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, |
a3631c72 |
35 | COL_TOP, |
36 | COL_BOTTOM, |
9038fd11 |
37 | NCOLOURS |
38 | }; |
39 | |
40 | struct game_params { |
41 | int w, h, n; |
42 | int rowsonly; |
a3631c72 |
43 | int orientable; |
9038fd11 |
44 | }; |
45 | |
46 | struct game_state { |
47 | int w, h, n; |
a3631c72 |
48 | int orientable; |
9038fd11 |
49 | int *grid; |
50 | int completed; |
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 | |
296 | static char *new_game_seed(game_params *params, random_state *rs) |
297 | { |
298 | int *grid; |
299 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
300 | int i; |
301 | char *ret; |
302 | int retlen; |
303 | int total_moves; |
304 | |
305 | /* |
306 | * Set up a solved grid. |
307 | */ |
308 | grid = snewn(wh, int); |
309 | for (i = 0; i < wh; i++) |
a3631c72 |
310 | grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; |
9038fd11 |
311 | |
312 | /* |
313 | * Shuffle it. This game is complex enough that I don't feel up |
314 | * to analysing its full symmetry properties (particularly at |
315 | * n=4 and above!), so I'm going to do it the pedestrian way |
316 | * and simply shuffle the grid by making a long sequence of |
317 | * randomly chosen moves. |
318 | */ |
319 | total_moves = w*h*n*n*2; |
320 | for (i = 0; i < total_moves; i++) { |
321 | int x, y; |
322 | |
323 | x = random_upto(rs, w - n + 1); |
324 | y = random_upto(rs, h - n + 1); |
a3631c72 |
325 | do_rotate(grid, w, h, n, params->orientable, |
326 | x, y, 1 + random_upto(rs, 3)); |
9038fd11 |
327 | |
328 | /* |
329 | * Optionally one more move in case the entire grid has |
330 | * happened to come out solved. |
331 | */ |
a3631c72 |
332 | if (i == total_moves - 1 && grid_complete(grid, wh, |
333 | params->orientable)) |
9038fd11 |
334 | i--; |
335 | } |
336 | |
337 | /* |
338 | * Now construct the game seed, by describing the grid as a |
339 | * simple sequence of comma-separated integers. |
340 | */ |
341 | ret = NULL; |
342 | retlen = 0; |
343 | for (i = 0; i < wh; i++) { |
344 | char buf[80]; |
345 | int k; |
346 | |
347 | k = sprintf(buf, "%d,", grid[i]); |
348 | |
349 | ret = sresize(ret, retlen + k + 1, char); |
350 | strcpy(ret + retlen, buf); |
351 | retlen += k; |
352 | } |
353 | ret[retlen-1] = '\0'; /* delete last comma */ |
354 | |
355 | sfree(grid); |
356 | return ret; |
357 | } |
358 | |
359 | static char *validate_seed(game_params *params, char *seed) |
360 | { |
361 | char *p, *err; |
362 | int w = params->w, h = params->h, wh = w*h; |
363 | int i; |
364 | |
365 | p = seed; |
366 | err = NULL; |
367 | |
368 | for (i = 0; i < wh; i++) { |
369 | if (*p < '0' || *p > '9') { |
370 | return "Not enough numbers in string"; |
371 | } |
372 | while (*p >= '0' && *p <= '9') |
373 | p++; |
374 | if (i < wh-1 && *p != ',') { |
375 | return "Expected comma after number"; |
376 | } |
377 | else if (i == wh-1 && *p) { |
378 | return "Excess junk at end of string"; |
379 | } |
380 | |
381 | if (*p) p++; /* eat comma */ |
382 | } |
383 | |
384 | return NULL; |
385 | } |
386 | |
387 | static game_state *new_game(game_params *params, char *seed) |
388 | { |
389 | game_state *state = snew(game_state); |
390 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
391 | int i; |
392 | char *p; |
393 | |
394 | state->w = w; |
395 | state->h = h; |
396 | state->n = n; |
a3631c72 |
397 | state->orientable = params->orientable; |
9038fd11 |
398 | state->completed = 0; |
399 | state->movecount = 0; |
400 | state->lastx = state->lasty = state->lastr = -1; |
401 | |
402 | state->grid = snewn(wh, int); |
403 | |
404 | p = seed; |
405 | |
406 | for (i = 0; i < wh; i++) { |
407 | state->grid[i] = atoi(p); |
408 | while (*p >= '0' && *p <= '9') |
409 | p++; |
410 | |
411 | if (*p) p++; /* eat comma */ |
412 | } |
413 | |
414 | return state; |
415 | } |
416 | |
417 | static game_state *dup_game(game_state *state) |
418 | { |
419 | game_state *ret = snew(game_state); |
420 | |
421 | ret->w = state->w; |
422 | ret->h = state->h; |
423 | ret->n = state->n; |
a3631c72 |
424 | ret->orientable = state->orientable; |
9038fd11 |
425 | ret->completed = state->completed; |
426 | ret->movecount = state->movecount; |
427 | ret->lastx = state->lastx; |
428 | ret->lasty = state->lasty; |
429 | ret->lastr = state->lastr; |
430 | |
431 | ret->grid = snewn(ret->w * ret->h, int); |
432 | memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); |
433 | |
434 | return ret; |
435 | } |
436 | |
437 | static void free_game(game_state *state) |
438 | { |
439 | sfree(state->grid); |
440 | sfree(state); |
441 | } |
442 | |
443 | static game_ui *new_ui(game_state *state) |
444 | { |
445 | return NULL; |
446 | } |
447 | |
448 | static void free_ui(game_ui *ui) |
449 | { |
450 | } |
451 | |
452 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
453 | int button) |
454 | { |
455 | int w = from->w, h = from->h, n = from->n, wh = w*h; |
456 | game_state *ret; |
457 | int dir; |
458 | |
459 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
460 | /* |
461 | * Determine the coordinates of the click. We offset by n-1 |
462 | * half-blocks so that the user must click at the centre of |
463 | * a rotation region rather than at the corner. |
464 | */ |
465 | x -= (n-1) * TILE_SIZE / 2; |
466 | y -= (n-1) * TILE_SIZE / 2; |
467 | x = FROMCOORD(x); |
468 | y = FROMCOORD(y); |
469 | if (x < 0 || x > w-n || y < 0 || y > w-n) |
470 | return NULL; |
471 | |
472 | /* |
473 | * This is a valid move. Make it. |
474 | */ |
475 | ret = dup_game(from); |
476 | ret->movecount++; |
477 | dir = (button == LEFT_BUTTON ? 1 : -1); |
a3631c72 |
478 | do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); |
9038fd11 |
479 | ret->lastx = x; |
480 | ret->lasty = y; |
481 | ret->lastr = dir; |
482 | |
483 | /* |
484 | * See if the game has been completed. To do this we simply |
485 | * test that the grid contents are in increasing order. |
486 | */ |
a3631c72 |
487 | if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) |
9038fd11 |
488 | ret->completed = ret->movecount; |
489 | return ret; |
490 | } |
491 | return NULL; |
492 | } |
493 | |
494 | /* ---------------------------------------------------------------------- |
495 | * Drawing routines. |
496 | */ |
497 | |
498 | struct game_drawstate { |
499 | int started; |
500 | int w, h, bgcolour; |
501 | int *grid; |
502 | }; |
503 | |
504 | static void game_size(game_params *params, int *x, int *y) |
505 | { |
506 | *x = TILE_SIZE * params->w + 2 * BORDER; |
507 | *y = TILE_SIZE * params->h + 2 * BORDER; |
508 | } |
509 | |
510 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
511 | { |
512 | float *ret = snewn(3 * NCOLOURS, float); |
513 | int i; |
514 | float max; |
515 | |
516 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
517 | |
518 | /* |
519 | * Drop the background colour so that the highlight is |
520 | * noticeably brighter than it while still being under 1. |
521 | */ |
522 | max = ret[COL_BACKGROUND*3]; |
523 | for (i = 1; i < 3; i++) |
524 | if (ret[COL_BACKGROUND*3+i] > max) |
525 | max = ret[COL_BACKGROUND*3+i]; |
526 | if (max * 1.2F > 1.0F) { |
527 | for (i = 0; i < 3; i++) |
528 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
529 | } |
530 | |
531 | for (i = 0; i < 3; i++) { |
532 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
533 | ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; |
534 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
535 | ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
536 | ret[COL_TEXT * 3 + i] = 0.0; |
537 | } |
538 | |
a3631c72 |
539 | ret[COL_TOP * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.3F; |
540 | ret[COL_TOP * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F; |
541 | ret[COL_TOP * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F; |
542 | |
543 | ret[COL_BOTTOM * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.6F; |
544 | ret[COL_BOTTOM * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F; |
545 | ret[COL_BOTTOM * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F; |
546 | |
9038fd11 |
547 | *ncolours = NCOLOURS; |
548 | return ret; |
549 | } |
550 | |
551 | static game_drawstate *game_new_drawstate(game_state *state) |
552 | { |
553 | struct game_drawstate *ds = snew(struct game_drawstate); |
554 | int i; |
555 | |
556 | ds->started = FALSE; |
557 | ds->w = state->w; |
558 | ds->h = state->h; |
559 | ds->bgcolour = COL_BACKGROUND; |
560 | ds->grid = snewn(ds->w*ds->h, int); |
561 | for (i = 0; i < ds->w*ds->h; i++) |
562 | ds->grid[i] = -1; |
563 | |
564 | return ds; |
565 | } |
566 | |
567 | static void game_free_drawstate(game_drawstate *ds) |
568 | { |
569 | sfree(ds); |
570 | } |
571 | |
572 | struct rotation { |
573 | int cx, cy, cw, ch; /* clip region */ |
574 | int ox, oy; /* rotation origin */ |
575 | float c, s; /* cos and sin of rotation angle */ |
576 | int lc, rc, tc, bc; /* colours of tile edges */ |
577 | }; |
578 | |
579 | static void rotate(int *xy, struct rotation *rot) |
580 | { |
581 | if (rot) { |
582 | float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; |
583 | float xf2, yf2; |
584 | |
585 | xf2 = rot->c * xf + rot->s * yf; |
586 | yf2 = - rot->s * xf + rot->c * yf; |
587 | |
588 | xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ |
589 | xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ |
590 | } |
591 | } |
592 | |
593 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
594 | int tile, int flash_colour, struct rotation *rot) |
595 | { |
596 | int coords[8]; |
597 | char str[40]; |
598 | |
599 | if (rot) |
600 | clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); |
601 | |
602 | /* |
603 | * We must draw each side of the tile's highlight separately, |
604 | * because in some cases (during rotation) they will all need |
605 | * to be different colours. |
606 | */ |
607 | |
608 | /* The centre point is common to all sides. */ |
609 | coords[4] = x + TILE_SIZE / 2; |
610 | coords[5] = y + TILE_SIZE / 2; |
611 | rotate(coords+4, rot); |
612 | |
613 | /* Right side. */ |
614 | coords[0] = x + TILE_SIZE - 1; |
615 | coords[1] = y + TILE_SIZE - 1; |
616 | rotate(coords+0, rot); |
617 | coords[2] = x + TILE_SIZE - 1; |
618 | coords[3] = y; |
619 | rotate(coords+2, rot); |
620 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); |
621 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); |
622 | |
623 | /* Bottom side. */ |
624 | coords[2] = x; |
625 | coords[3] = y + TILE_SIZE - 1; |
626 | rotate(coords+2, rot); |
627 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); |
628 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); |
629 | |
630 | /* Left side. */ |
631 | coords[0] = x; |
632 | coords[1] = y; |
633 | rotate(coords+0, rot); |
634 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); |
635 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); |
636 | |
637 | /* Top side. */ |
638 | coords[2] = x + TILE_SIZE - 1; |
639 | coords[3] = y; |
640 | rotate(coords+2, rot); |
641 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); |
642 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); |
643 | |
a3631c72 |
644 | /* |
645 | * Now the main blank area in the centre of the tile. |
646 | */ |
9038fd11 |
647 | if (rot) { |
648 | coords[0] = x + HIGHLIGHT_WIDTH; |
649 | coords[1] = y + HIGHLIGHT_WIDTH; |
