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; |
2ac6d24e |
49 | int just_used_solve; /* used to suppress undo animation */ |
50 | int used_solve; /* used to suppress completion flash */ |
9038fd11 |
51 | int movecount; |
52 | int lastx, lasty, lastr; /* coordinates of last rotation */ |
53 | }; |
54 | |
55 | static game_params *default_params(void) |
56 | { |
57 | game_params *ret = snew(game_params); |
58 | |
59 | ret->w = ret->h = 3; |
60 | ret->n = 2; |
a3631c72 |
61 | ret->rowsonly = ret->orientable = FALSE; |
9038fd11 |
62 | |
63 | return ret; |
64 | } |
65 | |
66 | |
67 | static void free_params(game_params *params) |
68 | { |
69 | sfree(params); |
70 | } |
71 | |
72 | static game_params *dup_params(game_params *params) |
73 | { |
74 | game_params *ret = snew(game_params); |
75 | *ret = *params; /* structure copy */ |
76 | return ret; |
77 | } |
78 | |
79 | static int game_fetch_preset(int i, char **name, game_params **params) |
80 | { |
81 | static struct { |
82 | char *title; |
83 | game_params params; |
84 | } presets[] = { |
a3631c72 |
85 | { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } }, |
86 | { "3x3 normal", { 3, 3, 2, FALSE, FALSE } }, |
87 | { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, |
9038fd11 |
88 | { "4x4 normal", { 4, 4, 2, FALSE } }, |
a3631c72 |
89 | { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, |
9038fd11 |
90 | { "4x4 radius 3", { 4, 4, 3, FALSE } }, |
91 | { "5x5 radius 3", { 5, 5, 3, FALSE } }, |
92 | { "6x6 radius 4", { 6, 6, 4, FALSE } }, |
93 | }; |
94 | |
95 | if (i < 0 || i >= lenof(presets)) |
96 | return FALSE; |
97 | |
98 | *name = dupstr(presets[i].title); |
99 | *params = dup_params(&presets[i].params); |
100 | |
101 | return TRUE; |
102 | } |
103 | |
104 | static game_params *decode_params(char const *string) |
105 | { |
106 | game_params *ret = snew(game_params); |
107 | |
108 | ret->w = ret->h = atoi(string); |
109 | ret->n = 2; |
a3631c72 |
110 | ret->rowsonly = ret->orientable = FALSE; |
9038fd11 |
111 | while (*string && isdigit(*string)) string++; |
112 | if (*string == 'x') { |
113 | string++; |
114 | ret->h = atoi(string); |
115 | while (*string && isdigit(*string)) string++; |
116 | } |
117 | if (*string == 'n') { |
118 | string++; |
119 | ret->n = atoi(string); |
120 | while (*string && isdigit(*string)) string++; |
121 | } |
a3631c72 |
122 | while (*string) { |
123 | if (*string == 'r') { |
124 | ret->rowsonly = TRUE; |
125 | } else if (*string == 'o') { |
126 | ret->orientable = TRUE; |
127 | } |
9038fd11 |
128 | string++; |
9038fd11 |
129 | } |
130 | |
131 | return ret; |
132 | } |
133 | |
134 | static char *encode_params(game_params *params) |
135 | { |
136 | char buf[256]; |
a3631c72 |
137 | sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, |
138 | params->rowsonly ? "r" : "", |
139 | params->orientable ? "o" : ""); |
9038fd11 |
140 | return dupstr(buf); |
141 | } |
142 | |
143 | static config_item *game_configure(game_params *params) |
144 | { |
145 | config_item *ret; |
146 | char buf[80]; |
147 | |
a3631c72 |
148 | ret = snewn(6, config_item); |
9038fd11 |
149 | |
150 | ret[0].name = "Width"; |
151 | ret[0].type = C_STRING; |
152 | sprintf(buf, "%d", params->w); |
153 | ret[0].sval = dupstr(buf); |
154 | ret[0].ival = 0; |
155 | |
156 | ret[1].name = "Height"; |
157 | ret[1].type = C_STRING; |
158 | sprintf(buf, "%d", params->h); |
159 | ret[1].sval = dupstr(buf); |
160 | ret[1].ival = 0; |
161 | |
162 | ret[2].name = "Rotation radius"; |
163 | ret[2].type = C_STRING; |
164 | sprintf(buf, "%d", params->n); |
165 | ret[2].sval = dupstr(buf); |
166 | ret[2].ival = 0; |
167 | |
168 | ret[3].name = "One number per row"; |
169 | ret[3].type = C_BOOLEAN; |
170 | ret[3].sval = NULL; |
171 | ret[3].ival = params->rowsonly; |
172 | |
a3631c72 |
173 | ret[4].name = "Orientation matters"; |
174 | ret[4].type = C_BOOLEAN; |
9038fd11 |
175 | ret[4].sval = NULL; |
a3631c72 |
176 | ret[4].ival = params->orientable; |
177 | |
178 | ret[5].name = NULL; |
