After brainstorming with Gareth, we've decided that this is a much
[sgt/puzzles] / twiddle.c
CommitLineData
9038fd11 1/*
2 * twiddle.c: Puzzle involving rearranging a grid of squares by
3 * rotating subsquares. Adapted and generalised from a
4 * door-unlocking puzzle in Metroid Prime 2 (the one in the Main
5 * Gyro Chamber).
6 */
7
9038fd11 8#include <stdio.h>
9#include <stdlib.h>
10#include <string.h>
11#include <assert.h>
12#include <ctype.h>
13#include <math.h>
14
15#include "puzzles.h"
16
17#define TILE_SIZE 48
18#define BORDER (TILE_SIZE / 2)
19#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20#define COORD(x) ( (x) * TILE_SIZE + BORDER )
21#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
22
23#define PI 3.141592653589793238462643383279502884197169399
24
25#define ANIM_PER_RADIUS_UNIT 0.13F
26#define FLASH_FRAME 0.13F
27
28enum {
29 COL_BACKGROUND,
30 COL_TEXT,
31 COL_HIGHLIGHT,
32 COL_HIGHLIGHT_GENTLE,
33 COL_LOWLIGHT,
34 COL_LOWLIGHT_GENTLE,
35 NCOLOURS
36};
37
38struct game_params {
39 int w, h, n;
40 int rowsonly;
a3631c72 41 int orientable;
9038fd11 42};
43
44struct game_state {
45 int w, h, n;
a3631c72 46 int orientable;
9038fd11 47 int *grid;
48 int completed;
49 int movecount;
50 int lastx, lasty, lastr; /* coordinates of last rotation */
51};
52
53static game_params *default_params(void)
54{
55 game_params *ret = snew(game_params);
56
57 ret->w = ret->h = 3;
58 ret->n = 2;
a3631c72 59 ret->rowsonly = ret->orientable = FALSE;
9038fd11 60
61 return ret;
62}
63
64
65static void free_params(game_params *params)
66{
67 sfree(params);
68}
69
70static game_params *dup_params(game_params *params)
71{
72 game_params *ret = snew(game_params);
73 *ret = *params; /* structure copy */
74 return ret;
75}
76
77static int game_fetch_preset(int i, char **name, game_params **params)
78{
79 static struct {
80 char *title;
81 game_params params;
82 } presets[] = {
a3631c72 83 { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
84 { "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
85 { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
9038fd11 86 { "4x4 normal", { 4, 4, 2, FALSE } },
a3631c72 87 { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
9038fd11 88 { "4x4 radius 3", { 4, 4, 3, FALSE } },
89 { "5x5 radius 3", { 5, 5, 3, FALSE } },
90 { "6x6 radius 4", { 6, 6, 4, FALSE } },
91 };
92
93 if (i < 0 || i >= lenof(presets))
94 return FALSE;
95
96 *name = dupstr(presets[i].title);
97 *params = dup_params(&presets[i].params);
98
99 return TRUE;
100}
101
102static game_params *decode_params(char const *string)
103{
104 game_params *ret = snew(game_params);
105
106 ret->w = ret->h = atoi(string);
107 ret->n = 2;
a3631c72 108 ret->rowsonly = ret->orientable = FALSE;
9038fd11 109 while (*string && isdigit(*string)) string++;
110 if (*string == 'x') {
111 string++;
112 ret->h = atoi(string);
113 while (*string && isdigit(*string)) string++;
114 }
115 if (*string == 'n') {
116 string++;
117 ret->n = atoi(string);
118 while (*string && isdigit(*string)) string++;
119 }
a3631c72 120 while (*string) {
121 if (*string == 'r') {
122 ret->rowsonly = TRUE;
123 } else if (*string == 'o') {
124 ret->orientable = TRUE;
125 }
9038fd11 126 string++;
9038fd11 127 }
128
129 return ret;
130}
131
132static char *encode_params(game_params *params)
133{
134 char buf[256];
