X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/2c93e23bba5ad4f2592cedb685c99585d46e505a..522ed78193ce3bb0e5b88f96ac7d2ec4c6c6e2a5:/cube.c diff --git a/cube.c b/cube.c index 12e3ece..cb6a1f9 100644 --- a/cube.c +++ b/cube.c @@ -586,7 +586,7 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq) } static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux) + game_aux_info **aux, int interactive) { struct grid_data data; int i, j, k, m, area, facesperclass; @@ -868,7 +868,7 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(game_params *params, char *desc) +static game_state *new_game(midend_data *me, game_params *params, char *desc) { game_state *state = snew(game_state); int area; @@ -1002,7 +1002,11 @@ static void free_ui(game_ui *ui) { } -static game_state *make_move(game_state *from, game_ui *ui, +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) { int direction; @@ -1013,8 +1017,12 @@ static game_state *make_move(game_state *from, game_ui *ui, int i, j, dest, mask; struct solid *poly; + button = button & (~MOD_MASK | MOD_NUM_KEYPAD); + /* - * All moves are made with the cursor keys or numeric 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; @@ -1032,7 +1040,69 @@ static game_state *make_move(game_state *from, game_ui *ui, direction = UP_RIGHT; else if (button == (MOD_NUM_KEYPAD | '3')) direction = DOWN_RIGHT; - else + else if (button == LEFT_BUTTON) { + /* + * Find the bearing of the click point from the current + * square's centre. + */ + 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; + + 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 (from->squares[from->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 (from->squares[from->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(from->squares[from->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; /* @@ -1286,10 +1356,6 @@ 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; @@ -1524,13 +1590,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } 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; } @@ -1540,6 +1606,11 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame cube #endif @@ -1573,4 +1644,6 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ };