X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/9b4b03d31e30089e9f45f6ea166561c4c0c25a9c..9ffde3e8dbb1d3d130f2cbbb83181673498163a3:/sixteen.c diff --git a/sixteen.c b/sixteen.c index 3a5d722..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 ) @@ -36,13 +37,16 @@ enum { struct game_params { int w, h; + int movetarget; }; struct game_state { int w, h, n; int *tiles; 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 last_movement_sense; }; @@ -51,6 +55,7 @@ static game_params *default_params(void) game_params *ret = snew(game_params); ret->w = ret->h = 4; + ret->movetarget = 0; return ret; } @@ -75,6 +80,7 @@ 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; } @@ -90,25 +96,34 @@ 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); } @@ -118,7 +133,7 @@ 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; @@ -132,11 +147,17 @@ 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; } @@ -146,13 +167,14 @@ 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; } 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; @@ -172,7 +194,8 @@ static int perm_parity(int *perm, int n) return ret; } -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 interactive) { int stop, n, i, x; int x1, x2, p1, p2; @@ -183,80 +206,178 @@ 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; @@ -273,20 +394,24 @@ static char *new_game_seed(game_params *params, random_state *rs) ret[retlen-1] = '\0'; /* delete last comma */ sfree(tiles); - sfree(used); 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); @@ -330,7 +455,7 @@ 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; @@ -341,7 +466,7 @@ 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); @@ -353,6 +478,8 @@ 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; return state; @@ -369,6 +496,9 @@ 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; return ret; @@ -376,12 +506,68 @@ 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_state *currstate, + 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. + */ + 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; +} + static char *game_text_format(game_state *state) { - return NULL; + char *ret, *p, buf[80]; + int x, y, col, maxlen; + + /* + * First work out how many characters we need to display each + * number. + */ + col = sprintf(buf, "%d", state->n); + + /* + * 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, w-1 + * spaces and a trailing newline. + */ + maxlen = state->h * state->w * (col+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->tiles[state->w*y+x]; + sprintf(buf, "%*d", col, v); + memcpy(p, buf, col); + p += col; + 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) @@ -393,13 +579,25 @@ 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; + button &= ~MOD_MASK; if (button != LEFT_BUTTON && button != RIGHT_BUTTON) return NULL; @@ -424,6 +622,7 @@ static game_state *make_move(game_state *from, game_ui *ui, } ret = dup_game(from); + ret->just_used_solve = FALSE; /* zero this in a hurry */ do { cx += dx; @@ -454,14 +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; } @@ -507,6 +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; @@ -519,7 +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) { @@ -555,7 +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; @@ -589,7 +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, @@ -605,26 +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; @@ -722,9 +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; } @@ -746,24 +962,37 @@ 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); } } static float game_anim_length(game_state *oldstate, - game_state *newstate, int dir) + game_state *newstate, int dir, game_ui *ui) { - return ANIM_TIME; + if ((dir > 0 && newstate->just_used_solve) || + (dir < 0 && oldstate->just_used_solve)) + return 0.0F; + else + return ANIM_TIME; } 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) + if (!oldstate->completed && newstate->completed && + !oldstate->used_solve && !newstate->used_solve) return 2 * FLASH_FRAME; else return 0.0F; @@ -774,6 +1003,11 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame sixteen #endif @@ -788,14 +1022,17 @@ const struct game thegame = { dup_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, - FALSE, game_text_format, + TRUE, solve_game, + TRUE, game_text_format, new_ui, free_ui, + game_changed_state, make_move, game_size, game_colours, @@ -805,4 +1042,6 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ };