#include "puzzles.h"
#include "tree234.h"
-#define PI 3.141592653589793238462643383279502884197169399
-
#define MATMUL(xr,yr,m,x,y) do { \
float rx, ry, xx = (x), yy = (y), *mat = (m); \
rx = mat[0] * xx + mat[2] * yy; \
int height;
int wrapping;
float barrier_probability;
+ int movetarget;
};
struct game_aux_info {
struct game_state {
int width, height, cx, cy, wrapping, completed;
int used_solve, just_used_solve;
- int move_count;
+ int move_count, movetarget;
/* position (row or col number, starting at 0) of last move. */
int last_move_row, last_move_col;
ret->height = 3;
ret->wrapping = FALSE;
ret->barrier_probability = 1.0;
+ ret->movetarget = 0;
return ret;
}
+static const struct { int x, y, wrap, bprob; const char* desc; }
+netslide_presets[] = {
+ {3, 3, FALSE, 1.0, " easy"},
+ {3, 3, FALSE, 0.0, " medium"},
+ {3, 3, TRUE, 0.0, " hard"},
+ {4, 4, FALSE, 1.0, " easy"},
+ {4, 4, FALSE, 0.0, " medium"},
+ {4, 4, TRUE, 0.0, " hard"},
+ {5, 5, FALSE, 1.0, " easy"},
+ {5, 5, FALSE, 0.0, " medium"},
+ {5, 5, TRUE, 0.0, " hard"},
+};
+
static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
- static const struct { int x, y, wrap, bprob; const char* desc; } values[] = {
- {3, 3, FALSE, 1.0, " easy"},
- {3, 3, FALSE, 0.0, " medium"},
- {3, 3, TRUE, 0.0, " hard"},
- {4, 4, FALSE, 1.0, " easy"},
- {4, 4, FALSE, 0.0, " medium"},
- {4, 4, TRUE, 0.0, " hard"},
- {5, 5, FALSE, 1.0, " easy"},
- {5, 5, FALSE, 0.0, " medium"},
- {5, 5, TRUE, 0.0, " hard"},
- };
-
- if (i < 0 || i >= lenof(values))
+
+ if (i < 0 || i >= lenof(netslide_presets))
return FALSE;
ret = snew(game_params);
- ret->width = values[i].x;
- ret->height = values[i].y;
- ret->wrapping = values[i].wrap;
- ret->barrier_probability = values[i].bprob;
+ ret->width = netslide_presets[i].x;
+ ret->height = netslide_presets[i].y;
+ ret->wrapping = netslide_presets[i].wrap;
+ ret->barrier_probability = netslide_presets[i].bprob;
+ ret->movetarget = 0;
- sprintf(str, "%dx%d%s", ret->width, ret->height,
- values[i].desc);
+ sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
*name = dupstr(str);
*params = ret;
ret->wrapping = FALSE;
ret->barrier_probability = 0.0;
+ ret->movetarget = 0;
ret->width = atoi(p);
while (*p && isdigit(*p)) p++;
while (*p && isdigit(*p)) p++;
if ( (ret->wrapping = (*p == 'w')) != 0 )
p++;
- if (*p == 'b')
- ret->barrier_probability = atof(p+1);
+ if (*p == 'b') {
+ ret->barrier_probability = atof(++p);
+ while (*p && (isdigit(*p) || *p == '.')) p++;
+ }
+ if (*p == 'm') {
+ ret->movetarget = atoi(++p);
+ }
} else {
ret->height = ret->width;
}
ret[len++] = 'w';
if (full && params->barrier_probability)
len += sprintf(ret+len, "b%g", params->barrier_probability);
+ /* Shuffle limit is part of the limited parameters, because we have to
+ * provide the target move count. */
+ if (params->movetarget)
+ len += sprintf(ret+len, "m%d", params->movetarget);
assert(len < lenof(ret));
ret[len] = '\0';
config_item *ret;
char buf[80];
- ret = snewn(5, config_item);
+ ret = snewn(6, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
ret[3].sval = dupstr(buf);
ret[3].ival = 0;
- ret[4].name = NULL;
- ret[4].type = C_END;
- ret[4].sval = NULL;
+ ret[4].name = "Number of shuffling moves";
+ ret[4].type = C_STRING;
+ sprintf(buf, "%d", params->movetarget);
+ ret[4].sval = dupstr(buf);
ret[4].ival = 0;
+ ret[5].name = NULL;
+ ret[5].type = C_END;
+ ret[5].sval = NULL;
+ ret[5].ival = 0;
+
return ret;
}
ret->height = atoi(cfg[1].sval);
ret->wrapping = cfg[2].ival;
ret->barrier_probability = (float)atof(cfg[3].sval);
+ ret->movetarget = atoi(cfg[4].sval);
return ret;
}
static char *validate_params(game_params *params)
{
- if (params->width <= 1 && params->height <= 1)
+ if (params->width <= 1 || params->height <= 1)
return "Width and height must both be greater than one";
- if (params->width <= 1)
- return "Width must be greater than one";
- if (params->height <= 1)
- return "Height must be greater than one";
if (params->barrier_probability < 0)
return "Barrier probability may not be negative";
if (params->barrier_probability > 1)
*/
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+ game_aux_info **aux, int interactive)
{
tree234 *possibilities, *barriertree;
int w, h, x, y, cx, cy, nbarriers;
/*
* Now shuffle the grid.
