X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/ab53eb64790d5bee44525c3a50a420a6816e2495..91adb2c5aa2b24a5927ad9ff9b3b16e5efffb4b1:/cube.c diff --git a/cube.c b/cube.c index 0ff952f..bc91973 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) ) @@ -284,7 +285,7 @@ static void decode_params(game_params *ret, 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); @@ -524,7 +525,7 @@ 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; @@ -585,7 +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; @@ -686,11 +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; @@ -867,7 +863,7 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, game_params *params, char *desc) { game_state *state = snew(game_state); int area; @@ -983,8 +979,8 @@ static void free_game(game_state *state) sfree(state); } -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) { return NULL; } @@ -1003,20 +999,85 @@ 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) +{ +} + struct game_drawstate { + float gridscale; 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); @@ -1049,8 +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! */ @@ -1075,7 +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; @@ -1085,7 +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; @@ -1095,7 +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) @@ -1106,54 +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 @@ -1388,14 +1452,31 @@ 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 = 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); @@ -1413,25 +1494,23 @@ 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 = 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); @@ -1442,8 +1521,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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; @@ -1486,9 +1565,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, + 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->squares[i].npoints, + state->squares[i].blue ? COL_BLUE : COL_BACKGROUND, + COL_BORDER); } /* @@ -1568,14 +1647,14 @@ 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); - game_size(&state->params, &i, &j); - draw_update(fe, 0, 0, i, j); + draw_update(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid), + YSIZE(GRID_SCALE, bb, state->solid)); /* * Update the status bar. @@ -1587,7 +1666,7 @@ 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); } } @@ -1603,14 +1682,17 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } -static int game_timing_state(game_state *state) +static void game_print_size(game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, game_state *state, int tilesize) { - return TRUE; } #ifdef COMBINED @@ -1618,7 +1700,7 @@ static int game_timing_state(game_state *state) #endif const struct game thegame = { - "Cube", "games.cube", + "Cube", "games.cube", "cube", default_params, game_fetch_preset, decode_params, @@ -1628,7 +1710,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1637,15 +1718,20 @@ const struct game thegame = { FALSE, 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, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ };