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 * * perhaps set analysis
25 /* nth triangular number */
26 #define TRI(n) ( (n) * ((n) + 1) / 2 )
27 /* number of dominoes for value n */
28 #define DCOUNT(n) TRI((n)+1)
29 /* map a pair of numbers to a unique domino index from 0 upwards. */
30 #define DINDEX(n1,n2) ( TRI(max(n1,n2)) + min(n1,n2) )
32 #define FLASH_TIME 0.13F
51 int *numbers; /* h x w */
62 struct game_numbers *numbers;
64 unsigned short *edges; /* h x w */
65 int completed, cheated;
68 static game_params *default_params(void)
70 game_params *ret = snew(game_params);
78 static int game_fetch_preset(int i, char **name, game_params **params)
88 default: return FALSE;
91 sprintf(buf, "Up to double-%d", n);
94 *params = ret = snew(game_params);
101 static void free_params(game_params *params)
106 static game_params *dup_params(game_params *params)
108 game_params *ret = snew(game_params);
109 *ret = *params; /* structure copy */
113 static void decode_params(game_params *params, char const *string)
115 params->n = atoi(string);
116 while (*string && isdigit((unsigned char)*string)) string++;
118 params->unique = FALSE;
121 static char *encode_params(game_params *params, int full)
124 sprintf(buf, "%d", params->n);
125 if (full && !params->unique)
130 static config_item *game_configure(game_params *params)
135 ret = snewn(3, config_item);
137 ret[0].name = "Maximum number on dominoes";
138 ret[0].type = C_STRING;
139 sprintf(buf, "%d", params->n);
140 ret[0].sval = dupstr(buf);
143 ret[1].name = "Ensure unique solution";
144 ret[1].type = C_BOOLEAN;
146 ret[1].ival = params->unique;
156 static game_params *custom_params(config_item *cfg)
158 game_params *ret = snew(game_params);
160 ret->n = atoi(cfg[0].sval);
161 ret->unique = cfg[1].ival;
166 static char *validate_params(game_params *params, int full)
169 return "Maximum face number must be at least one";
173 /* ----------------------------------------------------------------------
177 static int find_overlaps(int w, int h, int placement, int *set)
181 n = 0; /* number of returned placements */
189 * Horizontal domino, indexed by its left end.
192 set[n++] = placement-2; /* horizontal domino to the left */
194 set[n++] = placement-2*w-1;/* vertical domino above left side */
196 set[n++] = placement-1; /* vertical domino below left side */
198 set[n++] = placement+2; /* horizontal domino to the right */
200 set[n++] = placement-2*w+2-1;/* vertical domino above right side */
202 set[n++] = placement+2-1; /* vertical domino below right side */
205 * Vertical domino, indexed by its top end.
208 set[n++] = placement-2*w; /* vertical domino above */
210 set[n++] = placement-2+1; /* horizontal domino left of top */
212 set[n++] = placement+1; /* horizontal domino right of top */
214 set[n++] = placement+2*w; /* vertical domino below */
216 set[n++] = placement-2+2*w+1;/* horizontal domino left of bottom */
218 set[n++] = placement+2*w+1;/* horizontal domino right of bottom */
225 * Returns 0, 1 or 2 for number of solutions. 2 means `any number
226 * more than one', or more accurately `we were unable to prove
227 * there was only one'.
229 * Outputs in a `placements' array, indexed the same way as the one
230 * within this function (see below); entries in there are <0 for a
231 * placement ruled out, 0 for an uncertain placement, and 1 for a
234 static int solver(int w, int h, int n, int *grid, int *output)
236 int wh = w*h, dc = DCOUNT(n);
237 int *placements, *heads;
241 * This array has one entry for every possible domino
242 * placement. Vertical placements are indexed by their top
243 * half, at (y*w+x)*2; horizontal placements are indexed by
244 * their left half at (y*w+x)*2+1.
246 * This array is used to link domino placements together into
247 * linked lists, so that we can track all the possible
248 * placements of each different domino. It's also used as a
249 * quick means of looking up an individual placement to see
250 * whether we still think it's possible. Actual values stored
251 * in this array are -2 (placement not possible at all), -1
252 * (end of list), or the array index of the next item.
254 * Oh, and -3 for `not even valid', used for array indices
255 * which don't even represent a plausible placement.
257 placements = snewn(2*wh, int);
258 for (i = 0; i < 2*wh; i++)
259 placements[i] = -3; /* not even valid */
262 * This array has one entry for every domino, and it is an
263 * index into `placements' denoting the head of the placement
264 * list for that domino.
266 heads = snewn(dc, int);
267 for (i = 0; i < dc; i++)
271 * Set up the initial possibility lists by scanning the grid.
273 for (y = 0; y < h-1; y++)
274 for (x = 0; x < w; x++) {
275 int di = DINDEX(grid[y*w+x], grid[(y+1)*w+x]);
276 placements[(y*w+x)*2] = heads[di];
277 heads[di] = (y*w+x)*2;
279 for (y = 0; y < h; y++)
280 for (x = 0; x < w-1; x++) {
281 int di = DINDEX(grid[y*w+x], grid[y*w+(x+1)]);
282 placements[(y*w+x)*2+1] = heads[di];
283 heads[di] = (y*w+x)*2+1;
286 #ifdef SOLVER_DIAGNOSTICS
287 printf("before solver:\n");
288 for (i = 0; i <= n; i++)
289 for (j = 0; j <= i; j++) {
292 printf("%2d [%d %d]:", DINDEX(i, j), i, j);
293 for (k = heads[DINDEX(i,j)]; k >= 0; k = placements[k])
294 printf(" %3d [%d,%d,%c]", k, k/2%w, k/2/w, k%2?'h':'v');
300 int done_something = FALSE;
303 * For each domino, look at its possible placements, and
304 * for each placement consider the placements (of any
305 * domino) it overlaps. Any placement overlapped by all
306 * placements of this domino can be ruled out.
308 * Each domino placement overlaps only six others, so we
309 * need not do serious set theory to work this out.
311 for (i = 0; i < dc; i++) {
312 int permset[6], permlen = 0, p;
315 if (heads[i] == -1) { /* no placement for this domino */
316 ret = 0; /* therefore puzzle is impossible */
319 for (j = heads[i]; j >= 0; j = placements[j]) {
320 assert(placements[j] != -2);
323 permlen = find_overlaps(w, h, j, permset);
325 int tempset[6], templen, m, n, k;
327 templen = find_overlaps(w, h, j, tempset);
330 * Pathetically primitive set intersection
331 * algorithm, which I'm only getting away with
332 * because I know my sets are bounded by a very
335 for (m = n = 0; m < permlen; m++) {
336 for (k = 0; k < templen; k++)
337 if (tempset[k] == permset[m])
340 permset[n++] = permset[m];
345 for (p = 0; p < permlen; p++) {
347 if (placements[j] != -2) {
350 done_something = TRUE;
353 * Rule out this placement. First find what
357 p2 = (j & 1) ? p1 + 1 : p1 + w;
358 di = DINDEX(grid[p1], grid[p2]);
359 #ifdef SOLVER_DIAGNOSTICS
360 printf("considering domino %d: ruling out placement %d"
361 " for %d\n", i, j, di);
365 * ... then walk that domino's placement list,
366 * removing this placement when we find it.
369 heads[di] = placements[j];
372 while (placements[k] != -1 && placements[k] != j)
374 assert(placements[k] == j);
375 placements[k] = placements[j];
383 * For each square, look at the available placements
384 * involving that square. If all of them are for the same
385 * domino, then rule out any placements for that domino
386 * _not_ involving this square.
388 for (i = 0; i < wh; i++) {
389 int list[4], k, n, adi;
396 list[j++] = 2*(i-1)+1;
404 for (n = k = 0; k < j; k++)
405 if (placements[list[k]] >= -1)
410 for (j = 0; j < n; j++) {
415 p2 = (k & 1) ? p1 + 1 : p1 + w;
416 di = DINDEX(grid[p1], grid[p2]);
429 * We've found something. All viable placements
430 * involving this square are for domino `adi'. If
431 * the current placement list for that domino is
432 * longer than n, reduce it to precisely this
433 * placement list and we've done something.
436 for (k = heads[adi]; k >= 0; k = placements[k])
439 done_something = TRUE;
440 #ifdef SOLVER_DIAGNOSTICS
441 printf("considering square %d,%d: reducing placements "
442 "of domino %d\n", x, y, adi);
445 * Set all other placements on the list to
450 int tmp = placements[k];
455 * Set up the new list.
457 heads[adi] = list[0];
458 for (k = 0; k < n; k++)
459 placements[list[k]] = (k+1 == n ? -1 : list[k+1]);
468 #ifdef SOLVER_DIAGNOSTICS
469 printf("after solver:\n");
470 for (i = 0; i <= n; i++)
471 for (j = 0; j <= i; j++) {
474 printf("%2d [%d %d]:", DINDEX(i, j), i, j);
475 for (k = heads[DINDEX(i,j)]; k >= 0; k = placements[k])
476 printf(" %3d [%d,%d,%c]", k, k/2%w, k/2/w, k%2?'h':'v');
482 for (i = 0; i < wh*2; i++) {
483 if (placements[i] == -2) {
485 output[i] = -1; /* ruled out */
486 } else if (placements[i] != -3) {
490 p2 = (i & 1) ? p1 + 1 : p1 + w;
491 di = DINDEX(grid[p1], grid[p2]);
493 if (i == heads[di] && placements[i] == -1) {
495 output[i] = 1; /* certain */
498 output[i] = 0; /* uncertain */
514 /* ----------------------------------------------------------------------
515 * End of solver code.
518 static char *new_game_desc(game_params *params, random_state *rs,
519 char **aux, int interactive)
521 int n = params->n, w = n+2, h = n+1, wh = w*h;
522 int *grid, *grid2, *list;
523 int i, j, k, m, todo, done, len;
527 * Allocate space in which to lay the grid out.
529 grid = snewn(wh, int);
530 grid2 = snewn(wh, int);
531 list = snewn(2*wh, int);
535 * To begin with, set grid[i] = i for all i to indicate
536 * that all squares are currently singletons. Later we'll
537 * set grid[i] to be the index of the other end of the
540 for (i = 0; i < wh; i++)
544 * Now prepare a list of the possible domino locations. There
545 * are w*(h-1) possible vertical locations, and (w-1)*h
546 * horizontal ones, for a total of 2*wh - h - w.
548 * I'm going to denote the vertical domino placement with
549 * its top in square i as 2*i, and the horizontal one with
550 * its left half in square i as 2*i+1.
553 for (j = 0; j < h-1; j++)
554 for (i = 0; i < w; i++)
555 list[k++] = 2 * (j*w+i); /* vertical positions */
556 for (j = 0; j < h; j++)
557 for (i = 0; i < w-1; i++)
558 list[k++] = 2 * (j*w+i) + 1; /* horizontal positions */
559 assert(k == 2*wh - h - w);
564 shuffle(list, k, sizeof(*list), rs);
567 * Work down the shuffled list, placing a domino everywhere
570 for (i = 0; i < k; i++) {
575 xy2 = xy + (horiz ? 1 : w);
577 if (grid[xy] == xy && grid[xy2] == xy2) {
579 * We can place this domino. Do so.
586 #ifdef GENERATION_DIAGNOSTICS
587 printf("generated initial layout\n");
591 * Now we've placed as many dominoes as we can immediately
592 * manage. There will be squares remaining, but they'll be
593 * singletons. So loop round and deal with the singletons
597 #ifdef GENERATION_DIAGNOSTICS
598 for (j = 0; j < h; j++) {
599 for (i = 0; i < w; i++) {
602 int c = (v == xy+1 ? '[' : v == xy-1 ? ']' :
603 v == xy+w ? 'n' : v == xy-w ? 'U' : '.');
614 * First find a singleton square.
616 * Then breadth-first search out from the starting
617 * square. From that square (and any others we reach on
618 * the way), examine all four neighbours of the square.
619 * If one is an end of a domino, we move to the _other_
620 * end of that domino before looking at neighbours
621 * again. When we encounter another singleton on this
624 * This will give us a path of adjacent squares such
625 * that all but the two ends are covered in dominoes.
626 * So we can now shuffle every domino on the path up by
629 * (Chessboard colours are mathematically important
630 * here: we always end up pairing each singleton with a
631 * singleton of the other colour. However, we never
632 * have to track this manually, since it's
633 * automatically taken care of by the fact that we
634 * always make an even number of orthogonal moves.)
636 for (i = 0; i < wh; i++)
640 break; /* no more singletons; we're done. */
642 #ifdef GENERATION_DIAGNOSTICS
643 printf("starting b.f.s. at singleton %d\n", i);
646 * Set grid2 to -1 everywhere. It will hold our
647 * distance-from-start values, and also our
648 * backtracking data, during the b.f.s.
650 for (j = 0; j < wh; j++)
652 grid2[i] = 0; /* starting square has distance zero */
655 * Start our to-do list of squares. It'll live in
656 * `list'; since the b.f.s can cover every square at
657 * most once there is no need for it to be circular.
658 * We'll just have two counters tracking the end of the
659 * list and the squares we've already dealt with.
666 * Now begin the b.f.s. loop.
668 while (done < todo) {
673 #ifdef GENERATION_DIAGNOSTICS
674 printf("b.f.s. iteration from %d\n", i);
688 * To avoid directional bias, process the
689 * neighbours of this square in a random order.
691 shuffle(d, nd, sizeof(*d), rs);
693 for (j = 0; j < nd; j++) {
696 #ifdef GENERATION_DIAGNOSTICS
697 printf("found neighbouring singleton %d\n", k);
700 break; /* found a target singleton! */
704 * We're moving through a domino here, so we
705 * have two entries in grid2 to fill with
706 * useful data. In grid[k] - the square
707 * adjacent to where we came from - I'm going
708 * to put the address _of_ the square we came
709 * from. In the other end of the domino - the
710 * square from which we will continue the
711 * search - I'm going to put the distance.
715 if (grid2[m] < 0 || grid2[m] > grid2[i]+1) {
716 #ifdef GENERATION_DIAGNOSTICS
717 printf("found neighbouring domino %d/%d\n", k, m);
719 grid2[m] = grid2[i]+1;
722 * And since we've now visited a new
723 * domino, add m to the to-do list.
732 #ifdef GENERATION_DIAGNOSTICS
733 printf("terminating b.f.s. loop, i = %d\n", i);
738 i = -1; /* just in case the loop terminates */
742 * We expect this b.f.s. to have found us a target
748 * Now we can follow the trail back to our starting
749 * singleton, re-laying dominoes as we go.
753 assert(j >= 0 && j < wh);
758 #ifdef GENERATION_DIAGNOSTICS
759 printf("filling in domino %d/%d (next %d)\n", i, j, k);
762 break; /* we've reached the other singleton */
765 #ifdef GENERATION_DIAGNOSTICS
766 printf("fixup path completed\n");
771 * Now we have a complete layout covering the whole
772 * rectangle with dominoes. So shuffle the actual domino
773 * values and fill the rectangle with numbers.
776 for (i = 0; i <= params->n; i++)
777 for (j = 0; j <= i; j++) {
781 shuffle(list, k/2, 2*sizeof(*list), rs);
783 for (i = 0; i < wh; i++)
785 /* Optionally flip the domino round. */
786 int flip = random_upto(rs, 2);
787 grid2[i] = list[j + flip];
788 grid2[grid[i]] = list[j + 1 - flip];
792 } while (params->unique && solver(w, h, n, grid2, NULL) > 1);
794 #ifdef GENERATION_DIAGNOSTICS
795 for (j = 0; j < h; j++) {
796 for (i = 0; i < w; i++) {
797 putchar('0' + grid2[j*w+i]);
805 * Encode the resulting game state.
807 * Our encoding is a string of digits. Any number greater than
808 * 9 is represented by a decimal integer within square
809 * brackets. We know there are n+2 of every number (it's paired
810 * with each number from 0 to n inclusive, and one of those is
811 * itself so that adds another occurrence), so we can work out
812 * the string length in advance.
816 * To work out the total length of the decimal encodings of all
817 * the numbers from 0 to n inclusive:
818 * - every number has a units digit; total is n+1.
819 * - all numbers above 9 have a tens digit; total is max(n+1-10,0).
820 * - all numbers above 99 have a hundreds digit; total is max(n+1-100,0).
824 for (i = 10; i <= n; i *= 10)
825 len += max(n + 1 - i, 0);
826 /* Now add two square brackets for each number above 9. */
827 len += 2 * max(n + 1 - 10, 0);
828 /* And multiply by n+2 for the repeated occurrences of each number. */
832 * Now actually encode the string.
834 ret = snewn(len+1, char);
836 for (i = 0; i < wh; i++) {
841 j += sprintf(ret+j, "[%d]", k);
848 * Encode the solved state as an aux_info.
851 char *auxinfo = snewn(wh+1, char);
853 for (i = 0; i < wh; i++) {
855 auxinfo[i] = (v == i+1 ? 'L' : v == i-1 ? 'R' :
856 v == i+w ? 'T' : v == i-w ? 'B' : '.');
870 static char *validate_desc(game_params *params, char *desc)
872 int n = params->n, w = n+2, h = n+1, wh = w*h;
878 occurrences = snewn(n+1, int);
879 for (i = 0; i <= n; i++)
882 for (i = 0; i < wh; i++) {
884 ret = ret ? ret : "Game description is too short";
886 if (*desc >= '0' && *desc <= '9')
888 else if (*desc == '[') {
891 while (*desc && isdigit((unsigned char)*desc)) desc++;
893 ret = ret ? ret : "Missing ']' in game description";
898 ret = ret ? ret : "Invalid syntax in game description";
901 ret = ret ? ret : "Number out of range in game description";
908 ret = ret ? ret : "Game description is too long";
911 for (i = 0; i <= n; i++)
912 if (occurrences[i] != n+2)
913 ret = "Incorrect number balance in game description";
921 static game_state *new_game(midend_data *me, game_params *params, char *desc)
923 int n = params->n, w = n+2, h = n+1, wh = w*h;
924 game_state *state = snew(game_state);
927 state->params = *params;
931 state->grid = snewn(wh, int);
932 for (i = 0; i < wh; i++)
935 state->edges = snewn(wh, unsigned short);
936 for (i = 0; i < wh; i++)
939 state->numbers = snew(struct game_numbers);
940 state->numbers->refcount = 1;
941 state->numbers->numbers = snewn(wh, int);
943 for (i = 0; i < wh; i++) {
945 if (*desc >= '0' && *desc <= '9')
948 assert(*desc == '[');
951 while (*desc && isdigit((unsigned char)*desc)) desc++;
952 assert(*desc == ']');
955 assert(j >= 0 && j <= n);
956 state->numbers->numbers[i] = j;
959 state->completed = state->cheated = FALSE;
964 static game_state *dup_game(game_state *state)
966 int n = state->params.n, w = n+2, h = n+1, wh = w*h;
967 game_state *ret = snew(game_state);
969 ret->params = state->params;
972 ret->grid = snewn(wh, int);
973 memcpy(ret->grid, state->grid, wh * sizeof(int));
974 ret->edges = snewn(wh, unsigned short);
975 memcpy(ret->edges, state->edges, wh * sizeof(unsigned short));
976 ret->numbers = state->numbers;
977 ret->numbers->refcount++;
978 ret->completed = state->completed;
979 ret->cheated = state->cheated;
984 static void free_game(game_state *state)
987 if (--state->numbers->refcount <= 0) {
988 sfree(state->numbers->numbers);
989 sfree(state->numbers);
994 static char *solve_game(game_state *state, game_state *currstate,
995 char *aux, char **error)
997 int n = state->params.n, w = n+2, h = n+1, wh = w*h;
1000 int retlen, retsize;
1007 ret = snewn(retsize, char);
1008 retlen = sprintf(ret, "S");
1010 for (i = 0; i < wh; i++) {
1012 extra = sprintf(buf, ";D%d,%d", i, i+1);
1013 else if (aux[i] == 'T')
1014 extra = sprintf(buf, ";D%d,%d", i, i+w);
1018 if (retlen + extra + 1 >= retsize) {
1019 retsize = retlen + extra + 256;
1020 ret = sresize(ret, retsize, char);
1022 strcpy(ret + retlen, buf);
1028 placements = snewn(wh*2, int);
1029 for (i = 0; i < wh*2; i++)
1031 solver(w, h, n, state->numbers->numbers, placements);
1034 * First make a pass putting in edges for -1, then make a pass
1035 * putting in dominoes for +1.
1038 ret = snewn(retsize, char);
1039 retlen = sprintf(ret, "S");
1041 for (v = -1; v <= +1; v += 2)
1042 for (i = 0; i < wh*2; i++)
1043 if (placements[i] == v) {
1045 int p2 = (i & 1) ? p1+1 : p1+w;
1047 extra = sprintf(buf, ";%c%d,%d",
1048 v==-1 ? 'E' : 'D', p1, p2);
1050 if (retlen + extra + 1 >= retsize) {
1051 retsize = retlen + extra + 256;
1052 ret = sresize(ret, retsize, char);
1054 strcpy(ret + retlen, buf);
1064 static char *game_text_format(game_state *state)
1069 static game_ui *new_ui(game_state *state)
1074 static void free_ui(game_ui *ui)
1078 static char *encode_ui(game_ui *ui)
1083 static void decode_ui(game_ui *ui, char *encoding)
1087 static void game_changed_state(game_ui *ui, game_state *oldstate,
1088 game_state *newstate)
1092 #define PREFERRED_TILESIZE 32
1093 #define TILESIZE (ds->tilesize)
1094 #define BORDER (TILESIZE * 3 / 4)
1095 #define DOMINO_GUTTER (TILESIZE / 16)
1096 #define DOMINO_RADIUS (TILESIZE / 8)
1097 #define DOMINO_COFFSET (DOMINO_GUTTER + DOMINO_RADIUS)
1099 #define COORD(x) ( (x) * TILESIZE + BORDER )
1100 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1102 struct game_drawstate {
1105 unsigned long *visible;
1108 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1109 int x, int y, int button)
1111 int w = state->w, h = state->h;
1115 * A left-click between two numbers toggles a domino covering
1116 * them. A right-click toggles an edge.
1118 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1119 int tx = FROMCOORD(x), ty = FROMCOORD(y), t = ty*w+tx;
1123 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
1127 * Now we know which square the click was in, decide which
1128 * edge of the square it was closest to.
1130 dx = 2 * (x - COORD(tx)) - TILESIZE;
1131 dy = 2 * (y - COORD(ty)) - TILESIZE;
1133 if (abs(dx) > abs(dy) && dx < 0 && tx > 0)
1134 d1 = t - 1, d2 = t; /* clicked in right side of domino */
1135 else if (abs(dx) > abs(dy) && dx > 0 && tx+1 < w)
1136 d1 = t, d2 = t + 1; /* clicked in left side of domino */
1137 else if (abs(dy) > abs(dx) && dy < 0 && ty > 0)
1138 d1 = t - w, d2 = t; /* clicked in bottom half of domino */
1139 else if (abs(dy) > abs(dx) && dy > 0 && ty+1 < h)
1140 d1 = t, d2 = t + w; /* clicked in top half of domino */
1145 * We can't mark an edge next to any domino.
1147 if (button == RIGHT_BUTTON &&
1148 (state->grid[d1] != d1 || state->grid[d2] != d2))
1151 sprintf(buf, "%c%d,%d", button == RIGHT_BUTTON ? 'E' : 'D', d1, d2);
1158 static game_state *execute_move(game_state *state, char *move)
1160 int n = state->params.n, w = n+2, h = n+1, wh = w*h;
1162 game_state *ret = dup_game(state);
1165 if (move[0] == 'S') {
1168 ret->cheated = TRUE;
1171 * Clear the existing edges and domino placements. We
1172 * expect the S to be followed by other commands.
1174 for (i = 0; i < wh; i++) {
1179 } else if (move[0] == 'D' &&
1180 sscanf(move+1, "%d,%d%n", &d1, &d2, &p) == 2 &&
1181 d1 >= 0 && d1 < wh && d2 >= 0 && d2 < wh && d1 < d2) {
1184 * Toggle domino presence between d1 and d2.
1186 if (ret->grid[d1] == d2) {
1187 assert(ret->grid[d2] == d1);
1192 * Erase any dominoes that might overlap the new one.
1201 * Place the new one.
1207 * Destroy any edges lurking around it.
1209 if (ret->edges[d1] & EDGE_L) {
1210 assert(d1 - 1 >= 0);
1211 ret->edges[d1 - 1] &= ~EDGE_R;
1213 if (ret->edges[d1] & EDGE_R) {
1214 assert(d1 + 1 < wh);
1215 ret->edges[d1 + 1] &= ~EDGE_L;
1217 if (ret->edges[d1] & EDGE_T) {
1218 assert(d1 - w >= 0);
1219 ret->edges[d1 - w] &= ~EDGE_B;
1221 if (ret->edges[d1] & EDGE_B) {
1222 assert(d1 + 1 < wh);
1223 ret->edges[d1 + w] &= ~EDGE_T;
1226 if (ret->edges[d2] & EDGE_L) {
1227 assert(d2 - 1 >= 0);
1228 ret->edges[d2 - 1] &= ~EDGE_R;
1230 if (ret->edges[d2] & EDGE_R) {
1231 assert(d2 + 1 < wh);
1232 ret->edges[d2 + 1] &= ~EDGE_L;
1234 if (ret->edges[d2] & EDGE_T) {
1235 assert(d2 - w >= 0);
1236 ret->edges[d2 - w] &= ~EDGE_B;
1238 if (ret->edges[d2] & EDGE_B) {
1239 assert(d2 + 1 < wh);
1240 ret->edges[d2 + w] &= ~EDGE_T;
1246 } else if (move[0] == 'E' &&
1247 sscanf(move+1, "%d,%d%n", &d1, &d2, &p) == 2 &&
1248 d1 >= 0 && d1 < wh && d2 >= 0 && d2 < wh && d1 < d2 &&
1249 ret->grid[d1] == d1 && ret->grid[d2] == d2) {
1252 * Toggle edge presence between d1 and d2.
