X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/f0ee053c2a4a214a0e77b22462d0c42806d0462b..060ba13452821aaf23aa9f0f8a6ab82c13b759ee:/twiddle.c diff --git a/twiddle.c b/twiddle.c index a681059..f7bfd4a 100644 --- a/twiddle.c +++ b/twiddle.c @@ -308,7 +308,7 @@ static int grid_complete(int *grid, int wh, int orientable) } static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux) + game_aux_info **aux, int interactive) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -333,38 +333,69 @@ static char *new_game_desc(game_params *params, random_state *rs, */ total_moves = params->movetarget; if (!total_moves) + /* Add a random move to avoid parity issues. */ total_moves = w*h*n*n*2 + random_upto(rs, 2); do { - int oldx = -1, oldy = -1, oldr = -1; + int *prevmoves; + int rw, rh; /* w/h of rotation centre space */ + + rw = w - n + 1; + rh = h - n + 1; + prevmoves = snewn(rw * rh, int); + for (i = 0; i < rw * rh; i++) + prevmoves[i] = 0; for (i = 0; i < total_moves; i++) { - int x, y, r; + int x, y, r, oldtotal, newtotal, dx, dy; 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); + r = 2 * random_upto(rs, 2) - 1; + + /* + * See if any previous rotations has happened at + * this point which nothing has overlapped since. + * If so, ensure we haven't either undone a + * previous move or repeated one so many times that + * it turns into fewer moves in the inverse + * direction (i.e. three identical rotations). + */ + oldtotal = prevmoves[y*rw+x]; + newtotal = oldtotal + r; + } while (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2); + + 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. + * Log the rotation we've just performed at this point, + * for inversion detection in the next move. + * + * Also zero a section of the prevmoves array, because + * any rotation area which _overlaps_ this one is now + * entirely safe to perform further moves in. + * + * Two rotation areas overlap if their top left + * coordinates differ by strictly less than n in both + * directions */ - 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; + prevmoves[y*rw+x] += r; + for (dy = -n+1; dy <= n-1; dy++) { + if (y + dy < 0 || y + dy >= rh) + continue; + for (dx = -n+1; dx <= n-1; dx++) { + if (x + dx < 0 || x + dx >= rw) + continue; + if (dx == 0 && dy == 0) + continue; + prevmoves[(y+dy)*rw+(x+dx)] = 0; + } } } + + sfree(prevmoves); + } while (grid_complete(grid, wh, params->orientable)); /* @@ -428,7 +459,7 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(game_params *params, char *desc) +static game_state *new_game(midend_data *me, game_params *params, char *desc) { game_state *state = snew(game_state); int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -942,7 +973,7 @@ static int highlight_colour(float angle) } static float game_anim_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { if ((dir > 0 && newstate->just_used_solve) || (dir < 0 && oldstate->just_used_solve)) @@ -952,7 +983,7 @@ static float game_anim_length(game_state *oldstate, game_state *newstate, } static float game_flash_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->used_solve && !newstate->used_solve) @@ -1012,7 +1043,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ if (oldstate) { float angle; - float anim_max = game_anim_length(oldstate, state, dir); + float anim_max = game_anim_length(oldstate, state, dir, ui); if (dir > 0) { lastx = state->lastx; @@ -1111,6 +1142,11 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame twiddle #endif @@ -1144,4 +1180,5 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, };