I can never remember what that `TRUE' means in the game structure
[sgt/puzzles] / twiddle.c
CommitLineData
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
28enum {
29 COL_BACKGROUND,
30 COL_TEXT,
31 COL_HIGHLIGHT,
32 COL_HIGHLIGHT_GENTLE,
33 COL_LOWLIGHT,
34 COL_LOWLIGHT_GENTLE,
35 NCOLOURS
36};
37
38struct game_params {
39 int w, h, n;
40 int rowsonly;
a3631c72 41 int orientable;
9038fd11 42};
43
44struct 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
53static 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
65static void free_params(game_params *params)
66{
67 sfree(params);
68}
69
70static 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
77static 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
102static 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
132static 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
141static 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
184static 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
197static 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 216static 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 279static 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
294static char *new_game_seed(game_params *params, random_state *rs)
295{
296 int *grid;
297 int w = params->w, h = params->h, n = params->n, wh = w*h;
298 int i;
299 char *ret;
300 int retlen;
301 int total_moves;
302
303 /*
304 * Set up a solved grid.
305 */
306 grid = snewn(wh, int);
307 for (i = 0; i < wh; i++)
a3631c72 308 grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
9038fd11 309
310 /*
311 * Shuffle it. This game is complex enough that I don't feel up
312 * to analysing its full symmetry properties (particularly at
313 * n=4 and above!), so I'm going to do it the pedestrian way
314 * and simply shuffle the grid by making a long sequence of
315 * randomly chosen moves.
316 */
317 total_moves = w*h*n*n*2;
318 for (i = 0; i < total_moves; i++) {
319 int x, y;
320
321 x = random_upto(rs, w - n + 1);
322 y = random_upto(rs, h - n + 1);
a3631c72 323 do_rotate(grid, w, h, n, params->orientable,
324 x, y, 1 + random_upto(rs, 3));
9038fd11 325
326 /*
327 * Optionally one more move in case the entire grid has
328 * happened to come out solved.
329 */
a3631c72 330 if (i == total_moves - 1 && grid_complete(grid, wh,
331 params->orientable))
9038fd11 332 i--;
333 }
334
335 /*
336 * Now construct the game seed, by describing the grid as a
30861651 337 * simple sequence of integers. They're comma-separated, unless
338 * the puzzle is orientable in which case they're separated by
339 * orientation letters `u', `d', `l' and `r'.
9038fd11 340 */
341 ret = NULL;
342 retlen = 0;
343 for (i = 0; i < wh; i++) {
344 char buf[80];
345 int k;
346
30861651 347 k = sprintf(buf, "%d%c", grid[i] / 4,
348 params->orientable ? "uldr"[grid[i] & 3] : ',');
9038fd11 349
350 ret = sresize(ret, retlen + k + 1, char);
351 strcpy(ret + retlen, buf);
352 retlen += k;
353 }
30861651 354 if (!params->orientable)
355 ret[retlen-1] = '\0'; /* delete last comma */
9038fd11 356
357 sfree(grid);
358 return ret;
359}
360
361static char *validate_seed(game_params *params, char *seed)
362{
363 char *p, *err;
364 int w = params->w, h = params->h, wh = w*h;
365 int i;
366
367 p = seed;
368 err = NULL;
369
370 for (i = 0; i < wh; i++) {
30861651 371 if (*p < '0' || *p > '9')
9038fd11 372 return "Not enough numbers in string";
9038fd11 373 while (*p >= '0' && *p <= '9')
374 p++;
30861651 375 if (!params->orientable && i < wh-1) {
376 if (*p != ',')
377 return "Expected comma after number";
378 } else if (params->orientable && i < wh) {
379 if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd')
380 return "Expected orientation letter after number";
381 } else if (i == wh-1 && *p) {
9038fd11 382 return "Excess junk at end of string";
383 }
384
385 if (*p) p++; /* eat comma */
386 }
387
388 return NULL;
389}
390
391static game_state *new_game(game_params *params, char *seed)
392{
393 game_state *state = snew(game_state);
394 int w = params->w, h = params->h, n = params->n, wh = w*h;
395 int i;
396 char *p;
397
398 state->w = w;
399 state->h = h;
400 state->n = n;
a3631c72 401 state->orientable = params->orientable;
9038fd11 402 state->completed = 0;
403 state->movecount = 0;
404 state->lastx = state->lasty = state->lastr = -1;
405
406 state->grid = snewn(wh, int);
407
408 p = seed;
409
410 for (i = 0; i < wh; i++) {
30861651 411 state->grid[i] = 4 * atoi(p);
9038fd11 412 while (*p >= '0' && *p <= '9')
413 p++;
30861651 414 if (*p) {
415 if (params->orientable) {
416 switch (*p) {
417 case 'l': state->grid[i] |= 1; break;
418 case 'd': state->grid[i] |= 2; break;
419 case 'r': state->grid[i] |= 3; break;
420 }
421 }
422 p++;
423 }
9038fd11 424 }
425
426 return state;
427}
428
429static game_state *dup_game(game_state *state)
430{
431 game_state *ret = snew(game_state);
432
433 ret->w = state->w;
434 ret->h = state->h;
435 ret->n = state->n;
a3631c72 436 ret->orientable = state->orientable;
9038fd11 437 ret->completed = state->completed;
438 ret->movecount = state->movecount;
439 ret->lastx = state->lastx;
440 ret->lasty = state->lasty;
441 ret->lastr = state->lastr;
442
443 ret->grid = snewn(ret->w * ret->h, int);
444 memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
445
446 return ret;
447}
448
449static void free_game(game_state *state)
450{
451 sfree(state->grid);
452 sfree(state);
453}
454
455static game_ui *new_ui(game_state *state)
456{
457 return NULL;
458}
459
460static void free_ui(game_ui *ui)
461{
462}
463
464static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
465 int button)
466{
467 int w = from->w, h = from->h, n = from->n, wh = w*h;
468 game_state *ret;
469 int dir;
470
471 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
472 /*
473 * Determine the coordinates of the click. We offset by n-1
474 * half-blocks so that the user must click at the centre of
475 * a rotation region rather than at the corner.
476 */
477 x -= (n-1) * TILE_SIZE / 2;
478 y -= (n-1) * TILE_SIZE / 2;
479 x = FROMCOORD(x);
480 y = FROMCOORD(y);
481 if (x < 0 || x > w-n || y < 0 || y > w-n)
482 return NULL;
483
484 /*
485 * This is a valid move. Make it.
486 */
487 ret = dup_game(from);
488 ret->movecount++;
489 dir = (button == LEFT_BUTTON ? 1 : -1);
a3631c72 490 do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
9038fd11 491 ret->lastx = x;
492 ret->lasty = y;
493 ret->lastr = dir;
494
495 /*
496 * See if the game has been completed. To do this we simply
497 * test that the grid contents are in increasing order.
498 */
a3631c72 499 if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
9038fd11 500 ret->completed = ret->movecount;
501 return ret;
502 }
503 return NULL;
504}
505
506/* ----------------------------------------------------------------------
507 * Drawing routines.
508 */
509
510struct game_drawstate {
511 int started;
512 int w, h, bgcolour;
513 int *grid;
514};
515
516static void game_size(game_params *params, int *x, int *y)
517{
518 *x = TILE_SIZE * params->w + 2 * BORDER;
519 *y = TILE_SIZE * params->h + 2 * BORDER;
520}
521
522static float *game_colours(frontend *fe, game_state *state, int *ncolours)
523{
524 float *ret = snewn(3 * NCOLOURS, float);
525 int i;
526 float max;
527
528 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
529
530 /*
531 * Drop the background colour so that the highlight is
532 * noticeably brighter than it while still being under 1.
