X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/6aa6af4c00e72c789d76949d735ccb07da5e47a1..9ffde3e8dbb1d3d130f2cbbb83181673498163a3:/sixteen.c diff --git a/sixteen.c b/sixteen.c index fe3e8d1..9e93b2f 100644 --- a/sixteen.c +++ b/sixteen.c @@ -13,8 +13,9 @@ #include "puzzles.h" -#define TILE_SIZE 48 -#define BORDER TILE_SIZE /* big border to fill with arrows */ +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) +#define BORDER TILE_SIZE #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) @@ -173,7 +174,7 @@ static game_params *custom_params(config_item *cfg) static char *validate_params(game_params *params) { - if (params->w < 2 && params->h < 2) + if (params->w < 2 || params->h < 2) return "Width and height must both be at least two"; return NULL; @@ -207,7 +208,9 @@ static char *new_game_desc(game_params *params, random_state *rs, tiles = snewn(n, int); if (params->movetarget) { - int prevstart = -1, prevoffset = -1, prevdirection = 0, nrepeats = 0; + int prevoffset = -1; + int max = (params->w > params->h ? params->w : params->h); + int *prevmoves = snewn(max, int); /* * Shuffle the old-fashioned way, by making a series of @@ -218,7 +221,7 @@ static char *new_game_desc(game_params *params, random_state *rs, tiles[i] = i; for (i = 0; i < params->movetarget; i++) { - int start, offset, len, direction; + int start, offset, len, direction, index; int j, tmp; /* @@ -230,12 +233,14 @@ static char *new_game_desc(game_params *params, random_state *rs, if (j < params->w) { /* Column. */ + index = j; start = j; offset = params->w; len = params->h; } else { /* Row. */ - start = (j - params->w) * params->w; + index = j - params->w; + start = index * params->w; offset = 1; len = params->w; } @@ -243,36 +248,42 @@ static char *new_game_desc(game_params *params, random_state *rs, direction = -1 + 2 * random_upto(rs, 2); /* - * To at least _try_ to avoid boring cases, check that - * this move doesn't directly undo the previous one, or - * repeat it so many times as to turn it into fewer - * moves. + * 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 (start == prevstart && offset == prevoffset) { - if (direction == -prevdirection) - continue; /* inverse of previous move */ - else if (2 * (nrepeats+1) > len) - continue; /* previous move repeated too often */ - } + 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; } /* - * Now save the move into the `prev' variables. - */ - if (start == prevstart && offset == prevoffset) { - nrepeats++; - } else { - prevstart = start; - prevoffset = offset; - prevdirection = direction; - nrepeats = 1; - } - - /* - * And make it. + * Make the move. */ if (direction < 0) { start += (len-1) * offset; @@ -284,6 +295,8 @@ static char *new_game_desc(game_params *params, random_state *rs, tiles[start + (len-1) * offset] = tmp; } + sfree(prevmoves); + } else { used = snewn(n, int); @@ -493,11 +506,12 @@ static game_state *dup_game(game_state *state) static void free_game(game_state *state) { + sfree(state->tiles); sfree(state); } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +static game_state *solve_game(game_state *state, game_state *currstate, + game_aux_info *aux, char **error) { game_state *ret = dup_game(state); int i; @@ -565,9 +579,20 @@ 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 void game_changed_state(game_ui *ui, game_state *oldstate, + game_state *newstate) { +} + +struct game_drawstate { + int started; + int w, h, bgcolour; + int *tiles; + int tilesize; +}; + +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; @@ -628,14 +653,24 @@ static game_state *make_move(game_state *from, game_ui *ui, * Drawing routines. */ -struct game_drawstate { - int started; - int w, h, bgcolour; - int *tiles; -}; - -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 two more + * than the grid dimension (the border is the same size as the + * tiles). + */ + tsx = *x / (params->w + 2); + tsy = *y / (params->h + 2); + 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; } @@ -681,6 +716,7 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->h = state->h; ds->bgcolour = COL_BACKGROUND; ds->tiles = snewn(ds->w*ds->h, int); + ds->tilesize = 0; /* haven't decided yet */ for (i = 0; i < ds->w*ds->h; i++) ds->tiles[i] = -1; @@ -693,7 +729,8 @@ static void game_free_drawstate(game_drawstate *ds) sfree(ds); } -static void draw_tile(frontend *fe, game_state *state, int x, int y, +static void draw_tile(frontend *fe, game_drawstate *ds, + game_state *state, int x, int y, int tile, int flash_colour) { if (tile == 0) { @@ -729,7 +766,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); } -static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) +static void draw_arrow(frontend *fe, game_drawstate *ds, + int x, int y, int xdx, int xdy) { int coords[14]; int ydy = -xdx, ydx = xdy; @@ -763,7 +801,7 @@ 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, @@ -779,26 +817,30 @@ 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); /* * Arrows for making moves. */ for (i = 0; i < state->w; i++) { - draw_arrow(fe, COORD(i), COORD(0), +1, 0); - draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); + draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0); + draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0); } for (i = 0; i < state->h; i++) { - draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); - draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); + draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1); + draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1); } ds->started = TRUE; @@ -896,9 +938,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, x2 = y2 = -1; } - draw_tile(fe, state, x, y, t, bgcolour); + draw_tile(fe, ds, state, x, y, t, bgcolour); if (x2 != -1 || y2 != -1) - draw_tile(fe, state, x2, y2, t, bgcolour); + draw_tile(fe, ds, state, x2, y2, t, bgcolour); } ds->tiles[i] = t0; } @@ -990,6 +1032,7 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, + game_changed_state, make_move, game_size, game_colours, @@ -1000,4 +1043,5 @@ const struct game thegame = { game_flash_length, game_wants_statusbar, FALSE, game_timing_state, + 0, /* mouse_priorities */ };