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; |
81875211 |
42 | int movetarget; |
9038fd11 |
43 | }; |
44 | |
45 | struct game_state { |
46 | int w, h, n; |
a3631c72 |
47 | int orientable; |
9038fd11 |
48 | int *grid; |
49 | int completed; |
2ac6d24e |
50 | int just_used_solve; /* used to suppress undo animation */ |
51 | int used_solve; /* used to suppress completion flash */ |
81875211 |
52 | int movecount, movetarget; |
9038fd11 |
53 | int lastx, lasty, lastr; /* coordinates of last rotation */ |
54 | }; |
55 | |
56 | static game_params *default_params(void) |
57 | { |
58 | game_params *ret = snew(game_params); |
59 | |
60 | ret->w = ret->h = 3; |
61 | ret->n = 2; |
a3631c72 |
62 | ret->rowsonly = ret->orientable = FALSE; |
81875211 |
63 | ret->movetarget = 0; |
9038fd11 |
64 | |
65 | return ret; |
66 | } |
67 | |
68 | |
69 | static void free_params(game_params *params) |
70 | { |
71 | sfree(params); |
72 | } |
73 | |
74 | static game_params *dup_params(game_params *params) |
75 | { |
76 | game_params *ret = snew(game_params); |
77 | *ret = *params; /* structure copy */ |
78 | return ret; |
79 | } |
80 | |
81 | static int game_fetch_preset(int i, char **name, game_params **params) |
82 | { |
83 | static struct { |
84 | char *title; |
85 | game_params params; |
86 | } presets[] = { |
a3631c72 |
87 | { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } }, |
88 | { "3x3 normal", { 3, 3, 2, FALSE, FALSE } }, |
89 | { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, |
9038fd11 |
90 | { "4x4 normal", { 4, 4, 2, FALSE } }, |
a3631c72 |
91 | { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, |
9038fd11 |
92 | { "4x4 radius 3", { 4, 4, 3, FALSE } }, |
93 | { "5x5 radius 3", { 5, 5, 3, FALSE } }, |
94 | { "6x6 radius 4", { 6, 6, 4, FALSE } }, |
95 | }; |
96 | |
97 | if (i < 0 || i >= lenof(presets)) |
98 | return FALSE; |
99 | |
100 | *name = dupstr(presets[i].title); |
101 | *params = dup_params(&presets[i].params); |
102 | |
103 | return TRUE; |
104 | } |
105 | |
1185e3c5 |
106 | static void decode_params(game_params *ret, char const *string) |
9038fd11 |
107 | { |
9038fd11 |
108 | ret->w = ret->h = atoi(string); |
109 | ret->n = 2; |
a3631c72 |
110 | ret->rowsonly = ret->orientable = FALSE; |
81875211 |
111 | ret->movetarget = 0; |
9038fd11 |
112 | while (*string && isdigit(*string)) string++; |
113 | if (*string == 'x') { |
114 | string++; |
115 | ret->h = atoi(string); |
116 | while (*string && isdigit(*string)) string++; |
117 | } |
118 | if (*string == 'n') { |
119 | string++; |
120 | ret->n = atoi(string); |
121 | while (*string && isdigit(*string)) string++; |
122 | } |
a3631c72 |
123 | while (*string) { |
124 | if (*string == 'r') { |
125 | ret->rowsonly = TRUE; |
126 | } else if (*string == 'o') { |
127 | ret->orientable = TRUE; |
81875211 |
128 | } else if (*string == 'm') { |
129 | string++; |
130 | ret->movetarget = atoi(string); |
131 | while (string[1] && isdigit(string[1])) string++; |
a3631c72 |
132 | } |
9038fd11 |
133 | string++; |
9038fd11 |
134 | } |
9038fd11 |
135 | } |
136 | |
1185e3c5 |
137 | static char *encode_params(game_params *params, int full) |
9038fd11 |
138 | { |
139 | char buf[256]; |
a3631c72 |
140 | sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, |
141 | params->rowsonly ? "r" : "", |
142 | params->orientable ? "o" : ""); |
1185e3c5 |
143 | /* Shuffle limit is part of the limited parameters, because we have to |
144 | * supply the target move count. */ |
145 | if (params->movetarget) |
146 | sprintf(buf + strlen(buf), "m%d", params->movetarget); |
9038fd11 |
147 | return dupstr(buf); |
148 | } |
149 | |
150 | static config_item *game_configure(game_params *params) |
151 | { |
152 | config_item *ret; |
153 | char buf[80]; |
154 | |
81875211 |
155 | ret = snewn(7, config_item); |
9038fd11 |
156 | |
157 | ret[0].name = "Width"; |
158 | ret[0].type = C_STRING; |
159 | sprintf(buf, "%d", params->w); |
160 | ret[0].sval = dupstr(buf); |
161 | ret[0].ival = 0; |
162 | |
163 | ret[1].name = "Height"; |
164 | ret[1].type = C_STRING; |
165 | sprintf(buf, "%d", params->h); |
166 | ret[1].sval = dupstr(buf); |
167 | ret[1].ival = 0; |
168 | |
169 | ret[2].name = "Rotation radius"; |
170 | ret[2].type = C_STRING; |
171 | sprintf(buf, "%d", params->n); |
172 | ret[2].sval = dupstr(buf); |
173 | ret[2].ival = 0; |
174 | |
175 | ret[3].name = "One number per row"; |
176 | ret[3].type = C_BOOLEAN; |
177 | ret[3].sval = NULL; |
178 | ret[3].ival = params->rowsonly; |
179 | |
a3631c72 |
180 | ret[4].name = "Orientation matters"; |
181 | ret[4].type = C_BOOLEAN; |
9038fd11 |
182 | ret[4].sval = NULL; |
a3631c72 |
183 | ret[4].ival = params->orientable; |
184 | |
81875211 |
185 | ret[5].name = "Number of shuffling moves"; |
186 | ret[5].type = C_STRING; |
187 | sprintf(buf, "%d", params->movetarget); |
188 | ret[5].sval = dupstr(buf); |
a3631c72 |
189 | ret[5].ival = 0; |
9038fd11 |
190 | |
81875211 |
191 | ret[6].name = NULL; |
192 | ret[6].type = C_END; |
193 | ret[6].sval = NULL; |
194 | ret[6].ival = 0; |
195 | |
9038fd11 |
196 | return ret; |
197 | } |
198 | |
199 | static game_params *custom_params(config_item *cfg) |
200 | { |
201 | game_params *ret = snew(game_params); |
202 | |
203 | ret->w = atoi(cfg[0].sval); |
204 | ret->h = atoi(cfg[1].sval); |
205 | ret->n = atoi(cfg[2].sval); |
206 | ret->rowsonly = cfg[3].ival; |
a3631c72 |
207 | ret->orientable = cfg[4].ival; |
81875211 |
208 | ret->movetarget = atoi(cfg[5].sval); |
9038fd11 |
209 | |
210 | return ret; |
211 | } |
212 | |
213 | static char *validate_params(game_params *params) |
214 | { |
215 | if (params->n < 2) |
216 | return "Rotation radius must be at least two"; |
217 | if (params->w < params->n) |
218 | return "Width must be at least the rotation radius"; |
219 | if (params->h < params->n) |
220 | return "Height must be at least the rotation radius"; |
221 | return NULL; |
222 | } |
223 | |
224 | /* |
225 | * This function actually performs a rotation on a grid. The `x' |
226 | * and `y' coordinates passed in are the coordinates of the _top |
227 | * left corner_ of the rotated region. (Using the centre would have |
228 | * involved half-integers and been annoyingly fiddly. Clicking in |
229 | * the centre is good for a user interface, but too inconvenient to |
230 | * use internally.) |
231 | */ |
a3631c72 |
232 | static void do_rotate(int *grid, int w, int h, int n, int orientable, |
233 | int x, int y, int dir) |
9038fd11 |
234 | { |
235 | int i, j; |
236 | |
237 | assert(x >= 0 && x+n <= w); |
238 | assert(y >= 0 && y+n <= h); |
239 | dir &= 3; |
240 | if (dir == 0) |
241 | return; /* nothing to do */ |
242 | |
243 | grid += y*w+x; /* translate region to top corner */ |
244 | |
245 | /* |
246 | * If we were leaving the result of the rotation in a separate |
247 | * grid, the simple thing to do would be to loop over each |
248 | * square within the rotated region and assign it from its |
249 | * source square. However, to do it in place without taking |
250 | * O(n^2) memory, we need to be marginally more clever. What |
251 | * I'm going to do is loop over about one _quarter_ of the |
252 | * rotated region and permute each element within that quarter |
253 | * with its rotational coset. |
254 | * |
255 | * The size of the region I need to loop over is (n+1)/2 by |
256 | * n/2, which is an obvious exact quarter for even n and is a |
257 | * rectangle for odd n. (For odd n, this technique leaves out |
258 | * one element of the square, which is of course the central |
259 | * one that never moves anyway.) |
260 | */ |
261 | for (i = 0; i < (n+1)/2; i++) { |
262 | for (j = 0; j < n/2; j++) { |
263 | int k; |
264 | int g[4]; |
265 | int p[4] = { |
266 | j*w+i, |
267 | i*w+(n-j-1), |
268 | (n-j-1)*w+(n-i-1), |
269 | (n-i-1)*w+j |
270 | }; |
271 | |
272 | for (k = 0; k < 4; k++) |
273 | g[k] = grid[p[k]]; |
274 | |
a3631c72 |
275 | for (k = 0; k < 4; k++) { |
276 | int v = g[(k+dir) & 3]; |
277 | if (orientable) |
278 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
279 | grid[p[k]] = v; |
280 | } |
9038fd11 |
281 | } |
282 | } |
a3631c72 |
283 | |
284 | /* |
285 | * Don't forget the orientation on the centre square, if n is |
286 | * odd. |
287 | */ |
288 | if (orientable && (n & 1)) { |
289 | int v = grid[n/2*(w+1)]; |
290 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
291 | grid[n/2*(w+1)] = v; |
292 | } |
9038fd11 |
293 | } |
294 | |
a3631c72 |
295 | static int grid_complete(int *grid, int wh, int orientable) |
9038fd11 |
296 | { |
297 | int ok = TRUE; |
298 | int i; |
299 | for (i = 1; i < wh; i++) |
300 | if (grid[i] < grid[i-1]) |
301 | ok = FALSE; |
a3631c72 |
302 | if (orientable) { |
303 | for (i = 0; i < wh; i++) |
304 | if (grid[i] & 3) |
305 | ok = FALSE; |
306 | } |
9038fd11 |
307 | return ok; |
308 | } |
309 | |
1185e3c5 |
310 | static char *new_game_desc(game_params *params, random_state *rs, |
6f2d8d7c |
311 | game_aux_info **aux) |
9038fd11 |
312 | { |
313 | int *grid; |
314 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
315 | int i; |
316 | char *ret; |
317 | int retlen; |
318 | int total_moves; |
319 | |
320 | /* |
321 | * Set up a solved grid. |
322 | */ |
323 | grid = snewn(wh, int); |
324 | for (i = 0; i < wh; i++) |
a3631c72 |
325 | grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; |
9038fd11 |
326 | |
327 | /* |
328 | * Shuffle it. This game is complex enough that I don't feel up |
329 | * to analysing its full symmetry properties (particularly at |
330 | * n=4 and above!), so I'm going to do it the pedestrian way |
331 | * and simply shuffle the grid by making a long sequence of |
332 | * randomly chosen moves. |
333 | */ |
81875211 |
334 | total_moves = params->movetarget; |
335 | if (!total_moves) |
336 | total_moves = w*h*n*n*2 + random_upto(rs, 2); |
337 | |
338 | do { |
339 | int oldx = -1, oldy = -1, oldr = -1; |
340 | |
341 | for (i = 0; i < total_moves; i++) { |
342 | int x, y, r; |
343 | |
344 | do { |
345 | x = random_upto(rs, w - n + 1); |
346 | y = random_upto(rs, h - n + 1); |
347 | r = 1 + 2 * random_upto(rs, 2); |
348 | } while (x == oldx && y == oldy && (oldr == 0 || r == oldr)); |
349 | |
350 | do_rotate(grid, w, h, n, params->orientable, |
351 | x, y, r); |
352 | |
353 | /* |
354 | * Prevent immediate reversal of a previous move, or |
355 | * execution of three consecutive identical moves |
356 | * adding up to a single inverse move. One exception is |
357 | * when we only _have_ one x,y setting. |
358 | */ |
359 | if (w != n || h != n) { |
360 | if (oldx == x && oldy == y) |
361 | oldr = 0; /* now avoid _any_ move in this x,y */ |
362 | else |
363 | oldr = -r & 3; /* only prohibit the exact inverse */ |
364 | oldx = x; |
365 | oldy = y; |
366 | } |
367 | } |
368 | } while (grid_complete(grid, wh, params->orientable)); |
9038fd11 |
369 | |
370 | /* |
1185e3c5 |
371 | * Now construct the game description, by describing the grid |
372 | * as a simple sequence of integers. They're comma-separated, |
373 | * unless the puzzle is orientable in which case they're |
374 | * separated by orientation letters `u', `d', `l' and `r'. |
9038fd11 |
375 | */ |
376 | ret = NULL; |
377 | retlen = 0; |
378 | for (i = 0; i < wh; i++) { |
379 | char buf[80]; |
380 | int k; |
381 | |
30861651 |
382 | k = sprintf(buf, "%d%c", grid[i] / 4, |
383 | params->orientable ? "uldr"[grid[i] & 3] : ','); |
9038fd11 |
384 | |
385 | ret = sresize(ret, retlen + k + 1, char); |
386 | strcpy(ret + retlen, buf); |
387 | retlen += k; |
388 | } |
30861651 |
389 | if (!params->orientable) |
390 | ret[retlen-1] = '\0'; /* delete last comma */ |
9038fd11 |
391 | |
392 | sfree(grid); |
393 | return ret; |
394 | } |
395 | |
2ac6d24e |
396 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
397 | { |
398 | assert(!"Shouldn't happen"); |
399 | } |
400 | |
1185e3c5 |
401 | static char *validate_desc(game_params *params, char *desc) |
9038fd11 |
402 | { |
403 | char *p, *err; |
404 | int w = params->w, h = params->h, wh = w*h; |
405 | int i; |
406 | |
1185e3c5 |
407 | p = desc; |
9038fd11 |
408 | err = NULL; |
409 | |
410 | for (i = 0; i < wh; i++) { |
30861651 |
411 | if (*p < '0' || *p > '9') |
9038fd11 |
412 | return "Not enough numbers in string"; |
9038fd11 |
413 | while (*p >= '0' && *p <= '9') |
414 | p++; |
30861651 |
415 | if (!params->orientable && i < wh-1) { |
416 | if (*p != ',') |
417 | return "Expected comma after number"; |
418 | } else if (params->orientable && i < wh) { |
419 | if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd') |
420 | return "Expected orientation letter after number"; |
421 | } else if (i == wh-1 && *p) { |
9038fd11 |
422 | return "Excess junk at end of string"; |
423 | } |
424 | |
425 | if (*p) p++; /* eat comma */ |
426 | } |
427 | |
428 | return NULL; |
429 | } |
430 | |
1185e3c5 |
431 | static game_state *new_game(game_params *params, char *desc) |
9038fd11 |
432 | { |
433 | game_state *state = snew(game_state); |
434 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
435 | int i; |
436 | char *p; |
437 | |
438 | state->w = w; |
439 | state->h = h; |
440 | state->n = n; |
a3631c72 |
441 | state->orientable = params->orientable; |
9038fd11 |
442 | state->completed = 0; |
2ac6d24e |
443 | state->used_solve = state->just_used_solve = FALSE; |
9038fd11 |
444 | state->movecount = 0; |
81875211 |
445 | state->movetarget = params->movetarget; |
9038fd11 |
446 | state->lastx = state->lasty = state->lastr = -1; |
447 | |
448 | state->grid = snewn(wh, int); |
449 | |
1185e3c5 |
450 | p = desc; |
9038fd11 |
451 | |
452 | for (i = 0; i < wh; i++) { |
30861651 |
453 | state->grid[i] = 4 * atoi(p); |
9038fd11 |
454 | while (*p >= '0' && *p <= '9') |
455 | p++; |
30861651 |
456 | if (*p) { |
457 | if (params->orientable) { |
458 | switch (*p) { |
459 | case 'l': state->grid[i] |= 1; break; |
460 | case 'd': state->grid[i] |= 2; break; |
461 | case 'r': state->grid[i] |= 3; break; |
462 | } |
463 | } |
464 | p++; |
465 | } |
9038fd11 |
466 | } |
467 | |
468 | return state; |
469 | } |
470 | |
471 | static game_state *dup_game(game_state *state) |
472 | { |
473 | game_state *ret = snew(game_state); |
474 | |
475 | ret->w = state->w; |
476 | ret->h = state->h; |
477 | ret->n = state->n; |
a3631c72 |
478 | ret->orientable = state->orientable; |
9038fd11 |
479 | ret->completed = state->completed; |
480 | ret->movecount = state->movecount; |
81875211 |
481 | ret->movetarget = state->movetarget; |
9038fd11 |
482 | ret->lastx = state->lastx; |
483 | ret->lasty = state->lasty; |
484 | ret->lastr = state->lastr; |
2ac6d24e |
485 | ret->used_solve = state->used_solve; |
486 | ret->just_used_solve = state->just_used_solve; |
9038fd11 |
487 | |
488 | ret->grid = snewn(ret->w * ret->h, int); |
489 | memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); |
490 | |
491 | return ret; |
492 | } |
493 | |
494 | static void free_game(game_state *state) |
495 | { |
496 | sfree(state->grid); |
497 | sfree(state); |
498 | } |
499 | |
2ac6d24e |
500 | static int compare_int(const void *av, const void *bv) |
501 | { |
502 | const int *a = (const int *)av; |
503 | const int *b = (const int *)bv; |
504 | if (*a < *b) |
505 | return -1; |
506 | else if (*a > *b) |
507 | return +1; |
508 | else |
509 | return 0; |
510 | } |
511 | |
512 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
513 | char **error) |
514 | { |
515 | game_state *ret = dup_game(state); |
ef059e59 |
516 | int i; |
2ac6d24e |
517 | |
518 | /* |
519 | * Simply replace the grid with a solved one. For this game, |
520 | * this isn't a useful operation for actually telling the user |
521 | * what they should have done, but it is useful for |
522 | * conveniently being able to get hold of a clean state from |
523 | * which to practise manoeuvres. |
524 | */ |
525 | qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); |
ef059e59 |
526 | for (i = 0; i < ret->w*ret->h; i++) |
527 | ret->grid[i] &= ~3; |
2ac6d24e |
528 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
529 | ret->completed = ret->movecount = 1; |
2ac6d24e |
530 | |
531 | return ret; |
532 | } |
533 | |
9b4b03d3 |
534 | static char *game_text_format(game_state *state) |
535 | { |
af52394e |
536 | char *ret, *p, buf[80]; |
537 | int i, x, y, col, o, maxlen; |
538 | |
539 | /* |
540 | * First work out how many characters we need to display each |
541 | * number. We're pretty flexible on grid contents here, so we |
542 | * have to scan the entire grid. |
543 | */ |
544 | col = 0; |
545 | for (i = 0; i < state->w * state->h; i++) { |
546 | x = sprintf(buf, "%d", state->grid[i] / 4); |
547 | if (col < x) col = x; |
548 | } |
549 | o = (state->orientable ? 1 : 0); |
550 | |
551 | /* |
552 | * Now we know the exact total size of the grid we're going to |
553 | * produce: it's got h rows, each containing w lots of col+o, |
554 | * w-1 spaces and a trailing newline. |
555 | */ |
556 | maxlen = state->h * state->w * (col+o+1); |
557 | |
48a10826 |
558 | ret = snewn(maxlen+1, char); |
af52394e |
559 | p = ret; |
560 | |
561 | for (y = 0; y < state->h; y++) { |
562 | for (x = 0; x < state->w; x++) { |
563 | int v = state->grid[state->w*y+x]; |
564 | sprintf(buf, "%*d", col, v/4); |
565 | memcpy(p, buf, col); |
566 | p += col; |
567 | if (o) |
568 | *p++ = "^<v>"[v & 3]; |
569 | if (x+1 == state->w) |
570 | *p++ = '\n'; |
571 | else |
572 | *p++ = ' '; |
573 | } |
574 | } |
575 | |
576 | assert(p - ret == maxlen); |
577 | *p = '\0'; |
578 | return ret; |
9b4b03d3 |
579 | } |
580 | |
9038fd11 |
581 | static game_ui *new_ui(game_state *state) |
582 | { |
583 | return NULL; |
584 | } |
585 | |
586 | static void free_ui(game_ui *ui) |
587 | { |
588 | } |
589 | |
590 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
591 | int button) |
592 | { |
593 | int w = from->w, h = from->h, n = from->n, wh = w*h; |
594 | game_state *ret; |
595 | int dir; |
596 | |
597 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
598 | /* |
599 | * Determine the coordinates of the click. We offset by n-1 |
600 | * half-blocks so that the user must click at the centre of |
601 | * a rotation region rather than at the corner. |
602 | */ |
603 | x -= (n-1) * TILE_SIZE / 2; |
604 | y -= (n-1) * TILE_SIZE / 2; |
605 | x = FROMCOORD(x); |
606 | y = FROMCOORD(y); |
a96666e4 |
607 | dir = (button == LEFT_BUTTON ? 1 : -1); |
608 | if (x < 0 || x > w-n || y < 0 || y > h-n) |
9038fd11 |
609 | return NULL; |
a96666e4 |
610 | } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') { |
611 | x = y = 0; |
612 | dir = (button == 'A' ? -1 : +1); |
613 | } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') { |
614 | x = w-n; |
615 | y = 0; |
616 | dir = (button == 'B' ? -1 : +1); |
617 | } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') { |
618 | x = 0; |
619 | y = h-n; |
620 | dir = (button == 'C' ? -1 : +1); |
621 | } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') { |
622 | x = w-n; |
623 | y = h-n; |
624 | dir = (button == 'D' ? -1 : +1); |
625 | } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) { |
626 | x = (w-n) / 2; |
627 | y = 0; |
628 | dir = +1; |
629 | } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) { |
630 | x = (w-n) / 2; |
631 | y = h-n; |
632 | dir = +1; |
633 | } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) { |
634 | x = 0; |
635 | y = (h-n) / 2; |
636 | dir = +1; |
637 | } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) { |
638 | x = w-n; |
639 | y = (h-n) / 2; |
640 | dir = +1; |
641 | } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){ |
642 | x = (w-n) / 2; |
643 | y = (h-n) / 2; |
644 | dir = +1; |
645 | } else { |
646 | return NULL; /* no move to be made */ |
647 | } |
9038fd11 |
648 | |
a96666e4 |
649 | /* |
650 | * This is a valid move. Make it. |
651 | */ |
652 | ret = dup_game(from); |
653 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
654 | ret->movecount++; |
655 | do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); |
656 | ret->lastx = x; |
657 | ret->lasty = y; |
658 | ret->lastr = dir; |
9038fd11 |
659 | |
a96666e4 |
660 | /* |
661 | * See if the game has been completed. To do this we simply |
662 | * test that the grid contents are in increasing order. |
663 | */ |
664 | if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) |
665 | ret->completed = ret->movecount; |
666 | return ret; |
9038fd11 |
667 | } |
668 | |
669 | /* ---------------------------------------------------------------------- |
670 | * Drawing routines. |
671 | */ |
672 | |
673 | struct game_drawstate { |
674 | int started; |
675 | int w, h, bgcolour; |
676 | int *grid; |
677 | }; |
678 | |
679 | static void game_size(game_params *params, int *x, int *y) |
680 | { |
681 | *x = TILE_SIZE * params->w + 2 * BORDER; |
682 | *y = TILE_SIZE * params->h + 2 * BORDER; |
683 | } |
684 | |
685 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
686 | { |
687 | float *ret = snewn(3 * NCOLOURS, float); |
688 | int i; |
689 | float max; |
690 | |
691 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
692 | |
693 | /* |
694 | * Drop the background colour so that the highlight is |
695 | * noticeably brighter than it while still being under 1. |
696 | */ |
697 | max = ret[COL_BACKGROUND*3]; |
698 | for (i = 1; i < 3; i++) |
699 | if (ret[COL_BACKGROUND*3+i] > max) |
700 | max = ret[COL_BACKGROUND*3+i]; |
701 | if (max * 1.2F > 1.0F) { |
702 | for (i = 0; i < 3; i++) |
703 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
704 | } |
705 | |
706 | for (i = 0; i < 3; i++) { |
707 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
708 | ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; |
709 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
710 | ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
711 | ret[COL_TEXT * 3 + i] = 0.0; |
712 | } |
713 | |
714 | *ncolours = NCOLOURS; |
715 | return ret; |
716 | } |
717 | |
718 | static game_drawstate *game_new_drawstate(game_state *state) |
719 | { |
720 | struct game_drawstate *ds = snew(struct game_drawstate); |
721 | int i; |
722 | |
723 | ds->started = FALSE; |
724 | ds->w = state->w; |
725 | ds->h = state->h; |
726 | ds->bgcolour = COL_BACKGROUND; |
727 | ds->grid = snewn(ds->w*ds->h, int); |
728 | for (i = 0; i < ds->w*ds->h; i++) |
729 | ds->grid[i] = -1; |
730 | |
731 | return ds; |
732 | } |
733 | |
734 | static void game_free_drawstate(game_drawstate *ds) |
735 | { |
736 | sfree(ds); |
737 | } |
738 | |
