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