13 const char *const game_name
= "Cube";
14 const int game_can_configure
= TRUE
;
16 #define MAXVERTICES 20
21 float vertices
[MAXVERTICES
* 3]; /* 3*npoints coordinates */
24 int faces
[MAXFACES
* MAXORDER
]; /* order*nfaces point indices */
25 float normals
[MAXFACES
* 3]; /* 3*npoints vector components */
26 float shear
; /* isometric shear for nice drawing */
27 float border
; /* border required around arena */
30 static const struct solid tetrahedron
= {
33 0.0F
, -0.57735026919F
, -0.20412414523F
,
34 -0.5F
, 0.28867513459F
, -0.20412414523F
,
35 0.0F
, -0.0F
, 0.6123724357F
,
36 0.5F
, 0.28867513459F
, -0.20412414523F
,
40 0,2,1, 3,1,2, 2,0,3, 1,3,0
43 -0.816496580928F
, -0.471404520791F
, 0.333333333334F
,
44 0.0F
, 0.942809041583F
, 0.333333333333F
,
45 0.816496580928F
, -0.471404520791F
, 0.333333333334F
,
51 static const struct solid cube
= {
54 -0.5F
,-0.5F
,-0.5F
, -0.5F
,-0.5F
,+0.5F
,
55 -0.5F
,+0.5F
,-0.5F
, -0.5F
,+0.5F
,+0.5F
,
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
,
61 0,1,3,2, 1,5,7,3, 5,4,6,7, 4,0,2,6, 0,4,5,1, 3,7,6,2
64 -1.0F
,0.0F
,0.0F
, 0.0F
,0.0F
,+1.0F
,
65 +1.0F
,0.0F
,0.0F
, 0.0F
,0.0F
,-1.0F
,
66 0.0F
,-1.0F
,0.0F
, 0.0F
,+1.0F
,0.0F
71 static const struct solid octahedron
= {
74 -0.5F
, -0.28867513459472505F
, 0.4082482904638664F
,
75 0.5F
, 0.28867513459472505F
, -0.4082482904638664F
,
76 -0.5F
, 0.28867513459472505F
, -0.4082482904638664F
,
77 0.5F
, -0.28867513459472505F
, 0.4082482904638664F
,
78 0.0F
, -0.57735026918945009F
, -0.4082482904638664F
,
79 0.0F
, 0.57735026918945009F
, 0.4082482904638664F
,
83 4,0,2, 0,5,2, 0,4,3, 5,0,3, 1,4,2, 5,1,2, 4,1,3, 1,5,3
86 -0.816496580928F
, -0.471404520791F
, -0.333333333334F
,
87 -0.816496580928F
, 0.471404520791F
, 0.333333333334F
,
88 0.0F
, -0.942809041583F
, 0.333333333333F
,
91 0.0F
, 0.942809041583F
, -0.333333333333F
,
92 0.816496580928F
, -0.471404520791F
, -0.333333333334F
,
93 0.816496580928F
, 0.471404520791F
, 0.333333333334F
,
98 static const struct solid icosahedron
= {
101 0.0F
, 0.57735026919F
, 0.75576131408F
,
102 0.0F
, -0.93417235896F
, 0.17841104489F
,
103 0.0F
, 0.93417235896F
, -0.17841104489F
,
104 0.0F
, -0.57735026919F
, -0.75576131408F
,
105 -0.5F
, -0.28867513459F
, 0.75576131408F
,
106 -0.5F
, 0.28867513459F
, -0.75576131408F
,
107 0.5F
, -0.28867513459F
, 0.75576131408F
,
108 0.5F
, 0.28867513459F
, -0.75576131408F
,
109 -0.80901699437F
, 0.46708617948F
, 0.17841104489F
,
110 0.80901699437F
, 0.46708617948F
, 0.17841104489F
,
111 -0.80901699437F
, -0.46708617948F
, -0.17841104489F
,
112 0.80901699437F
, -0.46708617948F
, -0.17841104489F
,
116 8,0,2, 0,9,2, 1,10,3, 11,1,3, 0,4,6,
117 4,1,6, 5,2,7, 3,5,7, 4,8,10, 8,5,10,
118 9,6,11, 7,9,11, 0,8,4, 9,0,6, 10,1,4,
119 1,11,6, 8,2,5, 2,9,7, 3,10,5, 11,3,7,
122 -0.356822089773F
, 0.87267799625F
, 0.333333333333F
,
123 0.356822089773F
, 0.87267799625F
, 0.333333333333F
,
124 -0.356822089773F
, -0.87267799625F
, -0.333333333333F
,
125 0.356822089773F
, -0.87267799625F
, -0.333333333333F
,
127 0.0F
, -0.666666666667F
, 0.745355992501F
,
128 0.0F
, 0.666666666667F
, -0.745355992501F
,
130 -0.934172358963F
, -0.12732200375F
, 0.333333333333F
,
131 -0.934172358963F
, 0.12732200375F
, -0.333333333333F
,
132 0.934172358963F
, -0.12732200375F
, 0.333333333333F
,
133 0.934172358963F
, 0.12732200375F
, -0.333333333333F
,
134 -0.57735026919F
, 0.333333333334F
, 0.745355992501F
,
135 0.57735026919F
, 0.333333333334F
, 0.745355992501F
,
136 -0.57735026919F
, -0.745355992501F
, 0.333333333334F
,
137 0.57735026919F
, -0.745355992501F
, 0.333333333334F
,
138 -0.57735026919F
, 0.745355992501F
, -0.333333333334F
,
139 0.57735026919F
, 0.745355992501F
, -0.333333333334F
,
140 -0.57735026919F
, -0.333333333334F
, -0.745355992501F
,
141 0.57735026919F
, -0.333333333334F
, -0.745355992501F
,
147 TETRAHEDRON
, CUBE
, OCTAHEDRON
, ICOSAHEDRON
149 static const struct solid
*solids
[] = {
150 &tetrahedron
, &cube
, &octahedron
, &icosahedron
160 enum { LEFT
, RIGHT
, UP
, DOWN
, UP_LEFT
, UP_RIGHT
, DOWN_LEFT
, DOWN_RIGHT
};
162 #define GRID_SCALE 48.0F
163 #define ROLLTIME 0.13F
165 #define SQ(x) ( (x) * (x) )
167 #define MATMUL(ra,m,a) do { \
168 float rx, ry, rz, xx = (a)[0], yy = (a)[1], zz = (a)[2], *mat = (m); \
169 rx = mat[0] * xx + mat[3] * yy + mat[6] * zz; \
170 ry = mat[1] * xx + mat[4] * yy + mat[7] * zz; \
171 rz = mat[2] * xx + mat[5] * yy + mat[8] * zz; \
172 (ra)[0] = rx; (ra)[1] = ry; (ra)[2] = rz; \
175 #define APPROXEQ(x,y) ( SQ(x-y) < 0.1 )
180 float points
[8]; /* maximum */
181 int directions
[8]; /* bit masks showing point pairs */
190 * Grid dimensions. For a square grid these are width and
191 * height respectively; otherwise the grid is a hexagon, with
192 * the top side and the two lower diagonals having length d1
193 * and the remaining three sides having length d2 (so that
194 * d1==d2 gives a regular hexagon, and d2==0 gives a triangle).
200 struct game_params params
;
201 const struct solid
*solid
;
203 struct grid_square
*squares
;
205 int current
; /* index of current grid square */
206 int sgkey
[2]; /* key-point indices into grid sq */
207 int dgkey
[2]; /* key-point indices into grid sq */
208 int spkey
[2]; /* key-point indices into polyhedron */
209 int dpkey
[2]; /* key-point indices into polyhedron */
216 game_params
*default_params(void)
218 game_params
*ret
= snew(game_params
);
227 int game_fetch_preset(int i
, char **name
, game_params
**params
)
229 game_params
*ret
= snew(game_params
);
241 ret
->solid
= TETRAHEDRON
;
247 ret
->solid
= OCTAHEDRON
;
253 ret
->solid
= ICOSAHEDRON
;
267 void free_params(game_params
*params
)
272 game_params
*dup_params(game_params
*params
)
274 game_params
*ret
= snew(game_params
);
275 *ret
= *params
; /* structure copy */
279 static void enum_grid_squares(game_params
*params
,
280 void (*callback
)(void *, struct grid_square
*),
283 const struct solid
*solid
= solids
[params
->solid
];
285 if (solid
->order
== 4) {
288 for (y
= 0; y
< params
->d2
; y
++)
289 for (x
= 0; x
< params
->d1
; x
++) {
290 struct grid_square sq
;
294 sq
.points
[0] = x
- 0.5F
;
295 sq
.points
[1] = y
- 0.5F
;
296 sq
.points
[2] = x
- 0.5F
;
297 sq
.points
[3] = y
+ 0.5F
;
298 sq
.points
[4] = x
+ 0.5F
;
299 sq
.points
[5] = y
+ 0.5F
;
300 sq
.points
[6] = x
+ 0.5F
;
301 sq
.points
[7] = y
- 0.5F
;
304 sq
.directions
[LEFT
] = 0x03; /* 0,1 */
305 sq
.directions
[RIGHT
] = 0x0C; /* 2,3 */
306 sq
.directions
[UP
] = 0x09; /* 0,3 */
307 sq
.directions
[DOWN
] = 0x06; /* 1,2 */
308 sq
.directions
[UP_LEFT
] = 0; /* no diagonals in a square */
309 sq
.directions
[UP_RIGHT
] = 0; /* no diagonals in a square */
310 sq
.directions
[DOWN_LEFT
] = 0; /* no diagonals in a square */
311 sq
.directions
[DOWN_RIGHT
] = 0; /* no diagonals in a square */
316 * This is supremely irrelevant, but just to avoid
317 * having any uninitialised structure members...
324 int row
, rowlen
, other
, i
, firstix
= -1;
325 float theight
= (float)(sqrt(3) / 2.0);
327 for (row
= 0; row
< params
->d1
+ params
->d2
; row
++) {
328 if (row
< params
->d2
) {
330 rowlen
= row
+ params
->d1
;
333 rowlen
= 2*params
->d2
+ params
->d1
- row
;
337 * There are `rowlen' down-pointing triangles.
339 for (i
= 0; i
< rowlen
; i
++) {
340 struct grid_square sq
;
344 ix
= (2 * i
- (rowlen
-1));
348 sq
.y
= y
+ theight
/ 3;
349 sq
.points
[0] = x
- 0.5F
;
352 sq
.points
[3] = y
+ theight
;
353 sq
.points
[4] = x
+ 0.5F
;
357 sq
.directions
[LEFT
] = 0x03; /* 0,1 */
358 sq
.directions
[RIGHT
] = 0x06; /* 1,2 */
359 sq
.directions
[UP
] = 0x05; /* 0,2 */
360 sq
.directions
[DOWN
] = 0; /* invalid move */
363 * Down-pointing triangle: both the up diagonals go
364 * up, and the down ones go left and right.
366 sq
.directions
[UP_LEFT
] = sq
.directions
[UP_RIGHT
] =
368 sq
.directions
[DOWN_LEFT
] = sq
.directions
[LEFT
];
369 sq
.directions
[DOWN_RIGHT
] = sq
.directions
[RIGHT
];
376 sq
.tetra_class
= ((row
+(ix
&1)) & 2) ^ (ix
& 3);
382 * There are `rowlen+other' up-pointing triangles.
384 for (i
= 0; i
< rowlen
+other
; i
++) {
385 struct grid_square sq
;
389 ix
= (2 * i
- (rowlen
+other
-1));
393 sq
.y
= y
+ 2*theight
/ 3;
394 sq
.points
[0] = x
+ 0.5F
;
395 sq
.points
[1] = y
+ theight
;
398 sq
.points
[4] = x
- 0.5F
;
399 sq
.points
[5] = y
+ theight
;
402 sq
.directions
[LEFT
] = 0x06; /* 1,2 */
403 sq
.directions
[RIGHT
] = 0x03; /* 0,1 */
404 sq
.directions
[DOWN
] = 0x05; /* 0,2 */
405 sq
.directions
[UP
] = 0; /* invalid move */
408 * Up-pointing triangle: both the down diagonals go
409 * down, and the up ones go left and right.
411 sq
.directions
[DOWN_LEFT
] = sq
.directions
[DOWN_RIGHT
] =
413 sq
.directions
[UP_LEFT
] = sq
.directions
[LEFT
];
414 sq
.directions
[UP_RIGHT
] = sq
.directions
[RIGHT
];
419 firstix
= (ix
- 1) & 3;
421 sq
.tetra_class
= ((row
+(ix
&1)) & 2) ^ (ix
& 3);
429 static int grid_area(int d1
, int d2
, int order
)
432 * An NxM grid of squares has NM squares in it.
434 * A grid of triangles with dimensions A and B has a total of
435 * A^2 + B^2 + 4AB triangles in it. (You can divide it up into
436 * a side-A triangle containing A^2 subtriangles, a side-B
437 * triangle containing B^2, and two congruent parallelograms,
438 * each with side lengths A and B, each therefore containing AB
439 * two-triangle rhombuses.)
444 return d1
*d1
+ d2
*d2
+ 4*d1
*d2
;
447 config_item
*game_configure(game_params
*params
)
449 config_item
*ret
= snewn(4, config_item
);
452 ret
[0].name
= "Type of solid";
453 ret
[0].type
= C_CHOICES
;
454 ret
[0].sval
= ":Tetrahedron:Cube:Octahedron:Icosahedron";
455 ret
[0].ival
= params
->solid
;
457 ret
[1].name
= "Width / top";
458 ret
[1].type
= C_STRING
;
459 sprintf(buf
, "%d", params
->d1
);
460 ret
[1].sval
= dupstr(buf
);
463 ret
[2].name
= "Height / bottom";
464 ret
[2].type
= C_STRING
;
465 sprintf(buf
, "%d", params
->d2
);
466 ret
[2].sval
= dupstr(buf
);
477 game_params
*custom_params(config_item
*cfg
)
479 game_params
*ret
= snew(game_params
);
481 ret
->solid
= cfg
[0].ival
;
482 ret
->d1
= atoi(cfg
[1].sval
);
483 ret
->d2
= atoi(cfg
[2].sval
);
488 static void count_grid_square_callback(void *ctx
, struct grid_square
*sq
)
490 int *classes
= (int *)ctx
;
494 thisclass
= sq
->tetra_class
;
495 else if (classes
[4] == 2)
496 thisclass
= sq
->flip
;
500 classes
[thisclass
]++;
503 char *validate_params(game_params
*params
)
508 if (params
->solid
< 0 || params
->solid
>= lenof(solids
))
509 return "Unrecognised solid type";
511 if (solids
[params
->solid
]->order
== 4) {
512 if (params
->d1
<= 0 || params
->d2
<= 0)
513 return "Both grid dimensions must be greater than zero";
515 if (params
->d1
<= 0 && params
->d2
<= 0)
516 return "At least one grid dimension must be greater than zero";
519 for (i
= 0; i
< 4; i
++)
521 if (params
->solid
== TETRAHEDRON
)
523 else if (params
->solid
== OCTAHEDRON
)
527 enum_grid_squares(params
, count_grid_square_callback
, classes
);
529 for (i
= 0; i
< classes
[4]; i
++)
530 if (classes
[i
] < solids
[params
->solid
]->nfaces
/ classes
[4])
531 return "Not enough grid space to place all blue faces";
533 if (grid_area(params
->d1
, params
->d2
, solids
[params
->solid
]->order
) <
534 solids
[params
->solid
]->nfaces
+ 1)
535 return "Not enough space to place the solid on an empty square";
547 static void classify_grid_square_callback(void *ctx
, struct grid_square
*sq
)
549 struct grid_data
*data
= (struct grid_data
*)ctx
;
552 if (data
->nclasses
== 4)
553 thisclass
= sq
->tetra_class
;
554 else if (data
->nclasses
== 2)
555 thisclass
= sq
->flip
;
559 data
->gridptrs
[thisclass
][data
->nsquares
[thisclass
]++] =
563 char *new_game_seed(game_params
*params
, random_state
*rs
)
565 struct grid_data data
;
566 int i
, j
, k
, m
, area
, facesperclass
;
571 * Enumerate the grid squares, dividing them into equivalence
572 * classes as appropriate. (For the tetrahedron, there is one
573 * equivalence class for each face; for the octahedron there
574 * are two classes; for the other two solids there's only one.)
