Re-architecting of the game backend interface. make_move() has been
[sgt/puzzles] / cube.c
diff --git a/cube.c b/cube.c
index 0658970..4f26df7 100644 (file)
--- a/cube.c
+++ b/cube.c
@@ -984,8 +984,8 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_state *currstate,
-                             game_aux_info *aux, char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+                       game_aux_info *aux, char **error)
 {
     return NULL;
 }
@@ -1014,16 +1014,66 @@ 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)
+/*
+ * Code shared between interpret_move() and execute_move().
+ */
+static int find_move_dest(game_state *from, int direction,
+                         int *skey, int *dkey)
 {
-    int direction;
-    int pkey[2], skey[2], dkey[2];
+    int mask, dest, i, j;
     float points[4];
-    game_state *ret;
-    float angle;
-    int i, j, dest, mask;
-    struct solid *poly;
+
+    /*
+     * Find the two points in the current grid square which
+     * correspond to this move.
+     */
+    mask = from->squares[from->current].directions[direction];
+    if (mask == 0)
+        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];
+            points[j*2+1] = from->squares[from->current].points[i*2+1];
+            skey[j] = i;
+            j++;
+        }
+    assert(j == 2);
+
+    /*
+     * Now find the other grid square which shares those points.
+     * This is our move destination.
+     */
+    dest = -1;
+    for (i = 0; i < from->nsquares; i++)
+        if (i != from->current) {
+            int match = 0;
+            float dist;
+
+            for (j = 0; j < from->squares[i].npoints; j++) {
+                dist = (SQ(from->squares[i].points[j*2] - points[0]) +
+                        SQ(from->squares[i].points[j*2+1] - points[1]));
+                if (dist < 0.1)
+                    dkey[match++] = j;
+                dist = (SQ(from->squares[i].points[j*2] - points[2]) +
+                        SQ(from->squares[i].points[j*2+1] - points[3]));
+                if (dist < 0.1)
+                    dkey[match++] = j;
+            }
+
+            if (match == 2) {
+                dest = i;
+                break;
+            }
+        }
+
+    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);
 
@@ -1056,8 +1106,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
         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;
+        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!  */
@@ -1082,7 +1132,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
          * x-axis, not anticlockwise as most mathematicians would
          * instinctively assume.
          */
-        if (from->squares[from->current].npoints == 4) {
+        if (state->squares[state->current].npoints == 4) {
             /* Square. */
             if (fabs(angle) > 3*PI/4)
                 direction = LEFT;
@@ -1092,7 +1142,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
                 direction = DOWN;
             else
                 direction = UP;
-        } else if (from->squares[from->current].directions[UP] == 0) {
+        } else if (state->squares[state->current].directions[UP] == 0) {
             /* Up-pointing triangle. */
             if (angle < -PI/2 || angle > 5*PI/6)
                 direction = LEFT;
@@ -1102,7 +1152,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
                 direction = RIGHT;
         } else {
             /* Down-pointing triangle. */
-            assert(from->squares[from->current].directions[DOWN] == 0);
+            assert(state->squares[state->current].directions[DOWN] == 0);
             if (angle > PI/2 || angle < -5*PI/6)
                 direction = LEFT;
             else if (angle < -PI/6)
@@ -1113,54 +1163,57 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
     } else
         return NULL;
 
-    /*
-     * Find the two points in the current grid square which
-     * correspond to this move.
-     */
-    mask = from->squares[from->current].directions[direction];
+    mask = state->squares[state->current].directions[direction];
     if (mask == 0)
         return NULL;
-    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];
-            points[j*2+1] = from->squares[from->current].points[i*2+1];
-            skey[j] = i;
-            j++;
-        }
-    assert(j == 2);
 
     /*
-     * Now find the other grid square which shares those points.
-     * This is our move destination.
+     * Translate diagonal directions into orthogonal ones.
      */
-    dest = -1;
-    for (i = 0; i < from->nsquares; i++)
-        if (i != from->current) {
-            int match = 0;
-            float dist;
+    if (direction > DOWN) {
+       for (i = LEFT; i <= DOWN; i++)
+           if (state->squares[state->current].directions[i] == mask) {
+               direction = i;
+               break;
+           }
+       assert(direction <= DOWN);
+    }
 
-            for (j = 0; j < from->squares[i].npoints; j++) {
-                dist = (SQ(from->squares[i].points[j*2] - points[0]) +
-                        SQ(from->squares[i].points[j*2+1] - points[1]));
-                if (dist < 0.1)
-                    dkey[match++] = j;
-                dist = (SQ(from->squares[i].points[j*2] - points[2]) +
-                        SQ(from->squares[i].points[j*2+1] - points[3]));
-                if (dist < 0.1)
-                    dkey[match++] = j;
-            }
+    if (find_move_dest(state, direction, skey, dkey) < 0)
+       return NULL;
 
-            if (match == 2) {
-                dest = i;
-                break;
-            }
-        }
+    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
@@ -1662,7 +1715,8 @@ const struct game thegame = {
     new_ui,
     free_ui,
     game_changed_state,
-    make_move,
+    interpret_move,
+    execute_move,
     game_size,
     game_colours,
     game_new_drawstate,