1255 ret->edges[d1] ^= EDGE_R;
1256 ret->edges[d2] ^= EDGE_L;
1258 ret->edges[d1] ^= EDGE_B;
1259 ret->edges[d2] ^= EDGE_T;
1278 * After modifying the grid, check completion.
1280 if (!ret->completed) {
1282 unsigned char *used = snewn(TRI(n+1), unsigned char);
1284 memset(used, 0, TRI(n+1));
1285 for (i = 0; i < wh; i++)
1286 if (ret->grid[i] > i) {
1289 n1 = ret->numbers->numbers[i];
1290 n2 = ret->numbers->numbers[ret->grid[i]];
1292 di = DINDEX(n1, n2);
1293 assert(di >= 0 && di < TRI(n+1));
1302 if (ok == DCOUNT(n))
1303 ret->completed = TRUE;
1309 /* ----------------------------------------------------------------------
1313 static void game_compute_size(game_params *params, int tilesize,
1316 int n = params->n, w = n+2, h = n+1;
1318 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1319 struct { int tilesize; } ads, *ds = &ads;
1320 ads.tilesize = tilesize;
1322 *x = w * TILESIZE + 2*BORDER;
1323 *y = h * TILESIZE + 2*BORDER;
1326 static void game_set_size(game_drawstate *ds, game_params *params,
1329 ds->tilesize = tilesize;
1332 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1334 float *ret = snewn(3 * NCOLOURS, float);
1336 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1338 ret[COL_TEXT * 3 + 0] = 0.0F;
1339 ret[COL_TEXT * 3 + 1] = 0.0F;
1340 ret[COL_TEXT * 3 + 2] = 0.0F;
1342 ret[COL_DOMINO * 3 + 0] = 0.0F;
1343 ret[COL_DOMINO * 3 + 1] = 0.0F;
1344 ret[COL_DOMINO * 3 + 2] = 0.0F;
1346 ret[COL_DOMINOCLASH * 3 + 0] = 0.5F;
1347 ret[COL_DOMINOCLASH * 3 + 1] = 0.0F;
1348 ret[COL_DOMINOCLASH * 3 + 2] = 0.0F;
1350 ret[COL_DOMINOTEXT * 3 + 0] = 1.0F;
1351 ret[COL_DOMINOTEXT * 3 + 1] = 1.0F;
1352 ret[COL_DOMINOTEXT * 3 + 2] = 1.0F;
1354 ret[COL_EDGE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2 / 3;
1355 ret[COL_EDGE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2 / 3;
1356 ret[COL_EDGE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2 / 3;
1358 *ncolours = NCOLOURS;
1362 static game_drawstate *game_new_drawstate(game_state *state)
1364 struct game_drawstate *ds = snew(struct game_drawstate);
1367 ds->started = FALSE;
1370 ds->visible = snewn(ds->w * ds->h, unsigned long);
1371 ds->tilesize = 0; /* not decided yet */
1372 for (i = 0; i < ds->w * ds->h; i++)
1373 ds->visible[i] = 0xFFFF;
1378 static void game_free_drawstate(game_drawstate *ds)
1393 static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
1394 int x, int y, int type)
1396 int w = state->w /*, h = state->h */;
1397 int cx = COORD(x), cy = COORD(y);
1402 draw_rect(fe, cx, cy, TILESIZE, TILESIZE, COL_BACKGROUND);
1404 flags = type &~ TYPE_MASK;
1407 if (type != TYPE_BLANK) {
1411 * Draw one end of a domino. This is composed of:
1413 * - two filled circles (rounded corners)
1415 * - a slight shift in the number
1419 bg = COL_DOMINOCLASH;
1422 nc = COL_DOMINOTEXT;
1430 if (type == TYPE_L || type == TYPE_T)
1431 draw_circle(fe, cx+DOMINO_COFFSET, cy+DOMINO_COFFSET,
1432 DOMINO_RADIUS, bg, bg);
1433 if (type == TYPE_R || type == TYPE_T)
1434 draw_circle(fe, cx+TILESIZE-1-DOMINO_COFFSET, cy+DOMINO_COFFSET,
1435 DOMINO_RADIUS, bg, bg);
1436 if (type == TYPE_L || type == TYPE_B)
1437 draw_circle(fe, cx+DOMINO_COFFSET, cy+TILESIZE-1-DOMINO_COFFSET,
1438 DOMINO_RADIUS, bg, bg);
1439 if (type == TYPE_R || type == TYPE_B)