577 area
= grid_area(params
->d1
, params
->d2
, solids
[params
->solid
]->order
);
578 if (params
->solid
== TETRAHEDRON
)
580 else if (params
->solid
== OCTAHEDRON
)
584 data
.gridptrs
[0] = snewn(data
.nclasses
* area
, int);
585 for (i
= 0; i
< data
.nclasses
; i
++) {
586 data
.gridptrs
[i
] = data
.gridptrs
[0] + i
* area
;
587 data
.nsquares
[i
] = 0;
589 data
.squareindex
= 0;
590 enum_grid_squares(params
, classify_grid_square_callback
, &data
);
592 facesperclass
= solids
[params
->solid
]->nfaces
/ data
.nclasses
;
594 for (i
= 0; i
< data
.nclasses
; i
++)
595 assert(data
.nsquares
[i
] >= facesperclass
);
596 assert(data
.squareindex
== area
);
599 * So now we know how many faces to allocate in each class. Get
602 flags
= snewn(area
, int);
603 for (i
= 0; i
< area
; i
++)
606 for (i
= 0; i
< data
.nclasses
; i
++) {
607 for (j
= 0; j
< facesperclass
; j
++) {
608 int n
= random_upto(rs
, data
.nsquares
[i
]);
610 assert(!flags
[data
.gridptrs
[i
][n
]]);
611 flags
[data
.gridptrs
[i
][n
]] = TRUE
;
614 * Move everything else up the array. I ought to use a
615 * better data structure for this, but for such small
616 * numbers it hardly seems worth the effort.
618 while (n
< data
.nsquares
[i
]-1) {
619 data
.gridptrs
[i
][n
] = data
.gridptrs
[i
][n
+1];
627 * Now we know precisely which squares are blue. Encode this
628 * information in hex. While we're looping over this, collect
629 * the non-blue squares into a list in the now-unused gridptrs
632 seed
= snewn(area
/ 4 + 40, char);
637 for (i
= 0; i
< area
; i
++) {
641 data
.gridptrs
[0][m
++] = i
;
645 *p
++ = "0123456789ABCDEF"[j
];
651 *p
++ = "0123456789ABCDEF"[j
];
654 * Choose a non-blue square for the polyhedron.
656 sprintf(p
, ":%d", data
.gridptrs
[0][random_upto(rs
, m
)]);
658 sfree(data
.gridptrs
[0]);
664 static void add_grid_square_callback(void *ctx
, struct grid_square
*sq
)
666 game_state
*state
= (game_state
*)ctx
;
668 state
->squares
[state
->nsquares
] = *sq
; /* structure copy */
669 state
->squares
[state
->nsquares
].blue
= FALSE
;
673 static int lowest_face(const struct solid
*solid
)
680 for (i
= 0; i
< solid
->nfaces
; i
++) {
683 for (j
= 0; j
< solid
->order
; j
++) {
684 int f
= solid
->faces
[i
*solid
->order
+ j
];
685 z
+= solid
->vertices
[f
*3+2];
688 if (i
== 0 || zmin
> z
) {
697 static int align_poly(const struct solid
*solid
, struct grid_square
*sq
,
702 int flip
= (sq
->flip ?
-1 : +1);
705 * First, find the lowest z-coordinate present in the solid.
708 for (i
= 0; i
< solid
->nvertices
; i
++)
709 if (zmin
> solid
->vertices
[i
*3+2])
710 zmin
= solid
->vertices
[i
*3+2];
713 * Now go round the grid square. For each point in the grid
714 * square, we're looking for a point of the polyhedron with the
715 * same x- and y-coordinates (relative to the square's centre),
716 * and z-coordinate equal to zmin (near enough).
718 for (j
= 0; j
< sq
->npoints
; j
++) {
724 for (i
= 0; i
< solid
->nvertices
; i
++) {
727 dist
+= SQ(solid
->vertices
[i
*3+0] * flip
- sq
->points
[j
*2+0] + sq
->x
);
728 dist
+= SQ(solid
->vertices
[i
*3+1] * flip
- sq
->points
[j
*2+1] + sq
->y
);
729 dist
+= SQ(solid
->vertices
[i
*3+2] - zmin
);
737 if (matches
!= 1 || index
< 0)
745 static void flip_poly(struct solid
*solid
, int flip
)
750 for (i
= 0; i
< solid
->nvertices
; i
++) {
751 solid
->vertices
[i
*3+0] *= -1;
752 solid
->vertices
[i
*3+1] *= -1;
754 for (i
= 0; i
< solid
->nfaces
; i
++) {
755 solid
->normals
[i
*3+0] *= -1;
756 solid
->normals
[i
*3+1] *= -1;
761 static struct solid
*transform_poly(const struct solid
*solid
, int flip
,
762 int key0
, int key1
, float angle
)
764 struct solid
*ret
= snew(struct solid
);
765 float vx
, vy
, ax
, ay
;
766 float vmatrix
[9], amatrix
[9], vmatrix2
[9];
769 *ret
= *solid
; /* structure copy */
771 flip_poly(ret
, flip
);
774 * Now rotate the polyhedron through the given angle. We must
775 * rotate about the Z-axis to bring the two vertices key0 and
776 * key1 into horizontal alignment, then rotate about the
777 * X-axis, then rotate back again.
779 vx
= ret
->vertices
[key1
*3+0] - ret
->vertices
[key0
*3+0];
780 vy
= ret
->vertices
[key1
*3+1] - ret
->vertices
[key0
*3+1];
781 assert(APPROXEQ(vx
*vx
+ vy
*vy
, 1.0));
783 vmatrix
[0] = vx
; vmatrix
[3] = vy
; vmatrix
[6] = 0;
784 vmatrix
[1] = -vy
; vmatrix
[4] = vx
; vmatrix
[7] = 0;
785 vmatrix
[2] = 0; vmatrix
[5] = 0; vmatrix
[8] = 1;
787 ax
= (float)cos(angle
);
788 ay
= (float)sin(angle
);
790 amatrix
[0] = 1; amatrix
[3] = 0; amatrix
[6] = 0;
791 amatrix
[1] = 0; amatrix
[4] = ax
; amatrix
[7] = ay
;
792 amatrix
[2] = 0; amatrix
[5] = -ay
; amatrix
[8] = ax
;
794 memcpy(vmatrix2
, vmatrix
, sizeof(vmatrix
));
798 for (i
= 0; i
< ret
->nvertices
; i
++) {
799 MATMUL(ret
->vertices
+ 3*i
, vmatrix
, ret
->vertices
+ 3*i
);
800 MATMUL(ret
->vertices
+ 3*i
, amatrix
, ret
->vertices
+ 3*i
);
801 MATMUL(ret
->vertices
+ 3*i
, vmatrix2
, ret
->vertices
+ 3*i
);
803 for (i
= 0; i
< ret
->nfaces
; i
++) {
804 MATMUL(ret
->normals
+ 3*i
, vmatrix
, ret
->normals
+ 3*i
);
805 MATMUL(ret
->normals
+ 3*i
, amatrix
, ret
->normals
+ 3*i
);
806 MATMUL(ret
->normals
+ 3*i
, vmatrix2
, ret
->normals
+ 3*i
);
812 char *validate_seed(game_params
*params
, char *seed
)
814 int area
= grid_area(params
->d1
, params
->d2
, solids
[params
->solid
]->order
);
818 for (j
= 0; j
< i
; j
++) {
820 if (c
>= '0' && c
<= '9') continue;
821 if (c
>= 'A' && c
<= 'F') continue;
822 if (c
>= 'a' && c
<= 'f') continue;
823 return "Not enough hex digits at start of string";
824 /* NB if seed[j]=='\0' that will also be caught here, so we're safe */
828 return "Expected ':' after hex digits";
832 if (seed
[i
] < '0' || seed
[i
] > '9')
833 return "Expected decimal integer after ':'";
840 game_state
*new_game(game_params
*params
, char *seed
)
842 game_state
*state
= snew(game_state
);
845 state
->params
= *params
; /* structure copy */
846 state
->solid
= solids
[params
->solid
];
848 area
= grid_area(params
->d1
, params
->d2
, state
->solid
->order
);
849 state
->squares
= snewn(area
, struct grid_square
);
851 enum_grid_squares(params
, add_grid_square_callback
, state
);
852 assert(state
->nsquares
== area
);
854 state
->facecolours
= snewn(state
->solid
->nfaces
, int);
855 memset(state
->facecolours
, 0, state
->solid
->nfaces
* sizeof(int));
858 * Set up the blue squares and polyhedron position according to
867 for (i
= 0; i
< state
->nsquares
; i
++) {
870 if (v
>= '0' && v
<= '9')
872 else if (v
>= 'A' && v
<= 'F')
874 else if (v
>= 'a' && v
<= 'f')
880 state
->squares
[i
].blue
= TRUE
;
889 state
->current
= atoi(p
);
890 if (state
->current
< 0 || state
->current
>= state
->nsquares
)
891 state
->current
= 0; /* got to do _something_ */
895 * Align the polyhedron with its grid square and determine
896 * initial key points.
902 ret
= align_poly(state
->solid
, &state
->squares
[state
->current
], pkey
);
905 state
->dpkey
[0] = state
->spkey
[0] = pkey
[0];
906 state
->dpkey
[1] = state
->spkey
[0] = pkey
[1];
907 state
->dgkey
[0] = state
->sgkey
[0] = 0;
908 state
->dgkey
[1] = state
->sgkey
[0] = 1;
911 state
->previous
= state
->current
;
913 state
->completed
= 0;
914 state
->movecount
= 0;
919 game_state
*dup_game(game_state
*state
)
921 game_state
*ret
= snew(game_state
);
923 ret
->params
= state
->params
; /* structure copy */
924 ret
->solid
= state
->solid
;
925 ret
->facecolours
= snewn(ret
->solid
->nfaces
, int);
926 memcpy(ret
->facecolours
, state
->facecolours
,
927 ret
->solid
->nfaces
* sizeof(int));
928 ret
->nsquares
= state
->nsquares
;
929 ret
->squares
= snewn(ret
->nsquares
, struct grid_square
);
930 memcpy(ret
->squares
, state
->squares
,
931 ret
->nsquares
* sizeof(struct grid_square
));
932 ret
->dpkey
[0] = state
->dpkey
[0];
933 ret
->dpkey
[1] = state
->dpkey
[1];
934 ret
->dgkey
[0] = state
->dgkey
[0];
935 ret
->dgkey
[1] = state
->dgkey
[1];
936 ret
->spkey
[0] = state
->spkey
[0];
937 ret
->spkey
[1] = state
->spkey
[1];
938 ret
->sgkey
[0] = state
->sgkey
[0];
939 ret
->sgkey
[1] = state
->sgkey
[1];
940 ret
->previous
= state
->previous
;
941 ret
->angle
= state
->angle
;
942 ret
->completed
= state
->completed
;
943 ret
->movecount
= state
->movecount
;
948 void free_game(game_state
*state
)
953 game_ui
*new_ui(game_state
*state
)
958 void free_ui(game_ui
*ui
)
962 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
965 int pkey
[2], skey
[2], dkey
[2];
969 int i
, j
, dest
, mask
;
973 * All moves are made with the cursor keys.
975 if (button
== CURSOR_UP
)
977 else if (button
== CURSOR_DOWN
)
979 else if (button
== CURSOR_LEFT
)
981 else if (button
== CURSOR_RIGHT
)
983 else if (button
== CURSOR_UP_LEFT
)
985 else if (button
== CURSOR_DOWN_LEFT
)
986 direction
= DOWN_LEFT
;
987 else if (button
== CURSOR_UP_RIGHT
)
988 direction
= UP_RIGHT
;
989 else if (button
== CURSOR_DOWN_RIGHT
)
990 direction
= DOWN_RIGHT
;
995 * Find the two points in the current grid square which
996 * correspond to this move.
998 mask
= from
->squares
[from
->current
].directions
[direction
];
1001 for (i
= j
= 0; i
< from
->squares
[from
->current
].npoints
; i
++)
1002 if (mask
& (1 << i
)) {
1003 points
[j
*2] = from
->squares
[from
->current
].points
[i
*2];
1004 points
[j
*2+1] = from
->squares
[from
->current
].points
[i
*2+1];
1011 * Now find the other grid square which shares those points.
1012 * This is our move destination.
1015 for (i
= 0; i
< from
->nsquares
; i
++)
1016 if (i
!= from
->current
) {
1020 for (j
= 0; j
< from
->squares
[i
].npoints
; j
++) {
1021 dist
= (SQ(from
->squares
[i
].points
[j
*2] - points
[0]) +
1022 SQ(from
->squares
[i
].points
[j
*2+1] - points
[1]));
1025 dist
= (SQ(from
->squares
[i
].points
[j
*2] - points
[2]) +
1026 SQ(from
->squares
[i
].points
[j
*2+1] - points
[3]));
1040 ret
= dup_game(from
);
1044 * So we know what grid square we're aiming for, and we also
1045 * know the two key points (as indices in both the source and
1046 * destination grid squares) which are invariant between source
1049 * Next we must roll the polyhedron on to that square. So we
1050 * find the indices of the key points within the polyhedron's
1051 * vertex array, then use those in a call to transform_poly,
1052 * and align the result on the new grid square.
1056 align_poly(from
->solid
, &from
->squares
[from
->current
], all_pkey
);
1057 pkey
[0] = all_pkey
[skey
[0]];
1058 pkey
[1] = all_pkey
[skey
[1]];
1060 * Now pkey[0] corresponds to skey[0] and dkey[0], and
1066 * Now find the angle through which to rotate the polyhedron.
1067 * Do this by finding the two faces that share the two vertices
1068 * we've found, and taking the dot product of their normals.
1074 for (i
= 0; i
< from
->solid
->nfaces
; i
++) {
1076 for (j
= 0; j
< from
->solid
->order
; j
++)
1077 if (from
->solid
->faces
[i
*from
->solid
->order
+ j
] == pkey
[0] ||
1078 from
->solid
->faces
[i
*from
->solid
->order
+ j
] == pkey
[1])
1089 for (i
= 0; i
< 3; i
++)
1090 dp
+= (from
->solid
->normals
[f
[0]*3+i
] *
1091 from
->solid
->normals
[f
[1]*3+i
]);
1092 angle
= (float)acos(dp
);
1096 * Now transform the polyhedron. We aren't entirely sure
1097 * whether we need to rotate through angle or -angle, and the
1098 * simplest way round this is to try both and see which one
1099 * aligns successfully!
1101 * Unfortunately, _both_ will align successfully if this is a
1102 * cube, which won't tell us anything much. So for that
1103 * particular case, I resort to gross hackery: I simply negate
1104 * the angle before trying the alignment, depending on the
1105 * direction. Which directions work which way is determined by
1106 * pure trial and error. I said it was gross :-/
1112 if (from
->solid
->order
== 4 && direction
== UP
)
1113 angle
= -angle
; /* HACK */
1115 poly
= transform_poly(from
->solid
,
1116 from
->squares
[from
->current
].flip
,
1117 pkey
[0], pkey
[1], angle
);
1118 flip_poly(poly
, from
->squares
[ret
->current
].flip
);
1119 success
= align_poly(poly
, &from
->squares
[ret
->current
], all_pkey
);
1123 poly
= transform_poly(from
->solid
,
1124 from
->squares
[from
->current
].flip
,
1125 pkey
[0], pkey
[1], angle
);
1126 flip_poly(poly
, from
->squares
[ret
->current
].flip
);
1127 success
= align_poly(poly
, &from
->squares
[ret
->current
], all_pkey
);
1134 * Now we have our rotated polyhedron, which we expect to be
1135 * exactly congruent to the one we started with - but with the
1136 * faces permuted. So we map that congruence and thereby figure
1137 * out how to permute the faces as a result of the polyhedron
1141 int *newcolours
= snewn(from
->solid
->nfaces
, int);
1143 for (i
= 0; i
< from
->solid
->nfaces
; i
++)
1146 for (i
= 0; i
< from
->solid
->nfaces
; i
++) {
1150 * Now go through the transformed polyhedron's faces
1151 * and figure out which one's normal is approximately
1152 * equal to this one.
1154 for (j
= 0; j
< poly
->nfaces
; j
++) {
1160 for (k
= 0; k
< 3; k
++)
1161 dist
+= SQ(poly
->normals
[j
*3+k
] -
1162 from
->solid
->normals
[i
*3+k
]);
1164 if (APPROXEQ(dist
, 0)) {
1166 newcolours
[i
] = ret
->facecolours
[j
];
1170 assert(nmatch
== 1);
1173 for (i
= 0; i
< from
->solid
->nfaces
; i
++)
1174 assert(newcolours
[i
] != -1);
1176 sfree(ret
->facecolours
);
1177 ret
->facecolours
= newcolours
;
1183 * And finally, swap the colour between the bottom face of the
1184 * polyhedron and the face we've just landed on.
1186 * We don't do this if the game is already complete, since we
1187 * allow the user to roll the fully blue polyhedron around the
1188 * grid as a feeble reward.
1190 if (!ret
->completed
) {
1191 i
= lowest_face(from
->solid
);
1192 j
= ret
->facecolours
[i
];
1193 ret
->facecolours
[i
] = ret
->squares
[ret
->current
].blue
;
1194 ret
->squares
[ret
->current
].blue
= j
;
1197 * Detect game completion.
1200 for (i
= 0; i
< ret
->solid
->nfaces
; i
++)
1201 if (ret
->facecolours
[i
])
1203 if (j
== ret
->solid
->nfaces
)
1204 ret
->completed
= ret
->movecount
;
1210 * Align the normal polyhedron with its grid square, to get key
1211 * points for non-animated display.
1217 success
= align_poly(ret
->solid
, &ret
->squares
[ret
->current
], pkey
);
1220 ret
->dpkey
[0] = pkey
[0];
1221 ret
->dpkey
[1] = pkey
[1];
1227 ret
->spkey
[0] = pkey
[0];
1228 ret
->spkey
[1] = pkey
[1];
1229 ret
->sgkey
[0] = skey
[0];
1230 ret
->sgkey
[1] = skey
[1];
1231 ret
->previous
= from
->current
;
1237 /* ----------------------------------------------------------------------
1245 struct game_drawstate
{
1246 int ox
, oy
; /* pixel position of float origin */
1249 static void find_bbox_callback(void *ctx
, struct grid_square
*sq
)
1251 struct bbox
*bb
= (struct bbox
*)ctx
;
1254 for (i
= 0; i
< sq
->npoints
; i
++) {
1255 if (bb
->l
> sq
->points
[i
*2]) bb
->l
= sq
->points
[i
*2];
1256 if (bb
->r
< sq
->points
[i
*2]) bb
->r
= sq
->points
[i
*2];
1257 if (bb
->u
> sq
->points
[i
*2+1]) bb
->u
= sq
->points
[i
*2+1];
1258 if (bb
->d
< sq
->points
[i
*2+1]) bb
->d
= sq
->points
[i
*2+1];
1262 static struct bbox
find_bbox(game_params
*params
)
1267 * These should be hugely more than the real bounding box will
1270 bb
.l
= 2.0F
* (params
->d1
+ params
->d2
);
1271 bb
.r
= -2.0F
* (params
->d1
+ params
->d2
);
1272 bb
.u
= 2.0F
* (params
->d1
+ params
->d2
);
1273 bb
.d
= -2.0F
* (params
->d1
+ params
->d2
);
1274 enum_grid_squares(params
, find_bbox_callback
, &bb
);
1279 void game_size(game_params
*params
, int *x
, int *y
)
1281 struct bbox bb
= find_bbox(params
);
1282 *x
= (int)((bb
.r
- bb
.l
+ 2*solids
[params
->solid
]->border
) * GRID_SCALE
);
1283 *y
= (int)((bb
.d
- bb
.u
+ 2*solids
[params
->solid
]->border
) * GRID_SCALE
);
1286 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1288 float *ret
= snewn(3 * NCOLOURS
, float);
1290 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1292 ret
[COL_BORDER
* 3 + 0] = 0.0;
1293 ret
[COL_BORDER
* 3 + 1] = 0.0;
1294 ret
[COL_BORDER
* 3 + 2] = 0.0;
1296 ret
[COL_BLUE
* 3 + 0] = 0.0;
1297 ret
[COL_BLUE
* 3 + 1] = 0.0;
1298 ret
[COL_BLUE
* 3 + 2] = 1.0;
1300 *ncolours
= NCOLOURS
;
1304 game_drawstate
*game_new_drawstate(game_state
*state
)
1306 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1307 struct bbox bb
= find_bbox(&state
->params
);
1309 ds
->ox
= (int)(-(bb
.l
- state
->solid
->border
) * GRID_SCALE
);
1310 ds
->oy
= (int)(-(bb
.u
- state
->solid
->border
) * GRID_SCALE
);
1315 void game_free_drawstate(game_drawstate
*ds
)
1320 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1321 game_state
*state
, game_ui
*ui
,
1322 float animtime
, float flashtime
)
1325 struct bbox bb
= find_bbox(&state
->params
);
1330 game_state
*newstate
;
1333 draw_rect(fe
, 0, 0, (int)((bb
.r
-bb
.l
+2.0F
) * GRID_SCALE
),
1334 (int)((bb
.d
-bb
.u
+2.0F
) * GRID_SCALE
), COL_BACKGROUND
);
1336 if (oldstate
&& oldstate
->movecount
> state
->movecount
) {
1340 * This is an Undo. So reverse the order of the states, and
1341 * run the roll timer backwards.