533 */
534 max = ret[COL_BACKGROUND*3];
535 for (i = 1; i < 3; i++)
536 if (ret[COL_BACKGROUND*3+i] > max)
537 max = ret[COL_BACKGROUND*3+i];
538 if (max * 1.2F > 1.0F) {
539 for (i = 0; i < 3; i++)
540 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
541 }
542
543 for (i = 0; i < 3; i++) {
544 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
545 ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
546 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
547 ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
548 ret[COL_TEXT * 3 + i] = 0.0;
549 }
550
551 *ncolours = NCOLOURS;
552 return ret;
553}
554
555static game_drawstate *game_new_drawstate(game_state *state)
556{
557 struct game_drawstate *ds = snew(struct game_drawstate);
558 int i;
559
560 ds->started = FALSE;
561 ds->w = state->w;
562 ds->h = state->h;
563 ds->bgcolour = COL_BACKGROUND;
564 ds->grid = snewn(ds->w*ds->h, int);
565 for (i = 0; i < ds->w*ds->h; i++)
566 ds->grid[i] = -1;
567
568 return ds;
569}
570
571static void game_free_drawstate(game_drawstate *ds)
572{
573 sfree(ds);
574}
575
576struct rotation {
577 int cx, cy, cw, ch; /* clip region */
578 int ox, oy; /* rotation origin */
579 float c, s; /* cos and sin of rotation angle */
580 int lc, rc, tc, bc; /* colours of tile edges */
581};
582
583static void rotate(int *xy, struct rotation *rot)
584{
585 if (rot) {
586 float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
587 float xf2, yf2;
588
589 xf2 = rot->c * xf + rot->s * yf;
590 yf2 = - rot->s * xf + rot->c * yf;
591
592 xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
593 xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
594 }
595}
596
597static void draw_tile(frontend *fe, game_state *state, int x, int y,
598 int tile, int flash_colour, struct rotation *rot)
599{
600 int coords[8];
601 char str[40];
602
603 if (rot)
604 clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
605
606 /*
607 * We must draw each side of the tile's highlight separately,
608 * because in some cases (during rotation) they will all need
609 * to be different colours.
610 */
611
612 /* The centre point is common to all sides. */
613 coords[4] = x + TILE_SIZE / 2;
614 coords[5] = y + TILE_SIZE / 2;
615 rotate(coords+4, rot);
616
617 /* Right side. */
618 coords[0] = x + TILE_SIZE - 1;
619 coords[1] = y + TILE_SIZE - 1;
620 rotate(coords+0, rot);
621 coords[2] = x + TILE_SIZE - 1;
622 coords[3] = y;
623 rotate(coords+2, rot);
624 draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
625 draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
626
627 /* Bottom side. */
628 coords[2] = x;
629 coords[3] = y + TILE_SIZE - 1;
630 rotate(coords+2, rot);
631 draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
632 draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
633
634 /* Left side. */
635 coords[0] = x;
636 coords[1] = y;
637 rotate(coords+0, rot);
638 draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
639 draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
640
641 /* Top side. */
642 coords[2] = x + TILE_SIZE - 1;
643 coords[3] = y;
644 rotate(coords+2, rot);
645 draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
646 draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
647
a3631c72 648 /*
649 * Now the main blank area in the centre of the tile.
650 */
9038fd11 651 if (rot) {
652 coords[0] = x + HIGHLIGHT_WIDTH;
653 coords[1] = y + HIGHLIGHT_WIDTH;
654 rotate(coords+0, rot);
655 coords[2] = x + HIGHLIGHT_WIDTH;
656 coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
657 rotate(coords+2, rot);
658 coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
659 coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
660 rotate(coords+4, rot);
661 coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
662 coords[7] = y + HIGHLIGHT_WIDTH;
663 rotate(coords+6, rot);
664 draw_polygon(fe, coords, 4, TRUE, flash_colour);
665 draw_polygon(fe, coords, 4, FALSE, flash_colour);
666 } else {
667 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
668 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
669 flash_colour);
670 }
671
a3631c72 672 /*
673 * Next, the colour bars for orientation.
674 */
675 if (state->orientable) {
d50832a3 676 int xdx, xdy, ydx, ydy;
677 int cx, cy, displ, displ2;
a3631c72 678 switch (tile & 3) {
679 case 0:
d50832a3 680 xdx = 1, xdy = 0;
681 ydx = 0, ydy = 1;
a3631c72 682 break;
683 case 1:
d50832a3 684 xdx = 0, xdy = -1;
685 ydx = 1, ydy = 0;
a3631c72 686 break;
687 case 2:
d50832a3 688 xdx = -1, xdy = 0;
689 ydx = 0, ydy = -1;
a3631c72 690 break;
691 default /* case 3 */:
d50832a3 692 xdx = 0, xdy = 1;
693 ydx = -1, ydy = 0;
a3631c72 694 break;
695 }
696
d50832a3 697 cx = x + TILE_SIZE / 2;
698 cy = y + TILE_SIZE / 2;
699 displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
700 displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
a3631c72 701
30861651 702 coords[0] = cx - displ * xdx + displ2 * ydx;
703 coords[1] = cy - displ * xdy + displ2 * ydy;
a3631c72 704 rotate(coords+0, rot);
30861651 705 coords[2] = cx + displ * xdx + displ2 * ydx;
706 coords[3] = cy + displ * xdy + displ2 * ydy;
a3631c72 707 rotate(coords+2, rot);
30861651 708 coords[4] = cx - displ * ydx;
709 coords[5] = cy - displ * ydy;
a3631c72 710 rotate(coords+4, rot);
d50832a3 711 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
712 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
a3631c72 713 }
714
9038fd11 715 coords[0] = x + TILE_SIZE/2;
716 coords[1] = y + TILE_SIZE/2;
717 rotate(coords+0, rot);
a3631c72 718 sprintf(str, "%d", tile / 4);
9038fd11 719 draw_text(fe, coords[0], coords[1],
720 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
721 COL_TEXT, str);
722
723 if (rot)
724 unclip(fe);
725
726 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
727}
728
729static int highlight_colour(float angle)
730{
731 int colours[32] = {
732 COL_LOWLIGHT,
733 COL_LOWLIGHT_GENTLE,
734 COL_LOWLIGHT_GENTLE,
735 COL_LOWLIGHT_GENTLE,
736 COL_HIGHLIGHT_GENTLE,
737 COL_HIGHLIGHT_GENTLE,
738 COL_HIGHLIGHT_GENTLE,
739 COL_HIGHLIGHT,
740 COL_HIGHLIGHT,
741 COL_HIGHLIGHT,
742 COL_HIGHLIGHT,
743 COL_HIGHLIGHT,
744 COL_HIGHLIGHT,
745 COL_HIGHLIGHT,
746 COL_HIGHLIGHT,
747 COL_HIGHLIGHT,
748 COL_HIGHLIGHT,
749 COL_HIGHLIGHT_GENTLE,
750 COL_HIGHLIGHT_GENTLE,
751 COL_HIGHLIGHT_GENTLE,
752 COL_LOWLIGHT_GENTLE,
753 COL_LOWLIGHT_GENTLE,
754 COL_LOWLIGHT_GENTLE,
755 COL_LOWLIGHT,
756 COL_LOWLIGHT,
757 COL_LOWLIGHT,
758 COL_LOWLIGHT,
759 COL_LOWLIGHT,
760 COL_LOWLIGHT,
761 COL_LOWLIGHT,
762 COL_LOWLIGHT,
763 COL_LOWLIGHT,
764 };
765
766 return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
767}
768
769static float game_anim_length(game_state *oldstate, game_state *newstate,
770 int dir)
771{
772 return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
773}
774
775static float game_flash_length(game_state *oldstate, game_state *newstate,
776 int dir)
777{
778 if (!oldstate->completed && newstate->completed)
779 return 2 * FLASH_FRAME;
780 else
781 return 0.0F;
782}
783
784static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
785 game_state *state, int dir, game_ui *ui,
786 float animtime, float flashtime)
787{
788 int i, bgcolour;
789 struct rotation srot, *rot;
790 int lastx = -1, lasty = -1, lastr = -1;
791
792 if (flashtime > 0) {
793 int frame = (int)(flashtime / FLASH_FRAME);
794 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
795 } else
796 bgcolour = COL_BACKGROUND;
797
798 if (!ds->started) {
799 int coords[6];
800
801 draw_rect(fe, 0, 0,
802 TILE_SIZE * state->w + 2 * BORDER,
803 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
804 draw_update(fe, 0, 0,
805 TILE_SIZE * state->w + 2 * BORDER,
806 TILE_SIZE * state->h + 2 * BORDER);
807
808 /*
809 * Recessed area containing the whole puzzle.
810 */
811 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
812 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
813 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
814 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
815 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
816 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
817 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
818 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
819
820 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
821 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
822 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
823 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
824
825 ds->started = TRUE;
826 }
827
828 /*
829 * If we're drawing any rotated tiles, sort out the rotation
830 * parameters, and also zap the rotation region to the
831 * background colour before doing anything else.
832 */
833 if (oldstate) {
834 float angle;
835 float anim_max = game_anim_length(oldstate, state, dir);
836
837 if (dir > 0) {
838 lastx = state->lastx;
839 lasty = state->lasty;
840 lastr = state->lastr;
841 } else {
842 lastx = oldstate->lastx;
843 lasty = oldstate->lasty;
844 lastr = -oldstate->lastr;
845 }
846
847 rot = &srot;
848 rot->cx = COORD(lastx);
849 rot->cy = COORD(lasty);
850 rot->cw = rot->ch = TILE_SIZE * state->n;
851 rot->ox = rot->cx + rot->cw/2;
852 rot->oy = rot->cy + rot->ch/2;
853 angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
854 rot->c = cos(angle);
855 rot->s = sin(angle);
856
857 /*
858 * Sort out the colours of the various sides of the tile.
859 */
860 rot->lc = highlight_colour(PI + angle);
861 rot->rc = highlight_colour(angle);
862 rot->tc = highlight_colour(PI/2 + angle);
863 rot->bc = highlight_colour(-PI/2 + angle);
864
865 draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
866 } else
867 rot = NULL;
868
869 /*
870 * Now draw each tile.
871 */
872 for (i = 0; i < state->w * state->h; i++) {
873 int t;
874 int tx = i % state->w, ty = i / state->w;
875
876 /*
877 * Figure out what should be displayed at this location.
878 * Usually it will be state->grid[i], unless we're in the
879 * middle of animating an actual rotation and this cell is
880 * within the rotation region, in which case we set -1
881 * (always display).
882 */
883 if (oldstate && lastx >= 0 && lasty >= 0 &&
884 tx >= lastx && tx < lastx + state->n &&
885 ty >= lasty && ty < lasty + state->n)
886 t = -1;
887 else
888 t = state->grid[i];
889
890 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
891 ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
892 int x = COORD(tx), y = COORD(ty);
893
894 draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
895 ds->grid[i] = t;
896 }
897 }
898 ds->bgcolour = bgcolour;
899
900 /*
901 * Update the status bar.
902 */
903 {
904 char statusbuf[256];
905
906 /*
907 * Don't show the new status until we're also showing the
908 * new _state_ - after the game animation is complete.
909 */
910 if (oldstate)
911 state = oldstate;
912
913 sprintf(statusbuf, "%sMoves: %d",
914 (state->completed ? "COMPLETED! " : ""),
915 (state->completed ? state->completed : state->movecount));
916
917 status_bar(fe, statusbuf);
918 }
919}
920
921static int game_wants_statusbar(void)
922{
923 return TRUE;
924}
925
926#ifdef COMBINED
927#define thegame twiddle
928#endif
929
930const struct game thegame = {
1d228b10 931 "Twiddle", "games.twiddle",
9038fd11 932 default_params,
933 game_fetch_preset,
934 decode_params,
935 encode_params,
936 free_params,
937 dup_params,
1d228b10 938 TRUE, game_configure, custom_params,
9038fd11 939 validate_params,
940 new_game_seed,
941 validate_seed,
942 new_game,
943 dup_game,
944 free_game,
945 new_ui,
946 free_ui,
947 make_move,
948 game_size,
949 game_colours,
950 game_new_drawstate,
951 game_free_drawstate,
952 game_redraw,
953 game_anim_length,
954 game_flash_length,
955 game_wants_statusbar,
956};