X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/2ac6d24e968232e9040ee0bca5e605b3a75e9c39..a4393230feedb8722a62e02e4973120774226e8d:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 8a389b4..06dbaed 100644 --- a/twiddle.c +++ b/twiddle.c @@ -14,14 +14,13 @@ #include "puzzles.h" -#define TILE_SIZE 48 +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) #define BORDER (TILE_SIZE / 2) #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) -#define PI 3.141592653589793238462643383279502884197169399 - #define ANIM_PER_RADIUS_UNIT 0.13F #define FLASH_FRAME 0.13F @@ -39,6 +38,7 @@ struct game_params { int w, h, n; int rowsonly; int orientable; + int movetarget; }; struct game_state { @@ -48,7 +48,7 @@ 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 +59,7 @@ 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 +102,12 @@ 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 +124,25 @@ 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 +151,7 @@ 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 +181,17 @@ 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 +204,7 @@ 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; } @@ -248,12 +261,12 @@ static void do_rotate(int *grid, int w, int h, int n, int orientable, for (j = 0; j < n/2; j++) { int k; int g[4]; - int p[4] = { - j*w+i, - i*w+(n-j-1), - (n-j-1)*w+(n-i-1), - (n-i-1)*w+j - }; + int p[4]; + + p[0] = j*w+i; + p[1] = i*w+(n-j-1); + p[2] = (n-j-1)*w+(n-i-1); + p[3] = (n-i-1)*w+j; for (k = 0; k < 4; k++) g[k] = grid[p[k]]; @@ -293,8 +306,8 @@ static int grid_complete(int *grid, int wh, int orientable) return ok; } -static char *new_game_seed(game_params *params, random_state *rs, - game_aux_info **aux) +static char *new_game_desc(game_params *params, random_state *rs, + char **aux, int interactive) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -317,29 +330,85 @@ 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; - for (i = 0; i < total_moves; i++) { - int x, y; + total_moves = params->movetarget; + if (!total_moves) + /* Add a random move to avoid parity issues. */ + total_moves = w*h*n*n*2 + random_upto(rs, 2); + + do { + int *prevmoves; + int rw, rh; /* w/h of rotation centre space */ + + rw = w - n + 1; + rh = h - n + 1; + prevmoves = snewn(rw * rh, int); + for (i = 0; i < rw * rh; i++) + prevmoves[i] = 0; + + for (i = 0; i < total_moves; i++) { + int x, y, r, oldtotal, newtotal, dx, dy; + + do { + x = random_upto(rs, w - n + 1); + y = random_upto(rs, h - n + 1); + r = 2 * random_upto(rs, 2) - 1; + + /* + * See if any previous rotations has happened at + * this point which nothing has overlapped since. + * If so, ensure we haven't either undone a + * previous move or repeated one so many times that + * it turns into fewer moves in the inverse + * direction (i.e. three identical rotations). + */ + oldtotal = prevmoves[y*rw+x]; + newtotal = oldtotal + r; + + /* + * 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); + + /* + * Log the rotation we've just performed at this point, + * for inversion detection in the next move. + * + * Also zero a section of the prevmoves array, because + * any rotation area which _overlaps_ this one is now + * entirely safe to perform further moves in. + * + * Two rotation areas overlap if their top left + * coordinates differ by strictly less than n in both + * directions + */ + prevmoves[y*rw+x] += r; + for (dy = -n+1; dy <= n-1; dy++) { + if (y + dy < 0 || y + dy >= rh) + continue; + for (dx = -n+1; dx <= n-1; dx++) { + if (x + dx < 0 || x + dx >= rw) + continue; + if (dx == 0 && dy == 0) + continue; + prevmoves[(y+dy)*rw+(x+dx)] = 0; + } + } + } - 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)); + sfree(prevmoves); - /* - * 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--; - } + } 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; @@ -348,7 +417,7 @@ static char *new_game_seed(game_params *params, random_state *rs, int k; k = sprintf(buf, "%d%c", grid[i] / 4, - params->orientable ? "uldr"[grid[i] & 3] : ','); + (char)(params->orientable ? "uldr"[grid[i] & 3] : ',')); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); @@ -361,18 +430,13 @@ static char *new_game_seed(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_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 +460,7 @@ 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 +474,12 @@ 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 +510,7 @@ 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; @@ -475,23 +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); - - /* - * 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); - ret->used_solve = ret->just_used_solve = TRUE; - ret->completed = ret->movecount; - - return ret; + return dupstr("S"); } static char *game_text_format(game_state *state) @@ -518,7 +571,7 @@ static char *game_text_format(game_state *state) */ maxlen = state->h * state->w * (col+o+1); - ret = snewn(maxlen, char); + ret = snewn(maxlen+1, char); p = ret; for (y = 0; y < state->h; y++) { @@ -550,13 +603,36 @@ static void free_ui(game_ui *ui) { } -static game_state *make_move(game_state *from, game_ui *ui, int x, int y, - int button) +char *encode_ui(game_ui *ui) { - int w = from->w, h = from->h, n = from->n, wh = w*h; - game_state *ret; + return NULL; +} + +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 *grid; + int tilesize; +}; + +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int x, int y, int button) +{ + 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); + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { /* * Determine the coordinates of the click. We offset by n-1 @@ -567,44 +643,124 @@ 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. - */ + /* + * 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); - 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; /* - * See if the game has been completed. To do this we simply - * test that the grid contents are in increasing order. + * 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. */ - if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) - ret->completed = ret->movecount; + 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 NULL; + + 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++; + 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; } /* ---------------------------------------------------------------------- * Drawing routines. */ -struct game_drawstate { - int started; - int w, h, bgcolour; - int *grid; -}; - -static void game_size(game_params *params, int *x, int *y) +static void game_size(game_params *params, game_drawstate *ds, + int *x, int *y, int expand) { + int 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); + ts = min(tsx, tsy); + if (expand) + ds->tilesize = ts; + else + ds->tilesize = min(ts, PREFERRED_TILE_SIZE); + *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; } @@ -652,6 +808,7 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->h = state->h; ds->bgcolour = COL_BACKGROUND; ds->grid = snewn(ds->w*ds->h, int); + ds->tilesize = 0; /* haven't decided yet */ for (i = 0; i < ds->w*ds->h; i++) ds->grid[i] = -1; @@ -660,6 +817,7 @@ static game_drawstate *game_new_drawstate(game_state *state) static void game_free_drawstate(game_drawstate *ds) { + sfree(ds->grid); sfree(ds); } @@ -684,12 +842,23 @@ static void rotate(int *xy, struct rotation *rot) } } -static void draw_tile(frontend *fe, game_state *state, int x, int y, - int tile, int flash_colour, struct rotation *rot) +static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, + int x, int y, int tile, int flash_colour, + struct rotation *rot) { int coords[8]; char str[40]; + /* + * If we've been passed a rotation region but we're drawing a + * tile which is outside it, we must draw it normally. This can + * occur if we're cleaning up after a completion flash while a + * new move is also being made. + */ + if (rot && (x < rot->cx || y < rot->cy || + x >= rot->cx+rot->cw || y >= rot->cy+rot->ch)) + rot = NULL; + if (rot) clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); @@ -760,7 +929,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, } /* - * Next, the colour bars for orientation. + * Next, the triangles for orientation. */ if (state->orientable) { int xdx, xdy, ydx, ydy; @@ -857,7 +1026,7 @@ 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)) @@ -867,7 +1036,7 @@ 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) @@ -891,7 +1060,7 @@ 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, @@ -907,15 +1076,19 @@ 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); ds->started = TRUE; } @@ -927,7 +1100,7 @@ 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; @@ -986,7 +1159,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { int x = COORD(tx), y = COORD(ty); - draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); + draw_tile(fe, ds, state, x, y, state->grid[i], bgcolour, rot); ds->grid[i] = t; } } @@ -1008,10 +1181,14 @@ 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); } @@ -1022,6 +1199,11 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame twiddle #endif @@ -1036,9 +1218,8 @@ const struct game thegame = { dup_params, TRUE, game_configure, custom_params, validate_params, - new_game_seed, - game_free_aux_info, - validate_seed, + new_game_desc, + validate_desc, new_game, dup_game, free_game, @@ -1046,7 +1227,11 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, - make_move, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, game_size, game_colours, game_new_drawstate, @@ -1055,4 +1240,6 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ };