#include "puzzles.h"
-#define TILE_SIZE 48
-#define BORDER TILE_SIZE /* big border to fill with arrows */
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
+#define BORDER TILE_SIZE
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
return ret;
}
-static game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
{
- game_params *ret = default_params();
-
ret->w = ret->h = atoi(string);
+ ret->movetarget = 0;
while (*string && isdigit(*string)) string++;
if (*string == 'x') {
string++;
while (*string && isdigit((unsigned char)*string))
string++;
}
-
- return ret;
}
-static char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
{
char data[256];
sprintf(data, "%dx%d", params->w, params->h);
+ /* Shuffle limit is part of the limited parameters, because we have to
+ * supply the target move count. */
+ if (params->movetarget)
+ sprintf(data + strlen(data), "m%d", params->movetarget);
return dupstr(data);
}
static char *validate_params(game_params *params)
{
- if (params->w < 2 && params->h < 2)
+ if (params->w < 2 || params->h < 2)
return "Width and height must both be at least two";
return NULL;
return ret;
}
-static char *new_game_seed(game_params *params, random_state *rs,
- game_aux_info **aux)
+static char *new_game_desc(game_params *params, random_state *rs,
+ game_aux_info **aux, int interactive)
{
int stop, n, i, x;
int x1, x2, p1, p2;
tiles = snewn(n, int);
if (params->movetarget) {
- int prevstart = -1, prevoffset = -1, prevdirection = 0, nrepeats = 0;
+ int prevoffset = -1;
+ int max = (params->w > params->h ? params->w : params->h);
+ int *prevmoves = snewn(max, int);
/*
* Shuffle the old-fashioned way, by making a series of
tiles[i] = i;
for (i = 0; i < params->movetarget; i++) {
- int start, offset, len, direction;
+ int start, offset, len, direction, index;
int j, tmp;
/*
if (j < params->w) {
/* Column. */
+ index = j;
start = j;
offset = params->w;
len = params->h;
} else {
/* Row. */
- start = (j - params->w) * params->w;
+ index = j - params->w;
+ start = index * params->w;
offset = 1;
len = params->w;
}
direction = -1 + 2 * random_upto(rs, 2);
/*
- * To at least _try_ to avoid boring cases, check that
- * this move doesn't directly undo the previous one, or
- * repeat it so many times as to turn it into fewer
- * moves.
+ * To at least _try_ to avoid boring cases, check
+ * that this move doesn't directly undo a previous
+ * one, or repeat it so many times as to turn it
+ * into fewer moves in the opposite direction. (For
+ * example, in a row of length 4, we're allowed to
+ * move it the same way twice, but not three
+ * times.)
+ *
+ * We track this for each individual row/column,
+ * and clear all the counters as soon as a
+ * perpendicular move is made. This isn't perfect
+ * (it _can't_ guaranteeably be perfect - there
+ * will always come a move count beyond which a
+ * shorter solution will be possible than the one
+ * which constructed the position) but it should
+ * sort out all the obvious cases.
*/
- if (start == prevstart && offset == prevoffset) {
- if (direction == -prevdirection)
- continue; /* inverse of previous move */
- else if (2 * (nrepeats+1) > len)
- continue; /* previous move repeated too often */
- }
+ if (offset == prevoffset) {
+ tmp = prevmoves[index] + direction;
+ if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
+ continue;
+ }
/* If we didn't `continue', we've found an OK move to make. */
+ if (offset != prevoffset) {
+ int i;
+ for (i = 0; i < max; i++)
+ prevmoves[i] = 0;
+ prevoffset = offset;
+ }
+ prevmoves[index] += direction;
break;
}
/*
- * Now save the move into the `prev' variables.
- */
- if (start == prevstart && offset == prevoffset) {
- nrepeats++;
- } else {
- prevstart = start;
- prevoffset = offset;
- prevdirection = direction;
- nrepeats = 1;
- }
-
- /*
- * And make it.
+ * Make the move.