179 | ret[5].type = C_END; |
180 | ret[5].sval = NULL; |
181 | ret[5].ival = 0; |
9038fd11 |
182 | |
183 | return ret; |
184 | } |
185 | |
186 | static game_params *custom_params(config_item *cfg) |
187 | { |
188 | game_params *ret = snew(game_params); |
189 | |
190 | ret->w = atoi(cfg[0].sval); |
191 | ret->h = atoi(cfg[1].sval); |
192 | ret->n = atoi(cfg[2].sval); |
193 | ret->rowsonly = cfg[3].ival; |
a3631c72 |
194 | ret->orientable = cfg[4].ival; |
9038fd11 |
195 | |
196 | return ret; |
197 | } |
198 | |
199 | static char *validate_params(game_params *params) |
200 | { |
201 | if (params->n < 2) |
202 | return "Rotation radius must be at least two"; |
203 | if (params->w < params->n) |
204 | return "Width must be at least the rotation radius"; |
205 | if (params->h < params->n) |
206 | return "Height must be at least the rotation radius"; |
207 | return NULL; |
208 | } |
209 | |
210 | /* |
211 | * This function actually performs a rotation on a grid. The `x' |
212 | * and `y' coordinates passed in are the coordinates of the _top |
213 | * left corner_ of the rotated region. (Using the centre would have |
214 | * involved half-integers and been annoyingly fiddly. Clicking in |
215 | * the centre is good for a user interface, but too inconvenient to |
216 | * use internally.) |
217 | */ |
a3631c72 |
218 | static void do_rotate(int *grid, int w, int h, int n, int orientable, |
219 | int x, int y, int dir) |
9038fd11 |
220 | { |
221 | int i, j; |
222 | |
223 | assert(x >= 0 && x+n <= w); |
224 | assert(y >= 0 && y+n <= h); |
225 | dir &= 3; |
226 | if (dir == 0) |
227 | return; /* nothing to do */ |
228 | |
229 | grid += y*w+x; /* translate region to top corner */ |
230 | |
231 | /* |
232 | * If we were leaving the result of the rotation in a separate |
233 | * grid, the simple thing to do would be to loop over each |
234 | * square within the rotated region and assign it from its |
235 | * source square. However, to do it in place without taking |
236 | * O(n^2) memory, we need to be marginally more clever. What |
237 | * I'm going to do is loop over about one _quarter_ of the |
238 | * rotated region and permute each element within that quarter |
239 | * with its rotational coset. |
240 | * |
241 | * The size of the region I need to loop over is (n+1)/2 by |
242 | * n/2, which is an obvious exact quarter for even n and is a |
243 | * rectangle for odd n. (For odd n, this technique leaves out |
244 | * one element of the square, which is of course the central |
245 | * one that never moves anyway.) |
246 | */ |
247 | for (i = 0; i < (n+1)/2; i++) { |
248 | for (j = 0; j < n/2; j++) { |
249 | int k; |
250 | int g[4]; |
251 | int p[4] = { |
252 | j*w+i, |
253 | i*w+(n-j-1), |
254 | (n-j-1)*w+(n-i-1), |
255 | (n-i-1)*w+j |
256 | }; |
257 | |
258 | for (k = 0; k < 4; k++) |
259 | g[k] = grid[p[k]]; |
260 | |
a3631c72 |
261 | for (k = 0; k < 4; k++) { |
262 | int v = g[(k+dir) & 3]; |
263 | if (orientable) |
264 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
265 | grid[p[k]] = v; |
266 | } |
9038fd11 |
267 | } |
268 | } |
a3631c72 |
269 | |
270 | /* |
271 | * Don't forget the orientation on the centre square, if n is |
272 | * odd. |
273 | */ |
274 | if (orientable && (n & 1)) { |
275 | int v = grid[n/2*(w+1)]; |
276 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
277 | grid[n/2*(w+1)] = v; |
278 | } |
9038fd11 |
279 | } |
280 | |
a3631c72 |
281 | static int grid_complete(int *grid, int wh, int orientable) |
9038fd11 |
282 | { |
283 | int ok = TRUE; |
284 | int i; |
285 | for (i = 1; i < wh; i++) |
286 | if (grid[i] < grid[i-1]) |
287 | ok = FALSE; |
a3631c72 |
288 | if (orientable) { |
289 | for (i = 0; i < wh; i++) |
290 | if (grid[i] & 3) |
291 | ok = FALSE; |
292 | } |
9038fd11 |
293 | return ok; |
294 | } |
295 | |
6f2d8d7c |
296 | static char *new_game_seed(game_params *params, random_state *rs, |
297 | game_aux_info **aux) |
9038fd11 |
298 | { |
299 | int *grid; |
300 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
301 | int i; |
302 | char *ret; |
303 | int retlen; |
304 | int total_moves; |
305 | |
306 | /* |
307 | * Set up a solved grid. |
308 | */ |
309 | grid = snewn(wh, int); |
310 | for (i = 0; i < wh; i++) |
a3631c72 |
311 | grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; |
9038fd11 |
312 | |
313 | /* |
314 | * Shuffle it. This game is complex enough that I don't feel up |
315 | * to analysing its full symmetry properties (particularly at |
316 | * n=4 and above!), so I'm going to do it the pedestrian way |
317 | * and simply shuffle the grid by making a long sequence of |
318 | * randomly chosen moves. |
319 | */ |
4b0cf903 |
320 | total_moves = w*h*n*n*2 + random_upto(rs, 1); |
9038fd11 |
321 | for (i = 0; i < total_moves; i++) { |
322 | int x, y; |
323 | |
324 | x = random_upto(rs, w - n + 1); |
325 | y = random_upto(rs, h - n + 1); |
a3631c72 |
326 | do_rotate(grid, w, h, n, params->orientable, |
327 | x, y, 1 + random_upto(rs, 3)); |
9038fd11 |
328 | |
329 | /* |
330 | * Optionally one more move in case the entire grid has |
331 | * happened to come out solved. |
332 | */ |
a3631c72 |
333 | if (i == total_moves - 1 && grid_complete(grid, wh, |
334 | params->orientable)) |
9038fd11 |
335 | i--; |
336 | } |
337 | |
338 | /* |
339 | * Now construct the game seed, by describing the grid as a |
30861651 |
340 | * simple sequence of integers. They're comma-separated, unless |
341 | * the puzzle is orientable in which case they're separated by |
342 | * orientation letters `u', `d', `l' and `r'. |
9038fd11 |
343 | */ |
344 | ret = NULL; |
345 | retlen = 0; |
346 | for (i = 0; i < wh; i++) { |
347 | char buf[80]; |
348 | int k; |
349 | |
30861651 |
350 | k = sprintf(buf, "%d%c", grid[i] / 4, |
351 | params->orientable ? "uldr"[grid[i] & 3] : ','); |
9038fd11 |
352 | |
353 | ret = sresize(ret, retlen + k + 1, char); |
354 | strcpy(ret + retlen, buf); |
355 | retlen += k; |
356 | } |
30861651 |
357 | if (!params->orientable) |
358 | ret[retlen-1] = '\0'; /* delete last comma */ |
9038fd11 |
359 | |
360 | sfree(grid); |
361 | return ret; |
362 | } |
363 | |
2ac6d24e |
364 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
365 | { |
366 | assert(!"Shouldn't happen"); |
367 | } |
368 | |
9038fd11 |
369 | static char *validate_seed(game_params *params, char *seed) |
370 | { |
371 | char *p, *err; |
372 | int w = params->w, h = params->h, wh = w*h; |
373 | int i; |
374 | |
375 | p = seed; |
376 | err = NULL; |
377 | |
378 | for (i = 0; i < wh; i++) { |
30861651 |
379 | if (*p < '0' || *p > '9') |
9038fd11 |
380 | return "Not enough numbers in string"; |
9038fd11 |
381 | while (*p >= '0' && *p <= '9') |
382 | p++; |
30861651 |
383 | if (!params->orientable && i < wh-1) { |
384 | if (*p != ',') |
385 | return "Expected comma after number"; |
386 | } else if (params->orientable && i < wh) { |
387 | if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd') |
388 | return "Expected orientation letter after number"; |
389 | } else if (i == wh-1 && *p) { |
9038fd11 |
390 | return "Excess junk at end of string"; |
391 | } |
392 | |
393 | if (*p) p++; /* eat comma */ |
394 | } |
395 | |
396 | return NULL; |
397 | } |
398 | |
399 | static game_state *new_game(game_params *params, char *seed) |
400 | { |
401 | game_state *state = snew(game_state); |
402 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
403 | int i; |
404 | char *p; |
405 | |
406 | state->w = w; |
407 | state->h = h; |
408 | state->n = n; |
a3631c72 |
409 | state->orientable = params->orientable; |
9038fd11 |
410 | state->completed = 0; |
2ac6d24e |
411 | state->used_solve = state->just_used_solve = FALSE; |
9038fd11 |
412 | state->movecount = 0; |
413 | state->lastx = state->lasty = state->lastr = -1; |
414 | |
415 | state->grid = snewn(wh, int); |
416 | |
417 | p = seed; |
418 | |
419 | for (i = 0; i < wh; i++) { |
30861651 |
420 | state->grid[i] = 4 * atoi(p); |
9038fd11 |
421 | while (*p >= '0' && *p <= '9') |
422 | p++; |
30861651 |
423 | if (*p) { |
424 | if (params->orientable) { |
425 | switch (*p) { |
426 | case 'l': state->grid[i] |= 1; break; |
427 | case 'd': state->grid[i] |= 2; break; |
428 | case 'r': state->grid[i] |= 3; break; |
429 | } |
430 | } |
431 | p++; |
432 | } |
9038fd11 |
433 | } |
434 | |
435 | return state; |
436 | } |
437 | |
438 | static game_state *dup_game(game_state *state) |
439 | { |
440 | game_state *ret = snew(game_state); |
441 | |
442 | ret->w = state->w; |
443 | ret->h = state->h; |
444 | ret->n = state->n; |
a3631c72 |
445 | ret->orientable = state->orientable; |
9038fd11 |
446 | ret->completed = state->completed; |
447 | ret->movecount = state->movecount; |
448 | ret->lastx = state->lastx; |
449 | ret->lasty = state->lasty; |
450 | ret->lastr = state->lastr; |
2ac6d24e |
451 | ret->used_solve = state->used_solve; |
452 | ret->just_used_solve = state->just_used_solve; |
9038fd11 |
453 | |
454 | ret->grid = snewn(ret->w * ret->h, int); |
455 | memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); |
456 | |
457 | return ret; |
458 | } |
459 | |
460 | static void free_game(game_state *state) |
461 | { |
462 | sfree(state->grid); |
463 | sfree(state); |
464 | } |
465 | |
2ac6d24e |
466 | static int compare_int(const void *av, const void *bv) |
467 | { |
468 | const int *a = (const int *)av; |
469 | const int *b = (const int *)bv; |
470 | if (*a < *b) |
471 | return -1; |
472 | else if (*a > *b) |
473 | return +1; |
474 | else |
475 | return 0; |
476 | } |
477 | |
478 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
479 | char **error) |
480 | { |
481 | game_state *ret = dup_game(state); |
ef059e59 |
482 | int i; |
2ac6d24e |
483 | |
484 | /* |
485 | * Simply replace the grid with a solved one. For this game, |
486 | * this isn't a useful operation for actually telling the user |
487 | * what they should have done, but it is useful for |
488 | * conveniently being able to get hold of a clean state from |
489 | * which to practise manoeuvres. |
490 | */ |
491 | qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); |
ef059e59 |
492 | for (i = 0; i < ret->w*ret->h; i++) |
493 | ret->grid[i] &= ~3; |
2ac6d24e |
494 | ret->used_solve = ret->just_used_solve = TRUE; |
495 | ret->completed = ret->movecount; |
496 | |
497 | return ret; |
498 | } |
499 | |
9b4b03d3 |
500 | static char *game_text_format(game_state *state) |
501 | { |
af52394e |
502 | char *ret, *p, buf[80]; |
503 | int i, x, y, col, o, maxlen; |
504 | |
505 | /* |
506 | * First work out how many characters we need to display each |
507 | * number. We're pretty flexible on grid contents here, so we |
508 | * have to scan the entire grid. |
509 | */ |
510 | col = 0; |
511 | for (i = 0; i < state->w * state->h; i++) { |
512 | x = sprintf(buf, "%d", state->grid[i] / 4); |
513 | if (col < x) col = x; |
514 | } |
515 | o = (state->orientable ? 1 : 0); |
516 | |
517 | /* |
518 | * Now we know the exact total size of the grid we're going to |
519 | * produce: it's got h rows, each containing w lots of col+o, |
520 | * w-1 spaces and a trailing newline. |
521 | */ |
522 | maxlen = state->h * state->w * (col+o+1); |
523 | |
48a10826 |
524 | ret = snewn(maxlen+1, char); |
af52394e |
525 | p = ret; |
526 | |
527 | for (y = 0; y < state->h; y++) { |
528 | for (x = 0; x < state->w; x++) { |
529 | int v = state->grid[state->w*y+x]; |
530 | sprintf(buf, "%*d", col, v/4); |
531 | memcpy(p, buf, col); |
532 | p += col; |
533 | if (o) |
534 | *p++ = "^<v>"[v & 3]; |
535 | if (x+1 == state->w) |
536 | *p++ = '\n'; |
537 | else |
538 | *p++ = ' '; |
539 | } |
540 | } |
541 | |
542 | assert(p - ret == maxlen); |
543 | *p = '\0'; |
544 | return ret; |
9b4b03d3 |
545 | } |
546 | |
9038fd11 |
547 | static game_ui *new_ui(game_state *state) |
548 | { |
549 | return NULL; |
550 | } |
551 | |
552 | static void free_ui(game_ui *ui) |
553 | { |
554 | } |
555 | |
556 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
557 | int button) |
558 | { |
559 | int w = from->w, h = from->h, n = from->n, wh = w*h; |