650 | rotate(coords+0, rot); |
651 | coords[2] = x + HIGHLIGHT_WIDTH; |
652 | coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
653 | rotate(coords+2, rot); |
654 | coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
655 | coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
656 | rotate(coords+4, rot); |
657 | coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
658 | coords[7] = y + HIGHLIGHT_WIDTH; |
659 | rotate(coords+6, rot); |
660 | draw_polygon(fe, coords, 4, TRUE, flash_colour); |
661 | draw_polygon(fe, coords, 4, FALSE, flash_colour); |
662 | } else { |
663 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
664 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
665 | flash_colour); |
666 | } |
667 | |
a3631c72 |
668 | /* |
669 | * Next, the colour bars for orientation. |
670 | */ |
671 | if (state->orientable) { |
672 | int xw, yw, swap; |
673 | switch (tile & 3) { |
674 | case 0: |
675 | xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH; |
676 | yw = HIGHLIGHT_WIDTH; |
677 | swap = FALSE; |
678 | break; |
679 | case 1: |
680 | xw = HIGHLIGHT_WIDTH; |
681 | yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH; |
682 | swap = FALSE; |
683 | break; |
684 | case 2: |
685 | xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH; |
686 | yw = HIGHLIGHT_WIDTH; |
687 | swap = TRUE; |
688 | break; |
689 | default /* case 3 */: |
690 | xw = HIGHLIGHT_WIDTH; |
691 | yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH; |
692 | swap = TRUE; |
693 | break; |
694 | } |
695 | |
696 | coords[0] = x + HIGHLIGHT_WIDTH + 1; |
697 | coords[1] = y + HIGHLIGHT_WIDTH + 1; |
698 | rotate(coords+0, rot); |
699 | coords[2] = x + HIGHLIGHT_WIDTH + 1 + xw; |
700 | coords[3] = y + HIGHLIGHT_WIDTH + 1; |
701 | rotate(coords+2, rot); |
702 | coords[4] = x + HIGHLIGHT_WIDTH + 1 + xw; |
703 | coords[5] = y + HIGHLIGHT_WIDTH + 1 + yw; |
704 | rotate(coords+4, rot); |
705 | coords[6] = x + HIGHLIGHT_WIDTH + 1; |
706 | coords[7] = y + HIGHLIGHT_WIDTH + 1 + yw; |
707 | rotate(coords+6, rot); |
708 | draw_polygon(fe, coords, 4, TRUE, swap ? COL_BOTTOM : COL_TOP); |
709 | draw_polygon(fe, coords, 4, FALSE, swap ? COL_BOTTOM : COL_TOP); |
710 | |
711 | coords[0] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH; |
712 | coords[1] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH; |
713 | rotate(coords+0, rot); |
714 | coords[2] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw; |
715 | coords[3] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH; |
716 | rotate(coords+2, rot); |
717 | coords[4] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw; |
718 | coords[5] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw; |
719 | rotate(coords+4, rot); |
720 | coords[6] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH; |
721 | coords[7] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw; |
722 | rotate(coords+6, rot); |
723 | draw_polygon(fe, coords, 4, TRUE, swap ? COL_TOP : COL_BOTTOM); |
724 | draw_polygon(fe, coords, 4, FALSE, swap ? COL_TOP : COL_BOTTOM); |
725 | } |
726 | |
9038fd11 |
727 | coords[0] = x + TILE_SIZE/2; |
728 | coords[1] = y + TILE_SIZE/2; |
729 | rotate(coords+0, rot); |
a3631c72 |
730 | sprintf(str, "%d", tile / 4); |
9038fd11 |
731 | draw_text(fe, coords[0], coords[1], |
732 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
733 | COL_TEXT, str); |
734 | |
735 | if (rot) |
736 | unclip(fe); |
737 | |
738 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
739 | } |
740 | |
741 | static int highlight_colour(float angle) |
742 | { |
743 | int colours[32] = { |
744 | COL_LOWLIGHT, |
745 | COL_LOWLIGHT_GENTLE, |
746 | COL_LOWLIGHT_GENTLE, |
747 | COL_LOWLIGHT_GENTLE, |
748 | COL_HIGHLIGHT_GENTLE, |
749 | COL_HIGHLIGHT_GENTLE, |
750 | COL_HIGHLIGHT_GENTLE, |
751 | COL_HIGHLIGHT, |
752 | COL_HIGHLIGHT, |
753 | COL_HIGHLIGHT, |
754 | COL_HIGHLIGHT, |
755 | COL_HIGHLIGHT, |
756 | COL_HIGHLIGHT, |
757 | COL_HIGHLIGHT, |
758 | COL_HIGHLIGHT, |
759 | COL_HIGHLIGHT, |
760 | COL_HIGHLIGHT, |
761 | COL_HIGHLIGHT_GENTLE, |
762 | COL_HIGHLIGHT_GENTLE, |
763 | COL_HIGHLIGHT_GENTLE, |
764 | COL_LOWLIGHT_GENTLE, |
765 | COL_LOWLIGHT_GENTLE, |
766 | COL_LOWLIGHT_GENTLE, |
767 | COL_LOWLIGHT, |
768 | COL_LOWLIGHT, |
769 | COL_LOWLIGHT, |
770 | COL_LOWLIGHT, |
771 | COL_LOWLIGHT, |
772 | COL_LOWLIGHT, |
773 | COL_LOWLIGHT, |
774 | COL_LOWLIGHT, |
775 | COL_LOWLIGHT, |
776 | }; |
777 | |
778 | return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; |
779 | } |
780 | |
781 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
782 | int dir) |
783 | { |
784 | return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); |
785 | } |
786 | |
787 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
788 | int dir) |
789 | { |
790 | if (!oldstate->completed && newstate->completed) |
791 | return 2 * FLASH_FRAME; |
792 | else |
793 | return 0.0F; |
794 | } |
795 | |
796 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
797 | game_state *state, int dir, game_ui *ui, |
798 | float animtime, float flashtime) |
799 | { |
800 | int i, bgcolour; |
801 | struct rotation srot, *rot; |
802 | int lastx = -1, lasty = -1, lastr = -1; |
803 | |
804 | if (flashtime > 0) { |
805 | int frame = (int)(flashtime / FLASH_FRAME); |
806 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
807 | } else |
808 | bgcolour = COL_BACKGROUND; |
809 | |
810 | if (!ds->started) { |
811 | int coords[6]; |
812 | |
813 | draw_rect(fe, 0, 0, |
814 | TILE_SIZE * state->w + 2 * BORDER, |
815 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
816 | draw_update(fe, 0, 0, |
817 | TILE_SIZE * state->w + 2 * BORDER, |
818 | TILE_SIZE * state->h + 2 * BORDER); |
819 | |
a3631c72 |
820 | /* |
821 | * In an orientable puzzle, draw some colour bars at the |
822 | * sides as a gentle reminder of which colours need to be |
823 | * aligned where. |
824 | */ |
825 | if (state->orientable) { |
826 | int y; |
827 | for (y = 0; y < state->h; y++) { |
828 | draw_rect(fe, COORD(0) - BORDER / 2, |
829 | COORD(y) + HIGHLIGHT_WIDTH + 1, |
830 | BORDER / 2 - 2 * HIGHLIGHT_WIDTH, |
831 | HIGHLIGHT_WIDTH + 1, COL_TOP); |
832 | draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH, |
833 | COORD(y) + HIGHLIGHT_WIDTH + 1, |
834 | BORDER / 2 - 2 * HIGHLIGHT_WIDTH, |
835 | HIGHLIGHT_WIDTH + 1, COL_TOP); |
836 | draw_rect(fe, COORD(0) - BORDER / 2, |
837 | COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH, |
838 | BORDER / 2 - 2 * HIGHLIGHT_WIDTH, |
839 | HIGHLIGHT_WIDTH + 1, COL_BOTTOM); |
840 | draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH, |
841 | COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH, |
842 | BORDER / 2 - 2 * HIGHLIGHT_WIDTH, |
843 | HIGHLIGHT_WIDTH + 1, COL_BOTTOM); |
844 | } |
845 | } |
846 | |
9038fd11 |
847 | /* |
848 | * Recessed area containing the whole puzzle. |
849 | */ |
850 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
851 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
852 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
853 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
854 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
855 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
856 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
857 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
858 | |
859 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
860 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
861 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
862 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
