| 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 | #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 PREFERRED_TILE_SIZE 48 |
| 18 | #define TILE_SIZE (ds->tilesize) |
| 19 | #define BORDER (TILE_SIZE / 2) |
| 20 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
| 21 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 22 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
| 23 | |
| 24 | #define ANIM_PER_RADIUS_UNIT 0.13F |
| 25 | #define FLASH_FRAME 0.13F |
| 26 | |
| 27 | enum { |
| 28 | COL_BACKGROUND, |
| 29 | COL_TEXT, |
| 30 | COL_HIGHLIGHT, |
| 31 | COL_HIGHLIGHT_GENTLE, |
| 32 | COL_LOWLIGHT, |
| 33 | COL_LOWLIGHT_GENTLE, |
| 34 | NCOLOURS |
| 35 | }; |
| 36 | |
| 37 | struct game_params { |
| 38 | int w, h, n; |
| 39 | int rowsonly; |
| 40 | int orientable; |
| 41 | int movetarget; |
| 42 | }; |
| 43 | |
| 44 | struct game_state { |
| 45 | int w, h, n; |
| 46 | int orientable; |
| 47 | int *grid; |
| 48 | int completed; |
| 49 | int just_used_solve; /* used to suppress undo animation */ |
| 50 | int used_solve; /* used to suppress completion flash */ |
| 51 | int movecount, movetarget; |
| 52 | int lastx, lasty, lastr; /* coordinates of last rotation */ |
| 53 | }; |
| 54 | |
| 55 | static game_params *default_params(void) |
| 56 | { |
| 57 | game_params *ret = snew(game_params); |
| 58 | |
| 59 | ret->w = ret->h = 3; |
| 60 | ret->n = 2; |
| 61 | ret->rowsonly = ret->orientable = FALSE; |
| 62 | ret->movetarget = 0; |
| 63 | |
| 64 | return ret; |
| 65 | } |
| 66 | |
| 67 | |
| 68 | static void free_params(game_params *params) |
| 69 | { |
| 70 | sfree(params); |
| 71 | } |
| 72 | |
| 73 | static game_params *dup_params(game_params *params) |
| 74 | { |
| 75 | game_params *ret = snew(game_params); |
| 76 | *ret = *params; /* structure copy */ |
| 77 | return ret; |
| 78 | } |
| 79 | |
| 80 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 81 | { |
| 82 | static struct { |
| 83 | char *title; |
| 84 | game_params params; |
| 85 | } presets[] = { |
| 86 | { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } }, |
| 87 | { "3x3 normal", { 3, 3, 2, FALSE, FALSE } }, |
| 88 | { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, |
| 89 | { "4x4 normal", { 4, 4, 2, FALSE } }, |
| 90 | { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, |
| 91 | { "4x4 radius 3", { 4, 4, 3, FALSE } }, |
| 92 | { "5x5 radius 3", { 5, 5, 3, FALSE } }, |
| 93 | { "6x6 radius 4", { 6, 6, 4, FALSE } }, |
| 94 | }; |
| 95 | |
| 96 | if (i < 0 || i >= lenof(presets)) |
| 97 | return FALSE; |
| 98 | |
| 99 | *name = dupstr(presets[i].title); |
| 100 | *params = dup_params(&presets[i].params); |
| 101 | |
| 102 | return TRUE; |
| 103 | } |
| 104 | |
| 105 | static void decode_params(game_params *ret, char const *string) |
| 106 | { |
| 107 | ret->w = ret->h = atoi(string); |
| 108 | ret->n = 2; |
| 109 | ret->rowsonly = ret->orientable = FALSE; |
| 110 | ret->movetarget = 0; |
| 111 | while (*string && isdigit(*string)) string++; |
| 112 | if (*string == 'x') { |
| 113 | string++; |
| 114 | ret->h = atoi(string); |
| 115 | while (*string && isdigit(*string)) string++; |
| 116 | } |
| 117 | if (*string == 'n') { |
| 118 | string++; |
| 119 | ret->n = atoi(string); |
| 120 | while (*string && isdigit(*string)) string++; |
| 121 | } |
| 122 | while (*string) { |
| 123 | if (*string == 'r') { |
| 124 | ret->rowsonly = TRUE; |
| 125 | } else if (*string == 'o') { |
| 126 | ret->orientable = TRUE; |
| 127 | } else if (*string == 'm') { |
| 128 | string++; |
| 129 | ret->movetarget = atoi(string); |
| 130 | while (string[1] && isdigit(string[1])) string++; |
| 131 | } |
| 132 | string++; |
| 133 | } |
| 134 | } |
| 135 | |
| 136 | static char *encode_params(game_params *params, int full) |
| 137 | { |
| 138 | char buf[256]; |
| 139 | sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, |
| 140 | params->rowsonly ? "r" : "", |
| 141 | params->orientable ? "o" : ""); |
| 142 | /* Shuffle limit is part of the limited parameters, because we have to |
| 143 | * supply the target move count. */ |
| 144 | if (params->movetarget) |
| 145 | sprintf(buf + strlen(buf), "m%d", params->movetarget); |
| 146 | return dupstr(buf); |
| 147 | } |
| 148 | |
| 149 | static config_item *game_configure(game_params *params) |
| 150 | { |
| 151 | config_item *ret; |
| 152 | char buf[80]; |
| 153 | |
| 154 | ret = snewn(7, config_item); |
| 155 | |
| 156 | ret[0].name = "Width"; |
| 157 | ret[0].type = C_STRING; |
| 158 | sprintf(buf, "%d", params->w); |
| 159 | ret[0].sval = dupstr(buf); |
| 160 | ret[0].ival = 0; |
| 161 | |
| 162 | ret[1].name = "Height"; |
| 163 | ret[1].type = C_STRING; |
| 164 | sprintf(buf, "%d", params->h); |
| 165 | ret[1].sval = dupstr(buf); |
| 166 | ret[1].ival = 0; |
| 167 | |
| 168 | ret[2].name = "Rotation radius"; |
| 169 | ret[2].type = C_STRING; |
| 170 | sprintf(buf, "%d", params->n); |
| 171 | ret[2].sval = dupstr(buf); |
| 172 | ret[2].ival = 0; |
| 173 | |
| 174 | ret[3].name = "One number per row"; |
| 175 | ret[3].type = C_BOOLEAN; |
| 176 | ret[3].sval = NULL; |
| 177 | ret[3].ival = params->rowsonly; |
| 178 | |
| 179 | ret[4].name = "Orientation matters"; |
| 180 | ret[4].type = C_BOOLEAN; |
| 181 | ret[4].sval = NULL; |
| 182 | ret[4].ival = params->orientable; |
| 183 | |
| 184 | ret[5].name = "Number of shuffling moves"; |
| 185 | ret[5].type = C_STRING; |
| 186 | sprintf(buf, "%d", params->movetarget); |
| 187 | ret[5].sval = dupstr(buf); |
| 188 | ret[5].ival = 0; |
| 189 | |
| 190 | ret[6].name = NULL; |
| 191 | ret[6].type = C_END; |
| 192 | ret[6].sval = NULL; |
| 193 | ret[6].ival = 0; |
| 194 | |
| 195 | return ret; |
| 196 | } |
| 197 | |
| 198 | static game_params *custom_params(config_item *cfg) |
| 199 | { |
| 200 | game_params *ret = snew(game_params); |
| 201 | |
| 202 | ret->w = atoi(cfg[0].sval); |
| 203 | ret->h = atoi(cfg[1].sval); |
| 204 | ret->n = atoi(cfg[2].sval); |
| 205 | ret->rowsonly = cfg[3].ival; |
| 206 | ret->orientable = cfg[4].ival; |
| 207 | ret->movetarget = atoi(cfg[5].sval); |
| 208 | |
| 209 | return ret; |
| 210 | } |
| 211 | |
| 212 | static char *validate_params(game_params *params) |
| 213 | { |
| 214 | if (params->n < 2) |
| 215 | return "Rotation radius must be at least two"; |
| 216 | if (params->w < params->n) |
| 217 | return "Width must be at least the rotation radius"; |
| 218 | if (params->h < params->n) |
| 219 | return "Height must be at least the rotation radius"; |
| 220 | return NULL; |
| 221 | } |
| 222 | |
| 223 | /* |
| 224 | * This function actually performs a rotation on a grid. The `x' |
| 225 | * and `y' coordinates passed in are the coordinates of the _top |
| 226 | * left corner_ of the rotated region. (Using the centre would have |
| 227 | * involved half-integers and been annoyingly fiddly. Clicking in |
| 228 | * the centre is good for a user interface, but too inconvenient to |
| 229 | * use internally.) |
| 230 | */ |
| 231 | static void do_rotate(int *grid, int w, int h, int n, int orientable, |
| 232 | int x, int y, int dir) |
| 233 | { |
| 234 | int i, j; |
| 235 | |
| 236 | assert(x >= 0 && x+n <= w); |
| 237 | assert(y >= 0 && y+n <= h); |
| 238 | dir &= 3; |
| 239 | if (dir == 0) |
| 240 | return; /* nothing to do */ |
| 241 | |
| 242 | grid += y*w+x; /* translate region to top corner */ |
| 243 | |
| 244 | /* |
| 245 | * If we were leaving the result of the rotation in a separate |
| 246 | * grid, the simple thing to do would be to loop over each |
| 247 | * square within the rotated region and assign it from its |
| 248 | * source square. However, to do it in place without taking |
| 249 | * O(n^2) memory, we need to be marginally more clever. What |
| 250 | * I'm going to do is loop over about one _quarter_ of the |
| 251 | * rotated region and permute each element within that quarter |
| 252 | * with its rotational coset. |
| 253 | * |
| 254 | * The size of the region I need to loop over is (n+1)/2 by |
| 255 | * n/2, which is an obvious exact quarter for even n and is a |
| 256 | * rectangle for odd n. (For odd n, this technique leaves out |
| 257 | * one element of the square, which is of course the central |
| 258 | * one that never moves anyway.) |
| 259 | */ |
| 260 | for (i = 0; i < (n+1)/2; i++) { |
| 261 | for (j = 0; j < n/2; j++) { |
| 262 | int k; |
| 263 | int g[4]; |
| 264 | int p[4]; |
| 265 | |
| 266 | p[0] = j*w+i; |
| 267 | p[1] = i*w+(n-j-1); |
| 268 | p[2] = (n-j-1)*w+(n-i-1); |
| 269 | p[3] = (n-i-1)*w+j; |
| 270 | |
| 271 | for (k = 0; k < 4; k++) |
| 272 | g[k] = grid[p[k]]; |
| 273 | |
| 274 | for (k = 0; k < 4; k++) { |
| 275 | int v = g[(k+dir) & 3]; |
| 276 | if (orientable) |
| 277 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
| 278 | grid[p[k]] = v; |
| 279 | } |
| 280 | } |
| 281 | } |
| 282 | |
| 283 | /* |
| 284 | * Don't forget the orientation on the centre square, if n is |
| 285 | * odd. |
| 286 | */ |
| 287 | if (orientable && (n & 1)) { |
| 288 | int v = grid[n/2*(w+1)]; |
| 289 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
| 290 | grid[n/2*(w+1)] = v; |
| 291 | } |
| 292 | } |
| 293 | |
| 294 | static int grid_complete(int *grid, int wh, int orientable) |
| 295 | { |
| 296 | int ok = TRUE; |
| 297 | int i; |
| 298 | for (i = 1; i < wh; i++) |
| 299 | if (grid[i] < grid[i-1]) |
| 300 | ok = FALSE; |
| 301 | if (orientable) { |
| 302 | for (i = 0; i < wh; i++) |
| 303 | if (grid[i] & 3) |
| 304 | ok = FALSE; |
| 305 | } |
| 306 | return ok; |
| 307 | } |
| 308 | |
| 309 | static char *new_game_desc(game_params *params, random_state *rs, |
| 310 | char **aux, int interactive) |
| 311 | { |
| 312 | int *grid; |
| 313 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
| 314 | int i; |
| 315 | char *ret; |
| 316 | int retlen; |
| 317 | int total_moves; |
| 318 | |
| 319 | /* |
| 320 | * Set up a solved grid. |
| 321 | */ |
| 322 | grid = snewn(wh, int); |
| 323 | for (i = 0; i < wh; i++) |
| 324 | grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; |
| 325 | |
| 326 | /* |
| 327 | * Shuffle it. This game is complex enough that I don't feel up |
| 328 | * to analysing its full symmetry properties (particularly at |
| 329 | * n=4 and above!), so I'm going to do it the pedestrian way |
| 330 | * and simply shuffle the grid by making a long sequence of |
| 331 | * randomly chosen moves. |
| 332 | */ |
| 333 | total_moves = params->movetarget; |
| 334 | if (!total_moves) |
| 335 | /* Add a random move to avoid parity issues. */ |
| 336 | total_moves = w*h*n*n*2 + random_upto(rs, 2); |
| 337 | |
| 338 | do { |
| 339 | int *prevmoves; |
| 340 | int rw, rh; /* w/h of rotation centre space */ |
| 341 | |
| 342 | rw = w - n + 1; |
| 343 | rh = h - n + 1; |
| 344 | prevmoves = snewn(rw * rh, int); |
| 345 | for (i = 0; i < rw * rh; i++) |
| 346 | prevmoves[i] = 0; |
| 347 | |
| 348 | for (i = 0; i < total_moves; i++) { |
| 349 | int x, y, r, oldtotal, newtotal, dx, dy; |
| 350 | |
| 351 | do { |
| 352 | x = random_upto(rs, w - n + 1); |
| 353 | y = random_upto(rs, h - n + 1); |
| 354 | r = 2 * random_upto(rs, 2) - 1; |
| 355 | |
| 356 | /* |
| 357 | * See if any previous rotations has happened at |
| 358 | * this point which nothing has overlapped since. |
| 359 | * If so, ensure we haven't either undone a |
| 360 | * previous move or repeated one so many times that |
| 361 | * it turns into fewer moves in the inverse |
| 362 | * direction (i.e. three identical rotations). |
| 363 | */ |
| 364 | oldtotal = prevmoves[y*rw+x]; |
| 365 | newtotal = oldtotal + r; |
| 366 | |
| 367 | /* |
| 368 | * Special case here for w==h==n, in which case |
| 369 | * there is actually no way to _avoid_ all moves |
| 370 | * repeating or undoing previous ones. |
| 371 | */ |
| 372 | } while ((w != n || h != n) && |
| 373 | (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2)); |
| 374 | |
| 375 | do_rotate(grid, w, h, n, params->orientable, x, y, r); |
| 376 | |
| 377 | /* |
| 378 | * Log the rotation we've just performed at this point, |
| 379 | * for inversion detection in the next move. |
| 380 | * |
| 381 | * Also zero a section of the prevmoves array, because |
| 382 | * any rotation area which _overlaps_ this one is now |
| 383 | * entirely safe to perform further moves in. |
| 384 | * |
| 385 | * Two rotation areas overlap if their top left |
| 386 | * coordinates differ by strictly less than n in both |
| 387 | * directions |
| 388 | */ |
| 389 | prevmoves[y*rw+x] += r; |
| 390 | for (dy = -n+1; dy <= n-1; dy++) { |
| 391 | if (y + dy < 0 || y + dy >= rh) |
| 392 | continue; |
| 393 | for (dx = -n+1; dx <= n-1; dx++) { |
| 394 | if (x + dx < 0 || x + dx >= rw) |
| 395 | continue; |
| 396 | if (dx == 0 && dy == 0) |
| 397 | continue; |
| 398 | prevmoves[(y+dy)*rw+(x+dx)] = 0; |
| 399 | } |
| 400 | } |
| 401 | } |
| 402 | |
| 403 | sfree(prevmoves); |
| 404 | |
| 405 | } while (grid_complete(grid, wh, params->orientable)); |
| 406 | |
| 407 | /* |
| 408 | * Now construct the game description, by describing the grid |
| 409 | * as a simple sequence of integers. They're comma-separated, |
| 410 | * unless the puzzle is orientable in which case they're |
| 411 | * separated by orientation letters `u', `d', `l' and `r'. |
| 412 | */ |
| 413 | ret = NULL; |
| 414 | retlen = 0; |
| 415 | for (i = 0; i < wh; i++) { |
| 416 | char buf[80]; |
| 417 | int k; |
| 418 | |
| 419 | k = sprintf(buf, "%d%c", grid[i] / 4, |
| 420 | (char)(params->orientable ? "uldr"[grid[i] & 3] : ',')); |
| 421 | |
| 422 | ret = sresize(ret, retlen + k + 1, char); |
| 423 | strcpy(ret + retlen, buf); |
| 424 | retlen += k; |
| 425 | } |
| 426 | if (!params->orientable) |
| 427 | ret[retlen-1] = '\0'; /* delete last comma */ |
| 428 | |
| 429 | sfree(grid); |
| 430 | return ret; |
| 431 | } |
| 432 | |
| 433 | static char *validate_desc(game_params *params, char *desc) |
| 434 | { |
| 435 | char *p, *err; |
| 436 | int w = params->w, h = params->h, wh = w*h; |
| 437 | int i; |
| 438 | |
| 439 | p = desc; |
| 440 | err = NULL; |
| 441 | |
| 442 | for (i = 0; i < wh; i++) { |
| 443 | if (*p < '0' || *p > '9') |
| 444 | return "Not enough numbers in string"; |
| 445 | while (*p >= '0' && *p <= '9') |
| 446 | p++; |
| 447 | if (!params->orientable && i < wh-1) { |
| 448 | if (*p != ',') |
| 449 | return "Expected comma after number"; |
| 450 | } else if (params->orientable && i < wh) { |
| 451 | if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd') |
| 452 | return "Expected orientation letter after number"; |
| 453 | } else if (i == wh-1 && *p) { |
| 454 | return "Excess junk at end of string"; |
| 455 | } |
| 456 | |
| 457 | if (*p) p++; /* eat comma */ |
| 458 | } |
| 459 | |
| 460 | return NULL; |
| 461 | } |
| 462 | |
| 463 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
| 464 | { |
| 465 | game_state *state = snew(game_state); |
| 466 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
| 467 | int i; |
| 468 | char *p; |
| 469 | |
| 470 | state->w = w; |
| 471 | state->h = h; |
| 472 | state->n = n; |
| 473 | state->orientable = params->orientable; |
| 474 | state->completed = 0; |
| 475 | state->used_solve = state->just_used_solve = FALSE; |
| 476 | state->movecount = 0; |
| 477 | state->movetarget = params->movetarget; |
| 478 | state->lastx = state->lasty = state->lastr = -1; |
| 479 | |
| 480 | state->grid = snewn(wh, int); |
| 481 | |
| 482 | p = desc; |
| 483 | |
| 484 | for (i = 0; i < wh; i++) { |
| 485 | state->grid[i] = 4 * atoi(p); |
| 486 | while (*p >= '0' && *p <= '9') |
| 487 | p++; |
| 488 | if (*p) { |
| 489 | if (params->orientable) { |
| 490 | switch (*p) { |
| 491 | case 'l': state->grid[i] |= 1; break; |
| 492 | case 'd': state->grid[i] |= 2; break; |
| 493 | case 'r': state->grid[i] |= 3; break; |
| 494 | } |
| 495 | } |
| 496 | p++; |
| 497 | } |
| 498 | } |
| 499 | |
| 500 | return state; |
| 501 | } |
| 502 | |
| 503 | static game_state *dup_game(game_state *state) |
| 504 | { |
| 505 | game_state *ret = snew(game_state); |
| 506 | |
| 507 | ret->w = state->w; |
| 508 | ret->h = state->h; |
| 509 | ret->n = state->n; |
| 510 | ret->orientable = state->orientable; |
| 511 | ret->completed = state->completed; |
| 512 | ret->movecount = state->movecount; |
| 513 | ret->movetarget = state->movetarget; |
| 514 | ret->lastx = state->lastx; |
| 515 | ret->lasty = state->lasty; |
| 516 | ret->lastr = state->lastr; |
| 517 | ret->used_solve = state->used_solve; |
| 518 | ret->just_used_solve = state->just_used_solve; |
| 519 | |
| 520 | ret->grid = snewn(ret->w * ret->h, int); |
| 521 | memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); |
| 522 | |
| 523 | return ret; |
| 524 | } |
| 525 | |
| 526 | static void free_game(game_state *state) |
| 527 | { |
| 528 | sfree(state->grid); |
| 529 | sfree(state); |
| 530 | } |
| 531 | |
| 532 | static int compare_int(const void *av, const void *bv) |
| 533 | { |
| 534 | const int *a = (const int *)av; |
| 535 | const int *b = (const int *)bv; |
| 536 | if (*a < *b) |
| 537 | return -1; |
| 538 | else if (*a > *b) |
| 539 | return +1; |
| 540 | else |
| 541 | return 0; |
| 542 | } |
| 543 | |
| 544 | static char *solve_game(game_state *state, game_state *currstate, |
| 545 | char *aux, char **error) |
| 546 | { |
| 547 | return dupstr("S"); |
| 548 | } |
| 549 | |
| 550 | static char *game_text_format(game_state *state) |
| 551 | { |
| 552 | char *ret, *p, buf[80]; |
| 553 | int i, x, y, col, o, maxlen; |
| 554 | |
| 555 | /* |
| 556 | * First work out how many characters we need to display each |
| 557 | * number. We're pretty flexible on grid contents here, so we |
| 558 | * have to scan the entire grid. |
| 559 | */ |
| 560 | col = 0; |
| 561 | for (i = 0; i < state->w * state->h; i++) { |
| 562 | x = sprintf(buf, "%d", state->grid[i] / 4); |
| 563 | if (col < x) col = x; |
| 564 | } |
| 565 | o = (state->orientable ? 1 : 0); |
| 566 | |
| 567 | /* |
| 568 | * Now we know the exact total size of the grid we're going to |
| 569 | * produce: it's got h rows, each containing w lots of col+o, |
| 570 | * w-1 spaces and a trailing newline. |
| 571 | */ |
| 572 | maxlen = state->h * state->w * (col+o+1); |
| 573 | |
| 574 | ret = snewn(maxlen+1, char); |
| 575 | p = ret; |
| 576 | |
| 577 | for (y = 0; y < state->h; y++) { |
| 578 | for (x = 0; x < state->w; x++) { |
| 579 | int v = state->grid[state->w*y+x]; |
| 580 | sprintf(buf, "%*d", col, v/4); |
| 581 | memcpy(p, buf, col); |
| 582 | p += col; |
| 583 | if (o) |
| 584 | *p++ = "^<v>"[v & 3]; |
| 585 | if (x+1 == state->w) |
| 586 | *p++ = '\n'; |
| 587 | else |
| 588 | *p++ = ' '; |
| 589 | } |
| 590 | } |
| 591 | |
| 592 | assert(p - ret == maxlen); |
| 593 | *p = '\0'; |
| 594 | return ret; |
| 595 | } |
| 596 | |
| 597 | static game_ui *new_ui(game_state *state) |
| 598 | { |
| 599 | return NULL; |
| 600 | } |
| 601 | |
| 602 | static void free_ui(game_ui *ui) |
| 603 | { |
| 604 | } |
| 605 | |
| 606 | static char *encode_ui(game_ui *ui) |
| 607 | { |
| 608 | return NULL; |
| 609 | } |
| 610 | |
| 611 | static void decode_ui(game_ui *ui, char *encoding) |
| 612 | { |
| 613 | } |
| 614 | |
| 615 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 616 | game_state *newstate) |
| 617 | { |
| 618 | } |
| 619 | |
| 620 | struct game_drawstate { |
| 621 | int started; |
| 622 | int w, h, bgcolour; |
| 623 | int *grid; |
| 624 | int tilesize; |
| 625 | }; |
| 626 | |
| 627 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 628 | int x, int y, int button) |
| 629 | { |
| 630 | int w = state->w, h = state->h, n = state->n /* , wh = w*h */; |
| 631 | char buf[80]; |
| 632 | int dir; |
| 633 | |
| 634 | button = button & (~MOD_MASK | MOD_NUM_KEYPAD); |
| 635 | |
| 636 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
| 637 | /* |
| 638 | * Determine the coordinates of the click. We offset by n-1 |
| 639 | * half-blocks so that the user must click at the centre of |
| 640 | * a rotation region rather than at the corner. |
| 641 | */ |
| 642 | x -= (n-1) * TILE_SIZE / 2; |
| 643 | y -= (n-1) * TILE_SIZE / 2; |
| 644 | x = FROMCOORD(x); |
| 645 | y = FROMCOORD(y); |