a3631c72 135 sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
136 params->rowsonly ? "r" : "",
137 params->orientable ? "o" : "");
9038fd11 138 return dupstr(buf);
139}
140
141static config_item *game_configure(game_params *params)
142{
143 config_item *ret;
144 char buf[80];
145
a3631c72 146 ret = snewn(6, config_item);
9038fd11 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
a3631c72 171 ret[4].name = "Orientation matters";
172 ret[4].type = C_BOOLEAN;
9038fd11 173 ret[4].sval = NULL;
a3631c72 174 ret[4].ival = params->orientable;
175
176 ret[5].name = NULL;
177 ret[5].type = C_END;
178 ret[5].sval = NULL;
179 ret[5].ival = 0;
9038fd11 180
181 return ret;
182}
183
184static game_params *custom_params(config_item *cfg)
185{
186 game_params *ret = snew(game_params);
187
188 ret->w = atoi(cfg[0].sval);
189 ret->h = atoi(cfg[1].sval);
190 ret->n = atoi(cfg[2].sval);
191 ret->rowsonly = cfg[3].ival;
a3631c72 192 ret->orientable = cfg[4].ival;
9038fd11 193
194 return ret;
195}
196
197static char *validate_params(game_params *params)
198{
199 if (params->n < 2)
200 return "Rotation radius must be at least two";
201 if (params->w < params->n)
202 return "Width must be at least the rotation radius";
203 if (params->h < params->n)
204 return "Height must be at least the rotation radius";
205 return NULL;
206}
207
208/*
209 * This function actually performs a rotation on a grid. The `x'
210 * and `y' coordinates passed in are the coordinates of the _top
211 * left corner_ of the rotated region. (Using the centre would have
212 * involved half-integers and been annoyingly fiddly. Clicking in
213 * the centre is good for a user interface, but too inconvenient to
214 * use internally.)
215 */
a3631c72 216static void do_rotate(int *grid, int w, int h, int n, int orientable,
217 int x, int y, int dir)
9038fd11 218{
219 int i, j;
220
221 assert(x >= 0 && x+n <= w);
222 assert(y >= 0 && y+n <= h);
223 dir &= 3;
224 if (dir == 0)
225 return; /* nothing to do */
226
227 grid += y*w+x; /* translate region to top corner */
228
229 /*
230 * If we were leaving the result of the rotation in a separate
231 * grid, the simple thing to do would be to loop over each
232 * square within the rotated region and assign it from its
233 * source square. However, to do it in place without taking
234 * O(n^2) memory, we need to be marginally more clever. What
235 * I'm going to do is loop over about one _quarter_ of the
236 * rotated region and permute each element within that quarter
237 * with its rotational coset.
238 *
239 * The size of the region I need to loop over is (n+1)/2 by
240 * n/2, which is an obvious exact quarter for even n and is a
241 * rectangle for odd n. (For odd n, this technique leaves out
242 * one element of the square, which is of course the central
243 * one that never moves anyway.)
244 */
245 for (i = 0; i < (n+1)/2; i++) {
246 for (j = 0; j < n/2; j++) {
247 int k;
248 int g[4];
249 int p[4] = {
250 j*w+i,
251 i*w+(n-j-1),
252 (n-j-1)*w+(n-i-1),
253 (n-i-1)*w+j
254 };
255
256 for (k = 0; k < 4; k++)
257 g[k] = grid[p[k]];
258
a3631c72 259 for (k = 0; k < 4; k++) {
260 int v = g[(k+dir) & 3];
261 if (orientable)
262 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
263 grid[p[k]] = v;
264 }
9038fd11 265 }
266 }
a3631c72 267
268 /*
269 * Don't forget the orientation on the centre square, if n is
270 * odd.
271 */
272 if (orientable && (n & 1)) {
273 int v = grid[n/2*(w+1)];
274 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
275 grid[n/2*(w+1)] = v;
276 }
9038fd11 277}
278
a3631c72 279static int grid_complete(int *grid, int wh, int orientable)
9038fd11 280{
281 int ok = TRUE;
282 int i;
283 for (i = 1; i < wh; i++)
284 if (grid[i] < grid[i-1])
285 ok = FALSE;
a3631c72 286 if (orientable) {
287 for (i = 0; i < wh; i++)
288 if (grid[i] & 3)
289 ok = FALSE;
290 }
9038fd11 291 return ok;
292}
293
294static char *new_game_seed(game_params *params, random_state *rs)
295{
296 int *grid;
297 int w = params->w, h = params->h, n = params->n, wh = w*h;
298 int i;
299 char *ret;
300 int retlen;
301 int total_moves;
302
303 /*
304 * Set up a solved grid.
305 */
306 grid = snewn(wh, int);
307 for (i = 0; i < wh; i++)
a3631c72 308 grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
9038fd11 309
310 /*
311 * Shuffle it. This game is complex enough that I don't feel up
312 * to analysing its full symmetry properties (particularly at
313 * n=4 and above!), so I'm going to do it the pedestrian way
314 * and simply shuffle the grid by making a long sequence of
315 * randomly chosen moves.
316 */
317 total_moves = w*h*n*n*2;
318 for (i = 0; i < total_moves; i++) {
319 int x, y;
320
321 x = random_upto(rs, w - n + 1);
322 y = random_upto(rs, h - n + 1);
a3631c72 323 do_rotate(grid, w, h, n, params->orientable,
324 x, y, 1 + random_upto(rs, 3));
9038fd11 325
326 /*
327 * Optionally one more move in case the entire grid has
328 * happened to come out solved.
329 */
a3631c72 330 if (i == total_moves - 1 && grid_complete(grid, wh,
331 params->orientable))
9038fd11 332 i--;
333 }
334
335 /*
336 * Now construct the game seed, by describing the grid as a
337 * simple sequence of comma-separated integers.
338 */
339 ret = NULL;
340 retlen = 0;
341 for (i = 0; i < wh; i++) {
342 char buf[80];
343 int k;
344
345 k = sprintf(buf, "%d,", grid[i]);
346
347 ret = sresize(ret, retlen + k + 1, char);
348 strcpy(ret + retlen, buf);
349 retlen += k;
350 }
351 ret[retlen-1] = '\0'; /* delete last comma */
352
353 sfree(grid);
354 return ret;
355}
356
357static char *validate_seed(game_params *params, char *seed)
358{
359 char *p, *err;
360 int w = params->w, h = params->h, wh = w*h;
361 int i;
362
363 p = seed;
364 err = NULL;
365
366 for (i = 0; i < wh; i++) {
367 if (*p < '0' || *p > '9') {
368 return "Not enough numbers in string";
369 }
370 while (*p >= '0' && *p <= '9')
371 p++;
372 if (i < wh-1 && *p != ',') {
373 return "Expected comma after number";
374 }
375 else if (i == wh-1 && *p) {
376 return "Excess junk at end of string";
377 }
378
379 if (*p) p++; /* eat comma */
380 }
381
382 return NULL;
383}
384
385static game_state *new_game(game_params *params, char *seed)
386{
387 game_state *state = snew(game_state);
388 int w = params->w, h = params->h, n = params->n, wh = w*h;
389 int i;
390 char *p;
391
392 state->w = w;
393 state->h = h;
394 state->n = n;
a3631c72 395 state->orientable = params->orientable;
