struct game_params {
int w, h;
+ int movetarget;
};
struct game_state {
int w, h, n;
int *tiles;
int completed;
- int movecount;
+ int just_used_solve; /* used to suppress undo animation */
+ int used_solve; /* used to suppress completion flash */
+ int movecount, movetarget;
int last_movement_sense;
};
game_params *ret = snew(game_params);
ret->w = ret->h = 4;
+ ret->movetarget = 0;
return ret;
}
*params = ret = snew(game_params);
ret->w = w;
ret->h = h;
+ ret->movetarget = 0;
return TRUE;
}
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++;
ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string))
+ string++;
+ }
+ if (*string == 'm') {
+ string++;
+ ret->movetarget = atoi(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);
}
config_item *ret;
char buf[80];
- ret = snewn(3, config_item);
+ ret = snewn(4, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
- ret[2].name = NULL;
- ret[2].type = C_END;
- ret[2].sval = NULL;
+ ret[2].name = "Number of shuffling moves";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->movetarget);
+ ret[2].sval = dupstr(buf);
ret[2].ival = 0;
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
+
return ret;
}
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
+ ret->movetarget = atoi(cfg[2].sval);
return ret;
}
return ret;
}
-static char *new_game_seed(game_params *params, random_state *rs)
+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;
n = params->w * params->h;
tiles = snewn(n, int);
- used = snewn(n, int);
- for (i = 0; i < n; i++) {
- tiles[i] = -1;
- used[i] = FALSE;
- }
+ if (params->movetarget) {
+ int prevoffset = -1;
+ int max = (params->w > params->h ? params->w : params->h);
+ int *prevmoves = snewn(max, int);
- /*
- * If both dimensions are odd, there is a parity constraint.
- */
- if (params->w & params->h & 1)
- stop = 2;
- else
- stop = 0;
+ /*
+ * Shuffle the old-fashioned way, by making a series of
+ * single moves on the grid.
+ */
- /*
- * Place everything except (possibly) the last two tiles.
- */
- for (x = 0, i = n; i > stop; i--) {
- int k = i > 1 ? random_upto(rs, i) : 0;
- int j;
+ for (i = 0; i < n; i++)
+ tiles[i] = i;
- for (j = 0; j < n; j++)
- if (!used[j] && (k-- == 0))
- break;
+ for (i = 0; i < params->movetarget; i++) {
+ int start, offset, len, direction, index;
+ int j, tmp;
- assert(j < n && !used[j]);
- used[j] = TRUE;
+ /*
+ * Choose a move to make. We can choose from any row
+ * or any column.
+ */
+ while (1) {
+ j = random_upto(rs, params->w + params->h);
+
+ if (j < params->w) {
+ /* Column. */
+ index = j;
+ start = j;
+ offset = params->w;
+ len = params->h;
+ } else {
+ /* Row. */
+ index = j - params->w;
+ start = index * params->w;
+ offset = 1;
+ len = params->w;
+ }
- while (tiles[x] >= 0)
- x++;
- assert(x < n);
- tiles[x] = j;
- }
+ direction = -1 + 2 * random_upto(rs, 2);
- if (stop) {
- /*
- * Find the last two locations, and the last two pieces.
- */
- while (tiles[x] >= 0)
- x++;
- assert(x < n);
- x1 = x;
- x++;
- while (tiles[x] >= 0)
- x++;
- assert(x < n);
- x2 = x;
-
- for (i = 0; i < n; i++)
- if (!used[i])
- break;
- p1 = i;
- for (i = p1+1; i < n; i++)
- if (!used[i])
- break;
- p2 = i;
+ /*
+ * 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 (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;
+ }
- /*
- * Try the last two tiles one way round. If that fails, swap
- * them.
- */
- tiles[x1] = p1;
- tiles[x2] = p2;
- if (perm_parity(tiles, n) != 0) {
- tiles[x1] = p2;
- tiles[x2] = p1;
- assert(perm_parity(tiles, n) == 0);
- }
+ /*
+ * Make the move.
+ */
+ if (direction < 0) {
+ start += (len-1) * offset;
+ offset = -offset;
+ }
+ tmp = tiles[start];
+ for (j = 0; j+1 < len; j++)
+ tiles[start + j*offset] = tiles[start + (j+1)*offset];
+ tiles[start + (len-1) * offset] = tmp;
+ }
+
+ sfree(prevmoves);
+
+ } else {
+
+ used = snewn(n, int);
+
+ for (i = 0; i < n; i++) {
+ tiles[i] = -1;
+ used[i] = FALSE;
+ }
+
+ /*
+ * If both dimensions are odd, there is a parity
+ * constraint.
+ */
+ if (params->w & params->h & 1)
+ stop = 2;
+ else
+ stop = 0;
+
+ /*
+ * Place everything except (possibly) the last two tiles.
+ */
+ for (x = 0, i = n; i > stop; i--) {
+ int k = i > 1 ? random_upto(rs, i) : 0;
+ int j;
+
+ for (j = 0; j < n; j++)
+ if (!used[j] && (k-- == 0))
+ break;
+
+ assert(j < n && !used[j]);
+ used[j] = TRUE;
+
+ while (tiles[x] >= 0)
+ x++;
+ assert(x < n);
+ tiles[x] = j;
+ }
+
+ if (stop) {
+ /*
+ * Find the last two locations, and the last two
+ * pieces.
+ */
+ while (tiles[x] >= 0)
+ x++;
+ assert(x < n);
+ x1 = x;
+ x++;
+ while (tiles[x] >= 0)
+ x++;
+ assert(x < n);
+ x2 = x;
+
+ for (i = 0; i < n; i++)
+ if (!used[i])
+ break;
+ p1 = i;
+ for (i = p1+1; i < n; i++)
+ if (!used[i])
+ break;
+ p2 = i;
+
+ /*
+ * Try the last two tiles one way round. If that fails,
+ * swap them.
+ */
+ tiles[x1] = p1;
+ tiles[x2] = p2;
+ if (perm_parity(tiles, n) != 0) {
+ tiles[x1] = p2;
+ tiles[x2] = p1;
+ assert(perm_parity(tiles, n) == 0);
+ }
+ }
+
+ sfree(used);
}
/*
- * 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;
ret[retlen-1] = '\0'; /* delete last comma */
sfree(tiles);
- sfree(used);
return ret;
}
+static void game_free_aux_info(game_aux_info *aux)
+{
+ assert(!"Shouldn't happen");
+}
+
-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);
assert(!*p);
state->completed = state->movecount = 0;
+ state->movetarget = params->movetarget;
+ state->used_solve = state->just_used_solve = FALSE;
state->last_movement_sense = 0;
return state;
memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
ret->completed = state->completed;
ret->movecount = state->movecount;
+ ret->movetarget = state->movetarget;
+ ret->used_solve = state->used_solve;
+ ret->just_used_solve = state->just_used_solve;
ret->last_movement_sense = state->last_movement_sense;
return ret;
sfree(state);
}
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+ char **error)
+{
+ game_state *ret = dup_game(state);
+ int i;
+
+ /*
+ * Simply replace the grid with a solved one. For this game,
+ * this isn't a useful operation for actually telling the user
+ * what they should have done, but it is useful for
+ * conveniently being able to get hold of a clean state from
+ * which to practise manoeuvres.
+ */
+ for (i = 0; i < ret->n; i++)
+ ret->tiles[i] = i+1;
+ ret->used_solve = ret->just_used_solve = TRUE;
+ ret->completed = ret->movecount = 1;
+
+ return ret;
+}
+
static char *game_text_format(game_state *state)
{
- return NULL;
+ char *ret, *p, buf[80];
+ int x, y, col, maxlen;
+
+ /*
+ * First work out how many characters we need to display each
+ * number.
+ */
+ col = sprintf(buf, "%d", state->n);
+
+ /*
+ * Now we know the exact total size of the grid we're going to
+ * produce: it's got h rows, each containing w lots of col, w-1
+ * spaces and a trailing newline.
+ */
+ maxlen = state->h * state->w * (col+1);
+
+ ret = snewn(maxlen+1, char);
+ p = ret;
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ int v = state->tiles[state->w*y+x];
+ sprintf(buf, "%*d", col, v);
+ memcpy(p, buf, col);
+ p += col;
+ if (x+1 == state->w)
+ *p++ = '\n';
+ else
+ *p++ = ' ';
+ }
+ }
+
+ assert(p - ret == maxlen);
+ *p = '\0';
+ return ret;
}
static game_ui *new_ui(game_state *state)
{
}
-static game_state *make_move(game_state *from, game_ui *ui,
- int x, int y, int button)
-{
+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;
}
ret = dup_game(from);
+ ret->just_used_solve = FALSE; /* zero this in a hurry */
do {
cx += dx;
if (oldstate)
state = oldstate;
- sprintf(statusbuf, "%sMoves: %d",
- (state->completed ? "COMPLETED! " : ""),
- (state->completed ? state->completed : state->movecount));
+ if (state->used_solve)
+ sprintf(statusbuf, "Moves since auto-solve: %d",
+ state->movecount - state->completed);
+ else {
+ sprintf(statusbuf, "%sMoves: %d",
+ (state->completed ? "COMPLETED! " : ""),
+ (state->completed ? state->completed : state->movecount));
+ if (state->movetarget)
+ sprintf(statusbuf+strlen(statusbuf), " (target %d)",
+ state->movetarget);
+ }
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)
{
- return ANIM_TIME;
+ if ((dir > 0 && newstate->just_used_solve) ||
+ (dir < 0 && oldstate->just_used_solve))
+ return 0.0F;
+ else
+ return ANIM_TIME;
}
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)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
return 2 * FLASH_FRAME;
else
return 0.0F;
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,
- validate_seed,
+ new_game_desc,
+ game_free_aux_info,
+ validate_desc,
new_game,
dup_game,
free_game,
- FALSE, game_text_format,
+ TRUE, solve_game,
+ TRUE, game_text_format,
new_ui,
free_ui,
make_move,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
};