X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/818752113d2ba0ab8661365c5e81665e8fc6d15f..a8c8847b94f2f07c350a331dfcbedbebef5b5c82:/sixteen.c diff --git a/sixteen.c b/sixteen.c index 2751be4..f293fab 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 ) @@ -95,11 +96,10 @@ 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++; @@ -113,15 +113,17 @@ static game_params *decode_params(char const *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); } @@ -172,7 +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; @@ -192,8 +194,8 @@ 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, + char **aux, int interactive) { int stop, n, i, x; int x1, x2, p1, p2; @@ -206,7 +208,9 @@ static char *new_game_seed(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 @@ -217,7 +221,7 @@ static char *new_game_seed(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; /* @@ -229,12 +233,14 @@ static char *new_game_seed(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; } @@ -242,36 +248,42 @@ static char *new_game_seed(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; @@ -283,6 +295,8 @@ static char *new_game_seed(game_params *params, random_state *rs, tiles[start + (len-1) * offset] = tmp; } + sfree(prevmoves); + } else { used = snewn(n, int); @@ -362,8 +376,8 @@ static char *new_game_seed(game_params *params, random_state *rs, } /* - * 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; @@ -384,20 +398,15 @@ 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 i, area; int *used; area = params->w * params->h; - p = seed; + p = desc; err = NULL; used = snewn(area, int); @@ -441,7 +450,7 @@ 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; @@ -452,7 +461,7 @@ 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); @@ -492,28 +501,14 @@ 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 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. - */ - for (i = 0; i < ret->n; i++) - ret->tiles[i] = i+1; - 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) @@ -564,50 +559,114 @@ 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 char *encode_ui(game_ui *ui) { - int cx, cy; - int dx, dy, tx, ty, n; - game_state *ret; + 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) +{ +} + +struct game_drawstate { + int started; + int w, h, bgcolour; + int *tiles; + int tilesize; +}; +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int x, int y, int button) +{ + int cx, cy, dx, dy; + char buf[80]; + + button &= ~MOD_MASK; if (button != LEFT_BUTTON && button != RIGHT_BUTTON) return NULL; cx = FROMCOORD(x); cy = FROMCOORD(y); - if (cx == -1 && cy >= 0 && cy < from->h) - n = from->w, dx = +1, dy = 0; - else if (cx == from->w && cy >= 0 && cy < from->h) - n = from->w, dx = -1, dy = 0; - else if (cy == -1 && cx >= 0 && cx < from->w) - n = from->h, dy = +1, dx = 0; - else if (cy == from->h && cx >= 0 && cx < from->w) - n = from->h, dy = -1, dx = 0; + if (cx == -1 && cy >= 0 && cy < state->h) + dx = -1, dy = 0; + else if (cx == state->w && cy >= 0 && cy < state->h) + dx = +1, dy = 0; + else if (cy == -1 && cx >= 0 && cx < state->w) + dy = -1, dx = 0; + else if (cy == state->h && cx >= 0 && cx < state->w) + dy = +1, dx = 0; else return NULL; /* invalid click location */ /* reverse direction if right hand button is pressed */ - if (button == RIGHT_BUTTON) - { - dx = -dx; if (dx) cx = from->w - 1 - cx; - dy = -dy; if (dy) cy = from->h - 1 - cy; + if (button == RIGHT_BUTTON) { + dx = -dx; + dy = -dy; + } + + if (dx) + sprintf(buf, "R%d,%d", cy, dx); + else + sprintf(buf, "C%d,%d", cx, dy); + return dupstr(buf); +} + +static game_state *execute_move(game_state *from, char *move) +{ + int cx, cy, dx, dy; + int tx, ty, n; + game_state *ret; + + 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. + */ + for (i = 0; i < ret->n; i++) + ret->tiles[i] = i+1; + ret->used_solve = ret->just_used_solve = TRUE; + ret->completed = ret->movecount = 1; + + return ret; } + if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 && + cy >= 0 && cy < from->h) { + cx = dy = 0; + n = from->w; + } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 && + cx >= 0 && cx < from->w) { + cy = dx = 0; + n = from->h; + } else + return NULL; + ret = dup_game(from); ret->just_used_solve = FALSE; /* zero this in a hurry */ do { - cx += dx; - cy += dy; - tx = (cx + dx + from->w) % from->w; - ty = (cy + dy + from->h) % from->h; + tx = (cx - dx + from->w) % from->w; + ty = (cy - dy + from->h) % from->h; ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; + cx = tx; + cy = ty; } while (--n > 0); ret->movecount++; - ret->last_movement_sense = -(dx+dy); + ret->last_movement_sense = dx+dy; /* * See if the game has been completed. @@ -626,18 +685,23 @@ 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_compute_size(game_params *params, int tilesize, + int *x, int *y) { + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; + *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; } +static void game_set_size(game_drawstate *ds, game_params *params, + int tilesize) +{ + ds->tilesize = tilesize; +} + static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -679,6 +743,7 @@ 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; @@ -691,7 +756,8 @@ 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) { @@ -707,13 +773,11 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, coords[3] = y; coords[4] = x; coords[5] = y + TILE_SIZE - 1; - draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); + draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); coords[0] = x; coords[1] = y; - draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); + draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, @@ -727,7 +791,8 @@ 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; @@ -744,8 +809,7 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ - draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 7, FALSE, COL_TEXT); + draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT); } static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, @@ -761,7 +825,7 @@ 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, @@ -777,26 +841,28 @@ 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, COL_HIGHLIGHT, 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, COL_LOWLIGHT, 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; @@ -894,9 +960,9 @@ 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; } @@ -935,7 +1001,7 @@ 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) { if ((dir > 0 && newstate->just_used_solve) || (dir < 0 && oldstate->just_used_solve)) @@ -945,7 +1011,7 @@ 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) @@ -959,6 +1025,11 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame sixteen #endif @@ -973,9 +1044,8 @@ 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, @@ -983,8 +1053,12 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, - make_move, - game_size, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, @@ -992,4 +1066,6 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ };