X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/4a29930e1b9db1332c93244365db1642fcfac1cd..5c9f61fd500f6fd53a9f33721a1e66b9d5e1d9cc:/cube.c diff --git a/cube.c b/cube.c index 0658970..cf5e512 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, int interactive) + char **aux, int interactive) { struct grid_data data; int i, j, k, m, area, facesperclass; @@ -687,11 +687,6 @@ static char *new_game_desc(game_params *params, random_state *rs, 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; @@ -984,8 +979,8 @@ 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, + char *aux, char **error) { return NULL; } @@ -1004,6 +999,15 @@ 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) { @@ -1014,16 +1018,66 @@ 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 +1110,8 @@ 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 +1136,7 @@ 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 +1146,7 @@ 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 +1156,7 @@ 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 +1167,57 @@ 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 @@ -1652,7 +1709,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1661,8 +1717,11 @@ const struct game thegame = { FALSE, game_text_format, new_ui, free_ui, + encode_ui, + decode_ui, game_changed_state, - make_move, + interpret_move, + execute_move, game_size, game_colours, game_new_drawstate,