720a8fb7 |
1 | /* |
2 | * cube.c: Cube game. |
3 | */ |
1482ee76 |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
1482ee76 |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
0c490335 |
14 | const char *const game_name = "Cube"; |
c8230524 |
15 | const int game_can_configure = TRUE; |
0c490335 |
16 | |
1482ee76 |
17 | #define MAXVERTICES 20 |
18 | #define MAXFACES 20 |
19 | #define MAXORDER 4 |
20 | struct solid { |
21 | int nvertices; |
22 | float vertices[MAXVERTICES * 3]; /* 3*npoints coordinates */ |
23 | int order; |
24 | int nfaces; |
25 | int faces[MAXFACES * MAXORDER]; /* order*nfaces point indices */ |
26 | float normals[MAXFACES * 3]; /* 3*npoints vector components */ |
27 | float shear; /* isometric shear for nice drawing */ |
eb2ad6f1 |
28 | float border; /* border required around arena */ |
1482ee76 |
29 | }; |
30 | |
31 | static const struct solid tetrahedron = { |
32 | 4, |
33 | { |
03f856c4 |
34 | 0.0F, -0.57735026919F, -0.20412414523F, |
35 | -0.5F, 0.28867513459F, -0.20412414523F, |
36 | 0.0F, -0.0F, 0.6123724357F, |
37 | 0.5F, 0.28867513459F, -0.20412414523F, |
1482ee76 |
38 | }, |
39 | 3, 4, |
40 | { |
41 | 0,2,1, 3,1,2, 2,0,3, 1,3,0 |
42 | }, |
43 | { |
03f856c4 |
44 | -0.816496580928F, -0.471404520791F, 0.333333333334F, |
45 | 0.0F, 0.942809041583F, 0.333333333333F, |
46 | 0.816496580928F, -0.471404520791F, 0.333333333334F, |
47 | 0.0F, 0.0F, -1.0F, |
1482ee76 |
48 | }, |
03f856c4 |
49 | 0.0F, 0.3F |
1482ee76 |
50 | }; |
51 | |
52 | static const struct solid cube = { |
53 | 8, |
54 | { |
03f856c4 |
55 | -0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F, |
56 | -0.5F,+0.5F,-0.5F, -0.5F,+0.5F,+0.5F, |
57 | +0.5F,-0.5F,-0.5F, +0.5F,-0.5F,+0.5F, |
58 | +0.5F,+0.5F,-0.5F, +0.5F,+0.5F,+0.5F, |
1482ee76 |
59 | }, |
60 | 4, 6, |
61 | { |
62 | 0,1,3,2, 1,5,7,3, 5,4,6,7, 4,0,2,6, 0,4,5,1, 3,7,6,2 |
63 | }, |
64 | { |
03f856c4 |
65 | -1.0F,0.0F,0.0F, 0.0F,0.0F,+1.0F, |
66 | +1.0F,0.0F,0.0F, 0.0F,0.0F,-1.0F, |
67 | 0.0F,-1.0F,0.0F, 0.0F,+1.0F,0.0F |
1482ee76 |
68 | }, |
03f856c4 |
69 | 0.3F, 0.5F |
1482ee76 |
70 | }; |
71 | |
72 | static const struct solid octahedron = { |
73 | 6, |
74 | { |
03f856c4 |
75 | -0.5F, -0.28867513459472505F, 0.4082482904638664F, |
76 | 0.5F, 0.28867513459472505F, -0.4082482904638664F, |
77 | -0.5F, 0.28867513459472505F, -0.4082482904638664F, |
78 | 0.5F, -0.28867513459472505F, 0.4082482904638664F, |
79 | 0.0F, -0.57735026918945009F, -0.4082482904638664F, |
80 | 0.0F, 0.57735026918945009F, 0.4082482904638664F, |
1482ee76 |
81 | }, |
82 | 3, 8, |
83 | { |
84 | 4,0,2, 0,5,2, 0,4,3, 5,0,3, 1,4,2, 5,1,2, 4,1,3, 1,5,3 |
85 | }, |
86 | { |
03f856c4 |
87 | -0.816496580928F, -0.471404520791F, -0.333333333334F, |
88 | -0.816496580928F, 0.471404520791F, 0.333333333334F, |
89 | 0.0F, -0.942809041583F, 0.333333333333F, |
90 | 0.0F, 0.0F, 1.0F, |
91 | 0.0F, 0.0F, -1.0F, |
92 | 0.0F, 0.942809041583F, -0.333333333333F, |
93 | 0.816496580928F, -0.471404520791F, -0.333333333334F, |
94 | 0.816496580928F, 0.471404520791F, 0.333333333334F, |
1482ee76 |
95 | }, |
03f856c4 |
96 | 0.0F, 0.5F |
1482ee76 |
97 | }; |
98 | |
99 | static const struct solid icosahedron = { |
100 | 12, |
101 | { |
03f856c4 |
102 | 0.0F, 0.57735026919F, 0.75576131408F, |
103 | 0.0F, -0.93417235896F, 0.17841104489F, |
104 | 0.0F, 0.93417235896F, -0.17841104489F, |
105 | 0.0F, -0.57735026919F, -0.75576131408F, |
106 | -0.5F, -0.28867513459F, 0.75576131408F, |
107 | -0.5F, 0.28867513459F, -0.75576131408F, |
108 | 0.5F, -0.28867513459F, 0.75576131408F, |
109 | 0.5F, 0.28867513459F, -0.75576131408F, |
110 | -0.80901699437F, 0.46708617948F, 0.17841104489F, |
111 | 0.80901699437F, 0.46708617948F, 0.17841104489F, |
112 | -0.80901699437F, -0.46708617948F, -0.17841104489F, |
113 | 0.80901699437F, -0.46708617948F, -0.17841104489F, |
1482ee76 |
114 | }, |
115 | 3, 20, |
116 | { |
117 | 8,0,2, 0,9,2, 1,10,3, 11,1,3, 0,4,6, |
118 | 4,1,6, 5,2,7, 3,5,7, 4,8,10, 8,5,10, |
119 | 9,6,11, 7,9,11, 0,8,4, 9,0,6, 10,1,4, |
120 | 1,11,6, 8,2,5, 2,9,7, 3,10,5, 11,3,7, |
121 | }, |
122 | { |
03f856c4 |
123 | -0.356822089773F, 0.87267799625F, 0.333333333333F, |
124 | 0.356822089773F, 0.87267799625F, 0.333333333333F, |
125 | -0.356822089773F, -0.87267799625F, -0.333333333333F, |
126 | 0.356822089773F, -0.87267799625F, -0.333333333333F, |
127 | -0.0F, 0.0F, 1.0F, |
128 | 0.0F, -0.666666666667F, 0.745355992501F, |
129 | 0.0F, 0.666666666667F, -0.745355992501F, |
130 | 0.0F, 0.0F, -1.0F, |
131 | -0.934172358963F, -0.12732200375F, 0.333333333333F, |
132 | -0.934172358963F, 0.12732200375F, -0.333333333333F, |
133 | 0.934172358963F, -0.12732200375F, 0.333333333333F, |
134 | 0.934172358963F, 0.12732200375F, -0.333333333333F, |
135 | -0.57735026919F, 0.333333333334F, 0.745355992501F, |
136 | 0.57735026919F, 0.333333333334F, 0.745355992501F, |
137 | -0.57735026919F, -0.745355992501F, 0.333333333334F, |
138 | 0.57735026919F, -0.745355992501F, 0.333333333334F, |
139 | -0.57735026919F, 0.745355992501F, -0.333333333334F, |
140 | 0.57735026919F, 0.745355992501F, -0.333333333334F, |
141 | -0.57735026919F, -0.333333333334F, -0.745355992501F, |
142 | 0.57735026919F, -0.333333333334F, -0.745355992501F, |
1482ee76 |
143 | }, |
03f856c4 |
144 | 0.0F, 0.8F |
1482ee76 |
145 | }; |
146 | |
147 | enum { |
148 | TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON |
149 | }; |
150 | static const struct solid *solids[] = { |
151 | &tetrahedron, &cube, &octahedron, &icosahedron |
152 | }; |
153 | |
154 | enum { |
155 | COL_BACKGROUND, |
156 | COL_BORDER, |
157 | COL_BLUE, |
158 | NCOLOURS |
159 | }; |
160 | |
c71454c0 |
161 | enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT }; |
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162 | |
03f856c4 |
163 | #define GRID_SCALE 48.0F |
8c1fd974 |
164 | #define ROLLTIME 0.13F |
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165 | |
166 | #define SQ(x) ( (x) * (x) ) |
167 | |
168 | #define MATMUL(ra,m,a) do { \ |
169 | float rx, ry, rz, xx = (a)[0], yy = (a)[1], zz = (a)[2], *mat = (m); \ |
170 | rx = mat[0] * xx + mat[3] * yy + mat[6] * zz; \ |
171 | ry = mat[1] * xx + mat[4] * yy + mat[7] * zz; \ |
172 | rz = mat[2] * xx + mat[5] * yy + mat[8] * zz; \ |
173 | (ra)[0] = rx; (ra)[1] = ry; (ra)[2] = rz; \ |
174 | } while (0) |
175 | |
176 | #define APPROXEQ(x,y) ( SQ(x-y) < 0.1 ) |
177 | |
178 | struct grid_square { |
179 | float x, y; |
180 | int npoints; |
181 | float points[8]; /* maximum */ |
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182 | int directions[8]; /* bit masks showing point pairs */ |
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183 | int flip; |
184 | int blue; |
185 | int tetra_class; |
186 | }; |
187 | |
188 | struct game_params { |
189 | int solid; |
190 | /* |
191 | * Grid dimensions. For a square grid these are width and |
192 | * height respectively; otherwise the grid is a hexagon, with |
193 | * the top side and the two lower diagonals having length d1 |
194 | * and the remaining three sides having length d2 (so that |
195 | * d1==d2 gives a regular hexagon, and d2==0 gives a triangle). |
196 | */ |
197 | int d1, d2; |
198 | }; |
199 | |
200 | struct game_state { |
201 | struct game_params params; |
202 | const struct solid *solid; |
203 | int *facecolours; |
204 | struct grid_square *squares; |
205 | int nsquares; |
206 | int current; /* index of current grid square */ |
207 | int sgkey[2]; /* key-point indices into grid sq */ |
208 | int dgkey[2]; /* key-point indices into grid sq */ |
209 | int spkey[2]; /* key-point indices into polyhedron */ |
210 | int dpkey[2]; /* key-point indices into polyhedron */ |
211 | int previous; |
212 | float angle; |
213 | int completed; |
214 | int movecount; |
215 | }; |
216 | |
217 | game_params *default_params(void) |
218 | { |
219 | game_params *ret = snew(game_params); |
220 | |
221 | ret->solid = CUBE; |
222 | ret->d1 = 4; |
223 | ret->d2 = 4; |
224 | |
225 | return ret; |
226 | } |
227 | |
eb2ad6f1 |
228 | int game_fetch_preset(int i, char **name, game_params **params) |
229 | { |
230 | game_params *ret = snew(game_params); |
231 | char *str; |
232 | |
233 | switch (i) { |
234 | case 0: |
235 | str = "Cube"; |
236 | ret->solid = CUBE; |
237 | ret->d1 = 4; |
238 | ret->d2 = 4; |
239 | break; |
240 | case 1: |
241 | str = "Tetrahedron"; |
242 | ret->solid = TETRAHEDRON; |
c8230524 |
243 | ret->d1 = 1; |
244 | ret->d2 = 2; |
eb2ad6f1 |
245 | break; |
246 | case 2: |
247 | str = "Octahedron"; |
248 | ret->solid = OCTAHEDRON; |
249 | ret->d1 = 2; |
250 | ret->d2 = 2; |
251 | break; |
252 | case 3: |
253 | str = "Icosahedron"; |
254 | ret->solid = ICOSAHEDRON; |
255 | ret->d1 = 3; |
256 | ret->d2 = 3; |
257 | break; |
258 | default: |
259 | sfree(ret); |
260 | return FALSE; |
261 | } |
262 | |
263 | *name = dupstr(str); |
264 | *params = ret; |
265 | return TRUE; |
266 | } |
267 | |
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268 | void free_params(game_params *params) |
269 | { |
270 | sfree(params); |
271 | } |
272 | |
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273 | game_params *dup_params(game_params *params) |
274 | { |
275 | game_params *ret = snew(game_params); |
276 | *ret = *params; /* structure copy */ |
277 | return ret; |
278 | } |
279 | |
b0e26073 |
280 | game_params *decode_params(char const *string) |
281 | { |
282 | game_params *ret = default_params(); |
283 | |
284 | switch (*string) { |
285 | case 't': ret->solid = TETRAHEDRON; string++; break; |
286 | case 'c': ret->solid = CUBE; string++; break; |
287 | case 'o': ret->solid = OCTAHEDRON; string++; break; |
288 | case 'i': ret->solid = ICOSAHEDRON; string++; break; |
289 | default: break; |
290 | } |
291 | ret->d1 = ret->d2 = atoi(string); |
292 | while (*string && isdigit(*string)) string++; |
293 | if (*string == 'x') { |
294 | string++; |
295 | ret->d2 = atoi(string); |
296 | } |
297 | |
298 | return ret; |
299 | } |
300 | |
301 | char *encode_params(game_params *params) |
302 | { |
303 | char data[256]; |
304 | |
305 | assert(params->solid >= 0 && params->solid < 4); |
306 | sprintf(data, "%c%dx%d", "tcoi"[params->solid], params->d1, params->d2); |
307 | |
308 | return dupstr(data); |
309 | } |
310 | |
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311 | static void enum_grid_squares(game_params *params, |
312 | void (*callback)(void *, struct grid_square *), |
313 | void *ctx) |
314 | { |
315 | const struct solid *solid = solids[params->solid]; |
316 | |
317 | if (solid->order == 4) { |
318 | int x, y; |
319 | |
5928817c |
320 | for (y = 0; y < params->d2; y++) |
321 | for (x = 0; x < params->d1; x++) { |
1482ee76 |
322 | struct grid_square sq; |
323 | |
03f856c4 |
324 | sq.x = (float)x; |
325 | sq.y = (float)y; |
326 | sq.points[0] = x - 0.5F; |
327 | sq.points[1] = y - 0.5F; |
328 | sq.points[2] = x - 0.5F; |
329 | sq.points[3] = y + 0.5F; |
330 | sq.points[4] = x + 0.5F; |
331 | sq.points[5] = y + 0.5F; |
332 | sq.points[6] = x + 0.5F; |
333 | sq.points[7] = y - 0.5F; |
1482ee76 |
334 | sq.npoints = 4; |
335 | |
336 | sq.directions[LEFT] = 0x03; /* 0,1 */ |
337 | sq.directions[RIGHT] = 0x0C; /* 2,3 */ |
338 | sq.directions[UP] = 0x09; /* 0,3 */ |
339 | sq.directions[DOWN] = 0x06; /* 1,2 */ |
c71454c0 |
340 | sq.directions[UP_LEFT] = 0; /* no diagonals in a square */ |
341 | sq.directions[UP_RIGHT] = 0; /* no diagonals in a square */ |
342 | sq.directions[DOWN_LEFT] = 0; /* no diagonals in a square */ |
343 | sq.directions[DOWN_RIGHT] = 0; /* no diagonals in a square */ |
1482ee76 |
344 | |
345 | sq.flip = FALSE; |
346 | |
347 | /* |
348 | * This is supremely irrelevant, but just to avoid |
349 | * having any uninitialised structure members... |
350 | */ |
351 | sq.tetra_class = 0; |
352 | |
353 | callback(ctx, &sq); |
354 | } |
355 | } else { |
356 | int row, rowlen, other, i, firstix = -1; |
03f856c4 |
357 | float theight = (float)(sqrt(3) / 2.0); |
1482ee76 |
358 | |
359 | for (row = 0; row < params->d1 + params->d2; row++) { |
c8230524 |
360 | if (row < params->d2) { |
1482ee76 |
361 | other = +1; |
c8230524 |
362 | rowlen = row + params->d1; |
1482ee76 |
363 | } else { |
364 | other = -1; |
c8230524 |
365 | rowlen = 2*params->d2 + params->d1 - row; |
1482ee76 |
366 | } |
367 | |
368 | /* |
369 | * There are `rowlen' down-pointing triangles. |
370 | */ |
371 | for (i = 0; i < rowlen; i++) { |
372 | struct grid_square sq; |
373 | int ix; |
374 | float x, y; |
375 | |
376 | ix = (2 * i - (rowlen-1)); |
03f856c4 |
377 | x = ix * 0.5F; |
1482ee76 |
378 | y = theight * row; |
379 | sq.x = x; |
380 | sq.y = y + theight / 3; |
03f856c4 |
381 | sq.points[0] = x - 0.5F; |
1482ee76 |
382 | sq.points[1] = y; |
383 | sq.points[2] = x; |
384 | sq.points[3] = y + theight; |
03f856c4 |
385 | sq.points[4] = x + 0.5F; |
1482ee76 |
386 | sq.points[5] = y; |
387 | sq.npoints = 3; |
388 | |
389 | sq.directions[LEFT] = 0x03; /* 0,1 */ |
390 | sq.directions[RIGHT] = 0x06; /* 1,2 */ |
391 | sq.directions[UP] = 0x05; /* 0,2 */ |
392 | sq.directions[DOWN] = 0; /* invalid move */ |
393 | |
c71454c0 |
394 | /* |
395 | * Down-pointing triangle: both the up diagonals go |
396 | * up, and the down ones go left and right. |
397 | */ |
398 | sq.directions[UP_LEFT] = sq.directions[UP_RIGHT] = |
399 | sq.directions[UP]; |
400 | sq.directions[DOWN_LEFT] = sq.directions[LEFT]; |
401 | sq.directions[DOWN_RIGHT] = sq.directions[RIGHT]; |
402 | |
1482ee76 |
403 | sq.flip = TRUE; |
404 | |
405 | if (firstix < 0) |
406 | firstix = ix & 3; |
407 | ix -= firstix; |
408 | sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3); |
409 | |
410 | callback(ctx, &sq); |
411 | } |
412 | |
413 | /* |
414 | * There are `rowlen+other' up-pointing triangles. |
415 | */ |
416 | for (i = 0; i < rowlen+other; i++) { |
417 | struct grid_square sq; |
418 | int ix; |
419 | float x, y; |
420 | |
421 | ix = (2 * i - (rowlen+other-1)); |
03f856c4 |
422 | x = ix * 0.5F; |
1482ee76 |
423 | y = theight * row; |
424 | sq.x = x; |
425 | sq.y = y + 2*theight / 3; |
03f856c4 |
426 | sq.points[0] = x + 0.5F; |
1482ee76 |
427 | sq.points[1] = y + theight; |
428 | sq.points[2] = x; |
429 | sq.points[3] = y; |
03f856c4 |
430 | sq.points[4] = x - 0.5F; |
1482ee76 |
431 | sq.points[5] = y + theight; |
432 | sq.npoints = 3; |
433 | |
434 | sq.directions[LEFT] = 0x06; /* 1,2 */ |
435 | sq.directions[RIGHT] = 0x03; /* 0,1 */ |
436 | sq.directions[DOWN] = 0x05; /* 0,2 */ |
437 | sq.directions[UP] = 0; /* invalid move */ |
438 | |
c71454c0 |
439 | /* |
440 | * Up-pointing triangle: both the down diagonals go |
441 | * down, and the up ones go left and right. |
442 | */ |
443 | sq.directions[DOWN_LEFT] = sq.directions[DOWN_RIGHT] = |
444 | sq.directions[DOWN]; |
445 | sq.directions[UP_LEFT] = sq.directions[LEFT]; |
446 | sq.directions[UP_RIGHT] = sq.directions[RIGHT]; |
447 | |
1482ee76 |
448 | sq.flip = FALSE; |
449 | |
450 | if (firstix < 0) |
c8230524 |
451 | firstix = (ix - 1) & 3; |
1482ee76 |
452 | ix -= firstix; |
453 | sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3); |
454 | |
455 | callback(ctx, &sq); |
456 | } |
457 | } |
458 | } |
459 | } |
460 | |
461 | static int grid_area(int d1, int d2, int order) |
462 | { |
463 | /* |
464 | * An NxM grid of squares has NM squares in it. |
465 | * |
466 | * A grid of triangles with dimensions A and B has a total of |
467 | * A^2 + B^2 + 4AB triangles in it. (You can divide it up into |
468 | * a side-A triangle containing A^2 subtriangles, a side-B |
469 | * triangle containing B^2, and two congruent parallelograms, |
470 | * each with side lengths A and B, each therefore containing AB |
471 | * two-triangle rhombuses.) |
472 | */ |
473 | if (order == 4) |
474 | return d1 * d2; |
475 | else |
476 | return d1*d1 + d2*d2 + 4*d1*d2; |
477 | } |
478 | |
c8230524 |
479 | config_item *game_configure(game_params *params) |
480 | { |
481 | config_item *ret = snewn(4, config_item); |
482 | char buf[80]; |
483 | |
484 | ret[0].name = "Type of solid"; |
95709966 |
485 | ret[0].type = C_CHOICES; |
c8230524 |
486 | ret[0].sval = ":Tetrahedron:Cube:Octahedron:Icosahedron"; |
487 | ret[0].ival = params->solid; |
488 | |
489 | ret[1].name = "Width / top"; |
95709966 |
490 | ret[1].type = C_STRING; |
c8230524 |
491 | sprintf(buf, "%d", params->d1); |
492 | ret[1].sval = dupstr(buf); |
493 | ret[1].ival = 0; |
494 | |
495 | ret[2].name = "Height / bottom"; |
95709966 |
496 | ret[2].type = C_STRING; |
c8230524 |
497 | sprintf(buf, "%d", params->d2); |
498 | ret[2].sval = dupstr(buf); |
499 | ret[2].ival = 0; |
500 | |
501 | ret[3].name = NULL; |
95709966 |
502 | ret[3].type = C_END; |
c8230524 |
503 | ret[3].sval = NULL; |
504 | ret[3].ival = 0; |
505 | |
506 | return ret; |
507 | } |
508 | |
509 | game_params *custom_params(config_item *cfg) |
510 | { |
511 | game_params *ret = snew(game_params); |
512 | |
513 | ret->solid = cfg[0].ival; |
514 | ret->d1 = atoi(cfg[1].sval); |
515 | ret->d2 = atoi(cfg[2].sval); |
516 | |
517 | return ret; |
518 | } |
519 | |
520 | static void count_grid_square_callback(void *ctx, struct grid_square *sq) |
521 | { |
522 | int *classes = (int *)ctx; |
523 | int thisclass; |
524 | |
525 | if (classes[4] == 4) |
526 | thisclass = sq->tetra_class; |
527 | else if (classes[4] == 2) |
528 | thisclass = sq->flip; |
529 | else |
530 | thisclass = 0; |
531 | |
532 | classes[thisclass]++; |
533 | } |
534 | |
535 | char *validate_params(game_params *params) |
536 | { |
537 | int classes[5]; |
538 | int i; |
539 | |
540 | if (params->solid < 0 || params->solid >= lenof(solids)) |
541 | return "Unrecognised solid type"; |
542 | |
543 | if (solids[params->solid]->order == 4) { |
544 | if (params->d1 <= 0 || params->d2 <= 0) |
545 | return "Both grid dimensions must be greater than zero"; |
546 | } else { |
547 | if (params->d1 <= 0 && params->d2 <= 0) |
548 | return "At least one grid dimension must be greater than zero"; |
549 | } |
550 | |
551 | for (i = 0; i < 4; i++) |
552 | classes[i] = 0; |
553 | if (params->solid == TETRAHEDRON) |
554 | classes[4] = 4; |
555 | else if (params->solid == OCTAHEDRON) |
556 | classes[4] = 2; |
557 | else |
558 | classes[4] = 1; |
559 | enum_grid_squares(params, count_grid_square_callback, classes); |
560 | |
561 | for (i = 0; i < classes[4]; i++) |
562 | if (classes[i] < solids[params->solid]->nfaces / classes[4]) |
563 | return "Not enough grid space to place all blue faces"; |
564 | |
565 | if (grid_area(params->d1, params->d2, solids[params->solid]->order) < |
566 | solids[params->solid]->nfaces + 1) |
567 | return "Not enough space to place the solid on an empty square"; |
568 | |
569 | return NULL; |
570 | } |
571 | |
1482ee76 |
572 | struct grid_data { |
573 | int *gridptrs[4]; |
574 | int nsquares[4]; |
575 | int nclasses; |
576 | int squareindex; |
577 | }; |
578 | |
579 | static void classify_grid_square_callback(void *ctx, struct grid_square *sq) |
580 | { |
581 | struct grid_data *data = (struct grid_data *)ctx; |
582 | int thisclass; |
583 | |
584 | if (data->nclasses == 4) |
585 | thisclass = sq->tetra_class; |
586 | else if (data->nclasses == 2) |
587 | thisclass = sq->flip; |
588 | else |
589 | thisclass = 0; |
590 | |
591 | data->gridptrs[thisclass][data->nsquares[thisclass]++] = |
592 | data->squareindex++; |
593 | } |
594 | |
48d70ca9 |
595 | char *new_game_seed(game_params *params, random_state *rs) |
1482ee76 |
596 | { |
597 | struct grid_data data; |
598 | int i, j, k, m, area, facesperclass; |
599 | int *flags; |
600 | char *seed, *p; |
601 | |
602 | /* |
603 | * Enumerate the grid squares, dividing them into equivalence |
604 | * classes as appropriate. (For the tetrahedron, there is one |
605 | * equivalence class for each face; for the octahedron there |
606 | * are two classes; for the other two solids there's only one.) |
607 | */ |
608 | |
609 | area = grid_area(params->d1, params->d2, solids[params->solid]->order); |
610 | if (params->solid == TETRAHEDRON) |
611 | data.nclasses = 4; |
612 | else if (params->solid == OCTAHEDRON) |
613 | data.nclasses = 2; |
614 | else |
615 | data.nclasses = 1; |
616 | data.gridptrs[0] = snewn(data.nclasses * area, int); |
617 | for (i = 0; i < data.nclasses; i++) { |
618 | data.gridptrs[i] = data.gridptrs[0] + i * area; |
619 | data.nsquares[i] = 0; |
620 | } |
621 | data.squareindex = 0; |
622 | enum_grid_squares(params, classify_grid_square_callback, &data); |
623 | |
624 | facesperclass = solids[params->solid]->nfaces / data.nclasses; |
625 | |
626 | for (i = 0; i < data.nclasses; i++) |
627 | assert(data.nsquares[i] >= facesperclass); |
628 | assert(data.squareindex == area); |
629 | |
630 | /* |
631 | * So now we know how many faces to allocate in each class. Get |
632 | * on with it. |
633 | */ |
634 | flags = snewn(area, int); |
635 | for (i = 0; i < area; i++) |
636 | flags[i] = FALSE; |
637 | |
638 | for (i = 0; i < data.nclasses; i++) { |
639 | for (j = 0; j < facesperclass; j++) { |
48d70ca9 |
640 | int n = random_upto(rs, data.nsquares[i]); |
1482ee76 |
641 | |
642 | assert(!flags[data.gridptrs[i][n]]); |
643 | flags[data.gridptrs[i][n]] = TRUE; |
644 | |
645 | /* |
646 | * Move everything else up the array. I ought to use a |
647 | * better data structure for this, but for such small |
648 | * numbers it hardly seems worth the effort. |
649 | */ |
4efb3868 |
650 | while (n < data.nsquares[i]-1) { |
1482ee76 |
651 | data.gridptrs[i][n] = data.gridptrs[i][n+1]; |
652 | n++; |
653 | } |
654 | data.nsquares[i]--; |
655 | } |
656 | } |
657 | |
658 | /* |
659 | * Now we know precisely which squares are blue. Encode this |
660 | * information in hex. While we're looping over this, collect |
661 | * the non-blue squares into a list in the now-unused gridptrs |
662 | * array. |
663 | */ |
664 | seed = snewn(area / 4 + 40, char); |
665 | p = seed; |
666 | j = 0; |
667 | k = 8; |
668 | m = 0; |
669 | for (i = 0; i < area; i++) { |
670 | if (flags[i]) { |
671 | j |= k; |
672 | } else { |
673 | data.gridptrs[0][m++] = i; |
674 | } |
675 | k >>= 1; |
676 | if (!k) { |
677 | *p++ = "0123456789ABCDEF"[j]; |
678 | k = 8; |
679 | j = 0; |
680 | } |
681 | } |
682 | if (k != 8) |
683 | *p++ = "0123456789ABCDEF"[j]; |
684 | |
685 | /* |
686 | * Choose a non-blue square for the polyhedron. |
687 | */ |
b0e26073 |
688 | sprintf(p, ",%d", data.gridptrs[0][random_upto(rs, m)]); |
1482ee76 |
689 | |
690 | sfree(data.gridptrs[0]); |
691 | sfree(flags); |
692 | |
693 | return seed; |
694 | } |
695 | |
696 | static void add_grid_square_callback(void *ctx, struct grid_square *sq) |
697 | { |
698 | game_state *state = (game_state *)ctx; |
699 | |
700 | state->squares[state->nsquares] = *sq; /* structure copy */ |
701 | state->squares[state->nsquares].blue = FALSE; |
702 | state->nsquares++; |
703 | } |
704 | |
705 | static int lowest_face(const struct solid *solid) |
706 | { |
707 | int i, j, best; |
708 | float zmin; |
709 | |
710 | best = 0; |
711 | zmin = 0.0; |
712 | for (i = 0; i < solid->nfaces; i++) { |
713 | float z = 0; |
714 | |
715 | for (j = 0; j < solid->order; j++) { |
716 | int f = solid->faces[i*solid->order + j]; |
717 | z += solid->vertices[f*3+2]; |
718 | } |
719 | |
720 | if (i == 0 || zmin > z) { |
721 | zmin = z; |
722 | best = i; |
723 | } |
724 | } |
725 | |
726 | return best; |
727 | } |
728 | |
729 | static int align_poly(const struct solid *solid, struct grid_square *sq, |
730 | int *pkey) |
731 | { |
732 | float zmin; |
733 | int i, j; |
734 | int flip = (sq->flip ? -1 : +1); |
735 | |
736 | /* |
737 | * First, find the lowest z-coordinate present in the solid. |
738 | */ |
739 | zmin = 0.0; |
740 | for (i = 0; i < solid->nvertices; i++) |
741 | if (zmin > solid->vertices[i*3+2]) |
742 | zmin = solid->vertices[i*3+2]; |
743 | |
744 | /* |
745 | * Now go round the grid square. For each point in the grid |
746 | * square, we're looking for a point of the polyhedron with the |
747 | * same x- and y-coordinates (relative to the square's centre), |
748 | * and z-coordinate equal to zmin (near enough). |
749 | */ |
750 | for (j = 0; j < sq->npoints; j++) { |
751 | int matches, index; |
752 | |
753 | matches = 0; |
754 | index = -1; |
755 | |
756 | for (i = 0; i < solid->nvertices; i++) { |
757 | float dist = 0; |
758 | |
759 | dist += SQ(solid->vertices[i*3+0] * flip - sq->points[j*2+0] + sq->x); |
760 | dist += SQ(solid->vertices[i*3+1] * flip - sq->points[j*2+1] + sq->y); |
761 | dist += SQ(solid->vertices[i*3+2] - zmin); |
762 | |
763 | if (dist < 0.1) { |
764 | matches++; |
765 | index = i; |
766 | } |
767 | } |
768 | |
769 | if (matches != 1 || index < 0) |
770 | return FALSE; |
771 | pkey[j] = index; |
772 | } |
773 | |
774 | return TRUE; |
775 | } |
776 | |
777 | static void flip_poly(struct solid *solid, int flip) |
778 | { |
779 | int i; |
780 | |
781 | if (flip) { |
782 | for (i = 0; i < solid->nvertices; i++) { |
783 | solid->vertices[i*3+0] *= -1; |
784 | solid->vertices[i*3+1] *= -1; |
785 | } |
786 | for (i = 0; i < solid->nfaces; i++) { |
787 | solid->normals[i*3+0] *= -1; |
788 | solid->normals[i*3+1] *= -1; |
789 | } |
790 | } |
791 | } |
792 | |
793 | static struct solid *transform_poly(const struct solid *solid, int flip, |
794 | int key0, int key1, float angle) |
795 | { |
796 | struct solid *ret = snew(struct solid); |
797 | float vx, vy, ax, ay; |
798 | float vmatrix[9], amatrix[9], vmatrix2[9]; |
799 | int i; |
800 | |
801 | *ret = *solid; /* structure copy */ |
802 | |
803 | flip_poly(ret, flip); |
804 | |
805 | /* |
806 | * Now rotate the polyhedron through the given angle. We must |
807 | * rotate about the Z-axis to bring the two vertices key0 and |
808 | * key1 into horizontal alignment, then rotate about the |
809 | * X-axis, then rotate back again. |
810 | */ |
811 | vx = ret->vertices[key1*3+0] - ret->vertices[key0*3+0]; |
812 | vy = ret->vertices[key1*3+1] - ret->vertices[key0*3+1]; |
813 | assert(APPROXEQ(vx*vx + vy*vy, 1.0)); |
814 | |
815 | vmatrix[0] = vx; vmatrix[3] = vy; vmatrix[6] = 0; |
816 | vmatrix[1] = -vy; vmatrix[4] = vx; vmatrix[7] = 0; |
817 | vmatrix[2] = 0; vmatrix[5] = 0; vmatrix[8] = 1; |
818 | |
03f856c4 |
819 | ax = (float)cos(angle); |
820 | ay = (float)sin(angle); |
1482ee76 |
821 | |
822 | amatrix[0] = 1; amatrix[3] = 0; amatrix[6] = 0; |
823 | amatrix[1] = 0; amatrix[4] = ax; amatrix[7] = ay; |
824 | amatrix[2] = 0; amatrix[5] = -ay; amatrix[8] = ax; |
825 | |
826 | memcpy(vmatrix2, vmatrix, sizeof(vmatrix)); |
827 | vmatrix2[1] = vy; |
828 | vmatrix2[3] = -vy; |
829 | |
830 | for (i = 0; i < ret->nvertices; i++) { |
831 | MATMUL(ret->vertices + 3*i, vmatrix, ret->vertices + 3*i); |
832 | MATMUL(ret->vertices + 3*i, amatrix, ret->vertices + 3*i); |
833 | MATMUL(ret->vertices + 3*i, vmatrix2, ret->vertices + 3*i); |
834 | } |
835 | for (i = 0; i < ret->nfaces; i++) { |
836 | MATMUL(ret->normals + 3*i, vmatrix, ret->normals + 3*i); |
837 | MATMUL(ret->normals + 3*i, amatrix, ret->normals + 3*i); |
838 | MATMUL(ret->normals + 3*i, vmatrix2, ret->normals + 3*i); |
839 | } |
840 | |
841 | return ret; |
842 | } |
843 | |
5928817c |
844 | char *validate_seed(game_params *params, char *seed) |
845 | { |
846 | int area = grid_area(params->d1, params->d2, solids[params->solid]->order); |
847 | int i, j; |
848 | |
849 | i = (area + 3) / 4; |
850 | for (j = 0; j < i; j++) { |
851 | int c = seed[j]; |
852 | if (c >= '0' && c <= '9') continue; |
853 | if (c >= 'A' && c <= 'F') continue; |
854 | if (c >= 'a' && c <= 'f') continue; |
855 | return "Not enough hex digits at start of string"; |
856 | /* NB if seed[j]=='\0' that will also be caught here, so we're safe */ |
857 | } |
858 | |
b0e26073 |
859 | if (seed[i] != ',') |
860 | return "Expected ',' after hex digits"; |
5928817c |
861 | |
862 | i++; |
863 | do { |
864 | if (seed[i] < '0' || seed[i] > '9') |
b0e26073 |
865 | return "Expected decimal integer after ','"; |
5928817c |
866 | i++; |
867 | } while (seed[i]); |
868 | |
869 | return NULL; |
870 | } |
871 | |
1482ee76 |
872 | game_state *new_game(game_params *params, char *seed) |
873 | { |
874 | game_state *state = snew(game_state); |
875 | int area; |
876 | |
877 | state->params = *params; /* structure copy */ |
878 | state->solid = solids[params->solid]; |
879 | |
880 | area = grid_area(params->d1, params->d2, state->solid->order); |
881 | state->squares = snewn(area, struct grid_square); |
882 | state->nsquares = 0; |
883 | enum_grid_squares(params, add_grid_square_callback, state); |
884 | assert(state->nsquares == area); |
885 | |
886 | state->facecolours = snewn(state->solid->nfaces, int); |
887 | memset(state->facecolours, 0, state->solid->nfaces * sizeof(int)); |
888 | |
889 | /* |
890 | * Set up the blue squares and polyhedron position according to |
891 | * the game seed. |
892 | */ |
893 | { |
894 | char *p = seed; |
895 | int i, j, v; |
896 | |
897 | j = 8; |
898 | v = 0; |
899 | for (i = 0; i < state->nsquares; i++) { |
900 | if (j == 8) { |
901 | v = *p++; |
902 | if (v >= '0' && v <= '9') |
903 | v -= '0'; |
904 | else if (v >= 'A' && v <= 'F') |
905 | v -= 'A' - 10; |
906 | else if (v >= 'a' && v <= 'f') |
907 | v -= 'a' - 10; |
908 | else |
909 | break; |
910 | } |
911 | if (v & j) |
912 | state->squares[i].blue = TRUE; |
913 | j >>= 1; |
914 | if (j == 0) |
915 | j = 8; |
916 | } |
917 | |
b0e26073 |
918 | if (*p == ',') |
1482ee76 |
919 | p++; |
920 | |
921 | state->current = atoi(p); |
922 | if (state->current < 0 || state->current >= state->nsquares) |
923 | state->current = 0; /* got to do _something_ */ |
924 | } |
925 | |
926 | /* |
927 | * Align the polyhedron with its grid square and determine |
928 | * initial key points. |
929 | */ |
930 | { |
931 | int pkey[4]; |
932 | int ret; |
933 | |
934 | ret = align_poly(state->solid, &state->squares[state->current], pkey); |
935 | assert(ret); |
936 | |
937 | state->dpkey[0] = state->spkey[0] = pkey[0]; |
938 | state->dpkey[1] = state->spkey[0] = pkey[1]; |
939 | state->dgkey[0] = state->sgkey[0] = 0; |
940 | state->dgkey[1] = state->sgkey[0] = 1; |
941 | } |
942 | |
943 | state->previous = state->current; |
944 | state->angle = 0.0; |
fd1a1a2b |
945 | state->completed = 0; |
1482ee76 |
946 | state->movecount = 0; |
947 | |
948 | return state; |
949 | } |
950 | |
951 | game_state *dup_game(game_state *state) |
952 | { |
953 | game_state *ret = snew(game_state); |
954 | |
955 | ret->params = state->params; /* structure copy */ |
956 | ret->solid = state->solid; |
957 | ret->facecolours = snewn(ret->solid->nfaces, int); |
958 | memcpy(ret->facecolours, state->facecolours, |
959 | ret->solid->nfaces * sizeof(int)); |
960 | ret->nsquares = state->nsquares; |
961 | ret->squares = snewn(ret->nsquares, struct grid_square); |
962 | memcpy(ret->squares, state->squares, |
963 | ret->nsquares * sizeof(struct grid_square)); |
964 | ret->dpkey[0] = state->dpkey[0]; |
965 | ret->dpkey[1] = state->dpkey[1]; |
966 | ret->dgkey[0] = state->dgkey[0]; |
967 | ret->dgkey[1] = state->dgkey[1]; |
968 | ret->spkey[0] = state->spkey[0]; |
969 | ret->spkey[1] = state->spkey[1]; |
970 | ret->sgkey[0] = state->sgkey[0]; |
971 | ret->sgkey[1] = state->sgkey[1]; |
972 | ret->previous = state->previous; |
973 | ret->angle = state->angle; |
974 | ret->completed = state->completed; |
975 | ret->movecount = state->movecount; |
976 | |
977 | return ret; |
978 | } |
979 | |
980 | void free_game(game_state *state) |
981 | { |
982 | sfree(state); |
983 | } |
984 | |
74a4e547 |
985 | game_ui *new_ui(game_state *state) |
986 | { |
987 | return NULL; |
988 | } |
989 | |
990 | void free_ui(game_ui *ui) |
991 | { |
992 | } |
993 | |
994 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
1482ee76 |
995 | { |
996 | int direction; |
997 | int pkey[2], skey[2], dkey[2]; |
998 | float points[4]; |
999 | game_state *ret; |
1000 | float angle; |
1001 | int i, j, dest, mask; |
1002 | struct solid *poly; |
1003 | |
1004 | /* |
1005 | * All moves are made with the cursor keys. |
1006 | */ |
1007 | if (button == CURSOR_UP) |
1008 | direction = UP; |
1009 | else if (button == CURSOR_DOWN) |
1010 | direction = DOWN; |
1011 | else if (button == CURSOR_LEFT) |
1012 | direction = LEFT; |
1013 | else if (button == CURSOR_RIGHT) |
1014 | direction = RIGHT; |
c71454c0 |
1015 | else if (button == CURSOR_UP_LEFT) |
1016 | direction = UP_LEFT; |
1017 | else if (button == CURSOR_DOWN_LEFT) |
1018 | direction = DOWN_LEFT; |
1019 | else if (button == CURSOR_UP_RIGHT) |
1020 | direction = UP_RIGHT; |
1021 | else if (button == CURSOR_DOWN_RIGHT) |
1022 | direction = DOWN_RIGHT; |
1482ee76 |
1023 | else |
1024 | return NULL; |
1025 | |
1026 | /* |
1027 | * Find the two points in the current grid square which |
1028 | * correspond to this move. |
1029 | */ |
1030 | mask = from->squares[from->current].directions[direction]; |
1031 | if (mask == 0) |
1032 | return NULL; |
1033 | for (i = j = 0; i < from->squares[from->current].npoints; i++) |
1034 | if (mask & (1 << i)) { |
1035 | points[j*2] = from->squares[from->current].points[i*2]; |
1036 | points[j*2+1] = from->squares[from->current].points[i*2+1]; |
1037 | skey[j] = i; |
1038 | j++; |
1039 | } |
1040 | assert(j == 2); |
1041 | |
1042 | /* |
1043 | * Now find the other grid square which shares those points. |
1044 | * This is our move destination. |
1045 | */ |
1046 | dest = -1; |
1047 | for (i = 0; i < from->nsquares; i++) |
1048 | if (i != from->current) { |
1049 | int match = 0; |
1050 | float dist; |
1051 | |
1052 | for (j = 0; j < from->squares[i].npoints; j++) { |
1053 | dist = (SQ(from->squares[i].points[j*2] - points[0]) + |
1054 | SQ(from->squares[i].points[j*2+1] - points[1])); |
1055 | if (dist < 0.1) |
1056 | dkey[match++] = j; |
1057 | dist = (SQ(from->squares[i].points[j*2] - points[2]) + |
1058 | SQ(from->squares[i].points[j*2+1] - points[3])); |
1059 | if (dist < 0.1) |
1060 | dkey[match++] = j; |
1061 | } |
1062 | |
1063 | if (match == 2) { |
1064 | dest = i; |
1065 | break; |
1066 | } |
1067 | } |
1068 | |
1069 | if (dest < 0) |
1070 | return NULL; |
1071 | |
1072 | ret = dup_game(from); |
1073 | ret->current = i; |
1074 | |
1075 | /* |
1076 | * So we know what grid square we're aiming for, and we also |
1077 | * know the two key points (as indices in both the source and |
1078 | * destination grid squares) which are invariant between source |
1079 | * and destination. |
1080 | * |
1081 | * Next we must roll the polyhedron on to that square. So we |
1082 | * find the indices of the key points within the polyhedron's |
1083 | * vertex array, then use those in a call to transform_poly, |
1084 | * and align the result on the new grid square. |
1085 | */ |
1086 | { |
1087 | int all_pkey[4]; |
1088 | align_poly(from->solid, &from->squares[from->current], all_pkey); |
1089 | pkey[0] = all_pkey[skey[0]]; |
1090 | pkey[1] = all_pkey[skey[1]]; |
1091 | /* |
1092 | * Now pkey[0] corresponds to skey[0] and dkey[0], and |
1093 | * likewise [1]. |
1094 | */ |
1095 | } |
1096 | |
1097 | /* |
1098 | * Now find the angle through which to rotate the polyhedron. |
1099 | * Do this by finding the two faces that share the two vertices |
1100 | * we've found, and taking the dot product of their normals. |
1101 | */ |
1102 | { |
1103 | int f[2], nf = 0; |
1104 | float dp; |
1105 | |
1106 | for (i = 0; i < from->solid->nfaces; i++) { |
1107 | int match = 0; |
1108 | for (j = 0; j < from->solid->order; j++) |
1109 | if (from->solid->faces[i*from->solid->order + j] == pkey[0] || |
1110 | from->solid->faces[i*from->solid->order + j] == pkey[1]) |
1111 | match++; |
1112 | if (match == 2) { |
1113 | assert(nf < 2); |
1114 | f[nf++] = i; |
1115 | } |
1116 | } |
1117 | |
1118 | assert(nf == 2); |
1119 | |
1120 | dp = 0; |
1121 | for (i = 0; i < 3; i++) |
1122 | dp += (from->solid->normals[f[0]*3+i] * |
1123 | from->solid->normals[f[1]*3+i]); |
03f856c4 |
1124 | angle = (float)acos(dp); |
1482ee76 |
1125 | } |
1126 | |
1127 | /* |
1128 | * Now transform the polyhedron. We aren't entirely sure |
1129 | * whether we need to rotate through angle or -angle, and the |
1130 | * simplest way round this is to try both and see which one |
1131 | * aligns successfully! |
1132 | * |
1133 | * Unfortunately, _both_ will align successfully if this is a |
1134 | * cube, which won't tell us anything much. So for that |
1135 | * particular case, I resort to gross hackery: I simply negate |
1136 | * the angle before trying the alignment, depending on the |
1137 | * direction. Which directions work which way is determined by |
1138 | * pure trial and error. I said it was gross :-/ |
1139 | */ |
1140 | { |
1141 | int all_pkey[4]; |
1142 | int success; |
1143 | |
1144 | if (from->solid->order == 4 && direction == UP) |
1145 | angle = -angle; /* HACK */ |
1146 | |
1147 | poly = transform_poly(from->solid, |
1148 | from->squares[from->current].flip, |
1149 | pkey[0], pkey[1], angle); |
1150 | flip_poly(poly, from->squares[ret->current].flip); |
1151 | success = align_poly(poly, &from->squares[ret->current], all_pkey); |
1152 | |
1153 | if (!success) { |
1154 | angle = -angle; |
1155 | poly = transform_poly(from->solid, |
1156 | from->squares[from->current].flip, |
1157 | pkey[0], pkey[1], angle); |
1158 | flip_poly(poly, from->squares[ret->current].flip); |
1159 | success = align_poly(poly, &from->squares[ret->current], all_pkey); |
1160 | } |
1161 | |
1162 | assert(success); |
1163 | } |
1164 | |
1165 | /* |
1166 | * Now we have our rotated polyhedron, which we expect to be |
1167 | * exactly congruent to the one we started with - but with the |
1168 | * faces permuted. So we map that congruence and thereby figure |
1169 | * out how to permute the faces as a result of the polyhedron |
1170 | * having rolled. |
1171 | */ |
1172 | { |
1173 | int *newcolours = snewn(from->solid->nfaces, int); |
1174 | |
1175 | for (i = 0; i < from->solid->nfaces; i++) |
1176 | newcolours[i] = -1; |
1177 | |
1178 | for (i = 0; i < from->solid->nfaces; i++) { |
1179 | int nmatch = 0; |
1180 | |
1181 | /* |
1182 | * Now go through the transformed polyhedron's faces |
1183 | * and figure out which one's normal is approximately |
1184 | * equal to this one. |
1185 | */ |
1186 | for (j = 0; j < poly->nfaces; j++) { |
1187 | float dist; |
1188 | int k; |
1189 | |
1190 | dist = 0; |
1191 | |
1192 | for (k = 0; k < 3; k++) |
1193 | dist += SQ(poly->normals[j*3+k] - |
1194 | from->solid->normals[i*3+k]); |
1195 | |
1196 | if (APPROXEQ(dist, 0)) { |
1197 | nmatch++; |
1198 | newcolours[i] = ret->facecolours[j]; |
1199 | } |
1200 | } |
1201 | |
1202 | assert(nmatch == 1); |
1203 | } |
1204 | |
1205 | for (i = 0; i < from->solid->nfaces; i++) |
1206 | assert(newcolours[i] != -1); |
1207 | |
1208 | sfree(ret->facecolours); |
1209 | ret->facecolours = newcolours; |
1210 | } |
1211 | |
ccd4e210 |
1212 | ret->movecount++; |
1213 | |
1482ee76 |
1214 | /* |
1215 | * And finally, swap the colour between the bottom face of the |
1216 | * polyhedron and the face we've just landed on. |
1217 | * |
1218 | * We don't do this if the game is already complete, since we |
1219 | * allow the user to roll the fully blue polyhedron around the |
1220 | * grid as a feeble reward. |
1221 | */ |
1222 | if (!ret->completed) { |
1223 | i = lowest_face(from->solid); |
1224 | j = ret->facecolours[i]; |
1225 | ret->facecolours[i] = ret->squares[ret->current].blue; |
1226 | ret->squares[ret->current].blue = j; |
1227 | |
1228 | /* |
1229 | * Detect game completion. |
1230 | */ |
1231 | j = 0; |
1232 | for (i = 0; i < ret->solid->nfaces; i++) |
1233 | if (ret->facecolours[i]) |
1234 | j++; |
1235 | if (j == ret->solid->nfaces) |
fd1a1a2b |
1236 | ret->completed = ret->movecount; |
1482ee76 |
1237 | } |
1238 | |
1239 | sfree(poly); |
1240 | |
1241 | /* |
1242 | * Align the normal polyhedron with its grid square, to get key |
1243 | * points for non-animated display. |
1244 | */ |
1245 | { |
1246 | int pkey[4]; |
1247 | int success; |
1248 | |
1249 | success = align_poly(ret->solid, &ret->squares[ret->current], pkey); |
1250 | assert(success); |
1251 | |
1252 | ret->dpkey[0] = pkey[0]; |
1253 | ret->dpkey[1] = pkey[1]; |
1254 | ret->dgkey[0] = 0; |
1255 | ret->dgkey[1] = 1; |
1256 | } |
1257 | |
1258 | |
1259 | ret->spkey[0] = pkey[0]; |
1260 | ret->spkey[1] = pkey[1]; |
1261 | ret->sgkey[0] = skey[0]; |
1262 | ret->sgkey[1] = skey[1]; |
1263 | ret->previous = from->current; |
1264 | ret->angle = angle; |
1482ee76 |
1265 | |
1266 | return ret; |
1267 | } |
1268 | |
1269 | /* ---------------------------------------------------------------------- |
1270 | * Drawing routines. |
1271 | */ |
1272 | |
1273 | struct bbox { |
1274 | float l, r, u, d; |
1275 | }; |
1276 | |
1277 | struct game_drawstate { |
1278 | int ox, oy; /* pixel position of float origin */ |
1279 | }; |
1280 | |
1281 | static void find_bbox_callback(void *ctx, struct grid_square *sq) |
1282 | { |
1283 | struct bbox *bb = (struct bbox *)ctx; |
1284 | int i; |
1285 | |
1286 | for (i = 0; i < sq->npoints; i++) { |
1287 | if (bb->l > sq->points[i*2]) bb->l = sq->points[i*2]; |
1288 | if (bb->r < sq->points[i*2]) bb->r = sq->points[i*2]; |
1289 | if (bb->u > sq->points[i*2+1]) bb->u = sq->points[i*2+1]; |
1290 | if (bb->d < sq->points[i*2+1]) bb->d = sq->points[i*2+1]; |
1291 | } |
1292 | } |
1293 | |
1294 | static struct bbox find_bbox(game_params *params) |
1295 | { |
1296 | struct bbox bb; |
1297 | |
1298 | /* |
1299 | * These should be hugely more than the real bounding box will |
1300 | * be. |
1301 | */ |
03f856c4 |
1302 | bb.l = 2.0F * (params->d1 + params->d2); |
1303 | bb.r = -2.0F * (params->d1 + params->d2); |
1304 | bb.u = 2.0F * (params->d1 + params->d2); |
1305 | bb.d = -2.0F * (params->d1 + params->d2); |
1482ee76 |
1306 | enum_grid_squares(params, find_bbox_callback, &bb); |
1307 | |
1308 | return bb; |
1309 | } |
1310 | |
1311 | void game_size(game_params *params, int *x, int *y) |
1312 | { |
1313 | struct bbox bb = find_bbox(params); |
03f856c4 |
1314 | *x = (int)((bb.r - bb.l + 2*solids[params->solid]->border) * GRID_SCALE); |
1315 | *y = (int)((bb.d - bb.u + 2*solids[params->solid]->border) * GRID_SCALE); |
1482ee76 |
1316 | } |
1317 | |
1318 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1319 | { |
1320 | float *ret = snewn(3 * NCOLOURS, float); |
1321 | |
1322 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1323 | |
1324 | ret[COL_BORDER * 3 + 0] = 0.0; |
1325 | ret[COL_BORDER * 3 + 1] = 0.0; |
1326 | ret[COL_BORDER * 3 + 2] = 0.0; |
1327 | |
1328 | ret[COL_BLUE * 3 + 0] = 0.0; |
1329 | ret[COL_BLUE * 3 + 1] = 0.0; |
1330 | ret[COL_BLUE * 3 + 2] = 1.0; |
1331 | |
1332 | *ncolours = NCOLOURS; |
1333 | return ret; |
1334 | } |
1335 | |
1336 | game_drawstate *game_new_drawstate(game_state *state) |
1337 | { |
1338 | struct game_drawstate *ds = snew(struct game_drawstate); |
1339 | struct bbox bb = find_bbox(&state->params); |
1340 | |
03f856c4 |
1341 | ds->ox = (int)(-(bb.l - state->solid->border) * GRID_SCALE); |
1342 | ds->oy = (int)(-(bb.u - state->solid->border) * GRID_SCALE); |
1482ee76 |
1343 | |
1344 | return ds; |
1345 | } |
1346 | |
1347 | void game_free_drawstate(game_drawstate *ds) |
1348 | { |
1349 | sfree(ds); |
1350 | } |
1351 | |
1352 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
1353 | game_state *state, game_ui *ui, |
1354 | float animtime, float flashtime) |
1482ee76 |
1355 | { |
1356 | int i, j; |
1357 | struct bbox bb = find_bbox(&state->params); |
1358 | struct solid *poly; |
1359 | int *pkey, *gkey; |
1360 | float t[3]; |
1361 | float angle; |
1362 | game_state *newstate; |
1363 | int square; |
1364 | |
03f856c4 |
1365 | draw_rect(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE), |
1366 | (int)((bb.d-bb.u+2.0F) * GRID_SCALE), COL_BACKGROUND); |
1482ee76 |
1367 | |
1368 | if (oldstate && oldstate->movecount > state->movecount) { |
1369 | game_state *t; |
1370 | |
1371 | /* |
1372 | * This is an Undo. So reverse the order of the states, and |
1373 | * run the roll timer backwards. |
1374 | */ |
1375 | t = oldstate; |
1376 | oldstate = state; |
1377 | state = t; |
1378 | |
1379 | animtime = ROLLTIME - animtime; |
1380 | } |
1381 | |
1382 | if (!oldstate) { |
1383 | oldstate = state; |
1384 | angle = 0.0; |
1385 | square = state->current; |
1386 | pkey = state->dpkey; |
1387 | gkey = state->dgkey; |
1388 | } else { |
1389 | angle = state->angle * animtime / ROLLTIME; |
1390 | square = state->previous; |
1391 | pkey = state->spkey; |
1392 | gkey = state->sgkey; |
1393 | } |
1394 | newstate = state; |
1395 | state = oldstate; |
1396 | |
1397 | for (i = 0; i < state->nsquares; i++) { |
1398 | int coords[8]; |
1399 | |
1400 | for (j = 0; j < state->squares[i].npoints; j++) { |
03f856c4 |
1401 | coords[2*j] = ((int)(state->squares[i].points[2*j] * GRID_SCALE) |
1402 | + ds->ox); |
1403 | coords[2*j+1] = ((int)(state->squares[i].points[2*j+1]*GRID_SCALE) |
1404 | + ds->oy); |
1482ee76 |
1405 | } |
1406 | |
1407 | draw_polygon(fe, coords, state->squares[i].npoints, TRUE, |
1408 | state->squares[i].blue ? COL_BLUE : COL_BACKGROUND); |
1409 | draw_polygon(fe, coords, state->squares[i].npoints, FALSE, COL_BORDER); |
1410 | } |
1411 | |
1412 | /* |
1413 | * Now compute and draw the polyhedron. |
1414 | */ |
1415 | poly = transform_poly(state->solid, state->squares[square].flip, |
1416 | pkey[0], pkey[1], angle); |
1417 | |
1418 | /* |
1419 | * Compute the translation required to align the two key points |
1420 | * on the polyhedron with the same key points on the current |
1421 | * face. |
1422 | */ |
1423 | for (i = 0; i < 3; i++) { |
1424 | float tc = 0.0; |
1425 | |
1426 | for (j = 0; j < 2; j++) { |
1427 | float grid_coord; |
1428 | |
1429 | if (i < 2) { |
1430 | grid_coord = |
1431 | state->squares[square].points[gkey[j]*2+i]; |
1432 | } else { |
1433 | grid_coord = 0.0; |
1434 | } |
1435 | |
1436 | tc += (grid_coord - poly->vertices[pkey[j]*3+i]); |
1437 | } |
1438 | |
1439 | t[i] = tc / 2; |
1440 | } |
1441 | for (i = 0; i < poly->nvertices; i++) |
1442 | for (j = 0; j < 3; j++) |
1443 | poly->vertices[i*3+j] += t[j]; |
1444 | |
1445 | /* |
1446 | * Now actually draw each face. |
1447 | */ |
1448 | for (i = 0; i < poly->nfaces; i++) { |
1449 | float points[8]; |
1450 | int coords[8]; |
1451 | |
1452 | for (j = 0; j < poly->order; j++) { |
1453 | int f = poly->faces[i*poly->order + j]; |
1454 | points[j*2] = (poly->vertices[f*3+0] - |
1455 | poly->vertices[f*3+2] * poly->shear); |
1456 | points[j*2+1] = (poly->vertices[f*3+1] - |
1457 | poly->vertices[f*3+2] * poly->shear); |
1458 | } |
1459 | |
1460 | for (j = 0; j < poly->order; j++) { |
962dcf9a |
1461 | coords[j*2] = (int)floor(points[j*2] * GRID_SCALE) + ds->ox; |
1462 | coords[j*2+1] = (int)floor(points[j*2+1] * GRID_SCALE) + ds->oy; |
1482ee76 |
1463 | } |
1464 | |
1465 | /* |
1466 | * Find out whether these points are in a clockwise or |
1467 | * anticlockwise arrangement. If the latter, discard the |
1468 | * face because it's facing away from the viewer. |
1469 | * |
1470 | * This would involve fiddly winding-number stuff for a |
1471 | * general polygon, but for the simple parallelograms we'll |
1472 | * be seeing here, all we have to do is check whether the |
1473 | * corners turn right or left. So we'll take the vector |
1474 | * from point 0 to point 1, turn it right 90 degrees, |
1475 | * and check the sign of the dot product with that and the |
1476 | * next vector (point 1 to point 2). |
1477 | */ |
1478 | { |
1479 | float v1x = points[2]-points[0]; |
1480 | float v1y = points[3]-points[1]; |
1481 | float v2x = points[4]-points[2]; |
1482 | float v2y = points[5]-points[3]; |
1483 | float dp = v1x * v2y - v1y * v2x; |
1484 | |
1485 | if (dp <= 0) |
1486 | continue; |
1487 | } |
1488 | |
1489 | draw_polygon(fe, coords, poly->order, TRUE, |
1490 | state->facecolours[i] ? COL_BLUE : COL_BACKGROUND); |
1491 | draw_polygon(fe, coords, poly->order, FALSE, COL_BORDER); |
1492 | } |
1493 | sfree(poly); |
1494 | |
03f856c4 |
1495 | draw_update(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE), |
1496 | (int)((bb.d-bb.u+2.0F) * GRID_SCALE)); |
fd1a1a2b |
1497 | |
1498 | /* |
1499 | * Update the status bar. |
1500 | */ |
1501 | { |
1502 | char statusbuf[256]; |
1503 | |
1504 | sprintf(statusbuf, "%sMoves: %d", |
1505 | (state->completed ? "COMPLETED! " : ""), |
1506 | (state->completed ? state->completed : state->movecount)); |
1507 | |
1508 | status_bar(fe, statusbuf); |
1509 | } |
1482ee76 |
1510 | } |
1511 | |
1512 | float game_anim_length(game_state *oldstate, game_state *newstate) |
1513 | { |
1514 | return ROLLTIME; |
1515 | } |
87ed82be |
1516 | |
1517 | float game_flash_length(game_state *oldstate, game_state *newstate) |
1518 | { |
1519 | return 0.0F; |
1520 | } |
fd1a1a2b |
1521 | |
1522 | int game_wants_statusbar(void) |
1523 | { |
1524 | return TRUE; |
1525 | } |