9038fd11 |
1 | /* |
2 | * twiddle.c: Puzzle involving rearranging a grid of squares by |
3 | * rotating subsquares. Adapted and generalised from a |
4 | * door-unlocking puzzle in Metroid Prime 2 (the one in the Main |
5 | * Gyro Chamber). |
6 | */ |
7 | |
9038fd11 |
8 | #include <stdio.h> |
9 | #include <stdlib.h> |
10 | #include <string.h> |
11 | #include <assert.h> |
12 | #include <ctype.h> |
13 | #include <math.h> |
14 | |
15 | #include "puzzles.h" |
16 | |
17 | #define TILE_SIZE 48 |
18 | #define BORDER (TILE_SIZE / 2) |
19 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
20 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
21 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
22 | |
23 | #define PI 3.141592653589793238462643383279502884197169399 |
24 | |
25 | #define ANIM_PER_RADIUS_UNIT 0.13F |
26 | #define FLASH_FRAME 0.13F |
27 | |
28 | enum { |
29 | COL_BACKGROUND, |
30 | COL_TEXT, |
31 | COL_HIGHLIGHT, |
32 | COL_HIGHLIGHT_GENTLE, |
33 | COL_LOWLIGHT, |
34 | COL_LOWLIGHT_GENTLE, |
35 | NCOLOURS |
36 | }; |
37 | |
38 | struct game_params { |
39 | int w, h, n; |
40 | int rowsonly; |
a3631c72 |
41 | int orientable; |
9038fd11 |
42 | }; |
43 | |
44 | struct game_state { |
45 | int w, h, n; |
a3631c72 |
46 | int orientable; |
9038fd11 |
47 | int *grid; |
48 | int completed; |
49 | int movecount; |
50 | int lastx, lasty, lastr; /* coordinates of last rotation */ |
51 | }; |
52 | |
53 | static game_params *default_params(void) |
54 | { |
55 | game_params *ret = snew(game_params); |
56 | |
57 | ret->w = ret->h = 3; |
58 | ret->n = 2; |
a3631c72 |
59 | ret->rowsonly = ret->orientable = FALSE; |
9038fd11 |
60 | |
61 | return ret; |
62 | } |
63 | |
64 | |
65 | static void free_params(game_params *params) |
66 | { |
67 | sfree(params); |
68 | } |
69 | |
70 | static game_params *dup_params(game_params *params) |
71 | { |
72 | game_params *ret = snew(game_params); |
73 | *ret = *params; /* structure copy */ |
74 | return ret; |
75 | } |
76 | |
77 | static int game_fetch_preset(int i, char **name, game_params **params) |
78 | { |
79 | static struct { |
80 | char *title; |
81 | game_params params; |
82 | } presets[] = { |
a3631c72 |
83 | { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } }, |
84 | { "3x3 normal", { 3, 3, 2, FALSE, FALSE } }, |
85 | { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, |
9038fd11 |
86 | { "4x4 normal", { 4, 4, 2, FALSE } }, |
a3631c72 |
87 | { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, |
9038fd11 |
88 | { "4x4 radius 3", { 4, 4, 3, FALSE } }, |
89 | { "5x5 radius 3", { 5, 5, 3, FALSE } }, |
90 | { "6x6 radius 4", { 6, 6, 4, FALSE } }, |
91 | }; |
92 | |
93 | if (i < 0 || i >= lenof(presets)) |
94 | return FALSE; |
95 | |
96 | *name = dupstr(presets[i].title); |
97 | *params = dup_params(&presets[i].params); |
98 | |
99 | return TRUE; |
100 | } |
101 | |
102 | static game_params *decode_params(char const *string) |
103 | { |
104 | game_params *ret = snew(game_params); |
105 | |
106 | ret->w = ret->h = atoi(string); |
107 | ret->n = 2; |
a3631c72 |
108 | ret->rowsonly = ret->orientable = FALSE; |
9038fd11 |
109 | while (*string && isdigit(*string)) string++; |
110 | if (*string == 'x') { |
111 | string++; |
112 | ret->h = atoi(string); |
113 | while (*string && isdigit(*string)) string++; |
114 | } |
115 | if (*string == 'n') { |
116 | string++; |
117 | ret->n = atoi(string); |
118 | while (*string && isdigit(*string)) string++; |
119 | } |
a3631c72 |
120 | while (*string) { |
121 | if (*string == 'r') { |
122 | ret->rowsonly = TRUE; |
123 | } else if (*string == 'o') { |
124 | ret->orientable = TRUE; |
125 | } |
9038fd11 |
126 | string++; |
9038fd11 |
127 | } |
128 | |
129 | return ret; |
130 | } |
131 | |
132 | static char *encode_params(game_params *params) |
133 | { |
134 | char buf[256]; |
a3631c72 |
135 | sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, |
136 | params->rowsonly ? "r" : "", |
137 | params->orientable ? "o" : ""); |
9038fd11 |
138 | return dupstr(buf); |
139 | } |
140 | |
141 | static config_item *game_configure(game_params *params) |
142 | { |
143 | config_item *ret; |
144 | char buf[80]; |
145 | |
a3631c72 |
146 | ret = snewn(6, config_item); |
9038fd11 |
147 | |
148 | ret[0].name = "Width"; |
149 | ret[0].type = C_STRING; |
150 | sprintf(buf, "%d", params->w); |
151 | ret[0].sval = dupstr(buf); |
152 | ret[0].ival = 0; |
153 | |
154 | ret[1].name = "Height"; |
155 | ret[1].type = C_STRING; |
156 | sprintf(buf, "%d", params->h); |
157 | ret[1].sval = dupstr(buf); |
158 | ret[1].ival = 0; |
159 | |
160 | ret[2].name = "Rotation radius"; |
161 | ret[2].type = C_STRING; |
162 | sprintf(buf, "%d", params->n); |
163 | ret[2].sval = dupstr(buf); |
164 | ret[2].ival = 0; |
165 | |
166 | ret[3].name = "One number per row"; |
167 | ret[3].type = C_BOOLEAN; |
168 | ret[3].sval = NULL; |
169 | ret[3].ival = params->rowsonly; |
170 | |
a3631c72 |
171 | ret[4].name = "Orientation matters"; |
172 | ret[4].type = C_BOOLEAN; |
9038fd11 |
173 | ret[4].sval = NULL; |
a3631c72 |
174 | ret[4].ival = params->orientable; |
175 | |
176 | ret[5].name = NULL; |
177 | ret[5].type = C_END; |
178 | ret[5].sval = NULL; |
179 | ret[5].ival = 0; |
9038fd11 |
180 | |
181 | return ret; |
182 | } |
183 | |
184 | static game_params *custom_params(config_item *cfg) |
185 | { |
186 | game_params *ret = snew(game_params); |
187 | |
188 | ret->w = atoi(cfg[0].sval); |
189 | ret->h = atoi(cfg[1].sval); |
190 | ret->n = atoi(cfg[2].sval); |
191 | ret->rowsonly = cfg[3].ival; |
a3631c72 |
192 | ret->orientable = cfg[4].ival; |
9038fd11 |
193 | |
194 | return ret; |
195 | } |
196 | |
197 | static char *validate_params(game_params *params) |
198 | { |
199 | if (params->n < 2) |
200 | return "Rotation radius must be at least two"; |
201 | if (params->w < params->n) |
202 | return "Width must be at least the rotation radius"; |
203 | if (params->h < params->n) |
204 | return "Height must be at least the rotation radius"; |
205 | return NULL; |
206 | } |
207 | |
208 | /* |
209 | * This function actually performs a rotation on a grid. The `x' |
210 | * and `y' coordinates passed in are the coordinates of the _top |
211 | * left corner_ of the rotated region. (Using the centre would have |
212 | * involved half-integers and been annoyingly fiddly. Clicking in |
213 | * the centre is good for a user interface, but too inconvenient to |
214 | * use internally.) |
215 | */ |
a3631c72 |
216 | static void do_rotate(int *grid, int w, int h, int n, int orientable, |
217 | int x, int y, int dir) |
9038fd11 |
218 | { |
219 | int i, j; |
220 | |
221 | assert(x >= 0 && x+n <= w); |
222 | assert(y >= 0 && y+n <= h); |
223 | dir &= 3; |
224 | if (dir == 0) |
225 | return; /* nothing to do */ |
226 | |
227 | grid += y*w+x; /* translate region to top corner */ |
228 | |
229 | /* |
230 | * If we were leaving the result of the rotation in a separate |
231 | * grid, the simple thing to do would be to loop over each |
232 | * square within the rotated region and assign it from its |
233 | * source square. However, to do it in place without taking |
234 | * O(n^2) memory, we need to be marginally more clever. What |
235 | * I'm going to do is loop over about one _quarter_ of the |
236 | * rotated region and permute each element within that quarter |
237 | * with its rotational coset. |
238 | * |
239 | * The size of the region I need to loop over is (n+1)/2 by |
240 | * n/2, which is an obvious exact quarter for even n and is a |
241 | * rectangle for odd n. (For odd n, this technique leaves out |
242 | * one element of the square, which is of course the central |
243 | * one that never moves anyway.) |
244 | */ |
245 | for (i = 0; i < (n+1)/2; i++) { |
246 | for (j = 0; j < n/2; j++) { |
247 | int k; |
248 | int g[4]; |
249 | int p[4] = { |
250 | j*w+i, |
251 | i*w+(n-j-1), |
252 | (n-j-1)*w+(n-i-1), |
253 | (n-i-1)*w+j |
254 | }; |
255 | |
256 | for (k = 0; k < 4; k++) |
257 | g[k] = grid[p[k]]; |
258 | |
a3631c72 |
259 | for (k = 0; k < 4; k++) { |
260 | int v = g[(k+dir) & 3]; |
261 | if (orientable) |
262 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
263 | grid[p[k]] = v; |
264 | } |
9038fd11 |
265 | } |
266 | } |
a3631c72 |
267 | |
268 | /* |
269 | * Don't forget the orientation on the centre square, if n is |
270 | * odd. |
271 | */ |
272 | if (orientable && (n & 1)) { |
273 | int v = grid[n/2*(w+1)]; |
274 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
275 | grid[n/2*(w+1)] = v; |
276 | } |
9038fd11 |
277 | } |
278 | |
a3631c72 |
279 | static int grid_complete(int *grid, int wh, int orientable) |
9038fd11 |
280 | { |
281 | int ok = TRUE; |
282 | int i; |
283 | for (i = 1; i < wh; i++) |
284 | if (grid[i] < grid[i-1]) |
285 | ok = FALSE; |
a3631c72 |
286 | if (orientable) { |
287 | for (i = 0; i < wh; i++) |
288 | if (grid[i] & 3) |
289 | ok = FALSE; |
290 | } |
9038fd11 |
291 | return ok; |
292 | } |
293 | |
6f2d8d7c |
294 | static char *new_game_seed(game_params *params, random_state *rs, |
295 | game_aux_info **aux) |
9038fd11 |
296 | { |
297 | int *grid; |
298 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
299 | int i; |
300 | char *ret; |
301 | int retlen; |
302 | int total_moves; |
303 | |
304 | /* |
305 | * Set up a solved grid. |
306 | */ |
307 | grid = snewn(wh, int); |
308 | for (i = 0; i < wh; i++) |
a3631c72 |
309 | grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; |
9038fd11 |
310 | |
311 | /* |
312 | * Shuffle it. This game is complex enough that I don't feel up |
313 | * to analysing its full symmetry properties (particularly at |
314 | * n=4 and above!), so I'm going to do it the pedestrian way |
315 | * and simply shuffle the grid by making a long sequence of |
316 | * randomly chosen moves. |
317 | */ |
318 | total_moves = w*h*n*n*2; |
319 | for (i = 0; i < total_moves; i++) { |
320 | int x, y; |
321 | |
322 | x = random_upto(rs, w - n + 1); |
323 | y = random_upto(rs, h - n + 1); |
a3631c72 |
324 | do_rotate(grid, w, h, n, params->orientable, |
325 | x, y, 1 + random_upto(rs, 3)); |
9038fd11 |
326 | |
327 | /* |
328 | * Optionally one more move in case the entire grid has |
329 | * happened to come out solved. |
330 | */ |
a3631c72 |
331 | if (i == total_moves - 1 && grid_complete(grid, wh, |
332 | params->orientable)) |
9038fd11 |
333 | i--; |
334 | } |
335 | |
336 | /* |
337 | * Now construct the game seed, by describing the grid as a |
30861651 |
338 | * simple sequence of integers. They're comma-separated, unless |
339 | * the puzzle is orientable in which case they're separated by |
340 | * orientation letters `u', `d', `l' and `r'. |
9038fd11 |
341 | */ |
342 | ret = NULL; |
343 | retlen = 0; |
344 | for (i = 0; i < wh; i++) { |
345 | char buf[80]; |
346 | int k; |
347 | |
30861651 |
348 | k = sprintf(buf, "%d%c", grid[i] / 4, |
349 | params->orientable ? "uldr"[grid[i] & 3] : ','); |
9038fd11 |
350 | |
351 | ret = sresize(ret, retlen + k + 1, char); |
352 | strcpy(ret + retlen, buf); |
353 | retlen += k; |
354 | } |
30861651 |
355 | if (!params->orientable) |
356 | ret[retlen-1] = '\0'; /* delete last comma */ |
9038fd11 |
357 | |
358 | sfree(grid); |
359 | return ret; |
360 | } |
361 | |
6f2d8d7c |
362 | void game_free_aux_info(game_aux_info *aux) |
363 | { |
364 | assert(!"Shouldn't happen"); |
365 | } |
366 | |
9038fd11 |
367 | static char *validate_seed(game_params *params, char *seed) |
368 | { |
369 | char *p, *err; |
370 | int w = params->w, h = params->h, wh = w*h; |
371 | int i; |
372 | |
373 | p = seed; |
374 | err = NULL; |
375 | |
376 | for (i = 0; i < wh; i++) { |
30861651 |
377 | if (*p < '0' || *p > '9') |
9038fd11 |
378 | return "Not enough numbers in string"; |
9038fd11 |
379 | while (*p >= '0' && *p <= '9') |
380 | p++; |
30861651 |
381 | if (!params->orientable && i < wh-1) { |
382 | if (*p != ',') |
383 | return "Expected comma after number"; |
384 | } else if (params->orientable && i < wh) { |
385 | if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd') |
386 | return "Expected orientation letter after number"; |
387 | } else if (i == wh-1 && *p) { |
9038fd11 |
388 | return "Excess junk at end of string"; |
389 | } |
390 | |
391 | if (*p) p++; /* eat comma */ |
392 | } |
393 | |
394 | return NULL; |
395 | } |
396 | |
397 | static game_state *new_game(game_params *params, char *seed) |
398 | { |
399 | game_state *state = snew(game_state); |
400 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
401 | int i; |
402 | char *p; |
403 | |
404 | state->w = w; |
405 | state->h = h; |
406 | state->n = n; |
a3631c72 |
407 | state->orientable = params->orientable; |
9038fd11 |
408 | state->completed = 0; |
409 | state->movecount = 0; |
410 | state->lastx = state->lasty = state->lastr = -1; |
411 | |
412 | state->grid = snewn(wh, int); |
413 | |
414 | p = seed; |
415 | |
416 | for (i = 0; i < wh; i++) { |
30861651 |
417 | state->grid[i] = 4 * atoi(p); |
9038fd11 |
418 | while (*p >= '0' && *p <= '9') |
419 | p++; |
30861651 |
420 | if (*p) { |
421 | if (params->orientable) { |
422 | switch (*p) { |
423 | case 'l': state->grid[i] |= 1; break; |
424 | case 'd': state->grid[i] |= 2; break; |
425 | case 'r': state->grid[i] |= 3; break; |
426 | } |
427 | } |
428 | p++; |
429 | } |
9038fd11 |
430 | } |
431 | |
432 | return state; |
433 | } |
434 | |
435 | static game_state *dup_game(game_state *state) |
436 | { |
437 | game_state *ret = snew(game_state); |
438 | |
439 | ret->w = state->w; |
440 | ret->h = state->h; |
441 | ret->n = state->n; |
a3631c72 |
442 | ret->orientable = state->orientable; |
9038fd11 |
443 | ret->completed = state->completed; |
444 | ret->movecount = state->movecount; |
445 | ret->lastx = state->lastx; |
446 | ret->lasty = state->lasty; |
447 | ret->lastr = state->lastr; |
448 | |
449 | ret->grid = snewn(ret->w * ret->h, int); |
450 | memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); |
451 | |
452 | return ret; |
453 | } |
454 | |
455 | static void free_game(game_state *state) |
456 | { |
457 | sfree(state->grid); |
458 | sfree(state); |
459 | } |
460 | |
9b4b03d3 |
461 | static char *game_text_format(game_state *state) |
462 | { |
af52394e |
463 | char *ret, *p, buf[80]; |
464 | int i, x, y, col, o, maxlen; |
465 | |
466 | /* |
467 | * First work out how many characters we need to display each |
468 | * number. We're pretty flexible on grid contents here, so we |
469 | * have to scan the entire grid. |
470 | */ |
471 | col = 0; |
472 | for (i = 0; i < state->w * state->h; i++) { |
473 | x = sprintf(buf, "%d", state->grid[i] / 4); |
474 | if (col < x) col = x; |
475 | } |
476 | o = (state->orientable ? 1 : 0); |
477 | |
478 | /* |
479 | * Now we know the exact total size of the grid we're going to |
480 | * produce: it's got h rows, each containing w lots of col+o, |
481 | * w-1 spaces and a trailing newline. |
482 | */ |
483 | maxlen = state->h * state->w * (col+o+1); |
484 | |
485 | ret = snewn(maxlen, char); |
486 | p = ret; |
487 | |
488 | for (y = 0; y < state->h; y++) { |
489 | for (x = 0; x < state->w; x++) { |
490 | int v = state->grid[state->w*y+x]; |
491 | sprintf(buf, "%*d", col, v/4); |
492 | memcpy(p, buf, col); |
493 | p += col; |
494 | if (o) |
495 | *p++ = "^<v>"[v & 3]; |
496 | if (x+1 == state->w) |
497 | *p++ = '\n'; |
498 | else |
499 | *p++ = ' '; |
500 | } |
501 | } |
502 | |
503 | assert(p - ret == maxlen); |
504 | *p = '\0'; |
505 | return ret; |
9b4b03d3 |
506 | } |
507 | |
9038fd11 |
508 | static game_ui *new_ui(game_state *state) |
509 | { |
510 | return NULL; |
511 | } |
512 | |
513 | static void free_ui(game_ui *ui) |
514 | { |
515 | } |
516 | |
