After brainstorming with Gareth, we've decided that this is a much
[sgt/puzzles] / twiddle.c
index 5af27d5..44a1e39 100644 (file)
--- a/twiddle.c
+++ b/twiddle.c
@@ -5,15 +5,6 @@
  * Gyro Chamber).
  */
 
-/*
- * Possibly TODO:
- * 
- *  - it's horribly tempting to give the pieces significant
- *    _orientations_, perhaps by drawing some sort of oriented
- *    polygonal figure beneath the number. (An arrow pointing
- *    upwards springs readily to mind.)
- */
-
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
@@ -41,8 +32,6 @@ enum {
     COL_HIGHLIGHT_GENTLE,
     COL_LOWLIGHT,
     COL_LOWLIGHT_GENTLE,
-    COL_TOP,
-    COL_BOTTOM,
     NCOLOURS
 };
 
@@ -545,14 +534,6 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
         ret[COL_TEXT * 3 + i] = 0.0;
     }
 
-    ret[COL_TOP * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.3F;
-    ret[COL_TOP * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
-    ret[COL_TOP * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
-
-    ret[COL_BOTTOM * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.6F;
-    ret[COL_BOTTOM * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
-    ret[COL_BOTTOM * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
-
     *ncolours = NCOLOURS;
     return ret;
 }
@@ -678,59 +659,43 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
      * Next, the colour bars for orientation.
      */
     if (state->orientable) {
-       int xw, yw, swap;
+       int xdx, xdy, ydx, ydy;
+       int cx, cy, displ, displ2;
        switch (tile & 3) {
          case 0:
-           xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
-           yw = HIGHLIGHT_WIDTH;
-           swap = FALSE;
+           xdx = 1, xdy = 0;
+           ydx = 0, ydy = 1;
            break;
          case 1:
-           xw = HIGHLIGHT_WIDTH;
-           yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
-           swap = FALSE;
+           xdx = 0, xdy = -1;
+           ydx = 1, ydy = 0;
            break;
          case 2:
-           xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
-           yw = HIGHLIGHT_WIDTH;
-           swap = TRUE;
+           xdx = -1, xdy = 0;
+           ydx = 0, ydy = -1;
            break;
          default /* case 3 */:
-           xw = HIGHLIGHT_WIDTH;
-           yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
-           swap = TRUE;
+           xdx = 0, xdy = 1;
+           ydx = -1, ydy = 0;
            break;
        }
 
-       coords[0] = x + HIGHLIGHT_WIDTH + 1;
-       coords[1] = y + HIGHLIGHT_WIDTH + 1;
-       rotate(coords+0, rot);
-       coords[2] = x + HIGHLIGHT_WIDTH + 1 + xw;
-       coords[3] = y + HIGHLIGHT_WIDTH + 1;
-       rotate(coords+2, rot);
-       coords[4] = x + HIGHLIGHT_WIDTH + 1 + xw;
-       coords[5] = y + HIGHLIGHT_WIDTH + 1 + yw;
-       rotate(coords+4, rot);
-       coords[6] = x + HIGHLIGHT_WIDTH + 1;
-       coords[7] = y + HIGHLIGHT_WIDTH + 1 + yw;
-       rotate(coords+6, rot);
-       draw_polygon(fe, coords, 4, TRUE, swap ? COL_BOTTOM : COL_TOP);
-       draw_polygon(fe, coords, 4, FALSE, swap ? COL_BOTTOM : COL_TOP);
+       cx = x + TILE_SIZE / 2;
+       cy = y + TILE_SIZE / 2;
+       displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
+       displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
 
-       coords[0] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
-       coords[1] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
+       coords[0] = cx - displ * xdx - displ2 * ydx;
+       coords[1] = cy - displ * xdy - displ2 * ydy;
        rotate(coords+0, rot);
-       coords[2] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
-       coords[3] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
+       coords[2] = cx + displ * xdx - displ2 * ydx;
+       coords[3] = cy + displ * xdy - displ2 * ydy;
        rotate(coords+2, rot);
-       coords[4] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
-       coords[5] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
+       coords[4] = cx + displ * ydx;
+       coords[5] = cy + displ * ydy;
        rotate(coords+4, rot);
-       coords[6] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
-       coords[7] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
-       rotate(coords+6, rot);
-       draw_polygon(fe, coords, 4, TRUE, swap ? COL_TOP : COL_BOTTOM);
-       draw_polygon(fe, coords, 4, FALSE, swap ? COL_TOP : COL_BOTTOM);
+       draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
+       draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
     }
 
     coords[0] = x + TILE_SIZE/2;
@@ -826,33 +791,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                    TILE_SIZE * state->w + 2 * BORDER,
                    TILE_SIZE * state->h + 2 * BORDER);
 
-       /*
-        * In an orientable puzzle, draw some colour bars at the
-        * sides as a gentle reminder of which colours need to be
-        * aligned where.
-        */
-       if (state->orientable) {
-           int y;
-           for (y = 0; y < state->h; y++) {
-               draw_rect(fe, COORD(0) - BORDER / 2,
-                         COORD(y) + HIGHLIGHT_WIDTH + 1,
-                         BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
-                         HIGHLIGHT_WIDTH + 1, COL_TOP);
-               draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
-                         COORD(y) + HIGHLIGHT_WIDTH + 1,
-                         BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
-                         HIGHLIGHT_WIDTH + 1, COL_TOP);
-               draw_rect(fe, COORD(0) - BORDER / 2,
-                         COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
-                         BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
-                         HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
-               draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
-                         COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
-                         BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
-                         HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
-           }
-       }
-
         /*
          * Recessed area containing the whole puzzle.
          */