X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/19ef4855cd8681b43024a9df144c22aae91abc4f..HEAD:/cube.c diff --git a/cube.c b/cube.c index 145a1e5..15c479b 100644 --- a/cube.c +++ b/cube.c @@ -157,7 +157,8 @@ enum { 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) ) @@ -178,7 +179,6 @@ struct grid_square { float points[8]; /* maximum */ int directions[8]; /* bit masks showing point pairs */ int flip; - int blue; int tetra_class; }; @@ -194,12 +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 */ @@ -274,10 +287,8 @@ 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; @@ -286,16 +297,14 @@ static game_params *decode_params(char const *string) 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 ret; } -static char *encode_params(game_params *params) +static char *encode_params(game_params *params, int full) { char data[256]; @@ -304,10 +313,9 @@ 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]; @@ -529,7 +537,7 @@ static void count_grid_square_callback(void *ctx, struct grid_square *sq) classes[thisclass]++; } -static char *validate_params(game_params *params) +static char *validate_params(game_params *params, int full) { int classes[5]; int i; @@ -589,12 +597,13 @@ 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) +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 @@ -658,8 +667,8 @@ 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; @@ -687,16 +696,14 @@ static char *new_game_seed(game_params *params, random_state *rs) 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) @@ -838,36 +845,37 @@ 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 *me, game_params *params, char *desc) { + game_grid *grid = snew(game_grid); game_state *state = snew(game_state); int area; @@ -875,25 +883,31 @@ static 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') @@ -906,7 +920,7 @@ static 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; @@ -916,7 +930,7 @@ static game_state *new_game(game_params *params, char *seed) 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_ */ } @@ -928,7 +942,7 @@ static 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]; @@ -954,10 +968,12 @@ static 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]; @@ -976,9 +992,31 @@ static game_state *dup_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); } +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) +{ + 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; @@ -988,50 +1026,45 @@ static void free_ui(game_ui *ui) { } -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; +} - /* - * 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 if (button == CURSOR_UP_LEFT) - direction = UP_LEFT; - else if (button == CURSOR_DOWN_LEFT) - direction = DOWN_LEFT; - else if (button == CURSOR_UP_RIGHT) - direction = UP_RIGHT; - else if (button == CURSOR_DOWN_RIGHT) - direction = DOWN_RIGHT; - else - 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++; } @@ -1042,18 +1075,18 @@ static game_state *make_move(game_state *from, game_ui *ui, * 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; } @@ -1064,11 +1097,154 @@ static game_state *make_move(game_state *from, game_ui *ui, } } + 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 @@ -1083,7 +1259,7 @@ static game_state *make_move(game_state *from, game_ui *ui, */ { 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]]; /* @@ -1143,18 +1319,19 @@ static game_state *make_move(game_state *from, game_ui *ui, 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); @@ -1220,8 +1397,8 @@ static game_state *make_move(game_state *from, game_ui *ui, 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. @@ -1244,7 +1421,7 @@ static game_state *make_move(game_state *from, game_ui *ui, 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]; @@ -1272,10 +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; @@ -1306,14 +1479,31 @@ static struct bbox find_bbox(game_params *params) 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 float *game_colours(frontend *fe, game_state *state, int *ncolours) +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); +} + +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -1331,25 +1521,24 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) 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 = 0; + 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); @@ -1357,11 +1546,10 @@ static 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, (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; @@ -1391,28 +1579,27 @@ static 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] = ((int)(state->squares[i].points[2*j] * GRID_SCALE) + 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->squares[i].points[2*j+1]*GRID_SCALE) + 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); /* @@ -1428,7 +1615,7 @@ static 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; } @@ -1486,14 +1673,14 @@ static 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, (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. @@ -1505,56 +1692,78 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, (state->completed ? "COMPLETED! " : ""), (state->completed ? state->completed : state->movecount)); - status_bar(fe, statusbuf); + status_bar(dr, statusbuf); } } 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; } -static int game_wants_statusbar(void) +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", TRUE, + "Cube", "games.cube", "cube", default_params, game_fetch_preset, decode_params, encode_params, free_params, dup_params, - game_configure, - custom_params, + TRUE, game_configure, custom_params, validate_params, - new_game_seed, - validate_seed, + 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, - 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, + game_status, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ + FALSE, game_timing_state, + 0, /* flags */ };