Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / laydomino.c
CommitLineData
4700b849 1/*
2 * laydomino.c: code for performing a domino (2x1 tile) layout of
3 * a given area of code.
4 */
5
6#include <stdio.h>
7#include <stdlib.h>
8#include <assert.h>
9
10#include "puzzles.h"
11
12/*
13 * This function returns an array size w x h representing a grid:
14 * each grid[i] = j, where j is the other end of a 2x1 domino.
15 * If w*h is odd, one square will remain referring to itself.
16 */
17
18int *domino_layout(int w, int h, random_state *rs)
19{
20 int *grid, *grid2, *list;
21 int wh = w*h;
22
23 /*
24 * Allocate space in which to lay the grid out.
25 */
26 grid = snewn(wh, int);
27 grid2 = snewn(wh, int);
28 list = snewn(2*wh, int);
29
30 domino_layout_prealloc(w, h, rs, grid, grid2, list);
31
32 sfree(grid2);
33 sfree(list);
34
35 return grid;
36}
37
38/*
39 * As for domino_layout, but with preallocated buffers.
40 * grid and grid2 should be size w*h, and list size 2*w*h.
41 */
42void domino_layout_prealloc(int w, int h, random_state *rs,
43 int *grid, int *grid2, int *list)
44{
45 int i, j, k, m, wh = w*h, todo, done;
46
47 /*
48 * To begin with, set grid[i] = i for all i to indicate
49 * that all squares are currently singletons. Later we'll
50 * set grid[i] to be the index of the other end of the
51 * domino on i.
52 */
53 for (i = 0; i < wh; i++)
54 grid[i] = i;
55
56 /*
57 * Now prepare a list of the possible domino locations. There
58 * are w*(h-1) possible vertical locations, and (w-1)*h
59 * horizontal ones, for a total of 2*wh - h - w.
60 *
61 * I'm going to denote the vertical domino placement with
62 * its top in square i as 2*i, and the horizontal one with
63 * its left half in square i as 2*i+1.
64 */
65 k = 0;
66 for (j = 0; j < h-1; j++)
67 for (i = 0; i < w; i++)
68 list[k++] = 2 * (j*w+i); /* vertical positions */
69 for (j = 0; j < h; j++)
70 for (i = 0; i < w-1; i++)
71 list[k++] = 2 * (j*w+i) + 1; /* horizontal positions */
72 assert(k == 2*wh - h - w);
73
74 /*
75 * Shuffle the list.
76 */
77 shuffle(list, k, sizeof(*list), rs);
78
79 /*
80 * Work down the shuffled list, placing a domino everywhere
81 * we can.
82 */
83 for (i = 0; i < k; i++) {
84 int horiz, xy, xy2;
85
86 horiz = list[i] % 2;
87 xy = list[i] / 2;
88 xy2 = xy + (horiz ? 1 : w);
89
90 if (grid[xy] == xy && grid[xy2] == xy2) {
91 /*
92 * We can place this domino. Do so.
93 */
94 grid[xy] = xy2;
95 grid[xy2] = xy;
96 }
97 }
98
99#ifdef GENERATION_DIAGNOSTICS
100 printf("generated initial layout\n");
101#endif
102
103 /*
104 * Now we've placed as many dominoes as we can immediately
105 * manage. There will be squares remaining, but they'll be
106 * singletons. So loop round and deal with the singletons
107 * two by two.
108 */
109 while (1) {
110#ifdef GENERATION_DIAGNOSTICS
111 for (j = 0; j < h; j++) {
112 for (i = 0; i < w; i++) {
113 int xy = j*w+i;
114 int v = grid[xy];
115 int c = (v == xy+1 ? '[' : v == xy-1 ? ']' :
116 v == xy+w ? 'n' : v == xy-w ? 'U' : '.');
117 putchar(c);
118 }
119 putchar('\n');
120 }
121 putchar('\n');
122#endif
123
124 /*
125 * Our strategy is:
126 *
127 * First find a singleton square.
128 *
129 * Then breadth-first search out from the starting
130 * square. From that square (and any others we reach on
131 * the way), examine all four neighbours of the square.
132 * If one is an end of a domino, we move to the _other_
133 * end of that domino before looking at neighbours
134 * again. When we encounter another singleton on this
135 * search, stop.
136 *
137 * This will give us a path of adjacent squares such
138 * that all but the two ends are covered in dominoes.
139 * So we can now shuffle every domino on the path up by
140 * one.
141 *
142 * (Chessboard colours are mathematically important
143 * here: we always end up pairing each singleton with a
144 * singleton of the other colour. However, we never
145 * have to track this manually, since it's
146 * automatically taken care of by the fact that we
147 * always make an even number of orthogonal moves.)
148 */
149 k = 0;
150 for (j = 0; j < wh; j++) {
151 if (grid[j] == j) {
152 k++;
153 i = j; /* start BFS here. */
154 }
155 }
156 if (k == (wh % 2))
157 break; /* if area is even, we have no more singletons;
158 if area is odd, we have one singleton.
159 either way, we're done. */
160
161#ifdef GENERATION_DIAGNOSTICS
162 printf("starting b.f.s. at singleton %d\n", i);
163#endif
164 /*
165 * Set grid2 to -1 everywhere. It will hold our
166 * distance-from-start values, and also our
167 * backtracking data, during the b.f.s.
168 */
169 for (j = 0; j < wh; j++)
170 grid2[j] = -1;
171 grid2[i] = 0; /* starting square has distance zero */
172
173 /*
174 * Start our to-do list of squares. It'll live in
175 * `list'; since the b.f.s can cover every square at
176 * most once there is no need for it to be circular.
177 * We'll just have two counters tracking the end of the
178 * list and the squares we've already dealt with.
179 */
180 done = 0;
181 todo = 1;
182 list[0] = i;
183
184 /*
185 * Now begin the b.f.s. loop.
186 */
187 while (done < todo) {
188 int d[4], nd, x, y;
189
190 i = list[done++];
191
192#ifdef GENERATION_DIAGNOSTICS
193 printf("b.f.s. iteration from %d\n", i);
194#endif
195 x = i % w;
196 y = i / w;
197 nd = 0;
198 if (x > 0)
199 d[nd++] = i - 1;
200 if (x+1 < w)
201 d[nd++] = i + 1;
202 if (y > 0)
203 d[nd++] = i - w;
204 if (y+1 < h)
205 d[nd++] = i + w;
206 /*
207 * To avoid directional bias, process the
208 * neighbours of this square in a random order.
209 */
210 shuffle(d, nd, sizeof(*d), rs);
211
212 for (j = 0; j < nd; j++) {
213 k = d[j];
214 if (grid[k] == k) {
215#ifdef GENERATION_DIAGNOSTICS
216 printf("found neighbouring singleton %d\n", k);
217#endif
218 grid2[k] = i;
219 break; /* found a target singleton! */
220 }
221
222 /*
223 * We're moving through a domino here, so we
224 * have two entries in grid2 to fill with
225 * useful data. In grid[k] - the square
226 * adjacent to where we came from - I'm going
227 * to put the address _of_ the square we came
228 * from. In the other end of the domino - the
229 * square from which we will continue the
230 * search - I'm going to put the distance.
231 */
232 m = grid[k];
233
234 if (grid2[m] < 0 || grid2[m] > grid2[i]+1) {
235#ifdef GENERATION_DIAGNOSTICS
236 printf("found neighbouring domino %d/%d\n", k, m);
237#endif
238 grid2[m] = grid2[i]+1;
239 grid2[k] = i;
240 /*
241 * And since we've now visited a new
242 * domino, add m to the to-do list.
243 */
244 assert(todo < wh);
245 list[todo++] = m;
246 }
247 }
248
249 if (j < nd) {
250 i = k;
251#ifdef GENERATION_DIAGNOSTICS
252 printf("terminating b.f.s. loop, i = %d\n", i);
253#endif
254 break;
255 }
256
257 i = -1; /* just in case the loop terminates */
258 }
259
260 /*
261 * We expect this b.f.s. to have found us a target
262 * square.
263 */
264 assert(i >= 0);
265
266 /*
267 * Now we can follow the trail back to our starting
268 * singleton, re-laying dominoes as we go.
269 */
270 while (1) {
271 j = grid2[i];
272 assert(j >= 0 && j < wh);
273 k = grid[j];
274
275 grid[i] = j;
276 grid[j] = i;
277#ifdef GENERATION_DIAGNOSTICS
278 printf("filling in domino %d/%d (next %d)\n", i, j, k);
279#endif
280 if (j == k)
281 break; /* we've reached the other singleton */
282 i = k;
283 }
284#ifdef GENERATION_DIAGNOSTICS
285 printf("fixup path completed\n");
286#endif
287 }
288}
289
290/* vim: set shiftwidth=4 :set textwidth=80: */
291