enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
-#define GRID_SCALE 48.0F
+#define PREFERRED_GRID_SCALE 48
+#define GRID_SCALE (ds->gridscale)
#define ROLLTIME 0.13F
#define SQ(x) ( (x) * (x) )
default: break;
}
ret->d1 = ret->d2 = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->d2 = atoi(string);
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];
classes[thisclass]++;
}
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
{
int classes[5];
int i;
}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+ char **aux, int interactive)
{
struct grid_data data;
int i, j, k, m, area, facesperclass;
return desc;
}
-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;
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int area;
static void free_game(game_state *state)
{
+ sfree(state->squares);
+ sfree(state->facecolours);
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
{
return NULL;
}
{
}
-static game_state *make_move(game_state *from, game_ui *ui,
- int x, int y, int button)
+static char *encode_ui(game_ui *ui)
{
- int direction;
- int pkey[2], skey[2], dkey[2];
- float points[4];
- game_state *ret;
- float angle;
- int i, j, dest, mask;
- struct solid *poly;
+ return NULL;
+}
- button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
- /*
- * All moves are made with the cursor keys or numeric keypad.
- */
- if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
- direction = UP;
- else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
- direction = DOWN;
- else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
- direction = LEFT;
- else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
- direction = RIGHT;
- else if (button == (MOD_NUM_KEYPAD | '7'))
- direction = UP_LEFT;
- else if (button == (MOD_NUM_KEYPAD | '1'))
- direction = DOWN_LEFT;
- else if (button == (MOD_NUM_KEYPAD | '9'))
- direction = UP_RIGHT;
- else if (button == (MOD_NUM_KEYPAD | '3'))
- direction = DOWN_RIGHT;
- else
- return NULL;
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ float gridscale;
+ int ox, oy; /* pixel position of float origin */
+};
+
+/*
+ * Code shared between interpret_move() and execute_move().
+ */
+static int find_move_dest(game_state *from, int direction,
+ int *skey, int *dkey)
+{
+ int mask, dest, i, j;
+ float points[4];
/*
* Find the two points in the current grid square which
*/
mask = from->squares[from->current].directions[direction];
if (mask == 0)
- return NULL;
+ return -1;
for (i = j = 0; i < from->squares[from->current].npoints; i++)
if (mask & (1 << i)) {
points[j*2] = from->squares[from->current].points[i*2];
}
}
+ return dest;
+}
+
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ int direction, mask, i;
+ int skey[2], dkey[2];
+
+ button = button & (~MOD_MASK | MOD_NUM_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;
+ else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
+ direction = DOWN;
+ else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
+ direction = LEFT;
+ else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
+ direction = RIGHT;
+ else if (button == (MOD_NUM_KEYPAD | '7'))
+ direction = UP_LEFT;
+ else if (button == (MOD_NUM_KEYPAD | '1'))
+ direction = DOWN_LEFT;
+ else if (button == (MOD_NUM_KEYPAD | '9'))
+ direction = UP_RIGHT;
+ else if (button == (MOD_NUM_KEYPAD | '3'))
+ direction = DOWN_RIGHT;
+ else if (button == LEFT_BUTTON) {
+ /*
+ * Find the bearing of the click point from the current
+ * square's centre.
+ */
+ int cx, cy;
+ double angle;
+
+ cx = state->squares[state->current].x * GRID_SCALE + ds->ox;
+ cy = state->squares[state->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 (state->squares[state->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 (state->squares[state->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(state->squares[state->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;
+
+ mask = state->squares[state->current].directions[direction];
+ if (mask == 0)
+ return NULL;
+
+ /*
+ * Translate diagonal directions into orthogonal ones.
+ */
+ if (direction > DOWN) {
+ for (i = LEFT; i <= DOWN; i++)
+ if (state->squares[state->current].directions[i] == mask) {
+ direction = i;
+ break;
+ }
+ assert(direction <= DOWN);
+ }
+
+ if (find_move_dest(state, direction, skey, dkey) < 0)
+ return NULL;
+
+ if (direction == LEFT) return dupstr("L");
+ if (direction == RIGHT) return dupstr("R");
+ if (direction == UP) return dupstr("U");
+ if (direction == DOWN) return dupstr("D");
+
+ return NULL; /* should never happen */
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ float angle;
+ struct solid *poly;
+ int pkey[2];
+ int skey[2], dkey[2];
+ int i, j, dest;
+ int direction;
+
+ switch (*move) {
+ case 'L': direction = LEFT; break;
+ case 'R': direction = RIGHT; break;
+ case 'U': direction = UP; break;
+ case 'D': direction = DOWN; break;
+ default: return NULL;
+ }
+
+ dest = find_move_dest(from, direction, skey, dkey);
if (dest < 0)
return NULL;
ret = dup_game(from);
- ret->current = i;
+ ret->current = dest;
/*
* So we know what grid square we're aiming for, and we also
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,
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;
return bb;
}
-static void game_size(game_params *params, int *x, int *y)
+#define XSIZE(gs, bb, solid) \
+ ((int)(((bb).r - (bb).l + 2*(solid)->border) * gs))
+#define YSIZE(gs, bb, solid) \
+ ((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
+
+static void game_compute_size(game_params *params, int tilesize,
+ 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);
+
+ *x = XSIZE(tilesize, bb, solids[params->solid]);
+ *y = YSIZE(tilesize, bb, solids[params->solid]);
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
+{
+ struct bbox bb = find_bbox(params);
+
+ ds->gridscale = tilesize;
+ ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale);
+ ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale);
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
- struct bbox bb = find_bbox(&state->params);
- ds->ox = (int)(-(bb.l - state->solid->border) * GRID_SCALE);
- ds->oy = (int)(-(bb.u - state->solid->border) * GRID_SCALE);
+ ds->ox = ds->oy = ds->gridscale = 0.0F;/* not decided yet */
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, 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);
game_state *newstate;
int square;
- 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);
+ draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+ YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
if (dir < 0) {
game_state *t;
+ ds->oy);
}
- draw_polygon(fe, coords, state->squares[i].npoints, TRUE,
- state->squares[i].blue ? COL_BLUE : COL_BACKGROUND);
- draw_polygon(fe, coords, state->squares[i].npoints, FALSE, COL_BORDER);
+ draw_polygon(dr, coords, state->squares[i].npoints,
+ state->squares[i].blue ? COL_BLUE : COL_BACKGROUND,
+ COL_BORDER);
}
/*
continue;
}
- draw_polygon(fe, coords, poly->order, TRUE,
- state->facecolours[i] ? COL_BLUE : COL_BACKGROUND);
- draw_polygon(fe, coords, poly->order, FALSE, COL_BORDER);
+ draw_polygon(dr, coords, poly->order,
+ state->facecolours[i] ? COL_BLUE : COL_BACKGROUND,
+ COL_BORDER);
}
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));
+ draw_update(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+ YSIZE(GRID_SCALE, bb, state->solid));
/*
* Update the status bar.
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->movecount));
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame cube
#endif
const struct game thegame = {
- "Cube", "games.cube",
+ "Cube", "games.cube", "cube",
default_params,
game_fetch_preset,
decode_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
FALSE, game_text_format,
new_ui,
free_ui,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_GRID_SCALE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
};