X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/1e3e152de7cc491b63c5e351b5f603d307182b07..33a3deb263166f99ba350af1eae63889d96899f9:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 8388f47..92f5db3 100644 --- a/twiddle.c +++ b/twiddle.c @@ -307,7 +307,7 @@ static int grid_complete(int *grid, int wh, int orientable) } static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux, int interactive) + char **aux, int interactive) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -363,7 +363,14 @@ static char *new_game_desc(game_params *params, random_state *rs, */ oldtotal = prevmoves[y*rw+x]; newtotal = oldtotal + r; - } while (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2); + + /* + * Special case here for w==h==n, in which case + * there is actually no way to _avoid_ all moves + * repeating or undoing previous ones. + */ + } while ((w != n || h != n) && + (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2)); do_rotate(grid, w, h, n, params->orientable, x, y, r); @@ -423,11 +430,6 @@ static char *new_game_desc(game_params *params, random_state *rs, 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) { char *p, *err; @@ -539,26 +541,10 @@ static int compare_int(const void *av, const void *bv) return 0; } -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. - */ - 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 = 1; - - return ret; + return dupstr("S"); } static char *game_text_format(game_state *state) @@ -617,6 +603,15 @@ static void free_ui(game_ui *ui) { } +static char *encode_ui(game_ui *ui) +{ + 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) { @@ -629,11 +624,11 @@ struct game_drawstate { int tilesize; }; -static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int x, int y, int button) { - int w = from->w, h = from->h, n = from->n, wh = w*h; - game_state *ret; + int w = state->w, h = state->h, n = state->n /* , wh = w*h */; + char buf[80]; int dir; button = button & (~MOD_MASK | MOD_NUM_KEYPAD); @@ -691,8 +686,43 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, } /* - * This is a valid move. Make it. + * If we reach here, we have a valid move. */ + sprintf(buf, "M%d,%d,%d", x, y, dir); + return dupstr(buf); +} + +static game_state *execute_move(game_state *from, char *move) +{ + game_state *ret; + int w = from->w, h = from->h, n = from->n, wh = w*h; + int x, y, dir; + + 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. + */ + 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 = 1; + + return ret; + } + + if (move[0] != 'M' || + sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 || + x < 0 || y < 0 || x > from->w - n || y > from->h - n) + return NULL; /* can't parse this move string */ + ret = dup_game(from); ret->just_used_solve = FALSE; /* zero this in a hurry */ ret->movecount++; @@ -717,19 +747,19 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, static void game_size(game_params *params, game_drawstate *ds, int *x, int *y, int expand) { - int tsx, tsy, ts; + double tsx, tsy, ts; /* * Each window dimension equals the tile size times one more * than the grid dimension (the border is half the width of the * tiles). */ - tsx = *x / (params->w + 1); - tsy = *y / (params->h + 1); + tsx = (double)*x / ((double)params->w + 1.0); + tsy = (double)*y / ((double)params->h + 1.0); ts = min(tsx, tsy); if (expand) - ds->tilesize = ts; + ds->tilesize = (int)(ts + 0.5); else - ds->tilesize = min(ts, PREFERRED_TILE_SIZE); + ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE); *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; @@ -850,29 +880,29 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); + draw_polygon(fe, coords, 3, rot ? rot->rc : COL_LOWLIGHT, + rot ? rot->rc : COL_LOWLIGHT); /* Bottom side. */ coords[2] = x; coords[3] = y + TILE_SIZE - 1; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); + draw_polygon(fe, coords, 3, rot ? rot->bc : COL_LOWLIGHT, + rot ? rot->bc : COL_LOWLIGHT); /* Left side. */ coords[0] = x; coords[1] = y; rotate(coords+0, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); + draw_polygon(fe, coords, 3, rot ? rot->lc : COL_HIGHLIGHT, + rot ? rot->lc : COL_HIGHLIGHT); /* Top side. */ coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); + draw_polygon(fe, coords, 3, rot ? rot->tc : COL_HIGHLIGHT, + rot ? rot->tc : COL_HIGHLIGHT); /* * Now the main blank area in the centre of the tile. @@ -890,8 +920,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; coords[7] = y + HIGHLIGHT_WIDTH; rotate(coords+6, rot); - draw_polygon(fe, coords, 4, TRUE, flash_colour); - draw_polygon(fe, coords, 4, FALSE, flash_colour); + draw_polygon(fe, coords, 4, flash_colour, flash_colour); } else { draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, @@ -937,8 +966,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, 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); + draw_polygon(fe, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE); } coords[0] = x + TILE_SIZE/2; @@ -1052,13 +1080,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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); + 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, 5, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT); + draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = TRUE; } @@ -1189,7 +1215,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1198,8 +1223,11 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, + encode_ui, + decode_ui, game_changed_state, - make_move, + interpret_move, + execute_move, game_size, game_colours, game_new_drawstate,