- * FIXME - this simply does a set of random moves to shuffle the pieces.
+ * FIXME - this simply does a set of random moves to shuffle the pieces,
+ * although we make a token effort to avoid boring cases by avoiding moves
+ * that directly undo the previous one, or that repeat so often as to
+ * turn into fewer moves.
+ *
* A better way would be to number all the pieces, generate a placement
* for all the numbers as for "sixteen", observing parity constraints if
* neccessary, and then place the pieces according to their numbering.
int i;
int cols = w - 1;
int rows = h - 1;
- for (i = 0; i < cols * rows * 2; i++) {
+ int moves = params->movetarget;
+ int prevdir = -1, prevrowcol = -1, nrepeats = 0;
+ if (!moves) moves = cols * rows * 2;
+ for (i = 0; i < moves; /* incremented conditionally */) {
/* Choose a direction: 0,1,2,3 = up, right, down, left. */
int dir = random_upto(rs, 4);
+ int rowcol;
if (dir % 2 == 0) {
int col = random_upto(rs, cols);
- if (col >= cx) col += 1;
+ if (col >= cx) col += 1; /* avoid centre */
+ if (col == prevrowcol) {
+ if (dir == 2-prevdir)
+ continue; /* undoes last move */
+ else if ((nrepeats+1)*2 > h)
+ continue; /* makes fewer moves */
+ }
slide_col_int(w, h, tiles, 1 - dir, col);
+ rowcol = col;
} else {
int row = random_upto(rs, rows);
- if (row >= cy) row += 1;
+ if (row >= cy) row += 1; /* avoid centre */
+ if (row == prevrowcol) {
+ if (dir == 4-prevdir)
+ continue; /* undoes last move */
+ else if ((nrepeats+1)*2 > w)
+ continue; /* makes fewer moves */
+ }
slide_row_int(w, h, tiles, 2 - dir, row);
+ rowcol = row;
}
+ if (dir == prevdir && rowcol == prevrowcol)
+ nrepeats++;
+ else
+ nrepeats = 1;
+ prevdir = dir;
+ prevrowcol = rowcol;
+ i++; /* if we got here, the move was accepted */
}
}
* Construct an initial game state, given a description and parameters.
*/
-static game_state *new_game(game_params *params, char *desc)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
game_state *state;
int w, h, x, y;
state->cx = state->width / 2;
state->cy = state->height / 2;
state->wrapping = params->wrapping;
+ state->movetarget = params->movetarget;
state->completed = 0;
state->used_solve = state->just_used_solve = FALSE;
state->move_count = 0;
ret->cx = state->cx;
ret->cy = state->cy;
ret->wrapping = state->wrapping;
+ ret->movetarget = state->movetarget;
ret->completed = state->completed;
ret->used_solve = state->used_solve;
ret->just_used_solve = state->just_used_solve;
}
static game_state *make_move(game_state *state, game_ui *ui,
- int x, int y, int button)
+ game_drawstate *ds, int x, int y, int button)
{
int cx, cy;
int n, dx, dy;
game_state *ret;
+ button &= ~MOD_MASK;
+
if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
return NULL;
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->move_count));
+ if (state->movetarget)
+ sprintf(statusbuf + strlen(statusbuf), " (target %d)",
+ state->movetarget);
+
sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
status_bar(fe, statusbuf);
}
static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
/*
* Don't animate an auto-solve move.
}
static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
/*
* If the game has just been completed, we display a completion
return TRUE;
}
+static int game_timing_state(game_state *state)
+{
+ return FALSE;
+}
+
#ifdef COMBINED
#define thegame netslide
#endif
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};