1440 draw_circle(fe, cx+TILESIZE-1-DOMINO_COFFSET,
1441 cy+TILESIZE-1-DOMINO_COFFSET,
1442 DOMINO_RADIUS, bg, bg);
1444 for (i = 0; i < 2; i++) {
1447 x1 = cx + (i ? DOMINO_GUTTER : DOMINO_COFFSET);
1448 y1 = cy + (i ? DOMINO_COFFSET : DOMINO_GUTTER);
1449 x2 = cx + TILESIZE-1 - (i ? DOMINO_GUTTER : DOMINO_COFFSET);
1450 y2 = cy + TILESIZE-1 - (i ? DOMINO_COFFSET : DOMINO_GUTTER);
1452 x2 = cx + TILESIZE-1;
1453 else if (type == TYPE_R)
1455 else if (type == TYPE_T)
1456 y2 = cy + TILESIZE-1;
1457 else if (type == TYPE_B)
1460 draw_rect(fe, x1, y1, x2-x1+1, y2-y1+1, bg);
1464 draw_rect(fe, cx+DOMINO_GUTTER, cy,
1465 TILESIZE-2*DOMINO_GUTTER, 1, COL_EDGE);
1467 draw_rect(fe, cx+DOMINO_GUTTER, cy+TILESIZE-1,
1468 TILESIZE-2*DOMINO_GUTTER, 1, COL_EDGE);
1470 draw_rect(fe, cx, cy+DOMINO_GUTTER,
1471 1, TILESIZE-2*DOMINO_GUTTER, COL_EDGE);
1473 draw_rect(fe, cx+TILESIZE-1, cy+DOMINO_GUTTER,
1474 1, TILESIZE-2*DOMINO_GUTTER, COL_EDGE);
1478 sprintf(str, "%d", state->numbers->numbers[y*w+x]);
1479 draw_text(fe, cx+TILESIZE/2, cy+TILESIZE/2, FONT_VARIABLE, TILESIZE/2,
1480 ALIGN_HCENTRE | ALIGN_VCENTRE, nc, str);
1482 draw_update(fe, cx, cy, TILESIZE, TILESIZE);
1485 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1486 game_state *state, int dir, game_ui *ui,
1487 float animtime, float flashtime)
1489 int n = state->params.n, w = state->w, h = state->h, wh = w*h;
1491 unsigned char *used;
1495 game_compute_size(&state->params, TILESIZE, &pw, &ph);
1496 draw_rect(fe, 0, 0, pw, ph, COL_BACKGROUND);
1497 draw_update(fe, 0, 0, pw, ph);
1502 * See how many dominoes of each type there are, so we can
1503 * highlight clashes in red.
1505 used = snewn(TRI(n+1), unsigned char);
1506 memset(used, 0, TRI(n+1));
1507 for (i = 0; i < wh; i++)
1508 if (state->grid[i] > i) {
1511 n1 = state->numbers->numbers[i];
1512 n2 = state->numbers->numbers[state->grid[i]];
1514 di = DINDEX(n1, n2);
1515 assert(di >= 0 && di < TRI(n+1));
1521 for (y = 0; y < h; y++)
1522 for (x = 0; x < w; x++) {
1527 if (state->grid[n] == n-1)
1529 else if (state->grid[n] == n+1)
1531 else if (state->grid[n] == n-w)
1533 else if (state->grid[n] == n+w)
1538 if (c != TYPE_BLANK) {
1539 n1 = state->numbers->numbers[n];
1540 n2 = state->numbers->numbers[state->grid[n]];
1541 di = DINDEX(n1, n2);
1543 c |= 0x80; /* highlight a clash */
1545 c |= state->edges[n];
1549 c |= 0x40; /* we're flashing */
1551 if (ds->visible[n] != c) {
1552 draw_tile(fe, ds, state, x, y, c);
1560 static float game_anim_length(game_state *oldstate, game_state *newstate,
1561 int dir, game_ui *ui)
1566 static float game_flash_length(game_state *oldstate, game_state *newstate,
1567 int dir, game_ui *ui)
1569 if (!oldstate->completed && newstate->completed &&
1570 !oldstate->cheated && !newstate->cheated)
1575 static int game_wants_statusbar(void)
1580 static int game_timing_state(game_state *state, game_ui *ui)
1586 #define thegame dominosa
1589 const struct game thegame = {
1590 "Dominosa", "games.dominosa",
1597 TRUE, game_configure, custom_params,
1605 FALSE, game_text_format,
1613 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1616 game_free_drawstate,
1620 game_wants_statusbar,
1621 FALSE, game_timing_state,
1622 0, /* mouse_priorities */