mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 08:25:45 -07:00
Add an even more evil (!) game mode, in which it's not made
immediately obvious which element of the group is the identity - at least two elements including the identity have their rows and columns completely blanked. [originally from svn r8810]
This commit is contained in:
@ -24,17 +24,6 @@
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* (e.g. a group of order divisible by 5 must contain an
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* element of order 5), but I think in fact this is probably
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* silly.
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*
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* - a mode which shuffles the identity element into the mix
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* instead of keeping it clearly shown for you?
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* * shuffle more fully during table generation
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* * start clue removal by clearing the identity row and column
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* completely, or else it'll be totally obvious where it is
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* * have to print the group elements outside the grid
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* * new_ui should start the cursor at 0,0 not 1,1, and cursor
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* should not be constrained to x,y >= 1
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* * get rid of the COL_IDENTITY highlights
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* * will we need more checks in check_errors?
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*/
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#include <stdio.h>
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@ -68,7 +57,6 @@ static char const group_diffchars[] = DIFFLIST(ENCODE);
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enum {
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COL_BACKGROUND,
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COL_IDENTITY,
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COL_GRID,
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COL_USER,
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COL_HIGHLIGHT,
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@ -84,7 +72,7 @@ enum {
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#define TOCHAR(c) ((c)>=10 ? (c)-10+'a' : (c)+'0')
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struct game_params {
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int w, diff;
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int w, diff, id;
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};
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struct game_state {
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@ -101,13 +89,19 @@ static game_params *default_params(void)
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ret->w = 6;
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ret->diff = DIFF_NORMAL;
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ret->id = TRUE;
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return ret;
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}
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const static struct game_params group_presets[] = {
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{ 4, DIFF_NORMAL },
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{ 6, DIFF_NORMAL },
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{ 6, DIFF_NORMAL, TRUE },
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{ 6, DIFF_NORMAL, FALSE },
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{ 6, DIFF_HARD, TRUE },
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{ 6, DIFF_HARD, FALSE },
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{ 8, DIFF_NORMAL, TRUE },
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{ 8, DIFF_NORMAL, FALSE },
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{ 12, DIFF_NORMAL, TRUE },
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};
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static int game_fetch_preset(int i, char **name, game_params **params)
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@ -121,7 +115,8 @@ static int game_fetch_preset(int i, char **name, game_params **params)
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ret = snew(game_params);
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*ret = group_presets[i]; /* structure copy */
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sprintf(buf, "%dx%d %s", ret->w, ret->w, group_diffnames[ret->diff]);
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sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff],
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ret->id ? "" : ", identity hidden");
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*name = dupstr(buf);
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*params = ret;
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@ -146,18 +141,24 @@ static void decode_params(game_params *params, char const *string)
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params->w = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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params->diff = DIFF_NORMAL;
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params->id = TRUE;
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if (*p == 'd') {
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int i;
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p++;
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params->diff = DIFFCOUNT+1; /* ...which is invalid */
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if (*p) {
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for (i = 0; i < DIFFCOUNT; i++) {
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if (*p == group_diffchars[i])
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params->diff = i;
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}
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p++;
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}
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while (*p) {
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if (*p == 'd') {
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int i;
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p++;
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params->diff = DIFFCOUNT+1; /* ...which is invalid */
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if (*p) {
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for (i = 0; i < DIFFCOUNT; i++) {
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if (*p == group_diffchars[i])
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params->diff = i;
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}
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p++;
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}
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} else if (*p == 'i') {
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params->id = FALSE;
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}
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}
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}
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@ -168,6 +169,8 @@ static char *encode_params(game_params *params, int full)
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sprintf(ret, "%d", params->w);
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if (full)
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sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
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if (!params->id)
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sprintf(ret + strlen(ret), "i");
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return dupstr(ret);
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}
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@ -177,7 +180,7 @@ static config_item *game_configure(game_params *params)
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config_item *ret;
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char buf[80];
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ret = snewn(3, config_item);
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ret = snewn(4, config_item);
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ret[0].name = "Grid size";
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ret[0].type = C_STRING;
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@ -190,10 +193,15 @@ static config_item *game_configure(game_params *params)
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ret[1].sval = DIFFCONFIG;
