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
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 )
23 #define ANIM_PER_RADIUS_UNIT 0.13F
24 #define FLASH_FRAME 0.13F
48 int just_used_solve
; /* used to suppress undo animation */
49 int used_solve
; /* used to suppress completion flash */
50 int movecount
, movetarget
;
51 int lastx
, lasty
, lastr
; /* coordinates of last rotation */
54 static game_params
*default_params(void)
56 game_params
*ret
= snew(game_params
);
60 ret
->rowsonly
= ret
->orientable
= FALSE
;
67 static void free_params(game_params
*params
)
72 static game_params
*dup_params(game_params
*params
)
74 game_params
*ret
= snew(game_params
);
75 *ret
= *params
; /* structure copy */
79 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
85 { "3x3 rows only", { 3, 3, 2, TRUE
, FALSE
} },
86 { "3x3 normal", { 3, 3, 2, FALSE
, FALSE
} },
87 { "3x3 orientable", { 3, 3, 2, FALSE
, TRUE
} },
88 { "4x4 normal", { 4, 4, 2, FALSE
} },
89 { "4x4 orientable", { 4, 4, 2, FALSE
, TRUE
} },
90 { "4x4 radius 3", { 4, 4, 3, FALSE
} },
91 { "5x5 radius 3", { 5, 5, 3, FALSE
} },
92 { "6x6 radius 4", { 6, 6, 4, FALSE
} },
95 if (i
< 0 || i
>= lenof(presets
))
98 *name
= dupstr(presets
[i
].title
);
99 *params
= dup_params(&presets
[i
].params
);
104 static void decode_params(game_params
*ret
, char const *string
)
106 ret
->w
= ret
->h
= atoi(string
);
108 ret
->rowsonly
= ret
->orientable
= FALSE
;
110 while (*string
&& isdigit(*string
)) string
++;
111 if (*string
== 'x') {
113 ret
->h
= atoi(string
);
114 while (*string
&& isdigit(*string
)) string
++;
116 if (*string
== 'n') {
118 ret
->n
= atoi(string
);
119 while (*string
&& isdigit(*string
)) string
++;
122 if (*string
== 'r') {
123 ret
->rowsonly
= TRUE
;
124 } else if (*string
== 'o') {
125 ret
->orientable
= TRUE
;
126 } else if (*string
== 'm') {
128 ret
->movetarget
= atoi(string
);
129 while (string
[1] && isdigit(string
[1])) string
++;
135 static char *encode_params(game_params
*params
, int full
)
138 sprintf(buf
, "%dx%dn%d%s%s", params
->w
, params
->h
, params
->n
,
139 params
->rowsonly ?
"r" : "",
140 params
->orientable ?
"o" : "");
141 /* Shuffle limit is part of the limited parameters, because we have to
142 * supply the target move count. */
143 if (params
->movetarget
)
144 sprintf(buf
+ strlen(buf
), "m%d", params
->movetarget
);
148 static config_item
*game_configure(game_params
*params
)
153 ret
= snewn(7, config_item
);
155 ret
[0].name
= "Width";
156 ret
[0].type
= C_STRING
;
157 sprintf(buf
, "%d", params
->w
);
158 ret
[0].sval
= dupstr(buf
);
161 ret
[1].name
= "Height";
162 ret
[1].type
= C_STRING
;
163 sprintf(buf
, "%d", params
->h
);
164 ret
[1].sval
= dupstr(buf
);
167 ret
[2].name
= "Rotation radius";
168 ret
[2].type
= C_STRING
;
169 sprintf(buf
, "%d", params
->n
);
170 ret
[2].sval
= dupstr(buf
);
173 ret
[3].name
= "One number per row";
174 ret
[3].type
= C_BOOLEAN
;
176 ret
[3].ival
= params
->rowsonly
;
178 ret
[4].name
= "Orientation matters";
179 ret
[4].type
= C_BOOLEAN
;
181 ret
[4].ival
= params
->orientable
;
183 ret
[5].name
= "Number of shuffling moves";
184 ret
[5].type
= C_STRING
;
185 sprintf(buf
, "%d", params
->movetarget
);
186 ret
[5].sval
= dupstr(buf
);
197 static game_params
*custom_params(config_item
*cfg
)
199 game_params
*ret
= snew(game_params
);
201 ret
->w
= atoi(cfg
[0].sval
);
202 ret
->h
= atoi(cfg
[1].sval
);
203 ret
->n
= atoi(cfg
[2].sval
);
204 ret
->rowsonly
= cfg
[3].ival
;
205 ret
->orientable
= cfg
[4].ival
;
206 ret
->movetarget
= atoi(cfg
[5].sval
);
211 static char *validate_params(game_params
*params
)
214 return "Rotation radius must be at least two";
215 if (params
->w
< params
->n
)
216 return "Width must be at least the rotation radius";
217 if (params
->h
< params
->n
)
218 return "Height must be at least the rotation radius";
223 * This function actually performs a rotation on a grid. The `x'
224 * and `y' coordinates passed in are the coordinates of the _top
225 * left corner_ of the rotated region. (Using the centre would have
226 * involved half-integers and been annoyingly fiddly. Clicking in
227 * the centre is good for a user interface, but too inconvenient to
230 static void do_rotate(int *grid
, int w
, int h
, int n
, int orientable
,
231 int x
, int y
, int dir
)
235 assert(x
>= 0 && x
+n
<= w
);
236 assert(y
>= 0 && y
+n
<= h
);
239 return; /* nothing to do */
241 grid
+= y
*w
+x
; /* translate region to top corner */
244 * If we were leaving the result of the rotation in a separate
245 * grid, the simple thing to do would be to loop over each
246 * square within the rotated region and assign it from its
247 * source square. However, to do it in place without taking
248 * O(n^2) memory, we need to be marginally more clever. What
249 * I'm going to do is loop over about one _quarter_ of the
250 * rotated region and permute each element within that quarter
251 * with its rotational coset.
253 * The size of the region I need to loop over is (n+1)/2 by
254 * n/2, which is an obvious exact quarter for even n and is a
255 * rectangle for odd n. (For odd n, this technique leaves out
256 * one element of the square, which is of course the central
257 * one that never moves anyway.)
259 for (i
= 0; i
< (n
+1)/2; i
++) {
260 for (j
= 0; j
< n
/2; j
++) {
270 for (k
= 0; k
< 4; k
++)
273 for (k
= 0; k
< 4; k
++) {
274 int v
= g
[(k
+dir
) & 3];
276 v
^= ((v
+dir
) ^ v
) & 3; /* alter orientation */
283 * Don't forget the orientation on the centre square, if n is
286 if (orientable
&& (n
& 1)) {
287 int v
= grid
[n
/2*(w
+1)];
288 v
^= ((v
+dir
) ^ v
) & 3; /* alter orientation */
293 static int grid_complete(int *grid
, int wh
, int orientable
)
297 for (i
= 1; i
< wh
; i
++)
298 if (grid
[i
] < grid
[i
-1])
301 for (i
= 0; i
< wh
; i
++)
308 static char *new_game_desc(game_params
*params
, random_state
*rs
,
309 game_aux_info
**aux
, int interactive
)
312 int w
= params
->w
, h
= params
->h
, n
= params
->n
, wh
= w
*h
;
319 * Set up a solved grid.
321 grid
= snewn(wh
, int);
322 for (i
= 0; i
< wh
; i
++)
323 grid
[i
] = ((params
->rowsonly ? i
/w
: i
) + 1) * 4;
326 * Shuffle it. This game is complex enough that I don't feel up
327 * to analysing its full symmetry properties (particularly at
328 * n=4 and above!), so I'm going to do it the pedestrian way
329 * and simply shuffle the grid by making a long sequence of
330 * randomly chosen moves.
332 total_moves
= params
->movetarget
;
334 /* Add a random move to avoid parity issues. */
335 total_moves
= w
*h
*n
*n
*2 + random_upto(rs
, 2);
339 int rw
, rh
; /* w/h of rotation centre space */
343 prevmoves
= snewn(rw
* rh
, int);
344 for (i
= 0; i
< rw
* rh
; i
++)
347 for (i
= 0; i
< total_moves
; i
++) {
348 int x
, y
, r
, oldtotal
, newtotal
, dx
, dy
;
351 x
= random_upto(rs
, w
- n
+ 1);
352 y
= random_upto(rs
, h
- n
+ 1);
353 r
= 2 * random_upto(rs
, 2) - 1;
356 * See if any previous rotations has happened at
357 * this point which nothing has overlapped since.
358 * If so, ensure we haven't either undone a
359 * previous move or repeated one so many times that
360 * it turns into fewer moves in the inverse
361 * direction (i.e. three identical rotations).
363 oldtotal
= prevmoves
[y
*rw
+x
];
364 newtotal
= oldtotal
+ r
;
365 } while (abs(newtotal
) < abs(oldtotal
) || abs(newtotal
) > 2);
367 do_rotate(grid
, w
, h
, n
, params
->orientable
, x
, y
, r
);
370 * Log the rotation we've just performed at this point,
371 * for inversion detection in the next move.
373 * Also zero a section of the prevmoves array, because
374 * any rotation area which _overlaps_ this one is now
375 * entirely safe to perform further moves in.
377 * Two rotation areas overlap if their top left
378 * coordinates differ by strictly less than n in both
381 prevmoves
[y
*rw
+x
] += r
;
382 for (dy
= -n
+1; dy
<= n
-1; dy
++) {
383 if (y
+ dy
< 0 || y
+ dy
>= rh
)
385 for (dx
= -n
+1; dx
<= n
-1; dx
++) {
386 if (x
+ dx
< 0 || x
+ dx
>= rw
)
388 if (dx
== 0 && dy
== 0)
390 prevmoves
[(y
+dy
)*rw
+(x
+dx
)] = 0;
397 } while (grid_complete(grid
, wh
, params
->orientable
));
400 * Now construct the game description, by describing the grid
401 * as a simple sequence of integers. They're comma-separated,
402 * unless the puzzle is orientable in which case they're
403 * separated by orientation letters `u', `d', `l' and `r'.
407 for (i
= 0; i
< wh
; i
++) {
411 k
= sprintf(buf
, "%d%c", grid
[i
] / 4,
412 params
->orientable ?
"uldr"[grid
[i
] & 3] : ',');
414 ret
= sresize(ret
, retlen
+ k
+ 1, char);
415 strcpy(ret
+ retlen
, buf
);
418 if (!params
->orientable
)
419 ret
[retlen
-1] = '\0'; /* delete last comma */
425 static void game_free_aux_info(game_aux_info
*aux
)
427 assert(!"Shouldn't happen");
430 static char *validate_desc(game_params
*params
, char *desc
)
433 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
439 for (i
= 0; i
< wh
; i
++) {
440 if (*p
< '0' || *p
> '9')
441 return "Not enough numbers in string";
442 while (*p
>= '0' && *p
<= '9')
444 if (!params
->orientable
&& i
< wh
-1) {
446 return "Expected comma after number";
447 } else if (params
->orientable
&& i
< wh
) {
448 if (*p
!= 'l' && *p
!= 'r' && *p
!= 'u' && *p
!= 'd')
449 return "Expected orientation letter after number";
450 } else if (i
== wh
-1 && *p
) {
451 return "Excess junk at end of string";
454 if (*p
) p
++; /* eat comma */
460 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
462 game_state
*state
= snew(game_state
);
463 int w
= params
->w
, h
= params
->h
, n
= params
->n
, wh
= w
*h
;
470 state
->orientable
= params
->orientable
;
471 state
->completed
= 0;
472 state
->used_solve
= state
->just_used_solve
= FALSE
;
473 state
->movecount
= 0;
474 state
->movetarget
= params
->movetarget
;
475 state
->lastx
= state
->lasty
= state
->lastr
= -1;
477 state
->grid
= snewn(wh
, int);
481 for (i
= 0; i
< wh
; i
++) {
482 state
->grid
[i
] = 4 * atoi(p
);
483 while (*p
>= '0' && *p
<= '9')
486 if (params
->orientable
) {
488 case 'l': state
->grid
[i
] |= 1; break;
489 case 'd': state
->grid
[i
] |= 2; break;
490 case 'r': state
->grid
[i
] |= 3; break;
500 static game_state
*dup_game(game_state
*state
)
502 game_state
*ret
= snew(game_state
);
507 ret
->orientable
= state
->orientable
;
508 ret
->completed
= state
->completed
;
509 ret
->movecount
= state
->movecount
;
510 ret
->movetarget
= state
->movetarget
;
511 ret
->lastx
= state
->lastx
;
512 ret
->lasty
= state
->lasty
;
513 ret
->lastr
= state
->lastr
;
514 ret
->used_solve
= state
->used_solve
;
515 ret
->just_used_solve
= state
->just_used_solve
;
517 ret
->grid
= snewn(ret
->w
* ret
->h
, int);
518 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
* sizeof(int));
523 static void free_game(game_state
*state
)
529 static int compare_int(const void *av
, const void *bv
)
531 const int *a
= (const int *)av
;
532 const int *b
= (const int *)bv
;
541 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
544 game_state
*ret
= dup_game(state
);
548 * Simply replace the grid with a solved one. For this game,
549 * this isn't a useful operation for actually telling the user
550 * what they should have done, but it is useful for
551 * conveniently being able to get hold of a clean state from
552 * which to practise manoeuvres.
554 qsort(ret
->grid
, ret
->w
*ret
->h
, sizeof(int), compare_int
);
555 for (i
= 0; i
< ret
->w
*ret
->h
; i
++)
557 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
558 ret
->completed
= ret
->movecount
= 1;
563 static char *game_text_format(game_state
*state
)
565 char *ret
, *p
, buf
[80];
566 int i
, x
, y
, col
, o
, maxlen
;
569 * First work out how many characters we need to display each
570 * number. We're pretty flexible on grid contents here, so we
571 * have to scan the entire grid.
574 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
575 x
= sprintf(buf
, "%d", state
->grid
[i
] / 4);
576 if (col
< x
) col
= x
;
578 o
= (state
->orientable ?
1 : 0);
581 * Now we know the exact total size of the grid we're going to
582 * produce: it's got h rows, each containing w lots of col+o,
583 * w-1 spaces and a trailing newline.
585 maxlen
= state
->h
* state
->w
* (col
+o
+1);
587 ret
= snewn(maxlen
+1, char);
590 for (y
= 0; y
< state
->h
; y
++) {
591 for (x
= 0; x
< state
->w
; x
++) {
592 int v
= state
->grid
[state
->w
*y
+x
];
593 sprintf(buf
, "%*d", col
, v
/4);
597 *p
++ = "^<v>"[v
& 3];
605 assert(p
- ret
== maxlen
);
610 static game_ui
*new_ui(game_state
*state
)
615 static void free_ui(game_ui
*ui
)
619 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
620 int x
, int y
, int button
)
622 int w
= from
->w
, h
= from
->h
, n
= from
->n
, wh
= w
*h
;
626 button
= button
& (~MOD_MASK
| MOD_NUM_KEYPAD
);
628 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
630 * Determine the coordinates of the click. We offset by n-1
631 * half-blocks so that the user must click at the centre of
632 * a rotation region rather than at the corner.
634 x
-= (n
-1) * TILE_SIZE
/ 2;
635 y
-= (n
-1) * TILE_SIZE
/ 2;
638 dir
= (button
== LEFT_BUTTON ?
1 : -1);
639 if (x
< 0 || x
> w
-n
|| y
< 0 || y
> h
-n
)
641 } else if (button
== 'a' || button
== 'A' || button
==MOD_NUM_KEYPAD
+'7') {
643 dir
= (button
== 'A' ?
-1 : +1);
644 } else if (button
== 'b' || button
== 'B' || button
==MOD_NUM_KEYPAD
+'9') {
647 dir
= (button
== 'B' ?
-1 : +1);
648 } else if (button
== 'c' || button
== 'C' || button
==MOD_NUM_KEYPAD
+'1') {
651 dir
= (button
== 'C' ?
-1 : +1);
652 } else if (button
== 'd' || button
== 'D' || button
==MOD_NUM_KEYPAD
+'3') {
655 dir
= (button
== 'D' ?
-1 : +1);
656 } else if (button
==MOD_NUM_KEYPAD
+'8' && (w
-n
) % 2 == 0) {
660 } else if (button
==MOD_NUM_KEYPAD
+'2' && (w
-n
) % 2 == 0) {
664 } else if (button
==MOD_NUM_KEYPAD
+'4' && (h
-n
) % 2 == 0) {
668 } else if (button
==MOD_NUM_KEYPAD
+'6' && (h
-n
) % 2 == 0) {
672 } else if (button
==MOD_NUM_KEYPAD
+'5' && (w
-n
) % 2 == 0 && (h
-n
) % 2 == 0){
677 return NULL
; /* no move to be made */
681 * This is a valid move. Make it.
683 ret
= dup_game(from
);
684 ret
->just_used_solve
= FALSE
; /* zero this in a hurry */
686 do_rotate(ret
->grid
, w
, h
, n
, ret
->orientable
, x
, y
, dir
);
692 * See if the game has been completed. To do this we simply
693 * test that the grid contents are in increasing order.
695 if (!ret
->completed
&& grid_complete(ret
->grid
, wh
, ret
->orientable
))
696 ret
->completed
= ret
->movecount
;
700 /* ----------------------------------------------------------------------
704 struct game_drawstate
{
710 static void game_size(game_params
*params
, int *x
, int *y
)
712 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
713 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
716 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
718 float *ret
= snewn(3 * NCOLOURS
, float);
722 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
725 * Drop the background colour so that the highlight is
726 * noticeably brighter than it while still being under 1.
728 max
= ret
[COL_BACKGROUND
*3];
729 for (i
= 1; i
< 3; i
++)
730 if (ret
[COL_BACKGROUND
*3+i
] > max
)
731 max
= ret
[COL_BACKGROUND
*3+i
];
732 if (max
* 1.2F
> 1.0F
) {
733 for (i
= 0; i
< 3; i
++)
734 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
737 for (i
= 0; i
< 3; i
++) {
738 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
739 ret
[COL_HIGHLIGHT_GENTLE
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.1F
;
740 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
741 ret
[COL_LOWLIGHT_GENTLE
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.9F
;
742 ret
[COL_TEXT
* 3 + i
] = 0.0;
745 *ncolours
= NCOLOURS
;
749 static game_drawstate
*game_new_drawstate(game_state
*state
)
751 struct game_drawstate
*ds
= snew(struct game_drawstate
);
757 ds
->bgcolour
= COL_BACKGROUND
;
758 ds
->grid
= snewn(ds
->w
*ds
->h
, int);
759 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
765 static void game_free_drawstate(game_drawstate
*ds
)
771 int cx
, cy
, cw
, ch
; /* clip region */
772 int ox
, oy
; /* rotation origin */
773 float c
, s
; /* cos and sin of rotation angle */
774 int lc
, rc
, tc
, bc
; /* colours of tile edges */
777 static void rotate(int *xy
, struct rotation
*rot
)
780 float xf
= xy
[0] - rot
->ox
, yf
= xy
[1] - rot
->oy
;
783 xf2
= rot
->c
* xf
+ rot
->s
* yf
;
784 yf2
= - rot
->s
* xf
+ rot
->c
* yf
;
786 xy
[0] = xf2
+ rot
->ox
+ 0.5; /* round to nearest */
787 xy
[1] = yf2
+ rot
->oy
+ 0.5; /* round to nearest */
791 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
792 int tile
, int flash_colour
, struct rotation
*rot
)
798 * If we've been passed a rotation region but we're drawing a
799 * tile which is outside it, we must draw it normally. This can
800 * occur if we're cleaning up after a completion flash while a
801 * new move is also being made.
803 if (rot
&& (x
< rot
->cx
|| y
< rot
->cy
||
804 x
>= rot
->cx
+rot
->cw
|| y
>= rot
->cy
+rot
->ch
))
808 clip(fe
, rot
->cx
, rot
->cy
, rot
->cw
, rot
->ch
);
811 * We must draw each side of the tile's highlight separately,
812 * because in some cases (during rotation) they will all need
813 * to be different colours.
816 /* The centre point is common to all sides. */
817 coords
[4] = x
+ TILE_SIZE
/ 2;
818 coords
[5] = y
+ TILE_SIZE
/ 2;
819 rotate(coords
+4, rot
);
822 coords
[0] = x
+ TILE_SIZE
- 1;
823 coords
[1] = y
+ TILE_SIZE
- 1;
824 rotate(coords
+0, rot
);
825 coords
[2] = x
+ TILE_SIZE
- 1;
827 rotate(coords
+2, rot
);
828 draw_polygon(fe
, coords
, 3, TRUE
, rot ? rot
->rc
: COL_LOWLIGHT
);
829 draw_polygon(fe
, coords
, 3, FALSE
, rot ? rot
->rc
: COL_LOWLIGHT
);
833 coords
[3] = y
+ TILE_SIZE
- 1;
834 rotate(coords
+2, rot
);
835 draw_polygon(fe
, coords
, 3, TRUE
, rot ? rot
->bc
: COL_LOWLIGHT
);
836 draw_polygon(fe
, coords
, 3, FALSE
, rot ? rot
->bc
: COL_LOWLIGHT
);
841 rotate(coords
+0, rot
);
842 draw_polygon(fe
, coords
, 3, TRUE
, rot ? rot
->lc
: COL_HIGHLIGHT
);
843 draw_polygon(fe
, coords
, 3, FALSE
, rot ? rot
->lc
: COL_HIGHLIGHT
);
846 coords
[2] = x
+ TILE_SIZE
- 1;
848 rotate(coords
+2, rot
);
849 draw_polygon(fe
, coords
, 3, TRUE
, rot ? rot
->tc
: COL_HIGHLIGHT
);
850 draw_polygon(fe
, coords
, 3, FALSE
, rot ? rot
->tc
: COL_HIGHLIGHT
);
853 * Now the main blank area in the centre of the tile.
856 coords
[0] = x
+ HIGHLIGHT_WIDTH
;
857 coords
[1] = y
+ HIGHLIGHT_WIDTH
;
858 rotate(coords
+0, rot
);
859 coords
[2] = x
+ HIGHLIGHT_WIDTH
;
860 coords
[3] = y
+ TILE_SIZE
- 1 - HIGHLIGHT_WIDTH
;
861 rotate(coords
+2, rot
);
862 coords
[4] = x
+ TILE_SIZE
- 1 - HIGHLIGHT_WIDTH
;
863 coords
[5] = y
+ TILE_SIZE
- 1 - HIGHLIGHT_WIDTH
;
864 rotate(coords
+4, rot
);
865 coords
[6] = x
+ TILE_SIZE
- 1 - HIGHLIGHT_WIDTH
;
866 coords
[7] = y
+ HIGHLIGHT_WIDTH
;
867 rotate(coords
+6, rot
);
868 draw_polygon(fe
, coords
, 4, TRUE
, flash_colour
);
869 draw_polygon(fe
, coords
, 4, FALSE
, flash_colour
);
871 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
872 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
877 * Next, the triangles for orientation.
879 if (state
->orientable
) {
880 int xdx
, xdy
, ydx
, ydy
;
881 int cx
, cy
, displ
, displ2
;
895 default /* case 3 */:
901 cx
= x
+ TILE_SIZE
/ 2;
902 cy
= y
+ TILE_SIZE
/ 2;
903 displ
= TILE_SIZE
/ 2 - HIGHLIGHT_WIDTH
- 2;
904 displ2
= TILE_SIZE
/ 3 - HIGHLIGHT_WIDTH
;
906 coords
[0] = cx
- displ
* xdx
+ displ2
* ydx
;
907 coords
[1] = cy
- displ
* xdy
+ displ2
* ydy
;
908 rotate(coords
+0, rot
);
909 coords
[2] = cx
+ displ
* xdx
+ displ2
* ydx
;
910 coords
[3] = cy
+ displ
* xdy
+ displ2
* ydy
;
911 rotate(coords
+2, rot
);
912 coords
[4] = cx
- displ
* ydx
;
913 coords
[5] = cy
- displ
* ydy
;
914 rotate(coords
+4, rot
);
915 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT_GENTLE
);
916 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT_GENTLE
);
919 coords
[0] = x
+ TILE_SIZE
/2;
920 coords
[1] = y
+ TILE_SIZE
/2;
921 rotate(coords
+0, rot
);
922 sprintf(str
, "%d", tile
/ 4);
923 draw_text(fe
, coords
[0], coords
[1],
924 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
930 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
933 static int highlight_colour(float angle
)
940 COL_HIGHLIGHT_GENTLE
,
941 COL_HIGHLIGHT_GENTLE
,
942 COL_HIGHLIGHT_GENTLE
,
953 COL_HIGHLIGHT_GENTLE
,
954 COL_HIGHLIGHT_GENTLE
,
955 COL_HIGHLIGHT_GENTLE
,
970 return colours
[(int)((angle
+ 2*PI
) / (PI
/16)) & 31];
973 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
974 int dir
, game_ui
*ui
)
976 if ((dir
> 0 && newstate
->just_used_solve
) ||
977 (dir
< 0 && oldstate
->just_used_solve
))
980 return ANIM_PER_RADIUS_UNIT
* sqrt(newstate
->n
-1);
983 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
984 int dir
, game_ui
*ui
)
986 if (!oldstate
->completed
&& newstate
->completed
&&
987 !oldstate
->used_solve
&& !newstate
->used_solve
)
988 return 2 * FLASH_FRAME
;
993 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
994 game_state
*state
, int dir
, game_ui
*ui
,
995 float animtime
, float flashtime
)
998 struct rotation srot
, *rot
;
999 int lastx
= -1, lasty
= -1, lastr
= -1;
1001 if (flashtime
> 0) {
1002 int frame
= (int)(flashtime
/ FLASH_FRAME
);
1003 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
1005 bgcolour
= COL_BACKGROUND
;
1011 TILE_SIZE
* state
->w
+ 2 * BORDER
,
1012 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
1013 draw_update(fe
, 0, 0,
1014 TILE_SIZE
* state
->w
+ 2 * BORDER
,
1015 TILE_SIZE
* state
->h
+ 2 * BORDER
);
1018 * Recessed area containing the whole puzzle.
1020 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
1021 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
1022 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
1023 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
1024 coords
[4] = coords
[2] - TILE_SIZE
;
1025 coords
[5] = coords
[3] + TILE_SIZE
;
1026 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
1027 coords
[9] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
1028 coords
[6] = coords
[8] + TILE_SIZE
;
1029 coords
[7] = coords
[9] - TILE_SIZE
;
1030 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
1031 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
1033 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
1034 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
1035 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
1036 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
1042 * If we're drawing any rotated tiles, sort out the rotation
1043 * parameters, and also zap the rotation region to the
1044 * background colour before doing anything else.
1048 float anim_max
= game_anim_length(oldstate
, state
, dir
, ui
);
1051 lastx
= state
->lastx
;
1052 lasty
= state
->lasty
;
1053 lastr
= state
->lastr
;
1055 lastx
= oldstate
->lastx
;
1056 lasty
= oldstate
->lasty
;
1057 lastr
= -oldstate
->lastr
;
1061 rot
->cx
= COORD(lastx
);
1062 rot
->cy
= COORD(lasty
);
1063 rot
->cw
= rot
->ch
= TILE_SIZE
* state
->n
;
1064 rot
->ox
= rot
->cx
+ rot
->cw
/2;
1065 rot
->oy
= rot
->cy
+ rot
->ch
/2;
1066 angle
= (-PI
/2 * lastr
) * (1.0 - animtime
/ anim_max
);
1067 rot
->c
= cos(angle
);
1068 rot
->s
= sin(angle
);
1071 * Sort out the colours of the various sides of the tile.
1073 rot
->lc
= highlight_colour(PI
+ angle
);
1074 rot
->rc
= highlight_colour(angle
);
1075 rot
->tc
= highlight_colour(PI
/2 + angle
);
1076 rot
->bc
= highlight_colour(-PI
/2 + angle
);
1078 draw_rect(fe
, rot
->cx
, rot
->cy
, rot
->cw
, rot
->ch
, bgcolour
);
1083 * Now draw each tile.
1085 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
1087 int tx
= i
% state
->w
, ty
= i
/ state
->w
;
1090 * Figure out what should be displayed at this location.
1091 * Usually it will be state->grid[i], unless we're in the
1092 * middle of animating an actual rotation and this cell is
1093 * within the rotation region, in which case we set -1
1096 if (oldstate
&& lastx
>= 0 && lasty
>= 0 &&
1097 tx
>= lastx
&& tx
< lastx
+ state
->n
&&
1098 ty
>= lasty
&& ty
< lasty
+ state
->n
)
1103 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
1104 ds
->grid
[i
] != t
|| ds
->grid
[i
] == -1 || t
== -1) {
1105 int x
= COORD(tx
), y
= COORD(ty
);
1107 draw_tile(fe
, state
, x
, y
, state
->grid
[i
], bgcolour
, rot
);
1111 ds
->bgcolour
= bgcolour
;
1114 * Update the status bar.
1117 char statusbuf
[256];
1120 * Don't show the new status until we're also showing the
1121 * new _state_ - after the game animation is complete.
1126 if (state
->used_solve
)
1127 sprintf(statusbuf
, "Moves since auto-solve: %d",
1128 state
->movecount
- state
->completed
);
1130 sprintf(statusbuf
, "%sMoves: %d",
1131 (state
->completed ?
"COMPLETED! " : ""),
1132 (state
->completed ? state
->completed
: state
->movecount
));
1133 if (state
->movetarget
)
1134 sprintf(statusbuf
+strlen(statusbuf
), " (target %d)",
1138 status_bar(fe
, statusbuf
);
1142 static int game_wants_statusbar(void)
1147 static int game_timing_state(game_state
*state
)
1153 #define thegame twiddle
1156 const struct game thegame
= {
1157 "Twiddle", "games.twiddle",
1164 TRUE
, game_configure
, custom_params
,
1173 TRUE
, game_text_format
,
1180 game_free_drawstate
,
1184 game_wants_statusbar
,
1185 FALSE
, game_timing_state
,
1186 0, /* mouse_priorities */