static int solver_state(game_state *state, int maxdiff);
static int solver_obvious(game_state *state);
static int solver_obvious_dot(game_state *state, space *dot);
-static space *space_opposite_dot(game_state *state, space *sp, space *dot);
-static space *tile_opposite(game_state *state, space *sp);
+static space *space_opposite_dot(const game_state *state, const space *sp,
+ const space *dot);
+static space *tile_opposite(const game_state *state, const space *sp);
/* ----------------------------------------------------------
* Game parameters and presets
}
static void add_assoc_with_opposite(game_state *state, space *tile, space *dot) {
+ int *colors;
space *opposite = space_opposite_dot(state, tile, dot);
if (opposite == NULL) {
return;
}
+ colors = snewn(state->w * state->h, int);
+ check_complete(state, NULL, colors);
+ if (colors[(tile->y - 1)/2 * state->w + (tile->x - 1)/2]) {
+ sfree(colors);
+ return;
+ }
+ if (colors[(opposite->y - 1)/2 * state->w + (opposite->x - 1)/2]) {
+ sfree(colors);
+ return;
+ }
+
+ sfree(colors);
+ remove_assoc_with_opposite(state, tile);
add_assoc(state, tile, dot);
+ remove_assoc_with_opposite(state, opposite);
add_assoc(state, opposite, dot);
}
}
#endif
-static space *space_opposite_dot(game_state *state, space *sp, space *dot)
+static space *space_opposite_dot(const game_state *state, const space *sp,
+ const space *dot)
{
int dx, dy, tx, ty;
space *sp2;
return sp2;
}
-static space *tile_opposite(game_state *state, space *sp)
+static space *tile_opposite(const game_state *state, const space *sp)
{
space *dot;
game_update_dots(state);
+ if (state->ndots == 1) goto generate;
+
#ifdef DEBUGGING
{
char *tmp = encode_game(state);
if (INUI(state, px, py)) {
sp = &SPACE(state, px, py);
- if (!(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC))
+ if (!(sp->flags & F_DOT))
sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d",
sep, px, py, ui->dotx, ui->doty);
}
for (x = 0; x < w; x++) {
unsigned long flags = 0;
int ddx = 0, ddy = 0;
- space *sp;
+ space *sp, *opp;
int dx, dy;
/*
* everything goes briefly back to background colour.
*/
sp = &SPACE(state, x*2+1, y*2+1);
+ if (sp->flags & F_TILE_ASSOC) {
+ opp = tile_opposite(state, sp);
+ } else {
+ opp = NULL;
+ }
if (ds->colour_scratch[y*w+x] && !flashing) {
flags |= (ds->colour_scratch[y*w+x] == 2 ?
DRAW_BLACK : DRAW_WHITE);
*/
if ((sp->flags & F_TILE_ASSOC) && !ds->colour_scratch[y*w+x]) {
if (ui->dragging && ui->srcx == x*2+1 && ui->srcy == y*2+1) {
- /* don't do it */
+ /* tile is the source, don't do it */
+ } else if (ui->dragging && opp && ui->srcx == opp->x && ui->srcy == opp->y) {
+ /* opposite tile is the source, don't do it */
} else if (sp->doty != y*2+1 || sp->dotx != x*2+1) {
flags |= DRAW_ARROW;
ddy = sp->doty - (y*2+1);
const struct game thegame = {
"Galaxies", "games.galaxies", "galaxies",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,