X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/963efbc869e8c8c80ff8bd0ad1bbd443739115e0..68b183b5bab0947e931246a6c9a245151f862f4e:/dominosa.c diff --git a/dominosa.c b/dominosa.c index 7e938bb..68422b7 100644 --- a/dominosa.c +++ b/dominosa.c @@ -109,8 +109,12 @@ 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; } @@ -546,7 +550,7 @@ static char *new_game_desc(game_params *params, random_state *rs, { 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 +590,7 @@ 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 @@ -1027,7 +797,7 @@ static char *validate_desc(game_params *params, char *desc) return ret; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, game_params *params, char *desc) { int n = params->n, w = n+2, h = n+1, wh = w*h; game_state *state = snew(game_state); @@ -1171,6 +941,11 @@ static char *solve_game(game_state *state, game_state *currstate, return ret; } +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + static char *game_text_format(game_state *state) { return NULL; @@ -1433,13 +1208,13 @@ static void game_compute_size(game_params *params, int tilesize, *y = h * TILESIZE + 2*BORDER; } -static void game_set_size(game_drawstate *ds, game_params *params, - int tilesize) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) { ds->tilesize = tilesize; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -1469,7 +1244,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) return ret; } -static game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int i; @@ -1485,7 +1260,7 @@ static game_drawstate *game_new_drawstate(game_state *state) return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->visible); sfree(ds); @@ -1500,7 +1275,7 @@ enum { TYPE_MASK = 0x0F }; -static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, +static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, int x, int y, int type) { int w = state->w /*, h = state->h */; @@ -1509,7 +1284,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, char str[80]; int flags; - draw_rect(fe, cx, cy, TILESIZE, TILESIZE, COL_BACKGROUND); + draw_rect(dr, cx, cy, TILESIZE, TILESIZE, COL_BACKGROUND); flags = type &~ TYPE_MASK; type &= TYPE_MASK; @@ -1538,16 +1313,16 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, } if (type == TYPE_L || type == TYPE_T) - draw_circle(fe, cx+DOMINO_COFFSET, cy+DOMINO_COFFSET, + draw_circle(dr, cx+DOMINO_COFFSET, cy+DOMINO_COFFSET, DOMINO_RADIUS, bg, bg); if (type == TYPE_R || type == TYPE_T) - draw_circle(fe, cx+TILESIZE-1-DOMINO_COFFSET, cy+DOMINO_COFFSET, + draw_circle(dr, cx+TILESIZE-1-DOMINO_COFFSET, cy+DOMINO_COFFSET, DOMINO_RADIUS, bg, bg); if (type == TYPE_L || type == TYPE_B) - draw_circle(fe, cx+DOMINO_COFFSET, cy+TILESIZE-1-DOMINO_COFFSET, + draw_circle(dr, cx+DOMINO_COFFSET, cy+TILESIZE-1-DOMINO_COFFSET, DOMINO_RADIUS, bg, bg); if (type == TYPE_R || type == TYPE_B) - draw_circle(fe, cx+TILESIZE-1-DOMINO_COFFSET, + draw_circle(dr, cx+TILESIZE-1-DOMINO_COFFSET, cy+TILESIZE-1-DOMINO_COFFSET, DOMINO_RADIUS, bg, bg); @@ -1559,40 +1334,40 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, x2 = cx + TILESIZE-1 - (i ? DOMINO_GUTTER : DOMINO_COFFSET); y2 = cy + TILESIZE-1 - (i ? DOMINO_COFFSET : DOMINO_GUTTER); if (type == TYPE_L) - x2 = cx + TILESIZE-1; + x2 = cx + TILESIZE + TILESIZE/16; else if (type == TYPE_R) - x1 = cx; + x1 = cx - TILESIZE/16; else if (type == TYPE_T) - y2 = cy + TILESIZE-1; + y2 = cy + TILESIZE + TILESIZE/16; else if (type == TYPE_B) - y1 = cy; + y1 = cy - TILESIZE/16; - draw_rect(fe, x1, y1, x2-x1+1, y2-y1+1, bg); + draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg); } } else { if (flags & EDGE_T) - draw_rect(fe, cx+DOMINO_GUTTER, cy, + draw_rect(dr, cx+DOMINO_GUTTER, cy, TILESIZE-2*DOMINO_GUTTER, 1, COL_EDGE); if (flags & EDGE_B) - draw_rect(fe, cx+DOMINO_GUTTER, cy+TILESIZE-1, + draw_rect(dr, cx+DOMINO_GUTTER, cy+TILESIZE-1, TILESIZE-2*DOMINO_GUTTER, 1, COL_EDGE); if (flags & EDGE_L) - draw_rect(fe, cx, cy+DOMINO_GUTTER, + draw_rect(dr, cx, cy+DOMINO_GUTTER, 1, TILESIZE-2*DOMINO_GUTTER, COL_EDGE); if (flags & EDGE_R) - draw_rect(fe, cx+TILESIZE-1, cy+DOMINO_GUTTER, + draw_rect(dr, cx+TILESIZE-1, cy+DOMINO_GUTTER, 1, TILESIZE-2*DOMINO_GUTTER, COL_EDGE); nc = COL_TEXT; } sprintf(str, "%d", state->numbers->numbers[y*w+x]); - draw_text(fe, cx+TILESIZE/2, cy+TILESIZE/2, FONT_VARIABLE, TILESIZE/2, + draw_text(dr, cx+TILESIZE/2, cy+TILESIZE/2, FONT_VARIABLE, TILESIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, nc, str); - draw_update(fe, cx, cy, TILESIZE, TILESIZE); + draw_update(dr, cx, cy, TILESIZE, TILESIZE); } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { @@ -1603,8 +1378,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (!ds->started) { int pw, ph; game_compute_size(&state->params, TILESIZE, &pw, &ph); - draw_rect(fe, 0, 0, pw, ph, COL_BACKGROUND); - draw_update(fe, 0, 0, pw, ph); + draw_rect(dr, 0, 0, pw, ph, COL_BACKGROUND); + draw_update(dr, 0, 0, pw, ph); ds->started = TRUE; } @@ -1659,7 +1434,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, c |= 0x40; /* we're flashing */ if (ds->visible[n] != c) { - draw_tile(fe, ds, state, x, y, c); + draw_tile(dr, ds, state, x, y, c); ds->visible[n] = c; } } @@ -1682,14 +1457,57 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_timing_state(game_state *state, game_ui *ui) { - return FALSE; + return TRUE; } -static int game_timing_state(game_state *state, game_ui *ui) +static void game_print_size(game_params *params, float *x, float *y) { - return TRUE; + int pw, ph; + + /* + * I'll use 6mm squares by default. + */ + game_compute_size(params, 600, &pw, &ph); + *x = pw / 100.0F; + *y = ph / 100.0F; +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ + int w = state->w, h = state->h; + int c, x, y; + + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + game_drawstate ads, *ds = &ads; + game_set_size(dr, ds, NULL, tilesize); + + c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND); + c = print_mono_colour(dr, 0); assert(c == COL_TEXT); + c = print_mono_colour(dr, 0); assert(c == COL_DOMINO); + c = print_mono_colour(dr, 0); assert(c == COL_DOMINOCLASH); + c = print_mono_colour(dr, 1); assert(c == COL_DOMINOTEXT); + c = print_mono_colour(dr, 0); assert(c == COL_EDGE); + + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) { + int n = y*w+x; + unsigned long c; + + if (state->grid[n] == n-1) + c = TYPE_R; + else if (state->grid[n] == n+1) + c = TYPE_L; + else if (state->grid[n] == n-w) + c = TYPE_B; + else if (state->grid[n] == n+w) + c = TYPE_T; + else + c = TYPE_BLANK; + + draw_tile(dr, ds, state, x, y, c); + } } #ifdef COMBINED @@ -1697,7 +1515,7 @@ static int game_timing_state(game_state *state, game_ui *ui) #endif const struct game thegame = { - "Dominosa", "games.dominosa", + "Dominosa", "games.dominosa", "dominosa", default_params, game_fetch_preset, decode_params, @@ -1712,7 +1530,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - FALSE, game_text_format, + FALSE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -1727,7 +1545,11 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + TRUE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ }; + +/* vim: set shiftwidth=4 :set textwidth=80: */ +