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 | |
8 | /* |
9 | * Possibly TODO: |
10 | * |
11 | * - it's horribly tempting to give the pieces significant |
12 | * _orientations_, perhaps by drawing some sort of oriented |
13 | * polygonal figure beneath the number. (An arrow pointing |
14 | * upwards springs readily to mind.) |
15 | */ |
16 | |
17 | #include <stdio.h> |
18 | #include <stdlib.h> |
19 | #include <string.h> |
20 | #include <assert.h> |
21 | #include <ctype.h> |
22 | #include <math.h> |
23 | |
24 | #include "puzzles.h" |
25 | |
26 | #define TILE_SIZE 48 |
27 | #define BORDER (TILE_SIZE / 2) |
28 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
29 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
30 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
31 | |
32 | #define PI 3.141592653589793238462643383279502884197169399 |
33 | |
34 | #define ANIM_PER_RADIUS_UNIT 0.13F |
35 | #define FLASH_FRAME 0.13F |
36 | |
37 | enum { |
38 | COL_BACKGROUND, |
39 | COL_TEXT, |
40 | COL_HIGHLIGHT, |
41 | COL_HIGHLIGHT_GENTLE, |
42 | COL_LOWLIGHT, |
43 | COL_LOWLIGHT_GENTLE, |
a3631c72 |
44 | COL_TOP, |
45 | COL_BOTTOM, |
9038fd11 |
46 | NCOLOURS |
47 | }; |
48 | |
49 | struct game_params { |
50 | int w, h, n; |
51 | int rowsonly; |
a3631c72 |
52 | int orientable; |
9038fd11 |
53 | }; |
54 | |
55 | struct game_state { |
56 | int w, h, n; |
a3631c72 |
57 | int orientable; |
9038fd11 |
58 | int *grid; |
59 | int completed; |
60 | int movecount; |
61 | int lastx, lasty, lastr; /* coordinates of last rotation */ |
62 | }; |
63 | |
64 | static game_params *default_params(void) |
65 | { |
66 | game_params *ret = snew(game_params); |
67 | |
68 | ret->w = ret->h = 3; |
69 | ret->n = 2; |
a3631c72 |
70 | ret->rowsonly = ret->orientable = FALSE; |
9038fd11 |
71 | |
72 | return ret; |
73 | } |
74 | |
75 | |
76 | static void free_params(game_params *params) |
77 | { |
78 | sfree(params); |
79 | } |
80 | |
81 | static game_params *dup_params(game_params *params) |
82 | { |
83 | game_params *ret = snew(game_params); |
84 | *ret = *params; /* structure copy */ |
85 | return ret; |
86 | } |
87 | |
88 | static int game_fetch_preset(int i, char **name, game_params **params) |
89 | { |
90 | static struct { |
91 | char *title; |
92 | game_params params; |
93 | } presets[] = { |
a3631c72 |
94 | { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } }, |
95 | { "3x3 normal", { 3, 3, 2, FALSE, FALSE } }, |
96 | { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, |
9038fd11 |
97 | { "4x4 normal", { 4, 4, 2, FALSE } }, |
a3631c72 |
98 | { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, |
9038fd11 |
99 | { "4x4 radius 3", { 4, 4, 3, FALSE } }, |
100 | { "5x5 radius 3", { 5, 5, 3, FALSE } }, |
101 | { "6x6 radius 4", { 6, 6, 4, FALSE } }, |
102 | }; |
103 | |
104 | if (i < 0 || i >= lenof(presets)) |
105 | return FALSE; |
106 | |
107 | *name = dupstr(presets[i].title); |
108 | *params = dup_params(&presets[i].params); |
109 | |
110 | return TRUE; |
111 | } |
112 | |
113 | static game_params *decode_params(char const *string) |
114 | { |
115 | game_params *ret = snew(game_params); |
116 | |
117 | ret->w = ret->h = atoi(string); |
118 | ret->n = 2; |
a3631c72 |
119 | ret->rowsonly = ret->orientable = FALSE; |
9038fd11 |
120 | while (*string && isdigit(*string)) string++; |
121 | if (*string == 'x') { |
122 | string++; |
123 | ret->h = atoi(string); |
124 | while (*string && isdigit(*string)) string++; |
125 | } |
126 | if (*string == 'n') { |
127 | string++; |
128 | ret->n = atoi(string); |
129 | while (*string && isdigit(*string)) string++; |
130 | } |
a3631c72 |
131 | while (*string) { |
132 | if (*string == 'r') { |
133 | ret->rowsonly = TRUE; |
134 | } else if (*string == 'o') { |
135 | ret->orientable = TRUE; |
136 | } |
9038fd11 |
137 | string++; |
9038fd11 |
138 | } |
139 | |
140 | return ret; |
141 | } |
142 | |
143 | static char *encode_params(game_params *params) |
144 | { |
145 | char buf[256]; |
a3631c72 |
146 | sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, |
147 | params->rowsonly ? "r" : "", |
148 | params->orientable ? "o" : ""); |
9038fd11 |
149 | return dupstr(buf); |
150 | } |
151 | |
152 | static config_item *game_configure(game_params *params) |
153 | { |
154 | config_item *ret; |
155 | char buf[80]; |
156 | |
a3631c72 |
157 | ret = snewn(6, config_item); |
9038fd11 |
158 | |
159 | ret[0].name = "Width"; |
160 | ret[0].type = C_STRING; |
161 | sprintf(buf, "%d", params->w); |
162 | ret[0].sval = dupstr(buf); |
163 | ret[0].ival = 0; |
164 | |
165 | ret[1].name = "Height"; |
166 | ret[1].type = C_STRING; |
167 | sprintf(buf, "%d", params->h); |
168 | ret[1].sval = dupstr(buf); |
169 | ret[1].ival = 0; |
170 | |
171 | ret[2].name = "Rotation radius"; |
172 | ret[2].type = C_STRING; |
173 | sprintf(buf, "%d", params->n); |
174 | ret[2].sval = dupstr(buf); |
175 | ret[2].ival = 0; |
176 | |
177 | ret[3].name = "One number per row"; |
178 | ret[3].type = C_BOOLEAN; |
179 | ret[3].sval = NULL; |
180 | ret[3].ival = params->rowsonly; |
181 | |
a3631c72 |
182 | ret[4].name = "Orientation matters"; |
183 | ret[4].type = C_BOOLEAN; |
9038fd11 |
184 | ret[4].sval = NULL; |
a3631c72 |
185 | ret[4].ival = params->orientable; |
186 | |
187 | ret[5].name = NULL; |
188 | ret[5].type = C_END; |
189 | ret[5].sval = NULL; |
190 | ret[5].ival = 0; |
9038fd11 |
191 | |
192 | return ret; |
193 | } |
194 | |
195 | static game_params *custom_params(config_item *cfg) |
196 | { |
197 | game_params *ret = snew(game_params); |
198 | |
199 | ret->w = atoi(cfg[0].sval); |
200 | ret->h = atoi(cfg[1].sval); |
201 | ret->n = atoi(cfg[2].sval); |
202 | ret->rowsonly = cfg[3].ival; |
a3631c72 |
203 | ret->orientable = cfg[4].ival; |
9038fd11 |
204 | |
205 | return ret; |
206 | } |
207 | |
208 | static char *validate_params(game_params *params) |
209 | { |
210 | if (params->n < 2) |
211 | return "Rotation radius must be at least two"; |
212 | if (params->w < params->n) |
213 | return "Width must be at least the rotation radius"; |
214 | if (params->h < params->n) |
215 | return "Height must be at least the rotation radius"; |
216 | return NULL; |
217 | } |
218 | |
219 | /* |
220 | * This function actually performs a rotation on a grid. The `x' |
221 | * and `y' coordinates passed in are the coordinates of the _top |
222 | * left corner_ of the rotated region. (Using the centre would have |
223 | * involved half-integers and been annoyingly fiddly. Clicking in |
224 | * the centre is good for a user interface, but too inconvenient to |
225 | * use internally.) |
226 | */ |
a3631c72 |
227 | static void do_rotate(int *grid, int w, int h, int n, int orientable, |
228 | int x, int y, int dir) |
9038fd11 |
229 | { |
230 | int i, j; |
231 | |
232 | assert(x >= 0 && x+n <= w); |
233 | assert(y >= 0 && y+n <= h); |
234 | dir &= 3; |
235 | if (dir == 0) |
236 | return; /* nothing to do */ |
237 | |
238 | grid += y*w+x; /* translate region to top corner */ |
239 | |
240 | /* |
241 | * If we were leaving the result of the rotation in a separate |
242 | * grid, the simple thing to do would be to loop over each |
243 | * square within the rotated region and assign it from its |
244 | * source square. However, to do it in place without taking |
245 | * O(n^2) memory, we need to be marginally more clever. What |
246 | * I'm going to do is loop over about one _quarter_ of the |
247 | * rotated region and permute each element within that quarter |
248 | * with its rotational coset. |
249 | * |
250 | * The size of the region I need to loop over is (n+1)/2 by |
251 | * n/2, which is an obvious exact quarter for even n and is a |
252 | * rectangle for odd n. (For odd n, this technique leaves out |
253 | * one element of the square, which is of course the central |
254 | * one that never moves anyway.) |
255 | */ |
256 | for (i = 0; i < (n+1)/2; i++) { |
257 | for (j = 0; j < n/2; j++) { |
258 | int k; |
259 | int g[4]; |
260 | int p[4] = { |
261 | j*w+i, |
262 | i*w+(n-j-1), |
263 | (n-j-1)*w+(n-i-1), |
264 | (n-i-1)*w+j |
265 | }; |
266 | |
267 | for (k = 0; k < 4; k++) |
268 | g[k] = grid[p[k]]; |
269 | |
a3631c72 |
270 | for (k = 0; k < 4; k++) { |
271 | int v = g[(k+dir) & 3]; |
272 | if (orientable) |
273 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
274 | grid[p[k]] = v; |
275 | } |
9038fd11 |
276 | } |
277 | } |
a3631c72 |
278 | |
279 | /* |
280 | * Don't forget the orientation on the centre square, if n is |
281 | * odd. |
282 | */ |
283 | if (orientable && (n & 1)) { |
284 | int v = grid[n/2*(w+1)]; |
285 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
286 | grid[n/2*(w+1)] = v; |
287 | } |
9038fd11 |
288 | } |
289 | |
a3631c72 |
290 | static int grid_complete(int *grid, int wh, int orientable) |
9038fd11 |
291 | { |
292 | int ok = TRUE; |
293 | int i; |
294 | for (i = 1; i < wh; i++) |
295 | if (grid[i] < grid[i-1]) |
296 | ok = FALSE; |
a3631c72 |
297 | if (orientable) { |
298 | for (i = 0; i < wh; i++) |
299 | if (grid[i] & 3) |
300 | ok = FALSE; |
301 | } |
9038fd11 |
302 | return ok; |
303 | } |
304 | |
305 | static char *new_game_seed(game_params *params, random_state *rs) |
306 | { |
307 | int *grid; |
308 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
309 | int i; |
310 | char *ret; |
311 | int retlen; |
312 | int total_moves; |
313 | |
314 | /* |
315 | * Set up a solved grid. |
316 | */ |
317 | grid = snewn(wh, int); |
318 | for (i = 0; i < wh; i++) |
a3631c72 |
319 | grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; |
9038fd11 |
320 | |
321 | /* |
322 | * Shuffle it. This game is complex enough that I don't feel up |
323 | * to analysing its full symmetry properties (particularly at |
324 | * n=4 and above!), so I'm going to do it the pedestrian way |
325 | * and simply shuffle the grid by making a long sequence of |
326 | * randomly chosen moves. |
327 | */ |
328 | total_moves = w*h*n*n*2; |
329 | for (i = 0; i < total_moves; i++) { |
330 | int x, y; |
331 | |
332 | x = random_upto(rs, w - n + 1); |
333 | y = random_upto(rs, h - n + 1); |
a3631c72 |
334 | do_rotate(grid, w, h, n, params->orientable, |
335 | x, y, 1 + random_upto(rs, 3)); |
9038fd11 |
336 | |
337 | /* |
338 | * Optionally one more move in case the entire grid has |
339 | * happened to come out solved. |
340 | */ |
a3631c72 |
341 | if (i == total_moves - 1 && grid_complete(grid, wh, |
342 | params->orientable)) |
9038fd11 |
343 | i--; |
344 | } |
345 | |
346 | /* |
347 | * Now construct the game seed, by describing the grid as a |
348 | * simple sequence of comma-separated integers. |
349 | */ |
350 | ret = NULL; |
351 | retlen = 0; |
352 | for (i = 0; i < wh; i++) { |
353 | char buf[80]; |
354 | int k; |
355 | |
356 | k = sprintf(buf, "%d,", grid[i]); |
357 | |
358 | ret = sresize(ret, retlen + k + 1, char); |
359 | strcpy(ret + retlen, buf); |
360 | retlen += k; |
361 | } |
362 | ret[retlen-1] = '\0'; /* delete last comma */ |
363 | |
364 | sfree(grid); |
365 | return ret; |
366 | } |
367 | |
368 | static char *validate_seed(game_params *params, char *seed) |
369 | { |
370 | char *p, *err; |
371 | int w = params->w, h = params->h, wh = w*h; |
372 | int i; |
373 | |
374 | p = seed; |
375 | err = NULL; |
376 | |
377 | for (i = 0; i < wh; i++) { |
378 | if (*p < '0' || *p > '9') { |
379 | return "Not enough numbers in string"; |
380 | } |
381 | while (*p >= '0' && *p <= '9') |
382 | p++; |
383 | if (i < wh-1 && *p != ',') { |
384 | return "Expected comma after number"; |
385 | } |
386 | else if (i == wh-1 && *p) { |
387 | return "Excess junk at end of string"; |
388 | } |
389 | |
390 | if (*p) p++; /* eat comma */ |
391 | } |
392 | |
393 | return NULL; |
394 | } |
395 | |
