int orientable;
int *grid;
int completed;
+ int just_used_solve; /* used to suppress undo animation */
+ int used_solve; /* used to suppress completion flash */
int movecount;
int lastx, lasty, lastr; /* coordinates of last rotation */
};
return ok;
}
-static char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_seed(game_params *params, random_state *rs,
+ game_aux_info **aux)
{
int *grid;
int w = params->w, h = params->h, n = params->n, wh = w*h;
/*
* Now construct the game seed, by describing the grid as a
- * simple sequence of comma-separated integers.
+ * simple sequence of integers. They're comma-separated, unless
+ * the puzzle is orientable in which case they're separated by
+ * orientation letters `u', `d', `l' and `r'.
*/
ret = NULL;
retlen = 0;
char buf[80];
int k;
- k = sprintf(buf, "%d,", grid[i]);
+ k = sprintf(buf, "%d%c", grid[i] / 4,
+ params->orientable ? "uldr"[grid[i] & 3] : ',');
ret = sresize(ret, retlen + k + 1, char);
strcpy(ret + retlen, buf);
retlen += k;
}
- ret[retlen-1] = '\0'; /* delete last comma */
+ if (!params->orientable)
+ ret[retlen-1] = '\0'; /* delete last comma */
sfree(grid);
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)
{
char *p, *err;
err = NULL;
for (i = 0; i < wh; i++) {
- if (*p < '0' || *p > '9') {
+ if (*p < '0' || *p > '9')
return "Not enough numbers in string";
- }
while (*p >= '0' && *p <= '9')
p++;
- if (i < wh-1 && *p != ',') {
- return "Expected comma after number";
- }
- else if (i == wh-1 && *p) {
+ if (!params->orientable && i < wh-1) {
+ if (*p != ',')
+ return "Expected comma after number";
+ } else if (params->orientable && i < wh) {
+ if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd')
+ return "Expected orientation letter after number";
+ } else if (i == wh-1 && *p) {
return "Excess junk at end of string";
}
state->n = n;
state->orientable = params->orientable;
state->completed = 0;
+ state->used_solve = state->just_used_solve = FALSE;
state->movecount = 0;
state->lastx = state->lasty = state->lastr = -1;
p = seed;
for (i = 0; i < wh; i++) {
- state->grid[i] = atoi(p);
+ state->grid[i] = 4 * atoi(p);
while (*p >= '0' && *p <= '9')
p++;
-
- if (*p) p++; /* eat comma */
+ if (*p) {
+ if (params->orientable) {
+ switch (*p) {
+ case 'l': state->grid[i] |= 1; break;
+ case 'd': state->grid[i] |= 2; break;
+ case 'r': state->grid[i] |= 3; break;
+ }
+ }
+ p++;
+ }
}
return state;
ret->lastx = state->lastx;
ret->lasty = state->lasty;
ret->lastr = state->lastr;
+ ret->used_solve = state->used_solve;
+ ret->just_used_solve = state->just_used_solve;
ret->grid = snewn(ret->w * ret->h, int);
memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
sfree(state);
}
+static int compare_int(const void *av, const void *bv)
+{
+ const int *a = (const int *)av;
+ const int *b = (const int *)bv;
+ if (*a < *b)
+ return -1;
+ else if (*a > *b)
+ return +1;
+ else
+ return 0;
+}
+
+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.
+ */
+ qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
+ for (i = 0; i < ret->w*ret->h; i++)
+ ret->grid[i] &= ~3;
+ ret->used_solve = ret->just_used_solve = TRUE;
+ ret->completed = ret->movecount;
+
+ return ret;
+}
+
+static char *game_text_format(game_state *state)
+{
+ char *ret, *p, buf[80];
+ int i, x, y, col, o, maxlen;
+
+ /*
+ * First work out how many characters we need to display each
+ * number. We're pretty flexible on grid contents here, so we
+ * have to scan the entire grid.
+ */
+ col = 0;
+ for (i = 0; i < state->w * state->h; i++) {
+ x = sprintf(buf, "%d", state->grid[i] / 4);
+ if (col < x) col = x;
+ }
+ o = (state->orientable ? 1 : 0);
+
+ /*
+ * 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+o,
+ * w-1 spaces and a trailing newline.
+ */
+ maxlen = state->h * state->w * (col+o+1);
+
+ ret = snewn(maxlen, char);
+ p = ret;
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ int v = state->grid[state->w*y+x];
+ sprintf(buf, "%*d", col, v/4);
+ memcpy(p, buf, col);
+ p += col;
+ if (o)
+ *p++ = "^<v>"[v & 3];
+ 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)
{
return NULL;
* This is a valid move. Make it.
*/
ret = dup_game(from);
+ ret->just_used_solve = FALSE; /* zero this in a hurry */
ret->movecount++;
dir = (button == LEFT_BUTTON ? 1 : -1);
do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
- coords[0] = cx - displ * xdx - displ2 * ydx;
- coords[1] = cy - displ * xdy - displ2 * ydy;
+ coords[0] = cx - displ * xdx + displ2 * ydx;
+ coords[1] = cy - displ * xdy + displ2 * ydy;
rotate(coords+0, rot);
- coords[2] = cx + displ * xdx - displ2 * ydx;
- coords[3] = cy + displ * xdy - displ2 * ydy;
+ coords[2] = cx + displ * xdx + displ2 * ydx;
+ coords[3] = cy + displ * xdy + displ2 * ydy;
rotate(coords+2, rot);
- coords[4] = cx + displ * ydx;
- coords[5] = cy + displ * ydy;
+ coords[4] = cx - displ * ydx;
+ coords[5] = cy - displ * ydy;
rotate(coords+4, rot);
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir)
{
- return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
+ if ((dir > 0 && newstate->just_used_solve) ||
+ (dir < 0 && oldstate->just_used_solve))
+ return 0.0F;
+ else
+ return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir)
{
- if (!oldstate->completed && newstate->completed)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
return 2 * FLASH_FRAME;
else
return 0.0F;
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));
status_bar(fe, statusbuf);
}
#endif
const struct game thegame = {
- "Twiddle", "games.twiddle", TRUE,
+ "Twiddle", "games.twiddle",
default_params,
game_fetch_preset,
decode_params,
encode_params,
free_params,
dup_params,
- game_configure,
- custom_params,
+ TRUE, game_configure, custom_params,
validate_params,
new_game_seed,
+ game_free_aux_info,
validate_seed,
new_game,
dup_game,
free_game,
+ TRUE, solve_game,
+ TRUE, game_text_format,
new_ui,
free_ui,
make_move,