2 * dominosa.c: Domino jigsaw puzzle. Aim to place one of every
3 * possible domino within a rectangle in such a way that the number
4 * on each square matches the provided clue.
10 * - improve solver so as to use more interesting forms of
13 * * rule out a domino placement if it would divide an unfilled
14 * region such that at least one resulting region had an odd
16 * + use b.f.s. to determine the area of an unfilled region
17 * + a square is unfilled iff it has at least two possible
18 * placements, and two adjacent unfilled squares are part
19 * of the same region iff the domino placement joining
22 * * perhaps set analysis
23 * + look at all unclaimed squares containing a given number
24 * + for each one, find the set of possible numbers that it
25 * can connect to (i.e. each neighbouring tile such that
26 * the placement between it and that neighbour has not yet
28 * + now proceed similarly to Solo set analysis: try to find
29 * a subset of the squares such that the union of their
30 * possible numbers is the same size as the subset. If so,
31 * rule out those possible numbers for all other squares.
32 * * important wrinkle: the double dominoes complicate
33 * matters. Connecting a number to itself uses up _two_
34 * of the unclaimed squares containing a number. Thus,
35 * when finding the initial subset we must never
36 * include two adjacent squares; and also, when ruling
37 * things out after finding the subset, we must be
38 * careful that we don't rule out precisely the domino
39 * placement that was _included_ in our set!
51 /* nth triangular number */
52 #define TRI(n) ( (n) * ((n) + 1) / 2 )
53 /* number of dominoes for value n */
54 #define DCOUNT(n) TRI((n)+1)
55 /* map a pair of numbers to a unique domino index from 0 upwards. */
56 #define DINDEX(n1,n2) ( TRI(max(n1,n2)) + min(n1,n2) )
58 #define FLASH_TIME 0.13F
77 int *numbers
; /* h x w */
88 struct game_numbers
*numbers
;
90 unsigned short *edges
; /* h x w */
91 int completed
, cheated
;
94 static game_params
*default_params(void)
96 game_params
*ret
= snew(game_params
);
104 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
111 case 0: n
= 3; break;
112 case 1: n
= 4; break;
113 case 2: n
= 5; break;
114 case 3: n
= 6; break;
115 case 4: n
= 7; break;
116 case 5: n
= 8; break;
117 case 6: n
= 9; break;
118 default: return FALSE
;
121 sprintf(buf
, "Up to double-%d", n
);
124 *params
= ret
= snew(game_params
);
131 static void free_params(game_params
*params
)
136 static game_params
*dup_params(game_params
*params
)
138 game_params
*ret
= snew(game_params
);
139 *ret
= *params
; /* structure copy */
143 static void decode_params(game_params
*params
, char const *string
)
145 params
->n
= atoi(string
);
146 while (*string
&& isdigit((unsigned char)*string
)) string
++;
148 params
->unique
= FALSE
;
151 static char *encode_params(game_params
*params
, int full
)
154 sprintf(buf
, "%d", params
->n
);
155 if (full
&& !params
->unique
)
160 static config_item
*game_configure(game_params
*params
)
165 ret
= snewn(3, config_item
);
167 ret
[0].name
= "Maximum number on dominoes";
168 ret
[0].type
= C_STRING
;
169 sprintf(buf
, "%d", params
->n
);
170 ret
[0].sval
= dupstr(buf
);
173 ret
[1].name
= "Ensure unique solution";
174 ret
[1].type
= C_BOOLEAN
;
176 ret
[1].ival
= params
->unique
;
186 static game_params
*custom_params(config_item
*cfg
)
188 game_params
*ret
= snew(game_params
);
190 ret
->n
= atoi(cfg
[0].sval
);
191 ret
->unique
= cfg
[1].ival
;
196 static char *validate_params(game_params
*params
, int full
)
199 return "Maximum face number must be at least one";
203 /* ----------------------------------------------------------------------
207 static int find_overlaps(int w
, int h
, int placement
, int *set
)
211 n
= 0; /* number of returned placements */
219 * Horizontal domino, indexed by its left end.
222 set
[n
++] = placement
-2; /* horizontal domino to the left */
224 set
[n
++] = placement
-2*w
-1;/* vertical domino above left side */
226 set
[n
++] = placement
-1; /* vertical domino below left side */
228 set
[n
++] = placement
+2; /* horizontal domino to the right */
230 set
[n
++] = placement
-2*w
+2-1;/* vertical domino above right side */
232 set
[n
++] = placement
+2-1; /* vertical domino below right side */
235 * Vertical domino, indexed by its top end.
238 set
[n
++] = placement
-2*w
; /* vertical domino above */
240 set
[n
++] = placement
-2+1; /* horizontal domino left of top */
242 set
[n
++] = placement
+1; /* horizontal domino right of top */
244 set
[n
++] = placement
+2*w
; /* vertical domino below */
246 set
[n
++] = placement
-2+2*w
+1;/* horizontal domino left of bottom */
248 set
[n
++] = placement
+2*w
+1;/* horizontal domino right of bottom */
255 * Returns 0, 1 or 2 for number of solutions. 2 means `any number
256 * more than one', or more accurately `we were unable to prove
257 * there was only one'.
259 * Outputs in a `placements' array, indexed the same way as the one
260 * within this function (see below); entries in there are <0 for a
261 * placement ruled out, 0 for an uncertain placement, and 1 for a
264 static int solver(int w
, int h
, int n
, int *grid
, int *output
)
266 int wh
= w
*h
, dc
= DCOUNT(n
);
267 int *placements
, *heads
;
271 * This array has one entry for every possible domino
272 * placement. Vertical placements are indexed by their top
273 * half, at (y*w+x)*2; horizontal placements are indexed by
274 * their left half at (y*w+x)*2+1.