9038fd11 396 state->completed = 0;
397 state->movecount = 0;
398 state->lastx = state->lasty = state->lastr = -1;
399
400 state->grid = snewn(wh, int);
401
402 p = seed;
403
404 for (i = 0; i < wh; i++) {
405 state->grid[i] = atoi(p);
406 while (*p >= '0' && *p <= '9')
407 p++;
408
409 if (*p) p++; /* eat comma */
410 }
411
412 return state;
413}
414
415static game_state *dup_game(game_state *state)
416{
417 game_state *ret = snew(game_state);
418
419 ret->w = state->w;
420 ret->h = state->h;
421 ret->n = state->n;
a3631c72 422 ret->orientable = state->orientable;
9038fd11 423 ret->completed = state->completed;
424 ret->movecount = state->movecount;
425 ret->lastx = state->lastx;
426 ret->lasty = state->lasty;
427 ret->lastr = state->lastr;
428
429 ret->grid = snewn(ret->w * ret->h, int);
430 memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
431
432 return ret;
433}
434
435static void free_game(game_state *state)
436{
437 sfree(state->grid);
438 sfree(state);
439}
440
441static game_ui *new_ui(game_state *state)
442{
443 return NULL;
444}
445
446static void free_ui(game_ui *ui)
447{
448}
449
450static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
451 int button)
452{
453 int w = from->w, h = from->h, n = from->n, wh = w*h;
454 game_state *ret;
455 int dir;
456
457 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
458 /*
459 * Determine the coordinates of the click. We offset by n-1
460 * half-blocks so that the user must click at the centre of
461 * a rotation region rather than at the corner.
462 */
463 x -= (n-1) * TILE_SIZE / 2;
464 y -= (n-1) * TILE_SIZE / 2;
465 x = FROMCOORD(x);
466 y = FROMCOORD(y);
467 if (x < 0 || x > w-n || y < 0 || y > w-n)
468 return NULL;
469
470 /*
471 * This is a valid move. Make it.
472 */
473 ret = dup_game(from);
474 ret->movecount++;
475 dir = (button == LEFT_BUTTON ? 1 : -1);
a3631c72 476 do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
9038fd11 477 ret->lastx = x;
478 ret->lasty = y;
479 ret->lastr = dir;
480
481 /*
482 * See if the game has been completed. To do this we simply
483 * test that the grid contents are in increasing order.
484 */
a3631c72 485 if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
9038fd11 486 ret->completed = ret->movecount;
487 return ret;
488 }
489 return NULL;
490}
491
492/* ----------------------------------------------------------------------
493 * Drawing routines.
494 */
495
496struct game_drawstate {
497 int started;
498 int w, h, bgcolour;
499 int *grid;
500};
501
502static void game_size(game_params *params, int *x, int *y)
503{
504 *x = TILE_SIZE * params->w + 2 * BORDER;
505 *y = TILE_SIZE * params->h + 2 * BORDER;
506}
507
508static float *game_colours(frontend *fe, game_state *state, int *ncolours)
509{
510 float *ret = snewn(3 * NCOLOURS, float);
511 int i;
512 float max;
513
514 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
515
516 /*
517 * Drop the background colour so that the highlight is
518 * noticeably brighter than it while still being under 1.
519 */
520 max = ret[COL_BACKGROUND*3];
521 for (i = 1; i < 3; i++)
522 if (ret[COL_BACKGROUND*3+i] > max)
523 max = ret[COL_BACKGROUND*3+i];
524 if (max * 1.2F > 1.0F) {
525 for (i = 0; i < 3; i++)
526 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
527 }
528
529 for (i = 0; i < 3; i++) {
530 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
531 ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
532 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
533 ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
534 ret[COL_TEXT * 3 + i] = 0.0;
535 }
536
537 *ncolours = NCOLOURS;
538 return ret;
539}
540
541static game_drawstate *game_new_drawstate(game_state *state)
542{
543 struct game_drawstate *ds = snew(struct game_drawstate);
544 int i;
545
546 ds->started = FALSE;
547 ds->w = state->w;
548 ds->h = state->h;
549 ds->bgcolour = COL_BACKGROUND;
550 ds->grid = snewn(ds->w*ds->h, int);
551 for (i = 0; i < ds->w*ds->h; i++)
552 ds->grid[i] = -1;
553
554 return ds;
555}
556
557static void game_free_drawstate(game_drawstate *ds)
558{
559 sfree(ds);
560}
561
562struct rotation {
563 int cx, cy, cw, ch; /* clip region */
564 int ox, oy; /* rotation origin */
565 float c, s; /* cos and sin of rotation angle */
566 int lc, rc, tc, bc; /* colours of tile edges */
567};
568
569static void rotate(int *xy, struct rotation *rot)
570{
571 if (rot) {
572 float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
573 float xf2, yf2;
574
575 xf2 = rot->c * xf + rot->s * yf;
576 yf2 = - rot->s * xf + rot->c * yf;
577
578 xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
579 xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
580 }
581}
582
583static void draw_tile(frontend *fe, game_state *state, int x, int y,
584 int tile, int flash_colour, struct rotation *rot)
585{
586 int coords[8];
587 char str[40];
588
589 if (rot)
590 clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
591
592 /*
593 * We must draw each side of the tile's highlight separately,
594 * because in some cases (during rotation) they will all need
595 * to be different colours.
596 */
597
598 /* The centre point is common to all sides. */
599 coords[4] = x + TILE_SIZE / 2;
600 coords[5] = y + TILE_SIZE / 2;
601 rotate(coords+4, rot);
602
603 /* Right side. */
604 coords[0] = x + TILE_SIZE - 1;
605 coords[1] = y + TILE_SIZE - 1;
606 rotate(coords+0, rot);
607 coords[2] = x + TILE_SIZE - 1;
608 coords[3] = y;
609 rotate(coords+2, rot);
610 draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
611 draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
612
613 /* Bottom side. */
614 coords[2] = x;
615 coords[3] = y + TILE_SIZE - 1;
616 rotate(coords+2, rot);
617 draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
618 draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
619
620 /* Left side. */
621 coords[0] = x;
622 coords[1] = y;
623 rotate(coords+0, rot);
624 draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
625 draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
626
627 /* Top side. */
628 coords[2] = x + TILE_SIZE - 1;
629 coords[3] = y;
630 rotate(coords+2, rot);
631 draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
632 draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
633
a3631c72 634 /*
635 * Now the main blank area in the centre of the tile.
636 */
9038fd11 637 if (rot) {
638 coords[0] = x + HIGHLIGHT_WIDTH;
639 coords[1] = y + HIGHLIGHT_WIDTH;
640 rotate(coords+0, rot);
641 coords[2] = x + HIGHLIGHT_WIDTH;
642 coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
643 rotate(coords+2, rot);
644 coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
645 coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
646 rotate(coords+4, rot);
647 coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
648 coords[7] = y + HIGHLIGHT_WIDTH;
649 rotate(coords+6, rot);
650 draw_polygon(fe, coords, 4, TRUE, flash_colour);
651 draw_polygon(fe, coords, 4, FALSE, flash_colour);
652 } else {
653 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
654 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
655 flash_colour);
656 }
657
a3631c72 658 /*
659 * Next, the colour bars for orientation.