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ret[1].ival = params->diff;
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ret[2].name = NULL;
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ret[2].type = C_END;
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ret[2].name = "Show identity";
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ret[2].type = C_BOOLEAN;
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ret[2].sval = NULL;
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ret[2].ival = 0;
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ret[2].ival = params->id;
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ret[3].name = NULL;
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ret[3].type = C_END;
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ret[3].sval = NULL;
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ret[3].ival = 0;
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return ret;
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}
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@ -204,6 +212,7 @@ static game_params *custom_params(config_item *cfg)
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ret->w = atoi(cfg[0].sval);
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ret->diff = cfg[1].ival;
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ret->id = cfg[2].ival;
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return ret;
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}
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@ -642,24 +651,44 @@ done
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}
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/* That's got the canonical table. Now shuffle it. */
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for (i = 0; i < w; i++)
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grid[i] = i+1;
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shuffle(grid+1, w-1, sizeof(*grid), rs);
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for (i = 1; i < w; i++)
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for (j = 0; j < w; j++)
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grid[(grid[i]-1)*w+(grid[j]-1)] = grid[soln[i*w+j]-1];
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soln2[i] = i;
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if (params->id) /* do we shuffle in the identity? */
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shuffle(soln2+1, w-1, sizeof(*soln2), rs);
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else
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shuffle(soln2, w, sizeof(*soln2), rs);
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for (i = 0; i < w; i++)
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grid[i] = i+1;
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for (j = 0; j < w; j++)
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grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1;
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/*
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* Remove entries one by one while the puzzle is still
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* soluble at the appropriate difficulty level.
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*/
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memcpy(soln, grid, a);
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if (!params->id) {
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/*
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* Start by blanking the entire identity row and column,
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* and also another row and column so that the player
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* can't trivially determine which element is the
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* identity.
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*/
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j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */
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for (i = 0; i < w; i++) {
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grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0;
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grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0;
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}
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memcpy(soln2, grid, a);
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if (solver(w, soln2, diff) > diff)
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continue; /* go round again if that didn't work */
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}
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k = 0;
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for (i = 1; i < w; i++)
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for (j = 1; j < w; j++)
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indices[k++] = i*w+j;
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for (i = (params->id ? 1 : 0); i < w; i++)
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for (j = (params->id ? 1 : 0); j < w; j++)
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if (grid[i*w+j])
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indices[k++] = i*w+j;
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shuffle(indices, k, sizeof(*indices), rs);
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for (i = 0; i < k; i++) {
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@ -933,7 +962,7 @@ static game_ui *new_ui(game_state *state)
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{
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game_ui *ui = snew(game_ui);
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ui->hx = ui->hy = 1;
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ui->hx = ui->hy = 0;
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ui->hpencil = ui->hshow = ui->hcursor = 0;
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return ui;
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@ -972,9 +1001,10 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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#define PREFERRED_TILESIZE 48
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#define TILESIZE (ds->tilesize)
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#define BORDER (TILESIZE / 2)
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#define LEGEND (TILESIZE)
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#define GRIDEXTRA max((TILESIZE / 32),1)
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#define COORD(x) ((x)*TILESIZE + BORDER)
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#define FROMCOORD(x) (((x)+(TILESIZE-BORDER)) / TILESIZE - 1)
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#define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
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#define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
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#define FLASH_TIME 0.4F
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@ -1090,7 +1120,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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tx = FROMCOORD(x);
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ty = FROMCOORD(y);
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if (tx > 0 && tx < w && ty > 0 && ty < w) {
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if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
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if (button == LEFT_BUTTON) {
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if (tx == ui->hx && ty == ui->hy &&
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ui->hshow && ui->hpencil == 0) {
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@ -1126,9 +1156,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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}
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}
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if (IS_CURSOR_MOVE(button)) {
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ui->hx--; ui->hy--;
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move_cursor(button, &ui->hx, &ui->hy, w-1, w-1, 0);
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ui->hx++; ui->hy++;
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move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
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ui->hshow = ui->hcursor = 1;
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return "";
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}
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@ -1236,7 +1264,7 @@ static game_state *execute_move(game_state *from, char *move)
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* Drawing routines.
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*/
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#define SIZE(w) ((w) * TILESIZE + 2*BORDER)
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#define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
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static void game_compute_size(game_params *params, int tilesize,
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int *x, int *y)
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@ -1264,10 +1292,6 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_GRID * 3 + 1] = 0.0F;
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ret[COL_GRID * 3 + 2] = 0.0F;
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ret[COL_IDENTITY * 3 + 0] = 0.89F * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_IDENTITY * 3 + 1] = 0.89F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_IDENTITY * 3 + 2] = 0.89F * ret[COL_BACKGROUND * 3 + 2];
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ret[COL_USER * 3 + 0] = 0.0F;
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ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_USER * 3 + 2] = 0.0F;
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@ -1324,8 +1348,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
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int cx, cy, cw, ch;
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char str[64];
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tx = BORDER + x * TILESIZE + 1;
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ty = BORDER + y * TILESIZE + 1;
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tx = BORDER + LEGEND + x * TILESIZE + 1;
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ty = BORDER + LEGEND + y * TILESIZE + 1;
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cx = tx;
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cy = ty;
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@ -1336,8 +1360,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
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/* background needs erasing */
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draw_rect(dr, cx, cy, cw, ch,
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(tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT :
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(x == 0 || y == 0) ? COL_IDENTITY : COL_BACKGROUND);
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(tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND);
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/* pencil-mode highlight */
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if (tile & DF_HIGHLIGHT_PENCIL) {
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@ -1492,6 +1515,21 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
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COL_GRID);
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/*
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* Table legend.
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*/
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for (x = 0; x < w; x++) {
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char str[2];
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str[1] = '\0';
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str[0] = TOCHAR(x+1);
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draw_text(dr, COORD(x) + TILESIZE/2, BORDER + TILESIZE/2,
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FONT_VARIABLE, TILESIZE/2,
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ALIGN_VCENTRE | ALIGN_HCENTRE, COL_GRID, str);
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draw_text(dr, BORDER + TILESIZE/2, COORD(x) + TILESIZE/2,
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FONT_VARIABLE, TILESIZE/2,
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ALIGN_VCENTRE | ALIGN_HCENTRE, COL_GRID, str);
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}
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draw_update(dr, 0, 0, SIZE(w), SIZE(w));
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ds->started = TRUE;
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@ -1571,41 +1609,48 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
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{
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int w = state->par.w;
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int ink = print_mono_colour(dr, 0);
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int ehighlight = print_grey_colour(dr, 0.90F);
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int x, y;
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/* Ick: fake up `ds->tilesize' for macro expansion purposes */
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game_drawstate ads, *ds = &ads;
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game_set_size(dr, ds, NULL, tilesize);
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/*
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* Highlight the identity row and column.
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*/
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for (x = 1; x < w; x++)
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draw_rect(dr, BORDER + x*TILESIZE, BORDER,
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TILESIZE, TILESIZE, ehighlight);
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for (y = 0; y < w; y++)
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draw_rect(dr, BORDER, BORDER + y*TILESIZE,
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TILESIZE, TILESIZE, ehighlight);
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/*
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* Border.
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*/
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print_line_width(dr, 3 * TILESIZE / 40);
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draw_rect_outline(dr, BORDER, BORDER, w*TILESIZE, w*TILESIZE, ink);
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draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND,
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w*TILESIZE, w*TILESIZE, ink);
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/*
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* Legend on table.
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*/
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for (x = 0; x < w; x++) {
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char str[2];
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str[1] = '\0';
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str[0] = TOCHAR(x+1);
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draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
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BORDER + TILESIZE/2,
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FONT_VARIABLE, TILESIZE/2,
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ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
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draw_text(dr, BORDER + TILESIZE/2,
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BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
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FONT_VARIABLE, TILESIZE/2,
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ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
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}
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/*
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* Main grid.
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*/
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for (x = 1; x < w; x++) {
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print_line_width(dr, TILESIZE / 40);
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draw_line(dr, BORDER+x*TILESIZE, BORDER,
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BORDER+x*TILESIZE, BORDER+w*TILESIZE, ink);
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draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND,
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BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink);
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}
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for (y = 1; y < w; y++) {
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print_line_width(dr, TILESIZE / 40);
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draw_line(dr, BORDER, BORDER+y*TILESIZE,
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BORDER+w*TILESIZE, BORDER+y*TILESIZE, ink);
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draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE,
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BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink);
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}
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/*
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@ -1617,8 +1662,8 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
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char str[2];
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str[1] = '\0';
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str[0] = TOCHAR(state->grid[y*w+x]);
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draw_text(dr, BORDER + x*TILESIZE + TILESIZE/2,
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BORDER + y*TILESIZE + TILESIZE/2,
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draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
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BORDER+LEGEND + y*TILESIZE + TILESIZE/2,
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FONT_VARIABLE, TILESIZE/2,
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ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
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}
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