*/
if (direction < 0) {
start += (len-1) * offset;
tiles[start + (len-1) * offset] = tmp;
}
+ sfree(prevmoves);
+
} else {
used = snewn(n, int);
}
/*
- * Now construct the game seed, by describing the tile array as
- * a simple sequence of comma-separated integers.
+ * Now construct the game description, by describing the tile
+ * array as a simple sequence of comma-separated integers.
*/
ret = NULL;
retlen = 0;
}
-static char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
{
char *p, *err;
int i, area;
int *used;
area = params->w * params->h;
- p = seed;
+ p = desc;
err = NULL;
used = snewn(area, int);
return err;
}
-static game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int i;
state->n = params->w * params->h;
state->tiles = snewn(state->n, int);
- p = seed;
+ p = desc;
i = 0;
for (i = 0; i < state->n; i++) {
assert(*p);
static void free_game(game_state *state)
{
+ sfree(state->tiles);
sfree(state);
}
{
}
-static game_state *make_move(game_state *from, game_ui *ui,
- int x, int y, int button)
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
{
+}
+
+struct game_drawstate {
+ int started;
+ int w, h, bgcolour;
+ int *tiles;
+ int tilesize;
+};
+
+static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button) {
int cx, cy;
int dx, dy, tx, ty, n;
game_state *ret;
+ button &= ~MOD_MASK;
if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
return NULL;
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int w, h, bgcolour;
- int *tiles;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, game_drawstate *ds,
+ int *x, int *y, int expand)
{
+ int tsx, tsy, ts;
+ /*
+ * Each window dimension equals the tile size times two more
+ * than the grid dimension (the border is the same size as the
+ * tiles).
+ */
+ tsx = *x / (params->w + 2);
+ tsy = *y / (params->h + 2);
+ ts = min(tsx, tsy);
+
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
ds->h = state->h;
ds->bgcolour = COL_BACKGROUND;
ds->tiles = snewn(ds->w*ds->h, int);
+ ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->tiles[i] = -1;
sfree(ds);
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
+static void draw_tile(frontend *fe, game_drawstate *ds,
+ game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
}
-static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
+static void draw_arrow(frontend *fe, game_drawstate *ds,
+ int x, int y, int xdx, int xdy)
{
int coords[14];
int ydy = -xdx, ydx = xdy;
bgcolour = COL_BACKGROUND;
if (!ds->started) {
- int coords[6];
+ int coords[10];
draw_rect(fe, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
- coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
- coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+ coords[4] = coords[2] - TILE_SIZE;
+ coords[5] = coords[3] + TILE_SIZE;
+ coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+ coords[6] = coords[8] + TILE_SIZE;
+ coords[7] = coords[9] - TILE_SIZE;
+ draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+ draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
+ draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
- draw_arrow(fe, COORD(i), COORD(0), +1, 0);
- draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
+ draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
+ draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
}
for (i = 0; i < state->h; i++) {
- draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
- draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
+ draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
+ draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
}
ds->started = TRUE;
x2 = y2 = -1;
}
- draw_tile(fe, state, x, y, t, bgcolour);
+ draw_tile(fe, ds, state, x, y, t, bgcolour);
if (x2 != -1 || y2 != -1)
- draw_tile(fe, state, x2, y2, t, bgcolour);
+ draw_tile(fe, ds, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
}
static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
if ((dir > 0 && newstate->just_used_solve) ||
(dir < 0 && oldstate->just_used_solve))
}
static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
return TRUE;
}
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
+}
+
#ifdef COMBINED
#define thegame sixteen
#endif
dup_params,
TRUE, game_configure, custom_params,
validate_params,
- new_game_seed,
+ new_game_desc,
game_free_aux_info,
- validate_seed,
+ validate_desc,
new_game,
dup_game,
free_game,
TRUE, game_text_format,
new_ui,
free_ui,
+ game_changed_state,
make_move,
game_size,
game_colours,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};