X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/a96666e43001d9967785dfb7ee7a22aaef6eccaa..HEAD:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 871bd7f..b5b276f 100644 --- a/twiddle.c +++ b/twiddle.c @@ -14,15 +14,14 @@ #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 ) #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) -#define PI 3.141592653589793238462643383279502884197169399 - -#define ANIM_PER_RADIUS_UNIT 0.13F +#define ANIM_PER_BLKSIZE_UNIT 0.13F #define FLASH_FRAME 0.13F enum { @@ -32,6 +31,7 @@ enum { COL_HIGHLIGHT_GENTLE, COL_LOWLIGHT, COL_LOWLIGHT_GENTLE, + COL_HIGHCURSOR, COL_LOWCURSOR, NCOLOURS }; @@ -47,7 +47,6 @@ struct game_state { int orientable; int *grid; int completed; - int just_used_solve; /* used to suppress undo animation */ int used_solve; /* used to suppress completion flash */ int movecount, movetarget; int lastx, lasty, lastr; /* coordinates of last rotation */ @@ -89,9 +88,9 @@ static int game_fetch_preset(int i, char **name, game_params **params) { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, { "4x4 normal", { 4, 4, 2, FALSE } }, { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, - { "4x4 radius 3", { 4, 4, 3, FALSE } }, - { "5x5 radius 3", { 5, 5, 3, FALSE } }, - { "6x6 radius 4", { 6, 6, 4, FALSE } }, + { "4x4, rotating 3x3 blocks", { 4, 4, 3, FALSE } }, + { "5x5, rotating 3x3 blocks", { 5, 5, 3, FALSE } }, + { "6x6, rotating 4x4 blocks", { 6, 6, 4, FALSE } }, }; if (i < 0 || i >= lenof(presets)) @@ -109,16 +108,16 @@ static void decode_params(game_params *ret, char const *string) ret->n = 2; ret->rowsonly = ret->orientable = FALSE; ret->movetarget = 0; - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; ret->h = atoi(string); - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; } if (*string == 'n') { string++; ret->n = atoi(string); - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; } while (*string) { if (*string == 'r') { @@ -128,7 +127,7 @@ static void decode_params(game_params *ret, char const *string) } else if (*string == 'm') { string++; ret->movetarget = atoi(string); - while (string[1] && isdigit(string[1])) string++; + while (string[1] && isdigit((unsigned char)string[1])) string++; } string++; } @@ -166,7 +165,7 @@ static config_item *game_configure(game_params *params) ret[1].sval = dupstr(buf); ret[1].ival = 0; - ret[2].name = "Rotation radius"; + ret[2].name = "Rotating block size"; ret[2].type = C_STRING; sprintf(buf, "%d", params->n); ret[2].sval = dupstr(buf); @@ -210,14 +209,14 @@ 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"; + return "Rotating block size must be at least two"; if (params->w < params->n) - return "Width must be at least the rotation radius"; + return "Width must be at least the rotating block size"; if (params->h < params->n) - return "Height must be at least the rotation radius"; + return "Height must be at least the rotating block size"; return NULL; } @@ -262,12 +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]]; @@ -308,7 +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) + char **aux, int interactive) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -333,38 +332,76 @@ static char *new_game_desc(game_params *params, random_state *rs, */ total_moves = params->movetarget; if (!total_moves) + /* Add a random move to avoid parity issues. */ total_moves = w*h*n*n*2 + random_upto(rs, 2); do { - int oldx = -1, oldy = -1, oldr = -1; + int *prevmoves; + int rw, rh; /* w/h of rotation centre space */ + + rw = w - n + 1; + rh = h - n + 1; + prevmoves = snewn(rw * rh, int); + for (i = 0; i < rw * rh; i++) + prevmoves[i] = 0; for (i = 0; i < total_moves; i++) { - int x, y, r; + int x, y, r, oldtotal, newtotal, dx, dy; do { x = random_upto(rs, w - n + 1); y = random_upto(rs, h - n + 1); - r = 1 + 2 * random_upto(rs, 2); - } while (x == oldx && y == oldy && (oldr == 0 || r == oldr)); - - do_rotate(grid, w, h, n, params->orientable, - x, y, r); + r = 2 * random_upto(rs, 2) - 1; + + /* + * See if any previous rotations has happened at + * this point which nothing has overlapped since. + * If so, ensure we haven't either undone a + * previous move or repeated one so many times that + * it turns into fewer moves in the inverse + * direction (i.e. three identical rotations). + */ + oldtotal = prevmoves[y*rw+x]; + newtotal = oldtotal + r; + + /* + * 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); /* - * Prevent immediate