739 | struct rotation { |
740 | int cx, cy, cw, ch; /* clip region */ |
741 | int ox, oy; /* rotation origin */ |
742 | float c, s; /* cos and sin of rotation angle */ |
743 | int lc, rc, tc, bc; /* colours of tile edges */ |
744 | }; |
745 | |
746 | static void rotate(int *xy, struct rotation *rot) |
747 | { |
748 | if (rot) { |
749 | float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; |
750 | float xf2, yf2; |
751 | |
752 | xf2 = rot->c * xf + rot->s * yf; |
753 | yf2 = - rot->s * xf + rot->c * yf; |
754 | |
755 | xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ |
756 | xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ |
757 | } |
758 | } |
759 | |
760 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
761 | int tile, int flash_colour, struct rotation *rot) |
762 | { |
763 | int coords[8]; |
764 | char str[40]; |
765 | |
0551ee6b |
766 | /* |
767 | * If we've been passed a rotation region but we're drawing a |
768 | * tile which is outside it, we must draw it normally. This can |
769 | * occur if we're cleaning up after a completion flash while a |
770 | * new move is also being made. |
771 | */ |
772 | if (rot && (x < rot->cx || y < rot->cy || |
daaccee8 |
773 | x >= rot->cx+rot->cw || y >= rot->cy+rot->ch)) |
0551ee6b |
774 | rot = NULL; |
775 | |
9038fd11 |
776 | if (rot) |
777 | clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); |
778 | |
779 | /* |
780 | * We must draw each side of the tile's highlight separately, |
781 | * because in some cases (during rotation) they will all need |
782 | * to be different colours. |
783 | */ |
784 | |
785 | /* The centre point is common to all sides. */ |
786 | coords[4] = x + TILE_SIZE / 2; |
787 | coords[5] = y + TILE_SIZE / 2; |
788 | rotate(coords+4, rot); |
789 | |
790 | /* Right side. */ |
791 | coords[0] = x + TILE_SIZE - 1; |
792 | coords[1] = y + TILE_SIZE - 1; |
793 | rotate(coords+0, rot); |
794 | coords[2] = x + TILE_SIZE - 1; |
795 | coords[3] = y; |
796 | rotate(coords+2, rot); |
797 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); |
798 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); |
799 | |
800 | /* Bottom side. */ |
801 | coords[2] = x; |
802 | coords[3] = y + TILE_SIZE - 1; |
803 | rotate(coords+2, rot); |
804 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); |
805 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); |
806 | |
807 | /* Left side. */ |
808 | coords[0] = x; |
809 | coords[1] = y; |
810 | rotate(coords+0, rot); |
811 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); |
812 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); |
813 | |
814 | /* Top side. */ |
815 | coords[2] = x + TILE_SIZE - 1; |
816 | coords[3] = y; |
817 | rotate(coords+2, rot); |
818 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); |
819 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); |
820 | |
a3631c72 |
821 | /* |
822 | * Now the main blank area in the centre of the tile. |
823 | */ |
9038fd11 |
824 | if (rot) { |
825 | coords[0] = x + HIGHLIGHT_WIDTH; |
826 | coords[1] = y + HIGHLIGHT_WIDTH; |
827 | rotate(coords+0, rot); |
828 | coords[2] = x + HIGHLIGHT_WIDTH; |
829 | coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
830 | rotate(coords+2, rot); |
831 | coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
832 | coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
833 | rotate(coords+4, rot); |
834 | coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
835 | coords[7] = y + HIGHLIGHT_WIDTH; |
836 | rotate(coords+6, rot); |
837 | draw_polygon(fe, coords, 4, TRUE, flash_colour); |
838 | draw_polygon(fe, coords, 4, FALSE, flash_colour); |
839 | } else { |
840 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
841 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
842 | flash_colour); |
843 | } |
844 | |
a3631c72 |
845 | /* |
4b24f582 |
846 | * Next, the triangles for orientation. |
a3631c72 |
847 | */ |
848 | if (state->orientable) { |
d50832a3 |
849 | int xdx, xdy, ydx, ydy; |
850 | int cx, cy, displ, displ2; |
a3631c72 |
851 | switch (tile & 3) { |
852 | case 0: |
d50832a3 |
853 | xdx = 1, xdy = 0; |
854 | ydx = 0, ydy = 1; |
a3631c72 |
855 | break; |
856 | case 1: |
d50832a3 |
857 | xdx = 0, xdy = -1; |
858 | ydx = 1, ydy = 0; |
a3631c72 |
859 | break; |
860 | case 2: |
d50832a3 |
861 | xdx = -1, xdy = 0; |
862 | ydx = 0, ydy = -1; |
a3631c72 |
863 | break; |
864 | default /* case 3 */: |
d50832a3 |
865 | xdx = 0, xdy = 1; |
866 | ydx = -1, ydy = 0; |
a3631c72 |
867 | break; |
868 | } |
869 | |
d50832a3 |
870 | cx = x + TILE_SIZE / 2; |
871 | cy = y + TILE_SIZE / 2; |
872 | displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2; |
873 | displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH; |
a3631c72 |
874 | |
30861651 |
875 | coords[0] = cx - displ * xdx + displ2 * ydx; |
876 | coords[1] = cy - displ * xdy + displ2 * ydy; |
a3631c72 |
877 | rotate(coords+0, rot); |
30861651 |
878 | coords[2] = cx + displ * xdx + displ2 * ydx; |
879 | coords[3] = cy + displ * xdy + displ2 * ydy; |
a3631c72 |
880 | rotate(coords+2, rot); |
30861651 |
881 | coords[4] = cx - displ * ydx; |
882 | coords[5] = cy - displ * ydy; |
a3631c72 |
883 | rotate(coords+4, rot); |
d50832a3 |
884 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); |
885 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); |
a3631c72 |
886 | } |
887 | |
9038fd11 |
888 | coords[0] = x + TILE_SIZE/2; |
889 | coords[1] = y + TILE_SIZE/2; |
890 | rotate(coords+0, rot); |
a3631c72 |
891 | sprintf(str, "%d", tile / 4); |
9038fd11 |
892 | draw_text(fe, coords[0], coords[1], |
893 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
894 | COL_TEXT, str); |
895 | |
896 | if (rot) |
897 | unclip(fe); |
898 | |
899 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
900 | } |
901 | |
902 | static int highlight_colour(float angle) |
903 | { |
904 | int colours[32] = { |
905 | COL_LOWLIGHT, |
906 | COL_LOWLIGHT_GENTLE, |
907 | COL_LOWLIGHT_GENTLE, |
908 | COL_LOWLIGHT_GENTLE, |
909 | COL_HIGHLIGHT_GENTLE, |
910 | COL_HIGHLIGHT_GENTLE, |
911 | COL_HIGHLIGHT_GENTLE, |
912 | COL_HIGHLIGHT, |
913 | COL_HIGHLIGHT, |
914 | COL_HIGHLIGHT, |
915 | COL_HIGHLIGHT, |
916 | COL_HIGHLIGHT, |
917 | COL_HIGHLIGHT, |
918 | COL_HIGHLIGHT, |
919 | COL_HIGHLIGHT, |
920 | COL_HIGHLIGHT, |
921 | COL_HIGHLIGHT, |
922 | COL_HIGHLIGHT_GENTLE, |
923 | COL_HIGHLIGHT_GENTLE, |
924 | COL_HIGHLIGHT_GENTLE, |
925 | COL_LOWLIGHT_GENTLE, |
926 | COL_LOWLIGHT_GENTLE, |
927 | COL_LOWLIGHT_GENTLE, |
928 | COL_LOWLIGHT, |
929 | COL_LOWLIGHT, |
930 | COL_LOWLIGHT, |
931 | COL_LOWLIGHT, |
932 | COL_LOWLIGHT, |
933 | COL_LOWLIGHT, |
934 | COL_LOWLIGHT, |
935 | COL_LOWLIGHT, |
936 | COL_LOWLIGHT, |
937 | }; |
938 | |
939 | return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; |
940 | } |
941 | |
942 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
943 | int dir) |
944 | { |
2ac6d24e |
945 | if ((dir > 0 && newstate->just_used_solve) || |
946 | (dir < 0 && oldstate->just_used_solve)) |
947 | return 0.0F; |
948 | else |
949 | return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); |
9038fd11 |
950 | } |
951 | |
952 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
953 | int dir) |
954 | { |
2ac6d24e |
955 | if (!oldstate->completed && newstate->completed && |
956 | !oldstate->used_solve && !newstate->used_solve) |
9038fd11 |
957 | return 2 * FLASH_FRAME; |
958 | else |
959 | return 0.0F; |
960 | } |
961 | |
962 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
963 | game_state *state, int dir, game_ui *ui, |
964 | float animtime, float flashtime) |
965 | { |
966 | int i, bgcolour; |
967 | struct rotation srot, *rot; |
968 | int lastx = -1, lasty = -1, lastr = -1; |
969 | |
970 | if (flashtime > 0) { |
971 | int frame = (int)(flashtime / FLASH_FRAME); |
972 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
973 | } else |
974 | bgcolour = COL_BACKGROUND; |
975 | |
976 | if (!ds->started) { |
977 | int coords[6]; |
978 | |
979 | draw_rect(fe, 0, 0, |
980 | TILE_SIZE * state->w + 2 * BORDER, |
981 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
982 | draw_update(fe, 0, 0, |
983 | TILE_SIZE * state->w + 2 * BORDER, |
984 | TILE_SIZE * state->h + 2 * BORDER); |
985 | |
986 | /* |
987 | * Recessed area containing the whole puzzle. |
988 | */ |
989 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
990 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
991 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
992 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
993 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
994 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
995 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
996 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
997 | |
998 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
999 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
1000 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
