X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/f0ee053c2a4a214a0e77b22462d0c42806d0462b..84cf18f701885475a025e3350492bbffcc201113:/twiddle.c diff --git a/twiddle.c b/twiddle.c index a681059..8000780 100644 --- a/twiddle.c +++ b/twiddle.c @@ -14,14 +14,13 @@ #include "puzzles.h" -#define TILE_SIZE 48 +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) #define BORDER (TILE_SIZE / 2) #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) -#define PI 3.141592653589793238462643383279502884197169399 - #define ANIM_PER_RADIUS_UNIT 0.13F #define FLASH_FRAME 0.13F @@ -262,12 +261,12 @@ static void do_rotate(int *grid, int w, int h, int n, int orientable, for (j = 0; j < n/2; j++) { int k; int g[4]; - int p[4] = { - j*w+i, - i*w+(n-j-1), - (n-j-1)*w+(n-i-1), - (n-i-1)*w+j - }; + int p[4]; + + p[0] = j*w+i; + p[1] = i*w+(n-j-1); + p[2] = (n-j-1)*w+(n-i-1); + p[3] = (n-i-1)*w+j; for (k = 0; k < 4; k++) g[k] = grid[p[k]]; @@ -308,7 +307,7 @@ 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 +332,76 @@ 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; + + /* + * Special case here for w==h==n, in which case + * there is actually no way to _avoid_ all moves + * repeating or undoing previous ones. + */ + } while ((w != n || h != n) && + (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)); /* @@ -380,7 +417,7 @@ static char *new_game_desc(game_params *params, random_state *rs, int k; k = sprintf(buf, "%d%c", grid[i] / 4, - params->orientable ? "uldr"[grid[i] & 3] : ','); + (char)(params->orientable ? "uldr"[grid[i] & 3] : ',')); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); @@ -428,7 +465,7 @@ 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; @@ -509,8 +546,8 @@ static int compare_int(const void *av, const void *bv) return 0; } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +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; @@ -587,8 +624,20 @@ 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 *grid; + int tilesize; +}; + +static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, + int x, int y, int button) { int w = from->w, h = from->h, n = from->n, wh = w*h; game_state *ret; @@ -672,14 +721,23 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, * Drawing routines. */ -struct game_drawstate { - int started; - int w, h, bgcolour; - int *grid; -}; - -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 one more + * than the grid dimension (the border is half the width of the + * tiles). + */ + tsx = *x / (params->w + 1); + tsy = *y / (params->h + 1); + 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; } @@ -727,6 +785,7 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->h = state->h; ds->bgcolour = COL_BACKGROUND; ds->grid = snewn(ds->w*ds->h, int); + ds->tilesize = 0; /* haven't decided yet */ for (i = 0; i < ds->w*ds->h; i++) ds->grid[i] = -1; @@ -735,6 +794,7 @@ static game_drawstate *game_new_drawstate(game_state *state) static void game_free_drawstate(game_drawstate *ds) { + sfree(ds->grid); sfree(ds); } @@ -759,8 +819,9 @@ static void rotate(int *xy, struct rotation *rot) } } -static void draw_tile(frontend *fe, game_state *state, int x, int y, - int tile, int flash_colour, struct rotation *rot) +static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, + int x, int y, int tile, int flash_colour, + struct rotation *rot) { int coords[8]; char str[40]; @@ -942,7 +1003,7 @@ 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 +1013,7 @@ 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) @@ -976,7 +1037,7 @@ 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, @@ -992,15 +1053,19 @@ 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); ds->started = TRUE; } @@ -1012,7 +1077,7 @@ 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; @@ -1071,7 +1136,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { int x = COORD(tx), y = COORD(ty); - draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); + draw_tile(fe, ds, state, x, y, state->grid[i], bgcolour, rot); ds->grid[i] = t; } } @@ -1111,6 +1176,11 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame twiddle #endif @@ -1135,6 +1205,7 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, + game_changed_state, make_move, game_size, game_colours, @@ -1144,4 +1215,6 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ };