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 PI 3.141592653589793238462643383279502884197169399
25 #define ANIM_PER_RADIUS_UNIT 0.13F
26 #define FLASH_FRAME 0.13F
49 int just_used_solve
; /* used to suppress undo animation */
50 int used_solve
; /* used to suppress completion flash */
52 int lastx
, lasty
, lastr
; /* coordinates of last rotation */
55 static game_params
*default_params(void)
57 game_params
*ret
= snew(game_params
);
61 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 game_params
*decode_params(char const *string
)
106 game_params
*ret
= snew(game_params
);
108 ret
->w
= ret
->h
= atoi(string
);
110 ret
->rowsonly
= ret
->orientable
= FALSE
;
111 while (*string
&& isdigit(*string
)) string
++;
112 if (*string
== 'x') {
114 ret
->h
= atoi(string
);
115 while (*string
&& isdigit(*string
)) string
++;
117 if (*string
== 'n') {
119 ret
->n
= atoi(string
);
120 while (*string
&& isdigit(*string
)) string
++;
123 if (*string
== 'r') {
124 ret
->rowsonly
= TRUE
;
125 } else if (*string
== 'o') {
126 ret
->orientable
= TRUE
;
134 static char *encode_params(game_params
*params
)
137 sprintf(buf
, "%dx%dn%d%s%s", params
->w
, params
->h
, params
->n
,
138 params
->rowsonly ?
"r" : "",
139 params
->orientable ?
"o" : "");
143 static config_item
*game_configure(game_params
*params
)
148 ret
= snewn(6, config_item
);
150 ret
[0].name
= "Width";
151 ret
[0].type
= C_STRING
;
152 sprintf(buf
, "%d", params
->w
);
153 ret
[0].sval
= dupstr(buf
);
156 ret
[1].name
= "Height";
157 ret
[1].type
= C_STRING
;
158 sprintf(buf
, "%d", params
->h
);
159 ret
[1].sval
= dupstr(buf
);
162 ret
[2].name
= "Rotation radius";
163 ret
[2].type
= C_STRING
;
164 sprintf(buf
, "%d", params
->n
);
165 ret
[2].sval
= dupstr(buf
);
168 ret
[3].name
= "One number per row";
169 ret
[3].type
= C_BOOLEAN
;
171 ret
[3].ival
= params
->rowsonly
;
173 ret
[4].name
= "Orientation matters";
174 ret
[4].type
= C_BOOLEAN
;
176 ret
[4].ival
= params
->orientable
;
186 static game_params
*custom_params(config_item
*cfg
)
188 game_params
*ret
= snew(game_params
);
190 ret
->w
= atoi(cfg
[0].sval
);
191 ret
->h
= atoi(cfg
[1].sval
);
192 ret
->n
= atoi(cfg
[2].sval
);
193 ret
->rowsonly
= cfg
[3].ival
;
194 ret
->orientable
= cfg
[4].ival
;
199 static char *validate_params(game_params
*params
)
202 return "Rotation radius must be at least two";
203 if (params
->w
< params
->n
)
204 return "Width must be at least the rotation radius";
205 if (params
->h
< params
->n
)
206 return "Height must be at least the rotation radius";
211 * This function actually performs a rotation on a grid. The `x'
212 * and `y' coordinates passed in are the coordinates of the _top
213 * left corner_ of the rotated region. (Using the centre would have
214 * involved half-integers and been annoyingly fiddly. Clicking in
215 * the centre is good for a user interface, but too inconvenient to
218 static void do_rotate(int *grid
, int w
, int h
, int n
, int orientable
,
219 int x
, int y
, int dir
)
223 assert(x
>= 0 && x
+n
<= w
);
224 assert(y
>= 0 && y
+n
<= h
);
227 return; /* nothing to do */
229 grid
+= y
*w
+x
; /* translate region to top corner */
232 * If we were leaving the result of the rotation in a separate
233 * grid, the simple thing to do would be to loop over each
234 * square within the rotated region and assign it from its
235 * source square. However, to do it in place without taking
236 * O(n^2) memory, we need to be marginally more clever. What
237 * I'm going to do is loop over about one _quarter_ of the
238 * rotated region and permute each element within that quarter
239 * with its rotational coset.
241 * The size of the region I need to loop over is (n+1)/2 by
242 * n/2, which is an obvious exact quarter for even n and is a
243 * rectangle for odd n. (For odd n, this technique leaves out
244 * one element of the square, which is of course the central
245 * one that never moves anyway.)
247 for (i
= 0; i
< (n
+1)/2; i
++) {
248 for (j
= 0; j
< n
/2; j
++) {
258 for (k
= 0; k
< 4; k
++)
261 for (k
= 0; k
< 4; k
++) {
262 int v
= g
[(k
+dir
) & 3];
264 v
^= ((v
+dir
) ^ v
) & 3; /* alter orientation */
271 * Don't forget the orientation on the centre square, if n is
274 if (orientable
&& (n
& 1)) {
275 int v
= grid
[n
/2*(w
+1)];
276 v
^= ((v
+dir
) ^ v
) & 3; /* alter orientation */
281 static int grid_complete(int *grid
, int wh
, int orientable
)
285 for (i
= 1; i
< wh
; i
++)
286 if (grid
[i
] < grid
[i
-1])
289 for (i
= 0; i
< wh
; i
++)
296 static char *new_game_seed(game_params
*params
, random_state
*rs
,
300 int w
= params
->w
, h
= params
->h
, n
= params
->n
, wh
= w
*h
;
307 * Set up a solved grid.
309 grid
= snewn(wh
, int);
310 for (i
= 0; i
< wh
; i
++)
311 grid
[i
] = ((params
->rowsonly ? i
/w
: i
) + 1) * 4;
314 * Shuffle it. This game is complex enough that I don't feel up
315 * to analysing its full symmetry properties (particularly at
316 * n=4 and above!), so I'm going to do it the pedestrian way
317 * and simply shuffle the grid by making a long sequence of
318 * randomly chosen moves.
320 total_moves
= w
*h
*n
*n
*2 + random_upto(rs
, 1);
321 for (i
= 0; i
< total_moves
; i
++) {
324 x
= random_upto(rs
, w
- n
+ 1);
325 y
= random_upto(rs
, h
- n
+ 1);
326 do_rotate(grid
, w
, h
, n
, params
->orientable
,
327 x
, y
, 1 + random_upto(rs
, 3));
330 * Optionally one more move in case the entire grid has
331 * happened to come out solved.
333 if (i
== total_moves
- 1 && grid_complete(grid
, wh
,
339 * Now construct the game seed, by describing the grid as a
340 * simple sequence of integers. They're comma-separated, unless
341 * the puzzle is orientable in which case they're separated by
342 * orientation letters `u', `d', `l' and `r'.
346 for (i
= 0; i
< wh
; i
++) {
350 k
= sprintf(buf
, "%d%c", grid
[i
] / 4,
351 params
->orientable ?
"uldr"[grid
[i
] & 3] : ',');
353 ret
= sresize(ret
, retlen
+ k
+ 1, char);
354 strcpy(ret
+ retlen
, buf
);
357 if (!params
->orientable
)
358 ret
[retlen
-1] = '\0'; /* delete last comma */
364 static void game_free_aux_info(game_aux_info
*aux
)
366 assert(!"Shouldn't happen");
369 static char *validate_seed(game_params
*params
, char *seed
)
372 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
378 for (i
= 0; i
< wh
; i
++) {
379 if (*p
< '0' || *p
> '9')
380 return "Not enough numbers in string";
381 while (*p
>= '0' && *p
<= '9')
383 if (!params
->orientable
&& i
< wh
-1) {
385 return "Expected comma after number";
386 } else if (params
->orientable
&& i
< wh
) {
387 if (*p
!= 'l' && *p
!= 'r' && *p
!= 'u' && *p
!= 'd')
388 return "Expected orientation letter after number";
389 } else if (i
== wh
-1 && *p
) {
390 return "Excess junk at end of string";
393 if (*p
) p
++; /* eat comma */
399 static game_state
*new_game(game_params
*params
, char *seed
)
401 game_state
*state
= snew(game_state
);
402 int w
= params
->w
, h
= params
->h
, n
= params
->n
, wh
= w
*h
;
409 state
->orientable
= params
->orientable
;
410 state
->completed
= 0;
411 state
->used_solve
= state
->just_used_solve
= FALSE
;
412 state
->movecount
= 0;
413 state
->lastx
= state
->lasty
= state
->lastr
= -1;
415 state
->grid
= snewn(wh
, int);
419 for (i
= 0; i
< wh
; i
++) {
420 state
->grid
[i
] = 4 * atoi(p
);
421 while (*p
>= '0' && *p
<= '9')
424 if (params
->orientable
) {
426 case 'l': state
->grid
[i
] |= 1; break;
427 case 'd': state
->grid
[i
] |= 2; break;
428 case 'r': state
->grid
[i
] |= 3; break;
438 static game_state
*dup_game(game_state
*state
)
440 game_state
*ret
= snew(game_state
);
445 ret
->orientable
= state
->orientable
;
446 ret
->completed
= state
->completed
;
447 ret
->movecount
= state
->movecount
;
448 ret
->lastx
= state
->lastx
;
449 ret
->lasty
= state
->lasty
;
450 ret
->lastr
= state
->lastr
;
451 ret
->used_solve
= state
->used_solve
;
452 ret
->just_used_solve
= state
->just_used_solve
;
454 ret
->grid
= snewn(ret
->w
* ret
->h
, int);
455 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
* sizeof(int));
460 static void free_game(game_state
*state
)
466 static int compare_int(const void *av
, const void *bv
)
468 const int *a
= (const int *)av
;
469 const int *b
= (const int *)bv
;
478 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
481 game_state
*ret
= dup_game(state
);
485 * Simply replace the grid with a solved one. For this game,
486 * this isn't a useful operation for actually telling the user
487 * what they should have done, but it is useful for
488 * conveniently being able to get hold of a clean state from
489 * which to practise manoeuvres.
491 qsort(ret
->grid
, ret
->w
*ret
->h
, sizeof(int), compare_int
);
492 for (i
= 0; i
< ret
->w
*ret
->h
; i
++)
494 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
495 ret
->completed
= ret
->movecount
;
500 static char *game_text_format(game_state
*state
)
502 char *ret
, *p
, buf
[80];
503 int i
, x
, y
, col
, o
, maxlen
;
506 * First work out how many characters we need to display each
507 * number. We're pretty flexible on grid contents here, so we
508 * have to scan the entire grid.
511 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
512 x
= sprintf(buf
, "%d", state
->grid
[i
] / 4);
513 if (col
< x
) col
= x
;
515 o
= (state
->orientable ?
1 : 0);
518 * Now we know the exact total size of the grid we're going to
519 * produce: it's got h rows, each containing w lots of col+o,
520 * w-1 spaces and a trailing newline.
522 maxlen
= state
->h
* state
->w
* (col
+o
+1);
524 ret
= snewn(maxlen
+1, char);
527 for (y
= 0; y
< state
->h
; y
++) {
528 for (x
= 0; x
< state
->w
; x
++) {
529 int v
= state
->grid
[state
->w
*y
+x
];
530 sprintf(buf
, "%*d", col
, v
/4);
534 *p
++ = "^<v>"[v
& 3];
542 assert(p
- ret
== maxlen
);
547 static game_ui
*new_ui(game_state
*state
)
552 static void free_ui(game_ui
*ui
)
556 static game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
,
559 int w
= from
->w
, h
= from
->h
, n
= from
->n
, wh
= w
*h
;
563 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
565 * Determine the coordinates of the click. We offset by n-1
566 * half-blocks so that the user must click at the centre of
567 * a rotation region rather than at the corner.
569 x
-= (n
-1) * TILE_SIZE
/ 2;
570 y
-= (n
-1) * TILE_SIZE
/ 2;
573 if (x
< 0 || x
> w
-n
|| y
< 0 || y
> w
-n
)
577 * This is a valid move. Make it.
579 ret
= dup_game(from
);
580 ret
->just_used_solve
= FALSE
; /* zero this in a hurry */
582 dir
= (button
== LEFT_BUTTON ?
1 : -1);
583 do_rotate(ret
->grid
, w
, h
, n
, ret
->orientable
, x
, y
, dir
);
589 * See if the game has been completed. To do this we simply
590 * test that the grid contents are in increasing order.
592 if (!ret
->completed
&& grid_complete(ret
->grid
, wh
, ret
->orientable
))
593 ret
->completed
= ret
->movecount
;
599 /* ----------------------------------------------------------------------
603 struct game_drawstate
{
609 static void game_size(game_params
*params
, int *x
, int *y
)
611 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
612 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
615 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
617 float *ret
= snewn(3 * NCOLOURS
, float);
621 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
624 * Drop the background colour so that the highlight is
625 * noticeably brighter than it while still being under 1.
627 max
= ret
[COL_BACKGROUND
*3];
628 for (i
= 1; i
< 3; i
++)
629 if (ret
[COL_BACKGROUND
*3+i
] > max
)
630 max
= ret
[COL_BACKGROUND
*3+i
];
631 if (max
* 1.2F
> 1.0F
) {
632 for (i
= 0; i
< 3; i
++)
633 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
636 for (i
= 0; i
< 3; i
++) {
637 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
638 ret
[COL_HIGHLIGHT_GENTLE
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.1F
;
639 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
640 ret
[COL_LOWLIGHT_GENTLE
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.9F
;
641 ret
[COL_TEXT
* 3 + i
] = 0.0;
644 *ncolours
= NCOLOURS
;
648 static game_drawstate
*game_new_drawstate(game_state
*state
)
650 struct game_drawstate
*ds
= snew(struct game_drawstate
);
656 ds
->bgcolour
= COL_BACKGROUND
;
657 ds
->grid
= snewn(ds
->w
*ds
->h
, int);
658 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
664 static void game_free_drawstate(game_drawstate
*ds
)
670 int cx
, cy
, cw
, ch
; /* clip region */
671 int ox
, oy
; /* rotation origin */
672 float c
, s
; /* cos and sin of rotation angle */
673 int lc
, rc
, tc
, bc
; /* colours of tile edges */
676 static void rotate(int *xy
, struct rotation
*rot
)
679 float xf
= xy
[0] - rot
->ox
, yf
= xy
[1] - rot
->oy
;
682 xf2
= rot
->c
* xf
+ rot
->s
* yf
;
683 yf2
= - rot
->s
* xf
+ rot
->c
* yf
;
685 xy
[0] = xf2
+ rot
->ox
+ 0.5; /* round to nearest */
686 xy
[1] = yf2
+ rot
->oy
+ 0.5; /* round to nearest */
690 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
691 int tile
, int flash_colour
, struct rotation
*rot
)
697 clip(fe
, rot
->cx
, rot
->cy
, rot
->cw
, rot
->ch
);
700 * We must draw each side of the tile's highlight separately,
701 * because in some cases (during rotation) they will all need
702 * to be different colours.
705 /* The centre point is common to all sides. */
706 coords
[4] = x
+ TILE_SIZE
/ 2;
707 coords
[5] = y
+ TILE_SIZE
/ 2;
708 rotate(coords
+4, rot
);
711 coords
[0] = x
+ TILE_SIZE
- 1;
712 coords
[1] = y
+ TILE_SIZE
- 1;
713 rotate(coords
+0, rot
);
714 coords
[2] = x
+ TILE_SIZE
- 1;
716 rotate(coords
+2, rot
);
717 draw_polygon(fe
, coords
, 3, TRUE
, rot ? rot
->rc
: COL_LOWLIGHT
);
718 draw_polygon(fe
, coords
, 3, FALSE
, rot ? rot
->rc
: COL_LOWLIGHT
);
722 coords
[3] = y
+ TILE_SIZE
- 1;
723 rotate(coords
+2, rot
);
724 draw_polygon(fe
, coords
, 3, TRUE
, rot ? rot
->bc
: COL_LOWLIGHT
);
725 draw_polygon(fe
, coords
, 3, FALSE
, rot ? rot
->bc
: COL_LOWLIGHT
);
730 rotate(coords
+0, rot
);
731 draw_polygon(fe
, coords
, 3, TRUE
, rot ? rot
->lc
: COL_HIGHLIGHT
);
732 draw_polygon(fe
, coords
, 3, FALSE
, rot ? rot
->lc
: COL_HIGHLIGHT
);
735 coords
[2] = x
+ TILE_SIZE
- 1;
737 rotate(coords
+2, rot
);
738 draw_polygon(fe
, coords
, 3, TRUE
, rot ? rot
->tc
: COL_HIGHLIGHT
);
739 draw_polygon(fe
, coords
, 3, FALSE
, rot ? rot
->tc
: COL_HIGHLIGHT
);
742 * Now the main blank area in the centre of the tile.
745 coords
[0] = x
+ HIGHLIGHT_WIDTH
;
746 coords
[1] = y
+ HIGHLIGHT_WIDTH
;
747 rotate(coords
+0, rot
);
748 coords
[2] = x
+ HIGHLIGHT_WIDTH
;
749 coords
[3] = y
+ TILE_SIZE
- 1 - HIGHLIGHT_WIDTH
;
750 rotate(coords
+2, rot
);
751 coords
[4] = x
+ TILE_SIZE
- 1 - HIGHLIGHT_WIDTH
;
752 coords
[5] = y
+ TILE_SIZE
- 1 - HIGHLIGHT_WIDTH
;
753 rotate(coords
+4, rot
);
754 coords
[6] = x
+ TILE_SIZE
- 1 - HIGHLIGHT_WIDTH
;
755 coords
[7] = y
+ HIGHLIGHT_WIDTH
;
756 rotate(coords
+6, rot
);
757 draw_polygon(fe
, coords
, 4, TRUE
, flash_colour
);
758 draw_polygon(fe
, coords
, 4, FALSE
, flash_colour
);
760 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
761 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
766 * Next, the colour bars for orientation.
768 if (state
->orientable
) {
769 int xdx
, xdy
, ydx
, ydy
;
770 int cx
, cy
, displ
, displ2
;
784 default /* case 3 */:
790 cx
= x
+ TILE_SIZE
/ 2;
791 cy
= y
+ TILE_SIZE
/ 2;
792 displ
= TILE_SIZE
/ 2 - HIGHLIGHT_WIDTH
- 2;
793 displ2
= TILE_SIZE
/ 3 - HIGHLIGHT_WIDTH
;
795 coords
[0] = cx
- displ
* xdx
+ displ2
* ydx
;
796 coords
[1] = cy
- displ
* xdy
+ displ2
* ydy
;
797 rotate(coords
+0, rot
);
798 coords
[2] = cx
+ displ
* xdx
+ displ2
* ydx
;
799 coords
[3] = cy
+ displ
* xdy
+ displ2
* ydy
;
800 rotate(coords
+2, rot
);
801 coords
[4] = cx
- displ
* ydx
;
802 coords
[5] = cy
- displ
* ydy
;
803 rotate(coords
+4, rot
);
804 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT_GENTLE
);
805 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT_GENTLE
);
808 coords
[0] = x
+ TILE_SIZE
/2;
809 coords
[1] = y
+ TILE_SIZE
/2;
810 rotate(coords
+0, rot
);
811 sprintf(str
, "%d", tile
/ 4);
812 draw_text(fe
, coords
[0], coords
[1],
813 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
819 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
822 static int highlight_colour(float angle
)
829 COL_HIGHLIGHT_GENTLE
,
830 COL_HIGHLIGHT_GENTLE
,
831 COL_HIGHLIGHT_GENTLE
,
842 COL_HIGHLIGHT_GENTLE
,
843 COL_HIGHLIGHT_GENTLE
,
844 COL_HIGHLIGHT_GENTLE
,
859 return colours
[(int)((angle
+ 2*PI
) / (PI
/16)) & 31];
862 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
865 if ((dir
> 0 && newstate
->just_used_solve
) ||
866 (dir
< 0 && oldstate
->just_used_solve
))
869 return ANIM_PER_RADIUS_UNIT
* sqrt(newstate
->n
-1);
872 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
875 if (!oldstate
->completed
&& newstate
->completed
&&
876 !oldstate
->used_solve
&& !newstate
->used_solve
)
877 return 2 * FLASH_FRAME
;
882 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
883 game_state
*state
, int dir
, game_ui
*ui
,
884 float animtime
, float flashtime
)
887 struct rotation srot
, *rot
;
888 int lastx
= -1, lasty
= -1, lastr
= -1;
891 int frame
= (int)(flashtime
/ FLASH_FRAME
);
892 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
894 bgcolour
= COL_BACKGROUND
;
900 TILE_SIZE
* state
->w
+ 2 * BORDER
,
901 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
902 draw_update(fe
, 0, 0,
903 TILE_SIZE
* state
->w
+ 2 * BORDER
,
904 TILE_SIZE
* state
->h
+ 2 * BORDER
);
907 * Recessed area containing the whole puzzle.
909 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
910 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
911 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
912 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
913 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
914 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
915 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
916 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
918 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
919 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
920 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
921 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
927 * If we're drawing any rotated tiles, sort out the rotation
928 * parameters, and also zap the rotation region to the
929 * background colour before doing anything else.
933 float anim_max
= game_anim_length(oldstate
, state
, dir
);
936 lastx
= state
->lastx
;
937 lasty
= state
->lasty
;
938 lastr
= state
->lastr
;
940 lastx
= oldstate
->lastx
;
941 lasty
= oldstate
->lasty
;
942 lastr
= -oldstate
->lastr
;
946 rot
->cx
= COORD(lastx
);
947 rot
->cy
= COORD(lasty
);
948 rot
->cw
= rot
->ch
= TILE_SIZE
* state
->n
;
949 rot
->ox
= rot
->cx
+ rot
->cw
/2;
950 rot
->oy
= rot
->cy
+ rot
->ch
/2;
951 angle
= (-PI
/2 * lastr
) * (1.0 - animtime
/ anim_max
);
956 * Sort out the colours of the various sides of the tile.
958 rot
->lc
= highlight_colour(PI
+ angle
);
959 rot
->rc
= highlight_colour(angle
);
960 rot
->tc
= highlight_colour(PI
/2 + angle
);
961 rot
->bc
= highlight_colour(-PI
/2 + angle
);
963 draw_rect(fe
, rot
->cx
, rot
->cy
, rot
->cw
, rot
->ch
, bgcolour
);
968 * Now draw each tile.
970 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
972 int tx
= i
% state
->w
, ty
= i
/ state
->w
;
975 * Figure out what should be displayed at this location.
976 * Usually it will be state->grid[i], unless we're in the
977 * middle of animating an actual rotation and this cell is
978 * within the rotation region, in which case we set -1
981 if (oldstate
&& lastx
>= 0 && lasty
>= 0 &&
982 tx
>= lastx
&& tx
< lastx
+ state
->n
&&
983 ty
>= lasty
&& ty
< lasty
+ state
->n
)
988 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
989 ds
->grid
[i
] != t
|| ds
->grid
[i
] == -1 || t
== -1) {
990 int x
= COORD(tx
), y
= COORD(ty
);
992 draw_tile(fe
, state
, x
, y
, state
->grid
[i
], bgcolour
, rot
);
996 ds
->bgcolour
= bgcolour
;
999 * Update the status bar.
1002 char statusbuf
[256];
1005 * Don't show the new status until we're also showing the
1006 * new _state_ - after the game animation is complete.
1011 if (state
->used_solve
)
1012 sprintf(statusbuf
, "Moves since auto-solve: %d",
1013 state
->movecount
- state
->completed
);
1015 sprintf(statusbuf
, "%sMoves: %d",
1016 (state
->completed ?
"COMPLETED! " : ""),
1017 (state
->completed ? state
->completed
: state
->movecount
));
1019 status_bar(fe
, statusbuf
);
1023 static int game_wants_statusbar(void)
1029 #define thegame twiddle
1032 const struct game thegame
= {
1033 "Twiddle", "games.twiddle",
1040 TRUE
, game_configure
, custom_params
,
1049 TRUE
, game_text_format
,
1056 game_free_drawstate
,
1060 game_wants_statusbar
,