X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/0551ee6ba20cfc716603b49ba4238aea7f0dfb8b..511dac16da218ed6716a876847e02e8478b05812:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 7585239..6434c64 100644 --- a/twiddle.c +++ b/twiddle.c @@ -39,6 +39,7 @@ struct game_params { int w, h, n; int rowsonly; int orientable; + int movetarget; }; struct game_state { @@ -48,7 +49,7 @@ struct game_state { int completed; int just_used_solve; /* used to suppress undo animation */ int used_solve; /* used to suppress completion flash */ - int movecount; + int movecount, movetarget; int lastx, lasty, lastr; /* coordinates of last rotation */ }; @@ -59,6 +60,7 @@ static game_params *default_params(void) ret->w = ret->h = 3; ret->n = 2; ret->rowsonly = ret->orientable = FALSE; + ret->movetarget = 0; return ret; } @@ -101,13 +103,12 @@ static int game_fetch_preset(int i, char **name, game_params **params) return TRUE; } -static game_params *decode_params(char const *string) +static void decode_params(game_params *ret, char const *string) { - game_params *ret = snew(game_params); - ret->w = ret->h = atoi(string); ret->n = 2; ret->rowsonly = ret->orientable = FALSE; + ret->movetarget = 0; while (*string && isdigit(*string)) string++; if (*string == 'x') { string++; @@ -124,19 +125,25 @@ static game_params *decode_params(char const *string) ret->rowsonly = TRUE; } else if (*string == 'o') { ret->orientable = TRUE; + } else if (*string == 'm') { + string++; + ret->movetarget = atoi(string); + while (string[1] && isdigit(string[1])) string++; } string++; } - - return ret; } -static char *encode_params(game_params *params) +static char *encode_params(game_params *params, int full) { char buf[256]; sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, params->rowsonly ? "r" : "", params->orientable ? "o" : ""); + /* Shuffle limit is part of the limited parameters, because we have to + * supply the target move count. */ + if (params->movetarget) + sprintf(buf + strlen(buf), "m%d", params->movetarget); return dupstr(buf); } @@ -145,7 +152,7 @@ static config_item *game_configure(game_params *params) config_item *ret; char buf[80]; - ret = snewn(6, config_item); + ret = snewn(7, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; @@ -175,11 +182,17 @@ static config_item *game_configure(game_params *params) ret[4].sval = NULL; ret[4].ival = params->orientable; - ret[5].name = NULL; - ret[5].type = C_END; - ret[5].sval = NULL; + ret[5].name = "Number of shuffling moves"; + ret[5].type = C_STRING; + sprintf(buf, "%d", params->movetarget); + ret[5].sval = dupstr(buf); ret[5].ival = 0; + ret[6].name = NULL; + ret[6].type = C_END; + ret[6].sval = NULL; + ret[6].ival = 0; + return ret; } @@ -192,6 +205,7 @@ static game_params *custom_params(config_item *cfg) ret->n = atoi(cfg[2].sval); ret->rowsonly = cfg[3].ival; ret->orientable = cfg[4].ival; + ret->movetarget = atoi(cfg[5].sval); return ret; } @@ -293,7 +307,7 @@ static int grid_complete(int *grid, int wh, int orientable) return ok; } -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 *grid; @@ -317,29 +331,47 @@ static char *new_game_seed(game_params *params, random_state *rs, * and simply shuffle the grid by making a long sequence of * randomly chosen moves. */ - total_moves = w*h*n*n*2 + random_upto(rs, 1); - for (i = 0; i < total_moves; i++) { - int x, y; - - x = random_upto(rs, w - n + 1); - y = random_upto(rs, h - n + 1); - do_rotate(grid, w, h, n, params->orientable, - x, y, 1 + random_upto(rs, 3)); - - /* - * Optionally one more move in case the entire grid has - * happened to come out solved. - */ - if (i == total_moves - 1 && grid_complete(grid, wh, - params->orientable)) - i--; - } + total_moves = params->movetarget; + if (!total_moves) + total_moves = w*h*n*n*2 + random_upto(rs, 2); + + do { + int oldx = -1, oldy = -1, oldr = -1; + + for (i = 0; i < total_moves; i++) { + int x, y, r; + + do { + x = random_upto(rs, w - n + 1); + y = random_upto(rs, h - n + 1); + r = 1 + 2 * random_upto(rs, 2); + } while (x == oldx && y == oldy && (oldr == 0 || r == oldr)); + + do_rotate(grid, w, h, n, params->orientable, + x, y, r); + + /* + * Prevent immediate reversal of a previous move, or + * execution of three consecutive identical moves + * adding up to a single inverse move. One exception is + * when we only _have_ one x,y setting. + */ + if (w != n || h != n) { + if (oldx == x && oldy == y) + oldr = 0; /* now avoid _any_ move in this x,y */ + else + oldr = -r & 3; /* only prohibit the exact inverse */ + oldx = x; + oldy = y; + } + } + } while (grid_complete(grid, wh, params->orientable)); /* - * Now construct the game seed, by describing the grid as a - * 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'. + * Now construct the game description, by describing the grid + * as a 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; @@ -366,13 +398,13 @@ 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 w = params->w, h = params->h, wh = w*h; int i; - p = seed; + p = desc; err = NULL; for (i = 0; i < wh; i++) { @@ -396,7 +428,7 @@ static char *validate_seed(game_params *params, char *seed) return NULL; } -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 w = params->w, h = params->h, n = params->n, wh = w*h; @@ -410,11 +442,12 @@ static game_state *new_game(game_params *params, char *seed) state->completed = 0; state->used_solve = state->just_used_solve = FALSE; state->movecount = 0; + state->movetarget = params->movetarget; state->lastx = state->lasty = state->lastr = -1; state->grid = snewn(wh, int); - p = seed; + p = desc; for (i = 0; i < wh; i++) { state->grid[i] = 4 * atoi(p); @@ -445,6 +478,7 @@ static game_state *dup_game(game_state *state) ret->orientable = state->orientable; ret->completed = state->completed; ret->movecount = state->movecount; + ret->movetarget = state->movetarget; ret->lastx = state->lastx; ret->lasty = state->lasty; ret->lastr = state->lastr; @@ -560,6 +594,8 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, game_state *ret; int dir; + button = button & (~MOD_MASK | MOD_NUM_KEYPAD); + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { /* * Determine the coordinates of the click. We offset by n-1 @@ -570,30 +606,66 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, y -= (n-1) * TILE_SIZE / 2; x = FROMCOORD(x); y = FROMCOORD(y); - if (x < 0 || x > w-n || y < 0 || y > w-n) + dir = (button == LEFT_BUTTON ? 1 : -1); + if (x < 0 || x > w-n || y < 0 || y > h-n) return NULL; + } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') { + x = y = 0; + dir = (button == 'A' ? -1 : +1); + } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') { + x = w-n; + y = 0; + dir = (button == 'B' ? -1 : +1); + } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') { + x = 0; + y = h-n; + dir = (button == 'C' ? -1 : +1); + } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') { + x = w-n; + y = h-n; + dir = (button == 'D' ? -1 : +1); + } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) { + x = (w-n) / 2; + y = 0; + dir = +1; + } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) { + x = (w-n) / 2; + y = h-n; + dir = +1; + } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) { + x = 0; + y = (h-n) / 2; + dir = +1; + } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) { + x = w-n; + y = (h-n) / 2; + dir = +1; + } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){ + x = (w-n) / 2; + y = (h-n) / 2; + dir = +1; + } else { + return NULL; /* no move to be made */ + } - /* - * 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); - ret->lastx = x; - ret->lasty = y; - ret->lastr = dir; + /* + * This is a valid move. Make it. + */ + ret = dup_game(from); + ret->just_used_solve = FALSE; /* zero this in a hurry */ + ret->movecount++; + do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); + ret->lastx = x; + ret->lasty = y; + ret->lastr = dir; - /* - * See if the game has been completed. To do this we simply - * test that the grid contents are in increasing order. - */ - if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) - ret->completed = ret->movecount; - return ret; - } - return NULL; + /* + * See if the game has been completed. To do this we simply + * test that the grid contents are in increasing order. + */ + if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) + ret->completed = ret->movecount; + return ret; } /* ---------------------------------------------------------------------- @@ -700,7 +772,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, * new move is also being made. */ if (rot && (x < rot->cx || y < rot->cy || - x >= rot->cx+rot->cw || y > rot->cy+rot->ch)) + x >= rot->cx+rot->cw || y >= rot->cy+rot->ch)) rot = NULL; if (rot) @@ -870,7 +942,7 @@ static int highlight_colour(float angle) } static float game_anim_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { if ((dir > 0 && newstate->just_used_solve) || (dir < 0 && oldstate->just_used_solve)) @@ -880,7 +952,7 @@ static float game_anim_length(game_state *oldstate, game_state *newstate, } static float game_flash_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->used_solve && !newstate->used_solve) @@ -940,7 +1012,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ if (oldstate) { float angle; - float anim_max = game_anim_length(oldstate, state, dir); + float anim_max = game_anim_length(oldstate, state, dir, ui); if (dir > 0) { lastx = state->lastx; @@ -1021,10 +1093,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (state->used_solve) sprintf(statusbuf, "Moves since auto-solve: %d", state->movecount - state->completed); - else + 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); } @@ -1049,9 +1125,9 @@ const struct game thegame = { 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,