X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/af52394ee99f751e8a23169d70e9d742efc6e949..2b06373bea0e783c223b1caa9e5764f9b6016e83:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 162f68b..871bd7f 100644 --- a/twiddle.c +++ b/twiddle.c @@ -39,6 +39,7 @@ struct game_params { int w, h, n; int rowsonly; int orientable; + int movetarget; }; struct game_state { @@ -46,7 +47,9 @@ struct game_state { 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 */ }; @@ -57,6 +60,7 @@ static game_params *default_params(void) ret->w = ret->h = 3; ret->n = 2; ret->rowsonly = ret->orientable = FALSE; + ret->movetarget = 0; return ret; } @@ -99,13 +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 = ret->orientable = FALSE; + ret->movetarget = 0; while (*string && isdigit(*string)) string++; if (*string == 'x') { string++; @@ -122,19 +125,25 @@ static game_params *decode_params(char const *string) 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++; } - - 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%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(6, config_item); + ret = snewn(7, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; @@ -173,11 +182,17 @@ static config_item *game_configure(game_params *params) ret[4].sval = NULL; ret[4].ival = params->orientable; - ret[5].name = NULL; - ret[5].type = C_END; - ret[5].sval = NULL; + 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; } @@ -190,6 +205,7 @@ static game_params *custom_params(config_item *cfg) ret->n = atoi(cfg[2].sval); ret->rowsonly = cfg[3].ival; ret->orientable = cfg[4].ival; + ret->movetarget = atoi(cfg[5].sval); return ret; } @@ -291,7 +307,8 @@ static int grid_complete(int *grid, int wh, int orientable) 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; @@ -314,29 +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, params->orientable, - 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, - params->orientable)) - 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 integers. They're comma-separated, unless - * the puzzle is orientable in which case they're separated by - * orientation letters `u', `d', `l' and `r'. + * 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; @@ -358,13 +393,18 @@ static char *new_game_seed(game_params *params, random_state *rs) 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++) { @@ -388,7 +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; @@ -400,12 +440,14 @@ static game_state *new_game(game_params *params, char *seed) 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] = 4 * atoi(p); @@ -436,9 +478,12 @@ static game_state *dup_game(game_state *state) 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)); @@ -452,6 +497,40 @@ 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]; @@ -476,7 +555,7 @@ static char *game_text_format(game_state *state) */ maxlen = state->h * state->w * (col+o+1); - ret = snewn(maxlen, char); + ret = snewn(maxlen+1, char); p = ret; for (y = 0; y < state->h; y++) { @@ -525,29 +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, ret->orientable, 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->orientable)) - 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; } /* ---------------------------------------------------------------------- @@ -647,6 +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); @@ -717,7 +843,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, } /* - * Next, the colour bars for orientation. + * Next, the triangles for orientation. */ if (state->orientable) { int xdx, xdy, ydx, ydy; @@ -816,13 +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; @@ -957,9 +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); } @@ -984,11 +1123,13 @@ 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, + TRUE, solve_game, TRUE, game_text_format, new_ui, free_ui,