Introduce the concept of a `game_aux_info' structure. This is
[sgt/puzzles] / cube.c
diff --git a/cube.c b/cube.c
index 934d475..33ef6d3 100644 (file)
--- a/cube.c
+++ b/cube.c
@@ -6,6 +6,7 @@
 #include <stdlib.h>
 #include <string.h>
 #include <assert.h>
+#include <ctype.h>
 #include <math.h>
 
 #include "puzzles.h"
@@ -24,7 +25,7 @@ struct solid {
     float border;                      /* border required around arena */
 };
 
-static const struct solid tetrahedron = {
+static const struct solid s_tetrahedron = {
     4,
     {
         0.0F, -0.57735026919F, -0.20412414523F,
@@ -45,7 +46,7 @@ static const struct solid tetrahedron = {
     0.0F, 0.3F
 };
 
-static const struct solid cube = {
+static const struct solid s_cube = {
     8,
     {
         -0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F,
@@ -65,7 +66,7 @@ static const struct solid cube = {
     0.3F, 0.5F
 };
 
-static const struct solid octahedron = {
+static const struct solid s_octahedron = {
     6,
     {
         -0.5F, -0.28867513459472505F, 0.4082482904638664F,
@@ -92,7 +93,7 @@ static const struct solid octahedron = {
     0.0F, 0.5F
 };
 
-static const struct solid icosahedron = {
+static const struct solid s_icosahedron = {
     12,
     {
         0.0F, 0.57735026919F, 0.75576131408F,
@@ -144,7 +145,7 @@ enum {
     TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON
 };
 static const struct solid *solids[] = {
-    &tetrahedron, &cube, &octahedron, &icosahedron
+    &s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron
 };
 
 enum {
@@ -157,7 +158,7 @@ enum {
 enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
 
 #define GRID_SCALE 48.0F
-#define ROLLTIME 0.1F
+#define ROLLTIME 0.13F
 
 #define SQ(x) ( (x) * (x) )
 
@@ -210,7 +211,7 @@ struct game_state {
     int movecount;
 };
 
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
@@ -221,7 +222,7 @@ game_params *default_params(void)
     return ret;
 }
 
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
 {
     game_params *ret = snew(game_params);
     char *str;
@@ -236,8 +237,8 @@ int game_fetch_preset(int i, char **name, game_params **params)
       case 1:
         str = "Tetrahedron";
         ret->solid = TETRAHEDRON;
-        ret->d1 = 2;
-        ret->d2 = 1;
+        ret->d1 = 1;
+        ret->d2 = 2;
         break;
       case 2:
         str = "Octahedron";
@@ -261,18 +262,49 @@ int game_fetch_preset(int i, char **name, game_params **params)
     return TRUE;
 }
 
-void free_params(game_params *params)
+static void free_params(game_params *params)
 {
     sfree(params);
 }
 
-game_params *dup_params(game_params *params)
+static game_params *dup_params(game_params *params)
 {
     game_params *ret = snew(game_params);
     *ret = *params;                   /* structure copy */
     return ret;
 }
 
+static game_params *decode_params(char const *string)
+{
+    game_params *ret = default_params();
+
+    switch (*string) {
+      case 't': ret->solid = TETRAHEDRON; string++; break;
+      case 'c': ret->solid = CUBE;        string++; break;
+      case 'o': ret->solid = OCTAHEDRON;  string++; break;
+      case 'i': ret->solid = ICOSAHEDRON; string++; break;
+      default: break;
+    }
+    ret->d1 = ret->d2 = atoi(string);
+    while (*string && isdigit(*string)) string++;
+    if (*string == 'x') {
+        string++;
+        ret->d2 = atoi(string);
+    }
+
+    return ret;
+}
+
+static char *encode_params(game_params *params)
+{
+    char data[256];
+
+    assert(params->solid >= 0 && params->solid < 4);
+    sprintf(data, "%c%dx%d", "tcoi"[params->solid], params->d1, params->d2);
+
+    return dupstr(data);
+}
+
 static void enum_grid_squares(game_params *params,
                               void (*callback)(void *, struct grid_square *),
                               void *ctx)
@@ -282,8 +314,8 @@ static void enum_grid_squares(game_params *params,
     if (solid->order == 4) {
         int x, y;
 
-        for (x = 0; x < params->d1; x++)
-            for (y = 0; y < params->d2; y++) {
+       for (y = 0; y < params->d2; y++)
+           for (x = 0; x < params->d1; x++) {
                 struct grid_square sq;
 
                 sq.x = (float)x;
@@ -322,12 +354,12 @@ static void enum_grid_squares(game_params *params,
         float theight = (float)(sqrt(3) / 2.0);
 
         for (row = 0; row < params->d1 + params->d2; row++) {
-            if (row < params->d1) {
+            if (row < params->d2) {
                 other = +1;
-                rowlen = row + params->d2;
+                rowlen = row + params->d1;
             } else {
                 other = -1;
-                rowlen = 2*params->d1 + params->d2 - row;
+                rowlen = 2*params->d2 + params->d1 - row;
             }
 
             /*
@@ -413,7 +445,7 @@ static void enum_grid_squares(game_params *params,
                 sq.flip = FALSE;
 
                 if (firstix < 0)
-                    firstix = ix;
+                    firstix = (ix - 1) & 3;
                 ix -= firstix;
                 sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3);
 
@@ -441,6 +473,99 @@ static int grid_area(int d1, int d2, int order)
         return d1*d1 + d2*d2 + 4*d1*d2;
 }
 
+static config_item *game_configure(game_params *params)
+{
+    config_item *ret = snewn(4, config_item);
+    char buf[80];
+
+    ret[0].name = "Type of solid";
+    ret[0].type = C_CHOICES;
+    ret[0].sval = ":Tetrahedron:Cube:Octahedron:Icosahedron";
+    ret[0].ival = params->solid;
+
+    ret[1].name = "Width / top";
+    ret[1].type = C_STRING;
+    sprintf(buf, "%d", params->d1);
+    ret[1].sval = dupstr(buf);
+    ret[1].ival = 0;
+
+    ret[2].name = "Height / bottom";
+    ret[2].type = C_STRING;
+    sprintf(buf, "%d", params->d2);
+    ret[2].sval = dupstr(buf);
+    ret[2].ival = 0;
+
+    ret[3].name = NULL;
+    ret[3].type = C_END;
+    ret[3].sval = NULL;
+    ret[3].ival = 0;
+
+    return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+    game_params *ret = snew(game_params);
+
+    ret->solid = cfg[0].ival;
+    ret->d1 = atoi(cfg[1].sval);
+    ret->d2 = atoi(cfg[2].sval);
+
+    return ret;
+}
+
+static void count_grid_square_callback(void *ctx, struct grid_square *sq)
+{
+    int *classes = (int *)ctx;
+    int thisclass;
+
+    if (classes[4] == 4)
+       thisclass = sq->tetra_class;
+    else if (classes[4] == 2)
+       thisclass = sq->flip;
+    else
+       thisclass = 0;
+
+    classes[thisclass]++;
+}
+
+static char *validate_params(game_params *params)
+{
+    int classes[5];
+    int i;
+
+    if (params->solid < 0 || params->solid >= lenof(solids))
+       return "Unrecognised solid type";
+
+    if (solids[params->solid]->order == 4) {
+       if (params->d1 <= 0 || params->d2 <= 0)
+           return "Both grid dimensions must be greater than zero";
+    } else {
+       if (params->d1 <= 0 && params->d2 <= 0)
+           return "At least one grid dimension must be greater than zero";
+    }
+
+    for (i = 0; i < 4; i++)
+       classes[i] = 0;
+    if (params->solid == TETRAHEDRON)
+       classes[4] = 4;
+    else if (params->solid == OCTAHEDRON)
+       classes[4] = 2;
+    else
+       classes[4] = 1;
+    enum_grid_squares(params, count_grid_square_callback, classes);
+
+    for (i = 0; i < classes[4]; i++)
+       if (classes[i] < solids[params->solid]->nfaces / classes[4])
+           return "Not enough grid space to place all blue faces";
+
+    if (grid_area(params->d1, params->d2, solids[params->solid]->order) <
+       solids[params->solid]->nfaces + 1)
+       return "Not enough space to place the solid on an empty square";
+
+    return NULL;
+}
+
 struct grid_data {
     int *gridptrs[4];
     int nsquares[4];
@@ -464,7 +589,8 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
        data->squareindex++;
 }
 
-char *new_game_seed(game_params *params)
+static char *new_game_seed(game_params *params, random_state *rs,
+                          game_aux_info **aux)
 {
     struct grid_data data;
     int i, j, k, m, area, facesperclass;
@@ -509,15 +635,7 @@ char *new_game_seed(game_params *params)
 
     for (i = 0; i < data.nclasses; i++) {
        for (j = 0; j < facesperclass; j++) {
-           unsigned long divisor = RAND_MAX / data.nsquares[i];
-           unsigned long max = divisor * data.nsquares[i];
-           unsigned long n;
-
-           do {
-               n = rand();
-           } while (n >= max);
-
-           n /= divisor;
+            int n = random_upto(rs, data.nsquares[i]);
 
            assert(!flags[data.gridptrs[i][n]]);
            flags[data.gridptrs[i][n]] = TRUE;
@@ -527,7 +645,7 @@ char *new_game_seed(game_params *params)
             * better data structure for this, but for such small
             * numbers it hardly seems worth the effort.
             */
-           while ((int)n < data.nsquares[i]-1) {
+           while (n < data.nsquares[i]-1) {
                data.gridptrs[i][n] = data.gridptrs[i][n+1];
                n++;
            }
@@ -565,19 +683,7 @@ char *new_game_seed(game_params *params)
     /*
      * Choose a non-blue square for the polyhedron.
      */
-    {
-       unsigned long divisor = RAND_MAX / m;
-       unsigned long max = divisor * m;
-       unsigned long n;
-
-       do {
-           n = rand();
-       } while (n >= max);
-
-       n /= divisor;
-
-       sprintf(p, ":%d", data.gridptrs[0][n]);
-    }
+    sprintf(p, ",%d", data.gridptrs[0][random_upto(rs, m)]);
 
     sfree(data.gridptrs[0]);
     sfree(flags);
@@ -585,6 +691,11 @@ char *new_game_seed(game_params *params)
     return seed;
 }
 
+static void game_free_aux_info(game_aux_info *aux)
+{
+    assert(!"Shouldn't happen");
+}
+
 static void add_grid_square_callback(void *ctx, struct grid_square *sq)
 {
     game_state *state = (game_state *)ctx;
@@ -733,7 +844,35 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
     return ret;
 }
 
-game_state *new_game(game_params *params, char *seed)
+static char *validate_seed(game_params *params, char *seed)
+{
+    int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
+    int i, j;
+
+    i = (area + 3) / 4;
+    for (j = 0; j < i; j++) {
+       int c = seed[j];
+       if (c >= '0' && c <= '9') continue;
+       if (c >= 'A' && c <= 'F') continue;
+       if (c >= 'a' && c <= 'f') continue;
+       return "Not enough hex digits at start of string";
+       /* NB if seed[j]=='\0' that will also be caught here, so we're safe */
+    }
+
+    if (seed[i] != ',')
+       return "Expected ',' after hex digits";
+
+    i++;
+    do {
+       if (seed[i] < '0' || seed[i] > '9')
+           return "Expected decimal integer after ','";
+       i++;
+    } while (seed[i]);
+
+    return NULL;
+}
+
+static game_state *new_game(game_params *params, char *seed)
 {
     game_state *state = snew(game_state);
     int area;
@@ -779,7 +918,7 @@ game_state *new_game(game_params *params, char *seed)
                j = 8;
        }
 
-       if (*p == ':')
+       if (*p == ',')
            p++;
 
        state->current = atoi(p);
@@ -806,13 +945,13 @@ game_state *new_game(game_params *params, char *seed)
 
     state->previous = state->current;
     state->angle = 0.0;
-    state->completed = FALSE;
+    state->completed = 0;
     state->movecount = 0;
 
     return state;
 }
 
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -841,12 +980,27 @@ game_state *dup_game(game_state *state)
     return ret;
 }
 
-void free_game(game_state *state)
+static void free_game(game_state *state)
 {
     sfree(state);
 }
 
-game_state *make_move(game_state *from, int x, int y, int button)
+static char *game_text_format(game_state *state)
+{
+    return NULL;
+}
+
+static game_ui *new_ui(game_state *state)
+{
+    return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static game_state *make_move(game_state *from, game_ui *ui,
+                            int x, int y, int button)
 {
     int direction;
     int pkey[2], skey[2], dkey[2];
@@ -1064,6 +1218,8 @@ game_state *make_move(game_state *from, int x, int y, int button)
         ret->facecolours = newcolours;
     }
 
+    ret->movecount++;
+
     /*
      * And finally, swap the colour between the bottom face of the
      * polyhedron and the face we've just landed on.
@@ -1086,7 +1242,7 @@ game_state *make_move(game_state *from, int x, int y, int button)
             if (ret->facecolours[i])
                 j++;
         if (j == ret->solid->nfaces)
-            ret->completed = TRUE;
+            ret->completed = ret->movecount;
     }
 
     sfree(poly);
@@ -1115,7 +1271,6 @@ game_state *make_move(game_state *from, int x, int y, int button)
     ret->sgkey[1] = skey[1];
     ret->previous = from->current;
     ret->angle = angle;
-    ret->movecount++;
 
     return ret;
 }
@@ -1162,14 +1317,14 @@ static struct bbox find_bbox(game_params *params)
     return bb;
 }
 
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, int *x, int *y)
 {
     struct bbox bb = find_bbox(params);
     *x = (int)((bb.r - bb.l + 2*solids[params->solid]->border) * GRID_SCALE);
     *y = (int)((bb.d - bb.u + 2*solids[params->solid]->border) * GRID_SCALE);
 }
 
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
@@ -1187,7 +1342,7 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
     struct bbox bb = find_bbox(&state->params);
@@ -1198,13 +1353,14 @@ game_drawstate *game_new_drawstate(game_state *state)
     return ds;
 }
 
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
 {
     sfree(ds);
 }
 
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, float animtime)
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+                 game_state *state, int dir, game_ui *ui,
+                 float animtime, float flashtime)
 {
     int i, j;
     struct bbox bb = find_bbox(&state->params);
@@ -1218,13 +1374,15 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     draw_rect(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
               (int)((bb.d-bb.u+2.0F) * GRID_SCALE), COL_BACKGROUND);
 
-    if (oldstate && oldstate->movecount > state->movecount) {
+    if (dir < 0) {
         game_state *t;
 
         /*
          * This is an Undo. So reverse the order of the states, and
          * run the roll timer backwards.
          */
+       assert(oldstate);
+
         t = oldstate;
         oldstate = state;
         state = t;
@@ -1311,8 +1469,8 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         }
 
         for (j = 0; j < poly->order; j++) {
-            coords[j*2] = (int)(points[j*2] * GRID_SCALE) + ds->ox;
-            coords[j*2+1] = (int)(points[j*2+1] * GRID_SCALE) + ds->oy;
+            coords[j*2] = (int)floor(points[j*2] * GRID_SCALE) + ds->ox;
+            coords[j*2+1] = (int)floor(points[j*2+1] * GRID_SCALE) + ds->oy;
         }
 
         /*
@@ -1347,9 +1505,68 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
     draw_update(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
                 (int)((bb.d-bb.u+2.0F) * GRID_SCALE));
+
+    /*
+     * Update the status bar.
+     */
+    {
+       char statusbuf[256];
+
+       sprintf(statusbuf, "%sMoves: %d",
+               (state->completed ? "COMPLETED! " : ""),
+               (state->completed ? state->completed : state->movecount));
+
+       status_bar(fe, statusbuf);
+    }
 }
 
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(game_state *oldstate,
+                             game_state *newstate, int dir)
 {
     return ROLLTIME;
 }
+
+static float game_flash_length(game_state *oldstate,
+                              game_state *newstate, int dir)
+{
+    return 0.0F;
+}
+
+static int game_wants_statusbar(void)
+{
+    return TRUE;
+}
+
+#ifdef COMBINED
+#define thegame cube
+#endif
+
+const struct game thegame = {
+    "Cube", "games.cube",
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    TRUE, game_configure, custom_params,
+    validate_params,
+    new_game_seed,
+    game_free_aux_info,
+    validate_seed,
+    new_game,
+    dup_game,
+    free_game,
+    NULL, game_text_format,
+    new_ui,
+    free_ui,
+    make_move,
+    game_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    game_wants_statusbar,
+};