X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/1482ee76f9b9a587ea12a09d4c971f5ed92cb6fe..HEAD:/cube.c diff --git a/cube.c b/cube.c index 8a19ae7..15c479b 100644 --- a/cube.c +++ b/cube.c @@ -6,6 +6,7 @@ #include #include #include +#include #include #include "puzzles.h" @@ -21,87 +22,92 @@ struct solid { int faces[MAXFACES * MAXORDER]; /* order*nfaces point indices */ float normals[MAXFACES * 3]; /* 3*npoints vector components */ float shear; /* isometric shear for nice drawing */ + float border; /* border required around arena */ }; -static const struct solid tetrahedron = { +static const struct solid s_tetrahedron = { 4, { - 0.0, -0.57735026919, -0.20412414523, - -0.5, 0.28867513459, -0.20412414523, - 0.0, -0.0, 0.6123724357, - 0.5, 0.28867513459, -0.20412414523, + 0.0F, -0.57735026919F, -0.20412414523F, + -0.5F, 0.28867513459F, -0.20412414523F, + 0.0F, -0.0F, 0.6123724357F, + 0.5F, 0.28867513459F, -0.20412414523F, }, 3, 4, { 0,2,1, 3,1,2, 2,0,3, 1,3,0 }, { - -0.816496580928, -0.471404520791, 0.333333333334, - 0.0, 0.942809041583, 0.333333333333, - 0.816496580928, -0.471404520791, 0.333333333334, - 0.0, 0.0, -1.0, + -0.816496580928F, -0.471404520791F, 0.333333333334F, + 0.0F, 0.942809041583F, 0.333333333333F, + 0.816496580928F, -0.471404520791F, 0.333333333334F, + 0.0F, 0.0F, -1.0F, }, - 0.0 + 0.0F, 0.3F }; -static const struct solid cube = { +static const struct solid s_cube = { 8, { - -0.5,-0.5,-0.5, -0.5,-0.5,+0.5, -0.5,+0.5,-0.5, -0.5,+0.5,+0.5, - +0.5,-0.5,-0.5, +0.5,-0.5,+0.5, +0.5,+0.5,-0.5, +0.5,+0.5,+0.5, + -0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F, + -0.5F,+0.5F,-0.5F, -0.5F,+0.5F,+0.5F, + +0.5F,-0.5F,-0.5F, +0.5F,-0.5F,+0.5F, + +0.5F,+0.5F,-0.5F, +0.5F,+0.5F,+0.5F, }, 4, 6, { 0,1,3,2, 1,5,7,3, 5,4,6,7, 4,0,2,6, 0,4,5,1, 3,7,6,2 }, { - -1,0,0, 0,0,+1, +1,0,0, 0,0,-1, 0,-1,0, 0,+1,0 + -1.0F,0.0F,0.0F, 0.0F,0.0F,+1.0F, + +1.0F,0.0F,0.0F, 0.0F,0.0F,-1.0F, + 0.0F,-1.0F,0.0F, 0.0F,+1.0F,0.0F }, - 0.3 + 0.3F, 0.5F }; -static const struct solid octahedron = { +static const struct solid s_octahedron = { 6, { - -0.5, -0.28867513459472505, 0.4082482904638664, - 0.5, 0.28867513459472505, -0.4082482904638664, - -0.5, 0.28867513459472505, -0.4082482904638664, - 0.5, -0.28867513459472505, 0.4082482904638664, - 0.0, -0.57735026918945009, -0.4082482904638664, - 0.0, 0.57735026918945009, 0.4082482904638664, + -0.5F, -0.28867513459472505F, 0.4082482904638664F, + 0.5F, 0.28867513459472505F, -0.4082482904638664F, + -0.5F, 0.28867513459472505F, -0.4082482904638664F, + 0.5F, -0.28867513459472505F, 0.4082482904638664F, + 0.0F, -0.57735026918945009F, -0.4082482904638664F, + 0.0F, 0.57735026918945009F, 0.4082482904638664F, }, 3, 8, { 4,0,2, 0,5,2, 0,4,3, 5,0,3, 1,4,2, 5,1,2, 4,1,3, 1,5,3 }, { - -0.816496580928, -0.471404520791, -0.333333333334, - -0.816496580928, 0.471404520791, 0.333333333334, - 0.0, -0.942809041583, 0.333333333333, - 0.0, 0.0, 1.0, - 0.0, 0.0, -1.0, - 0.0, 0.942809041583, -0.333333333333, - 0.816496580928, -0.471404520791, -0.333333333334, - 0.816496580928, 0.471404520791, 0.333333333334, + -0.816496580928F, -0.471404520791F, -0.333333333334F, + -0.816496580928F, 0.471404520791F, 0.333333333334F, + 0.0F, -0.942809041583F, 0.333333333333F, + 0.0F, 0.0F, 1.0F, + 0.0F, 0.0F, -1.0F, + 0.0F, 0.942809041583F, -0.333333333333F, + 0.816496580928F, -0.471404520791F, -0.333333333334F, + 0.816496580928F, 0.471404520791F, 0.333333333334F, }, - 0.0 + 0.0F, 0.5F }; -static const struct solid icosahedron = { +static const struct solid s_icosahedron = { 12, { - 0.0, 0.57735026919, 0.75576131408, - 0.0, -0.93417235896, 0.17841104489, - 0.0, 0.93417235896, -0.17841104489, - 0.0, -0.57735026919, -0.75576131408, - -0.5, -0.28867513459, 0.75576131408, - -0.5, 0.28867513459, -0.75576131408, - 0.5, -0.28867513459, 0.75576131408, - 0.5, 0.28867513459, -0.75576131408, - -0.80901699437, 0.46708617948, 0.17841104489, - 0.80901699437, 0.46708617948, 0.17841104489, - -0.80901699437, -0.46708617948, -0.17841104489, - 