| 646 | dir = (button == LEFT_BUTTON ? 1 : -1); |
| 647 | if (x < 0 || x > w-n || y < 0 || y > h-n) |
| 648 | return NULL; |
| 649 | } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') { |
| 650 | x = y = 0; |
| 651 | dir = (button == 'A' ? -1 : +1); |
| 652 | } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') { |
| 653 | x = w-n; |
| 654 | y = 0; |
| 655 | dir = (button == 'B' ? -1 : +1); |
| 656 | } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') { |
| 657 | x = 0; |
| 658 | y = h-n; |
| 659 | dir = (button == 'C' ? -1 : +1); |
| 660 | } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') { |
| 661 | x = w-n; |
| 662 | y = h-n; |
| 663 | dir = (button == 'D' ? -1 : +1); |
| 664 | } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) { |
| 665 | x = (w-n) / 2; |
| 666 | y = 0; |
| 667 | dir = +1; |
| 668 | } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) { |
| 669 | x = (w-n) / 2; |
| 670 | y = h-n; |
| 671 | dir = +1; |
| 672 | } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) { |
| 673 | x = 0; |
| 674 | y = (h-n) / 2; |
| 675 | dir = +1; |
| 676 | } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) { |
| 677 | x = w-n; |
| 678 | y = (h-n) / 2; |
| 679 | dir = +1; |
| 680 | } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){ |
| 681 | x = (w-n) / 2; |
| 682 | y = (h-n) / 2; |
| 683 | dir = +1; |
| 684 | } else { |
| 685 | return NULL; /* no move to be made */ |
| 686 | } |
| 687 | |
| 688 | /* |
| 689 | * If we reach here, we have a valid move. |
| 690 | */ |
| 691 | sprintf(buf, "M%d,%d,%d", x, y, dir); |
| 692 | return dupstr(buf); |
| 693 | } |
| 694 | |
| 695 | static game_state *execute_move(game_state *from, char *move) |
| 696 | { |
| 697 | game_state *ret; |
| 698 | int w = from->w, h = from->h, n = from->n, wh = w*h; |
| 699 | int x, y, dir; |
| 700 | |
| 701 | if (!strcmp(move, "S")) { |
| 702 | int i; |
| 703 | ret = dup_game(from); |
| 704 | |
| 705 | /* |
| 706 | * Simply replace the grid with a solved one. For this game, |
| 707 | * this isn't a useful operation for actually telling the user |
| 708 | * what they should have done, but it is useful for |
| 709 | * conveniently being able to get hold of a clean state from |
| 710 | * which to practise manoeuvres. |
| 711 | */ |
| 712 | qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); |
| 713 | for (i = 0; i < ret->w*ret->h; i++) |
| 714 | ret->grid[i] &= ~3; |
| 715 | ret->used_solve = ret->just_used_solve = TRUE; |
| 716 | ret->completed = ret->movecount = 1; |
| 717 | |
| 718 | return ret; |
| 719 | } |
| 720 | |
| 721 | if (move[0] != 'M' || |
| 722 | sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 || |
| 723 | x < 0 || y < 0 || x > from->w - n || y > from->h - n) |
| 724 | return NULL; /* can't parse this move string */ |
| 725 | |
| 726 | ret = dup_game(from); |
| 727 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
| 728 | ret->movecount++; |
| 729 | do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); |
| 730 | ret->lastx = x; |
| 731 | ret->lasty = y; |
| 732 | ret->lastr = dir; |
| 733 | |
| 734 | /* |
| 735 | * See if the game has been completed. To do this we simply |
| 736 | * test that the grid contents are in increasing order. |
| 737 | */ |
| 738 | if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) |
| 739 | ret->completed = ret->movecount; |
| 740 | return ret; |
| 741 | } |
| 742 | |
| 743 | /* ---------------------------------------------------------------------- |
| 744 | * Drawing routines. |
| 745 | */ |
| 746 | |
| 747 | static void game_size(game_params *params, game_drawstate *ds, |
| 748 | int *x, int *y, int expand) |
| 749 | { |
| 750 | double tsx, tsy, ts; |
| 751 | /* |
| 752 | * Each window dimension equals the tile size times one more |
| 753 | * than the grid dimension (the border is half the width of the |
| 754 | * tiles). |
| 755 | */ |
| 756 | tsx = (double)*x / ((double)params->w + 1.0); |
| 757 | tsy = (double)*y / ((double)params->h + 1.0); |
| 758 | ts = min(tsx, tsy); |
| 759 | if (expand) |
| 760 | ds->tilesize = (int)(ts + 0.5); |
| 761 | else |
| 762 | ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE); |
| 763 | |
| 764 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 765 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 766 | } |
| 767 | |
| 768 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 769 | { |
| 770 | float *ret = snewn(3 * NCOLOURS, float); |
| 771 | int i; |
| 772 | float max; |
| 773 | |
| 774 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 775 | |
| 776 | /* |
| 777 | * Drop the background colour so that the highlight is |
| 778 | * noticeably brighter than it while still being under 1. |
| 779 | */ |
| 780 | max = ret[COL_BACKGROUND*3]; |
| 781 | for (i = 1; i < 3; i++) |
| 782 | if (ret[COL_BACKGROUND*3+i] > max) |
| 783 | max = ret[COL_BACKGROUND*3+i]; |
| 784 | if (max * 1.2F > 1.0F) { |
| 785 | for (i = 0; i < 3; i++) |
| 786 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
| 787 | } |
| 788 | |
