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