X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/1185e3c5eaf5a0ac405e14939e7ee818914e0701..eb5f5f5d260d3e3b9b5e5027f60a7071a4f3c766:/netslide.c?ds=sidebyside diff --git a/netslide.c b/netslide.c index 6ae9569..b0d975f 100644 --- a/netslide.c +++ b/netslide.c @@ -13,8 +13,6 @@ #include "puzzles.h" #include "tree234.h" -#define PI 3.141592653589793238462643383279502884197169399 - #define MATMUL(xr,yr,m,x,y) do { \ float rx, ry, xx = (x), yy = (y), *mat = (m); \ rx = mat[0] * xx + mat[2] * yy; \ @@ -80,6 +78,7 @@ struct game_params { int height; int wrapping; float barrier_probability; + int movetarget; }; struct game_aux_info { @@ -90,7 +89,7 @@ struct game_aux_info { struct game_state { int width, height, cx, cy, wrapping, completed; int used_solve, just_used_solve; - int move_count; + int move_count, movetarget; /* position (row or col number, starting at 0) of last move. */ int last_move_row, last_move_col; @@ -130,7 +129,7 @@ static int xyd_cmp(void *av, void *bv) { if (a->direction > b->direction) return +1; return 0; -}; +} static struct xyd *new_xyd(int x, int y, int direction) { @@ -157,37 +156,40 @@ static game_params *default_params(void) ret->height = 3; ret->wrapping = FALSE; ret->barrier_probability = 1.0; + ret->movetarget = 0; return ret; } +static const struct { int x, y, wrap, bprob; const char* desc; } +netslide_presets[] = { + {3, 3, FALSE, 1.0, " easy"}, + {3, 3, FALSE, 0.0, " medium"}, + {3, 3, TRUE, 0.0, " hard"}, + {4, 4, FALSE, 1.0, " easy"}, + {4, 4, FALSE, 0.0, " medium"}, + {4, 4, TRUE, 0.0, " hard"}, + {5, 5, FALSE, 1.0, " easy"}, + {5, 5, FALSE, 0.0, " medium"}, + {5, 5, TRUE, 0.0, " hard"}, +}; + static int game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char str[80]; - static const struct { int x, y, wrap, bprob; const char* desc; } values[] = { - {3, 3, FALSE, 1.0, " easy"}, - {3, 3, FALSE, 0.0, " medium"}, - {3, 3, TRUE, 0.0, " hard"}, - {4, 4, FALSE, 1.0, " easy"}, - {4, 4, FALSE, 0.0, " medium"}, - {4, 4, TRUE, 0.0, " hard"}, - {5, 5, FALSE, 1.0, " easy"}, - {5, 5, FALSE, 0.0, " medium"}, - {5, 5, TRUE, 0.0, " hard"}, - }; - - if (i < 0 || i >= lenof(values)) + + if (i < 0 || i >= lenof(netslide_presets)) return FALSE; ret = snew(game_params); - ret->width = values[i].x; - ret->height = values[i].y; - ret->wrapping = values[i].wrap; - ret->barrier_probability = values[i].bprob; + ret->width = netslide_presets[i].x; + ret->height = netslide_presets[i].y; + ret->wrapping = netslide_presets[i].wrap; + ret->barrier_probability = netslide_presets[i].bprob; + ret->movetarget = 0; - sprintf(str, "%dx%d%s", ret->width, ret->height, - values[i].desc); + sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc); *name = dupstr(str); *params = ret; @@ -212,6 +214,7 @@ static void decode_params(game_params *ret, char const *string) ret->wrapping = FALSE; ret->barrier_probability = 0.0; + ret->movetarget = 0; ret->width = atoi(p); while (*p && isdigit(*p)) p++; @@ -221,8 +224,13 @@ static void decode_params(game_params *ret, char const *string) while (*p && isdigit(*p)) p++; if ( (ret->wrapping = (*p == 'w')) != 0 ) p++; - if (*p == 'b') - ret->barrier_probability = atof(p+1); + if (*p == 'b') { + ret->barrier_probability = atof(++p); + while (*p && (isdigit(*p) || *p == '.')) p++; + } + if (*p == 'm') { + ret->movetarget = atoi(++p); + } } else { ret->height = ret->width; } @@ -238,6 +246,10 @@ static char *encode_params(game_params *params, int full) ret[len++] = 'w'; if (full && params->barrier_probability) len += sprintf(ret+len, "b%g", params->barrier_probability); + /* Shuffle limit is part of the limited parameters, because we have to + * provide the target move count. */ + if (params->movetarget) + len += sprintf(ret+len, "m%d", params->movetarget); assert(len < lenof(ret)); ret[len] = '\0'; @@ -249,7 +261,7 @@ static config_item *game_configure(game_params *params) config_item *ret; char buf[80]; - ret = snewn(5, config_item); + ret = snewn(6, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; @@ -274,11 +286,17 @@ static config_item *game_configure(game_params *params) ret[3].sval = dupstr(buf); ret[3].ival = 0; - ret[4].name = NULL; - ret[4].type = C_END; - ret[4].sval = NULL; + ret[4].name = "Number of shuffling moves"; + ret[4].type = C_STRING; + sprintf(buf, "%d", params->movetarget); + ret[4].sval = dupstr(buf); ret[4].ival = 0; + ret[5].name = NULL; + ret[5].type = C_END; + ret[5].sval = NULL; + ret[5].ival = 0; + return ret; } @@ -290,18 +308,15 @@ static game_params *custom_params(config_item *cfg) ret->height = atoi(cfg[1].sval); ret->wrapping = cfg[2].ival; ret->barrier_probability = (float)atof(cfg[3].sval); + ret->movetarget = atoi(cfg[4].sval); return ret; } static char *validate_params(game_params *params) { - if (params->width <= 1 && params->height <= 1) + if (params->width <= 1 || params->height <= 1) return "Width and height must both be greater than one"; - if (params->width <= 1) - return "Width must be greater than one"; - if (params->height <= 1) - return "Height must be greater than one"; if (params->barrier_probability < 0) return "Barrier probability may not be negative"; if (params->barrier_probability > 1) @@ -314,7 +329,7 @@ static char *validate_params(game_params *params) */ static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux) + game_aux_info **aux, int interactive) { tree234 *possibilities, *barriertree; int w, h, x, y, cx, cy, nbarriers; @@ -538,7 +553,11 @@ static char *new_game_desc(game_params *params, random_state *rs, /* * Now shuffle the grid. - * FIXME - this simply does a set of random moves to shuffle the pieces. + * FIXME - this simply does a set of random moves to shuffle the pieces, + * although we make a token effort to avoid boring cases by avoiding moves + * that directly undo the previous one, or that repeat so often as to + * turn into fewer moves. + * * A better way would be to number all the pieces, generate a placement * for all the numbers as for "sixteen", observing parity constraints if * neccessary, and then place the pieces according to their numbering. @@ -549,18 +568,43 @@ static char *new_game_desc(game_params *params, random_state *rs, int i; int cols = w - 1; int rows = h - 1; - for (i = 0; i < cols * rows * 2; i++) { + int moves = params->movetarget; + int prevdir = -1, prevrowcol = -1, nrepeats = 0; + if (!moves) moves = cols * rows * 2; + for (i = 0; i < moves; /* incremented conditionally */) { /* Choose a direction: 0,1,2,3 = up, right, down, left. */ int dir = random_upto(rs, 4); + int rowcol; if (dir % 2 == 0) { int col = random_upto(rs, cols); - if (col >= cx) col += 1; + if (col >= cx) col += 1; /* avoid centre */ + if (col == prevrowcol) { + if (dir == 2-prevdir) + continue; /* undoes last move */ + else if ((nrepeats+1)*2 > h) + continue; /* makes fewer moves */ + } slide_col_int(w, h, tiles, 1 - dir, col); + rowcol = col; } else { int row = random_upto(rs, rows); - if (row >= cy) row += 1; + if (row >= cy) row += 1; /* avoid centre */ + if (row == prevrowcol) { + if (dir == 4-prevdir) + continue; /* undoes last move */ + else if ((nrepeats+1)*2 > w) + continue; /* makes fewer moves */ + } slide_row_int(w, h, tiles, 2 - dir, row); + rowcol = row; } + if (dir == prevdir && rowcol == prevrowcol) + nrepeats++; + else + nrepeats = 1; + prevdir = dir; + prevrowcol = rowcol; + i++; /* if we got here, the move was accepted */ } } @@ -645,6 +689,7 @@ static char *new_game_desc(game_params *params, random_state *rs, } } assert(p - desc <= w*h*3); + *p = '\0'; sfree(tiles); sfree(barriers); @@ -688,7 +733,7 @@ static char *validate_desc(game_params *params, char *desc) * Construct an initial game state, given a description and parameters. */ -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; int w, h, x, y; @@ -705,6 +750,7 @@ static game_state *new_game(game_params *params, char *desc) state->cx = state->width / 2; state->cy = state->height / 2; state->wrapping = params->wrapping; + state->movetarget = params->movetarget; state->completed = 0; state->used_solve = state->just_used_solve = FALSE; state->move_count = 0; @@ -823,6 +869,7 @@ static game_state *dup_game(game_state *state) ret->cx = state->cx; ret->cy = state->cy; ret->wrapping = state->wrapping; + ret->movetarget = state->movetarget; ret->completed = state->completed; ret->used_solve = state->used_solve; ret->just_used_solve = state->just_used_solve; @@ -999,12 +1046,14 @@ static void slide_col(game_state *state, int dir, int col) } static game_state *make_move(game_state *state, game_ui *ui, - int x, int y, int button) + game_drawstate *ds, int x, int y, int button) { int cx, cy; int n, dx, dy; game_state *ret; + button &= ~MOD_MASK; + if (button != LEFT_BUTTON && button != RIGHT_BUTTON) return NULL; @@ -1616,6 +1665,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, (state->completed ? "COMPLETED! " : ""), (state->completed ? state->completed : state->move_count)); + if (state->movetarget) + sprintf(statusbuf + strlen(statusbuf), " (target %d)", + state->movetarget); + sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); status_bar(fe, statusbuf); @@ -1625,7 +1678,7 @@ 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) { /* * Don't animate an auto-solve move. @@ -1638,7 +1691,7 @@ 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 the game has just been completed, we display a completion @@ -1667,6 +1720,11 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return FALSE; +} + #ifdef COMBINED #define thegame netslide #endif @@ -1700,4 +1758,6 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ };