
- }
-
- if (j < nd) {
- i = k;
-#ifdef GENERATION_DIAGNOSTICS
- printf("terminating b.f.s. loop, i = %d\n", i);
-#endif
- break;
- }
-
- i = -1; /* just in case the loop terminates */
- }
-
- /*
- * We expect this b.f.s. to have found us a target
- * square.
- */
- assert(i >= 0);
-
- /*
- * Now we can follow the trail back to our starting
- * singleton, re-laying dominoes as we go.
- */
- while (1) {
- j = grid2[i];
- assert(j >= 0 && j < wh);
- k = grid[j];
-
- grid[i] = j;
- grid[j] = i;
-#ifdef GENERATION_DIAGNOSTICS
- printf("filling in domino %d/%d (next %d)\n", i, j, k);
-#endif
- if (j == k)
- break; /* we've reached the other singleton */
- i = k;
- }
-#ifdef GENERATION_DIAGNOSTICS
- printf("fixup path completed\n");
-#endif
- }
+ domino_layout_prealloc(w, h, rs, grid, grid2, list);
/*
* Now we have a complete layout covering the whole
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 char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
{
- return NULL;
+ return params->n < 1000;
}
-static game_ui *new_ui(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, highlight_1, highlight_2;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = ui->cur_y = 0;
+ ui->cur_visible = 0;
+ ui->highlight_1 = ui->highlight_2 = -1;
+ return ui;
}
static void free_ui(game_ui *ui)
{
+ 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;
}
#define PREFERRED_TILESIZE 32
#define DOMINO_GUTTER (TILESIZE / 16)
#define DOMINO_RADIUS (TILESIZE / 8)
#define DOMINO_COFFSET (DOMINO_GUTTER + DOMINO_RADIUS)
+#define CURSOR_RADIUS (TILESIZE / 4)
#define COORD(x) ( (x) * TILESIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
unsigned long *visible;
};
-static char *interpret_move(game_state *state, game_ui *ui, 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];
(state->grid[d1] != d1 || state->grid[d2] != d2))
return NULL;
+ ui->cur_visible = 0;
sprintf(buf, "%c%d,%d", (int)(button == RIGHT_BUTTON ? 'E' : 'D'), d1, d2);
return dupstr(buf);
+ } else if (IS_CURSOR_MOVE(button)) {
+ ui->cur_visible = 1;
+
+ move_cursor(button, &ui->cur_x, &ui->cur_y, 2*w-1, 2*h-1, 0);
+
+ return "";
+ } else if (IS_CURSOR_SELECT(button)) {
+ int d1, d2;
+
+ if (!((ui->cur_x ^ ui->cur_y) & 1))
+ return NULL; /* must have exactly one dimension odd */
+ d1 = (ui->cur_y / 2) * w + (ui->cur_x / 2);
+ d2 = ((ui->cur_y+1) / 2) * w + ((ui->cur_x+1) / 2);
+
+ /*
+ * We can't mark an edge next to any domino.
+ */
+ if (button == CURSOR_SELECT2 &&
+ (state->grid[d1] != d1 || state->grid[d2] != d2))
+ return NULL;
+
+ sprintf(buf, "%c%d,%d", (int)(button == CURSOR_SELECT2 ? 'E' : 'D'), d1, d2);
+ return dupstr(buf);
+ } else if (isdigit(button)) {
+ int n = state->params.n, num = button - '0';
+ if (num > n) {
+ return NULL;
+ } else if (ui->highlight_1 == num) {
+ ui->highlight_1 = -1;
+ } else if (ui->highlight_2 == num) {
+ ui->highlight_2 = -1;
+ } else if (ui->highlight_1 == -1) {
+ ui->highlight_1 = num;
+ } else if (ui->highlight_2 == -1) {
+ ui->highlight_2 = num;
+ } else {
+ return NULL;
+ }
+ return "";
}
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;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
ret[COL_DOMINOTEXT * 3 + 1] = 1.0F;
ret[COL_DOMINOTEXT * 3 + 2] = 1.0F;
- ret[COL_EDGE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2 / 3;
+ ret[COL_EDGE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2 / 3;
ret[COL_EDGE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2 / 3;
ret[COL_EDGE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2 / 3;
+ ret[COL_HIGHLIGHT_1 * 3 + 0] = 0.85;
+ ret[COL_HIGHLIGHT_1 * 3 + 1] = 0.20;
+ ret[COL_HIGHLIGHT_1 * 3 + 2] = 0.20;
+
+ ret[COL_HIGHLIGHT_2 * 3 + 0] = 0.30;
+ ret[COL_HIGHLIGHT_2 * 3 + 1] = 0.85;
+ ret[COL_HIGHLIGHT_2 * 3 + 2] = 0.20;
+
*ncolours = NCOLOURS;
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;
TYPE_MASK = 0x0F
};
-static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
- int x, int y, int type)
+/* These flags must be disjoint with:
+ * the above enum (TYPE_*) [0x000 -- 0x00F]
+ * EDGE_* [0x100 -- 0xF00]
+ * and must fit into an unsigned long (32 bits).