560 | game_state *ret; |
561 | int dir; |
562 | |
563 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
564 | /* |
565 | * Determine the coordinates of the click. We offset by n-1 |
566 | * half-blocks so that the user must click at the centre of |
567 | * a rotation region rather than at the corner. |
568 | */ |
569 | x -= (n-1) * TILE_SIZE / 2; |
570 | y -= (n-1) * TILE_SIZE / 2; |
571 | x = FROMCOORD(x); |
572 | y = FROMCOORD(y); |
573 | if (x < 0 || x > w-n || y < 0 || y > w-n) |
574 | return NULL; |
575 | |
576 | /* |
577 | * This is a valid move. Make it. |
578 | */ |
579 | ret = dup_game(from); |
2ac6d24e |
580 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
9038fd11 |
581 | ret->movecount++; |
582 | dir = (button == LEFT_BUTTON ? 1 : -1); |
a3631c72 |
583 | do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); |
9038fd11 |
584 | ret->lastx = x; |
585 | ret->lasty = y; |
586 | ret->lastr = dir; |
587 | |
588 | /* |
589 | * See if the game has been completed. To do this we simply |
590 | * test that the grid contents are in increasing order. |
591 | */ |
a3631c72 |
592 | if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) |
9038fd11 |
593 | ret->completed = ret->movecount; |
594 | return ret; |
595 | } |
596 | return NULL; |
597 | } |
598 | |
599 | /* ---------------------------------------------------------------------- |
600 | * Drawing routines. |
601 | */ |
602 | |
603 | struct game_drawstate { |
604 | int started; |
605 | int w, h, bgcolour; |
606 | int *grid; |
607 | }; |
608 | |
609 | static void game_size(game_params *params, int *x, int *y) |
610 | { |
611 | *x = TILE_SIZE * params->w + 2 * BORDER; |
612 | *y = TILE_SIZE * params->h + 2 * BORDER; |
613 | } |
614 | |
615 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
616 | { |
617 | float *ret = snewn(3 * NCOLOURS, float); |
618 | int i; |
619 | float max; |
620 | |
621 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
622 | |
623 | /* |
624 | * Drop the background colour so that the highlight is |
625 | * noticeably brighter than it while still being under 1. |
626 | */ |
627 | max = ret[COL_BACKGROUND*3]; |
628 | for (i = 1; i < 3; i++) |
629 | if (ret[COL_BACKGROUND*3+i] > max) |
630 | max = ret[COL_BACKGROUND*3+i]; |
631 | if (max * 1.2F > 1.0F) { |
632 | for (i = 0; i < 3; i++) |
633 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
634 | } |
635 | |
636 | for (i = 0; i < 3; i++) { |
637 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
638 | ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; |
639 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
640 | ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
641 | ret[COL_TEXT * 3 + i] = 0.0; |
642 | } |
643 | |
644 | *ncolours = NCOLOURS; |
645 | return ret; |
646 | } |
647 | |
648 | static game_drawstate *game_new_drawstate(game_state *state) |
649 | { |
650 | struct game_drawstate *ds = snew(struct game_drawstate); |
651 | int i; |
652 | |
653 | ds->started = FALSE; |
654 | ds->w = state->w; |
655 | ds->h = state->h; |
656 | ds->bgcolour = COL_BACKGROUND; |
657 | ds->grid = snewn(ds->w*ds->h, int); |
658 | for (i = 0; i < ds->w*ds->h; i++) |
659 | ds->grid[i] = -1; |
660 | |
661 | return ds; |
662 | } |
663 | |
664 | static void game_free_drawstate(game_drawstate *ds) |
665 | { |
666 | sfree(ds); |
667 | } |
668 | |
669 | struct rotation { |
670 | int cx, cy, cw, ch; /* clip region */ |
671 | int ox, oy; /* rotation origin */ |
672 | float c, s; /* cos and sin of rotation angle */ |
673 | int lc, rc, tc, bc; /* colours of tile edges */ |
674 | }; |
675 | |
676 | static void rotate(int *xy, struct rotation *rot) |
677 | { |
678 | if (rot) { |
679 | float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; |
680 | float xf2, yf2; |
681 | |
682 | xf2 = rot->c * xf + rot->s * yf; |
683 | yf2 = - rot->s * xf + rot->c * yf; |
684 | |
685 | xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ |
686 | xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ |
687 | } |
688 | } |
689 | |
690 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
691 | int tile, int flash_colour, struct rotation *rot) |
692 | { |
693 | int coords[8]; |
694 | char str[40]; |
695 | |
696 | if (rot) |
697 | clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); |
698 | |
699 | /* |
700 | * We must draw each side of the tile's highlight separately, |
701 | * because in some cases (during rotation) they will all need |
702 | * to be different colours. |
703 | */ |
704 | |
705 | /* The centre point is common to all sides. */ |
706 | coords[4] = x + TILE_SIZE / 2; |
707 | coords[5] = y + TILE_SIZE / 2; |
708 | rotate(coords+4, rot); |
709 | |
710 | /* Right side. */ |
711 | coords[0] = x + TILE_SIZE - 1; |
712 | coords[1] = y + TILE_SIZE - 1; |
713 | rotate(coords+0, rot); |
714 | coords[2] = x + TILE_SIZE - 1; |
715 | coords[3] = y; |
716 | rotate(coords+2, rot); |
717 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); |
718 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); |
719 | |
720 | /* Bottom side. */ |
721 | coords[2] = x; |
722 | coords[3] = y + TILE_SIZE - 1; |
723 | rotate(coords+2, rot); |
724 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); |
725 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); |
726 | |
727 | /* Left side. */ |
728 | coords[0] = x; |
729 | coords[1] = y; |
730 | rotate(coords+0, rot); |
731 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); |
732 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); |
733 | |
734 | /* Top side. */ |
735 | coords[2] = x + TILE_SIZE - 1; |
736 | coords[3] = y; |
737 | rotate(coords+2, rot); |
738 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); |
739 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); |
740 | |
a3631c72 |
741 | /* |
742 | * Now the main blank area in the centre of the tile. |
743 | */ |
9038fd11 |
744 | if (rot) { |
745 | coords[0] = x + HIGHLIGHT_WIDTH; |
746 | coords[1] = y + HIGHLIGHT_WIDTH; |
747 | rotate(coords+0, rot); |
748 | coords[2] = x + HIGHLIGHT_WIDTH; |
749 | coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
750 | rotate(coords+2, rot); |
751 | coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
752 | coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
753 | rotate(coords+4, rot); |
754 | coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
755 | coords[7] = y + HIGHLIGHT_WIDTH; |
756 | rotate(coords+6, rot); |
757 | draw_polygon(fe, coords, 4, TRUE, flash_colour); |
758 | draw_polygon(fe, coords, 4, FALSE, flash_colour); |
759 | } else { |
760 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
761 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
762 | flash_colour); |
763 | } |
764 | |
a3631c72 |
765 | /* |
766 | * Next, the colour bars for orientation. |
767 | */ |
768 | if (state->orientable) { |
d50832a3 |
769 | int xdx, xdy, ydx, ydy; |
770 | int cx, cy, displ, displ2; |
a3631c72 |
771 | switch (tile & 3) { |
772 | case 0: |
d50832a3 |
773 | xdx = 1, xdy = 0; |
774 | ydx = 0, ydy = 1; |
a3631c72 |
775 | break; |
776 | case 1: |
d50832a3 |
777 | xdx = 0, xdy = -1; |
778 | ydx = 1, ydy = 0; |
a3631c72 |
779 | break; |
780 | case 2: |
d50832a3 |
781 | xdx = -1, xdy = 0; |
782 | ydx = 0, ydy = -1; |
a3631c72 |
783 | break; |
784 | default /* case 3 */: |
d50832a3 |
785 | xdx = 0, xdy = 1; |
786 | ydx = -1, ydy = 0; |
a3631c72 |
787 | break; |
788 | } |
789 | |
d50832a3 |
790 | cx = x + TILE_SIZE / 2; |
791 | cy = y + TILE_SIZE / 2; |
792 | displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2; |
793 | displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH; |
a3631c72 |
794 | |
30861651 |
795 | coords[0] = cx - displ * xdx + displ2 * ydx; |
796 | coords[1] = cy - displ * xdy + displ2 * ydy; |
a3631c72 |
797 | rotate(coords+0, rot); |
30861651 |
798 | coords[2] = cx + displ * xdx + displ2 * ydx; |
799 | coords[3] = cy + displ * xdy + displ2 * ydy; |
a3631c72 |
800 | rotate(coords+2, rot); |
30861651 |
801 | coords[4] = cx - displ * ydx; |
802 | coords[5] = cy - displ * ydy; |
a3631c72 |
803 | rotate(coords+4, rot); |
d50832a3 |
804 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); |
805 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); |
a3631c72 |
806 | } |
807 | |
9038fd11 |
808 | coords[0] = x + TILE_SIZE/2; |
809 | coords[1] = y + TILE_SIZE/2; |
810 | rotate(coords+0, rot); |
a3631c72 |
811 | sprintf(str, "%d", tile / 4); |
9038fd11 |
812 | draw_text(fe, coords[0], coords[1], |
813 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
814 | COL_TEXT, str); |
815 | |
816 | if (rot) |
817 | unclip(fe); |
818 | |
819 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
820 | } |
821 | |
822 | static int highlight_colour(float angle) |
823 | { |
824 | int colours[32] = { |
825 | COL_LOWLIGHT, |
826 | COL_LOWLIGHT_GENTLE, |
827 | COL_LOWLIGHT_GENTLE, |
828 | COL_LOWLIGHT_GENTLE, |
829 | COL_HIGHLIGHT_GENTLE, |
830 | COL_HIGHLIGHT_GENTLE, |
831 | COL_HIGHLIGHT_GENTLE, |
832 | COL_HIGHLIGHT, |
833 | COL_HIGHLIGHT, |
834 | COL_HIGHLIGHT, |
835 | COL_HIGHLIGHT, |
836 | COL_HIGHLIGHT, |
837 | COL_HIGHLIGHT, |
838 | COL_HIGHLIGHT, |
839 | COL_HIGHLIGHT, |
840 | COL_HIGHLIGHT, |
841 | COL_HIGHLIGHT, |
842 | COL_HIGHLIGHT_GENTLE, |
843 | COL_HIGHLIGHT_GENTLE, |
844 | COL_HIGHLIGHT_GENTLE, |
845 | COL_LOWLIGHT_GENTLE, |
846 | COL_LOWLIGHT_GENTLE, |
847 | COL_LOWLIGHT_GENTLE, |
848 | COL_LOWLIGHT, |
849 | COL_LOWLIGHT, |
850 | COL_LOWLIGHT, |
851 | COL_LOWLIGHT, |
852 | COL_LOWLIGHT, |
853 | COL_LOWLIGHT, |
854 | COL_LOWLIGHT, |
855 | COL_LOWLIGHT, |
856 | COL_LOWLIGHT, |
857 | }; |
858 | |
859 | return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; |
860 | } |
861 | |
862 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
863 | int dir) |
864 | { |
2ac6d24e |
865 | if ((dir > 0 && newstate->just_used_solve) || |
866 | (dir < 0 && oldstate->just_used_solve)) |
867 | return 0.0F; |
868 | else |
869 | return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); |
9038fd11 |
870 | } |
871 | |
872 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
873 | int dir) |
874 | { |
2ac6d24e |
875 | if (!oldstate->completed && newstate->completed && |
876 | !oldstate->used_solve && !newstate->used_solve) |
9038fd11 |
877 | return 2 * FLASH_FRAME; |
878 | else |
879 | return 0.0F; |
880 | } |
881 | |
882 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
883 | game_state *state, int dir, game_ui *ui, |
884 | float animtime, float flashtime) |
885 | { |
886 | int i, bgcolour; |
887 | struct rotation srot, *rot; |
888 | int lastx = -1, lasty = -1, lastr = -1; |
889 | |
890 | if (flashtime > 0) { |
891 | int frame = (int)(flashtime / FLASH_FRAME); |
892 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
893 | } else |
894 | bgcolour = COL_BACKGROUND; |
895 | |
896 | if (!ds->started) { |
897 | int coords[6]; |
898 | |
899 | draw_rect(fe, 0, 0, |
900 | TILE_SIZE * state->w + 2 * BORDER, |
901 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
902 | draw_update(fe, 0, 0, |
903 | TILE_SIZE * state->w + 2 * BORDER, |
904 | TILE_SIZE * state->h + 2 * BORDER); |
905 | |
906 | /* |
907 | * Recessed area containing the whole puzzle. |
908 | */ |
909 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
910 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
911 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
912 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
913 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
914 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
915 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
916 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
917 | |
918 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
919 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
920 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
921 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
922 | |
923 | ds->started = TRUE; |
924 | } |
925 | |
926 | /* |
927 | * If we're drawing any rotated tiles, sort out the rotation |
928 | * parameters, and also zap the rotation region to the |
929 | * background colour before doing anything else. |
930 | */ |
931 | if (oldstate) { |
932 | float angle; |
933 | float anim_max = game_anim_length(oldstate, state, dir); |
934 | |
935 | if (dir > 0) { |
936 | lastx = state->lastx; |
937 | lasty = state->lasty; |
938 | lastr = state->lastr; |
939 | } else { |
940 | lastx = oldstate->lastx; |
941 | lasty = oldstate->lasty; |
942 | lastr = -oldstate->lastr; |
943 | } |
944 | |
945 | rot = &srot; |
946 | rot->cx = COORD(lastx); |
947 | rot->cy = COORD(lasty); |
948 | rot->cw = rot->ch = TILE_SIZE * state->n; |
949 | rot->ox = rot->cx + rot->cw/2; |
950 | rot->oy = rot->cy + rot->ch/2; |
951 | angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); |
952 | rot->c = cos(angle); |
953 | rot->s = sin(angle); |
954 | |
955 | /* |
956 | * Sort out the colours of the various sides of the tile. |
957 | */ |
958 | rot->lc = highlight_colour(PI + angle); |
959 | rot->rc = highlight_colour(angle); |
960 | rot->tc = highlight_colour(PI/2 + angle); |
961 | rot->bc = highlight_colour(-PI/2 + angle); |
962 | |
963 | draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); |
964 | } else |
965 | rot = NULL; |
966 | |
967 | /* |
968 | * Now draw each tile. |
969 | */ |
970 | for (i = 0; i < state->w * state->h; i++) { |
971 | int t; |
972 | int tx = i % state->w, ty = i / state->w; |
973 | |
974 | /* |
975 | * Figure out what should be displayed at this location. |
976 | * Usually it will be state->grid[i], unless we're in the |
977 | * middle of animating an actual rotation and this cell is |
978 | * within the rotation region, in which case we set -1 |
979 | * (always display). |
980 | */ |
981 | if (oldstate && lastx >= 0 && lasty >= 0 && |
982 | tx >= lastx && tx < lastx + state->n && |
983 | ty >= lasty && ty < lasty + state->n) |
984 | t = -1; |
985 | else |
986 | t = state->grid[i]; |
987 | |
988 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
989 | ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { |
990 | int x = COORD(tx), y = COORD(ty); |
991 | |
992 | draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); |
993 | ds->grid[i] = t; |
994 | } |
995 | } |
996 | ds->bgcolour = bgcolour; |
997 | |
998 | /* |
999 | * Update the status bar. |
1000 | */ |
1001 | { |
1002 | char statusbuf[256]; |
1003 | |
1004 | /* |
1005 | * Don't show the new status until we're also showing the |
1006 | * new _state_ - after the game animation is complete. |
1007 | */ |
1008 | if (oldstate) |
1009 | state = oldstate; |
1010 | |
2ac6d24e |
1011 | if (state->used_solve) |
1012 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1013 | state->movecount - state->completed); |
1014 | else |
1015 | sprintf(statusbuf, "%sMoves: %d", |
1016 | (state->completed ? "COMPLETED! " : ""), |
1017 | (state->completed ? state->completed : state->movecount)); |
9038fd11 |
1018 | |
1019 | status_bar(fe, statusbuf); |
1020 | } |
1021 | } |
1022 | |
1023 | static int game_wants_statusbar(void) |
1024 | { |
1025 | return TRUE; |
1026 | } |
1027 | |
1028 | #ifdef COMBINED |
1029 | #define thegame twiddle |
1030 | #endif |
1031 | |
1032 | const struct game thegame = { |
1d228b10 |
1033 | "Twiddle", "games.twiddle", |
9038fd11 |
1034 | default_params, |
1035 | game_fetch_preset, |
1036 | decode_params, |
1037 | encode_params, |
1038 | free_params, |
1039 | dup_params, |
1d228b10 |
1040 | TRUE, game_configure, custom_params, |
9038fd11 |
1041 | validate_params, |
1042 | new_game_seed, |
6f2d8d7c |
1043 | game_free_aux_info, |
9038fd11 |
1044 | validate_seed, |
1045 | new_game, |
1046 | dup_game, |
1047 | free_game, |
2ac6d24e |
1048 | TRUE, solve_game, |
af52394e |
1049 | TRUE, game_text_format, |
9038fd11 |
1050 | new_ui, |
1051 | free_ui, |
1052 | make_move, |
1053 | game_size, |
1054 | game_colours, |
1055 | game_new_drawstate, |
1056 | game_free_drawstate, |
1057 | game_redraw, |
1058 | game_anim_length, |
1059 | game_flash_length, |
1060 | game_wants_statusbar, |
1061 | }; |