X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/9038fd1115660daacea090db86a558cc9ce4ed75..2b06373bea0e783c223b1caa9e5764f9b6016e83:/twiddle.c diff --git a/twiddle.c b/twiddle.c index e7560f6..871bd7f 100644 --- a/twiddle.c +++ b/twiddle.c @@ -5,15 +5,6 @@ * Gyro Chamber). */ -/* - * Possibly TODO: - * - * - it's horribly tempting to give the pieces significant - * _orientations_, perhaps by drawing some sort of oriented - * polygonal figure beneath the number. (An arrow pointing - * upwards springs readily to mind.) - */ - #include #include #include @@ -47,13 +38,18 @@ enum { struct game_params { int w, h, n; int rowsonly; + int orientable; + int movetarget; }; struct game_state { int w, h, n; + int orientable; int *grid; int completed; - int movecount; + int just_used_solve; /* used to suppress undo animation */ + int used_solve; /* used to suppress completion flash */ + int movecount, movetarget; int lastx, lasty, lastr; /* coordinates of last rotation */ }; @@ -63,7 +59,8 @@ static game_params *default_params(void) ret->w = ret->h = 3; ret->n = 2; - ret->rowsonly = FALSE; + ret->rowsonly = ret->orientable = FALSE; + ret->movetarget = 0; return ret; } @@ -87,9 +84,11 @@ static int game_fetch_preset(int i, char **name, game_params **params) char *title; game_params params; } presets[] = { - { "3x3 rows only", { 3, 3, 2, TRUE } }, - { "3x3 normal", { 3, 3, 2, FALSE } }, + { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } }, + { "3x3 normal", { 3, 3, 2, FALSE, FALSE } }, + { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, { "4x4 normal", { 4, 4, 2, FALSE } }, + { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, { "4x4 radius 3", { 4, 4, 3, FALSE } }, { "5x5 radius 3", { 5, 5, 3, FALSE } }, { "6x6 radius 4", { 6, 6, 4, FALSE } }, @@ -104,13 +103,12 @@ 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 = FALSE; + ret->rowsonly = ret->orientable = FALSE; + ret->movetarget = 0; while (*string && isdigit(*string)) string++; if (*string == 'x') { string++; @@ -122,19 +120,30 @@ static game_params *decode_params(char const *string) ret->n = atoi(string); while (*string && isdigit(*string)) string++; } - if (*string == 'r') { + while (*string) { + if (*string == 'r') { + 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++; - ret->rowsonly = TRUE; } - - 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", params->w, params->h, params->n, - params->rowsonly ? "r" : ""); + 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); } @@ -143,7 +152,7 @@ static config_item *game_configure(game_params *params) config_item *ret; char buf[80]; - ret = snewn(4, config_item); + ret = snewn(7, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; @@ -168,10 +177,21 @@ static config_item *game_configure(game_params *params) ret[3].sval = NULL; ret[3].ival = params->rowsonly; - ret[4].name = NULL; - ret[4].type = C_END; + ret[4].name = "Orientation matters"; + ret[4].type = C_BOOLEAN; ret[4].sval = NULL; - ret[4].ival = 0; + ret[4].ival = params->orientable; + + 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; } @@ -184,6 +204,8 @@ static game_params *custom_params(config_item *cfg) ret->h = atoi(cfg[1].sval); ret->n = atoi(cfg[2].sval); ret->rowsonly = cfg[3].ival; + ret->orientable = cfg[4].ival; + ret->movetarget = atoi(cfg[5].sval); return ret; } @@ -207,7 +229,8 @@ static char *validate_params(game_params *params) * the centre is good for a user interface, but too inconvenient to * use internally.) */ -static void do_rotate(int *grid, int w, int h, int n, int x, int y, int dir) +static void do_rotate(int *grid, int w, int h, int n, int orientable, + int x, int y, int dir) { int i, j; @@ -249,23 +272,43 @@ static void do_rotate(int *grid, int w, int h, int n, int x, int y, int dir) for (k = 0; k < 4; k++) g[k] = grid[p[k]]; - for (k = 0; k < 4; k++) - grid[p[k]] = g[(k+dir) & 3]; + for (k = 0; k < 4; k++) { + int v = g[(k+dir) & 3]; + if (orientable) + v ^= ((v+dir) ^ v) & 3; /* alter orientation */ + grid[p[k]] = v; + } } } + + /* + * Don't forget the orientation on the centre square, if n is + * odd. + */ + if (orientable && (n & 1)) { + int v = grid[n/2*(w+1)]; + v ^= ((v+dir) ^ v) & 3; /* alter orientation */ + grid[n/2*(w+1)] = v; + } } -static int grid_complete(int *grid, int wh) +static int grid_complete(int *grid, int wh, int orientable) { int ok = TRUE; int i; for (i = 1; i < wh; i++) if (grid[i] < grid[i-1]) ok = FALSE; + if (orientable) { + for (i = 0; i < wh; i++) + if (grid[i] & 3) + ok = FALSE; + } return ok; } -static char *new_game_seed(game_params *params, random_state *rs) +static char *new_game_desc(game_params *params, random_state *rs, + game_aux_info **aux) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -279,7 +322,7 @@ static char *new_game_seed(game_params *params, random_state *rs) */ grid = snewn(wh, int); for (i = 0; i < wh; i++) - grid[i] = (params->rowsonly ? i/w : i) + 1; + grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; /* * Shuffle it. This game is complex enough that I don't feel up @@ -288,25 +331,47 @@ 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; - - x = random_upto(rs, w - n + 1); - y = random_upto(rs, h - n + 1); - do_rotate(grid, w, h, n, x, y, 1 + random_upto(rs, 3)); - - /* - * Optionally one more move in case the entire grid has - * happened to come out solved. - */ - if (i == total_moves - 1 && grid_complete(grid, wh)) - i--; - } + total_moves = params->movetarget; + if (!total_moves) + total_moves = w*h*n*n*2 + random_upto(rs, 2); + + do { + int oldx = -1, oldy = -1, oldr = -1; + + for (i = 0; i < total_moves; i++) { + int x, y, r; + + do { + x = random_upto(rs, w - n + 1); + y = random_upto(rs, h - n + 1); + r = 1 + 2 * random_upto(rs, 2); + } while (x == oldx && y == oldy && (oldr == 0 || r == oldr)); + + do_rotate(grid, w, h, n, params->orientable, + x, y, r); + + /* + * Prevent immediate reversal of a previous move, or + * execution of three consecutive identical moves + * adding up to a single inverse move. One exception is + * when we only _have_ one x,y setting. + */ + if (w != n || h != n) { + if (oldx == x && oldy == y) + oldr = 0; /* now avoid _any_ move in this x,y */ + else + oldr = -r & 3; /* only prohibit the exact inverse */ + oldx = x; + oldy = y; + } + } + } while (grid_complete(grid, wh, params->orientable)); /* - * Now construct the game seed, by describing the grid as a - * simple sequence of comma-separated integers. + * 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; @@ -314,37 +379,46 @@ static char *new_game_seed(game_params *params, random_state *rs) char buf[80]; int k; - k = sprintf(buf, "%d,", grid[i]); + k = sprintf(buf, "%d%c", grid[i] / 4, + params->orientable ? "uldr"[grid[i] & 3] : ','); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); retlen += k; } - ret[retlen-1] = '\0'; /* delete last comma */ + if (!params->orientable) + ret[retlen-1] = '\0'; /* delete last comma */ sfree(grid); return ret; } -static char *validate_seed(game_params *params, char *seed) +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; int w = params->w, h = params->h, wh = w*h; int i; - p = seed; + p = desc; err = NULL; for (i = 0; i < wh; i++) { - if (*p < '0' || *p > '9') { + if (*p < '0' || *p > '9') return "Not enough numbers in string"; - } while (*p >= '0' && *p <= '9') p++; - if (i < wh-1 && *p != ',') { - return "Expected comma after number"; - } - else if (i == wh-1 && *p) { + if (!params->orientable && i < wh-1) { + if (*p != ',') + return "Expected comma after number"; + } else if (params->orientable && i < wh) { + if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd') + return "Expected orientation letter after number"; + } else if (i == wh-1 && *p) { return "Excess junk at end of string"; } @@ -354,7 +428,7 @@ 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(game_params *params, char *desc) { game_state *state = snew(game_state); int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -364,20 +438,31 @@ static game_state *new_game(game_params *params, char *seed) state->w = w; state->h = h; state->n = n; + state->orientable = params->orientable; 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] = atoi(p); + state->grid[i] = 4 * atoi(p); while (*p >= '0' && *p <= '9') p++; - - if (*p) p++; /* eat comma */ + if (*p) { + if (params->orientable) { + switch (*p) { + case 'l': state->grid[i] |= 1; break; + case 'd': state->grid[i] |= 2; break; + case 'r': state->grid[i] |= 3; break; + } + } + p++; + } } return state; @@ -390,11 +475,15 @@ static game_state *dup_game(game_state *state) ret->w = state->w; ret->h = state->h; ret->n = state->n; + 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; + ret->used_solve = state->used_solve; + ret->just_used_solve = state->just_used_solve; ret->grid = snewn(ret->w * ret->h, int); memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); @@ -408,6 +497,87 @@ static void free_game(game_state *state) sfree(state); } +static int compare_int(const void *av, const void *bv) +{ + const int *a = (const int *)av; + const int *b = (const int *)bv; + if (*a < *b) + return -1; + else if (*a > *b) + return +1; + else + return 0; +} + +static game_state *solve_game(game_state *state, game_aux_info *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; +} + +static char *game_text_format(game_state *state) +{ + char *ret, *p, buf[80]; + int i, x, y, col, o, maxlen; + + /* + * First work out how many characters we need to display each + * number. We're pretty flexible on grid contents here, so we + * have to scan the entire grid. + */ + col = 0; + for (i = 0; i < state->w * state->h; i++) { + x = sprintf(buf, "%d", state->grid[i] / 4); + if (col < x) col = x; + } + o = (state->orientable ? 1 : 0); + + /* + * Now we know the exact total size of the grid we're going to + * produce: it's got h rows, each containing w lots of col+o, + * w-1 spaces and a trailing newline. + */ + maxlen = state->h * state->w * (col+o+1); + + ret = snewn(maxlen+1, char); + p = ret; + + for (y = 0; y < state->h; y++) { + for (x = 0; x < state->w; x++) { + int v = state->grid[state->w*y+x]; + sprintf(buf, "%*d", col, v/4); + memcpy(p, buf, col); + p += col; + if (o) + *p++ = "^"[v & 3]; + if (x+1 == state->w) + *p++ = '\n'; + else + *p++ = ' '; + } + } + + assert(p - ret == maxlen); + *p = '\0'; + return ret; +} + static game_ui *new_ui(game_state *state) { return NULL; @@ -434,29 +604,66 @@ 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. - */ - ret = dup_game(from); - ret->movecount++; - dir = (button == LEFT_BUTTON ? 1 : -1); - do_rotate(ret->grid, w, h, n, x, y, dir); - ret->lastx = x; - ret->lasty = y; - ret->lastr = dir; + /* + * This is a valid move. Make it. + */ + 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->completed = ret->movecount; - return ret; - } - return NULL; + /* + * 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; } /* ---------------------------------------------------------------------- @@ -556,6 +763,16 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, 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); @@ -601,6 +818,9 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); + /* + * Now the main blank area in the centre of the tile. + */ if (rot) { coords[0] = x + HIGHLIGHT_WIDTH; coords[1] = y + HIGHLIGHT_WIDTH; @@ -622,10 +842,53 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, flash_colour); } + /* + * Next, the triangles for orientation. + */ + if (state->orientable) { + int xdx, xdy, ydx, ydy; + int cx, cy, displ, displ2; + switch (tile & 3) { + case 0: + xdx = 1, xdy = 0; + ydx = 0, ydy = 1; + break; + case 1: + xdx = 0, xdy = -1; + ydx = 1, ydy = 0; + break; + case 2: + xdx = -1, xdy = 0; + ydx = 0, ydy = -1; + break; + default /* case 3 */: + xdx = 0, xdy = 1; + ydx = -1, ydy = 0; + break; + } + + cx = x + TILE_SIZE / 2; + cy = y + TILE_SIZE / 2; + displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2; + displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH; + + coords[0] = cx - displ * xdx + displ2 * ydx; + coords[1] = cy - displ * xdy + displ2 * ydy; + rotate(coords+0, rot); + coords[2] = cx + displ * xdx + displ2 * ydx; + coords[3] = cy + displ * xdy + displ2 * ydy; + rotate(coords+2, rot); + 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); + } + coords[0] = x + TILE_SIZE/2; coords[1] = y + TILE_SIZE/2; rotate(coords+0, rot); - sprintf(str, "%d", tile); + sprintf(str, "%d", tile / 4); draw_text(fe, coords[0], coords[1], FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str); @@ -679,13 +942,18 @@ static int highlight_colour(float angle) static float game_anim_length(game_state *oldstate, game_state *newstate, int dir) { - return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); + if ((dir > 0 && newstate->just_used_solve) || + (dir < 0 && oldstate->just_used_solve)) + return 0.0F; + else + return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); } static float game_flash_length(game_state *oldstate, game_state *newstate, int dir) { - if (!oldstate->completed && newstate->completed) + if (!oldstate->completed && newstate->completed && + !oldstate->used_solve && !newstate->used_solve) return 2 * FLASH_FRAME; else return 0.0F; @@ -820,9 +1088,17 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (oldstate) state = oldstate; - sprintf(statusbuf, "%sMoves: %d", - (state->completed ? "COMPLETED! " : ""), - (state->completed ? state->completed : state->movecount)); + if (state->used_solve) + sprintf(statusbuf, "Moves since auto-solve: %d", + state->movecount - state->completed); + 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); } @@ -838,21 +1114,23 @@ static int game_wants_statusbar(void) #endif const struct game thegame = { - "Twiddle", "games.twiddle", TRUE, + "Twiddle", "games.twiddle", default_params, game_fetch_preset, decode_params, encode_params, free_params, dup_params, - game_configure, - custom_params, + TRUE, game_configure, custom_params, validate_params, - new_game_seed, - validate_seed, + new_game_desc, + game_free_aux_info, + validate_desc, new_game, dup_game, free_game, + TRUE, solve_game, + TRUE, game_text_format, new_ui, free_ui, make_move,