660 */
661 if (state->orientable) {
d50832a3 662 int xdx, xdy, ydx, ydy;
663 int cx, cy, displ, displ2;
a3631c72 664 switch (tile & 3) {
665 case 0:
d50832a3 666 xdx = 1, xdy = 0;
667 ydx = 0, ydy = 1;
a3631c72 668 break;
669 case 1:
d50832a3 670 xdx = 0, xdy = -1;
671 ydx = 1, ydy = 0;
a3631c72 672 break;
673 case 2:
d50832a3 674 xdx = -1, xdy = 0;
675 ydx = 0, ydy = -1;
a3631c72 676 break;
677 default /* case 3 */:
d50832a3 678 xdx = 0, xdy = 1;
679 ydx = -1, ydy = 0;
a3631c72 680 break;
681 }
682
d50832a3 683 cx = x + TILE_SIZE / 2;
684 cy = y + TILE_SIZE / 2;
685 displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
686 displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
a3631c72 687
d50832a3 688 coords[0] = cx - displ * xdx - displ2 * ydx;
689 coords[1] = cy - displ * xdy - displ2 * ydy;
a3631c72 690 rotate(coords+0, rot);
d50832a3 691 coords[2] = cx + displ * xdx - displ2 * ydx;
692 coords[3] = cy + displ * xdy - displ2 * ydy;
a3631c72 693 rotate(coords+2, rot);
d50832a3 694 coords[4] = cx + displ * ydx;
695 coords[5] = cy + displ * ydy;
a3631c72 696 rotate(coords+4, rot);
d50832a3 697 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
698 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
a3631c72 699 }
700
9038fd11 701 coords[0] = x + TILE_SIZE/2;
702 coords[1] = y + TILE_SIZE/2;
703 rotate(coords+0, rot);
a3631c72 704 sprintf(str, "%d", tile / 4);
9038fd11 705 draw_text(fe, coords[0], coords[1],
706 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
707 COL_TEXT, str);
708
709 if (rot)
710 unclip(fe);
711
712 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
713}
714
715static int highlight_colour(float angle)
716{
717 int colours[32] = {
718 COL_LOWLIGHT,
719 COL_LOWLIGHT_GENTLE,
720 COL_LOWLIGHT_GENTLE,
721 COL_LOWLIGHT_GENTLE,
722 COL_HIGHLIGHT_GENTLE,
723 COL_HIGHLIGHT_GENTLE,
724 COL_HIGHLIGHT_GENTLE,
725 COL_HIGHLIGHT,
726 COL_HIGHLIGHT,
727 COL_HIGHLIGHT,
728 COL_HIGHLIGHT,
729 COL_HIGHLIGHT,
730 COL_HIGHLIGHT,
731 COL_HIGHLIGHT,
732 COL_HIGHLIGHT,
733 COL_HIGHLIGHT,
734 COL_HIGHLIGHT,
735 COL_HIGHLIGHT_GENTLE,
736 COL_HIGHLIGHT_GENTLE,
737 COL_HIGHLIGHT_GENTLE,
738 COL_LOWLIGHT_GENTLE,
739 COL_LOWLIGHT_GENTLE,
740 COL_LOWLIGHT_GENTLE,
741 COL_LOWLIGHT,
742 COL_LOWLIGHT,
743 COL_LOWLIGHT,
744 COL_LOWLIGHT,
745 COL_LOWLIGHT,
746 COL_LOWLIGHT,
747 COL_LOWLIGHT,
748 COL_LOWLIGHT,
749 COL_LOWLIGHT,
750 };
751
752 return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
753}
754
755static float game_anim_length(game_state *oldstate, game_state *newstate,
756 int dir)
757{
758 return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
759}
760
761static float game_flash_length(game_state *oldstate, game_state *newstate,
762 int dir)
763{
764 if (!oldstate->completed && newstate->completed)
765 return 2 * FLASH_FRAME;
766 else
767 return 0.0F;
768}
769
770static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
771 game_state *state, int dir, game_ui *ui,
772 float animtime, float flashtime)
773{
774 int i, bgcolour;
775 struct rotation srot, *rot;
776 int lastx = -1, lasty = -1, lastr = -1;
777
778 if (flashtime > 0) {
779 int frame = (int)(flashtime / FLASH_FRAME);
780 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
781 } else
782 bgcolour = COL_BACKGROUND;
783
784 if (!ds->started) {
785 int coords[6];
786
787 draw_rect(fe, 0, 0,
788 TILE_SIZE * state->w + 2 * BORDER,
789 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
790 draw_update(fe, 0, 0,
791 TILE_SIZE * state->w + 2 * BORDER,
792 TILE_SIZE * state->h + 2 * BORDER);
793
794 /*
795 * Recessed area containing the whole puzzle.
796 */
797 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
798 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
799 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
800 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
801 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
802 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
803 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
804 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
805
806 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
807 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
808 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
809 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
810
811 ds->started = TRUE;
812 }
813
814 /*
815 * If we're drawing any rotated tiles, sort out the rotation
816 * parameters, and also zap the rotation region to the
817 * background colour before doing anything else.
818 */
819 if (oldstate) {
820 float angle;
821 float anim_max = game_anim_length(oldstate, state, dir);
822
823 if (dir > 0) {
824 lastx = state->lastx;
825 lasty = state->lasty;
826 lastr = state->lastr;
827 } else {
828 lastx = oldstate->lastx;
829 lasty = oldstate->lasty;
830 lastr = -oldstate->lastr;
831 }
832
833 rot = &srot;
834 rot->cx = COORD(lastx);
835 rot->cy = COORD(lasty);
836 rot->cw = rot->ch = TILE_SIZE * state->n;
837 rot->ox = rot->cx + rot->cw/2;
838 rot->oy = rot->cy + rot->ch/2;
839 angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
840 rot->c = cos(angle);
841 rot->s = sin(angle);
842
843 /*
844 * Sort out the colours of the various sides of the tile.
845 */
846 rot->lc = highlight_colour(PI + angle);
847 rot->rc = highlight_colour(angle);
848 rot->tc = highlight_colour(PI/2 + angle);
849 rot->bc = highlight_colour(-PI/2 + angle);
850
851 draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
852 } else
853 rot = NULL;
854
855 /*
856 * Now draw each tile.
857 */
858 for (i = 0; i < state->w * state->h; i++) {
859 int t;
860 int tx = i % state->w, ty = i / state->w;
861
862 /*
863 * Figure out what should be displayed at this location.
864 * Usually it will be state->grid[i], unless we're in the
865 * middle of animating an actual rotation and this cell is
866 * within the rotation region, in which case we set -1
867 * (always display).
868 */
869 if (oldstate && lastx >= 0 && lasty >= 0 &&
870 tx >= lastx && tx < lastx + state->n &&
871 ty >= lasty && ty < lasty + state->n)
872 t = -1;
873 else
874 t = state->grid[i];
875
876 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
877 ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
878 int x = COORD(tx), y = COORD(ty);
879
880 draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
881 ds->grid[i] = t;
882 }
883 }
884 ds->bgcolour = bgcolour;
885
886 /*
887 * Update the status bar.
888 */
889 {
890 char statusbuf[256];
891
892 /*
893 * Don't show the new status until we're also showing the
894 * new _state_ - after the game animation is complete.
895 */
896 if (oldstate)
897 state = oldstate;
898
899 sprintf(statusbuf, "%sMoves: %d",
900 (state->completed ? "COMPLETED! " : ""),
901 (state->completed ? state->completed : state->movecount));
902
903 status_bar(fe, statusbuf);
904 }
905}
906
907static int game_wants_statusbar(void)
908{
909 return TRUE;
910}
911
912#ifdef COMBINED
913#define thegame twiddle
914#endif
915
916const struct game thegame = {
917 "Twiddle", "games.twiddle", TRUE,
918 default_params,
919 game_fetch_preset,
920 decode_params,
921 encode_params,
922 free_params,
923 dup_params,
924 game_configure,
925 custom_params,
926 validate_params,
927 new_game_seed,
928 validate_seed,
929 new_game,
930 dup_game,
931 free_game,
932 new_ui,
933 free_ui,
934 make_move,
935 game_size,
936 game_colours,
937 game_new_drawstate,
938 game_free_drawstate,
939 game_redraw,
940 game_anim_length,
941 game_flash_length,
942 game_wants_statusbar,
943};