0.80901699437, -0.46708617948, -0.17841104489, + 0.0F, 0.57735026919F, 0.75576131408F, + 0.0F, -0.93417235896F, 0.17841104489F, + 0.0F, 0.93417235896F, -0.17841104489F, + 0.0F, -0.57735026919F, -0.75576131408F, + -0.5F, -0.28867513459F, 0.75576131408F, + -0.5F, 0.28867513459F, -0.75576131408F, + 0.5F, -0.28867513459F, 0.75576131408F, + 0.5F, 0.28867513459F, -0.75576131408F, + -0.80901699437F, 0.46708617948F, 0.17841104489F, + 0.80901699437F, 0.46708617948F, 0.17841104489F, + -0.80901699437F, -0.46708617948F, -0.17841104489F, + 0.80901699437F, -0.46708617948F, -0.17841104489F, }, 3, 20, { @@ -111,35 +117,35 @@ static const struct solid icosahedron = { 1,11,6, 8,2,5, 2,9,7, 3,10,5, 11,3,7, }, { - -0.356822089773, 0.87267799625, 0.333333333333, - 0.356822089773, 0.87267799625, 0.333333333333, - -0.356822089773, -0.87267799625, -0.333333333333, - 0.356822089773, -0.87267799625, -0.333333333333, - -0.0, 0.0, 1.0, - 0.0, -0.666666666667, 0.745355992501, - 0.0, 0.666666666667, -0.745355992501, - 0.0, 0.0, -1.0, - -0.934172358963, -0.12732200375, 0.333333333333, - -0.934172358963, 0.12732200375, -0.333333333333, - 0.934172358963, -0.12732200375, 0.333333333333, - 0.934172358963, 0.12732200375, -0.333333333333, - -0.57735026919, 0.333333333334, 0.745355992501, - 0.57735026919, 0.333333333334, 0.745355992501, - -0.57735026919, -0.745355992501, 0.333333333334, - 0.57735026919, -0.745355992501, 0.333333333334, - -0.57735026919, 0.745355992501, -0.333333333334, - 0.57735026919, 0.745355992501, -0.333333333334, - -0.57735026919, -0.333333333334, -0.745355992501, - 0.57735026919, -0.333333333334, -0.745355992501, + -0.356822089773F, 0.87267799625F, 0.333333333333F, + 0.356822089773F, 0.87267799625F, 0.333333333333F, + -0.356822089773F, -0.87267799625F, -0.333333333333F, + 0.356822089773F, -0.87267799625F, -0.333333333333F, + -0.0F, 0.0F, 1.0F, + 0.0F, -0.666666666667F, 0.745355992501F, + 0.0F, 0.666666666667F, -0.745355992501F, + 0.0F, 0.0F, -1.0F, + -0.934172358963F, -0.12732200375F, 0.333333333333F, + -0.934172358963F, 0.12732200375F, -0.333333333333F, + 0.934172358963F, -0.12732200375F, 0.333333333333F, + 0.934172358963F, 0.12732200375F, -0.333333333333F, + -0.57735026919F, 0.333333333334F, 0.745355992501F, + 0.57735026919F, 0.333333333334F, 0.745355992501F, + -0.57735026919F, -0.745355992501F, 0.333333333334F, + 0.57735026919F, -0.745355992501F, 0.333333333334F, + -0.57735026919F, 0.745355992501F, -0.333333333334F, + 0.57735026919F, 0.745355992501F, -0.333333333334F, + -0.57735026919F, -0.333333333334F, -0.745355992501F, + 0.57735026919F, -0.333333333334F, -0.745355992501F, }, - 0.0 + 0.0F, 0.8F }; enum { TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON }; static const struct solid *solids[] = { - &tetrahedron, &cube, &octahedron, &icosahedron + &s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron }; enum { @@ -149,10 +155,11 @@ enum { NCOLOURS }; -enum { LEFT, RIGHT, UP, DOWN }; +enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT }; -#define GRID_SCALE 48 -#define ROLLTIME 0.1 +#define PREFERRED_GRID_SCALE 48 +#define GRID_SCALE (ds->gridscale) +#define ROLLTIME 0.13F #define SQ(x) ( (x) * (x) ) @@ -170,9 +177,8 @@ struct grid_square { float x, y; int npoints; float points[8]; /* maximum */ - int directions[4]; /* bit masks showing point pairs */ + int directions[8]; /* bit masks showing point pairs */ int flip; - int blue; int tetra_class; }; @@ -188,12 +194,25 @@ struct game_params { int d1, d2; }; +typedef struct game_grid game_grid; +struct game_grid { + int refcount; + struct grid_square *squares; + int nsquares; +}; + +#define SET_SQUARE(state, i, val) \ + ((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \ + (state)->bluemask[(i)/32] |= ((!!val) << ((i)%32))) +#define GET_SQUARE(state, i) \ + (((state)->bluemask[(i)/32] >> ((i)%32)) & 1) + struct game_state { struct game_params params; const struct solid *solid; int *facecolours; - struct grid_square *squares; - int nsquares; + game_grid *grid; + unsigned long *bluemask; int current; /* index of current grid square */ int sgkey[2]; /* key-point indices into grid sq */ int dgkey[2]; /* key-point indices into grid sq */ @@ -205,7 +224,7 @@ struct game_state { int movecount; }; -game_params *default_params(void) +static game_params *default_params(void) { game_params *ret = snew(game_params); @@ -216,40 +235,117 @@ game_params *default_params(void) return ret; } -void free_params(game_params *params) +static int game_fetch_preset(int i, char **name, game_params **params) +{ + game_params *ret = snew(game_params); + char *str; + + switch (i) { + case 0: + str = "Cube"; + ret->solid = CUBE; + ret->d1 = 4; + ret->d2 = 4; + break; + case 1: + str = "Tetrahedron"; + ret->solid = TETRAHEDRON; + ret->d1 = 1; + ret->d2 = 2; + break; + case 2: + str = "Octahedron"; + ret->solid = OCTAHEDRON; + ret->d1 = 2; + ret->d2 = 2; + break; + case 3: + str = "Icosahedron"; + ret->solid = ICOSAHEDRON; + ret->d1 = 3; + ret->d2 = 3; + break; + default: + sfree(ret); + return FALSE; + } + + *name = dupstr(str); + *params = ret; + return TRUE; +} + +static void free_params(game_params *params) { sfree(params); } -static void enum_grid_squares(game_params *params, - void (*callback)(void *, struct grid_square *), - void *ctx) +static game_params *dup_params(game_params *params) +{ + game_params *ret = snew(game_params); + *ret = *params; /* structure copy */ + return ret; +} + +static void decode_params(game_params *ret, char const *string) +{ + 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((unsigned char)*string)) string++; + if (*string == 'x') { + string++; + ret->d2 = atoi(string); + } +} + +static char *encode_params(game_params *params, int full) +{ + 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); +} +typedef void (*egc_callback)(void *, struct grid_square *); + +static void enum_grid_squares(game_params *params, egc_callback callback, void *ctx) { const struct solid *solid = solids[params->solid]; 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 = x; - sq.y = y; - sq.points[0] = x - 0.5; - sq.points[1] = y - 0.5; - sq.points[2] = x - 0.5; - sq.points[3] = y + 0.5; - sq.points[4] = x + 0.5; - sq.points[5] = y + 0.5; - sq.points[6] = x + 0.5; - sq.points[7] = y - 0.5; + sq.x = (float)x; + sq.y = (float)y; + sq.points[0] = x - 0.5F; + sq.points[1] = y - 0.5F; + sq.points[2] = x - 0.5F; + sq.points[3] = y + 0.5F; + sq.points[4] = x + 0.5F; + sq.points[5] = y + 0.5F; + sq.points[6] = x + 0.5F; + sq.points[7] = y - 0.5F; sq.npoints = 4; sq.directions[LEFT] = 0x03; /* 0,1 */ sq.directions[RIGHT] = 0x0C; /* 2,3 */ sq.directions[UP] = 0x09; /* 0,3 */ sq.directions[DOWN] = 0x06; /* 1,2 */ + sq.directions[UP_LEFT] = 0; /* no diagonals in a square */ + sq.directions[UP_RIGHT] = 0; /* no diagonals in a square */ + sq.directions[DOWN_LEFT] = 0; /* no diagonals in a square */ + sq.directions[DOWN_RIGHT] = 0; /* no diagonals in a square */ sq.flip = FALSE; @@ -263,15 +359,15 @@ static void enum_grid_squares(game_params *params, } } else { int row, rowlen, other, i, firstix = -1; - float theight = sqrt(3) / 2.0; + 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; } /* @@ -283,15 +379,15 @@ static void enum_grid_squares(game_params *params, float x, y; ix = (2 * i - (rowlen-1)); - x = ix * 0.5; + x = ix * 0.5F; y = theight * row; sq.x = x; sq.y = y + theight / 3; - sq.points[0] = x - 0.5; + sq.points[0] = x - 0.5F; sq.points[1] = y; sq.points[2] = x; sq.points[3] = y + theight; - sq.points[4] = x + 0.5; + sq.points[4] = x + 0.5F; sq.points[5] = y; sq.npoints = 3; @@ -300,6 +396,15 @@ static void enum_grid_squares(game_params *params, sq.directions[UP] = 0x05; /* 0,2 */ sq.directions[DOWN] = 0; /* invalid move */ + /* + * Down-pointing triangle: both the up diagonals go + * up, and the down ones go left and right. + */ + sq.directions[UP_LEFT] = sq.directions[UP_RIGHT] = + sq.directions[UP]; + sq.directions[DOWN_LEFT] = sq.directions[LEFT]; + sq.directions[DOWN_RIGHT] = sq.directions[RIGHT]; + sq.flip = TRUE; if (firstix < 0) @@ -319,15 +424,15 @@ static void enum_grid_squares(game_params *params, float x, y; ix = (2 * i - (rowlen+other-1)); - x = ix * 0.5; + x = ix * 0.5F; y = theight * row; sq.x = x; sq.y = y + 2*theight / 3; - sq.points[0] = x + 0.5; + sq.points[0] = x + 0.5F; sq.points[1] = y + theight; sq.points[2] = x; sq.points[3] = y; - sq.points[4] = x - 0.5; + sq.points[4] = x - 0.5F; sq.points[5] = y + theight; sq.npoints = 3; @@ -336,10 +441,19 @@ static void enum_grid_squares(game_params *params, sq.directions[DOWN] = 0x05; /* 0,2 */ sq.directions[UP] = 0; /* invalid move */ + /* + * Up-pointing triangle: both the down diagonals go + * down, and the up ones go left and right. + */ + sq.directions[DOWN_LEFT] = sq.directions[DOWN_RIGHT] = + sq.directions[DOWN]; + sq.directions[UP_LEFT] = sq.directions[LEFT]; + sq.directions[UP_RIGHT] = sq.directions[RIGHT]; + sq.flip = FALSE; if (firstix < 0) - firstix = ix; + firstix = (ix - 1) & 3; ix -= firstix; sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3); @@ -367,6 +481,99 @@ 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 full) +{ + 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]; @@ -390,12 +597,13 @@ 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_desc(game_params *params, random_state *rs, + char **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 @@ -435,15 +643,7 @@ 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]; - int 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; @@ -467,8 +667,8 @@ char *new_game_seed(game_params *params) * 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; @@ -491,33 +691,19 @@ 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; - int 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); - return seed; + return desc; } static void add_grid_square_callback(void *ctx, struct grid_square *sq) { - game_state *state = (game_state *)ctx; + game_grid *grid = (game_grid *)ctx; - state->squares[state->nsquares] = *sq; /* structure copy */ - state->squares[state->nsquares].blue = FALSE; - state->nsquares++; + grid->squares[grid->nsquares++] = *sq; /* structure copy */ } static int lowest_face(const struct solid *solid) @@ -634,8 +820,8 @@ static struct solid *transform_poly(const struct solid *solid, int flip, vmatrix[1] = -vy; vmatrix[4] = vx; vmatrix[7] = 0; vmatrix[2] = 0; vmatrix[5] = 0; vmatrix[8] = 1; - ax = cos(angle); - ay = sin(angle); + ax = (float)cos(angle); + ay = (float)sin(angle); amatrix[0] = 1; amatrix[3] = 0; amatrix[6] = 0; amatrix[1] = 0; amatrix[4] = ax; amatrix[7] = ay; @@ -659,8 +845,37 @@ 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_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 = 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 desc[j]=='\0' that will also be caught here, so we're safe */ + } + + if (desc[i] != ',') + return "Expected ',' after hex digits"; + + i++; + do { + if (desc[i] < '0' || desc[i] > '9') + return "Expected decimal integer after ','"; + i++; + } while (desc[i]); + + return NULL; +} + +static game_state *new_game(midend *me, game_params *params, char *desc) { + game_grid *grid = snew(game_grid); game_state *state = snew(game_state); int area; @@ -668,25 +883,31 @@ game_state *new_game(game_params *params, char *seed) state->solid = solids[params->solid]; area = grid_area(params->d1, params->d2, state->solid->order); - state->squares = snewn(area, struct grid_square); - state->nsquares = 0; - enum_grid_squares(params, add_grid_square_callback, state); - assert(state->nsquares == area); + grid->squares = snewn(area, struct grid_square); + grid->nsquares = 0; + enum_grid_squares(params, add_grid_square_callback, grid); + assert(grid->nsquares == area); + state->grid = grid; + grid->refcount = 1; state->facecolours = snewn(state->solid->nfaces, int); memset(state->facecolours, 0, state->solid->nfaces * sizeof(int)); + state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long); + memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 * + sizeof(unsigned long)); + /* * 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; v = 0; - for (i = 0; i < state->nsquares; i++) { + for (i = 0; i < state->grid->nsquares; i++) { if (j == 8) { v = *p++; if (v >= '0' && v <= '9') @@ -699,17 +920,17 @@ game_state *new_game(game_params *params, char *seed) break; } if (v & j) - state->squares[i].blue = TRUE; + SET_SQUARE(state, i, TRUE); j >>= 1; if (j == 0) j = 8; } - if (*p == ':') + if (*p == ',') p++; state->current = atoi(p); - if (state->current < 0 || state->current >= state->nsquares) + if (state->current < 0 || state->current >= state->grid->nsquares) state->current = 0; /* got to do _something_ */ } @@ -721,7 +942,7 @@ game_state *new_game(game_params *params, char *seed) int pkey[4]; int ret; - ret = align_poly(state->solid, &state->squares[state->current], pkey); + ret = align_poly(state->solid, &state->grid->squares[state->current], pkey); assert(ret); state->dpkey[0] = state->spkey[0] = pkey[0]; @@ -732,13 +953,13 @@ 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); @@ -747,10 +968,12 @@ game_state *dup_game(game_state *state) ret->facecolours = snewn(ret->solid->nfaces, int); memcpy(ret->facecolours, state->facecolours, ret->solid->nfaces * sizeof(int)); - ret->nsquares = state->nsquares; - ret->squares = snewn(ret->nsquares, struct grid_square); - memcpy(ret->squares, state->squares, - ret->nsquares * sizeof(struct grid_square)); + ret->current = state->current; + ret->grid = state->grid; + ret->grid->refcount++; + ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long); + memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 * + sizeof(unsigned long)); ret->dpkey[0] = state->dpkey[0]; ret->dpkey[1] = state->dpkey[1]; ret->dgkey[0] = state->dgkey[0]; @@ -767,46 +990,81 @@ game_state *dup_game(game_state *state) return ret; } -void free_game(game_state *state) +static void free_game(game_state *state) { + if (--state->grid->refcount <= 0) { + sfree(state->grid->squares); + sfree(state->grid); + } + sfree(state->bluemask); + sfree(state->facecolours); sfree(state); } -game_state *make_move(game_state *from, int x, int y, int button) +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) { - 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; +} - /* - * All moves are made with the cursor keys. - */ - if (button == CURSOR_UP) - direction = UP; - else if (button == CURSOR_DOWN) - direction = DOWN; - else if (button == CURSOR_LEFT) - direction = LEFT; - else if (button == CURSOR_RIGHT) - direction = RIGHT; - else - return NULL; +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + +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 char *encode_ui(game_ui *ui) +{ + return NULL; +} + +static void decode_ui(game_ui *ui, char *encoding) +{ +} + +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 * correspond to this move. */ - mask = from->squares[from->current].directions[direction]; + mask = from->grid->squares[from->current].directions[direction]; if (mask == 0) - return NULL; - for (i = j = 0; i < from->squares[from->current].npoints; i++) + return -1; + for (i = j = 0; i < from->grid->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]; + points[j*2] = from->grid->squares[from->current].points[i*2]; + points[j*2+1] = from->grid->squares[from->current].points[i*2+1]; skey[j] = i; j++; } @@ -817,18 +1075,18 @@ game_state *make_move(game_state *from, int x, int y, int button) * This is our move destination. */ dest = -1; - for (i = 0; i < from->nsquares; i++) + for (i = 0; i < from->grid->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])); + for (j = 0; j < from->grid->squares[i].npoints; j++) { + dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) + + SQ(from->grid->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])); + dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) + + SQ(from->grid->squares[i].points[j*2+1] - points[3])); if (dist < 0.1) dkey[match++] = j; } @@ -839,11 +1097,154 @@ game_state *make_move(game_state *from, int x, int y, int button) } } + return dest; +} + +static char *interpret_move(game_state *state, game_ui *ui, const 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 = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox; + cy = (int)(state->grid->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->grid->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->grid->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->grid->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->grid->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->grid->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 @@ -858,7 +1259,7 @@ game_state *make_move(game_state *from, int x, int y, int button) */ { int all_pkey[4]; - align_poly(from->solid, &from->squares[from->current], all_pkey); + align_poly(from->solid, &from->grid->squares[from->current], all_pkey); pkey[0] = all_pkey[skey[0]]; pkey[1] = all_pkey[skey[1]]; /* @@ -894,7 +1295,7 @@ game_state *make_move(game_state *from, int x, int y, int button) for (i = 0; i < 3; i++) dp += (from->solid->normals[f[0]*3+i] * from->solid->normals[f[1]*3+i]); - angle = acos(dp); + angle = (float)acos(dp); } /* @@ -918,18 +1319,19 @@ game_state *make_move(game_state *from, int x, int y, int button) angle = -angle; /* HACK */ poly = transform_poly(from->solid, - from->squares[from->current].flip, + from->grid->squares[from->current].flip, pkey[0], pkey[1], angle); - flip_poly(poly, from->squares[ret->current].flip); - success = align_poly(poly, &from->squares[ret->current], all_pkey); + flip_poly(poly, from->grid->squares[ret->current].flip); + success = align_poly(poly, &from->grid->squares[ret->current], all_pkey); if (!success) { + sfree(poly); angle = -angle; poly = transform_poly(from->solid, - from->squares[from->current].flip, + from->grid->squares[from->current].flip, pkey[0], pkey[1], angle); - flip_poly(poly, from->squares[ret->current].flip); - success = align_poly(poly, &from->squares[ret->current], all_pkey); + flip_poly(poly, from->grid->squares[ret->current].flip); + success = align_poly(poly, &from->grid->squares[ret->current], all_pkey); } assert(success); @@ -982,6 +1384,8 @@ 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. @@ -993,8 +1397,8 @@ game_state *make_move(game_state *from, int x, int y, int button) if (!ret->completed) { i = lowest_face(from->solid); j = ret->facecolours[i]; - ret->facecolours[i] = ret->squares[ret->current].blue; - ret->squares[ret->current].blue = j; + ret->facecolours[i] = GET_SQUARE(ret, ret->current); + SET_SQUARE(ret, ret->current, j); /* * Detect game completion. @@ -1004,7 +1408,7 @@ 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); @@ -1017,7 +1421,7 @@ game_state *make_move(game_state *from, int x, int y, int button) int pkey[4]; int success; - success = align_poly(ret->solid, &ret->squares[ret->current], pkey); + success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey); assert(success); ret->dpkey[0] = pkey[0]; @@ -1033,7 +1437,6 @@ 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; } @@ -1046,10 +1449,6 @@ 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; @@ -1071,23 +1470,40 @@ static struct bbox find_bbox(game_params *params) * These should be hugely more than the real bounding box will * be. */ - bb.l = 2 * (params->d1 + params->d2); - bb.r = -2 * (params->d1 + params->d2); - bb.u = 2 * (params->d1 + params->d2); - bb.d = -2 * (params->d1 + params->d2); + bb.l = 2.0F * (params->d1 + params->d2); + bb.r = -2.0F * (params->d1 + params->d2); + bb.u = 2.0F * (params->d1 + params->d2); + bb.d = -2.0F * (params->d1 + params->d2); enum_grid_squares(params, find_bbox_callback, &bb); return bb; } -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 = (bb.r - bb.l + 2) * GRID_SCALE; - *y = (bb.d - bb.u + 2) * 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 = (float)tilesize; + ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale); + ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale); } -float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -1105,24 +1521,24 @@ 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(drawing *dr, game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); - struct bbox bb = find_bbox(&state->params); - ds->ox = -(bb.l - 1) * GRID_SCALE; - ds->oy = -(bb.u - 1) * GRID_SCALE; + ds->ox = ds->oy = 0; + ds->gridscale = 0.0F; /* not decided yet */ return ds; } -void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, 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(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); @@ -1130,19 +1546,20 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, int *pkey, *gkey; float t[3]; float angle; - game_state *newstate; int square; - draw_rect(fe, 0, 0, (bb.r-bb.l+2) * GRID_SCALE, - (bb.d-bb.u+2) * GRID_SCALE, COL_BACKGROUND); + draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid), + YSIZE(GRID_SCALE, bb, state->solid), 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; @@ -1162,28 +1579,27 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, pkey = state->spkey; gkey = state->sgkey; } - newstate = state; state = oldstate; - for (i = 0; i < state->nsquares; i++) { + for (i = 0; i < state->grid->nsquares; i++) { int coords[8]; - for (j = 0; j < state->squares[i].npoints; j++) { - coords[2*j] = state->squares[i].points[2*j] - * GRID_SCALE + ds->ox; - coords[2*j+1] = state->squares[i].points[2*j+1] - * GRID_SCALE + ds->oy; + for (j = 0; j < state->grid->squares[i].npoints; j++) { + coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE) + + ds->ox); + coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE) + + 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->grid->squares[i].npoints, + GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND, + COL_BORDER); } /* * Now compute and draw the polyhedron. */ - poly = transform_poly(state->solid, state->squares[square].flip, + poly = transform_poly(state->solid, state->grid->squares[square].flip, pkey[0], pkey[1], angle); /* @@ -1199,7 +1615,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (i < 2) { grid_coord = - state->squares[square].points[gkey[j]*2+i]; + state->grid->squares[square].points[gkey[j]*2+i]; } else { grid_coord = 0.0; } @@ -1229,8 +1645,8 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } for (j = 0; j < poly->order; j++) { - coords[j*2] = points[j*2] * GRID_SCALE + ds->ox; - coords[j*2+1] = 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; } /* @@ -1257,17 +1673,97 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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, (bb.r-bb.l+2) * GRID_SCALE, - (bb.d-bb.u+2) * GRID_SCALE); + draw_update(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid), + YSIZE(GRID_SCALE, bb, state->solid)); + + /* + * Update the status bar. + */ + { + char statusbuf[256]; + + sprintf(statusbuf, "%sMoves: %d", + (state->completed ? "COMPLETED! " : ""), + (state->completed ? state->completed : state->movecount)); + + status_bar(dr, statusbuf); + } } -float game_anim_length(game_state *oldstate, game_state *newstate) +static float game_anim_length(game_state *oldstate, + game_state *newstate, int dir, game_ui *ui) { return ROLLTIME; } + +static float game_flash_length(game_state *oldstate, + game_state *newstate, int dir, game_ui *ui) +{ + return 0.0F; +} + +static int game_status(game_state *state) +{ + return state->completed ? +1 : 0; +} + +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", + default_params, + game_fetch_preset, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_desc, + validate_desc, + new_game, + dup_game, + free_game, + FALSE, solve_game, + FALSE, game_can_format_as_text_now, game_text_format, + new_ui, + free_ui, + 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_status, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ + FALSE, game_timing_state, + 0, /* flags */ +};