517 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
518 | int button) |
519 | { |
520 | int w = from->w, h = from->h, n = from->n, wh = w*h; |
521 | game_state *ret; |
522 | int dir; |
523 | |
524 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
525 | /* |
526 | * Determine the coordinates of the click. We offset by n-1 |
527 | * half-blocks so that the user must click at the centre of |
528 | * a rotation region rather than at the corner. |
529 | */ |
530 | x -= (n-1) * TILE_SIZE / 2; |
531 | y -= (n-1) * TILE_SIZE / 2; |
532 | x = FROMCOORD(x); |
533 | y = FROMCOORD(y); |
534 | if (x < 0 || x > w-n || y < 0 || y > w-n) |
535 | return NULL; |
536 | |
537 | /* |
538 | * This is a valid move. Make it. |
539 | */ |
540 | ret = dup_game(from); |
541 | ret->movecount++; |
542 | dir = (button == LEFT_BUTTON ? 1 : -1); |
a3631c72 |
543 | do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); |
9038fd11 |
544 | ret->lastx = x; |
545 | ret->lasty = y; |
546 | ret->lastr = dir; |
547 | |
548 | /* |
549 | * See if the game has been completed. To do this we simply |
550 | * test that the grid contents are in increasing order. |
551 | */ |
a3631c72 |
552 | if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) |
9038fd11 |
553 | ret->completed = ret->movecount; |
554 | return ret; |
555 | } |
556 | return NULL; |
557 | } |
558 | |
559 | /* ---------------------------------------------------------------------- |
560 | * Drawing routines. |
561 | */ |
562 | |
563 | struct game_drawstate { |
564 | int started; |
565 | int w, h, bgcolour; |
566 | int *grid; |
567 | }; |
568 | |
569 | static void game_size(game_params *params, int *x, int *y) |
570 | { |
571 | *x = TILE_SIZE * params->w + 2 * BORDER; |
572 | *y = TILE_SIZE * params->h + 2 * BORDER; |
573 | } |
574 | |
575 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
576 | { |
577 | float *ret = snewn(3 * NCOLOURS, float); |
578 | int i; |
579 | float max; |
580 | |
581 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
582 | |
583 | /* |
584 | * Drop the background colour so that the highlight is |
585 | * noticeably brighter than it while still being under 1. |
586 | */ |
587 | max = ret[COL_BACKGROUND*3]; |
588 | for (i = 1; i < 3; i++) |
589 | if (ret[COL_BACKGROUND*3+i] > max) |
590 | max = ret[COL_BACKGROUND*3+i]; |
591 | if (max * 1.2F > 1.0F) { |
592 | for (i = 0; i < 3; i++) |
593 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
594 | } |
595 | |
596 | for (i = 0; i < 3; i++) { |
597 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
598 | ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; |
599 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
600 | ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
601 | ret[COL_TEXT * 3 + i] = 0.0; |
602 | } |
603 | |
604 | *ncolours = NCOLOURS; |
605 | return ret; |
606 | } |
607 | |
608 | static game_drawstate *game_new_drawstate(game_state *state) |
609 | { |
610 | struct game_drawstate *ds = snew(struct game_drawstate); |
611 | int i; |
612 | |
613 | ds->started = FALSE; |
614 | ds->w = state->w; |
615 | ds->h = state->h; |
616 | ds->bgcolour = COL_BACKGROUND; |
617 | ds->grid = snewn(ds->w*ds->h, int); |
618 | for (i = 0; i < ds->w*ds->h; i++) |
619 | ds->grid[i] = -1; |
620 | |
621 | return ds; |
622 | } |
623 | |
624 | static void game_free_drawstate(game_drawstate *ds) |
625 | { |
626 | sfree(ds); |
627 | } |
628 | |
629 | struct rotation { |
630 | int cx, cy, cw, ch; /* clip region */ |
631 | int ox, oy; /* rotation origin */ |
632 | float c, s; /* cos and sin of rotation angle */ |
633 | int lc, rc, tc, bc; /* colours of tile edges */ |
634 | }; |
635 | |
636 | static void rotate(int *xy, struct rotation *rot) |
637 | { |
638 | if (rot) { |
639 | float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; |
640 | float xf2, yf2; |
641 | |
642 | xf2 = rot->c * xf + rot->s * yf; |
643 | yf2 = - rot->s * xf + rot->c * yf; |
644 | |
645 | xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ |
646 | xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ |
647 | } |
648 | } |
649 | |
650 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
651 | int tile, int flash_colour, struct rotation *rot) |
652 | { |
653 | int coords[8]; |
654 | char str[40]; |
655 | |
656 | if (rot) |
657 | clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); |
658 | |
659 | /* |
660 | * We must draw each side of the tile's highlight separately, |
661 | * because in some cases (during rotation) they will all need |
662 | * to be different colours. |
663 | */ |
664 | |
665 | /* The centre point is common to all sides. */ |
666 | coords[4] = x + TILE_SIZE / 2; |
667 | coords[5] = y + TILE_SIZE / 2; |
668 | rotate(coords+4, rot); |
669 | |
670 | /* Right side. */ |
671 | coords[0] = x + TILE_SIZE - 1; |
672 | coords[1] = y + TILE_SIZE - 1; |
673 | rotate(coords+0, rot); |
674 | coords[2] = x + TILE_SIZE - 1; |
675 | coords[3] = y; |
676 | rotate(coords+2, rot); |
677 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); |
678 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); |
679 | |
680 | /* Bottom side. */ |
681 | coords[2] = x; |
682 | coords[3] = y + TILE_SIZE - 1; |
683 | rotate(coords+2, rot); |
684 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); |
685 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); |
686 | |
687 | /* Left side. */ |
688 | coords[0] = x; |
689 | coords[1] = y; |
690 | rotate(coords+0, rot); |
691 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); |
692 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); |
693 | |
694 | /* Top side. */ |
695 | coords[2] = x + TILE_SIZE - 1; |
696 | coords[3] = y; |
697 | rotate(coords+2, rot); |
698 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); |
699 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); |
700 | |
a3631c72 |
701 | /* |
702 | * Now the main blank area in the centre of the tile. |
703 | */ |
9038fd11 |
704 | if (rot) { |
705 | coords[0] = x + HIGHLIGHT_WIDTH; |
706 | coords[1] = y + HIGHLIGHT_WIDTH; |
707 | rotate(coords+0, rot); |
708 | coords[2] = x + HIGHLIGHT_WIDTH; |
709 | coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
710 | rotate(coords+2, rot); |
711 | coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
712 | coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
713 | rotate(coords+4, rot); |
714 | coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
715 | coords[7] = y + HIGHLIGHT_WIDTH; |
716 | rotate(coords+6, rot); |
717 | draw_polygon(fe, coords, 4, TRUE, flash_colour); |
718 | draw_polygon(fe, coords, 4, FALSE, flash_colour); |
719 | } else { |
720 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
721 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
722 | flash_colour); |
723 | } |
724 | |
a3631c72 |
725 | /* |
726 | * Next, the colour bars for orientation. |
727 | */ |
728 | if (state->orientable) { |
d50832a3 |
729 | int xdx, xdy, ydx, ydy; |
730 | int cx, cy, displ, displ2; |
a3631c72 |
731 | switch (tile & 3) { |
732 | case 0: |
d50832a3 |
733 | xdx = 1, xdy = 0; |
734 | ydx = 0, ydy = 1; |
a3631c72 |
735 | break; |
736 | case 1: |
d50832a3 |
737 | xdx = 0, xdy = -1; |
738 | ydx = 1, ydy = 0; |
a3631c72 |
739 | break; |
740 | case 2: |
d50832a3 |
741 | xdx = -1, xdy = 0; |
742 | ydx = 0, ydy = -1; |
a3631c72 |
743 | break; |
744 | default /* case 3 */: |
d50832a3 |
745 | xdx = 0, xdy = 1; |
746 | ydx = -1, ydy = 0; |
a3631c72 |
747 | break; |
748 | } |
749 | |
d50832a3 |
750 | cx = x + TILE_SIZE / 2; |
751 | cy = y + TILE_SIZE / 2; |
752 | displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2; |
753 | displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH; |
a3631c72 |
754 | |
30861651 |
755 | coords[0] = cx - displ * xdx + displ2 * ydx; |
756 | coords[1] = cy - displ * xdy + displ2 * ydy; |
a3631c72 |
757 | rotate(coords+0, rot); |
30861651 |
758 | coords[2] = cx + displ * xdx + displ2 * ydx; |
759 | coords[3] = cy + displ * xdy + displ2 * ydy; |
a3631c72 |
760 | rotate(coords+2, rot); |
30861651 |
761 | coords[4] = cx - displ * ydx; |
762 | coords[5] = cy - displ * ydy; |
a3631c72 |
763 | rotate(coords+4, rot); |
d50832a3 |
764 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); |
765 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); |
a3631c72 |
766 | } |
767 | |
9038fd11 |
768 | coords[0] = x + TILE_SIZE/2; |
769 | coords[1] = y + TILE_SIZE/2; |
770 | rotate(coords+0, rot); |
a3631c72 |
771 | sprintf(str, "%d", tile / 4); |
9038fd11 |
772 | draw_text(fe, coords[0], coords[1], |
773 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
774 | COL_TEXT, str); |
775 | |
776 | if (rot) |
777 | unclip(fe); |
778 | |
779 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
780 | } |
781 | |
782 | static int highlight_colour(float angle) |
783 | { |
784 | int colours[32] = { |
785 | COL_LOWLIGHT, |
786 | COL_LOWLIGHT_GENTLE, |
787 | COL_LOWLIGHT_GENTLE, |
788 | COL_LOWLIGHT_GENTLE, |
789 | COL_HIGHLIGHT_GENTLE, |
790 | COL_HIGHLIGHT_GENTLE, |
791 | COL_HIGHLIGHT_GENTLE, |
792 | COL_HIGHLIGHT, |
793 | COL_HIGHLIGHT, |
794 | COL_HIGHLIGHT, |
795 | COL_HIGHLIGHT, |
796 | COL_HIGHLIGHT, |
797 | COL_HIGHLIGHT, |
798 | COL_HIGHLIGHT, |
799 | COL_HIGHLIGHT, |
800 | COL_HIGHLIGHT, |
801 | COL_HIGHLIGHT, |
802 | COL_HIGHLIGHT_GENTLE, |
803 | COL_HIGHLIGHT_GENTLE, |
804 | COL_HIGHLIGHT_GENTLE, |
805 | COL_LOWLIGHT_GENTLE, |
806 | COL_LOWLIGHT_GENTLE, |
807 | COL_LOWLIGHT_GENTLE, |
808 | COL_LOWLIGHT, |
809 | COL_LOWLIGHT, |
810 | COL_LOWLIGHT, |
811 | COL_LOWLIGHT, |
812 | COL_LOWLIGHT, |
813 | COL_LOWLIGHT, |
814 | COL_LOWLIGHT, |
815 | COL_LOWLIGHT, |
816 | COL_LOWLIGHT, |
817 | }; |
818 | |
819 | return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; |
820 | } |
821 | |
822 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
823 | int dir) |
824 | { |
825 | return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); |
826 | } |
827 | |
828 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
829 | int dir) |
830 | { |
831 | if (!oldstate->completed && newstate->completed) |
832 | return 2 * FLASH_FRAME; |
833 | else |
834 | return 0.0F; |
835 | } |
836 | |
837 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
838 | game_state *state, int dir, game_ui *ui, |
839 | float animtime, float flashtime) |
840 | { |
841 | int i, bgcolour; |
842 | struct rotation srot, *rot; |
843 | int lastx = -1, lasty = -1, lastr = -1; |
844 | |
845 | if (flashtime > 0) { |
846 | int frame = (int)(flashtime / FLASH_FRAME); |
847 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
848 | } else |
849 | bgcolour = COL_BACKGROUND; |
850 | |
851 | if (!ds->started) { |
852 | int coords[6]; |
853 | |
854 | draw_rect(fe, 0, 0, |
855 | TILE_SIZE * state->w + 2 * BORDER, |
856 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
857 | draw_update(fe, 0, 0, |
858 | TILE_SIZE * state->w + 2 * BORDER, |
859 | TILE_SIZE * state->h + 2 * BORDER); |
860 | |
861 | /* |
862 | * Recessed area containing the whole puzzle. |
863 | */ |
864 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
865 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
866 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
867 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
868 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
869 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
870 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
871 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
872 | |
873 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
874 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
875 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
876 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
877 | |
