#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
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]];
}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+ char **aux, int interactive)
{
int *grid;
int w = params->w, h = params->h, n = params->n, wh = w*h;
*/
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));
/*
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);
return ret;
}
-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;
return 0;
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *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;
+ return dupstr("S");
}
static char *game_text_format(game_state *state)
{
}
-static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
- int button)
+static char *encode_ui(game_ui *ui)
{
- int w = from->w, h = from->h, n = from->n, wh = w*h;
- game_state *ret;
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+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 char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->w, h = state->h, n = state->n /* , wh = w*h */;
+ char buf[80];
int dir;
button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
}
/*
- * This is a valid move. Make it.
+ * If we reach here, we have a valid move.
*/
+ sprintf(buf, "M%d,%d,%d", x, y, dir);
+ return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int w = from->w, h = from->h, n = from->n, wh = w*h;
+ int x, y, dir;
+
+ if (!strcmp(move, "S")) {
+ int i;
+ ret = dup_game(from);
+
+ /*
+ * 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;
+ }
+
+ if (move[0] != 'M' ||
+ sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 ||
+ x < 0 || y < 0 || x > from->w - n || y > from->h - n)
+ return NULL; /* can't parse this move string */
+
ret = dup_game(from);
ret->just_used_solve = FALSE; /* zero this in a hurry */
ret->movecount++;
* 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_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
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;
static void game_free_drawstate(game_drawstate *ds)
{
+ sfree(ds->grid);
sfree(ds);
}
}
}
-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];
coords[2] = x + TILE_SIZE - 1;
coords[3] = y;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
+ draw_polygon(fe, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
+ rot ? rot->rc : COL_LOWLIGHT);
/* Bottom side. */
coords[2] = x;
coords[3] = y + TILE_SIZE - 1;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
+ draw_polygon(fe, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
+ rot ? rot->bc : COL_LOWLIGHT);
/* Left side. */
coords[0] = x;
coords[1] = y;
rotate(coords+0, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
+ rot ? rot->lc : COL_HIGHLIGHT);
/* Top side. */
coords[2] = x + TILE_SIZE - 1;
coords[3] = y;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
+ rot ? rot->tc : COL_HIGHLIGHT);
/*
* Now the main blank area in the centre of the tile.
coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
coords[7] = y + HIGHLIGHT_WIDTH;
rotate(coords+6, rot);
- draw_polygon(fe, coords, 4, TRUE, flash_colour);
- draw_polygon(fe, coords, 4, FALSE, flash_colour);
+ draw_polygon(fe, coords, 4, flash_colour, flash_colour);
} else {
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
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);
+ draw_polygon(fe, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE);
}
coords[0] = x + TILE_SIZE/2;
bgcolour = COL_BACKGROUND;
if (!ds->started) {
- int coords[6];
+ int coords[10];
draw_rect(fe, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
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, COL_HIGHLIGHT, 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, COL_LOWLIGHT, COL_LOWLIGHT);
ds->started = TRUE;
}
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;
}
}
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
TRUE, game_text_format,
new_ui,
free_ui,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};