1001 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
1002 | |
1003 | ds->started = TRUE; |
1004 | } |
1005 | |
1006 | /* |
1007 | * If we're drawing any rotated tiles, sort out the rotation |
1008 | * parameters, and also zap the rotation region to the |
1009 | * background colour before doing anything else. |
1010 | */ |
1011 | if (oldstate) { |
1012 | float angle; |
1013 | float anim_max = game_anim_length(oldstate, state, dir); |
1014 | |
1015 | if (dir > 0) { |
1016 | lastx = state->lastx; |
1017 | lasty = state->lasty; |
1018 | lastr = state->lastr; |
1019 | } else { |
1020 | lastx = oldstate->lastx; |
1021 | lasty = oldstate->lasty; |
1022 | lastr = -oldstate->lastr; |
1023 | } |
1024 | |
1025 | rot = &srot; |
1026 | rot->cx = COORD(lastx); |
1027 | rot->cy = COORD(lasty); |
1028 | rot->cw = rot->ch = TILE_SIZE * state->n; |
1029 | rot->ox = rot->cx + rot->cw/2; |
1030 | rot->oy = rot->cy + rot->ch/2; |
1031 | angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); |
1032 | rot->c = cos(angle); |
1033 | rot->s = sin(angle); |
1034 | |
1035 | /* |
1036 | * Sort out the colours of the various sides of the tile. |
1037 | */ |
1038 | rot->lc = highlight_colour(PI + angle); |
1039 | rot->rc = highlight_colour(angle); |
1040 | rot->tc = highlight_colour(PI/2 + angle); |
1041 | rot->bc = highlight_colour(-PI/2 + angle); |
1042 | |
1043 | draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); |
1044 | } else |
1045 | rot = NULL; |
1046 | |
1047 | /* |
1048 | * Now draw each tile. |
1049 | */ |
1050 | for (i = 0; i < state->w * state->h; i++) { |
1051 | int t; |
1052 | int tx = i % state->w, ty = i / state->w; |
1053 | |
1054 | /* |
1055 | * Figure out what should be displayed at this location. |
1056 | * Usually it will be state->grid[i], unless we're in the |
1057 | * middle of animating an actual rotation and this cell is |
1058 | * within the rotation region, in which case we set -1 |
1059 | * (always display). |
1060 | */ |
1061 | if (oldstate && lastx >= 0 && lasty >= 0 && |
1062 | tx >= lastx && tx < lastx + state->n && |
1063 | ty >= lasty && ty < lasty + state->n) |
1064 | t = -1; |
1065 | else |
1066 | t = state->grid[i]; |
1067 | |
1068 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
1069 | ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { |
1070 | int x = COORD(tx), y = COORD(ty); |
1071 | |
1072 | draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); |
1073 | ds->grid[i] = t; |
1074 | } |
1075 | } |
1076 | ds->bgcolour = bgcolour; |
1077 | |
1078 | /* |
1079 | * Update the status bar. |
1080 | */ |
1081 | { |
1082 | char statusbuf[256]; |
1083 | |
1084 | /* |
1085 | * Don't show the new status until we're also showing the |
1086 | * new _state_ - after the game animation is complete. |
1087 | */ |
1088 | if (oldstate) |
1089 | state = oldstate; |
1090 | |
2ac6d24e |
1091 | if (state->used_solve) |
1092 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1093 | state->movecount - state->completed); |
81875211 |
1094 | else { |
2ac6d24e |
1095 | sprintf(statusbuf, "%sMoves: %d", |
1096 | (state->completed ? "COMPLETED! " : ""), |
1097 | (state->completed ? state->completed : state->movecount)); |
81875211 |
1098 | if (state->movetarget) |
1099 | sprintf(statusbuf+strlen(statusbuf), " (target %d)", |
1100 | state->movetarget); |
1101 | } |
9038fd11 |
1102 | |
1103 | status_bar(fe, statusbuf); |
1104 | } |
1105 | } |
1106 | |
1107 | static int game_wants_statusbar(void) |
1108 | { |
1109 | return TRUE; |
1110 | } |
1111 | |
1112 | #ifdef COMBINED |
1113 | #define thegame twiddle |
1114 | #endif |
1115 | |
1116 | const struct game thegame = { |
1d228b10 |
1117 | "Twiddle", "games.twiddle", |
9038fd11 |
1118 | default_params, |
1119 | game_fetch_preset, |
1120 | decode_params, |
1121 | encode_params, |
1122 | free_params, |
1123 | dup_params, |
1d228b10 |
1124 | TRUE, game_configure, custom_params, |
9038fd11 |
1125 | validate_params, |
1185e3c5 |
1126 | new_game_desc, |
6f2d8d7c |
1127 | game_free_aux_info, |
1185e3c5 |
1128 | validate_desc, |
9038fd11 |
1129 | new_game, |
1130 | dup_game, |
1131 | free_game, |
2ac6d24e |
1132 | TRUE, solve_game, |
af52394e |
1133 | TRUE, game_text_format, |
9038fd11 |
1134 | new_ui, |
1135 | free_ui, |
1136 | make_move, |
1137 | game_size, |
1138 | game_colours, |
1139 | game_new_drawstate, |
1140 | game_free_drawstate, |
1141 | game_redraw, |
1142 | game_anim_length, |
1143 | game_flash_length, |
1144 | game_wants_statusbar, |
1145 | }; |