2 * laydomino.c: code for performing a domino (2x1 tile) layout of
3 * a given area of code.
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.
18 int *domino_layout(int w, int h, random_state *rs)
20 int *grid, *grid2, *list;
24 * Allocate space in which to lay the grid out.
26 grid = snewn(wh, int);
27 grid2 = snewn(wh, int);
28 list = snewn(2*wh, int);
30 domino_layout_prealloc(w, h, rs, grid, grid2, list);
39 * As for domino_layout, but with preallocated buffers.
40 * grid and grid2 should be size w*h, and list size 2*w*h.
42 void domino_layout_prealloc(int w, int h, random_state *rs,
43 int *grid, int *grid2, int *list)
45 int i, j, k, m, wh = w*h, todo, done;
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
53 for (i = 0; i < wh; i++)
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.
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.
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);
77 shuffle(list, k, sizeof(*list), rs);
80 * Work down the shuffled list, placing a domino everywhere
83 for (i = 0; i < k; i++) {
88 xy2 = xy + (horiz ? 1 : w);
90 if (grid[xy] == xy && grid[xy2] == xy2) {
92 * We can place this domino. Do so.
99 #ifdef GENERATION_DIAGNOSTICS
100 printf("generated initial layout\n");
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
110 #ifdef GENERATION_DIAGNOSTICS
111 for (j = 0; j < h; j++) {
112 for (i = 0; i < w; i++) {
115 int c = (v == xy+1 ? '[' : v == xy-1 ? ']' :
116 v == xy+w ? 'n' : v == xy-w ? 'U' : '.');
127 * First find a singleton square.
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
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
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.)
150 for (j = 0; j < wh; j++) {
153 i = j; /* start BFS here. */
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. */
161 #ifdef GENERATION_DIAGNOSTICS
162 printf("starting b.f.s. at singleton %d\n", i);
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.
169 for (j = 0; j < wh; j++)
171 grid2[i] = 0; /* starting square has distance zero */
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.
185 * Now begin the b.f.s. loop.
187 while (done < todo) {
192 #ifdef GENERATION_DIAGNOSTICS
193 printf("b.f.s. iteration from %d\n", i);
207 * To avoid directional bias, process the
208 * neighbours of this square in a random order.
210 shuffle(d, nd, sizeof(*d), rs);
212 for (j = 0; j < nd; j++) {
215 #ifdef GENERATION_DIAGNOSTICS
216 printf("found neighbouring singleton %d\n", k);
219 break; /* found a target singleton! */
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.
234 if (grid2[m] < 0 || grid2[m] > grid2[i]+1) {
235 #ifdef GENERATION_DIAGNOSTICS
236 printf("found neighbouring domino %d/%d\n", k, m);
238 grid2[m] = grid2[i]+1;
241 * And since we've now visited a new
242 * domino, add m to the to-do list.
251 #ifdef GENERATION_DIAGNOSTICS
252 printf("terminating b.f.s. loop, i = %d\n", i);
257 i = -1; /* just in case the loop terminates */
261 * We expect this b.f.s. to have found us a target
267 * Now we can follow the trail back to our starting
268 * singleton, re-laying dominoes as we go.
272 assert(j >= 0 && j < wh);
277 #ifdef GENERATION_DIAGNOSTICS
278 printf("filling in domino %d/%d (next %d)\n", i, j, k);
281 break; /* we've reached the other singleton */
284 #ifdef GENERATION_DIAGNOSTICS
285 printf("fixup path completed\n");
290 /* vim: set shiftwidth=4 :set textwidth=80: */