Keyboard shortcuts for Twiddle: abcdABCD in line with the notation
[sgt/puzzles] / twiddle.c
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 TILE_SIZE 48
18 #define BORDER (TILE_SIZE / 2)
19 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
21 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
22
23 #define PI 3.141592653589793238462643383279502884197169399
24
25 #define ANIM_PER_RADIUS_UNIT 0.13F
26 #define FLASH_FRAME 0.13F
27
28 enum {
29 COL_BACKGROUND,
30 COL_TEXT,
31 COL_HIGHLIGHT,
32 COL_HIGHLIGHT_GENTLE,
33 COL_LOWLIGHT,
34 COL_LOWLIGHT_GENTLE,
35 NCOLOURS
36 };
37
38 struct game_params {
39 int w, h, n;
40 int rowsonly;
41 int orientable;
42 int movetarget;
43 };
44
45 struct game_state {
46 int w, h, n;
47 int orientable;
48 int *grid;
49 int completed;
50 int just_used_solve; /* used to suppress undo animation */
51 int used_solve; /* used to suppress completion flash */
52 int movecount, movetarget;
53 int lastx, lasty, lastr; /* coordinates of last rotation */
54 };
55
56 static game_params *default_params(void)
57 {
58 game_params *ret = snew(game_params);
59
60 ret->w = ret->h = 3;
61 ret->n = 2;
62 ret->rowsonly = ret->orientable = FALSE;
63 ret->movetarget = 0;
64
65 return ret;
66 }
67
68
69 static void free_params(game_params *params)
70 {
71 sfree(params);
72 }
73
74 static game_params *dup_params(game_params *params)
75 {
76 game_params *ret = snew(game_params);
77 *ret = *params; /* structure copy */
78 return ret;
79 }
80
81 static int game_fetch_preset(int i, char **name, game_params **params)
82 {
83 static struct {
84 char *title;
85 game_params params;
86 } presets[] = {
87 { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
88 { "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
89 { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
90 { "4x4 normal", { 4, 4, 2, FALSE } },
91 { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
92 { "4x4 radius 3", { 4, 4, 3, FALSE } },
93 { "5x5 radius 3", { 5, 5, 3, FALSE } },
94 { "6x6 radius 4", { 6, 6, 4, FALSE } },
95 };
96
97 if (i < 0 || i >= lenof(presets))
98 return FALSE;
99
100 *name = dupstr(presets[i].title);
101 *params = dup_params(&presets[i].params);
102
103 return TRUE;
104 }
105
106 static void decode_params(game_params *ret, char const *string)
107 {
108 ret->w = ret->h = atoi(string);
109 ret->n = 2;
110 ret->rowsonly = ret->orientable = FALSE;
111 ret->movetarget = 0;
112 while (*string && isdigit(*string)) string++;
113 if (*string == 'x') {
114 string++;
115 ret->h = atoi(string);
116 while (*string && isdigit(*string)) string++;
117 }
118 if (*string == 'n') {
119 string++;
120 ret->n = atoi(string);
121 while (*string && isdigit(*string)) string++;
122 }
123 while (*string) {
124 if (*string == 'r') {
125 ret->rowsonly = TRUE;
126 } else if (*string == 'o') {
127 ret->orientable = TRUE;
128 } else if (*string == 'm') {
129 string++;
130 ret->movetarget = atoi(string);
131 while (string[1] && isdigit(string[1])) string++;
132 }
133 string++;
134 }
135 }
136
137 static char *encode_params(game_params *params, int full)
138 {
139 char buf[256];
140 sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
141 params->rowsonly ? "r" : "",
142 params->orientable ? "o" : "");
143 /* Shuffle limit is part of the limited parameters, because we have to
144 * supply the target move count. */
145 if (params->movetarget)
146 sprintf(buf + strlen(buf), "m%d", params->movetarget);
147 return dupstr(buf);
148 }
149
150 static config_item *game_configure(game_params *params)
151 {
152 config_item *ret;
153 char buf[80];
154
155 ret = snewn(7, config_item);
156
157 ret[0].name = "Width";
158 ret[0].type = C_STRING;
159 sprintf(buf, "%d", params->w);
160 ret[0].sval = dupstr(buf);
161 ret[0].ival = 0;
162
163 ret[1].name = "Height";
164 ret[1].type = C_STRING;
165 sprintf(buf, "%d", params->h);
166 ret[1].sval = dupstr(buf);
167 ret[1].ival = 0;
168
169 ret[2].name = "Rotation radius";
170 ret[2].type = C_STRING;
171 sprintf(buf, "%d", params->n);
172 ret[2].sval = dupstr(buf);
173 ret[2].ival = 0;
174
175 ret[3].name = "One number per row";
176 ret[3].type = C_BOOLEAN;
177 ret[3].sval = NULL;
178 ret[3].ival = params->rowsonly;
179
180 ret[4].name = "Orientation matters";
181 ret[4].type = C_BOOLEAN;
182 ret[4].sval = NULL;
183 ret[4].ival = params->orientable;
184
185 ret[5].name = "Number of shuffling moves";
186 ret[5].type = C_STRING;
187 sprintf(buf, "%d", params->movetarget);
188 ret[5].sval = dupstr(buf);
189 ret[5].ival = 0;
190
191 ret[6].name = NULL;
192 ret[6].type = C_END;
193 ret[6].sval = NULL;
194 ret[6].ival = 0;
195
196 return ret;
197 }
198
199 static game_params *custom_params(config_item *cfg)
200 {
201 game_params *ret = snew(game_params);
202
203 ret->w = atoi(cfg[0].sval);
204 ret->h = atoi(cfg[1].sval);
205 ret->n = atoi(cfg[2].sval);
206 ret->rowsonly = cfg[3].ival;
207 ret->orientable = cfg[4].ival;
208 ret->movetarget = atoi(cfg[5].sval);
209
210 return ret;
211 }
212
213 static char *validate_params(game_params *params)
214 {
215 if (params->n < 2)
216 return "Rotation radius must be at least two";
217 if (params->w < params->n)
218 return "Width must be at least the rotation radius";
219 if (params->h < params->n)
220 return "Height must be at least the rotation radius";
221 return NULL;
222 }
223
224 /*
225 * This function actually performs a rotation on a grid. The `x'
226 * and `y' coordinates passed in are the coordinates of the _top
227 * left corner_ of the rotated region. (Using the centre would have
228 * involved half-integers and been annoyingly fiddly. Clicking in
229 * the centre is good for a user interface, but too inconvenient to
230 * use internally.)
231 */
232 static void do_rotate(int *grid, int w, int h, int n, int orientable,
233 int x, int y, int dir)
234 {
235 int i, j;
236
237 assert(x >= 0 && x+n <= w);
238 assert(y >= 0 && y+n <= h);
239 dir &= 3;
240 if (dir == 0)
241 return; /* nothing to do */
242
243 grid += y*w+x; /* translate region to top corner */
244
245 /*
246 * If we were leaving the result of the rotation in a separate
247 * grid, the simple thing to do would be to loop over each
248 * square within the rotated region and assign it from its
249 * source square. However, to do it in place without taking
250 * O(n^2) memory, we need to be marginally more clever. What
251 * I'm going to do is loop over about one _quarter_ of the
252 * rotated region and permute each element within that quarter
253 * with its rotational coset.
254 *
255 * The size of the region I need to loop over is (n+1)/2 by
256 * n/2, which is an obvious exact quarter for even n and is a
257 * rectangle for odd n. (For odd n, this technique leaves out
258 * one element of the square, which is of course the central
259 * one that never moves anyway.)
260 */
261 for (i = 0; i < (n+1)/2; i++) {
262 for (j = 0; j < n/2; j++) {
263 int k;
264 int g[4];
265 int p[4] = {
266 j*w+i,
267 i*w+(n-j-1),
268 (n-j-1)*w+(n-i-1),
269 (n-i-1)*w+j
270 };
271
272 for (k = 0; k < 4; k++)
273 g[k] = grid[p[k]];
274
275 for (k = 0; k < 4; k++) {
276 int v = g[(k+dir) & 3];
277 if (orientable)
278 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
279 grid[p[k]] = v;
280 }
281 }
282 }
283
284 /*
285 * Don't forget the orientation on the centre square, if n is
286 * odd.
287 */
288 if (orientable && (n & 1)) {
289 int v = grid[n/2*(w+1)];
290 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
291 grid[n/2*(w+1)] = v;
292 }
293 }
294
295 static int grid_complete(int *grid, int wh, int orientable)
296 {
297 int ok = TRUE;
298 int i;
299 for (i = 1; i < wh; i++)
300 if (grid[i] < grid[i-1])
301 ok = FALSE;
302 if (orientable) {
303 for (i = 0; i < wh; i++)
304 if (grid[i] & 3)
305 ok = FALSE;
306 }
307 return ok;
308 }
309
310 static char *new_game_desc(game_params *params, random_state *rs,
311 game_aux_info **aux)
312 {
313 int *grid;
314 int w = params->w, h = params->h, n = params->n, wh = w*h;
315 int i;
316 char *ret;
317 int retlen;
318 int total_moves;
319
320 /*
321 * Set up a solved grid.
322 */
323 grid = snewn(wh, int);
324 for (i = 0; i < wh; i++)
325 grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
326
327 /*
328 * Shuffle it. This game is complex enough that I don't feel up
329 * to analysing its full symmetry properties (particularly at
330 * n=4 and above!), so I'm going to do it the pedestrian way
331 * and simply shuffle the grid by making a long sequence of
332 * randomly chosen moves.
333 */
334 total_moves = params->movetarget;
335 if (!total_moves)
336 total_moves = w*h*n*n*2 + random_upto(rs, 2);
337
338 do {
339 int oldx = -1, oldy = -1, oldr = -1;
340
341 for (i = 0; i < total_moves; i++) {
342 int x, y, r;
343
344 do {
345 x = random_upto(rs, w - n + 1);
346 y = random_upto(rs, h - n + 1);
347 r = 1 + 2 * random_upto(rs, 2);
348 } while (x == oldx && y == oldy && (oldr == 0 || r == oldr));
349
350 do_rotate(grid, w, h, n, params->orientable,
351 x, y, r);
352
353 /*
354 * Prevent immediate reversal of a previous move, or
355 * execution of three consecutive identical moves
356 * adding up to a single inverse move. One exception is
357 * when we only _have_ one x,y setting.
358 */
359 if (w != n || h != n) {
360 if (oldx == x && oldy == y)
361 oldr = 0; /* now avoid _any_ move in this x,y */
362 else
363 oldr = -r & 3; /* only prohibit the exact inverse */
364 oldx = x;
365 oldy = y;
366 }
367 }
368 } while (grid_complete(grid, wh, params->orientable));
369
370 /*
371 * Now construct the game description, by describing the grid
372 * as a simple sequence of integers. They're comma-separated,
373 * unless the puzzle is orientable in which case they're
374 * separated by orientation letters `u', `d', `l' and `r'.
375 */
376 ret = NULL;
377 retlen = 0;
378 for (i = 0; i < wh; i++) {
379 char buf[80];
380 int k;
381
382 k = sprintf(buf, "%d%c", grid[i] / 4,
383 params->orientable ? "uldr"[grid[i] & 3] : ',');
384
385 ret = sresize(ret, retlen + k + 1, char);
386 strcpy(ret + retlen, buf);
387 retlen += k;
388 }
389 if (!params->orientable)
390 ret[retlen-1] = '\0'; /* delete last comma */
391
392 sfree(grid);
393 return ret;
394 }
395
396 static void game_free_aux_info(game_aux_info *aux)
397 {
398 assert(!"Shouldn't happen");
399 }
400
401 static char *validate_desc(game_params *params, char *desc)
402 {
403 char *p, *err;
404 int w = params->w, h = params->h, wh = w*h;
405 int i;
406
407 p = desc;
408 err = NULL;
409
410 for (i = 0; i < wh; i++) {
411 if (*p < '0' || *p > '9')
412 return "Not enough numbers in string";
413 while (*p >= '0' && *p <= '9')
414 p++;
415 if (!params->orientable && i < wh-1) {
416 if (*p != ',')
417 return "Expected comma after number";
418 } else if (params->orientable && i < wh) {
419 if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd')
420 return "Expected orientation letter after number";
421 } else if (i == wh-1 && *p) {
422 return "Excess junk at end of string";
423 }
424
425 if (*p) p++; /* eat comma */
426 }
427
428 return NULL;
429 }
430
431 static game_state *new_game(game_params *params, char *desc)
432 {
433 game_state *state = snew(game_state);
434 int w = params->w, h = params->h, n = params->n, wh = w*h;
435 int i;
436 char *p;
437
438 state->w = w;
439 state->h = h;
440 state->n = n;
441 state->orientable = params->orientable;
442 state->completed = 0;
443 state->used_solve = state->just_used_solve = FALSE;
444 state->movecount = 0;
445 state->movetarget = params->movetarget;
446 state->lastx = state->lasty = state->lastr = -1;
447
448 state->grid = snewn(wh, int);
449
450 p = desc;
451
452 for (i = 0; i < wh; i++) {
453 state->grid[i] = 4 * atoi(p);
454 while (*p >= '0' && *p <= '9')
455 p++;
456 if (*p) {
457 if (params->orientable) {
458 switch (*p) {
459 case 'l': state->grid[i] |= 1; break;
460 case 'd': state->grid[i] |= 2; break;
461 case 'r': state->grid[i] |= 3; break;
462 }
463 }
464 p++;
465 }
466 }
467
468 return state;
469 }
470
471 static game_state *dup_game(game_state *state)
472 {
473 game_state *ret = snew(game_state);
474
475 ret->w = state->w;
476 ret->h = state->h;
477 ret->n = state->n;
478 ret->orientable = state->orientable;
479 ret->completed = state->completed;
480 ret->movecount = state->movecount;
481 ret->movetarget = state->movetarget;
482 ret->lastx = state->lastx;
483 ret->lasty = state->lasty;
484 ret->lastr = state->lastr;
485 ret->used_solve = state->used_solve;
486 ret->just_used_solve = state->just_used_solve;
487
488 ret->grid = snewn(ret->w * ret->h, int);
489 memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
490
491 return ret;
492 }
493
494 static void free_game(game_state *state)
495 {
496 sfree(state->grid);
497 sfree(state);
498 }
499
500 static int compare_int(const void *av, const void *bv)
501 {
502 const int *a = (const int *)av;
503 const int *b = (const int *)bv;
504 if (*a < *b)
505 return -1;
506 else if (*a > *b)
507 return +1;
508 else
509 return 0;
510 }
511
512 static game_state *solve_game(game_state *state, game_aux_info *aux,
513 char **error)
514 {
515 game_state *ret = dup_game(state);
516 int i;
517
518 /*
519 * Simply replace the grid with a solved one. For this game,
520 * this isn't a useful operation for actually telling the user
521 * what they should have done, but it is useful for
522 * conveniently being able to get hold of a clean state from
523 * which to practise manoeuvres.
524 */
525 qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
526 for (i = 0; i < ret->w*ret->h; i++)
527 ret->grid[i] &= ~3;
528 ret->used_solve = ret->just_used_solve = TRUE;
529 ret->completed = ret->movecount = 1;
530
531 return ret;
532 }
533
534 static char *game_text_format(game_state *state)
535 {
536 char *ret, *p, buf[80];
537 int i, x, y, col, o, maxlen;
538
539 /*
540 * First work out how many characters we need to display each
541 * number. We're pretty flexible on grid contents here, so we
542 * have to scan the entire grid.
543 */
544 col = 0;
545 for (i = 0; i < state->w * state->h; i++) {
546 x = sprintf(buf, "%d", state->grid[i] / 4);
547 if (col < x) col = x;
548 }
549 o = (state->orientable ? 1 : 0);
550
551 /*
552 * Now we know the exact total size of the grid we're going to
553 * produce: it's got h rows, each containing w lots of col+o,
554 * w-1 spaces and a trailing newline.
555 */
556 maxlen = state->h * state->w * (col+o+1);
557
558 ret = snewn(maxlen+1, char);
559 p = ret;
560
561 for (y = 0; y < state->h; y++) {
562 for (x = 0; x < state->w; x++) {
563 int v = state->grid[state->w*y+x];
564 sprintf(buf, "%*d", col, v/4);
565 memcpy(p, buf, col);
566 p += col;
567 if (o)
568 *p++ = "^<v>"[v & 3];
569 if (x+1 == state->w)
570 *p++ = '\n';
571 else
572 *p++ = ' ';
573 }
574 }
575
576 assert(p - ret == maxlen);
577 *p = '\0';
578 return ret;
579 }
580
581 static game_ui *new_ui(game_state *state)
582 {
583 return NULL;
584 }
585
586 static void free_ui(game_ui *ui)
587 {
588 }
589
590 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
591 int button)
592 {
593 int w = from->w, h = from->h, n = from->n, wh = w*h;
594 game_state *ret;
595 int dir;
596
597 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
598 /*
599 * Determine the coordinates of the click. We offset by n-1
600 * half-blocks so that the user must click at the centre of
601 * a rotation region rather than at the corner.
602 */
603 x -= (n-1) * TILE_SIZE / 2;
604 y -= (n-1) * TILE_SIZE / 2;
605 x = FROMCOORD(x);
606 y = FROMCOORD(y);
607 dir = (button == LEFT_BUTTON ? 1 : -1);
608 if (x < 0 || x > w-n || y < 0 || y > h-n)
609 return NULL;
610 } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
611 x = y = 0;
612 dir = (button == 'A' ? -1 : +1);
613 } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') {
614 x = w-n;
615 y = 0;
616 dir = (button == 'B' ? -1 : +1);
617 } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') {
618 x = 0;
619 y = h-n;
620 dir = (button == 'C' ? -1 : +1);
621 } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') {
622 x = w-n;
623 y = h-n;
624 dir = (button == 'D' ? -1 : +1);
625 } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) {
626 x = (w-n) / 2;
627 y = 0;
628 dir = +1;
629 } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) {
630 x = (w-n) / 2;
631 y = h-n;
632 dir = +1;
633 } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) {
634 x = 0;
635 y = (h-n) / 2;
636 dir = +1;
637 } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) {
638 x = w-n;
639 y = (h-n) / 2;
640 dir = +1;
641 } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){
642 x = (w-n) / 2;
643 y = (h-n) / 2;
644 dir = +1;
645 } else {
646 return NULL; /* no move to be made */
647 }
648
649 /*
650 * This is a valid move. Make it.
651 */
652 ret = dup_game(from);
653 ret->just_used_solve = FALSE; /* zero this in a hurry */
654 ret->movecount++;
655 do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
656 ret->lastx = x;
657 ret->lasty = y;
658 ret->lastr = dir;
659
660 /*
661 * See if the game has been completed. To do this we simply
662 * test that the grid contents are in increasing order.
663 */
664 if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
665 ret->completed = ret->movecount;
666 return ret;
667 }
668
669 /* ----------------------------------------------------------------------
670 * Drawing routines.
671 */
672
673 struct game_drawstate {
674 int started;
675 int w, h, bgcolour;
676 int *grid;
677 };
678
679 static void game_size(game_params *params, int *x, int *y)
680 {
681 *x = TILE_SIZE * params->w + 2 * BORDER;
682 *y = TILE_SIZE * params->h + 2 * BORDER;
683 }
684
685 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
686 {
687 float *ret = snewn(3 * NCOLOURS, float);
688 int i;
689 float max;
690
691 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
692
693 /*
694 * Drop the background colour so that the highlight is
695 * noticeably brighter than it while still being under 1.
696 */
697 max = ret[COL_BACKGROUND*3];
698 for (i = 1; i < 3; i++)
699 if (ret[COL_BACKGROUND*3+i] > max)
700 max = ret[COL_BACKGROUND*3+i];
701 if (max * 1.2F > 1.0F) {
702 for (i = 0; i < 3; i++)
703 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
704 }
705
706 for (i = 0; i < 3; i++) {
707 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
708 ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
709 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
710 ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
711 ret[COL_TEXT * 3 + i] = 0.0;
712 }
713
714 *ncolours = NCOLOURS;
715 return ret;
716 }
717
718 static game_drawstate *game_new_drawstate(game_state *state)
719 {
720 struct game_drawstate *ds = snew(struct game_drawstate);
721 int i;
722
723 ds->started = FALSE;
724 ds->w = state->w;
725 ds->h = state->h;
726 ds->bgcolour = COL_BACKGROUND;
727 ds->grid = snewn(ds->w*ds->h, int);
728 for (i = 0; i < ds->w*ds->h; i++)
729 ds->grid[i] = -1;
730
731 return ds;
732 }
733
734 static void game_free_drawstate(game_drawstate *ds)
735 {
736 sfree(ds);
737 }
738
739 struct rotation {
740 int cx, cy, cw, ch; /* clip region */
741 int ox, oy; /* rotation origin */
742 float c, s; /* cos and sin of rotation angle */
743 int lc, rc, tc, bc; /* colours of tile edges */
744 };
745
746 static void rotate(int *xy, struct rotation *rot)
747 {
748 if (rot) {
749 float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
750 float xf2, yf2;
751
752 xf2 = rot->c * xf + rot->s * yf;
753 yf2 = - rot->s * xf + rot->c * yf;
754
755 xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
756 xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
757 }
758 }
759
760 static void draw_tile(frontend *fe, game_state *state, int x, int y,
761 int tile, int flash_colour, struct rotation *rot)
762 {
763 int coords[8];
764 char str[40];
765
766 /*
767 * If we've been passed a rotation region but we're drawing a
768 * tile which is outside it, we must draw it normally. This can
769 * occur if we're cleaning up after a completion flash while a
770 * new move is also being made.
771 */
772 if (rot && (x < rot->cx || y < rot->cy ||
773 x >= rot->cx+rot->cw || y >= rot->cy+rot->ch))
774 rot = NULL;
775
776 if (rot)
777 clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
778
779 /*
780 * We must draw each side of the tile's highlight separately,
781 * because in some cases (during rotation) they will all need
782 * to be different colours.
783 */
784
785 /* The centre point is common to all sides. */
786 coords[4] = x + TILE_SIZE / 2;
787 coords[5] = y + TILE_SIZE / 2;
788 rotate(coords+4, rot);
789
790 /* Right side. */
791 coords[0] = x + TILE_SIZE - 1;
792 coords[1] = y + TILE_SIZE - 1;
793 rotate(coords+0, rot);
794 coords[2] = x + TILE_SIZE - 1;
795 coords[3] = y;
796 rotate(coords+2, rot);
797 draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
798 draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
799
800 /* Bottom side. */
801 coords[2] = x;
802 coords[3] = y + TILE_SIZE - 1;
803 rotate(coords+2, rot);
804 draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
805 draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
806
807 /* Left side. */
808 coords[0] = x;
809 coords[1] = y;
810 rotate(coords+0, rot);
811 draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
812 draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
813
814 /* Top side. */
815 coords[2] = x + TILE_SIZE - 1;
816 coords[3] = y;
817 rotate(coords+2, rot);
818 draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
819 draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
820
821 /*
822 * Now the main blank area in the centre of the tile.
823 */
824 if (rot) {
825 coords[0] = x + HIGHLIGHT_WIDTH;
826 coords[1] = y + HIGHLIGHT_WIDTH;
827 rotate(coords+0, rot);
828 coords[2] = x + HIGHLIGHT_WIDTH;
829 coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
830 rotate(coords+2, rot);
831 coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
832 coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
833 rotate(coords+4, rot);
834 coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
835 coords[7] = y + HIGHLIGHT_WIDTH;
836 rotate(coords+6, rot);
837 draw_polygon(fe, coords, 4, TRUE, flash_colour);
838 draw_polygon(fe, coords, 4, FALSE, flash_colour);
839 } else {
840 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
841 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
842 flash_colour);
843 }
844
845 /*
846 * Next, the triangles for orientation.
847 */
848 if (state->orientable) {
849 int xdx, xdy, ydx, ydy;
850 int cx, cy, displ, displ2;
851 switch (tile & 3) {
852 case 0:
853 xdx = 1, xdy = 0;
854 ydx = 0, ydy = 1;
855 break;
856 case 1:
857 xdx = 0, xdy = -1;
858 ydx = 1, ydy = 0;
859 break;
860 case 2:
861 xdx = -1, xdy = 0;
862 ydx = 0, ydy = -1;
863 break;
864 default /* case 3 */:
865 xdx = 0, xdy = 1;
866 ydx = -1, ydy = 0;
867 break;
868 }
869
870 cx = x + TILE_SIZE / 2;
871 cy = y + TILE_SIZE / 2;
872 displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
873 displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
874
875 coords[0] = cx - displ * xdx + displ2 * ydx;
876 coords[1] = cy - displ * xdy + displ2 * ydy;
877 rotate(coords+0, rot);
878 coords[2] = cx + displ * xdx + displ2 * ydx;
879 coords[3] = cy + displ * xdy + displ2 * ydy;
880 rotate(coords+2, rot);
881 coords[4] = cx - displ * ydx;
882 coords[5] = cy - displ * ydy;
883 rotate(coords+4, rot);
884 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
885 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
886 }
887
888 coords[0] = x + TILE_SIZE/2;
889 coords[1] = y + TILE_SIZE/2;
890 rotate(coords+0, rot);
891 sprintf(str, "%d", tile / 4);
892 draw_text(fe, coords[0], coords[1],
893 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
894 COL_TEXT, str);
895
896 if (rot)
897 unclip(fe);
898
899 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
900 }
901
902 static int highlight_colour(float angle)
903 {
904 int colours[32] = {
905 COL_LOWLIGHT,
906 COL_LOWLIGHT_GENTLE,
907 COL_LOWLIGHT_GENTLE,
908 COL_LOWLIGHT_GENTLE,
909 COL_HIGHLIGHT_GENTLE,
910 COL_HIGHLIGHT_GENTLE,
911 COL_HIGHLIGHT_GENTLE,
912 COL_HIGHLIGHT,
913 COL_HIGHLIGHT,
914 COL_HIGHLIGHT,
915 COL_HIGHLIGHT,
916 COL_HIGHLIGHT,
917 COL_HIGHLIGHT,
918 COL_HIGHLIGHT,
919 COL_HIGHLIGHT,
920 COL_HIGHLIGHT,
921 COL_HIGHLIGHT,
922 COL_HIGHLIGHT_GENTLE,
923 COL_HIGHLIGHT_GENTLE,
924 COL_HIGHLIGHT_GENTLE,
925 COL_LOWLIGHT_GENTLE,
926 COL_LOWLIGHT_GENTLE,
927 COL_LOWLIGHT_GENTLE,
928 COL_LOWLIGHT,
929 COL_LOWLIGHT,
930 COL_LOWLIGHT,
931 COL_LOWLIGHT,
932 COL_LOWLIGHT,
933 COL_LOWLIGHT,
934 COL_LOWLIGHT,
935 COL_LOWLIGHT,
936 COL_LOWLIGHT,
937 };
938
939 return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
940 }
941
942 static float game_anim_length(game_state *oldstate, game_state *newstate,
943 int dir)
944 {
945 if ((dir > 0 && newstate->just_used_solve) ||
946 (dir < 0 && oldstate->just_used_solve))
947 return 0.0F;
948 else
949 return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
950 }
951
952 static float game_flash_length(game_state *oldstate, game_state *newstate,
953 int dir)
954 {
955 if (!oldstate->completed && newstate->completed &&
956 !oldstate->used_solve && !newstate->used_solve)
957 return 2 * FLASH_FRAME;
958 else
959 return 0.0F;
960 }
961
962 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
963 game_state *state, int dir, game_ui *ui,
964 float animtime, float flashtime)
965 {
966 int i, bgcolour;
967 struct rotation srot, *rot;
968 int lastx = -1, lasty = -1, lastr = -1;
969
970 if (flashtime > 0) {
971 int frame = (int)(flashtime / FLASH_FRAME);
972 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
973 } else
974 bgcolour = COL_BACKGROUND;
975
976 if (!ds->started) {
977 int coords[6];
978
979 draw_rect(fe, 0, 0,
980 TILE_SIZE * state->w + 2 * BORDER,
981 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
982 draw_update(fe, 0, 0,
983 TILE_SIZE * state->w + 2 * BORDER,
984 TILE_SIZE * state->h + 2 * BORDER);
985
986 /*
987 * Recessed area containing the whole puzzle.
988 */
989 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
990 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
991 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
992 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
993 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
994 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
995 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
996 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
997
998 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
999 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
1000 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
1001 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
1002
1003 ds->started = TRUE;
1004 }
1005
1006 /*
1007 * If we're drawing any rotated tiles, sort out the rotation
1008 * parameters, and also zap the rotation region to the
1009 * background colour before doing anything else.
1010 */
1011 if (oldstate) {
1012 float angle;
1013 float anim_max = game_anim_length(oldstate, state, dir);
1014
1015 if (dir > 0) {
1016 lastx = state->lastx;
1017 lasty = state->lasty;
1018 lastr = state->lastr;
1019 } else {
1020 lastx = oldstate->lastx;
1021 lasty = oldstate->lasty;
1022 lastr = -oldstate->lastr;
1023 }
1024
1025 rot = &srot;
1026 rot->cx = COORD(lastx);
1027 rot->cy = COORD(lasty);
1028 rot->cw = rot->ch = TILE_SIZE * state->n;
1029 rot->ox = rot->cx + rot->cw/2;
1030 rot->oy = rot->cy + rot->ch/2;
1031 angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
1032 rot->c = cos(angle);
1033 rot->s = sin(angle);
1034
1035 /*
1036 * Sort out the colours of the various sides of the tile.
1037 */
1038 rot->lc = highlight_colour(PI + angle);
1039 rot->rc = highlight_colour(angle);
1040 rot->tc = highlight_colour(PI/2 + angle);
1041 rot->bc = highlight_colour(-PI/2 + angle);
1042
1043 draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
1044 } else
1045 rot = NULL;
1046
1047 /*
1048 * Now draw each tile.
1049 */
1050 for (i = 0; i < state->w * state->h; i++) {
1051 int t;
1052 int tx = i % state->w, ty = i / state->w;
1053
1054 /*
1055 * Figure out what should be displayed at this location.
1056 * Usually it will be state->grid[i], unless we're in the
1057 * middle of animating an actual rotation and this cell is
1058 * within the rotation region, in which case we set -1
1059 * (always display).
1060 */
1061 if (oldstate && lastx >= 0 && lasty >= 0 &&
1062 tx >= lastx && tx < lastx + state->n &&
1063 ty >= lasty && ty < lasty + state->n)
1064 t = -1;
1065 else
1066 t = state->grid[i];
1067
1068 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
1069 ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
1070 int x = COORD(tx), y = COORD(ty);
1071
1072 draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
1073 ds->grid[i] = t;
1074 }
1075 }
1076 ds->bgcolour = bgcolour;
1077
1078 /*
1079 * Update the status bar.
1080 */
1081 {
1082 char statusbuf[256];
1083
1084 /*
1085 * Don't show the new status until we're also showing the
1086 * new _state_ - after the game animation is complete.
1087 */
1088 if (oldstate)
1089 state = oldstate;
1090
1091 if (state->used_solve)
1092 sprintf(statusbuf, "Moves since auto-solve: %d",
1093 state->movecount - state->completed);
1094 else {
1095 sprintf(statusbuf, "%sMoves: %d",
1096 (state->completed ? "COMPLETED! " : ""),
1097 (state->completed ? state->completed : state->movecount));
1098 if (state->movetarget)
1099 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
1100 state->movetarget);
1101 }
1102
1103 status_bar(fe, statusbuf);
1104 }
1105 }
1106
1107 static int game_wants_statusbar(void)
1108 {
1109 return TRUE;
1110 }
1111
1112 #ifdef COMBINED
1113 #define thegame twiddle
1114 #endif
1115
1116 const struct game thegame = {
1117 "Twiddle", "games.twiddle",
1118 default_params,
1119 game_fetch_preset,
1120 decode_params,
1121 encode_params,
1122 free_params,
1123 dup_params,
1124 TRUE, game_configure, custom_params,
1125 validate_params,
1126 new_game_desc,
1127 game_free_aux_info,
1128 validate_desc,
1129 new_game,
1130 dup_game,
1131 free_game,
1132 TRUE, solve_game,
1133 TRUE, game_text_format,
1134 new_ui,
1135 free_ui,
1136 make_move,
1137 game_size,
1138 game_colours,
1139 game_new_drawstate,
1140 game_free_drawstate,
1141 game_redraw,
1142 game_anim_length,
1143 game_flash_length,
1144 game_wants_statusbar,
1145 };