878 | ds->started = TRUE; |
879 | } |
880 | |
881 | /* |
882 | * If we're drawing any rotated tiles, sort out the rotation |
883 | * parameters, and also zap the rotation region to the |
884 | * background colour before doing anything else. |
885 | */ |
886 | if (oldstate) { |
887 | float angle; |
888 | float anim_max = game_anim_length(oldstate, state, dir); |
889 | |
890 | if (dir > 0) { |
891 | lastx = state->lastx; |
892 | lasty = state->lasty; |
893 | lastr = state->lastr; |
894 | } else { |
895 | lastx = oldstate->lastx; |
896 | lasty = oldstate->lasty; |
897 | lastr = -oldstate->lastr; |
898 | } |
899 | |
900 | rot = &srot; |
901 | rot->cx = COORD(lastx); |
902 | rot->cy = COORD(lasty); |
903 | rot->cw = rot->ch = TILE_SIZE * state->n; |
904 | rot->ox = rot->cx + rot->cw/2; |
905 | rot->oy = rot->cy + rot->ch/2; |
906 | angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); |
907 | rot->c = cos(angle); |
908 | rot->s = sin(angle); |
909 | |
910 | /* |
911 | * Sort out the colours of the various sides of the tile. |
912 | */ |
913 | rot->lc = highlight_colour(PI + angle); |
914 | rot->rc = highlight_colour(angle); |
915 | rot->tc = highlight_colour(PI/2 + angle); |
916 | rot->bc = highlight_colour(-PI/2 + angle); |
917 | |
918 | draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); |
919 | } else |
920 | rot = NULL; |
921 | |
922 | /* |
923 | * Now draw each tile. |
924 | */ |
925 | for (i = 0; i < state->w * state->h; i++) { |
926 | int t; |
927 | int tx = i % state->w, ty = i / state->w; |
928 | |
929 | /* |
930 | * Figure out what should be displayed at this location. |
931 | * Usually it will be state->grid[i], unless we're in the |
932 | * middle of animating an actual rotation and this cell is |
933 | * within the rotation region, in which case we set -1 |
934 | * (always display). |
935 | */ |
936 | if (oldstate && lastx >= 0 && lasty >= 0 && |
937 | tx >= lastx && tx < lastx + state->n && |
938 | ty >= lasty && ty < lasty + state->n) |
939 | t = -1; |
940 | else |
941 | t = state->grid[i]; |
942 | |
943 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
944 | ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { |
945 | int x = COORD(tx), y = COORD(ty); |
946 | |
947 | draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); |
948 | ds->grid[i] = t; |
949 | } |
950 | } |
951 | ds->bgcolour = bgcolour; |
952 | |
953 | /* |
954 | * Update the status bar. |
955 | */ |
956 | { |
957 | char statusbuf[256]; |
958 | |
959 | /* |
960 | * Don't show the new status until we're also showing the |
961 | * new _state_ - after the game animation is complete. |
962 | */ |
963 | if (oldstate) |
964 | state = oldstate; |
965 | |
966 | sprintf(statusbuf, "%sMoves: %d", |
967 | (state->completed ? "COMPLETED! " : ""), |
968 | (state->completed ? state->completed : state->movecount)); |
969 | |
970 | status_bar(fe, statusbuf); |
971 | } |
972 | } |
973 | |
974 | static int game_wants_statusbar(void) |
975 | { |
976 | return TRUE; |
977 | } |
978 | |
979 | #ifdef COMBINED |
980 | #define thegame twiddle |
981 | #endif |
982 | |
983 | const struct game thegame = { |
1d228b10 |
984 | "Twiddle", "games.twiddle", |
9038fd11 |
985 | default_params, |
986 | game_fetch_preset, |
987 | decode_params, |
988 | encode_params, |
989 | free_params, |
990 | dup_params, |
1d228b10 |
991 | TRUE, game_configure, custom_params, |
9038fd11 |
992 | validate_params, |
993 | new_game_seed, |
6f2d8d7c |
994 | game_free_aux_info, |
9038fd11 |
995 | validate_seed, |
996 | new_game, |
997 | dup_game, |
998 | free_game, |
af52394e |
999 | TRUE, game_text_format, |
9038fd11 |
1000 | new_ui, |
1001 | free_ui, |
1002 | make_move, |
1003 | game_size, |
1004 | game_colours, |
1005 | game_new_drawstate, |
1006 | game_free_drawstate, |
1007 | game_redraw, |
1008 | game_anim_length, |
1009 | game_flash_length, |
1010 | game_wants_statusbar, |
1011 | }; |