X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/93b1da3d0f613d616b930419354558365847bc7d..118473f595a49e20a818ed7253d58fdfacaa7a86:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 66c4d8b..ac6f385 100644 --- a/twiddle.c +++ b/twiddle.c @@ -14,7 +14,8 @@ #include "puzzles.h" -#define TILE_SIZE 48 +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) #define BORDER (TILE_SIZE / 2) #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) @@ -208,7 +209,7 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params) +static char *validate_params(game_params *params, int full) { if (params->n < 2) return "Rotation radius must be at least two"; @@ -260,12 +261,12 @@ static void do_rotate(int *grid, int w, int h, int n, int orientable, for (j = 0; j < n/2; j++) { int k; int g[4]; - int p[4] = { - j*w+i, - i*w+(n-j-1), - (n-j-1)*w+(n-i-1), - (n-i-1)*w+j - }; + int p[4]; + + p[0] = j*w+i; + p[1] = i*w+(n-j-1); + p[2] = (n-j-1)*w+(n-i-1); + p[3] = (n-i-1)*w+j; for (k = 0; k < 4; k++) g[k] = grid[p[k]]; @@ -306,7 +307,7 @@ static int grid_complete(int *grid, int wh, int orientable) } static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux, int interactive) + char **aux, int interactive) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -362,7 +363,14 @@ static char *new_game_desc(game_params *params, random_state *rs, */ oldtotal = prevmoves[y*rw+x]; newtotal = oldtotal + r; - } while (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2); + + /* + * Special case here for w==h==n, in which case + * there is actually no way to _avoid_ all moves + * repeating or undoing previous ones. + */ + } while ((w != n || h != n) && + (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2)); do_rotate(grid, w, h, n, params->orientable, x, y, r); @@ -409,7 +417,7 @@ static char *new_game_desc(game_params *params, random_state *rs, int k; k = sprintf(buf, "%d%c", grid[i] / 4, - params->orientable ? "uldr"[grid[i] & 3] : ','); + (char)(params->orientable ? "uldr"[grid[i] & 3] : ',')); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); @@ -422,11 +430,6 @@ static char *new_game_desc(game_params *params, random_state *rs, return ret; } -static void game_free_aux_info(game_aux_info *aux) -{ - assert(!"Shouldn't happen"); -} - static char *validate_desc(game_params *params, char *desc) { char *p, *err; @@ -538,26 +541,10 @@ static int compare_int(const void *av, const void *bv) return 0; } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) { - game_state *ret = dup_game(state); - int i; - - /* - * Simply replace the grid with a solved one. For this game, - * this isn't a useful operation for actually telling the user - * what they should have done, but it is useful for - * conveniently being able to get hold of a clean state from - * which to practise manoeuvres. - */ - qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); - for (i = 0; i < ret->w*ret->h; i++) - ret->grid[i] &= ~3; - ret->used_solve = ret->just_used_solve = TRUE; - ret->completed = ret->movecount = 1; - - return ret; + return dupstr("S"); } static char *game_text_format(game_state *state) @@ -616,11 +603,32 @@ static void free_ui(game_ui *ui) { } -static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static char *encode_ui(game_ui *ui) { - int w = from->w, h = from->h, n = from->n, wh = w*h; - game_state *ret; + 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 { + int started; + int w, h, bgcolour; + int *grid; + int tilesize; +}; + +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int x, int y, int button) +{ + int w = state->w, h = state->h, n = state->n /* , wh = w*h */; + char buf[80]; int dir; button = button & (~MOD_MASK | MOD_NUM_KEYPAD); @@ -678,8 +686,43 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, } /* - * This is a valid move. Make it. + * If we reach here, we have a valid move. */ + sprintf(buf, "M%d,%d,%d", x, y, dir); + return dupstr(buf); +} + +static game_state *execute_move(game_state *from, char *move) +{ + game_state *ret; + int w = from->w, h = from->h, n = from->n, wh = w*h; + int x, y, dir; + + if (!strcmp(move, "S")) { + int i; + ret = dup_game(from); + + /* + * Simply replace the grid with a solved one. For this game, + * this isn't a useful operation for actually telling the user + * what they should have done, but it is useful for + * conveniently being able to get hold of a clean state from + * which to practise manoeuvres. + */ + qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); + for (i = 0; i < ret->w*ret->h; i++) + ret->grid[i] &= ~3; + ret->used_solve = ret->just_used_solve = TRUE; + ret->completed = ret->movecount = 1; + + return ret; + } + + if (move[0] != 'M' || + sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 || + x < 0 || y < 0 || x > from->w - n || y > from->h - n) + return NULL; /* can't parse this move string */ + ret = dup_game(from); ret->just_used_solve = FALSE; /* zero this in a hurry */ ret->movecount++; @@ -701,18 +744,23 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, * Drawing routines. */ -struct game_drawstate { - int started; - int w, h, bgcolour; - int *grid; -}; - -static void game_size(game_params *params, int *x, int *y) +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) { + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; + *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; } +static void game_set_size(game_drawstate *ds, game_params *params, + int tilesize) +{ + ds->tilesize = tilesize; +} + static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -756,6 +804,7 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->h = state->h; ds->bgcolour = COL_BACKGROUND; ds->grid = snewn(ds->w*ds->h, int); + ds->tilesize = 0; /* haven't decided yet */ for (i = 0; i < ds->w*ds->h; i++) ds->grid[i] = -1; @@ -764,6 +813,7 @@ static game_drawstate *game_new_drawstate(game_state *state) static void game_free_drawstate(game_drawstate *ds) { + sfree(ds->grid); sfree(ds); } @@ -788,8 +838,9 @@ static void rotate(int *xy, struct rotation *rot) } } -static void draw_tile(frontend *fe, game_state *state, int x, int y, - int tile, int flash_colour, struct rotation *rot) +static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, + int x, int y, int tile, int flash_colour, + struct rotation *rot) { int coords[8]; char str[40]; @@ -825,29 +876,29 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); + draw_polygon(fe, coords, 3, rot ? rot->rc : COL_LOWLIGHT, + rot ? rot->rc : COL_LOWLIGHT); /* Bottom side. */ coords[2] = x; coords[3] = y + TILE_SIZE - 1; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); + draw_polygon(fe, coords, 3, rot ? rot->bc : COL_LOWLIGHT, + rot ? rot->bc : COL_LOWLIGHT); /* Left side. */ coords[0] = x; coords[1] = y; rotate(coords+0, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); + draw_polygon(fe, coords, 3, rot ? rot->lc : COL_HIGHLIGHT, + rot ? rot->lc : COL_HIGHLIGHT); /* Top side. */ coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); + draw_polygon(fe, coords, 3, rot ? rot->tc : COL_HIGHLIGHT, + rot ? rot->tc : COL_HIGHLIGHT); /* * Now the main blank area in the centre of the tile. @@ -865,8 +916,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; coords[7] = y + HIGHLIGHT_WIDTH; rotate(coords+6, rot); - draw_polygon(fe, coords, 4, TRUE, flash_colour); - draw_polygon(fe, coords, 4, FALSE, flash_colour); + draw_polygon(fe, coords, 4, flash_colour, flash_colour); } else { draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, @@ -912,8 +962,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, coords[4] = cx - displ * ydx; coords[5] = cy - displ * ydy; rotate(coords+4, rot); - draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); + draw_polygon(fe, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE); } coords[0] = x + TILE_SIZE/2; @@ -1005,7 +1054,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, bgcolour = COL_BACKGROUND; if (!ds->started) { - int coords[6]; + int coords[10]; draw_rect(fe, 0, 0, TILE_SIZE * state->w + 2 * BORDER, @@ -1021,15 +1070,17 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; coords[3] = COORD(0) - HIGHLIGHT_WIDTH; - coords[4] = COORD(0) - HIGHLIGHT_WIDTH; - coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; - draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); + coords[4] = coords[2] - TILE_SIZE; + coords[5] = coords[3] + TILE_SIZE; + coords[8] = COORD(0) - HIGHLIGHT_WIDTH; + coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; + coords[6] = coords[8] + TILE_SIZE; + coords[7] = coords[9] - TILE_SIZE; + draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); coords[1] = COORD(0) - HIGHLIGHT_WIDTH; coords[0] = COORD(0) - HIGHLIGHT_WIDTH; - draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); + draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = TRUE; } @@ -1100,7 +1151,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { int x = COORD(tx), y = COORD(ty); - draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); + draw_tile(fe, ds, state, x, y, state->grid[i], bgcolour, rot); ds->grid[i] = t; } } @@ -1160,7 +1211,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1169,8 +1219,12 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, - make_move, - game_size, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate,