min()/max() macros conflict with ones defined by Windows (or at least MinGW)
[sgt/puzzles] / cube.c
diff --git a/cube.c b/cube.c
index 0933928..0ff952f 100644 (file)
--- a/cube.c
+++ b/cube.c
@@ -274,10 +274,8 @@ static game_params *dup_params(game_params *params)
     return ret;
 }
 
-static game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
 {
-    game_params *ret = default_params();
-
     switch (*string) {
       case 't': ret->solid = TETRAHEDRON; string++; break;
       case 'c': ret->solid = CUBE;        string++; break;
@@ -291,11 +289,9 @@ static game_params *decode_params(char const *string)
         string++;
         ret->d2 = atoi(string);
     }
-
-    return ret;
 }
 
-static char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
 {
     char data[256];
 
@@ -304,10 +300,9 @@ static char *encode_params(game_params *params)
 
     return dupstr(data);
 }
+typedef void (*egc_callback)(void *, struct grid_square *);
 
-static void enum_grid_squares(game_params *params,
-                              void (*callback)(void *, struct grid_square *),
-                              void *ctx)
+static void enum_grid_squares(game_params *params, egc_callback callback, void *ctx)
 {
     const struct solid *solid = solids[params->solid];
 
@@ -589,13 +584,13 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
        data->squareindex++;
 }
 
-static char *new_game_seed(game_params *params, random_state *rs,
-                          game_aux_info **aux)
+static char *new_game_desc(game_params *params, random_state *rs,
+                          game_aux_info **aux, int interactive)
 {
     struct grid_data data;
     int i, j, k, m, area, facesperclass;
     int *flags;
-    char *seed, *p;
+    char *desc, *p;
 
     /*
      * Enumerate the grid squares, dividing them into equivalence
@@ -659,8 +654,8 @@ static char *new_game_seed(game_params *params, random_state *rs,
      * the non-blue squares into a list in the now-unused gridptrs
      * array.
      */
-    seed = snewn(area / 4 + 40, char);
-    p = seed;
+    desc = snewn(area / 4 + 40, char);
+    p = desc;
     j = 0;
     k = 8;
     m = 0;
@@ -688,7 +683,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
     sfree(data.gridptrs[0]);
     sfree(flags);
 
-    return seed;
+    return desc;
 }
 
 static void game_free_aux_info(game_aux_info *aux)
@@ -844,35 +839,35 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
     return ret;
 }
 
-static char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
 {
     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];
+       int c = desc[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 */
+       /* NB if desc[j]=='\0' that will also be caught here, so we're safe */
     }
 
-    if (seed[i] != ',')
+    if (desc[i] != ',')
        return "Expected ',' after hex digits";
 
     i++;
     do {
-       if (seed[i] < '0' || seed[i] > '9')
+       if (desc[i] < '0' || desc[i] > '9')
            return "Expected decimal integer after ','";
        i++;
-    } while (seed[i]);
+    } while (desc[i]);
 
     return NULL;
 }
 
-static game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     int area;
@@ -891,10 +886,10 @@ static game_state *new_game(game_params *params, char *seed)
 
     /*
      * Set up the blue squares and polyhedron position according to
-     * the game seed.
+     * the game description.
      */
     {
-       char *p = seed;
+       char *p = desc;
        int i, j, v;
 
        j = 8;
@@ -961,6 +956,7 @@ static game_state *dup_game(game_state *state)
     memcpy(ret->facecolours, state->facecolours,
            ret->solid->nfaces * sizeof(int));
     ret->nsquares = state->nsquares;
+    ret->current = state->current;
     ret->squares = snewn(ret->nsquares, struct grid_square);
     memcpy(ret->squares, state->squares,
            ret->nsquares * sizeof(struct grid_square));
@@ -982,6 +978,8 @@ static game_state *dup_game(game_state *state)
 
 static void free_game(game_state *state)
 {
+    sfree(state->squares);
+    sfree(state->facecolours);
     sfree(state);
 }
 
@@ -1005,7 +1003,11 @@ static void free_ui(game_ui *ui)
 {
 }
 
-static game_state *make_move(game_state *from, game_ui *ui,
+struct game_drawstate {
+    int ox, oy;                        /* pixel position of float origin */
+};
+
+static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
                             int x, int y, int button)
 {
     int direction;
@@ -1016,8 +1018,12 @@ static game_state *make_move(game_state *from, game_ui *ui,
     int i, j, dest, mask;
     struct solid *poly;
 
+    button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
+
     /*
-     * All moves are made with the cursor keys or numeric keypad.
+     * Moves can be made with the cursor keys or numeric keypad, or
+     * alternatively you can left-click and the polyhedron will
+     * move in the general direction of the mouse pointer.
      */
     if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
         direction = UP;
@@ -1035,7 +1041,69 @@ static game_state *make_move(game_state *from, game_ui *ui,
         direction = UP_RIGHT;
     else if (button == (MOD_NUM_KEYPAD | '3'))
         direction = DOWN_RIGHT;
-    else
+    else if (button == LEFT_BUTTON) {
+        /*
+         * Find the bearing of the click point from the current
+         * square's centre.
+         */
+        int cx, cy;
+        double angle;
+
+        cx = from->squares[from->current].x * GRID_SCALE + ds->ox;
+        cy = from->squares[from->current].y * GRID_SCALE + ds->oy;
+
+        if (x == cx && y == cy)
+            return NULL;               /* clicked in exact centre!  */
+        angle = atan2(y - cy, x - cx);
+
+        /*
+         * There are three possibilities.
+         * 
+         *  - This square is a square, so we choose between UP,
+         *    DOWN, LEFT and RIGHT by dividing the available angle
+         *    at the 45-degree points.
+         * 
+         *  - This square is an up-pointing triangle, so we choose
+         *    between DOWN, LEFT and RIGHT by dividing into
+         *    120-degree arcs.
+         * 
+         *  - This square is a down-pointing triangle, so we choose
+         *    between UP, LEFT and RIGHT in the inverse manner.
+         * 
+         * Don't forget that since our y-coordinates increase
+         * downwards, `angle' is measured _clockwise_ from the
+         * x-axis, not anticlockwise as most mathematicians would
+         * instinctively assume.
+         */
+        if (from->squares[from->current].npoints == 4) {
+            /* Square. */
+            if (fabs(angle) > 3*PI/4)
+                direction = LEFT;
+            else if (fabs(angle) < PI/4)
+                direction = RIGHT;
+            else if (angle > 0)
+                direction = DOWN;
+            else
+                direction = UP;
+        } else if (from->squares[from->current].directions[UP] == 0) {
+            /* Up-pointing triangle. */
+            if (angle < -PI/2 || angle > 5*PI/6)
+                direction = LEFT;
+            else if (angle > PI/6)
+                direction = DOWN;
+            else
+                direction = RIGHT;
+        } else {
+            /* Down-pointing triangle. */
+            assert(from->squares[from->current].directions[DOWN] == 0);
+            if (angle > PI/2 || angle < -5*PI/6)
+                direction = LEFT;
+            else if (angle < -PI/6)
+                direction = UP;
+            else
+                direction = RIGHT;
+        }
+    } else
         return NULL;
 
     /*
@@ -1166,6 +1234,7 @@ static game_state *make_move(game_state *from, game_ui *ui,
         success = align_poly(poly, &from->squares[ret->current], all_pkey);
 
         if (!success) {
+            sfree(poly);
             angle = -angle;
             poly = transform_poly(from->solid,
                                   from->squares[from->current].flip,
@@ -1289,10 +1358,6 @@ struct bbox {
     float l, r, u, d;
 };
 
-struct game_drawstate {
-    int ox, oy;                        /* pixel position of float origin */
-};
-
 static void find_bbox_callback(void *ctx, struct grid_square *sq)
 {
     struct bbox *bb = (struct bbox *)ctx;
@@ -1509,8 +1574,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     }
     sfree(poly);
 
-    draw_update(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
-                (int)((bb.d-bb.u+2.0F) * GRID_SCALE));
+    game_size(&state->params, &i, &j);
+    draw_update(fe, 0, 0, i, j);
 
     /*
      * Update the status bar.
@@ -1527,13 +1592,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 }
 
 static float game_anim_length(game_state *oldstate,
-                             game_state *newstate, int dir)
+                             game_state *newstate, int dir, game_ui *ui)
 {
     return ROLLTIME;
 }
 
 static float game_flash_length(game_state *oldstate,
-                              game_state *newstate, int dir)
+                              game_state *newstate, int dir, game_ui *ui)
 {
     return 0.0F;
 }
@@ -1543,6 +1608,11 @@ static int game_wants_statusbar(void)
     return TRUE;
 }
 
+static int game_timing_state(game_state *state)
+{
+    return TRUE;
+}
+
 #ifdef COMBINED
 #define thegame cube
 #endif
@@ -1557,9 +1627,9 @@ const struct game thegame = {
     dup_params,
     TRUE, game_configure, custom_params,
     validate_params,
-    new_game_seed,
+    new_game_desc,
     game_free_aux_info,
-    validate_seed,
+    validate_desc,
     new_game,
     dup_game,
     free_game,
@@ -1576,4 +1646,6 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     game_wants_statusbar,
+    FALSE, game_timing_state,
+    0,                                /* mouse_priorities */
 };