Introduce a new game backend function (there seem to have been a lot
[sgt/puzzles] / sixteen.c
index 2bfaadd..9a347fa 100644 (file)
--- a/sixteen.c
+++ b/sixteen.c
@@ -173,7 +173,7 @@ static game_params *custom_params(config_item *cfg)
 
 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;
@@ -194,7 +194,7 @@ static int perm_parity(int *perm, int n)
 }
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux)
+                          game_aux_info **aux, int interactive)
 {
     int stop, n, i, x;
     int x1, x2, p1, p2;
@@ -207,7 +207,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
     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
@@ -218,7 +220,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
            tiles[i] = i;
 
        for (i = 0; i < params->movetarget; i++) {
-           int start, offset, len, direction;
+           int start, offset, len, direction, index;
            int j, tmp;
 
            /*
@@ -230,12 +232,14 @@ static char *new_game_desc(game_params *params, random_state *rs,
 
                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;
                }
@@ -243,36 +247,42 @@ static char *new_game_desc(game_params *params, random_state *rs,
                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;
@@ -284,6 +294,8 @@ static char *new_game_desc(game_params *params, random_state *rs,
            tiles[start + (len-1) * offset] = tmp;
        }
 
+        sfree(prevmoves);
+
     } else {
 
        used = snewn(n, int);
@@ -442,7 +454,7 @@ static char *validate_desc(game_params *params, char *desc)
     return err;
 }
 
-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 = snew(game_state);
     int i;
@@ -493,6 +505,7 @@ static game_state *dup_game(game_state *state)
 
 static void free_game(game_state *state)
 {
+    sfree(state->tiles);
     sfree(state);
 }
 
@@ -565,9 +578,13 @@ static void free_ui(game_ui *ui)
 {
 }
 
-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)
 {
+}
+
+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;
@@ -763,7 +780,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         bgcolour = COL_BACKGROUND;
 
     if (!ds->started) {
-        int coords[6];
+        int coords[10];
 
        draw_rect(fe, 0, 0,
                  TILE_SIZE * state->w + 2 * BORDER,
@@ -779,15 +796,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         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.
@@ -937,7 +958,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 }
 
 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))
@@ -947,7 +968,7 @@ static float game_anim_length(game_state *oldstate,
 }
 
 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)
@@ -961,6 +982,11 @@ static int game_wants_statusbar(void)
     return TRUE;
 }
 
+static int game_timing_state(game_state *state)
+{
+    return TRUE;
+}
+
 #ifdef COMBINED
 #define thegame sixteen
 #endif
@@ -985,6 +1011,7 @@ const struct game thegame = {
     TRUE, game_text_format,
     new_ui,
     free_ui,
+    game_changed_state,
     make_move,
     game_size,
     game_colours,
@@ -994,4 +1021,6 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     game_wants_statusbar,
+    FALSE, game_timing_state,
+    0,                                /* mouse_priorities */
 };