863 | |
864 | ds->started = TRUE; |
865 | } |
866 | |
867 | /* |
868 | * If we're drawing any rotated tiles, sort out the rotation |
869 | * parameters, and also zap the rotation region to the |
870 | * background colour before doing anything else. |
871 | */ |
872 | if (oldstate) { |
873 | float angle; |
874 | float anim_max = game_anim_length(oldstate, state, dir); |
875 | |
876 | if (dir > 0) { |
877 | lastx = state->lastx; |
878 | lasty = state->lasty; |
879 | lastr = state->lastr; |
880 | } else { |
881 | lastx = oldstate->lastx; |
882 | lasty = oldstate->lasty; |
883 | lastr = -oldstate->lastr; |
884 | } |
885 | |
886 | rot = &srot; |
887 | rot->cx = COORD(lastx); |
888 | rot->cy = COORD(lasty); |
889 | rot->cw = rot->ch = TILE_SIZE * state->n; |
890 | rot->ox = rot->cx + rot->cw/2; |
891 | rot->oy = rot->cy + rot->ch/2; |
892 | angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); |
893 | rot->c = cos(angle); |
894 | rot->s = sin(angle); |
895 | |
896 | /* |
897 | * Sort out the colours of the various sides of the tile. |
898 | */ |
899 | rot->lc = highlight_colour(PI + angle); |
900 | rot->rc = highlight_colour(angle); |
901 | rot->tc = highlight_colour(PI/2 + angle); |
902 | rot->bc = highlight_colour(-PI/2 + angle); |
903 | |
904 | draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); |
905 | } else |
906 | rot = NULL; |
907 | |
908 | /* |
909 | * Now draw each tile. |
910 | */ |
911 | for (i = 0; i < state->w * state->h; i++) { |
912 | int t; |
913 | int tx = i % state->w, ty = i / state->w; |
914 | |
915 | /* |
916 | * Figure out what should be displayed at this location. |
917 | * Usually it will be state->grid[i], unless we're in the |
918 | * middle of animating an actual rotation and this cell is |
919 | * within the rotation region, in which case we set -1 |
920 | * (always display). |
921 | */ |
922 | if (oldstate && lastx >= 0 && lasty >= 0 && |
923 | tx >= lastx && tx < lastx + state->n && |
924 | ty >= lasty && ty < lasty + state->n) |
925 | t = -1; |
926 | else |
927 | t = state->grid[i]; |
928 | |
929 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
930 | ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { |
931 | int x = COORD(tx), y = COORD(ty); |
932 | |
933 | draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); |
934 | ds->grid[i] = t; |
935 | } |
936 | } |
937 | ds->bgcolour = bgcolour; |
938 | |
939 | /* |
940 | * Update the status bar. |
941 | */ |
942 | { |
943 | char statusbuf[256]; |
944 | |
945 | /* |
946 | * Don't show the new status until we're also showing the |
947 | * new _state_ - after the game animation is complete. |
948 | */ |
949 | if (oldstate) |
950 | state = oldstate; |
951 | |
952 | sprintf(statusbuf, "%sMoves: %d", |
953 | (state->completed ? "COMPLETED! " : ""), |
954 | (state->completed ? state->completed : state->movecount)); |
955 | |
956 | status_bar(fe, statusbuf); |
957 | } |
958 | } |
959 | |
960 | static int game_wants_statusbar(void) |
961 | { |
962 | return TRUE; |
963 | } |
964 | |
965 | #ifdef COMBINED |
966 | #define thegame twiddle |
967 | #endif |
968 | |
969 | const struct game thegame = { |
970 | "Twiddle", "games.twiddle", TRUE, |
971 | default_params, |
972 | game_fetch_preset, |
973 | decode_params, |
974 | encode_params, |
975 | free_params, |
976 | dup_params, |
977 | game_configure, |
978 | custom_params, |
979 | validate_params, |
980 | new_game_seed, |
981 | validate_seed, |
982 | new_game, |
983 | dup_game, |
984 | free_game, |
985 | new_ui, |
986 | free_ui, |
987 | make_move, |
988 | game_size, |
989 | game_colours, |
990 | game_new_drawstate, |
991 | game_free_drawstate, |
992 | game_redraw, |
993 | game_anim_length, |
994 | game_flash_length, |
995 | game_wants_statusbar, |
996 | }; |