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;
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.
593 domino_layout_prealloc(w, h, rs, grid, grid2, list);
596 * Now we have a complete layout covering the whole
597 * rectangle with dominoes. So shuffle the actual domino
598 * values and fill the rectangle with numbers.
601 for (i = 0; i <= params->n; i++)
602 for (j = 0; j <= i; j++) {
606 shuffle(list, k/2, 2*sizeof(*list), rs);
608 for (i = 0; i < wh; i++)
610 /* Optionally flip the domino round. */
613 if (params->unique) {
616 * If we're after a unique solution, we can do
617 * something here to improve the chances. If
618 * we're placing a domino so that it forms a
619 * 2x2 rectangle with one we've already placed,
620 * and if that domino and this one share a
621 * number, we can try not to put them so that
622 * the identical numbers are diagonally
623 * separated, because that automatically causes
634 if (t2 == t1 + w) { /* this domino is vertical */
635 if (t1 % w > 0 &&/* and not on the left hand edge */
636 grid[t1-1] == t2-1 &&/* alongside one to left */
637 (grid2[t1-1] == list[j] || /* and has a number */
638 grid2[t1-1] == list[j+1] || /* in common */
639 grid2[t2-1] == list[j] ||
640 grid2[t2-1] == list[j+1])) {
641 if (grid2[t1-1] == list[j] ||
642 grid2[t2-1] == list[j+1])
647 } else { /* this domino is horizontal */
648 if (t1 / w > 0 &&/* and not on the top edge */
649 grid[t1-w] == t2-w &&/* alongside one above */
650 (grid2[t1-w] == list[j] || /* and has a number */
651 grid2[t1-w] == list[j+1] || /* in common */
652 grid2[t2-w] == list[j] ||
653 grid2[t2-w] == list[j+1])) {
654 if (grid2[t1-w] == list[j] ||
655 grid2[t2-w] == list[j+1])
664 flip = random_upto(rs, 2);
666 grid2[i] = list[j + flip];
667 grid2[grid[i]] = list[j + 1 - flip];
671 } while (params->unique && solver(w, h, n, grid2, NULL) > 1);
673 #ifdef GENERATION_DIAGNOSTICS
674 for (j = 0; j < h; j++) {
675 for (i = 0; i < w; i++) {
676 putchar('0' + grid2[j*w+i]);
684 * Encode the resulting game state.
686 * Our encoding is a string of digits. Any number greater than
687 * 9 is represented by a decimal integer within square
688 * brackets. We know there are n+2 of every number (it's paired
689 * with each number from 0 to n inclusive, and one of those is
690 * itself so that adds another occurrence), so we can work out
691 * the string length in advance.
695 * To work out the total length of the decimal encodings of all
696 * the numbers from 0 to n inclusive:
697 * - every number has a units digit; total is n+1.
698 * - all numbers above 9 have a tens digit; total is max(n+1-10,0).
699 * - all numbers above 99 have a hundreds digit; total is max(n+1-100,0).
703 for (i = 10; i <= n; i *= 10)
704 len += max(n + 1 - i, 0);
705 /* Now add two square brackets for each number above 9. */
706 len += 2 * max(n + 1 - 10, 0);
707 /* And multiply by n+2 for the repeated occurrences of each number. */
711 * Now actually encode the string.
713 ret = snewn(len+1, char);
715 for (i = 0; i < wh; i++) {
720 j += sprintf(ret+j, "[%d]", k);
727 * Encode the solved state as an aux_info.
730 char *auxinfo = snewn(wh+1, char);
732 for (i = 0; i < wh; i++) {
734 auxinfo[i] = (v == i+1 ? 'L' : v == i-1 ? 'R' :
735 v == i+w ? 'T' : v == i-w ? 'B' : '.');
749 static char *validate_desc(game_params *params, char *desc)
751 int n = params->n, w = n+2, h = n+1, wh = w*h;
757 occurrences = snewn(n+1, int);
758 for (i = 0; i <= n; i++)
761 for (i = 0; i < wh; i++) {
763 ret = ret ? ret : "Game description is too short";
765 if (*desc >= '0' && *desc <= '9')
767 else if (*desc == '[') {
770 while (*desc && isdigit((unsigned char)*desc)) desc++;
772 ret = ret ? ret : "Missing ']' in game description";
777 ret = ret ? ret : "Invalid syntax in game description";
780 ret = ret ? ret : "Number out of range in game description";
787 ret = ret ? ret : "Game description is too long";
790 for (i = 0; i <= n; i++)
791 if (occurrences[i] != n+2)
792 ret = "Incorrect number balance in game description";
800 static game_state *new_game(midend *me, game_params *params, char *desc)
802 int n = params->n, w = n+2, h = n+1, wh = w*h;
803 game_state *state = snew(game_state);
806 state->params = *params;
810 state->grid = snewn(wh, int);
811 for (i = 0; i < wh; i++)
814 state->edges = snewn(wh, unsigned short);
815 for (i = 0; i < wh; i++)
818 state->numbers = snew(struct game_numbers);
819 state->numbers->refcount = 1;
820 state->numbers->numbers = snewn(wh, int);
822 for (i = 0; i < wh; i++) {
824 if (*desc >= '0' && *desc <= '9')
827 assert(*desc == '[');
830 while (*desc && isdigit((unsigned char)*desc)) desc++;
831 assert(*desc == ']');
834 assert(j >= 0 && j <= n);
835 state->numbers->numbers[i] = j;
838 state->completed = state->cheated = FALSE;
843 static game_state *dup_game(game_state *state)
845 int n = state->params.n, w = n+2, h = n+1, wh = w*h;
846 game_state *ret = snew(game_state);
848 ret->params = state->params;
851 ret->grid = snewn(wh, int);
852 memcpy(ret->grid, state->grid, wh * sizeof(int));
853 ret->edges = snewn(wh, unsigned short);
854 memcpy(ret->edges, state->edges, wh * sizeof(unsigned short));
855 ret->numbers = state->numbers;
856 ret->numbers->refcount++;
857 ret->completed = state->completed;
858 ret->cheated = state->cheated;
863 static void free_game(game_state *state)
867 if (--state->numbers->refcount <= 0) {
868 sfree(state->numbers->numbers);
869 sfree(state->numbers);
874 static char *solve_game(game_state *state, game_state *currstate,
875 char *aux, char **error)
877 int n = state->params.n, w = n+2, h = n+1, wh = w*h;
887 ret = snewn(retsize, char);
888 retlen = sprintf(ret, "S");
890 for (i = 0; i < wh; i++) {
892 extra = sprintf(buf, ";D%d,%d", i, i+1);
893 else if (aux[i] == 'T')
894 extra = sprintf(buf, ";D%d,%d", i, i+w);
898 if (retlen + extra + 1 >= retsize) {
899 retsize = retlen + extra + 256;
900 ret = sresize(ret, retsize, char);
902 strcpy(ret + retlen, buf);
908 placements = snewn(wh*2, int);
909 for (i = 0; i < wh*2; i++)
911 solver(w, h, n, state->numbers->numbers, placements);
914 * First make a pass putting in edges for -1, then make a pass
915 * putting in dominoes for +1.