reversal of a previous move, or - * execution of three consecutive identical moves - * adding up to a single inverse move. One exception is - * when we only _have_ one x,y setting. + * Log the rotation we've just performed at this point, + * for inversion detection in the next move. + * + * Also zero a section of the prevmoves array, because + * any rotation area which _overlaps_ this one is now + * entirely safe to perform further moves in. + * + * Two rotation areas overlap if their top left + * coordinates differ by strictly less than n in both + * directions */ - if (w != n || h != n) { - if (oldx == x && oldy == y) - oldr = 0; /* now avoid _any_ move in this x,y */ - else - oldr = -r & 3; /* only prohibit the exact inverse */ - oldx = x; - oldy = y; + prevmoves[y*rw+x] += r; + for (dy = -n+1; dy <= n-1; dy++) { + if (y + dy < 0 || y + dy >= rh) + continue; + for (dx = -n+1; dx <= n-1; dx++) { + if (x + dx < 0 || x + dx >= rw) + continue; + if (dx == 0 && dy == 0) + continue; + prevmoves[(y+dy)*rw+(x+dx)] = 0; + } } } + + sfree(prevmoves); + } while (grid_complete(grid, wh, params->orientable)); /* @@ -380,7 +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); @@ -393,19 +430,13 @@ 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; + char *p; int w = params->w, h = params->h, wh = w*h; int i; p = desc; - err = NULL; for (i = 0; i < wh; i++) { if (*p < '0' || *p > '9') @@ -428,7 +459,7 @@ 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 *me, game_params *params, char *desc) { game_state *state = snew(game_state); int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -440,7 +471,7 @@ static game_state *new_game(game_params *params, char *desc) state->n = n; state->orientable = params->orientable; state->completed = 0; - state->used_solve = state->just_used_solve = FALSE; + state->used_solve = FALSE; state->movecount = 0; state->movetarget = params->movetarget; state->lastx = state->lasty = state->lastr = -1; @@ -483,7 +514,6 @@ static game_state *dup_game(game_state *state) ret->lasty = state->lasty; ret->lastr = state->lastr; ret->used_solve = state->used_solve; - ret->just_used_solve = state->just_used_solve; ret->grid = snewn(ret->w * ret->h, int); memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); @@ -509,26 +539,15 @@ 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 dupstr("S"); +} - return ret; +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; } static char *game_text_format(game_state *state) @@ -578,22 +597,71 @@ static char *game_text_format(game_state *state) return ret; } +struct game_ui { + int cur_x, cur_y; + int cur_visible; +}; + static game_ui *new_ui(game_state *state) { - return NULL; + game_ui *ui = snew(game_ui); + + ui->cur_x = 0; + ui->cur_y = 0; + ui->cur_visible = FALSE; + + return ui; } static void free_ui(game_ui *ui) { + sfree(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 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; + int cur_x, cur_y; +}; + +static char *interpret_move(game_state *state, game_ui *ui, const 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); + + if (IS_CURSOR_MOVE(button)) { + if (button == CURSOR_LEFT && ui->cur_x > 0) + ui->cur_x--; + if (button == CURSOR_RIGHT && (ui->cur_x+n) < (w)) + ui->cur_x++; + if (button == CURSOR_UP && ui->cur_y > 0) + ui->cur_y--; + if (button == CURSOR_DOWN && (ui->cur_y+n) < (h)) + ui->cur_y++; + ui->cur_visible = 1; + return ""; + } + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { /* * Determine the coordinates of the click. We offset by n-1 @@ -607,6 +675,16 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, dir = (button == LEFT_BUTTON ? 1 : -1); if (x < 0 || x > w-n || y < 0 || y > h-n) return NULL; + ui->cur_visible = 0; + } else if (IS_CURSOR_SELECT(button)) { + if (ui->cur_visible) { + x = ui->cur_x; + y = ui->cur_y; + dir = (button == CURSOR_SELECT2) ? -1 : +1; + } else { + ui->cur_visible = 1; + return ""; + } } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') { x = y = 0; dir = (button == 'A' ? -1 : +1); @@ -647,10 +725,44 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, } /* - * 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 = 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++; do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); ret->lastx = x; @@ -670,52 +782,47 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, * 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 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) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; - float max; - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); - /* - * Drop the background colour so that the highlight is - * noticeably brighter than it while still being under 1. - */ - max = ret[COL_BACKGROUND*3]; - for (i = 1; i < 3; i++) - if (ret[COL_BACKGROUND*3+i] > max) - max = ret[COL_BACKGROUND*3+i]; - if (max * 1.2F > 1.0F) { - for (i = 0; i < 3; i++) - ret[COL_BACKGROUND*3+i] /= (max * 1.2F); - } + /* cursor is light-background with a red tinge. */ + ret[COL_HIGHCURSOR * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.0F; + ret[COL_HIGHCURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.5F; + ret[COL_HIGHCURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.5F; for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; ret[COL_TEXT * 3 + i] = 0.0; + ret[COL_LOWCURSOR * 3 + i] = ret[COL_HIGHCURSOR * 3 + i] * 0.6F; } *ncolours = 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); int i; @@ -725,14 +832,17 @@ 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; + ds->cur_x = ds->cur_y = -state->n; return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { + sfree(ds->grid); sfree(ds); } @@ -746,19 +856,25 @@ struct rotation { static void rotate(int *xy, struct rotation *rot) { if (rot) { - float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; + float xf = (float)xy[0] - rot->ox, yf = (float)xy[1] - rot->oy; float xf2, yf2; xf2 = rot->c * xf + rot->s * yf; yf2 = - rot->s * xf + rot->c * yf; - xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ - xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ + xy[0] = (int)(xf2 + rot->ox + 0.5); /* round to nearest */ + xy[1] = (int)(yf2 + rot->oy + 0.5); /* round to nearest */ } } -static void draw_tile(frontend *fe, game_state *state, int x, int y, - int tile, int flash_colour, struct rotation *rot) +#define CUR_TOP 1 +#define CUR_RIGHT 2 +#define CUR_BOTTOM 4 +#define CUR_LEFT 8 + +static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, + int x, int y, int tile, int flash_colour, + struct rotation *rot, unsigned cedges) { int coords[8]; char str[40]; @@ -774,7 +890,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, rot = NULL; if (rot) - clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); + clip(dr, rot->cx, rot->cy, rot->cw, rot->ch); /* * We must draw each side of the tile's highlight separately, @@ -794,29 +910,29 @@ 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(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT, + rot ? rot->rc : (cedges & CUR_RIGHT) ? COL_LOWCURSOR : 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(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT, + rot ? rot->bc : (cedges & CUR_BOTTOM) ? COL_LOWCURSOR : 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(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT, + rot ? rot->lc : (cedges & CUR_LEFT) ? COL_HIGHCURSOR : 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(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT, + rot ? rot->tc : (cedges & CUR_TOP) ? COL_HIGHCURSOR : COL_HIGHLIGHT); /* * Now the main blank area in the centre of the tile. @@ -834,10 +950,9 @@ 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(dr, coords, 4, flash_colour, flash_colour); } else { - draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, + draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, flash_colour); } @@ -881,22 +996,21 @@ 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(dr, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE); } coords[0] = x + TILE_SIZE/2; coords[1] = y + TILE_SIZE/2; rotate(coords+0, rot); sprintf(str, "%d", tile / 4); - draw_text(fe, coords[0], coords[1], + draw_text(dr, coords[0], coords[1], FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str); if (rot) - unclip(fe); + unclip(dr); - draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); + draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); } static int highlight_colour(float angle) @@ -940,17 +1054,13 @@ static int highlight_colour(float angle) } static float game_anim_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { - if ((dir > 0 && newstate->just_used_solve) || - (dir < 0 && oldstate->just_used_solve)) - return 0.0F; - else - return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); + return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1)); } static float game_flash_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->used_solve && !newstate->used_solve) @@ -959,13 +1069,24 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static int game_status(game_state *state) +{ + return state->completed ? +1 : 0; +} + +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, bgcolour; struct rotation srot, *rot; int lastx = -1, lasty = -1, lastr = -1; + int cx, cy, cmoved = 0, n = state->n; + + cx = ui->cur_visible ? ui->cur_x : -state->n; + cy = ui->cur_visible ? ui->cur_y : -state->n; + if (cx != ds->cur_x || cy != ds->cur_y) + cmoved = 1; if (flashtime > 0) { int frame = (int)(flashtime / FLASH_FRAME); @@ -974,12 +1095,12 @@ 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, + draw_rect(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); - draw_update(fe, 0, 0, + draw_update(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER); @@ -990,15 +1111,17 @@ 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(dr, 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(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = TRUE; } @@ -1010,7 +1133,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ if (oldstate) { float angle; - float anim_max = game_anim_length(oldstate, state, dir); + float anim_max = game_anim_length(oldstate, state, dir, ui); if (dir > 0) { lastx = state->lastx; @@ -1028,19 +1151,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, rot->cw = rot->ch = TILE_SIZE * state->n; rot->ox = rot->cx + rot->cw/2; rot->oy = rot->cy + rot->ch/2; - angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); - rot->c = cos(angle); - rot->s = sin(angle); + angle = (float)((-PI/2 * lastr) * (1.0 - animtime / anim_max)); + rot->c = (float)cos(angle); + rot->s = (float)sin(angle); /* * Sort out the colours of the various sides of the tile. */ - rot->lc = highlight_colour(PI + angle); + rot->lc = highlight_colour((float)PI + angle); rot->rc = highlight_colour(angle); - rot->tc = highlight_colour(PI/2 + angle); - rot->bc = highlight_colour(-PI/2 + angle); + rot->tc = highlight_colour((float)(PI/2.0) + angle); + rot->bc = highlight_colour((float)(-PI/2.0) + angle); - draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); + draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); } else rot = NULL; @@ -1048,7 +1171,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, * Now draw each tile. */ for (i = 0; i < state->w * state->h; i++) { - int t; + int t, cc = 0; int tx = i % state->w, ty = i / state->w; /* @@ -1065,15 +1188,31 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, else t = state->grid[i]; + if (cmoved) { + /* cursor has moved (or changed visibility)... */ + if (tx == cx || tx == cx+n-1 || ty == cy || ty == cy+n-1) + cc = 1; /* ...we're on new cursor, redraw */ + if (tx == ds->cur_x || tx == ds->cur_x+n-1 || + ty == ds->cur_y || ty == ds->cur_y+n-1) + cc = 1; /* ...we were on old cursor, redraw */ + } + if (ds->bgcolour != bgcolour || /* always redraw when flashing */ - ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { + ds->grid[i] != t || ds->grid[i] == -1 || t == -1 || cc) { int x = COORD(tx), y = COORD(ty); + unsigned cedges = 0; + + if (tx == cx && ty >= cy && ty <= cy+n-1) cedges |= CUR_LEFT; + if (ty == cy && tx >= cx && tx <= cx+n-1) cedges |= CUR_TOP; + if (tx == cx+n-1 && ty >= cy && ty <= cy+n-1) cedges |= CUR_RIGHT; + if (ty == cy+n-1 && tx >= cx && tx <= cx+n-1) cedges |= CUR_BOTTOM; - draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); + draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot, cedges); ds->grid[i] = t; } } ds->bgcolour = bgcolour; + ds->cur_x = cx; ds->cur_y = cy; /* * Update the status bar. @@ -1100,21 +1239,29 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, state->movetarget); } - status_bar(fe, statusbuf); + status_bar(dr, statusbuf); } } -static int game_wants_statusbar(void) +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 twiddle #endif const struct game thegame = { - "Twiddle", "games.twiddle", + "Twiddle", "games.twiddle", "twiddle", default_params, game_fetch_preset, decode_params, @@ -1124,22 +1271,31 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, free_game, TRUE, solve_game, - TRUE, game_text_format, + TRUE, 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_TILE_SIZE, 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 */ }; + +/* vim: set shiftwidth=4 tabstop=8: */