mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Add a limited-shuffle mode like that added to Sixteen and Twiddle in r5769,
for completeness. [originally from svn r5854] [r5769 == 8f1c713735316422cfe041400ccc49999d563d8b]
This commit is contained in:
77
netslide.c
77
netslide.c
@ -80,6 +80,7 @@ struct game_params {
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int height;
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int wrapping;
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float barrier_probability;
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int movetarget;
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};
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struct game_aux_info {
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@ -90,7 +91,7 @@ struct game_aux_info {
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struct game_state {
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int width, height, cx, cy, wrapping, completed;
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int used_solve, just_used_solve;
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int move_count;
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int move_count, movetarget;
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/* position (row or col number, starting at 0) of last move. */
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int last_move_row, last_move_col;
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@ -157,6 +158,7 @@ static game_params *default_params(void)
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ret->height = 3;
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ret->wrapping = FALSE;
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ret->barrier_probability = 1.0;
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ret->movetarget = 0;
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return ret;
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}
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@ -185,6 +187,7 @@ static int game_fetch_preset(int i, char **name, game_params **params)
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ret->height = values[i].y;
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ret->wrapping = values[i].wrap;
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ret->barrier_probability = values[i].bprob;
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ret->movetarget = 0;
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sprintf(str, "%dx%d%s", ret->width, ret->height,
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values[i].desc);
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@ -212,6 +215,7 @@ static void decode_params(game_params *ret, char const *string)
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ret->wrapping = FALSE;
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ret->barrier_probability = 0.0;
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ret->movetarget = 0;
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ret->width = atoi(p);
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while (*p && isdigit(*p)) p++;
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@ -221,8 +225,13 @@ static void decode_params(game_params *ret, char const *string)
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while (*p && isdigit(*p)) p++;
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if ( (ret->wrapping = (*p == 'w')) != 0 )
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p++;
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if (*p == 'b')
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ret->barrier_probability = atof(p+1);
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if (*p == 'b') {
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ret->barrier_probability = atof(++p);
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while (*p && (isdigit(*p) || *p == '.')) p++;
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}
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if (*p == 'm') {
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ret->movetarget = atoi(++p);
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}
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} else {
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ret->height = ret->width;
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}
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@ -238,6 +247,10 @@ static char *encode_params(game_params *params, int full)
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ret[len++] = 'w';
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if (full && params->barrier_probability)
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len += sprintf(ret+len, "b%g", params->barrier_probability);
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/* Shuffle limit is part of the limited parameters, because we have to
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* provide the target move count. */
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if (params->movetarget)
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len += sprintf(ret+len, "m%d", params->movetarget);
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assert(len < lenof(ret));
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ret[len] = '\0';
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@ -249,7 +262,7 @@ static config_item *game_configure(game_params *params)
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config_item *ret;
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char buf[80];
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ret = snewn(5, config_item);
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ret = snewn(6, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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@ -274,11 +287,17 @@ static config_item *game_configure(game_params *params)
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ret[3].sval = dupstr(buf);
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ret[3].ival = 0;
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ret[4].name = NULL;
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ret[4].type = C_END;
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ret[4].sval = NULL;
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ret[4].name = "Number of shuffling moves";
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ret[4].type = C_STRING;
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sprintf(buf, "%d", params->movetarget);
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ret[4].sval = dupstr(buf);
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ret[4].ival = 0;
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ret[5].name = NULL;
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ret[5].type = C_END;
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ret[5].sval = NULL;
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ret[5].ival = 0;
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return ret;
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}
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@ -290,6 +309,7 @@ static game_params *custom_params(config_item *cfg)
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ret->height = atoi(cfg[1].sval);
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ret->wrapping = cfg[2].ival;
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ret->barrier_probability = (float)atof(cfg[3].sval);
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ret->movetarget = atoi(cfg[4].sval);
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return ret;
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}
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@ -538,7 +558,11 @@ static char *new_game_desc(game_params *params, random_state *rs,
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/*
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* Now shuffle the grid.
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* FIXME - this simply does a set of random moves to shuffle the pieces.
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* FIXME - this simply does a set of random moves to shuffle the pieces,
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* although we make a token effort to avoid boring cases by avoiding moves
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* that directly undo the previous one, or that repeat so often as to
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* turn into fewer moves.
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*
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* A better way would be to number all the pieces, generate a placement
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* for all the numbers as for "sixteen", observing parity constraints if
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* neccessary, and then place the pieces according to their numbering.
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@ -549,18 +573,43 @@ static char *new_game_desc(game_params *params, random_state *rs,
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int i;
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int cols = w - 1;
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int rows = h - 1;
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for (i = 0; i < cols * rows * 2; i++) {
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int moves = params->movetarget;
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int prevdir = -1, prevrowcol = -1, nrepeats = 0;
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if (!moves) moves = cols * rows * 2;
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for (i = 0; i < moves; /* incremented conditionally */) {
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/* Choose a direction: 0,1,2,3 = up, right, down, left. */
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int dir = random_upto(rs, 4);
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int rowcol;
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if (dir % 2 == 0) {
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int col = random_upto(rs, cols);
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if (col >= cx) col += 1;
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if (col >= cx) col += 1; /* avoid centre */
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if (col == prevrowcol) {
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if (dir == 2-prevdir)
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continue; /* undoes last move */
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else if ((nrepeats+1)*2 > h)
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continue; /* makes fewer moves */
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}
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slide_col_int(w, h, tiles, 1 - dir, col);
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rowcol = col;
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} else {
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int row = random_upto(rs, rows);
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if (row >= cy) row += 1;
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if (row >= cy) row += 1; /* avoid centre */
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if (row == prevrowcol) {
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if (dir == 4-prevdir)
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continue; /* undoes last move */
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else if ((nrepeats+1)*2 > w)
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continue; /* makes fewer moves */
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}
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slide_row_int(w, h, tiles, 2 - dir, row);
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rowcol = row;
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}
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if (dir == prevdir && rowcol == prevrowcol)
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nrepeats++;
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else
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nrepeats = 1;
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prevdir = dir;
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prevrowcol = rowcol;
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i++; /* if we got here, the move was accepted */
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}
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}
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@ -706,6 +755,7 @@ static game_state *new_game(game_params *params, char *desc)
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state->cx = state->width / 2;
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state->cy = state->height / 2;
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state->wrapping = params->wrapping;
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state->movetarget = params->movetarget;
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state->completed = 0;
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state->used_solve = state->just_used_solve = FALSE;
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state->move_count = 0;
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@ -824,6 +874,7 @@ static game_state *dup_game(game_state *state)
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ret->cx = state->cx;
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ret->cy = state->cy;
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ret->wrapping = state->wrapping;
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ret->movetarget = state->movetarget;
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ret->completed = state->completed;
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ret->used_solve = state->used_solve;
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ret->just_used_solve = state->just_used_solve;
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@ -1619,6 +1670,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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(state->completed ? "COMPLETED! " : ""),
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(state->completed ? state->completed : state->move_count));
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if (state->movetarget)
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sprintf(statusbuf + strlen(statusbuf), " (target %d)",
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state->movetarget);
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sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
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status_bar(fe, statusbuf);
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@ -686,8 +686,9 @@ a time.
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As in Sixteen, \I{controls, for Netslide}control is with the mouse.
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See \k{sixteen-controls}.
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\I{parameters, for Netslide}Game parameters are the same as for Net
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(see \k{net-params}).
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\I{parameters, for Netslide}The available game parameters have similar
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meanings to those in Net (see \k{net-params}) and Sixteen (see
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\k{sixteen-params}).
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\C{pattern} \i{Pattern}
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