chiark / gitweb /
Tents: mark squares as non-tents with {Shift,Control}-cursor keys.
[sgt-puzzles.git] / dominosa.c
index 40fb47dd6eff63c3c6d535f1ec3fac535e4e8ef8..dc7c2c7439536984f00e0a1d3c5bc482200920bf 100644 (file)
@@ -64,6 +64,8 @@ enum {
     COL_DOMINOCLASH,
     COL_DOMINOTEXT,
     COL_EDGE,
+    COL_HIGHLIGHT_1,
+    COL_HIGHLIGHT_2,
     NCOLOURS
 };
 
@@ -109,8 +111,12 @@ static int game_fetch_preset(int i, char **name, game_params **params)
 
     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;
     }
 
@@ -129,7 +135,7 @@ static void free_params(game_params *params)
     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 */
@@ -144,7 +150,7 @@ static void decode_params(game_params *params, char const *string)
         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);
@@ -153,7 +159,7 @@ static char *encode_params(game_params *params, int full)
     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];
@@ -179,7 +185,7 @@ static config_item *game_configure(game_params *params)
     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);
 
@@ -189,7 +195,7 @@ static game_params *custom_params(config_item *cfg)
     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";
@@ -541,12 +547,12 @@ static int solver(int w, int h, int n, int *grid, int *output)
  * 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;
 
     /*
@@ -586,241 +592,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
      */
 
     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
@@ -976,7 +748,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
     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;
@@ -1027,7 +799,8 @@ static char *validate_desc(game_params *params, char *desc)
     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);
@@ -1070,7 +843,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     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);
@@ -1101,8 +874,8 @@ static void free_game(game_state *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;
@@ -1171,32 +944,110 @@ static char *solve_game(game_state *state, game_state *currstate,
     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
@@ -1205,6 +1056,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
 #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 )
@@ -1215,8 +1067,9 @@ struct game_drawstate {
     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];
@@ -1258,14 +1111,54 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
             (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;
@@ -1420,8 +1313,8 @@ static game_state *execute_move(game_state *state, char *move)
  * 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;
 
@@ -1434,7 +1327,7 @@ static void game_compute_size(game_params *params, int tilesize,
 }
 
 static void game_set_size(drawing *dr, game_drawstate *ds,
-                         game_params *params, int tilesize)
+                          const game_params *params, int tilesize)
 {
     ds->tilesize = tilesize;
 }
@@ -1461,15 +1354,23 @@ static float *game_colours(frontend *fe, int *ncolours)
     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;
@@ -1500,8 +1401,28 @@ enum {
     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);
@@ -1509,6 +1430,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
     char str[80];
     int flags;
 
+    clip(dr, cx, cy, TILESIZE, TILESIZE);
     draw_rect(dr, cx, cy, TILESIZE, TILESIZE, COL_BACKGROUND);
 
     flags = type &~ TYPE_MASK;
@@ -1525,13 +1447,13 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
          *  - 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;
@@ -1585,16 +1507,35 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
         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;
@@ -1645,21 +1586,39 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
             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;
            }
        }
@@ -1667,32 +1626,35 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     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;
 
@@ -1700,11 +1662,11 @@ static void game_print_size(game_params *params, float *x, float *y)
      * 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;
@@ -1736,7 +1698,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
             else
                 c = TYPE_BLANK;
 
-           draw_tile(dr, ds, state, x, y, c);
+           draw_tile(dr, ds, state, x, y, c, -1, -1);
        }
 }
 
@@ -1745,7 +1707,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 #endif
 
 const struct game thegame = {
-    "Dominosa", "games.dominosa",
+    "Dominosa", "games.dominosa", "dominosa",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1760,7 +1722,7 @@ const struct game thegame = {
     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,
@@ -1775,8 +1737,12 @@ const struct game thegame = {
     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,                                /* flags */
 };
+
+/* vim: set shiftwidth=4 :set textwidth=80: */
+