14 const char *const game_name
= "Cube";
15 const char *const game_winhelp_topic
= "games.cube";
16 const int game_can_configure
= TRUE
;
18 #define MAXVERTICES 20
23 float vertices
[MAXVERTICES
* 3]; /* 3*npoints coordinates */
26 int faces
[MAXFACES
* MAXORDER
]; /* order*nfaces point indices */
27 float normals
[MAXFACES
* 3]; /* 3*npoints vector components */
28 float shear
; /* isometric shear for nice drawing */
29 float border
; /* border required around arena */
32 static const struct solid tetrahedron
= {
35 0.0F
, -0.57735026919F
, -0.20412414523F
,
36 -0.5F
, 0.28867513459F
, -0.20412414523F
,
37 0.0F
, -0.0F
, 0.6123724357F
,
38 0.5F
, 0.28867513459F
, -0.20412414523F
,
42 0,2,1, 3,1,2, 2,0,3, 1,3,0
45 -0.816496580928F
, -0.471404520791F
, 0.333333333334F
,
46 0.0F
, 0.942809041583F
, 0.333333333333F
,
47 0.816496580928F
, -0.471404520791F
, 0.333333333334F
,
53 static const struct solid cube
= {
56 -0.5F
,-0.5F
,-0.5F
, -0.5F
,-0.5F
,+0.5F
,
57 -0.5F
,+0.5F
,-0.5F
, -0.5F
,+0.5F
,+0.5F
,
58 +0.5F
,-0.5F
,-0.5F
, +0.5F
,-0.5F
,+0.5F
,
59 +0.5F
,+0.5F
,-0.5F
, +0.5F
,+0.5F
,+0.5F
,
63 0,1,3,2, 1,5,7,3, 5,4,6,7, 4,0,2,6, 0,4,5,1, 3,7,6,2
66 -1.0F
,0.0F
,0.0F
, 0.0F
,0.0F
,+1.0F
,
67 +1.0F
,0.0F
,0.0F
, 0.0F
,0.0F
,-1.0F
,
68 0.0F
,-1.0F
,0.0F
, 0.0F
,+1.0F
,0.0F
73 static const struct solid octahedron
= {
76 -0.5F
, -0.28867513459472505F
, 0.4082482904638664F
,
77 0.5F
, 0.28867513459472505F
, -0.4082482904638664F
,
78 -0.5F
, 0.28867513459472505F
, -0.4082482904638664F
,
79 0.5F
, -0.28867513459472505F
, 0.4082482904638664F
,
80 0.0F
, -0.57735026918945009F
, -0.4082482904638664F
,
81 0.0F
, 0.57735026918945009F
, 0.4082482904638664F
,
85 4,0,2, 0,5,2, 0,4,3, 5,0,3, 1,4,2, 5,1,2, 4,1,3, 1,5,3
88 -0.816496580928F
, -0.471404520791F
, -0.333333333334F
,
89 -0.816496580928F
, 0.471404520791F
, 0.333333333334F
,
90 0.0F
, -0.942809041583F
, 0.333333333333F
,
93 0.0F
, 0.942809041583F
, -0.333333333333F
,
94 0.816496580928F
, -0.471404520791F
, -0.333333333334F
,
95 0.816496580928F
, 0.471404520791F
, 0.333333333334F
,
100 static const struct solid icosahedron
= {
103 0.0F
, 0.57735026919F
, 0.75576131408F
,
104 0.0F
, -0.93417235896F
, 0.17841104489F
,
105 0.0F
, 0.93417235896F
, -0.17841104489F
,
106 0.0F
, -0.57735026919F
, -0.75576131408F
,
107 -0.5F
, -0.28867513459F
, 0.75576131408F
,
108 -0.5F
, 0.28867513459F
, -0.75576131408F
,
109 0.5F
, -0.28867513459F
, 0.75576131408F
,
110 0.5F
, 0.28867513459F
, -0.75576131408F
,
111 -0.80901699437F
, 0.46708617948F
, 0.17841104489F
,
112 0.80901699437F
, 0.46708617948F
, 0.17841104489F
,
113 -0.80901699437F
, -0.46708617948F
, -0.17841104489F
,
114 0.80901699437F
, -0.46708617948F
, -0.17841104489F
,
118 8,0,2, 0,9,2, 1,10,3, 11,1,3, 0,4,6,
119 4,1,6, 5,2,7, 3,5,7, 4,8,10, 8,5,10,
120 9,6,11, 7,9,11, 0,8,4, 9,0,6, 10,1,4,
121 1,11,6, 8,2,5, 2,9,7, 3,10,5, 11,3,7,
124 -0.356822089773F
, 0.87267799625F
, 0.333333333333F
,
125 0.356822089773F
, 0.87267799625F
, 0.333333333333F
,
126 -0.356822089773F
, -0.87267799625F
, -0.333333333333F
,
127 0.356822089773F
, -0.87267799625F
, -0.333333333333F
,
129 0.0F
, -0.666666666667F
, 0.745355992501F
,
130 0.0F
, 0.666666666667F
, -0.745355992501F
,
132 -0.934172358963F
, -0.12732200375F
, 0.333333333333F
,
133 -0.934172358963F
, 0.12732200375F
, -0.333333333333F
,
134 0.934172358963F
, -0.12732200375F
, 0.333333333333F
,
135 0.934172358963F
, 0.12732200375F
, -0.333333333333F
,
136 -0.57735026919F
, 0.333333333334F
, 0.745355992501F
,
137 0.57735026919F
, 0.333333333334F
, 0.745355992501F
,
138 -0.57735026919F
, -0.745355992501F
, 0.333333333334F
,
139 0.57735026919F
, -0.745355992501F
, 0.333333333334F
,
140 -0.57735026919F
, 0.745355992501F
, -0.333333333334F
,
141 0.57735026919F
, 0.745355992501F
, -0.333333333334F
,
142 -0.57735026919F
, -0.333333333334F
, -0.745355992501F
,
143 0.57735026919F
, -0.333333333334F
, -0.745355992501F
,
149 TETRAHEDRON
, CUBE
, OCTAHEDRON
, ICOSAHEDRON
151 static const struct solid
*solids
[] = {
152 &tetrahedron
, &cube
, &octahedron
, &icosahedron
162 enum { LEFT
, RIGHT
, UP
, DOWN
, UP_LEFT
, UP_RIGHT
, DOWN_LEFT
, DOWN_RIGHT
};
164 #define GRID_SCALE 48.0F
165 #define ROLLTIME 0.13F
167 #define SQ(x) ( (x) * (x) )
169 #define MATMUL(ra,m,a) do { \
170 float rx, ry, rz, xx = (a)[0], yy = (a)[1], zz = (a)[2], *mat = (m); \
171 rx = mat[0] * xx + mat[3] * yy + mat[6] * zz; \
172 ry = mat[1] * xx + mat[4] * yy + mat[7] * zz; \
173 rz = mat[2] * xx + mat[5] * yy + mat[8] * zz; \
174 (ra)[0] = rx; (ra)[1] = ry; (ra)[2] = rz; \
177 #define APPROXEQ(x,y) ( SQ(x-y) < 0.1 )
182 float points
[8]; /* maximum */
183 int directions
[8]; /* bit masks showing point pairs */
192 * Grid dimensions. For a square grid these are width and
193 * height respectively; otherwise the grid is a hexagon, with
194 * the top side and the two lower diagonals having length d1
195 * and the remaining three sides having length d2 (so that
196 * d1==d2 gives a regular hexagon, and d2==0 gives a triangle).
202 struct game_params params
;
203 const struct solid
*solid
;
205 struct grid_square
*squares
;
207 int current
; /* index of current grid square */
208 int sgkey
[2]; /* key-point indices into grid sq */
209 int dgkey
[2]; /* key-point indices into grid sq */
210 int spkey
[2]; /* key-point indices into polyhedron */
211 int dpkey
[2]; /* key-point indices into polyhedron */
218 game_params
*default_params(void)
220 game_params
*ret
= snew(game_params
);
229 int game_fetch_preset(int i
, char **name
, game_params
**params
)
231 game_params
*ret
= snew(game_params
);
243 ret
->solid
= TETRAHEDRON
;
249 ret
->solid
= OCTAHEDRON
;
255 ret
->solid
= ICOSAHEDRON
;
269 void free_params(game_params
*params
)
274 game_params
*dup_params(game_params
*params
)
276 game_params
*ret
= snew(game_params
);
277 *ret
= *params
; /* structure copy */
281 game_params
*decode_params(char const *string
)
283 game_params
*ret
= default_params();
286 case 't': ret
->solid
= TETRAHEDRON
; string
++; break;
287 case 'c': ret
->solid
= CUBE
; string
++; break;
288 case 'o': ret
->solid
= OCTAHEDRON
; string
++; break;
289 case 'i': ret
->solid
= ICOSAHEDRON
; string
++; break;
292 ret
->d1
= ret
->d2
= atoi(string
);
293 while (*string
&& isdigit(*string
)) string
++;
294 if (*string
== 'x') {
296 ret
->d2
= atoi(string
);
302 char *encode_params(game_params
*params
)
306 assert(params
->solid
>= 0 && params
->solid
< 4);
307 sprintf(data
, "%c%dx%d", "tcoi"[params
->solid
], params
->d1
, params
->d2
);
312 static void enum_grid_squares(game_params
*params
,
313 void (*callback
)(void *, struct grid_square
*),
316 const struct solid
*solid
= solids
[params
->solid
];
318 if (solid
->order
== 4) {
321 for (y
= 0; y
< params
->d2
; y
++)
322 for (x
= 0; x
< params
->d1
; x
++) {
323 struct grid_square sq
;
327 sq
.points
[0] = x
- 0.5F
;
328 sq
.points
[1] = y
- 0.5F
;
329 sq
.points
[2] = x
- 0.5F
;
330 sq
.points
[3] = y
+ 0.5F
;
331 sq
.points
[4] = x
+ 0.5F
;
332 sq
.points
[5] = y
+ 0.5F
;
333 sq
.points
[6] = x
+ 0.5F
;
334 sq
.points
[7] = y
- 0.5F
;
337 sq
.directions
[LEFT
] = 0x03; /* 0,1 */
338 sq
.directions
[RIGHT
] = 0x0C; /* 2,3 */
339 sq
.directions
[UP
] = 0x09; /* 0,3 */
340 sq
.directions
[DOWN
] = 0x06; /* 1,2 */
341 sq
.directions
[UP_LEFT
] = 0; /* no diagonals in a square */
342 sq
.directions
[UP_RIGHT
] = 0; /* no diagonals in a square */
343 sq
.directions
[DOWN_LEFT
] = 0; /* no diagonals in a square */
344 sq
.directions
[DOWN_RIGHT
] = 0; /* no diagonals in a square */
349 * This is supremely irrelevant, but just to avoid
350 * having any uninitialised structure members...
357 int row
, rowlen
, other
, i
, firstix
= -1;
358 float theight
= (float)(sqrt(3) / 2.0);
360 for (row
= 0; row
< params
->d1
+ params
->d2
; row
++) {
361 if (row
< params
->d2
) {
363 rowlen
= row
+ params
->d1
;
366 rowlen
= 2*params
->d2
+ params
->d1
- row
;
370 * There are `rowlen' down-pointing triangles.
372 for (i
= 0; i
< rowlen
; i
++) {
373 struct grid_square sq
;
377 ix
= (2 * i
- (rowlen
-1));
381 sq
.y
= y
+ theight
/ 3;
382 sq
.points
[0] = x
- 0.5F
;
385 sq
.points
[3] = y
+ theight
;
386 sq
.points
[4] = x
+ 0.5F
;
390 sq
.directions
[LEFT
] = 0x03; /* 0,1 */
391 sq
.directions
[RIGHT
] = 0x06; /* 1,2 */
392 sq
.directions
[UP
] = 0x05; /* 0,2 */
393 sq
.directions
[DOWN
] = 0; /* invalid move */
396 * Down-pointing triangle: both the up diagonals go
397 * up, and the down ones go left and right.
399 sq
.directions
[UP_LEFT
] = sq
.directions
[UP_RIGHT
] =
401 sq
.directions
[DOWN_LEFT
] = sq
.directions
[LEFT
];
402 sq
.directions
[DOWN_RIGHT
] = sq
.directions
[RIGHT
];
409 sq
.tetra_class
= ((row
+(ix
&1)) & 2) ^ (ix
& 3);
415 * There are `rowlen+other' up-pointing triangles.
417 for (i
= 0; i
< rowlen
+other
; i
++) {
418 struct grid_square sq
;
422 ix
= (2 * i
- (rowlen
+other
-1));
426 sq
.y
= y
+ 2*theight
/ 3;
427 sq
.points
[0] = x
+ 0.5F
;
428 sq
.points
[1] = y
+ theight
;
431 sq
.points
[4] = x
- 0.5F
;
432 sq
.points
[5] = y
+ theight
;
435 sq
.directions
[LEFT
] = 0x06; /* 1,2 */
436 sq
.directions
[RIGHT
] = 0x03; /* 0,1 */
437 sq
.directions
[DOWN
] = 0x05; /* 0,2 */
438 sq
.directions
[UP
] = 0; /* invalid move */
441 * Up-pointing triangle: both the down diagonals go
442 * down, and the up ones go left and right.
444 sq
.directions
[DOWN_LEFT
] = sq
.directions
[DOWN_RIGHT
] =
446 sq
.directions
[UP_LEFT
] = sq
.directions
[LEFT
];
447 sq
.directions
[UP_RIGHT
] = sq
.directions
[RIGHT
];
452 firstix
= (ix
- 1) & 3;
454 sq
.tetra_class
= ((row
+(ix
&1)) & 2) ^ (ix
& 3);
462 static int grid_area(int d1
, int d2
, int order
)
465 * An NxM grid of squares has NM squares in it.
467 * A grid of triangles with dimensions A and B has a total of
468 * A^2 + B^2 + 4AB triangles in it. (You can divide it up into
469 * a side-A triangle containing A^2 subtriangles, a side-B
470 * triangle containing B^2, and two congruent parallelograms,
471 * each with side lengths A and B, each therefore containing AB
472 * two-triangle rhombuses.)
477 return d1
*d1
+ d2
*d2
+ 4*d1
*d2
;
480 config_item
*game_configure(game_params
*params
)
482 config_item
*ret
= snewn(4, config_item
);
485 ret
[0].name
= "Type of solid";
486 ret
[0].type
= C_CHOICES
;
487 ret
[0].sval
= ":Tetrahedron:Cube:Octahedron:Icosahedron";
488 ret
[0].ival
= params
->solid
;
490 ret
[1].name
= "Width / top";
491 ret
[1].type
= C_STRING
;
492 sprintf(buf
, "%d", params
->d1
);
493 ret
[1].sval
= dupstr(buf
);
496 ret
[2].name
= "Height / bottom";
497 ret
[2].type
= C_STRING
;
498 sprintf(buf
, "%d", params
->d2
);
499 ret
[2].sval
= dupstr(buf
);
510 game_params
*custom_params(config_item
*cfg
)
512 game_params
*ret
= snew(game_params
);
514 ret
->solid
= cfg
[0].ival
;
515 ret
->d1
= atoi(cfg
[1].sval
);
516 ret
->d2
= atoi(cfg
[2].sval
);
521 static void count_grid_square_callback(void *ctx
, struct grid_square
*sq
)
523 int *classes
= (int *)ctx
;
527 thisclass
= sq
->tetra_class
;
528 else if (classes
[4] == 2)
529 thisclass
= sq
->flip
;
533 classes
[thisclass
]++;
536 char *validate_params(game_params
*params
)
541 if (params
->solid
< 0 || params
->solid
>= lenof(solids
))
542 return "Unrecognised solid type";
544 if (solids
[params
->solid
]->order
== 4) {
545 if (params
->d1
<= 0 || params
->d2
<= 0)
546 return "Both grid dimensions must be greater than zero";
548 if (params
->d1
<= 0 && params
->d2
<= 0)
549 return "At least one grid dimension must be greater than zero";
552 for (i
= 0; i
< 4; i
++)
554 if (params
->solid
== TETRAHEDRON
)
556 else if (params
->solid
== OCTAHEDRON
)
560 enum_grid_squares(params
, count_grid_square_callback
, classes
);
562 for (i
= 0; i
< classes
[4]; i
++)
563 if (classes
[i
] < solids
[params
->solid
]->nfaces
/ classes
[4])
564 return "Not enough grid space to place all blue faces";
566 if (grid_area(params
->d1
, params
->d2
, solids
[params
->solid
]->order
) <
567 solids
[params
->solid
]->nfaces
+ 1)
568 return "Not enough space to place the solid on an empty square";
580 static void classify_grid_square_callback(void *ctx
, struct grid_square
*sq
)
582 struct grid_data
*data
= (struct grid_data
*)ctx
;
585 if (data
->nclasses
== 4)
586 thisclass
= sq
->tetra_class
;
587 else if (data
->nclasses
== 2)
588 thisclass
= sq
->flip
;
592 data
->gridptrs
[thisclass
][data
->nsquares
[thisclass
]++] =
596 char *new_game_seed(game_params
*params
, random_state
*rs
)
598 struct grid_data data
;
599 int i
, j
, k
, m
, area
, facesperclass
;
604 * Enumerate the grid squares, dividing them into equivalence
605 * classes as appropriate. (For the tetrahedron, there is one
606 * equivalence class for each face; for the octahedron there
607 * are two classes; for the other two solids there's only one.)
610 area
= grid_area(params
->d1
, params
->d2
, solids
[params
->solid
]->order
);
611 if (params
->solid
== TETRAHEDRON
)
613 else if (params
->solid
== OCTAHEDRON
)
617 data
.gridptrs
[0] = snewn(data
.nclasses
* area
, int);
618 for (i
= 0; i
< data
.nclasses
; i
++) {
619 data
.gridptrs
[i
] = data
.gridptrs
[0] + i
* area
;
620 data
.nsquares
[i
] = 0;
622 data
.squareindex
= 0;
623 enum_grid_squares(params
, classify_grid_square_callback
, &data
);
625 facesperclass
= solids
[params
->solid
]->nfaces
/ data
.nclasses
;
627 for (i
= 0; i
< data
.nclasses
; i
++)
628 assert(data
.nsquares
[i
] >= facesperclass
);
629 assert(data
.squareindex
== area
);
632 * So now we know how many faces to allocate in each class. Get
635 flags
= snewn(area
, int);
636 for (i
= 0; i
< area
; i
++)
639 for (i
= 0; i
< data
.nclasses
; i
++) {
640 for (j
= 0; j
< facesperclass
; j
++) {
641 int n
= random_upto(rs
, data
.nsquares
[i
]);
643 assert(!flags
[data
.gridptrs
[i
][n
]]);
644 flags
[data
.gridptrs
[i
][n
]] = TRUE
;
647 * Move everything else up the array. I ought to use a
648 * better data structure for this, but for such small
649 * numbers it hardly seems worth the effort.
651 while (n
< data
.nsquares
[i
]-1) {
652 data
.gridptrs
[i
][n
] = data
.gridptrs
[i
][n
+1];
660 * Now we know precisely which squares are blue. Encode this
661 * information in hex. While we're looping over this, collect
662 * the non-blue squares into a list in the now-unused gridptrs
665 seed
= snewn(area
/ 4 + 40, char);
670 for (i
= 0; i
< area
; i
++) {
674 data
.gridptrs
[0][m
++] = i
;
678 *p
++ = "0123456789ABCDEF"[j
];
684 *p
++ = "0123456789ABCDEF"[j
];
687 * Choose a non-blue square for the polyhedron.
689 sprintf(p
, ",%d", data
.gridptrs
[0][random_upto(rs
, m
)]);
691 sfree(data
.gridptrs
[0]);
697 static void add_grid_square_callback(void *ctx
, struct grid_square
*sq
)
699 game_state
*state
= (game_state
*)ctx
;
701 state
->squares
[state
->nsquares
] = *sq
; /* structure copy */
702 state
->squares
[state
->nsquares
].blue
= FALSE
;
706 static int lowest_face(const struct solid
*solid
)
713 for (i
= 0; i
< solid
->nfaces
; i
++) {
716 for (j
= 0; j
< solid
->order
; j
++) {
717 int f
= solid
->faces
[i
*solid
->order
+ j
];
718 z
+= solid
->vertices
[f
*3+2];
721 if (i
== 0 || zmin
> z
) {
730 static int align_poly(const struct solid
*solid
, struct grid_square
*sq
,
735 int flip
= (sq
->flip ?
-1 : +1);
738 * First, find the lowest z-coordinate present in the solid.
741 for (i
= 0; i
< solid
->nvertices
; i
++)
742 if (zmin
> solid
->vertices
[i
*3+2])
743 zmin
= solid
->vertices
[i
*3+2];
746 * Now go round the grid square. For each point in the grid
747 * square, we're looking for a point of the polyhedron with the
748 * same x- and y-coordinates (relative to the square's centre),
749 * and z-coordinate equal to zmin (near enough).
751 for (j
= 0; j
< sq
->npoints
; j
++) {
757 for (i
= 0; i
< solid
->nvertices
; i
++) {
760 dist
+= SQ(solid
->vertices
[i
*3+0] * flip
- sq
->points
[j
*2+0] + sq
->x
);
761 dist
+= SQ(solid
->vertices
[i
*3+1] * flip
- sq
->points
[j
*2+1] + sq
->y
);
762 dist
+= SQ(solid
->vertices
[i
*3+2] - zmin
);
770 if (matches
!= 1 || index
< 0)
778 static void flip_poly(struct solid
*solid
, int flip
)
783 for (i
= 0; i
< solid
->nvertices
; i
++) {
784 solid
->vertices
[i
*3+0] *= -1;
785 solid
->vertices
[i
*3+1] *= -1;
787 for (i
= 0; i
< solid
->nfaces
; i
++) {
788 solid
->normals
[i
*3+0] *= -1;
789 solid
->normals
[i
*3+1] *= -1;
794 static struct solid
*transform_poly(const struct solid
*solid
, int flip
,
795 int key0
, int key1
, float angle
)
797 struct solid
*ret
= snew(struct solid
);
798 float vx
, vy
, ax
, ay
;
799 float vmatrix
[9], amatrix
[9], vmatrix2
[9];
802 *ret
= *solid
; /* structure copy */
804 flip_poly(ret
, flip
);
807 * Now rotate the polyhedron through the given angle. We must
808 * rotate about the Z-axis to bring the two vertices key0 and
809 * key1 into horizontal alignment, then rotate about the
810 * X-axis, then rotate back again.
812 vx
= ret
->vertices
[key1
*3+0] - ret
->vertices
[key0
*3+0];
813 vy
= ret
->vertices
[key1
*3+1] - ret
->vertices
[key0
*3+1];
814 assert(APPROXEQ(vx
*vx
+ vy
*vy
, 1.0));
816 vmatrix
[0] = vx
; vmatrix
[3] = vy
; vmatrix
[6] = 0;
817 vmatrix
[1] = -vy
; vmatrix
[4] = vx
; vmatrix
[7] = 0;
818 vmatrix
[2] = 0; vmatrix
[5] = 0; vmatrix
[8] = 1;
820 ax
= (float)cos(angle
);
821 ay
= (float)sin(angle
);
823 amatrix
[0] = 1; amatrix
[3] = 0; amatrix
[6] = 0;
824 amatrix
[1] = 0; amatrix
[4] = ax
; amatrix
[7] = ay
;
825 amatrix
[2] = 0; amatrix
[5] = -ay
; amatrix
[8] = ax
;
827 memcpy(vmatrix2
, vmatrix
, sizeof(vmatrix
));
831 for (i
= 0; i
< ret
->nvertices
; i
++) {
832 MATMUL(ret
->vertices
+ 3*i
, vmatrix
, ret
->vertices
+ 3*i
);
833 MATMUL(ret
->vertices
+ 3*i
, amatrix
, ret
->vertices
+ 3*i
);
834 MATMUL(ret
->vertices
+ 3*i
, vmatrix2
, ret
->vertices
+ 3*i
);
836 for (i
= 0; i
< ret
->nfaces
; i
++) {
837 MATMUL(ret
->normals
+ 3*i
, vmatrix
, ret
->normals
+ 3*i
);
838 MATMUL(ret
->normals
+ 3*i
, amatrix
, ret
->normals
+ 3*i
);
839 MATMUL(ret
->normals
+ 3*i
, vmatrix2
, ret
->normals
+ 3*i
);
845 char *validate_seed(game_params
*params
, char *seed
)
847 int area
= grid_area(params
->d1
, params
->d2
, solids
[params
->solid
]->order
);
851 for (j
= 0; j
< i
; j
++) {
853 if (c
>= '0' && c
<= '9') continue;
854 if (c
>= 'A' && c
<= 'F') continue;
855 if (c
>= 'a' && c
<= 'f') continue;
856 return "Not enough hex digits at start of string";
857 /* NB if seed[j]=='\0' that will also be caught here, so we're safe */
861 return "Expected ',' after hex digits";
865 if (seed
[i
] < '0' || seed
[i
] > '9')
866 return "Expected decimal integer after ','";
873 game_state
*new_game(game_params
*params
, char *seed
)
875 game_state
*state
= snew(game_state
);
878 state
->params
= *params
; /* structure copy */
879 state
->solid
= solids
[params
->solid
];
881 area
= grid_area(params
->d1
, params
->d2
, state
->solid
->order
);
882 state
->squares
= snewn(area
, struct grid_square
);
884 enum_grid_squares(params
, add_grid_square_callback
, state
);
885 assert(state
->nsquares
== area
);
887 state
->facecolours
= snewn(state
->solid
->nfaces
, int);
888 memset(state
->facecolours
, 0, state
->solid
->nfaces
* sizeof(int));
891 * Set up the blue squares and polyhedron position according to
900 for (i
= 0; i
< state
->nsquares
; i
++) {
903 if (v
>= '0' && v
<= '9')
905 else if (v
>= 'A' && v
<= 'F')
907 else if (v
>= 'a' && v
<= 'f')
913 state
->squares
[i
].blue
= TRUE
;
922 state
->current
= atoi(p
);
923 if (state
->current
< 0 || state
->current
>= state
->nsquares
)
924 state
->current
= 0; /* got to do _something_ */
928 * Align the polyhedron with its grid square and determine
929 * initial key points.
935 ret
= align_poly(state
->solid
, &state
->squares
[state
->current
], pkey
);
938 state
->dpkey
[0] = state
->spkey
[0] = pkey
[0];
939 state
->dpkey
[1] = state
->spkey
[0] = pkey
[1];
940 state
->dgkey
[0] = state
->sgkey
[0] = 0;
941 state
->dgkey
[1] = state
->sgkey
[0] = 1;
944 state
->previous
= state
->current
;
946 state
->completed
= 0;
947 state
->movecount
= 0;
952 game_state
*dup_game(game_state
*state
)
954 game_state
*ret
= snew(game_state
);
956 ret
->params
= state
->params
; /* structure copy */
957 ret
->solid
= state
->solid
;
958 ret
->facecolours
= snewn(ret
->solid
->nfaces
, int);
959 memcpy(ret
->facecolours
, state
->facecolours
,
960 ret
->solid
->nfaces
* sizeof(int));
961 ret
->nsquares
= state
->nsquares
;
962 ret
->squares
= snewn(ret
->nsquares
, struct grid_square
);
963 memcpy(ret
->squares
, state
->squares
,
964 ret
->nsquares
* sizeof(struct grid_square
));
965 ret
->dpkey
[0] = state
->dpkey
[0];
966 ret
->dpkey
[1] = state
->dpkey
[1];
967 ret
->dgkey
[0] = state
->dgkey
[0];
968 ret
->dgkey
[1] = state
->dgkey
[1];
969 ret
->spkey
[0] = state
->spkey
[0];
970 ret
->spkey
[1] = state
->spkey
[1];
971 ret
->sgkey
[0] = state
->sgkey
[0];
972 ret
->sgkey
[1] = state
->sgkey
[1];
973 ret
->previous
= state
->previous
;
974 ret
->angle
= state
->angle
;
975 ret
->completed
= state
->completed
;
976 ret
->movecount
= state
->movecount
;
981 void free_game(game_state
*state
)
986 game_ui
*new_ui(game_state
*state
)
991 void free_ui(game_ui
*ui
)
995 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
998 int pkey
[2], skey
[2], dkey
[2];
1002 int i
, j
, dest
, mask
;
1006 * All moves are made with the cursor keys.
1008 if (button
== CURSOR_UP
)
1010 else if (button
== CURSOR_DOWN
)
1012 else if (button
== CURSOR_LEFT
)
1014 else if (button
== CURSOR_RIGHT
)
1016 else if (button
== CURSOR_UP_LEFT
)
1017 direction
= UP_LEFT
;
1018 else if (button
== CURSOR_DOWN_LEFT
)
1019 direction
= DOWN_LEFT
;
1020 else if (button
== CURSOR_UP_RIGHT
)
1021 direction
= UP_RIGHT
;
1022 else if (button
== CURSOR_DOWN_RIGHT
)
1023 direction
= DOWN_RIGHT
;
1028 * Find the two points in the current grid square which
1029 * correspond to this move.
1031 mask
= from
->squares
[from
->current
].directions
[direction
];
1034 for (i
= j
= 0; i
< from
->squares
[from
->current
].npoints
; i
++)
1035 if (mask
& (1 << i
)) {
1036 points
[j
*2] = from
->squares
[from
->current
].points
[i
*2];
1037 points
[j
*2+1] = from
->squares
[from
->current
].points
[i
*2+1];
1044 * Now find the other grid square which shares those points.
1045 * This is our move destination.
1048 for (i
= 0; i
< from
->nsquares
; i
++)
1049 if (i
!= from
->current
) {
1053 for (j
= 0; j
< from
->squares
[i
].npoints
; j
++) {
1054 dist
= (SQ(from
->squares
[i
].points
[j
*2] - points
[0]) +
1055 SQ(from
->squares
[i
].points
[j
*2+1] - points
[1]));
1058 dist
= (SQ(from
->squares
[i
].points
[j
*2] - points
[2]) +
1059 SQ(from
->squares
[i
].points
[j
*2+1] - points
[3]));
1073 ret
= dup_game(from
);
1077 * So we know what grid square we're aiming for, and we also
1078 * know the two key points (as indices in both the source and
1079 * destination grid squares) which are invariant between source
1082 * Next we must roll the polyhedron on to that square. So we
1083 * find the indices of the key points within the polyhedron's
1084 * vertex array, then use those in a call to transform_poly,
1085 * and align the result on the new grid square.
1089 align_poly(from
->solid
, &from
->squares
[from
->current
], all_pkey
);
1090 pkey
[0] = all_pkey
[skey
[0]];
1091 pkey
[1] = all_pkey
[skey
[1]];
1093 * Now pkey[0] corresponds to skey[0] and dkey[0], and
1099 * Now find the angle through which to rotate the polyhedron.
1100 * Do this by finding the two faces that share the two vertices
1101 * we've found, and taking the dot product of their normals.
1107 for (i
= 0; i
< from
->solid
->nfaces
; i
++) {
1109 for (j
= 0; j
< from
->solid
->order
; j
++)
1110 if (from
->solid
->faces
[i
*from
->solid
->order
+ j
] == pkey
[0] ||
1111 from
->solid
->faces
[i
*from
->solid
->order
+ j
] == pkey
[1])
1122 for (i
= 0; i
< 3; i
++)
1123 dp
+= (from
->solid
->normals
[f
[0]*3+i
] *
1124 from
->solid
->normals
[f
[1]*3+i
]);
1125 angle
= (float)acos(dp
);
1129 * Now transform the polyhedron. We aren't entirely sure
1130 * whether we need to rotate through angle or -angle, and the
1131 * simplest way round this is to try both and see which one
1132 * aligns successfully!
1134 * Unfortunately, _both_ will align successfully if this is a
1135 * cube, which won't tell us anything much. So for that
1136 * particular case, I resort to gross hackery: I simply negate
1137 * the angle before trying the alignment, depending on the
1138 * direction. Which directions work which way is determined by
1139 * pure trial and error. I said it was gross :-/
1145 if (from
->solid
->order
== 4 && direction
== UP
)
1146 angle
= -angle
; /* HACK */
1148 poly
= transform_poly(from
->solid
,
1149 from
->squares
[from
->current
].flip
,
1150 pkey
[0], pkey
[1], angle
);
1151 flip_poly(poly
, from
->squares
[ret
->current
].flip
);
1152 success
= align_poly(poly
, &from
->squares
[ret
->current
], all_pkey
);
1156 poly
= transform_poly(from
->solid
,
1157 from
->squares
[from
->current
].flip
,
1158 pkey
[0], pkey
[1], angle
);
1159 flip_poly(poly
, from
->squares
[ret
->current
].flip
);
1160 success
= align_poly(poly
, &from
->squares
[ret
->current
], all_pkey
);
1167 * Now we have our rotated polyhedron, which we expect to be
1168 * exactly congruent to the one we started with - but with the
1169 * faces permuted. So we map that congruence and thereby figure
1170 * out how to permute the faces as a result of the polyhedron
1174 int *newcolours
= snewn(from
->solid
->nfaces
, int);
1176 for (i
= 0; i
< from
->solid
->nfaces
; i
++)
1179 for (i
= 0; i
< from
->solid
->nfaces
; i
++) {
1183 * Now go through the transformed polyhedron's faces
1184 * and figure out which one's normal is approximately
1185 * equal to this one.
1187 for (j
= 0; j
< poly
->nfaces
; j
++) {
1193 for (k
= 0; k
< 3; k
++)
1194 dist
+= SQ(poly
->normals
[j
*3+k
] -
1195 from
->solid
->normals
[i
*3+k
]);
1197 if (APPROXEQ(dist
, 0)) {
1199 newcolours
[i
] = ret
->facecolours
[j
];
1203 assert(nmatch
== 1);
1206 for (i
= 0; i
< from
->solid
->nfaces
; i
++)
1207 assert(newcolours
[i
] != -1);
1209 sfree(ret
->facecolours
);
1210 ret
->facecolours
= newcolours
;
1216 * And finally, swap the colour between the bottom face of the
1217 * polyhedron and the face we've just landed on.
1219 * We don't do this if the game is already complete, since we
1220 * allow the user to roll the fully blue polyhedron around the
1221 * grid as a feeble reward.
1223 if (!ret
->completed
) {
1224 i
= lowest_face(from
->solid
);
1225 j
= ret
->facecolours
[i
];
1226 ret
->facecolours
[i
] = ret
->squares
[ret
->current
].blue
;
1227 ret
->squares
[ret
->current
].blue
= j
;
1230 * Detect game completion.
1233 for (i
= 0; i
< ret
->solid
->nfaces
; i
++)
1234 if (ret
->facecolours
[i
])
1236 if (j
== ret
->solid
->nfaces
)
1237 ret
->completed
= ret
->movecount
;
1243 * Align the normal polyhedron with its grid square, to get key
1244 * points for non-animated display.
1250 success
= align_poly(ret
->solid
, &ret
->squares
[ret
->current
], pkey
);
1253 ret
->dpkey
[0] = pkey
[0];
1254 ret
->dpkey
[1] = pkey
[1];
1260 ret
->spkey
[0] = pkey
[0];
1261 ret
->spkey
[1] = pkey
[1];
1262 ret
->sgkey
[0] = skey
[0];
1263 ret
->sgkey
[1] = skey
[1];
1264 ret
->previous
= from
->current
;
1270 /* ----------------------------------------------------------------------
1278 struct game_drawstate
{
1279 int ox
, oy
; /* pixel position of float origin */
1282 static void find_bbox_callback(void *ctx
, struct grid_square
*sq
)
1284 struct bbox
*bb
= (struct bbox
*)ctx
;
1287 for (i
= 0; i
< sq
->npoints
; i
++) {
1288 if (bb
->l
> sq
->points
[i
*2]) bb
->l
= sq
->points
[i
*2];
1289 if (bb
->r
< sq
->points
[i
*2]) bb
->r
= sq
->points
[i
*2];
1290 if (bb
->u
> sq
->points
[i
*2+1]) bb
->u
= sq
->points
[i
*2+1];
1291 if (bb
->d
< sq
->points
[i
*2+1]) bb
->d
= sq
->points
[i
*2+1];
1295 static struct bbox
find_bbox(game_params
*params
)
1300 * These should be hugely more than the real bounding box will
1303 bb
.l
= 2.0F
* (params
->d1
+ params
->d2
);
1304 bb
.r
= -2.0F
* (params
->d1
+ params
->d2
);
1305 bb
.u
= 2.0F
* (params
->d1
+ params
->d2
);
1306 bb
.d
= -2.0F
* (params
->d1
+ params
->d2
);
1307 enum_grid_squares(params
, find_bbox_callback
, &bb
);
1312 void game_size(game_params
*params
, int *x
, int *y
)
1314 struct bbox bb
= find_bbox(params
);
1315 *x
= (int)((bb
.r
- bb
.l
+ 2*solids
[params
->solid
]->border
) * GRID_SCALE
);
1316 *y
= (int)((bb
.d
- bb
.u
+ 2*solids
[params
->solid
]->border
) * GRID_SCALE
);
1319 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1321 float *ret
= snewn(3 * NCOLOURS
, float);
1323 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1325 ret
[COL_BORDER
* 3 + 0] = 0.0;
1326 ret
[COL_BORDER
* 3 + 1] = 0.0;
1327 ret
[COL_BORDER
* 3 + 2] = 0.0;
1329 ret
[COL_BLUE
* 3 + 0] = 0.0;
1330 ret
[COL_BLUE
* 3 + 1] = 0.0;
1331 ret
[COL_BLUE
* 3 + 2] = 1.0;
1333 *ncolours
= NCOLOURS
;
1337 game_drawstate
*game_new_drawstate(game_state
*state
)
1339 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1340 struct bbox bb
= find_bbox(&state
->params
);
1342 ds
->ox
= (int)(-(bb
.l
- state
->solid
->border
) * GRID_SCALE
);
1343 ds
->oy
= (int)(-(bb
.u
- state
->solid
->border
) * GRID_SCALE
);
1348 void game_free_drawstate(game_drawstate
*ds
)
1353 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1354 game_state
*state
, int dir
, game_ui
*ui
,
1355 float animtime
, float flashtime
)
1358 struct bbox bb
= find_bbox(&state
->params
);
1363 game_state
*newstate
;
1366 draw_rect(fe
, 0, 0, (int)((bb
.r
-bb
.l
+2.0F
) * GRID_SCALE
),
1367 (int)((bb
.d
-bb
.u
+2.0F
) * GRID_SCALE
), COL_BACKGROUND
);
1373 * This is an Undo. So reverse the order of the states, and
1374 * run the roll timer backwards.
1382 animtime
= ROLLTIME
- animtime
;
1388 square
= state
->current
;
1389 pkey
= state
->dpkey
;
1390 gkey
= state
->dgkey
;
1392 angle
= state
->angle
* animtime
/ ROLLTIME
;
1393 square
= state
->previous
;
1394 pkey
= state
->spkey
;
1395 gkey
= state
->sgkey
;
1400 for (i
= 0; i
< state
->nsquares
; i
++) {
1403 for (j
= 0; j
< state
->squares
[i
].npoints
; j
++) {
1404 coords
[2*j
] = ((int)(state
->squares
[i
].points
[2*j
] * GRID_SCALE
)
1406 coords
[2*j
+1] = ((int)(state
->squares
[i
].points
[2*j
+1]*GRID_SCALE
)
1410 draw_polygon(fe
, coords
, state
->squares
[i
].npoints
, TRUE
,
1411 state
->squares
[i
].blue ? COL_BLUE
: COL_BACKGROUND
);
1412 draw_polygon(fe
, coords
, state
->squares
[i
].npoints
, FALSE
, COL_BORDER
);
1416 * Now compute and draw the polyhedron.
1418 poly
= transform_poly(state
->solid
, state
->squares
[square
].flip
,
1419 pkey
[0], pkey
[1], angle
);
1422 * Compute the translation required to align the two key points
1423 * on the polyhedron with the same key points on the current
1426 for (i
= 0; i
< 3; i
++) {
1429 for (j
= 0; j
< 2; j
++) {
1434 state
->squares
[square
].points
[gkey
[j
]*2+i
];
1439 tc
+= (grid_coord
- poly
->vertices
[pkey
[j
]*3+i
]);
1444 for (i
= 0; i
< poly
->nvertices
; i
++)
1445 for (j
= 0; j
< 3; j
++)
1446 poly
->vertices
[i
*3+j
] += t
[j
];
1449 * Now actually draw each face.
1451 for (i
= 0; i
< poly
->nfaces
; i
++) {
1455 for (j
= 0; j
< poly
->order
; j
++) {
1456 int f
= poly
->faces
[i
*poly
->order
+ j
];
1457 points
[j
*2] = (poly
->vertices
[f
*3+0] -
1458 poly
->vertices
[f
*3+2] * poly
->shear
);
1459 points
[j
*2+1] = (poly
->vertices
[f
*3+1] -
1460 poly
->vertices
[f
*3+2] * poly
->shear
);
1463 for (j
= 0; j
< poly
->order
; j
++) {
1464 coords
[j
*2] = (int)floor(points
[j
*2] * GRID_SCALE
) + ds
->ox
;
1465 coords
[j
*2+1] = (int)floor(points
[j
*2+1] * GRID_SCALE
) + ds
->oy
;
1469 * Find out whether these points are in a clockwise or
1470 * anticlockwise arrangement. If the latter, discard the
1471 * face because it's facing away from the viewer.
1473 * This would involve fiddly winding-number stuff for a
1474 * general polygon, but for the simple parallelograms we'll
1475 * be seeing here, all we have to do is check whether the
1476 * corners turn right or left. So we'll take the vector
1477 * from point 0 to point 1, turn it right 90 degrees,
1478 * and check the sign of the dot product with that and the
1479 * next vector (point 1 to point 2).
1482 float v1x
= points
[2]-points
[0];
1483 float v1y
= points
[3]-points
[1];
1484 float v2x
= points
[4]-points
[2];
1485 float v2y
= points
[5]-points
[3];
1486 float dp
= v1x
* v2y
- v1y
* v2x
;
1492 draw_polygon(fe
, coords
, poly
->order
, TRUE
,
1493 state
->facecolours
[i
] ? COL_BLUE
: COL_BACKGROUND
);
1494 draw_polygon(fe
, coords
, poly
->order
, FALSE
, COL_BORDER
);
1498 draw_update(fe
, 0, 0, (int)((bb
.r
-bb
.l
+2.0F
) * GRID_SCALE
),
1499 (int)((bb
.d
-bb
.u
+2.0F
) * GRID_SCALE
));
1502 * Update the status bar.
1505 char statusbuf
[256];
1507 sprintf(statusbuf
, "%sMoves: %d",
1508 (state
->completed ?
"COMPLETED! " : ""),
1509 (state
->completed ? state
->completed
: state
->movecount
));
1511 status_bar(fe
, statusbuf
);
1515 float game_anim_length(game_state
*oldstate
, game_state
*newstate
, int dir
)
1520 float game_flash_length(game_state
*oldstate
, game_state
*newstate
, int dir
)
1525 int game_wants_statusbar(void)