396 | static game_state *new_game(game_params *params, char *seed) |
397 | { |
398 | game_state *state = snew(game_state); |
399 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
400 | int i; |
401 | char *p; |
402 | |
403 | state->w = w; |
404 | state->h = h; |
405 | state->n = n; |
a3631c72 |
406 | state->orientable = params->orientable; |
9038fd11 |
407 | state->completed = 0; |
408 | state->movecount = 0; |
409 | state->lastx = state->lasty = state->lastr = -1; |
410 | |
411 | state->grid = snewn(wh, int); |
412 | |
413 | p = seed; |
414 | |
415 | for (i = 0; i < wh; i++) { |
416 | state->grid[i] = atoi(p); |
417 | while (*p >= '0' && *p <= '9') |
418 | p++; |
419 | |
420 | if (*p) p++; /* eat comma */ |
421 | } |
422 | |
423 | return state; |
424 | } |
425 | |
426 | static game_state *dup_game(game_state *state) |
427 | { |
428 | game_state *ret = snew(game_state); |
429 | |
430 | ret->w = state->w; |
431 | ret->h = state->h; |
432 | ret->n = state->n; |
a3631c72 |
433 | ret->orientable = state->orientable; |
9038fd11 |
434 | ret->completed = state->completed; |
435 | ret->movecount = state->movecount; |
436 | ret->lastx = state->lastx; |
437 | ret->lasty = state->lasty; |
438 | ret->lastr = state->lastr; |
439 | |
440 | ret->grid = snewn(ret->w * ret->h, int); |
441 | memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); |
442 | |
443 | return ret; |
444 | } |
445 | |
446 | static void free_game(game_state *state) |
447 | { |
448 | sfree(state->grid); |
449 | sfree(state); |
450 | } |
451 | |
452 | static game_ui *new_ui(game_state *state) |
453 | { |
454 | return NULL; |
455 | } |
456 | |
457 | static void free_ui(game_ui *ui) |
458 | { |
459 | } |
460 | |
461 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
462 | int button) |
463 | { |
464 | int w = from->w, h = from->h, n = from->n, wh = w*h; |
465 | game_state *ret; |
466 | int dir; |
467 | |
468 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
469 | /* |
470 | * Determine the coordinates of the click. We offset by n-1 |
471 | * half-blocks so that the user must click at the centre of |
472 | * a rotation region rather than at the corner. |
473 | */ |
474 | x -= (n-1) * TILE_SIZE / 2; |
475 | y -= (n-1) * TILE_SIZE / 2; |
476 | x = FROMCOORD(x); |
477 | y = FROMCOORD(y); |
478 | if (x < 0 || x > w-n || y < 0 || y > w-n) |
479 | return NULL; |
480 | |
481 | /* |
482 | * This is a valid move. Make it. |
483 | */ |
484 | ret = dup_game(from); |
485 | ret->movecount++; |
486 | dir = (button == LEFT_BUTTON ? 1 : -1); |
a3631c72 |
487 | do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); |
9038fd11 |
488 | ret->lastx = x; |
489 | ret->lasty = y; |
490 | ret->lastr = dir; |
491 | |
492 | /* |
493 | * See if the game has been completed. To do this we simply |
494 | * test that the grid contents are in increasing order. |
495 | */ |
a3631c72 |
496 | if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) |
9038fd11 |
497 | ret->completed = ret->movecount; |
498 | return ret; |
499 | } |
500 | return NULL; |
501 | } |
502 | |
503 | /* ---------------------------------------------------------------------- |
504 | * Drawing routines. |
505 | */ |
506 | |
507 | struct game_drawstate { |
508 | int started; |
509 | int w, h, bgcolour; |
510 | int *grid; |
511 | }; |
512 | |
513 | static void game_size(game_params *params, int *x, int *y) |
514 | { |
515 | *x = TILE_SIZE * params->w + 2 * BORDER; |
516 | *y = TILE_SIZE * params->h + 2 * BORDER; |
517 | } |
518 | |
519 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
520 | { |
521 | float *ret = snewn(3 * NCOLOURS, float); |
522 | int i; |
523 | float max; |
524 | |
525 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
526 | |
527 | /* |
528 | * Drop the background colour so that the highlight is |
529 | * noticeably brighter than it while still being under 1. |
530 | */ |
531 | max = ret[COL_BACKGROUND*3]; |
532 | for (i = 1; i < 3; i++) |
533 | if (ret[COL_BACKGROUND*3+i] > max) |
534 | max = ret[COL_BACKGROUND*3+i]; |
535 | if (max * 1.2F > 1.0F) { |
536 | for (i = 0; i < 3; i++) |
537 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
538 | } |
539 | |
540 | for (i = 0; i < 3; i++) { |
541 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
542 | ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; |
543 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
544 | ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
545 | ret[COL_TEXT * 3 + i] = 0.0; |
546 | } |
547 | |
a3631c72 |
548 | ret[COL_TOP * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.3F; |
549 | ret[COL_TOP * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F; |
550 | ret[COL_TOP * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F; |
551 | |
552 | ret[COL_BOTTOM * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.6F; |
553 | ret[COL_BOTTOM * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F; |
554 | ret[COL_BOTTOM * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F; |
555 | |
9038fd11 |
556 | *ncolours = NCOLOURS; |
557 | return ret; |
558 | } |
559 | |
560 | static game_drawstate *game_new_drawstate(game_state *state) |
561 | { |
562 | struct game_drawstate *ds = snew(struct game_drawstate); |
563 | int i; |
564 | |
565 | ds->started = FALSE; |
566 | ds->w = state->w; |
567 | ds->h = state->h; |
568 | ds->bgcolour = COL_BACKGROUND; |
569 | ds->grid = snewn(ds->w*ds->h, int); |
570 | for (i = 0; i < ds->w*ds->h; i++) |
571 | ds->grid[i] = -1; |
572 | |
573 | return ds; |
574 | } |
575 | |
576 | static void game_free_drawstate(game_drawstate *ds) |
577 | { |
578 | sfree(ds); |
579 | } |
580 | |
581 | struct rotation { |
582 | int cx, cy, cw, ch; /* clip region */ |
583 | int ox, oy; /* rotation origin */ |
584 | float c, s; /* cos and sin of rotation angle */ |
585 | int lc, rc, tc, bc; /* colours of tile edges */ |
586 | }; |
587 | |
588 | static void rotate(int *xy, struct rotation *rot) |
589 | { |
590 | if (rot) { |
591 | float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; |
592 | float xf2, yf2; |
593 | |
594 | xf2 = rot->c * xf + rot->s * yf; |
595 | yf2 = - rot->s * xf + rot->c * yf; |
596 | |
597 | xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ |
598 | xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ |
599 | } |
600 | } |
601 | |
602 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
603 | int tile, int flash_colour, struct rotation *rot) |
604 | { |
605 | int coords[8]; |
606 | char str[40]; |
607 | |
608 | if (rot) |
609 | clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); |
610 | |
611 | /* |
612 | * We must draw each side of the tile's highlight separately, |
613 | * because in some cases (during rotation) they will all need |
614 | * to be different colours. |
615 | */ |
616 | |
617 | /* The centre point is common to all sides. */ |
618 | coords[4] = x + TILE_SIZE / 2; |
619 | coords[5] = y + TILE_SIZE / 2; |
620 | rotate(coords+4, rot); |
621 | |
622 | /* Right side. */ |
623 | coords[0] = x + TILE_SIZE - 1; |
624 | coords[1] = y + TILE_SIZE - 1; |
625 | rotate(coords+0, rot); |
626 | coords[2] = x + TILE_SIZE - 1; |
627 | coords[3] = y; |
628 | rotate(coords+2, rot); |
629 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); |
630 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); |
631 | |
632 | /* Bottom side. */ |
633 | coords[2] = x; |
634 | coords[3] = y + TILE_SIZE - 1; |
635 | rotate(coords+2, rot); |
636 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); |
637 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); |
638 | |
639 | /* Left side. */ |
640 | coords[0] = x; |
641 | coords[1] = y; |
642 | rotate(coords+0, rot); |
643 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); |
644 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); |
645 | |
646 | /* Top side. */ |
647 | coords[2] = x + TILE_SIZE - 1; |
648 | coords[3] = y; |
649 | rotate(coords+2, rot); |
650 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); |
651 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); |
652 | |
a3631c72 |
653 | /* |
654 | * Now the main blank area in the centre of the tile. |
655 | */ |
9038fd11 |
656 | if (rot) { |
657 | coords[0] = x + HIGHLIGHT_WIDTH; |
658 | coords[1] = y + HIGHLIGHT_WIDTH; |
659 | rotate(coords+0, rot); |
660 | coords[2] = x + HIGHLIGHT_WIDTH; |
661 | coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
662 | rotate(coords+2, rot); |
663 | coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
664 | coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
665 | rotate(coords+4, rot); |
666 | coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
667 | coords[7] = y + HIGHLIGHT_WIDTH; |
668 | rotate(coords+6, rot); |
669 | draw_polygon(fe, coords, 4, TRUE, flash_colour); |
670 | draw_polygon(fe, coords, 4, FALSE, flash_colour); |
671 | } else { |
672 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
673 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
674 | flash_colour); |
675 | } |
676 | |
a3631c72 |
677 | /* |
678 | * Next, the colour bars for orientation. |
679 | */ |
680 | if (state->orientable) { |
681 | int xw, yw, swap; |
682 | switch (tile & 3) { |
683 | case 0: |
684 | xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH; |
685 | yw = HIGHLIGHT_WIDTH; |
686 | swap = FALSE; |
687 | break; |
688 | case 1: |
689 | xw = HIGHLIGHT_WIDTH; |
690 | yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH; |
691 | swap = FALSE; |
692 | break; |
693 | case 2: |
694 | xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH; |
695 | yw = HIGHLIGHT_WIDTH; |
696 | swap = TRUE; |
697 | break; |
698 | default /* case 3 */: |
699 | xw = HIGHLIGHT_WIDTH; |
700 | yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH; |
701 | swap = TRUE; |
702 | break; |
703 | } |
704 | |
705 | coords[0] = x + HIGHLIGHT_WIDTH + 1; |
706 | coords[1] = y + HIGHLIGHT_WIDTH + 1; |
707 | rotate(coords+0, rot); |
708 | coords[2] = x + HIGHLIGHT_WIDTH + 1 + xw; |
709 | coords[3] = y + HIGHLIGHT_WIDTH + 1; |
710 | rotate(coords+2, rot); |
711 | coords[4] = x + HIGHLIGHT_WIDTH + 1 + xw; |
712 | coords[5] = y + HIGHLIGHT_WIDTH + 1 + yw; |
713 | rotate(coords+4, rot); |
714 | coords[6] = x + HIGHLIGHT_WIDTH + 1; |
715 | coords[7] = y + HIGHLIGHT_WIDTH + 1 + yw; |
716 | rotate(coords+6, rot); |
717 | draw_polygon(fe, coords, 4, TRUE, swap ? COL_BOTTOM : COL_TOP); |
718 | draw_polygon(fe, coords, 4, FALSE, swap ? COL_BOTTOM : COL_TOP); |
719 | |
720 | coords[0] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH; |
721 | coords[1] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH; |
722 | rotate(coords+0, rot); |
723 | coords[2] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw; |
724 | coords[3] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH; |
725 | rotate(coords+2, rot); |
726 | coords[4] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw; |
727 | coords[5] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw; |
728 | rotate(coords+4, rot); |
729 | coords[6] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH; |
730 | coords[7] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw; |
731 | rotate(coords+6, rot); |
732 | draw_polygon(fe, coords, 4, TRUE, swap ? COL_TOP : COL_BOTTOM); |
733 | draw_polygon(fe, coords, 4, FALSE, swap ? COL_TOP : COL_BOTTOM); |
734 | } |
735 | |
9038fd11 |
736 | coords[0] = x + TILE_SIZE/2; |
737 | coords[1] = y + TILE_SIZE/2; |
738 | rotate(coords+0, rot); |
a3631c72 |
739 | sprintf(str, "%d", tile / 4); |
9038fd11 |
740 | draw_text(fe, coords[0], coords[1], |
741 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
742 | COL_TEXT, str); |
743 | |
744 | if (rot) |
745 | unclip(fe); |
746 | |
747 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
748 | } |
749 | |
750 | static int highlight_colour(float angle) |
751 | { |
752 | int colours[32] = { |
753 | COL_LOWLIGHT, |
754 | COL_LOWLIGHT_GENTLE, |
755 | COL_LOWLIGHT_GENTLE, |
756 | COL_LOWLIGHT_GENTLE, |
757 | COL_HIGHLIGHT_GENTLE, |
758 | COL_HIGHLIGHT_GENTLE, |
759 | COL_HIGHLIGHT_GENTLE, |
760 | COL_HIGHLIGHT, |
761 | COL_HIGHLIGHT, |
762 | COL_HIGHLIGHT, |
763 | COL_HIGHLIGHT, |
764 | COL_HIGHLIGHT, |
765 | COL_HIGHLIGHT, |
766 | COL_HIGHLIGHT, |
767 | COL_HIGHLIGHT, |
768 | COL_HIGHLIGHT, |
769 | COL_HIGHLIGHT, |
770 | COL_HIGHLIGHT_GENTLE, |
771 | COL_HIGHLIGHT_GENTLE, |
772 | COL_HIGHLIGHT_GENTLE, |
773 | COL_LOWLIGHT_GENTLE, |
774 | COL_LOWLIGHT_GENTLE, |
775 | COL_LOWLIGHT_GENTLE, |
776 | COL_LOWLIGHT, |
777 | COL_LOWLIGHT, |
778 | COL_LOWLIGHT, |
779 | COL_LOWLIGHT, |
780 | COL_LOWLIGHT, |
781 | COL_LOWLIGHT, |
782 | COL_LOWLIGHT, |
783 | COL_LOWLIGHT, |
784 | COL_LOWLIGHT, |
785 | }; |
786 | |
787 | return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; |
788 | } |
789 | |
790 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
791 | int dir) |
792 | { |
793 | return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); |
794 | } |
795 | |
796 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
797 | int dir) |
798 | { |
799 | if (!oldstate->completed && newstate->completed) |
800 | return 2 * FLASH_FRAME; |
801 | else |
802 | return 0.0F; |
803 | } |
804 | |
805 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
806 | game_state *state, int dir, game_ui *ui, |
807 | float animtime, float flashtime) |
808 | { |
809 | int i, bgcolour; |
810 | struct rotation srot, *rot; |
811 | int lastx = -1, lasty = -1, lastr = -1; |
812 | |
813 | if (flashtime > 0) { |
814 | int frame = (int)(flashtime / FLASH_FRAME); |
815 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
816 | } else |
817 | bgcolour = COL_BACKGROUND; |
818 | |
819 | if (!ds->started) { |
820 | int coords[6]; |
821 | |
822 | draw_rect(fe, 0, 0, |
823 | TILE_SIZE * state->w + 2 * BORDER, |
824 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
825 | draw_update(fe, 0, 0, |
826 | TILE_SIZE * state->w + 2 * BORDER, |
827 | TILE_SIZE * state->h + 2 * BORDER); |
828 | |
a3631c72 |
829 | /* |
830 | * In an orientable puzzle, draw some colour bars at the |
831 | * sides as a gentle reminder of which colours need to be |
832 | * aligned where. |
833 | */ |
834 | if (state->orientable) { |
835 | int y; |
836 | for (y = 0; y < state->h; y++) { |
837 | draw_rect(fe, COORD(0) - BORDER / 2, |
838 | COORD(y) + HIGHLIGHT_WIDTH + 1, |
839 | BORDER / 2 - 2 * HIGHLIGHT_WIDTH, |
840 | HIGHLIGHT_WIDTH + 1, COL_TOP); |
841 | draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH, |
842 | COORD(y) + HIGHLIGHT_WIDTH + 1, |
843 | BORDER / 2 - 2 * HIGHLIGHT_WIDTH, |
844 | HIGHLIGHT_WIDTH + 1, COL_TOP); |
845 | draw_rect(fe, COORD(0) - BORDER / 2, |
846 | COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH, |
847 | BORDER / 2 - 2 * HIGHLIGHT_WIDTH, |
848 | HIGHLIGHT_WIDTH + 1, COL_BOTTOM); |
849 | draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH, |
850 | COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH, |
851 | BORDER / 2 - 2 * HIGHLIGHT_WIDTH, |
852 | HIGHLIGHT_WIDTH + 1, COL_BOTTOM); |
853 | } |
854 | } |
855 | |
9038fd11 |
856 | /* |
857 | * Recessed area containing the whole puzzle. |
858 | */ |
859 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
860 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
861 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
862 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
863 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
864 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
865 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
866 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
867 | |
868 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
869 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
870 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
871 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
872 | |
873 | ds->started = TRUE; |
874 | } |
875 | |
876 | /* |
877 | * If we're drawing any rotated tiles, sort out the rotation |
878 | * parameters, and also zap the rotation region to the |
879 | * background colour before doing anything else. |
880 | */ |
881 | if (oldstate) { |
882 | float angle; |
883 | float anim_max = game_anim_length(oldstate, state, dir); |
884 | |
885 | if (dir > 0) { |
886 | lastx = state->lastx; |
887 | lasty = state->lasty; |
888 | lastr = state->lastr; |
889 | } else { |
890 | lastx = oldstate->lastx; |
891 | lasty = oldstate->lasty; |
892 | lastr = -oldstate->lastr; |
893 | } |
894 | |
895 | rot = &srot; |
896 | rot->cx = COORD(lastx); |
897 | rot->cy = COORD(lasty); |
898 | rot->cw = rot->ch = TILE_SIZE * state->n; |
899 | rot->ox = rot->cx + rot->cw/2; |
900 | rot->oy = rot->cy + rot->ch/2; |
901 | angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); |
902 | rot->c = cos(angle); |
903 | rot->s = sin(angle); |
904 | |
905 | /* |
906 | * Sort out the colours of the various sides of the tile. |
907 | */ |
908 | rot->lc = highlight_colour(PI + angle); |
909 | rot->rc = highlight_colour(angle); |
910 | rot->tc = highlight_colour(PI/2 + angle); |
911 | rot->bc = highlight_colour(-PI/2 + angle); |
912 | |
913 | draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); |
914 | } else |
915 | rot = NULL; |
916 | |
917 | /* |
918 | * Now draw each tile. |
919 | */ |
920 | for (i = 0; i < state->w * state->h; i++) { |
921 | int t; |
922 | int tx = i % state->w, ty = i / state->w; |
923 | |
924 | /* |
925 | * Figure out what should be displayed at this location. |
926 | * Usually it will be state->grid[i], unless we're in the |
927 | * middle of animating an actual rotation and this cell is |
928 | * within the rotation region, in which case we set -1 |
929 | * (always display). |
930 | */ |
931 | if (oldstate && lastx >= 0 && lasty >= 0 && |
932 | tx >= lastx && tx < lastx + state->n && |
933 | ty >= lasty && ty < lasty + state->n) |
934 | t = -1; |
935 | else |
936 | t = state->grid[i]; |
937 | |
938 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
939 | ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { |
940 | int x = COORD(tx), y = COORD(ty); |
941 | |
942 | draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); |
943 | ds->grid[i] = t; |
944 | } |
945 | } |
946 | ds->bgcolour = bgcolour; |
947 | |
948 | /* |
949 | * Update the status bar. |
950 | */ |
951 | { |
952 | char statusbuf[256]; |
953 | |
954 | /* |
955 | * Don't show the new status until we're also showing the |
956 | * new _state_ - after the game animation is complete. |
957 | */ |
958 | if (oldstate) |
959 | state = oldstate; |
960 | |
961 | sprintf(statusbuf, "%sMoves: %d", |
962 | (state->completed ? "COMPLETED! " : ""), |
963 | (state->completed ? state->completed : state->movecount)); |
964 | |
965 | status_bar(fe, statusbuf); |
966 | } |
967 | } |
968 | |
969 | static int game_wants_statusbar(void) |
970 | { |
971 | return TRUE; |
972 | } |
973 | |
974 | #ifdef COMBINED |
975 | #define thegame twiddle |
976 | #endif |
977 | |
978 | const struct game thegame = { |
979 | "Twiddle", "games.twiddle", TRUE, |
980 | default_params, |
981 | game_fetch_preset, |
982 | decode_params, |
983 | encode_params, |
984 | free_params, |
985 | dup_params, |
986 | game_configure, |
987 | custom_params, |
988 | validate_params, |
989 | new_game_seed, |
990 | validate_seed, |
991 | new_game, |
992 | dup_game, |
993 | free_game, |
994 | new_ui, |
995 | free_ui, |
996 | make_move, |
997 | game_size, |
998 | game_colours, |
999 | game_new_drawstate, |
1000 | game_free_drawstate, |
1001 | game_redraw, |
1002 | game_anim_length, |
1003 | game_flash_length, |
1004 | game_wants_statusbar, |
1005 | }; |