+ */
+#define DF_HIGHLIGHT_1 0x10
+#define DF_HIGHLIGHT_2 0x20
+#define DF_FLASH 0x40
+#define DF_CLASH 0x80
+
+#define DF_CURSOR 0x01000
+#define DF_CURSOR_USEFUL 0x02000
+#define DF_CURSOR_XBASE 0x10000
+#define DF_CURSOR_XMASK 0x30000
+#define DF_CURSOR_YBASE 0x40000
+#define DF_CURSOR_YMASK 0xC0000
+
+#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, const game_state *state,
+ int x, int y, int type, int highlight_1, int highlight_2)
{
int w = state->w /*, h = state->h */;
int cx = COORD(x), cy = COORD(y);
char str[80];
int flags;
+ clip(dr, cx, cy, TILESIZE, TILESIZE);
draw_rect(dr, cx, cy, TILESIZE, TILESIZE, COL_BACKGROUND);
flags = type &~ TYPE_MASK;
* - a slight shift in the number
*/
- if (flags & 0x80)
+ if (flags & DF_CLASH)
bg = COL_DOMINOCLASH;
else
bg = COL_DOMINO;
nc = COL_DOMINOTEXT;
- if (flags & 0x40) {
+ if (flags & DF_FLASH) {
int tmp = nc;
nc = bg;
bg = tmp;
nc = COL_TEXT;
}
+ if (flags & DF_CURSOR) {
+ int curx = ((flags & DF_CURSOR_XMASK) / DF_CURSOR_XBASE) & 3;
+ int cury = ((flags & DF_CURSOR_YMASK) / DF_CURSOR_YBASE) & 3;
+ int ox = cx + curx*TILESIZE/2;
+ int oy = cy + cury*TILESIZE/2;
+
+ draw_rect_corners(dr, ox, oy, CURSOR_RADIUS, nc);
+ if (flags & DF_CURSOR_USEFUL)
+ draw_rect_corners(dr, ox, oy, CURSOR_RADIUS+1, nc);
+ }
+
+ if (flags & DF_HIGHLIGHT_1) {
+ nc = COL_HIGHLIGHT_1;
+ } else if (flags & DF_HIGHLIGHT_2) {
+ nc = COL_HIGHLIGHT_2;
+ }
+
sprintf(str, "%d", state->numbers->numbers[y*w+x]);
draw_text(dr, cx+TILESIZE/2, cy+TILESIZE/2, FONT_VARIABLE, TILESIZE/2,
ALIGN_HCENTRE | ALIGN_VCENTRE, nc, str);
draw_update(dr, cx, cy, TILESIZE, TILESIZE);
+ 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;
else
c = TYPE_BLANK;
+ n1 = state->numbers->numbers[n];
if (c != TYPE_BLANK) {
- n1 = state->numbers->numbers[n];
n2 = state->numbers->numbers[state->grid[n]];
di = DINDEX(n1, n2);
if (used[di] > 1)
- c |= 0x80; /* highlight a clash */
+ c |= DF_CLASH; /* highlight a clash */
} else {
c |= state->edges[n];
}
+ if (n1 == ui->highlight_1)
+ c |= DF_HIGHLIGHT_1;
+ if (n1 == ui->highlight_2)
+ c |= DF_HIGHLIGHT_2;
+
if (flashtime != 0)
- c |= 0x40; /* we're flashing */
+ c |= DF_FLASH; /* we're flashing */
+
+ if (ui->cur_visible) {
+ unsigned curx = (unsigned)(ui->cur_x - (2*x-1));
+ unsigned cury = (unsigned)(ui->cur_y - (2*y-1));
+ if (curx < 3 && cury < 3) {
+ c |= (DF_CURSOR |
+ (curx * DF_CURSOR_XBASE) |
+ (cury * DF_CURSOR_YBASE));
+ if ((ui->cur_x ^ ui->cur_y) & 1)
+ c |= DF_CURSOR_USEFUL;
+ }
+ }
if (ds->visible[n] != c) {
- draw_tile(dr, ds, state, x, y, c);
+ draw_tile(dr, ds, state, x, y, c,
+ ui->highlight_1, ui->highlight_2);
ds->visible[n] = c;
}
}
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)
+ {
+ ui->highlight_1 = ui->highlight_2 = -1;
return FLASH_TIME;
+ }
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return FALSE;
+ 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;
* I'll use 6mm squares by default.
*/
game_compute_size(params, 600, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *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;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
- ads.tilesize = tilesize;
+ game_set_size(dr, ds, NULL, tilesize);
c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
c = print_mono_colour(dr, 0); assert(c == COL_TEXT);
else
c = TYPE_BLANK;
- draw_tile(dr, ds, state, x, y, c);
+ draw_tile(dr, ds, state, x, y, c, -1, -1);
}
}
#endif
const struct game thegame = {
- "Dominosa", "games.dominosa",
+ "Dominosa", "games.dominosa", "dominosa",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};
+
+/* vim: set shiftwidth=4 :set textwidth=80: */
+