276 * This array is used to link domino placements together into
277 * linked lists, so that we can track all the possible
278 * placements of each different domino. It's also used as a
279 * quick means of looking up an individual placement to see
280 * whether we still think it's possible. Actual values stored
281 * in this array are -2 (placement not possible at all), -1
282 * (end of list), or the array index of the next item.
284 * Oh, and -3 for `not even valid', used for array indices
285 * which don't even represent a plausible placement.
287 placements
= snewn(2*wh
, int);
288 for (i
= 0; i
< 2*wh
; i
++)
289 placements
[i
] = -3; /* not even valid */
292 * This array has one entry for every domino, and it is an
293 * index into `placements' denoting the head of the placement
294 * list for that domino.
296 heads
= snewn(dc
, int);
297 for (i
= 0; i
< dc
; i
++)
301 * Set up the initial possibility lists by scanning the grid.
303 for (y
= 0; y
< h
-1; y
++)
304 for (x
= 0; x
< w
; x
++) {
305 int di
= DINDEX(grid
[y
*w
+x
], grid
[(y
+1)*w
+x
]);
306 placements
[(y
*w
+x
)*2] = heads
[di
];
307 heads
[di
] = (y
*w
+x
)*2;
309 for (y
= 0; y
< h
; y
++)
310 for (x
= 0; x
< w
-1; x
++) {
311 int di
= DINDEX(grid
[y
*w
+x
], grid
[y
*w
+(x
+1)]);
312 placements
[(y
*w
+x
)*2+1] = heads
[di
];
313 heads
[di
] = (y
*w
+x
)*2+1;
316 #ifdef SOLVER_DIAGNOSTICS
317 printf("before solver:\n");
318 for (i
= 0; i
<= n
; i
++)
319 for (j
= 0; j
<= i
; j
++) {
322 printf("%2d [%d %d]:", DINDEX(i
, j
), i
, j
);
323 for (k
= heads
[DINDEX(i
,j
)]; k
>= 0; k
= placements
[k
])
324 printf(" %3d [%d,%d,%c]", k
, k
/2%w
, k
/2/w
, k
%2?
'h':'v');
330 int done_something
= FALSE
;
333 * For each domino, look at its possible placements, and
334 * for each placement consider the placements (of any
335 * domino) it overlaps. Any placement overlapped by all
336 * placements of this domino can be ruled out.
338 * Each domino placement overlaps only six others, so we
339 * need not do serious set theory to work this out.
341 for (i
= 0; i
< dc
; i
++) {
342 int permset
[6], permlen
= 0, p
;
345 if (heads
[i
] == -1) { /* no placement for this domino */
346 ret
= 0; /* therefore puzzle is impossible */
349 for (j
= heads
[i
]; j
>= 0; j
= placements
[j
]) {
350 assert(placements
[j
] != -2);
353 permlen
= find_overlaps(w
, h
, j
, permset
);
355 int tempset
[6], templen
, m
, n
, k
;
357 templen
= find_overlaps(w
, h
, j
, tempset
);
360 * Pathetically primitive set intersection
361 * algorithm, which I'm only getting away with
362 * because I know my sets are bounded by a very
365 for (m
= n
= 0; m
< permlen
; m
++) {
366 for (k
= 0; k
< templen
; k
++)
367 if (tempset
[k
] == permset
[m
])
370 permset
[n
++] = permset
[m
];
375 for (p
= 0; p
< permlen
; p
++) {
377 if (placements
[j
] != -2) {
380 done_something
= TRUE
;
383 * Rule out this placement. First find what
387 p2
= (j
& 1) ? p1
+ 1 : p1
+ w
;
388 di
= DINDEX(grid
[p1
], grid
[p2
]);
389 #ifdef SOLVER_DIAGNOSTICS
390 printf("considering domino %d: ruling out placement %d"
391 " for %d\n", i
, j
, di
);
395 * ... then walk that domino's placement list,
396 * removing this placement when we find it.
399 heads
[di
] = placements
[j
];
402 while (placements
[k
] != -1 && placements
[k
] != j
)
404 assert(placements
[k
] == j
);
405 placements
[k
] = placements
[j
];
413 * For each square, look at the available placements
414 * involving that square. If all of them are for the same
415 * domino, then rule out any placements for that domino
416 * _not_ involving this square.
418 for (i
= 0; i
< wh
; i
++) {
419 int list
[4], k
, n
, adi
;
426 list
[j
++] = 2*(i
-1)+1;
434 for (n
= k
= 0; k
< j
; k
++)
435 if (placements
[list
[k
]] >= -1)
440 for (j
= 0; j
< n
; j
++) {
445 p2
= (k
& 1) ? p1
+ 1 : p1
+ w
;
446 di
= DINDEX(grid
[p1
], grid
[p2
]);
459 * We've found something. All viable placements
460 * involving this square are for domino `adi'. If
461 * the current placement list for that domino is
462 * longer than n, reduce it to precisely this
463 * placement list and we've done something.
466 for (k
= heads
[adi
]; k
>= 0; k
= placements
[k
])
469 done_something
= TRUE
;
470 #ifdef SOLVER_DIAGNOSTICS
471 printf("considering square %d,%d: reducing placements "
472 "of domino %d\n", x
, y
, adi
);
475 * Set all other placements on the list to
480 int tmp
= placements
[k
];
485 * Set up the new list.
487 heads
[adi
] = list
[0];
488 for (k
= 0; k
< n
; k
++)
489 placements
[list
[k
]] = (k
+1 == n ?
-1 : list
[k
+1]);
498 #ifdef SOLVER_DIAGNOSTICS
499 printf("after solver:\n");
500 for (i
= 0; i
<= n
; i
++)
501 for (j
= 0; j
<= i
; j
++) {
504 printf("%2d [%d %d]:", DINDEX(i
, j
), i
, j
);
505 for (k
= heads
[DINDEX(i
,j
)]; k
>= 0; k
= placements
[k
])
506 printf(" %3d [%d,%d,%c]", k
, k
/2%w
, k
/2/w
, k
%2?
'h':'v');
512 for (i
= 0; i
< wh
*2; i
++) {
513 if (placements
[i
] == -2) {
515 output
[i
] = -1; /* ruled out */
516 } else if (placements
[i
] != -3) {
520 p2
= (i
& 1) ? p1
+ 1 : p1
+ w
;
521 di
= DINDEX(grid
[p1
], grid
[p2
]);
523 if (i
== heads
[di
] && placements
[i
] == -1) {
525 output
[i
] = 1; /* certain */
528 output
[i
] = 0; /* uncertain */
544 /* ----------------------------------------------------------------------
545 * End of solver code.
548 static char *new_game_desc(game_params
*params
, random_state
*rs
,
549 char **aux
, int interactive
)
551 int n
= params
->n
, w
= n
+2, h
= n
+1, wh
= w
*h
;
552 int *grid
, *grid2
, *list
;
553 int i
, j
, k
, m
, todo
, done
, len
;
557 * Allocate space in which to lay the grid out.
559 grid
= snewn(wh
, int);
560 grid2
= snewn(wh
, int);
561 list
= snewn(2*wh
, int);
564 * I haven't been able to think of any particularly clever
565 * techniques for generating instances of Dominosa with a
566 * unique solution. Many of the deductions used in this puzzle
567 * are based on information involving half the grid at a time
568 * (`of all the 6s, exactly one is next to a 3'), so a strategy
569 * of partially solving the grid and then perturbing the place
570 * where the solver got stuck seems particularly likely to
571 * accidentally destroy the information which the solver had
572 * used in getting that far. (Contrast with, say, Mines, in
573 * which most deductions are local so this is an excellent
576 * Therefore I resort to the basest of brute force methods:
577 * generate a random grid, see if it's solvable, throw it away
578 * and try again if not. My only concession to sophistication
579 * and cleverness is to at least _try_ not to generate obvious
580 * 2x2 ambiguous sections (see comment below in the domino-
583 * During tests performed on 2005-07-15, I found that the brute
584 * force approach without that tweak had to throw away about 87
585 * grids on average (at the default n=6) before finding a
586 * unique one, or a staggering 379 at n=9; good job the
587 * generator and solver are fast! When I added the
588 * ambiguous-section avoidance, those numbers came down to 19
589 * and 26 respectively, which is a lot more sensible.
594 * To begin with, set grid[i] = i for all i to indicate
595 * that all squares are currently singletons. Later we'll
596 * set grid[i] to be the index of the other end of the
599 for (i
= 0; i
< wh
; i
++)
603 * Now prepare a list of the possible domino locations. There
604 * are w*(h-1) possible vertical locations, and (w-1)*h
605 * horizontal ones, for a total of 2*wh - h - w.
607 * I'm going to denote the vertical domino placement with
608 * its top in square i as 2*i, and the horizontal one with
609 * its left half in square i as 2*i+1.
612 for (j
= 0; j
< h
-1; j
++)
613 for (i
= 0; i
< w
; i
++)
614 list
[k
++] = 2 * (j
*w
+i
); /* vertical positions */
615 for (j
= 0; j
< h
; j
++)
616 for (i
= 0; i
< w
-1; i
++)
617 list
[k
++] = 2 * (j
*w
+i
) + 1; /* horizontal positions */
618 assert(k
== 2*wh
- h
- w
);
623 shuffle(list
, k
, sizeof(*list
), rs
);
626 * Work down the shuffled list, placing a domino everywhere
629 for (i
= 0; i
< k
; i
++) {
634 xy2
= xy
+ (horiz ?
1 : w
);
636 if (grid
[xy
] == xy
&& grid
[xy2
] == xy2
) {
638 * We can place this domino. Do so.
645 #ifdef GENERATION_DIAGNOSTICS
646 printf("generated initial layout\n");
650 * Now we've placed as many dominoes as we can immediately
651 * manage. There will be squares remaining, but they'll be
652 * singletons. So loop round and deal with the singletons
656 #ifdef GENERATION_DIAGNOSTICS
657 for (j
= 0; j
< h
; j
++) {
658 for (i
= 0; i
< w
; i
++) {
661 int c
= (v
== xy
+1 ?
'[' : v
== xy
-1 ?
']' :
662 v
== xy
+w ?
'n' : v
== xy
-w ?
'U' : '.');
673 * First find a singleton square.
675 * Then breadth-first search out from the starting
676 * square. From that square (and any others we reach on
677 * the way), examine all four neighbours of the square.
678 * If one is an end of a domino, we move to the _other_
679 * end of that domino before looking at neighbours
680 * again. When we encounter another singleton on this
683 * This will give us a path of adjacent squares such
684 * that all but the two ends are covered in dominoes.
685 * So we can now shuffle every domino on the path up by
688 * (Chessboard colours are mathematically important
689 * here: we always end up pairing each singleton with a
690 * singleton of the other colour. However, we never
691 * have to track this manually, since it's
692 * automatically taken care of by the fact that we
693 * always make an even number of orthogonal moves.)
695 for (i
= 0; i
< wh
; i
++)
699 break; /* no more singletons; we're done. */
701 #ifdef GENERATION_DIAGNOSTICS
702 printf("starting b.f.s. at singleton %d\n", i
);
705 * Set grid2 to -1 everywhere. It will hold our
706 * distance-from-start values, and also our
707 * backtracking data, during the b.f.s.
709 for (j
= 0; j
< wh
; j
++)
711 grid2
[i
] = 0; /* starting square has distance zero */
714 * Start our to-do list of squares. It'll live in
715 * `list'; since the b.f.s can cover every square at
716 * most once there is no need for it to be circular.
717 * We'll just have two counters tracking the end of the
718 * list and the squares we've already dealt with.
725 * Now begin the b.f.s. loop.
727 while (done
< todo
) {
732 #ifdef GENERATION_DIAGNOSTICS
733 printf("b.f.s. iteration from %d\n", i
);
747 * To avoid directional bias, process the
748 * neighbours of this square in a random order.
750 shuffle(d
, nd
, sizeof(*d
), rs
);
752 for (j
= 0; j
< nd
; j
++) {
755 #ifdef GENERATION_DIAGNOSTICS
756 printf("found neighbouring singleton %d\n", k
);
759 break; /* found a target singleton! */
763 * We're moving through a domino here, so we
764 * have two entries in grid2 to fill with
765 * useful data. In grid[k] - the square
766 * adjacent to where we came from - I'm going
767 * to put the address _of_ the square we came
768 * from. In the other end of the domino - the
769 * square from which we will continue the
770 * search - I'm going to put the distance.
774 if (grid2
[m
] < 0 || grid2
[m
] > grid2
[i
]+1) {
775 #ifdef GENERATION_DIAGNOSTICS
776 printf("found neighbouring domino %d/%d\n", k
, m
);
778 grid2
[m
] = grid2
[i
]+1;
781 * And since we've now visited a new
782 * domino, add m to the to-do list.
791 #ifdef GENERATION_DIAGNOSTICS
792 printf("terminating b.f.s. loop, i = %d\n", i
);
797 i
= -1; /* just in case the loop terminates */
801 * We expect this b.f.s. to have found us a target
807 * Now we can follow the trail back to our starting
808 * singleton, re-laying dominoes as we go.
812 assert(j
>= 0 && j
< wh
);
817 #ifdef GENERATION_DIAGNOSTICS
818 printf("filling in domino %d/%d (next %d)\n", i
, j
, k
);
821 break; /* we've reached the other singleton */
824 #ifdef GENERATION_DIAGNOSTICS
825 printf("fixup path completed\n");
830 * Now we have a complete layout covering the whole
831 * rectangle with dominoes. So shuffle the actual domino
832 * values and fill the rectangle with numbers.
835 for (i
= 0; i
<= params
->n
; i
++)
836 for (j
= 0; j
<= i
; j
++) {
840 shuffle(list
, k
/2, 2*sizeof(*list
), rs
);
842 for (i
= 0; i
< wh
; i
++)
844 /* Optionally flip the domino round. */
847 if (params
->unique
) {
850 * If we're after a unique solution, we can do
851 * something here to improve the chances. If
852 * we're placing a domino so that it forms a
853 * 2x2 rectangle with one we've already placed,
854 * and if that domino and this one share a
855 * number, we can try not to put them so that
856 * the identical numbers are diagonally
857 * separated, because that automatically causes
868 if (t2
== t1
+ w
) { /* this domino is vertical */
869 if (t1
% w
> 0 &&/* and not on the left hand edge */
870 grid
[t1
-1] == t2
-1 &&/* alongside one to left */
871 (grid2
[t1
-1] == list
[j
] || /* and has a number */
872 grid2
[t1
-1] == list
[j
+1] || /* in common */
873 grid2
[t2
-1] == list
[j
] ||
874 grid2
[t2
-1] == list
[j
+1])) {
875 if (grid2
[t1
-1] == list
[j
] ||
876 grid2
[t2
-1] == list
[j
+1])
881 } else { /* this domino is horizontal */
882 if (t1
/ w
> 0 &&/* and not on the top edge */
883 grid
[t1
-w
] == t2
-w
&&/* alongside one above */
884 (grid2
[t1
-w
] == list
[j
] || /* and has a number */
885 grid2
[t1
-w
] == list
[j
+1] || /* in common */
886 grid2
[t2
-w
] == list
[j
] ||
887 grid2
[t2
-w
] == list
[j
+1])) {
888 if (grid2
[t1
-w
] == list
[j
] ||
889 grid2
[t2
-w
] == list
[j
+1])
898 flip
= random_upto(rs
, 2);
900 grid2
[i
] = list
[j
+ flip
];
901 grid2
[grid
[i
]] = list
[j
+ 1 - flip
];
905 } while (params
->unique
&& solver(w
, h
, n
, grid2
, NULL
) > 1);
907 #ifdef GENERATION_DIAGNOSTICS
908 for (j
= 0; j
< h
; j
++) {
909 for (i
= 0; i
< w
; i
++) {
910 putchar('0' + grid2
[j
*w
+i
]);
918 * Encode the resulting game state.
920 * Our encoding is a string of digits. Any number greater than
921 * 9 is represented by a decimal integer within square
922 * brackets. We know there are n+2 of every number (it's paired
923 * with each number from 0 to n inclusive, and one of those is
924 * itself so that adds another occurrence), so we can work out
925 * the string length in advance.
929 * To work out the total length of the decimal encodings of all
930 * the numbers from 0 to n inclusive:
931 * - every number has a units digit; total is n+1.
932 * - all numbers above 9 have a tens digit; total is max(n+1-10,0).
933 * - all numbers above 99 have a hundreds digit; total is max(n+1-100,0).
937 for (i
= 10; i
<= n
; i
*= 10)
938 len
+= max(n
+ 1 - i
, 0);
939 /* Now add two square brackets for each number above 9. */
940 len
+= 2 * max(n
+ 1 - 10, 0);
941 /* And multiply by n+2 for the repeated occurrences of each number. */
945 * Now actually encode the string.
947 ret
= snewn(len
+1, char);
949 for (i
= 0; i
< wh
; i
++) {
954 j
+= sprintf(ret
+j
, "[%d]", k
);
961 * Encode the solved state as an aux_info.
964 char *auxinfo
= snewn(wh
+1, char);
966 for (i
= 0; i
< wh
; i
++) {
968 auxinfo
[i
] = (v
== i
+1 ?
'L' : v
== i
-1 ?
'R' :
969 v
== i
+w ?
'T' : v
== i
-w ?
'B' : '.');
983 static char *validate_desc(game_params
*params
, char *desc
)
985 int n
= params
->n
, w
= n
+2, h
= n
+1, wh
= w
*h
;
991 occurrences
= snewn(n
+1, int);
992 for (i
= 0; i
<= n
; i
++)
995 for (i
= 0; i
< wh
; i
++) {
997 ret
= ret ? ret
: "Game description is too short";
999 if (*desc
>= '0' && *desc
<= '9')
1001 else if (*desc
== '[') {
1004 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
1006 ret
= ret ? ret
: "Missing ']' in game description";
1011 ret
= ret ? ret
: "Invalid syntax in game description";
1014 ret
= ret ? ret
: "Number out of range in game description";
1021 ret
= ret ? ret
: "Game description is too long";
1024 for (i
= 0; i
<= n
; i
++)
1025 if (occurrences
[i
] != n
+2)
1026 ret
= "Incorrect number balance in game description";
1034 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1036 int n
= params
->n
, w
= n
+2, h
= n
+1, wh
= w
*h
;
1037 game_state
*state
= snew(game_state
);
1040 state
->params
= *params
;
1044 state
->grid
= snewn(wh
, int);
1045 for (i
= 0; i
< wh
; i
++)
1048 state
->edges
= snewn(wh
, unsigned short);
1049 for (i
= 0; i
< wh
; i
++)
1050 state
->edges
[i
] = 0;
1052 state
->numbers
= snew(struct game_numbers
);
1053 state
->numbers
->refcount
= 1;
1054 state
->numbers
->numbers
= snewn(wh
, int);
1056 for (i
= 0; i
< wh
; i
++) {
1058 if (*desc
>= '0' && *desc
<= '9')
1061 assert(*desc
== '[');
1064 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
1065 assert(*desc
== ']');
1068 assert(j
>= 0 && j
<= n
);
1069 state
->numbers
->numbers
[i
] = j
;
1072 state
->completed
= state
->cheated
= FALSE
;
1077 static game_state
*dup_game(game_state
*state
)
1079 int n
= state
->params
.n
, w
= n
+2, h
= n
+1, wh
= w
*h
;
1080 game_state
*ret
= snew(game_state
);
1082 ret
->params
= state
->params
;
1085 ret
->grid
= snewn(wh
, int);
1086 memcpy(ret
->grid
, state
->grid
, wh
* sizeof(int));
1087 ret
->edges
= snewn(wh
, unsigned short);
1088 memcpy(ret
->edges
, state
->edges
, wh
* sizeof(unsigned short));
1089 ret
->numbers
= state
->numbers
;
1090 ret
->numbers
->refcount
++;
1091 ret
->completed
= state
->completed
;
1092 ret
->cheated
= state
->cheated
;
1097 static void free_game(game_state
*state
)
1100 sfree(state
->edges
);
1101 if (--state
->numbers
->refcount
<= 0) {
1102 sfree(state
->numbers
->numbers
);
1103 sfree(state
->numbers
);
1108 static char *solve_game(game_state
*state
, game_state
*currstate
,
1109 char *aux
, char **error
)
1111 int n
= state
->params
.n
, w
= n
+2, h
= n
+1, wh
= w
*h
;
1114 int retlen
, retsize
;
1121 ret
= snewn(retsize
, char);
1122 retlen
= sprintf(ret
, "S");
1124 for (i
= 0; i
< wh
; i
++) {
1126 extra
= sprintf(buf
, ";D%d,%d", i
, i
+1);
1127 else if (aux
[i
] == 'T')
1128 extra
= sprintf(buf
, ";D%d,%d", i
, i
+w
);
1132 if (retlen
+ extra
+ 1 >= retsize
) {
1133 retsize
= retlen
+ extra
+ 256;
1134 ret
= sresize(ret
, retsize
, char);
1136 strcpy(ret
+ retlen
, buf
);
1142 placements
= snewn(wh
*2, int);
1143 for (i
= 0; i
< wh
*2; i
++)
1145 solver(w
, h
, n
, state
->numbers
->numbers
, placements
);
1148 * First make a pass putting in edges for -1, then make a pass
1149 * putting in dominoes for +1.
1152 ret
= snewn(retsize
, char);
1153 retlen
= sprintf(ret
, "S");
1155 for (v
= -1; v
<= +1; v
+= 2)
1156 for (i
= 0; i
< wh
*2; i
++)
1157 if (placements
[i
] == v
) {
1159 int p2
= (i
& 1) ? p1
+1 : p1
+w
;
1161 extra
= sprintf(buf
, ";%c%d,%d",
1162 (int)(v
==-1 ?
'E' : 'D'), p1
, p2
);
1164 if (retlen
+ extra
+ 1 >= retsize
) {
1165 retsize
= retlen
+ extra
+ 256;
1166 ret
= sresize(ret
, retsize
, char);
1168 strcpy(ret
+ retlen
, buf
);
1178 static int game_can_format_as_text_now(game_params
*params
)
1183 static char *game_text_format(game_state
*state
)
1188 static game_ui
*new_ui(game_state
*state
)
1193 static void free_ui(game_ui
*ui
)
1197 static char *encode_ui(game_ui
*ui
)
1202 static void decode_ui(game_ui
*ui
, char *encoding
)
1206 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1207 game_state
*newstate
)
1211 #define PREFERRED_TILESIZE 32
1212 #define TILESIZE (ds->tilesize)
1213 #define BORDER (TILESIZE * 3 / 4)
1214 #define DOMINO_GUTTER (TILESIZE / 16)
1215 #define DOMINO_RADIUS (TILESIZE / 8)
1216 #define DOMINO_COFFSET (DOMINO_GUTTER + DOMINO_RADIUS)
1218 #define COORD(x) ( (x) * TILESIZE + BORDER )
1219 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1221 struct game_drawstate
{
1224 unsigned long *visible
;
1227 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1228 int x
, int y
, int button
)
1230 int w
= state
->w
, h
= state
->h
;
1234 * A left-click between two numbers toggles a domino covering
1235 * them. A right-click toggles an edge.
1237 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1238 int tx
= FROMCOORD(x
), ty
= FROMCOORD(y
), t
= ty
*w
+tx
;
1242 if (tx
< 0 || tx
>= w
|| ty
< 0 || ty
>= h
)
1246 * Now we know which square the click was in, decide which
1247 * edge of the square it was closest to.
1249 dx
= 2 * (x
- COORD(tx
)) - TILESIZE
;
1250 dy
= 2 * (y
- COORD(ty
)) - TILESIZE
;
1252 if (abs(dx
) > abs(dy
) && dx
< 0 && tx
> 0)
1253 d1
= t
- 1, d2
= t
; /* clicked in right side of domino */
1254 else if (abs(dx
) > abs(dy
) && dx
> 0 && tx
+1 < w
)
1255 d1
= t
, d2
= t
+ 1; /* clicked in left side of domino */
1256 else if (abs(dy
) > abs(dx
) && dy
< 0 && ty
> 0)
1257 d1
= t
- w
, d2
= t
; /* clicked in bottom half of domino */
1258 else if (abs(dy
) > abs(dx
) && dy
> 0 && ty
+1 < h
)
1259 d1
= t
, d2
= t
+ w
; /* clicked in top half of domino */
1264 * We can't mark an edge next to any domino.
1266 if (button
== RIGHT_BUTTON
&&
1267 (state
->grid
[d1
] != d1
|| state
->grid
[d2
] != d2
))
1270 sprintf(buf
, "%c%d,%d", (int)(button
== RIGHT_BUTTON ?
'E' : 'D'), d1
, d2
);
1277 static game_state
*execute_move(game_state
*state
, char *move
)
1279 int n
= state
->params
.n
, w
= n
+2, h
= n
+1, wh
= w
*h
;
1281 game_state
*ret
= dup_game(state
);
1284 if (move
[0] == 'S') {
1287 ret
->cheated
= TRUE
;
1290 * Clear the existing edges and domino placements. We
1291 * expect the S to be followed by other commands.
1293 for (i
= 0; i
< wh
; i
++) {
1298 } else if (move
[0] == 'D' &&
1299 sscanf(move
+1, "%d,%d%n", &d1
, &d2
, &p
) == 2 &&
1300 d1
>= 0 && d1
< wh
&& d2
>= 0 && d2
< wh
&& d1
< d2
) {
1303 * Toggle domino presence between d1 and d2.
1305 if (ret
->grid
[d1
] == d2
) {
1306 assert(ret
->grid
[d2
] == d1
);
1311 * Erase any dominoes that might overlap the new one.
1320 * Place the new one.
1326 * Destroy any edges lurking around it.
1328 if (ret
->edges
[d1
] & EDGE_L
) {
1329 assert(d1
- 1 >= 0);
1330 ret
->edges
[d1
- 1] &= ~EDGE_R
;
1332 if (ret
->edges
[d1
] & EDGE_R
) {
1333 assert(d1
+ 1 < wh
);
1334 ret
->edges
[d1
+ 1] &= ~EDGE_L
;
1336 if (ret
->edges
[d1
] & EDGE_T
) {
1337 assert(d1
- w
>= 0);
1338 ret
->edges
[d1
- w
] &= ~EDGE_B
;
1340 if (ret
->edges
[d1
] & EDGE_B
) {
1341 assert(d1
+ 1 < wh
);
1342 ret
->edges
[d1
+ w
] &= ~EDGE_T
;
1345 if (ret
->edges
[d2
] & EDGE_L
) {
1346 assert(d2
- 1 >= 0);
1347 ret
->edges
[d2
- 1] &= ~EDGE_R
;
1349 if (ret
->edges
[d2
] & EDGE_R
) {
1350 assert(d2
+ 1 < wh
);
1351 ret
->edges
[d2
+ 1] &= ~EDGE_L
;
1353 if (ret
->edges
[d2
] & EDGE_T
) {
1354 assert(d2
- w
>= 0);
1355 ret
->edges
[d2
- w
] &= ~EDGE_B
;
1357 if (ret
->edges
[d2
] & EDGE_B
) {
1358 assert(d2
+ 1 < wh
);
1359 ret
->edges
[d2
+ w
] &= ~EDGE_T
;
1365 } else if (move
[0] == 'E' &&
1366 sscanf(move
+1, "%d,%d%n", &d1
, &d2
, &p
) == 2 &&
1367 d1
>= 0 && d1
< wh
&& d2
>= 0 && d2
< wh
&& d1
< d2
&&
1368 ret
->grid
[d1
] == d1
&& ret
->grid
[d2
] == d2
) {
1371 * Toggle edge presence between d1 and d2.
1374 ret
->edges
[d1
] ^= EDGE_R
;
1375 ret
->edges
[d2
] ^= EDGE_L
;
1377 ret
->edges
[d1
] ^= EDGE_B
;
1378 ret
->edges
[d2
] ^= EDGE_T
;
1397 * After modifying the grid, check completion.
1399 if (!ret
->completed
) {
1401 unsigned char *used
= snewn(TRI(n
+1), unsigned char);
1403 memset(used
, 0, TRI(n
+1));
1404 for (i
= 0; i
< wh
; i
++)
1405 if (ret
->grid
[i
] > i
) {
1408 n1
= ret
->numbers
->numbers
[i
];
1409 n2
= ret
->numbers
->numbers
[ret
->grid
[i
]];
1411 di
= DINDEX(n1
, n2
);
1412 assert(di
>= 0 && di
< TRI(n
+1));
1421 if (ok
== DCOUNT(n
))
1422 ret
->completed
= TRUE
;
1428 /* ----------------------------------------------------------------------
1432 static void game_compute_size(game_params
*params
, int tilesize
,
1435 int n
= params
->n
, w
= n
+2, h
= n
+1;
1437 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1438 struct { int tilesize
; } ads
, *ds
= &ads
;
1439 ads
.tilesize
= tilesize
;
1441 *x
= w
* TILESIZE
+ 2*BORDER
;
1442 *y
= h
* TILESIZE
+ 2*BORDER
;
1445 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1446 game_params
*params
, int tilesize
)
1448 ds
->tilesize
= tilesize
;
1451 static float *game_colours(frontend
*fe
, int *ncolours
)
1453 float *ret
= snewn(3 * NCOLOURS
, float);
1455 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1457 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
1458 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
1459 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
1461 ret
[COL_DOMINO
* 3 + 0] = 0.0F
;
1462 ret
[COL_DOMINO
* 3 + 1] = 0.0F
;
1463 ret
[COL_DOMINO
* 3 + 2] = 0.0F
;
1465 ret
[COL_DOMINOCLASH
* 3 + 0] = 0.5F
;
1466 ret
[COL_DOMINOCLASH
* 3 + 1] = 0.0F
;
1467 ret
[COL_DOMINOCLASH
* 3 + 2] = 0.0F
;
1469 ret
[COL_DOMINOTEXT
* 3 + 0] = 1.0F
;
1470 ret
[COL_DOMINOTEXT
* 3 + 1] = 1.0F
;
1471 ret
[COL_DOMINOTEXT
* 3 + 2] = 1.0F
;
1473 ret
[COL_EDGE
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2 / 3;
1474 ret
[COL_EDGE
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2 / 3;
1475 ret
[COL_EDGE
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2 / 3;
1477 *ncolours
= NCOLOURS
;
1481 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1483 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1486 ds
->started
= FALSE
;
1489 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned long);
1490 ds
->tilesize
= 0; /* not decided yet */
1491 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
1492 ds
->visible
[i
] = 0xFFFF;
1497 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1512 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
1513 int x
, int y
, int type
)
1515 int w
= state
->w
/*, h = state->h */;
1516 int cx
= COORD(x
), cy
= COORD(y
);
1521 draw_rect(dr
, cx
, cy
, TILESIZE
, TILESIZE
, COL_BACKGROUND
);
1523 flags
= type
&~ TYPE_MASK
;
1526 if (type
!= TYPE_BLANK
) {
1530 * Draw one end of a domino. This is composed of:
1532 * - two filled circles (rounded corners)
1534 * - a slight shift in the number
1538 bg
= COL_DOMINOCLASH
;
1541 nc
= COL_DOMINOTEXT
;
1549 if (type
== TYPE_L
|| type
== TYPE_T
)
1550 draw_circle(dr
, cx
+DOMINO_COFFSET
, cy
+DOMINO_COFFSET
,
1551 DOMINO_RADIUS
, bg
, bg
);
1552 if (type
== TYPE_R
|| type
== TYPE_T
)
1553 draw_circle(dr
, cx
+TILESIZE
-1-DOMINO_COFFSET
, cy
+DOMINO_COFFSET
,
1554 DOMINO_RADIUS
, bg
, bg
);
1555 if (type
== TYPE_L
|| type
== TYPE_B
)
1556 draw_circle(dr
, cx
+DOMINO_COFFSET
, cy
+TILESIZE
-1-DOMINO_COFFSET
,
1557 DOMINO_RADIUS
, bg
, bg
);
1558 if (type
== TYPE_R
|| type
== TYPE_B
)
1559 draw_circle(dr
, cx
+TILESIZE
-1-DOMINO_COFFSET
,
1560 cy
+TILESIZE
-1-DOMINO_COFFSET
,
1561 DOMINO_RADIUS
, bg
, bg
);
1563 for (i
= 0; i
< 2; i
++) {
1566 x1
= cx
+ (i ? DOMINO_GUTTER
: DOMINO_COFFSET
);
1567 y1
= cy
+ (i ? DOMINO_COFFSET
: DOMINO_GUTTER
);
1568 x2
= cx
+ TILESIZE
-1 - (i ? DOMINO_GUTTER
: DOMINO_COFFSET
);
1569 y2
= cy
+ TILESIZE
-1 - (i ? DOMINO_COFFSET
: DOMINO_GUTTER
);
1571 x2
= cx
+ TILESIZE
+ TILESIZE
/16;
1572 else if (type
== TYPE_R
)
1573 x1
= cx
- TILESIZE
/16;
1574 else if (type
== TYPE_T
)
1575 y2
= cy
+ TILESIZE
+ TILESIZE
/16;
1576 else if (type
== TYPE_B
)
1577 y1
= cy
- TILESIZE
/16;
1579 draw_rect(dr
, x1
, y1
, x2
-x1
+1, y2
-y1
+1, bg
);
1583 draw_rect(dr
, cx
+DOMINO_GUTTER
, cy
,
1584 TILESIZE
-2*DOMINO_GUTTER
, 1, COL_EDGE
);
1586 draw_rect(dr
, cx
+DOMINO_GUTTER
, cy
+TILESIZE
-1,
1587 TILESIZE
-2*DOMINO_GUTTER
, 1, COL_EDGE
);
1589 draw_rect(dr
, cx
, cy
+DOMINO_GUTTER
,
1590 1, TILESIZE
-2*DOMINO_GUTTER
, COL_EDGE
);
1592 draw_rect(dr
, cx
+TILESIZE
-1, cy
+DOMINO_GUTTER
,
1593 1, TILESIZE
-2*DOMINO_GUTTER
, COL_EDGE
);
1597 sprintf(str
, "%d", state
->numbers
->numbers
[y
*w
+x
]);
1598 draw_text(dr
, cx
+TILESIZE
/2, cy
+TILESIZE
/2, FONT_VARIABLE
, TILESIZE
/2,
1599 ALIGN_HCENTRE
| ALIGN_VCENTRE
, nc
, str
);
1601 draw_update(dr
, cx
, cy
, TILESIZE
, TILESIZE
);
1604 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1605 game_state
*state
, int dir
, game_ui
*ui
,
1606 float animtime
, float flashtime
)
1608 int n
= state
->params
.n
, w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1610 unsigned char *used
;
1614 game_compute_size(&state
->params
, TILESIZE
, &pw
, &ph
);
1615 draw_rect(dr
, 0, 0, pw
, ph
, COL_BACKGROUND
);
1616 draw_update(dr
, 0, 0, pw
, ph
);
1621 * See how many dominoes of each type there are, so we can
1622 * highlight clashes in red.
1624 used
= snewn(TRI(n
+1), unsigned char);
1625 memset(used
, 0, TRI(n
+1));
1626 for (i
= 0; i
< wh
; i
++)
1627 if (state
->grid
[i
] > i
) {
1630 n1
= state
->numbers
->numbers
[i
];
1631 n2
= state
->numbers
->numbers
[state
->grid
[i
]];
1633 di
= DINDEX(n1
, n2
);
1634 assert(di
>= 0 && di
< TRI(n
+1));
1640 for (y
= 0; y
< h
; y
++)
1641 for (x
= 0; x
< w
; x
++) {
1646 if (state
->grid
[n
] == n
-1)
1648 else if (state
->grid
[n
] == n
+1)
1650 else if (state
->grid
[n
] == n
-w
)
1652 else if (state
->grid
[n
] == n
+w
)
1657 if (c
!= TYPE_BLANK
) {
1658 n1
= state
->numbers
->numbers
[n
];
1659 n2
= state
->numbers
->numbers
[state
->grid
[n
]];
1660 di
= DINDEX(n1
, n2
);
1662 c
|= 0x80; /* highlight a clash */
1664 c
|= state
->edges
[n
];
1668 c
|= 0x40; /* we're flashing */
1670 if (ds
->visible
[n
] != c
) {
1671 draw_tile(dr
, ds
, state
, x
, y
, c
);
1679 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1680 int dir
, game_ui
*ui
)
1685 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1686 int dir
, game_ui
*ui
)
1688 if (!oldstate
->completed
&& newstate
->completed
&&
1689 !oldstate
->cheated
&& !newstate
->cheated
)
1694 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1699 static void game_print_size(game_params
*params
, float *x
, float *y
)
1704 * I'll use 6mm squares by default.
1706 game_compute_size(params
, 600, &pw
, &ph
);
1711 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1713 int w
= state
->w
, h
= state
->h
;
1716 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1717 game_drawstate ads
, *ds
= &ads
;
1718 game_set_size(dr
, ds
, NULL
, tilesize
);
1720 c
= print_mono_colour(dr
, 1); assert(c
== COL_BACKGROUND
);
1721 c
= print_mono_colour(dr
, 0); assert(c
== COL_TEXT
);
1722 c
= print_mono_colour(dr
, 0); assert(c
== COL_DOMINO
);
1723 c
= print_mono_colour(dr
, 0); assert(c
== COL_DOMINOCLASH
);
1724 c
= print_mono_colour(dr
, 1); assert(c
== COL_DOMINOTEXT
);
1725 c
= print_mono_colour(dr
, 0); assert(c
== COL_EDGE
);
1727 for (y
= 0; y
< h
; y
++)
1728 for (x
= 0; x
< w
; x
++) {
1732 if (state
->grid
[n
] == n
-1)
1734 else if (state
->grid
[n
] == n
+1)
1736 else if (state
->grid
[n
] == n
-w
)
1738 else if (state
->grid
[n
] == n
+w
)
1743 draw_tile(dr
, ds
, state
, x
, y
, c
);
1748 #define thegame dominosa
1751 const struct game thegame
= {
1752 "Dominosa", "games.dominosa", "dominosa",
1759 TRUE
, game_configure
, custom_params
,
1767 FALSE
, game_can_format_as_text_now
, game_text_format
,
1775 PREFERRED_TILESIZE
, game_compute_size
, game_set_size
,
1778 game_free_drawstate
,
1782 TRUE
, FALSE
, game_print_size
, game_print
,
1783 FALSE
, /* wants_statusbar */
1784 FALSE
, game_timing_state
,