918 ret = snewn(retsize, char);
919 retlen = sprintf(ret, "S");
921 for (v = -1; v <= +1; v += 2)
922 for (i = 0; i < wh*2; i++)
923 if (placements[i] == v) {
925 int p2 = (i & 1) ? p1+1 : p1+w;
927 extra = sprintf(buf, ";%c%d,%d",
928 (int)(v==-1 ? 'E' : 'D'), p1, p2);
930 if (retlen + extra + 1 >= retsize) {
931 retsize = retlen + extra + 256;
932 ret = sresize(ret, retsize, char);
934 strcpy(ret + retlen, buf);
944 static int game_can_format_as_text_now(game_params *params)
949 static char *game_text_format(game_state *state)
955 int cur_x, cur_y, cur_visible;
958 static game_ui *new_ui(game_state *state)
960 game_ui *ui = snew(game_ui);
961 ui->cur_x = ui->cur_y = 0;
966 static void free_ui(game_ui *ui)
971 static char *encode_ui(game_ui *ui)
976 static void decode_ui(game_ui *ui, char *encoding)
980 static void game_changed_state(game_ui *ui, game_state *oldstate,
981 game_state *newstate)
983 if (!oldstate->completed && newstate->completed)
987 #define PREFERRED_TILESIZE 32
988 #define TILESIZE (ds->tilesize)
989 #define BORDER (TILESIZE * 3 / 4)
990 #define DOMINO_GUTTER (TILESIZE / 16)
991 #define DOMINO_RADIUS (TILESIZE / 8)
992 #define DOMINO_COFFSET (DOMINO_GUTTER + DOMINO_RADIUS)
993 #define CURSOR_RADIUS (TILESIZE / 4)
995 #define COORD(x) ( (x) * TILESIZE + BORDER )
996 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
998 struct game_drawstate {
1001 unsigned long *visible;
1004 static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
1005 int x, int y, int button)
1007 int w = state->w, h = state->h;
1011 * A left-click between two numbers toggles a domino covering
1012 * them. A right-click toggles an edge.
1014 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1015 int tx = FROMCOORD(x), ty = FROMCOORD(y), t = ty*w+tx;
1019 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
1023 * Now we know which square the click was in, decide which
1024 * edge of the square it was closest to.
1026 dx = 2 * (x - COORD(tx)) - TILESIZE;
1027 dy = 2 * (y - COORD(ty)) - TILESIZE;
1029 if (abs(dx) > abs(dy) && dx < 0 && tx > 0)
1030 d1 = t - 1, d2 = t; /* clicked in right side of domino */
1031 else if (abs(dx) > abs(dy) && dx > 0 && tx+1 < w)
1032 d1 = t, d2 = t + 1; /* clicked in left side of domino */
1033 else if (abs(dy) > abs(dx) && dy < 0 && ty > 0)
1034 d1 = t - w, d2 = t; /* clicked in bottom half of domino */
1035 else if (abs(dy) > abs(dx) && dy > 0 && ty+1 < h)
1036 d1 = t, d2 = t + w; /* clicked in top half of domino */
1041 * We can't mark an edge next to any domino.
1043 if (button == RIGHT_BUTTON &&
1044 (state->grid[d1] != d1 || state->grid[d2] != d2))
1047 ui->cur_visible = 0;
1048 sprintf(buf, "%c%d,%d", (int)(button == RIGHT_BUTTON ? 'E' : 'D'), d1, d2);
1050 } else if (IS_CURSOR_MOVE(button)) {
1051 ui->cur_visible = 1;
1053 move_cursor(button, &ui->cur_x, &ui->cur_y, 2*w-1, 2*h-1, 0);
1056 } else if (IS_CURSOR_SELECT(button)) {
1059 if (!((ui->cur_x ^ ui->cur_y) & 1))
1060 return NULL; /* must have exactly one dimension odd */
1061 d1 = (ui->cur_y / 2) * w + (ui->cur_x / 2);
1062 d2 = ((ui->cur_y+1) / 2) * w + ((ui->cur_x+1) / 2);
1065 * We can't mark an edge next to any domino.
