#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 )
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;
}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+ char **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);
return ret;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
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;
static void free_game(game_state *state)
{
+ sfree(state->tiles);
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *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;
+ return dupstr("S");
}
static char *game_text_format(game_state *state)
{
}
-static game_state *make_move(game_state *from, game_ui *ui,
- int x, int y, int button)
+static char *encode_ui(game_ui *ui)
{
- int cx, cy;
- int dx, dy, tx, ty, n;
- game_state *ret;
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+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 char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ int cx, cy, dx, dy;
+ char buf[80];
button &= ~MOD_MASK;
if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
cx = FROMCOORD(x);
cy = FROMCOORD(y);
- if (cx == -1 && cy >= 0 && cy < from->h)
- n = from->w, dx = +1, dy = 0;
- else if (cx == from->w && cy >= 0 && cy < from->h)
- n = from->w, dx = -1, dy = 0;
- else if (cy == -1 && cx >= 0 && cx < from->w)
- n = from->h, dy = +1, dx = 0;
- else if (cy == from->h && cx >= 0 && cx < from->w)
- n = from->h, dy = -1, dx = 0;
+ if (cx == -1 && cy >= 0 && cy < state->h)
+ dx = -1, dy = 0;
+ else if (cx == state->w && cy >= 0 && cy < state->h)
+ dx = +1, dy = 0;
+ else if (cy == -1 && cx >= 0 && cx < state->w)
+ dy = -1, dx = 0;
+ else if (cy == state->h && cx >= 0 && cx < state->w)
+ dy = +1, dx = 0;
else
return NULL; /* invalid click location */
/* reverse direction if right hand button is pressed */
- if (button == RIGHT_BUTTON)
- {
- dx = -dx; if (dx) cx = from->w - 1 - cx;
- dy = -dy; if (dy) cy = from->h - 1 - cy;
+ if (button == RIGHT_BUTTON) {
+ dx = -dx;
+ dy = -dy;
+ }
+
+ if (dx)
+ sprintf(buf, "R%d,%d", cy, dx);
+ else
+ sprintf(buf, "C%d,%d", cx, dy);
+ return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ int cx, cy, dx, dy;
+ int tx, ty, n;
+ game_state *ret;
+
+ if (!strcmp(move, "S")) {
+ int i;
+
+ ret = dup_game(from);
+
+ /*
+ * 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;
}
+ if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 &&
+ cy >= 0 && cy < from->h) {
+ cx = dy = 0;
+ n = from->w;
+ } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 &&
+ cx >= 0 && cx < from->w) {
+ cy = dx = 0;
+ n = from->h;
+ } else
+ return NULL;
+
ret = dup_game(from);
ret->just_used_solve = FALSE; /* zero this in a hurry */
do {
- cx += dx;
- cy += dy;
- tx = (cx + dx + from->w) % from->w;
- ty = (cy + dy + from->h) % from->h;
+ tx = (cx - dx + from->w) % from->w;
+ ty = (cy - dy + from->h) % from->h;
ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
+ cx = tx;
+ cy = ty;
} while (--n > 0);
ret->movecount++;
- ret->last_movement_sense = -(dx+dy);
+ ret->last_movement_sense = dx+dy;
/*
* See if the game has been completed.
* 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_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
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) {
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+ draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
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;
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
+ draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT);
}
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,
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, COL_HIGHLIGHT, 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, COL_LOWLIGHT, 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
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
TRUE, game_text_format,
new_ui,
free_ui,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};