X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/48a10826fef7777bb8b061f4a121f481ced98bc0..b2a646f1af7858878025bdae14bef9482bee8e26:/sixteen.c diff --git a/sixteen.c b/sixteen.c index 950f724..c202de1 100644 --- a/sixteen.c +++ b/sixteen.c @@ -36,6 +36,7 @@ enum { struct game_params { int w, h; + int movetarget; }; struct game_state { @@ -44,7 +45,7 @@ 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 last_movement_sense; }; @@ -53,6 +54,7 @@ static game_params *default_params(void) game_params *ret = snew(game_params); ret->w = ret->h = 4; + ret->movetarget = 0; return ret; } @@ -77,6 +79,7 @@ static int game_fetch_preset(int i, char **name, game_params **params) *params = ret = snew(game_params); ret->w = w; ret->h = h; + ret->movetarget = 0; return TRUE; } @@ -92,25 +95,34 @@ static game_params *dup_params(game_params *params) return ret; } -static game_params *decode_params(char const *string) +static void decode_params(game_params *ret, char const *string) { - game_params *ret = default_params(); - ret->w = ret->h = atoi(string); + ret->movetarget = 0; while (*string && isdigit(*string)) string++; if (*string == 'x') { string++; ret->h = atoi(string); + while (*string && isdigit((unsigned char)*string)) + string++; + } + if (*string == 'm') { + string++; + ret->movetarget = atoi(string); + while (*string && isdigit((unsigned char)*string)) + string++; } - - return ret; } -static char *encode_params(game_params *params) +static char *encode_params(game_params *params, int full) { char data[256]; sprintf(data, "%dx%d", params->w, params->h); + /* Shuffle limit is part of the limited parameters, because we have to + * supply the target move count. */ + if (params->movetarget) + sprintf(data + strlen(data), "m%d", params->movetarget); return dupstr(data); } @@ -120,7 +132,7 @@ static config_item *game_configure(game_params *params) config_item *ret; char buf[80]; - ret = snewn(3, config_item); + ret = snewn(4, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; @@ -134,11 +146,17 @@ static config_item *game_configure(game_params *params) ret[1].sval = dupstr(buf); ret[1].ival = 0; - ret[2].name = NULL; - ret[2].type = C_END; - ret[2].sval = NULL; + ret[2].name = "Number of shuffling moves"; + ret[2].type = C_STRING; + sprintf(buf, "%d", params->movetarget); + ret[2].sval = dupstr(buf); ret[2].ival = 0; + ret[3].name = NULL; + ret[3].type = C_END; + ret[3].sval = NULL; + ret[3].ival = 0; + return ret; } @@ -148,6 +166,7 @@ static game_params *custom_params(config_item *cfg) ret->w = atoi(cfg[0].sval); ret->h = atoi(cfg[1].sval); + ret->movetarget = atoi(cfg[2].sval); return ret; } @@ -174,8 +193,8 @@ static int perm_parity(int *perm, int n) return ret; } -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, + game_aux_info **aux, int interactive) { int stop, n, i, x; int x1, x2, p1, p2; @@ -186,80 +205,178 @@ static char *new_game_seed(game_params *params, random_state *rs, n = params->w * params->h; tiles = snewn(n, int); - used = snewn(n, int); - for (i = 0; i < n; i++) { - tiles[i] = -1; - used[i] = FALSE; - } + if (params->movetarget) { + int prevoffset = -1; + int max = (params->w > params->h ? params->w : params->h); + int *prevmoves = snewn(max, int); - /* - * If both dimensions are odd, there is a parity constraint. - */ - if (params->w & params->h & 1) - stop = 2; - else - stop = 0; + /* + * Shuffle the old-fashioned way, by making a series of + * single moves on the grid. + */ - /* - * Place everything except (possibly) the last two tiles. - */ - for (x = 0, i = n; i > stop; i--) { - int k = i > 1 ? random_upto(rs, i) : 0; - int j; + for (i = 0; i < n; i++) + tiles[i] = i; - for (j = 0; j < n; j++) - if (!used[j] && (k-- == 0)) - break; + for (i = 0; i < params->movetarget; i++) { + int start, offset, len, direction, index; + int j, tmp; - assert(j < n && !used[j]); - used[j] = TRUE; + /* + * Choose a move to make. We can choose from any row + * or any column. + */ + while (1) { + j = random_upto(rs, params->w + params->h); + + if (j < params->w) { + /* Column. */ + index = j; + start = j; + offset = params->w; + len = params->h; + } else { + /* Row. */ + index = j - params->w; + start = index * params->w; + offset = 1; + len = params->w; + } - while (tiles[x] >= 0) - x++; - assert(x < n); - tiles[x] = j; - } + direction = -1 + 2 * random_upto(rs, 2); - if (stop) { - /* - * Find the last two locations, and the last two pieces. - */ - while (tiles[x] >= 0) - x++; - assert(x < n); - x1 = x; - x++; - while (tiles[x] >= 0) - x++; - assert(x < n); - x2 = x; - - for (i = 0; i < n; i++) - if (!used[i]) - break; - p1 = i; - for (i = p1+1; i < n; i++) - if (!used[i]) - break; - p2 = i; + /* + * 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 (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; + } - /* - * Try the last two tiles one way round. If that fails, swap - * them. - */ - tiles[x1] = p1; - tiles[x2] = p2; - if (perm_parity(tiles, n) != 0) { - tiles[x1] = p2; - tiles[x2] = p1; - assert(perm_parity(tiles, n) == 0); - } + /* + * Make the move. + */ + if (direction < 0) { + start += (len-1) * offset; + offset = -offset; + } + tmp = tiles[start]; + for (j = 0; j+1 < len; j++) + tiles[start + j*offset] = tiles[start + (j+1)*offset]; + tiles[start + (len-1) * offset] = tmp; + } + + sfree(prevmoves); + + } else { + + used = snewn(n, int); + + for (i = 0; i < n; i++) { + tiles[i] = -1; + used[i] = FALSE; + } + + /* + * If both dimensions are odd, there is a parity + * constraint. + */ + if (params->w & params->h & 1) + stop = 2; + else + stop = 0; + + /* + * Place everything except (possibly) the last two tiles. + */ + for (x = 0, i = n; i > stop; i--) { + int k = i > 1 ? random_upto(rs, i) : 0; + int j; + + for (j = 0; j < n; j++) + if (!used[j] && (k-- == 0)) + break; + + assert(j < n && !used[j]); + used[j] = TRUE; + + while (tiles[x] >= 0) + x++; + assert(x < n); + tiles[x] = j; + } + + if (stop) { + /* + * Find the last two locations, and the last two + * pieces. + */ + while (tiles[x] >= 0) + x++; + assert(x < n); + x1 = x; + x++; + while (tiles[x] >= 0) + x++; + assert(x < n); + x2 = x; + + for (i = 0; i < n; i++) + if (!used[i]) + break; + p1 = i; + for (i = p1+1; i < n; i++) + if (!used[i]) + break; + p2 = i; + + /* + * Try the last two tiles one way round. If that fails, + * swap them. + */ + tiles[x1] = p1; + tiles[x2] = p2; + if (perm_parity(tiles, n) != 0) { + tiles[x1] = p2; + tiles[x2] = p1; + assert(perm_parity(tiles, n) == 0); + } + } + + sfree(used); } /* - * Now construct the game seed, by describing the tile array as - * a simple sequence of comma-separated integers. + * Now construct the game description, by describing the tile + * array as a simple sequence of comma-separated integers. */ ret = NULL; retlen = 0; @@ -276,7 +393,6 @@ static char *new_game_seed(game_params *params, random_state *rs, ret[retlen-1] = '\0'; /* delete last comma */ sfree(tiles); - sfree(used); return ret; } @@ -287,14 +403,14 @@ static void game_free_aux_info(game_aux_info *aux) } -static char *validate_seed(game_params *params, char *seed) +static char *validate_desc(game_params *params, char *desc) { char *p, *err; int i, area; int *used; area = params->w * params->h; - p = seed; + p = desc; err = NULL; used = snewn(area, int); @@ -338,7 +454,7 @@ static char *validate_seed(game_params *params, char *seed) return err; } -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 i; @@ -349,7 +465,7 @@ static game_state *new_game(game_params *params, char *seed) state->n = params->w * params->h; state->tiles = snewn(state->n, int); - p = seed; + p = desc; i = 0; for (i = 0; i < state->n; i++) { assert(*p); @@ -361,6 +477,7 @@ static game_state *new_game(game_params *params, char *seed) assert(!*p); state->completed = state->movecount = 0; + state->movetarget = params->movetarget; state->used_solve = state->just_used_solve = FALSE; state->last_movement_sense = 0; @@ -378,6 +495,7 @@ static game_state *dup_game(game_state *state) memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); ret->completed = state->completed; ret->movecount = state->movecount; + ret->movetarget = state->movetarget; ret->used_solve = state->used_solve; ret->just_used_solve = state->just_used_solve; ret->last_movement_sense = state->last_movement_sense; @@ -406,7 +524,7 @@ static game_state *solve_game(game_state *state, game_aux_info *aux, for (i = 0; i < ret->n; i++) ret->tiles[i] = i+1; ret->used_solve = ret->just_used_solve = TRUE; - ret->completed = ret->movecount; + ret->completed = ret->movecount = 1; return ret; } @@ -459,13 +577,13 @@ static void free_ui(game_ui *ui) { } -static game_state *make_move(game_state *from, game_ui *ui, - int x, int y, int button) -{ +static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, + int x, int y, int button) { int cx, cy; int dx, dy, tx, ty, n; game_state *ret; + button &= ~MOD_MASK; if (button != LEFT_BUTTON && button != RIGHT_BUTTON) return NULL; @@ -816,17 +934,21 @@ 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); } } 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)) @@ -836,7 +958,7 @@ 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 (!oldstate->completed && newstate->completed && !oldstate->used_solve && !newstate->used_solve) @@ -850,6 +972,11 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame sixteen #endif @@ -864,9 +991,9 @@ 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, @@ -883,4 +1010,5 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, };