1067 if (button == CURSOR_SELECT2 &&
1068 (state->grid[d1] != d1 || state->grid[d2] != d2))
1071 sprintf(buf, "%c%d,%d", (int)(button == CURSOR_SELECT2 ? 'E' : 'D'), d1, d2);
1078 static game_state *execute_move(game_state *state, char *move)
1080 int n = state->params.n, w = n+2, h = n+1, wh = w*h;
1082 game_state *ret = dup_game(state);
1085 if (move[0] == 'S') {
1088 ret->cheated = TRUE;
1091 * Clear the existing edges and domino placements. We
1092 * expect the S to be followed by other commands.
1094 for (i = 0; i < wh; i++) {
1099 } else if (move[0] == 'D' &&
1100 sscanf(move+1, "%d,%d%n", &d1, &d2, &p) == 2 &&
1101 d1 >= 0 && d1 < wh && d2 >= 0 && d2 < wh && d1 < d2) {
1104 * Toggle domino presence between d1 and d2.
1106 if (ret->grid[d1] == d2) {
1107 assert(ret->grid[d2] == d1);
1112 * Erase any dominoes that might overlap the new one.
1121 * Place the new one.
1127 * Destroy any edges lurking around it.
1129 if (ret->edges[d1] & EDGE_L) {
1130 assert(d1 - 1 >= 0);
1131 ret->edges[d1 - 1] &= ~EDGE_R;
1133 if (ret->edges[d1] & EDGE_R) {
1134 assert(d1 + 1 < wh);
1135 ret->edges[d1 + 1] &= ~EDGE_L;
1137 if (ret->edges[d1] & EDGE_T) {
1138 assert(d1 - w >= 0);
1139 ret->edges[d1 - w] &= ~EDGE_B;
1141 if (ret->edges[d1] & EDGE_B) {
1142 assert(d1 + 1 < wh);
1143 ret->edges[d1 + w] &= ~EDGE_T;
1146 if (ret->edges[d2] & EDGE_L) {
1147 assert(d2 - 1 >= 0);
1148 ret->edges[d2 - 1] &= ~EDGE_R;
1150 if (ret->edges[d2] & EDGE_R) {
1151 assert(d2 + 1 < wh);
1152 ret->edges[d2 + 1] &= ~EDGE_L;
1154 if (ret->edges[d2] & EDGE_T) {
1155 assert(d2 - w >= 0);
1156 ret->edges[d2 - w] &= ~EDGE_B;
1158 if (ret->edges[d2] & EDGE_B) {
1159 assert(d2 + 1 < wh);
1160 ret->edges[d2 + w] &= ~EDGE_T;
1166 } else if (move[0] == 'E' &&
1167 sscanf(move+1, "%d,%d%n", &d1, &d2, &p) == 2 &&
1168 d1 >= 0 && d1 < wh && d2 >= 0 && d2 < wh && d1 < d2 &&
1169 ret->grid[d1] == d1 && ret->grid[d2] == d2) {
1172 * Toggle edge presence between d1 and d2.
1175 ret->edges[d1] ^= EDGE_R;
1176 ret->edges[d2] ^= EDGE_L;
1178 ret->edges[d1] ^= EDGE_B;
1179 ret->edges[d2] ^= EDGE_T;
1198 * After modifying the grid, check completion.
1200 if (!ret->completed) {
1202 unsigned char *used = snewn(TRI(n+1), unsigned char);
1204 memset(used, 0, TRI(n+1));
1205 for (i = 0; i < wh; i++)
1206 if (ret->grid[i] > i) {
1209 n1 = ret->numbers->numbers[i];
1210 n2 = ret->numbers->numbers[ret->grid[i]];
1212 di = DINDEX(n1, n2);
1213 assert(di >= 0 && di < TRI(n+1));
1222 if (ok == DCOUNT(n))
1223 ret->completed = TRUE;
1229 /* ----------------------------------------------------------------------
1233 static void game_compute_size(game_params *params, int tilesize,
1236 int n = params->n, w = n+2, h = n+1;
1238 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1239 struct { int tilesize; } ads, *ds = &ads;
1240 ads.tilesize = tilesize;
1242 *x = w * TILESIZE + 2*BORDER;
1243 *y = h * TILESIZE + 2*BORDER;
1246 static void game_set_size(drawing *dr, game_drawstate *ds,
1247 game_params *params, int tilesize)
1249 ds->tilesize = tilesize;
1252 static float *game_colours(frontend *fe, int *ncolours)
1254 float *ret = snewn(3 * NCOLOURS, float);
1256 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1258 ret[COL_TEXT * 3 + 0] = 0.0F;
1259 ret[COL_TEXT * 3 + 1] = 0.0F;
1260 ret[COL_TEXT * 3 + 2] = 0.0F;
1262 ret[COL_DOMINO * 3 + 0] = 0.0F;
1263 ret[COL_DOMINO * 3 + 1] = 0.0F;
1264 ret[COL_DOMINO * 3 + 2] = 0.0F;
1266 ret[COL_DOMINOCLASH * 3 + 0] = 0.5F;
1267 ret[COL_DOMINOCLASH * 3 + 1] = 0.0F;
1268 ret[COL_DOMINOCLASH * 3 + 2] = 0.0F;
1270 ret[COL_DOMINOTEXT * 3 + 0] = 1.0F;
1271 ret[COL_DOMINOTEXT * 3 + 1] = 1.0F;
1272 ret[COL_DOMINOTEXT * 3 + 2] = 1.0F;
1274 ret[COL_EDGE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2 / 3;
1275 ret[COL_EDGE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2 / 3;
1276 ret[COL_EDGE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2 / 3;
1278 *ncolours = NCOLOURS;
1282 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1284 struct game_drawstate *ds = snew(struct game_drawstate);
1287 ds->started = FALSE;
1290 ds->visible = snewn(ds->w * ds->h, unsigned long);
1291 ds->tilesize = 0; /* not decided yet */
1292 for (i = 0; i < ds->w * ds->h; i++)
1293 ds->visible[i] = 0xFFFF;
1298 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1313 /* These flags must be disjoint with:
1314 * the above enum (TYPE_*) [0x000 -- 0x00F]
1315 * EDGE_* [0x100 -- 0xF00]
1316 * and must fit into an unsigned long (32 bits).
1318 #define DF_FLASH 0x40
1319 #define DF_CLASH 0x80
1321 #define DF_CURSOR 0x01000
1322 #define DF_CURSOR_USEFUL 0x02000
1323 #define DF_CURSOR_XBASE 0x10000
1324 #define DF_CURSOR_XMASK 0x30000
1325 #define DF_CURSOR_YBASE 0x40000
1326 #define DF_CURSOR_YMASK 0xC0000
1328 #define CEDGE_OFF (TILESIZE / 8)
1329 #define IS_EMPTY(s,x,y) ((s)->grid[(y)*(s)->w+(x)] == ((y)*(s)->w+(x)))
1331 static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
1332 int x, int y, int type)
1334 int w = state->w /*, h = state->h */;
1335 int cx = COORD(x), cy = COORD(y);
1340 clip(dr, cx, cy, TILESIZE, TILESIZE);
1341 draw_rect(dr, cx, cy, TILESIZE, TILESIZE, COL_BACKGROUND);
1343 flags = type &~ TYPE_MASK;
1346 if (type != TYPE_BLANK) {
1350 * Draw one end of a domino. This is composed of:
1352 * - two filled circles (rounded corners)
1354 * - a slight shift in the number
1357 if (flags & DF_CLASH)
1358 bg = COL_DOMINOCLASH;
1361 nc = COL_DOMINOTEXT;
1363 if (flags & DF_FLASH) {
1369 if (type == TYPE_L || type == TYPE_T)
1370 draw_circle(dr, cx+DOMINO_COFFSET, cy+DOMINO_COFFSET,
1371 DOMINO_RADIUS, bg, bg);
1372 if (type == TYPE_R || type == TYPE_T)
1373 draw_circle(dr, cx+TILESIZE-1-DOMINO_COFFSET, cy+DOMINO_COFFSET,
1374 DOMINO_RADIUS, bg, bg);
1375 if (type == TYPE_L || type == TYPE_B)
1376 draw_circle(dr, cx+DOMINO_COFFSET, cy+TILESIZE-1-DOMINO_COFFSET,
1377 DOMINO_RADIUS, bg, bg);
1378 if (type == TYPE_R || type == TYPE_B)
1379 draw_circle(dr, cx+TILESIZE-1-DOMINO_COFFSET,
1380 cy+TILESIZE-1-DOMINO_COFFSET,
1381 DOMINO_RADIUS, bg, bg);
1383 for (i = 0; i < 2; i++) {
1386 x1 = cx + (i ? DOMINO_GUTTER : DOMINO_COFFSET);
1387 y1 = cy + (i ? DOMINO_COFFSET : DOMINO_GUTTER);
1388 x2 = cx + TILESIZE-1 - (i ? DOMINO_GUTTER : DOMINO_COFFSET);
1389 y2 = cy + TILESIZE-1 - (i ? DOMINO_COFFSET : DOMINO_GUTTER);
1391 x2 = cx + TILESIZE + TILESIZE/16;
1392 else if (type == TYPE_R)
1393 x1 = cx - TILESIZE/16;
1394 else if (type == TYPE_T)
1395 y2 = cy + TILESIZE + TILESIZE/16;
1396 else if (type == TYPE_B)
1397 y1 = cy - TILESIZE/16;
1399 draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg);
1403 draw_rect(dr, cx+DOMINO_GUTTER, cy,
1404 TILESIZE-2*DOMINO_GUTTER, 1, COL_EDGE);
1406 draw_rect(dr, cx+DOMINO_GUTTER, cy+TILESIZE-1,
1407 TILESIZE-2*DOMINO_GUTTER, 1, COL_EDGE);
1409 draw_rect(dr, cx, cy+DOMINO_GUTTER,
1410 1, TILESIZE-2*DOMINO_GUTTER, COL_EDGE);
1412 draw_rect(dr, cx+TILESIZE-1, cy+DOMINO_GUTTER,
1413 1, TILESIZE-2*DOMINO_GUTTER, COL_EDGE);
1417 if (flags & DF_CURSOR) {
1418 int curx = ((flags & DF_CURSOR_XMASK) / DF_CURSOR_XBASE) & 3;
1419 int cury = ((flags & DF_CURSOR_YMASK) / DF_CURSOR_YBASE) & 3;
1420 int ox = cx + curx*TILESIZE/2;
1421 int oy = cy + cury*TILESIZE/2;
1423 draw_rect_corners(dr, ox, oy, CURSOR_RADIUS, nc);
1424 if (flags & DF_CURSOR_USEFUL)
1425 draw_rect_corners(dr, ox, oy, CURSOR_RADIUS+1, nc);
1428 sprintf(str, "%d", state->numbers->numbers[y*w+x]);
1429 draw_text(dr, cx+TILESIZE/2, cy+TILESIZE/2, FONT_VARIABLE, TILESIZE/2,
1430 ALIGN_HCENTRE | ALIGN_VCENTRE, nc, str);
1432 draw_update(dr, cx, cy, TILESIZE, TILESIZE);
1436 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1437 game_state *state, int dir, game_ui *ui,
1438 float animtime, float flashtime)
1440 int n = state->params.n, w = state->w, h = state->h, wh = w*h;
1442 unsigned char *used;
1446 game_compute_size(&state->params, TILESIZE, &pw, &ph);
1447 draw_rect(dr, 0, 0, pw, ph, COL_BACKGROUND);
1448 draw_update(dr, 0, 0, pw, ph);
1453 * See how many dominoes of each type there are, so we can
1454 * highlight clashes in red.
1456 used = snewn(TRI(n+1), unsigned char);
1457 memset(used, 0, TRI(n+1));
1458 for (i = 0; i < wh; i++)
1459 if (state->grid[i] > i) {
1462 n1 = state->numbers->numbers[i];
1463 n2 = state->numbers->numbers[state->grid[i]];
1465 di = DINDEX(n1, n2);
1466 assert(di >= 0 && di < TRI(n+1));
1472 for (y = 0; y < h; y++)
1473 for (x = 0; x < w; x++) {
1478 if (state->grid[n] == n-1)
1480 else if (state->grid[n] == n+1)
1482 else if (state->grid[n] == n-w)
1484 else if (state->grid[n] == n+w)
1489 if (c != TYPE_BLANK) {
1490 n1 = state->numbers->numbers[n];
1491 n2 = state->numbers->numbers[state->grid[n]];
1492 di = DINDEX(n1, n2);
1494 c |= DF_CLASH; /* highlight a clash */
1496 c |= state->edges[n];
1500 c |= DF_FLASH; /* we're flashing */
1502 if (ui->cur_visible) {
1503 unsigned curx = (unsigned)(ui->cur_x - (2*x-1));
1504 unsigned cury = (unsigned)(ui->cur_y - (2*y-1));
1505 if (curx < 3 && cury < 3) {
1507 (curx * DF_CURSOR_XBASE) |
1508 (cury * DF_CURSOR_YBASE));
1509 if ((ui->cur_x ^ ui->cur_y) & 1)
1510 c |= DF_CURSOR_USEFUL;
1514 if (ds->visible[n] != c) {
1515 draw_tile(dr, ds, state, x, y, c);
1523 static float game_anim_length(game_state *oldstate, game_state *newstate,
1524 int dir, game_ui *ui)
1529 static float game_flash_length(game_state *oldstate, game_state *newstate,
1530 int dir, game_ui *ui)
1532 if (!oldstate->completed && newstate->completed &&
1533 !oldstate->cheated && !newstate->cheated)
1538 static int game_status(game_state *state)
1540 return state->completed ? +1 : 0;
1543 static int game_timing_state(game_state *state, game_ui *ui)
1548 static void game_print_size(game_params *params, float *x, float *y)
1553 * I'll use 6mm squares by default.
1555 game_compute_size(params, 600, &pw, &ph);
1560 static void game_print(drawing *dr, game_state *state, int tilesize)
1562 int w = state->w, h = state->h;
1565 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1566 game_drawstate ads, *ds = &ads;
1567 game_set_size(dr, ds, NULL, tilesize);
1569 c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1570 c = print_mono_colour(dr, 0); assert(c == COL_TEXT);
1571 c = print_mono_colour(dr, 0); assert(c == COL_DOMINO);
1572 c = print_mono_colour(dr, 0); assert(c == COL_DOMINOCLASH);
1573 c = print_mono_colour(dr, 1); assert(c == COL_DOMINOTEXT);
1574 c = print_mono_colour(dr, 0); assert(c == COL_EDGE);
1576 for (y = 0; y < h; y++)
1577 for (x = 0; x < w; x++) {
1581 if (state->grid[n] == n-1)
1583 else if (state->grid[n] == n+1)
1585 else if (state->grid[n] == n-w)
1587 else if (state->grid[n] == n+w)
1592 draw_tile(dr, ds, state, x, y, c);
1597 #define thegame dominosa
1600 const struct game thegame = {
1601 "Dominosa", "games.dominosa", "dominosa",
1608 TRUE, game_configure, custom_params,
1616 FALSE, game_can_format_as_text_now, game_text_format,
1624 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1627 game_free_drawstate,
1632 TRUE, FALSE, game_print_size, game_print,
1633 FALSE, /* wants_statusbar */
1634 FALSE, game_timing_state,
1638 /* vim: set shiftwidth=4 :set textwidth=80: */