| 789 | for (i = 0; i < 3; i++) { |
| 790 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
| 791 | ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; |
| 792 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
| 793 | ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
| 794 | ret[COL_TEXT * 3 + i] = 0.0; |
| 795 | } |
| 796 | |
| 797 | *ncolours = NCOLOURS; |
| 798 | return ret; |
| 799 | } |
| 800 | |
| 801 | static game_drawstate *game_new_drawstate(game_state *state) |
| 802 | { |
| 803 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 804 | int i; |
| 805 | |
| 806 | ds->started = FALSE; |
| 807 | ds->w = state->w; |
| 808 | ds->h = state->h; |
| 809 | ds->bgcolour = COL_BACKGROUND; |
| 810 | ds->grid = snewn(ds->w*ds->h, int); |
| 811 | ds->tilesize = 0; /* haven't decided yet */ |
| 812 | for (i = 0; i < ds->w*ds->h; i++) |
| 813 | ds->grid[i] = -1; |
| 814 | |
| 815 | return ds; |
| 816 | } |
| 817 | |
| 818 | static void game_free_drawstate(game_drawstate *ds) |
| 819 | { |
| 820 | sfree(ds->grid); |
| 821 | sfree(ds); |
| 822 | } |
| 823 | |
| 824 | struct rotation { |
| 825 | int cx, cy, cw, ch; /* clip region */ |
| 826 | int ox, oy; /* rotation origin */ |
| 827 | float c, s; /* cos and sin of rotation angle */ |
| 828 | int lc, rc, tc, bc; /* colours of tile edges */ |
| 829 | }; |
| 830 | |
| 831 | static void rotate(int *xy, struct rotation *rot) |
| 832 | { |
| 833 | if (rot) { |
| 834 | float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; |
| 835 | float xf2, yf2; |
| 836 | |
| 837 | xf2 = rot->c * xf + rot->s * yf; |
| 838 | yf2 = - rot->s * xf + rot->c * yf; |
| 839 | |
| 840 | xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ |
| 841 | xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ |
| 842 | } |
| 843 | } |
| 844 | |
| 845 | static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, |
| 846 | int x, int y, int tile, int flash_colour, |
| 847 | struct rotation *rot) |
| 848 | { |
| 849 | int coords[8]; |
| 850 | char str[40]; |
| 851 | |
| 852 | /* |
| 853 | * If we've been passed a rotation region but we're drawing a |
| 854 | * tile which is outside it, we must draw it normally. This can |
| 855 | * occur if we're cleaning up after a completion flash while a |
| 856 | * new move is also being made. |
| 857 | */ |
| 858 | if (rot && (x < rot->cx || y < rot->cy || |
| 859 | x >= rot->cx+rot->cw || y >= rot->cy+rot->ch)) |
| 860 | rot = NULL; |
| 861 | |
| 862 | if (rot) |
| 863 | clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); |
| 864 | |
| 865 | /* |
| 866 | * We must draw each side of the tile's highlight separately, |
| 867 | * because in some cases (during rotation) they will all need |
| 868 | * to be different colours. |
| 869 | */ |
| 870 | |
| 871 | /* The centre point is common to all sides. */ |
| 872 | coords[4] = x + TILE_SIZE / 2; |
| 873 | coords[5] = y + TILE_SIZE / 2; |
| 874 | rotate(coords+4, rot); |
| 875 | |
| 876 | /* Right side. */ |
| 877 | coords[0] = x + TILE_SIZE - 1; |
| 878 | coords[1] = y + TILE_SIZE - 1; |
| 879 | rotate(coords+0, rot); |
| 880 | coords[2] = x + TILE_SIZE - 1; |
| 881 | coords[3] = y; |
| 882 | rotate(coords+2, rot); |
| 883 | draw_polygon(fe, coords, 3, rot ? rot->rc : COL_LOWLIGHT, |
| 884 | rot ? rot->rc : COL_LOWLIGHT); |
| 885 | |
| 886 | /* Bottom side. */ |
| 887 | coords[2] = x; |
| 888 | coords[3] = y + TILE_SIZE - 1; |
| 889 | rotate(coords+2, rot); |
| 890 | draw_polygon(fe, coords, 3, rot ? rot->bc : COL_LOWLIGHT, |
| 891 | rot ? rot->bc : COL_LOWLIGHT); |
| 892 | |
| 893 | /* Left side. */ |
| 894 | coords[0] = x; |
| 895 | coords[1] = y; |
| 896 | rotate(coords+0, rot); |
| 897 | draw_polygon(fe, coords, 3, rot ? rot->lc : COL_HIGHLIGHT, |
| 898 | rot ? rot->lc : COL_HIGHLIGHT); |
| 899 | |
| 900 | /* Top side. */ |
| 901 | coords[2] = x + TILE_SIZE - 1; |
| 902 | coords[3] = y; |
| 903 | rotate(coords+2, rot); |
| 904 | draw_polygon(fe, coords, 3, rot ? rot->tc : COL_HIGHLIGHT, |
| 905 | rot ? rot->tc : COL_HIGHLIGHT); |
| 906 | |
| 907 | /* |
| 908 | * Now the main blank area in the centre of the tile. |
| 909 | */ |
| 910 | if (rot) { |
| 911 | coords[0] = x + HIGHLIGHT_WIDTH; |
| 912 | coords[1] = y + HIGHLIGHT_WIDTH; |
| 913 | rotate(coords+0, rot); |
| 914 | coords[2] = x + HIGHLIGHT_WIDTH; |
| 915 | coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
| 916 | rotate(coords+2, rot); |
| 917 | coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
| 918 | coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
| 919 | rotate(coords+4, rot); |
| 920 | coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
| 921 | coords[7] = y + HIGHLIGHT_WIDTH; |
| 922 | rotate(coords+6, rot); |
| 923 | draw_polygon(fe, coords, 4, flash_colour, flash_colour); |
| 924 | } else { |
| 925 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
| 926 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
| 927 | flash_colour); |
| 928 | } |
| 929 | |
| 930 | /* |
| 931 | * Next, the triangles for orientation. |
| 932 | */ |
| 933 | if (state->orientable) { |
| 934 | int xdx, xdy, ydx, ydy; |
| 935 | int cx, cy, displ, displ2; |
| 936 | switch (tile & 3) { |
| 937 | case 0: |
| 938 | xdx = 1, xdy = 0; |
| 939 | ydx = 0, ydy = 1; |
| 940 | break; |
| 941 | case 1: |
| 942 | xdx = 0, xdy = -1; |
| 943 | ydx = 1, ydy = 0; |
| 944 | break; |
| 945 | case 2: |
| 946 | xdx = -1, xdy = 0; |
| 947 | ydx = 0, ydy = -1; |
| 948 | break; |
| 949 | default /* case 3 */: |
| 950 | xdx = 0, xdy = 1; |
| 951 | ydx = -1, ydy = 0; |
| 952 | break; |
| 953 | } |
| 954 | |
| 955 | cx = x + TILE_SIZE / 2; |
| 956 | cy = y + TILE_SIZE / 2; |
| 957 | displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2; |
| 958 | displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH; |
| 959 | |
| 960 | coords[0] = cx - displ * xdx + displ2 * ydx; |
| 961 | coords[1] = cy - displ * xdy + displ2 * ydy; |
| 962 | rotate(coords+0, rot); |
| 963 | coords[2] = cx + displ * xdx + displ2 * ydx; |
| 964 | coords[3] = cy + displ * xdy + displ2 * ydy; |
| 965 | rotate(coords+2, rot); |
| 966 | coords[4] = cx - displ * ydx; |
| 967 | coords[5] = cy - displ * ydy; |
| 968 | rotate(coords+4, rot); |
| 969 | draw_polygon(fe, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE); |
| 970 | } |
| 971 | |
| 972 | coords[0] = x + TILE_SIZE/2; |
| 973 | coords[1] = y + TILE_SIZE/2; |
| 974 | rotate(coords+0, rot); |
| 975 | sprintf(str, "%d", tile / 4); |
| 976 | draw_text(fe, coords[0], coords[1], |
| 977 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 978 | COL_TEXT, str); |
| 979 | |
| 980 | if (rot) |
| 981 | unclip(fe); |
| 982 | |
| 983 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
| 984 | } |
| 985 | |
| 986 | static int highlight_colour(float angle) |
| 987 | { |
| 988 | int colours[32] = { |
| 989 | COL_LOWLIGHT, |
| 990 | COL_LOWLIGHT_GENTLE, |
| 991 | COL_LOWLIGHT_GENTLE, |
| 992 | COL_LOWLIGHT_GENTLE, |
| 993 | COL_HIGHLIGHT_GENTLE, |
| 994 | COL_HIGHLIGHT_GENTLE, |
| 995 | COL_HIGHLIGHT_GENTLE, |
| 996 | COL_HIGHLIGHT, |
| 997 | COL_HIGHLIGHT, |
| 998 | COL_HIGHLIGHT, |
| 999 | COL_HIGHLIGHT, |
| 1000 | COL_HIGHLIGHT, |
| 1001 | COL_HIGHLIGHT, |
| 1002 | COL_HIGHLIGHT, |
| 1003 | COL_HIGHLIGHT, |
| 1004 | COL_HIGHLIGHT, |
| 1005 | COL_HIGHLIGHT, |
| 1006 | COL_HIGHLIGHT_GENTLE, |
| 1007 | COL_HIGHLIGHT_GENTLE, |
| 1008 | COL_HIGHLIGHT_GENTLE, |
| 1009 | COL_LOWLIGHT_GENTLE, |
| 1010 | COL_LOWLIGHT_GENTLE, |
| 1011 | COL_LOWLIGHT_GENTLE, |
| 1012 | COL_LOWLIGHT, |
| 1013 | COL_LOWLIGHT, |
| 1014 | COL_LOWLIGHT, |
| 1015 | COL_LOWLIGHT, |
| 1016 | COL_LOWLIGHT, |
| 1017 | COL_LOWLIGHT, |
| 1018 | COL_LOWLIGHT, |
| 1019 | COL_LOWLIGHT, |
| 1020 | COL_LOWLIGHT, |
| 1021 | }; |
| 1022 | |
| 1023 | return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; |
| 1024 | } |
| 1025 | |
| 1026 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1027 | int dir, game_ui *ui) |
| 1028 | { |
| 1029 | if ((dir > 0 && newstate->just_used_solve) || |
| 1030 | (dir < 0 && oldstate->just_used_solve)) |
| 1031 | return 0.0F; |
| 1032 | else |
| 1033 | return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); |
| 1034 | } |
| 1035 | |
| 1036 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1037 | int dir, game_ui *ui) |
| 1038 | { |
| 1039 | if (!oldstate->completed && newstate->completed && |
| 1040 | !oldstate->used_solve && !newstate->used_solve) |
| 1041 | return 2 * FLASH_FRAME; |
| 1042 | else |
| 1043 | return 0.0F; |
| 1044 | } |
| 1045 | |
| 1046 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 1047 | game_state *state, int dir, game_ui *ui, |
| 1048 | float animtime, float flashtime) |
| 1049 | { |
| 1050 | int i, bgcolour; |
| 1051 | struct rotation srot, *rot; |
| 1052 | int lastx = -1, lasty = -1, lastr = -1; |
| 1053 | |
| 1054 | if (flashtime > 0) { |
| 1055 | int frame = (int)(flashtime / FLASH_FRAME); |
| 1056 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
| 1057 | } else |
| 1058 | bgcolour = COL_BACKGROUND; |
| 1059 | |
| 1060 | if (!ds->started) { |
| 1061 | int coords[10]; |
| 1062 | |
| 1063 | draw_rect(fe, 0, 0, |
| 1064 | TILE_SIZE * state->w + 2 * BORDER, |
| 1065 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
| 1066 | draw_update(fe, 0, 0, |
| 1067 | TILE_SIZE * state->w + 2 * BORDER, |
| 1068 | TILE_SIZE * state->h + 2 * BORDER); |
| 1069 | |
| 1070 | /* |
| 1071 | * Recessed area containing the whole puzzle. |
| 1072 | */ |
| 1073 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
| 1074 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
| 1075 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
| 1076 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
| 1077 | coords[4] = coords[2] - TILE_SIZE; |
| 1078 | coords[5] = coords[3] + TILE_SIZE; |
| 1079 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
| 1080 | coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
| 1081 | coords[6] = coords[8] + TILE_SIZE; |
| 1082 | coords[7] = coords[9] - TILE_SIZE; |
| 1083 | draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 1084 | |
| 1085 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
| 1086 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
| 1087 | draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); |
| 1088 | |
| 1089 | ds->started = TRUE; |
| 1090 | } |
| 1091 | |
| 1092 | /* |
| 1093 | * If we're drawing any rotated tiles, sort out the rotation |
| 1094 | * parameters, and also zap the rotation region to the |
| 1095 | * background colour before doing anything else. |
| 1096 | */ |
| 1097 | if (oldstate) { |
| 1098 | float angle; |
| 1099 | float anim_max = game_anim_length(oldstate, state, dir, ui); |
| 1100 | |
| 1101 | if (dir > 0) { |
| 1102 | lastx = state->lastx; |
| 1103 | lasty = state->lasty; |
| 1104 | lastr = state->lastr; |
| 1105 | } else { |
| 1106 | lastx = oldstate->lastx; |
| 1107 | lasty = oldstate->lasty; |
| 1108 | lastr = -oldstate->lastr; |
| 1109 | } |
| 1110 | |
| 1111 | rot = &srot; |
| 1112 | rot->cx = COORD(lastx); |
| 1113 | rot->cy = COORD(lasty); |
| 1114 | rot->cw = rot->ch = TILE_SIZE * state->n; |
| 1115 | rot->ox = rot->cx + rot->cw/2; |
| 1116 | rot->oy = rot->cy + rot->ch/2; |
| 1117 | angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); |
| 1118 | rot->c = cos(angle); |
| 1119 | rot->s = sin(angle); |
| 1120 | |
| 1121 | /* |
| 1122 | * Sort out the colours of the various sides of the tile. |
| 1123 | */ |
| 1124 | rot->lc = highlight_colour(PI + angle); |
| 1125 | rot->rc = highlight_colour(angle); |
| 1126 | rot->tc = highlight_colour(PI/2 + angle); |
| 1127 | rot->bc = highlight_colour(-PI/2 + angle); |
| 1128 | |
| 1129 | draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); |
| 1130 | } else |
| 1131 | rot = NULL; |
| 1132 | |
| 1133 | /* |
| 1134 | * Now draw each tile. |
| 1135 | */ |
| 1136 | for (i = 0; i < state->w * state->h; i++) { |
| 1137 | int t; |
| 1138 | int tx = i % state->w, ty = i / state->w; |
| 1139 | |
| 1140 | /* |
| 1141 | * Figure out what should be displayed at this location. |
| 1142 | * Usually it will be state->grid[i], unless we're in the |
| 1143 | * middle of animating an actual rotation and this cell is |
| 1144 | * within the rotation region, in which case we set -1 |
| 1145 | * (always display). |
| 1146 | */ |
| 1147 | if (oldstate && lastx >= 0 && lasty >= 0 && |
| 1148 | tx >= lastx && tx < lastx + state->n && |
| 1149 | ty >= lasty && ty < lasty + state->n) |
| 1150 | t = -1; |
| 1151 | else |
| 1152 | t = state->grid[i]; |
| 1153 | |
| 1154 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
| 1155 | ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { |
| 1156 | int x = COORD(tx), y = COORD(ty); |
| 1157 | |
| 1158 | draw_tile(fe, ds, state, x, y, state->grid[i], bgcolour, rot); |
| 1159 | ds->grid[i] = t; |
| 1160 | } |
| 1161 | } |
| 1162 | ds->bgcolour = bgcolour; |
| 1163 | |
| 1164 | /* |
| 1165 | * Update the status bar. |
| 1166 | */ |
| 1167 | { |
| 1168 | char statusbuf[256]; |
| 1169 | |
| 1170 | /* |
| 1171 | * Don't show the new status until we're also showing the |
| 1172 | * new _state_ - after the game animation is complete. |
| 1173 | */ |
| 1174 | if (oldstate) |
| 1175 | state = oldstate; |
| 1176 | |
| 1177 | if (state->used_solve) |
| 1178 | sprintf(statusbuf, "Moves since auto-solve: %d", |
| 1179 | state->movecount - state->completed); |
| 1180 | else { |
| 1181 | sprintf(statusbuf, "%sMoves: %d", |
| 1182 | (state->completed ? "COMPLETED! " : ""), |
| 1183 | (state->completed ? state->completed : state->movecount)); |
| 1184 | if (state->movetarget) |
| 1185 | sprintf(statusbuf+strlen(statusbuf), " (target %d)", |
| 1186 | state->movetarget); |
| 1187 | } |
| 1188 | |
| 1189 | status_bar(fe, statusbuf); |
| 1190 | } |
| 1191 | } |
| 1192 | |
| 1193 | static int game_wants_statusbar(void) |
| 1194 | { |
| 1195 | return TRUE; |
| 1196 | } |
| 1197 | |
| 1198 | static int game_timing_state(game_state *state) |
| 1199 | { |
| 1200 | return TRUE; |
| 1201 | } |
| 1202 | |
| 1203 | #ifdef COMBINED |
| 1204 | #define thegame twiddle |
| 1205 | #endif |
| 1206 | |
| 1207 | const struct game thegame = { |
| 1208 | "Twiddle", "games.twiddle", |
| 1209 | default_params, |
| 1210 | game_fetch_preset, |
| 1211 | decode_params, |
| 1212 | encode_params, |
| 1213 | free_params, |
| 1214 | dup_params, |
| 1215 | TRUE, game_configure, custom_params, |
| 1216 | validate_params, |
| 1217 | new_game_desc, |
| 1218 | validate_desc, |
| 1219 | new_game, |
| 1220 | dup_game, |
| 1221 | free_game, |
| 1222 | TRUE, solve_game, |
| 1223 | TRUE, game_text_format, |
| 1224 | new_ui, |
| 1225 | free_ui, |
| 1226 | encode_ui, |
| 1227 | decode_ui, |
| 1228 | game_changed_state, |
| 1229 | interpret_move, |
| 1230 | execute_move, |
| 1231 | game_size, |
| 1232 | game_colours, |
| 1233 | game_new_drawstate, |
| 1234 | game_free_drawstate, |
| 1235 | game_redraw, |
| 1236 | game_anim_length, |
| 1237 | game_flash_length, |
| 1238 | game_wants_statusbar, |
| 1239 | FALSE, game_timing_state, |
| 1240 | 0, /* mouse_priorities */ |
| 1241 | }; |