1347 animtime
= ROLLTIME
- animtime
;
1353 square
= state
->current
;
1354 pkey
= state
->dpkey
;
1355 gkey
= state
->dgkey
;
1357 angle
= state
->angle
* animtime
/ ROLLTIME
;
1358 square
= state
->previous
;
1359 pkey
= state
->spkey
;
1360 gkey
= state
->sgkey
;
1365 for (i
= 0; i
< state
->nsquares
; i
++) {
1368 for (j
= 0; j
< state
->squares
[i
].npoints
; j
++) {
1369 coords
[2*j
] = ((int)(state
->squares
[i
].points
[2*j
] * GRID_SCALE
)
1371 coords
[2*j
+1] = ((int)(state
->squares
[i
].points
[2*j
+1]*GRID_SCALE
)
1375 draw_polygon(fe
, coords
, state
->squares
[i
].npoints
, TRUE
,
1376 state
->squares
[i
].blue ? COL_BLUE
: COL_BACKGROUND
);
1377 draw_polygon(fe
, coords
, state
->squares
[i
].npoints
, FALSE
, COL_BORDER
);
1381 * Now compute and draw the polyhedron.
1383 poly
= transform_poly(state
->solid
, state
->squares
[square
].flip
,
1384 pkey
[0], pkey
[1], angle
);
1387 * Compute the translation required to align the two key points
1388 * on the polyhedron with the same key points on the current
1391 for (i
= 0; i
< 3; i
++) {
1394 for (j
= 0; j
< 2; j
++) {
1399 state
->squares
[square
].points
[gkey
[j
]*2+i
];
1404 tc
+= (grid_coord
- poly
->vertices
[pkey
[j
]*3+i
]);
1409 for (i
= 0; i
< poly
->nvertices
; i
++)
1410 for (j
= 0; j
< 3; j
++)
1411 poly
->vertices
[i
*3+j
] += t
[j
];
1414 * Now actually draw each face.
1416 for (i
= 0; i
< poly
->nfaces
; i
++) {
1420 for (j
= 0; j
< poly
->order
; j
++) {
1421 int f
= poly
->faces
[i
*poly
->order
+ j
];
1422 points
[j
*2] = (poly
->vertices
[f
*3+0] -
1423 poly
->vertices
[f
*3+2] * poly
->shear
);
1424 points
[j
*2+1] = (poly
->vertices
[f
*3+1] -
1425 poly
->vertices
[f
*3+2] * poly
->shear
);
1428 for (j
= 0; j
< poly
->order
; j
++) {
1429 coords
[j
*2] = (int)floor(points
[j
*2] * GRID_SCALE
) + ds
->ox
;
1430 coords
[j
*2+1] = (int)floor(points
[j
*2+1] * GRID_SCALE
) + ds
->oy
;
1434 * Find out whether these points are in a clockwise or
1435 * anticlockwise arrangement. If the latter, discard the
1436 * face because it's facing away from the viewer.
1438 * This would involve fiddly winding-number stuff for a
1439 * general polygon, but for the simple parallelograms we'll
1440 * be seeing here, all we have to do is check whether the
1441 * corners turn right or left. So we'll take the vector
1442 * from point 0 to point 1, turn it right 90 degrees,
1443 * and check the sign of the dot product with that and the
1444 * next vector (point 1 to point 2).
1447 float v1x
= points
[2]-points
[0];
1448 float v1y
= points
[3]-points
[1];
1449 float v2x
= points
[4]-points
[2];
1450 float v2y
= points
[5]-points
[3];
1451 float dp
= v1x
* v2y
- v1y
* v2x
;
1457 draw_polygon(fe
, coords
, poly
->order
, TRUE
,
1458 state
->facecolours
[i
] ? COL_BLUE
: COL_BACKGROUND
);
1459 draw_polygon(fe
, coords
, poly
->order
, FALSE
, COL_BORDER
);
1463 draw_update(fe
, 0, 0, (int)((bb
.r
-bb
.l
+2.0F
) * GRID_SCALE
),
1464 (int)((bb
.d
-bb
.u
+2.0F
) * GRID_SCALE
));
1467 * Update the status bar.
1470 char statusbuf
[256];
1472 sprintf(statusbuf
, "%sMoves: %d",
1473 (state
->completed ?
"COMPLETED! " : ""),
1474 (state
->completed ? state
->completed
: state
->movecount
));
1476 status_bar(fe
, statusbuf
);
1480 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1485 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
1490 int game_wants_statusbar(void)