X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/e91825f8e43648bf129dae18809ee2e38af70d33..4e1f57ba31665f1d681ecd245bdc74b8c6942cf4:/cube.c diff --git a/cube.c b/cube.c index 72ac527..0658970 100644 --- a/cube.c +++ b/cube.c @@ -11,10 +11,6 @@ #include "puzzles.h" -const char *const game_name = "Cube"; -const char *const game_winhelp_topic = "games.cube"; -const int game_can_configure = TRUE; - #define MAXVERTICES 20 #define MAXFACES 20 #define MAXORDER 4 @@ -29,7 +25,7 @@ struct solid { float border; /* border required around arena */ }; -static const struct solid tetrahedron = { +static const struct solid s_tetrahedron = { 4, { 0.0F, -0.57735026919F, -0.20412414523F, @@ -50,7 +46,7 @@ static const struct solid tetrahedron = { 0.0F, 0.3F }; -static const struct solid cube = { +static const struct solid s_cube = { 8, { -0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F, @@ -70,7 +66,7 @@ static const struct solid cube = { 0.3F, 0.5F }; -static const struct solid octahedron = { +static const struct solid s_octahedron = { 6, { -0.5F, -0.28867513459472505F, 0.4082482904638664F, @@ -97,7 +93,7 @@ static const struct solid octahedron = { 0.0F, 0.5F }; -static const struct solid icosahedron = { +static const struct solid s_icosahedron = { 12, { 0.0F, 0.57735026919F, 0.75576131408F, @@ -149,7 +145,7 @@ enum { TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON }; static const struct solid *solids[] = { - &tetrahedron, &cube, &octahedron, &icosahedron + &s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron }; enum { @@ -161,7 +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 48.0F +#define GRID_SCALE (ds->gridscale) #define ROLLTIME 0.13F #define SQ(x) ( (x) * (x) ) @@ -215,7 +212,7 @@ struct game_state { int movecount; }; -game_params *default_params(void) +static game_params *default_params(void) { game_params *ret = snew(game_params); @@ -226,7 +223,7 @@ game_params *default_params(void) return ret; } -int game_fetch_preset(int i, char **name, game_params **params) +static int game_fetch_preset(int i, char **name, game_params **params) { game_params *ret = snew(game_params); char *str; @@ -266,22 +263,20 @@ int game_fetch_preset(int i, char **name, game_params **params) return TRUE; } -void free_params(game_params *params) +static void free_params(game_params *params) { sfree(params); } -game_params *dup_params(game_params *params) +static game_params *dup_params(game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } -game_params *decode_params(char const *string) +static void decode_params(game_params *ret, char const *string) { - game_params *ret = default_params(); - switch (*string) { case 't': ret->solid = TETRAHEDRON; string++; break; case 'c': ret->solid = CUBE; string++; break; @@ -295,11 +290,9 @@ game_params *decode_params(char const *string) string++; ret->d2 = atoi(string); } - - return ret; } -char *encode_params(game_params *params) +static char *encode_params(game_params *params, int full) { char data[256]; @@ -308,10 +301,9 @@ char *encode_params(game_params *params) return dupstr(data); } +typedef void (*egc_callback)(void *, struct grid_square *); -static void enum_grid_squares(game_params *params, - void (*callback)(void *, struct grid_square *), - void *ctx) +static void enum_grid_squares(game_params *params, egc_callback callback, void *ctx) { const struct solid *solid = solids[params->solid]; @@ -477,7 +469,7 @@ static int grid_area(int d1, int d2, int order) return d1*d1 + d2*d2 + 4*d1*d2; } -config_item *game_configure(game_params *params) +static config_item *game_configure(game_params *params) { config_item *ret = snewn(4, config_item); char buf[80]; @@ -507,7 +499,7 @@ config_item *game_configure(game_params *params) return ret; } -game_params *custom_params(config_item *cfg) +static game_params *custom_params(config_item *cfg) { game_params *ret = snew(game_params); @@ -533,7 +525,7 @@ static void count_grid_square_callback(void *ctx, struct grid_square *sq) classes[thisclass]++; } -char *validate_params(game_params *params) +static char *validate_params(game_params *params) { int classes[5]; int i; @@ -593,12 +585,13 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq) data->squareindex++; } -char *new_game_seed(game_params *params, random_state *rs) +static char *new_game_desc(game_params *params, random_state *rs, + game_aux_info **aux, int interactive) { struct grid_data data; int i, j, k, m, area, facesperclass; int *flags; - char *seed, *p; + char *desc, *p; /* * Enumerate the grid squares, dividing them into equivalence @@ -662,8 +655,8 @@ char *new_game_seed(game_params *params, random_state *rs) * the non-blue squares into a list in the now-unused gridptrs * array. */ - seed = snewn(area / 4 + 40, char); - p = seed; + desc = snewn(area / 4 + 40, char); + p = desc; j = 0; k = 8; m = 0; @@ -691,7 +684,12 @@ char *new_game_seed(game_params *params, random_state *rs) sfree(data.gridptrs[0]); sfree(flags); - return seed; + 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) @@ -842,35 +840,35 @@ static struct solid *transform_poly(const struct solid *solid, int flip, return ret; } -char *validate_seed(game_params *params, char *seed) +static char *validate_desc(game_params *params, char *desc) { int area = grid_area(params->d1, params->d2, solids[params->solid]->order); int i, j; i = (area + 3) / 4; for (j = 0; j < i; j++) { - int c = seed[j]; + int c = desc[j]; if (c >= '0' && c <= '9') continue; if (c >= 'A' && c <= 'F') continue; if (c >= 'a' && c <= 'f') continue; return "Not enough hex digits at start of string"; - /* NB if seed[j]=='\0' that will also be caught here, so we're safe */ + /* NB if desc[j]=='\0' that will also be caught here, so we're safe */ } - if (seed[i] != ',') + if (desc[i] != ',') return "Expected ',' after hex digits"; i++; do { - if (seed[i] < '0' || seed[i] > '9') + if (desc[i] < '0' || desc[i] > '9') return "Expected decimal integer after ','"; i++; - } while (seed[i]); + } while (desc[i]); return NULL; } -game_state *new_game(game_params *params, char *seed) +static game_state *new_game(midend_data *me, game_params *params, char *desc) { game_state *state = snew(game_state); int area; @@ -889,10 +887,10 @@ game_state *new_game(game_params *params, char *seed) /* * Set up the blue squares and polyhedron position according to - * the game seed. + * the game description. */ { - char *p = seed; + char *p = desc; int i, j, v; j = 8; @@ -949,7 +947,7 @@ game_state *new_game(game_params *params, char *seed) return state; } -game_state *dup_game(game_state *state) +static game_state *dup_game(game_state *state) { game_state *ret = snew(game_state); @@ -959,6 +957,7 @@ game_state *dup_game(game_state *state) memcpy(ret->facecolours, state->facecolours, ret->solid->nfaces * sizeof(int)); ret->nsquares = state->nsquares; + ret->current = state->current; ret->squares = snewn(ret->nsquares, struct grid_square); memcpy(ret->squares, state->squares, ret->nsquares * sizeof(struct grid_square)); @@ -978,21 +977,45 @@ game_state *dup_game(game_state *state) return ret; } -void free_game(game_state *state) +static void free_game(game_state *state) { + sfree(state->squares); + sfree(state->facecolours); sfree(state); } -game_ui *new_ui(game_state *state) +static game_state *solve_game(game_state *state, game_state *currstate, + game_aux_info *aux, char **error) { return NULL; } -void free_ui(game_ui *ui) +static char *game_text_format(game_state *state) { + return NULL; +} + +static game_ui *new_ui(game_state *state) +{ + return NULL; } -game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) +static void free_ui(game_ui *ui) +{ +} + +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) { int direction; int pkey[2], skey[2], dkey[2]; @@ -1002,26 +1025,92 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) int i, j, dest, mask; struct solid *poly; + button = button & (~MOD_MASK | MOD_NUM_KEYPAD); + /* - * All moves are made with the cursor keys. + * 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) + if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8')) direction = UP; - else if (button == CURSOR_DOWN) + else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2')) direction = DOWN; - else if (button == CURSOR_LEFT) + else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4')) direction = LEFT; - else if (button == CURSOR_RIGHT) + else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6')) direction = RIGHT; - else if (button == CURSOR_UP_LEFT) + else if (button == (MOD_NUM_KEYPAD | '7')) direction = UP_LEFT; - else if (button == CURSOR_DOWN_LEFT) + else if (button == (MOD_NUM_KEYPAD | '1')) direction = DOWN_LEFT; - else if (button == CURSOR_UP_RIGHT) + else if (button == (MOD_NUM_KEYPAD | '9')) direction = UP_RIGHT; - else if (button == CURSOR_DOWN_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; /* @@ -1152,6 +1241,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) success = align_poly(poly, &from->squares[ret->current], all_pkey); if (!success) { + sfree(poly); angle = -angle; poly = transform_poly(from->solid, from->squares[from->current].flip, @@ -1275,10 +1365,6 @@ 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; @@ -1309,14 +1395,34 @@ static struct bbox find_bbox(game_params *params) return bb; } -void game_size(game_params *params, int *x, int *y) +#define XSIZE(bb, solid) \ + ((int)(((bb).r - (bb).l + 2*(solid)->border) * GRID_SCALE)) +#define YSIZE(bb, solid) \ + ((int)(((bb).d - (bb).u + 2*(solid)->border) * GRID_SCALE)) + +static void game_size(game_params *params, game_drawstate *ds, int *x, int *y, + int expand) { 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); + float gsx, gsy, gs; + + gsx = *x / (bb.r - bb.l + 2*solids[params->solid]->border); + gsy = *y / (bb.d - bb.u + 2*solids[params->solid]->border); + gs = min(gsx, gsy); + + if (expand) + ds->gridscale = gs; + else + ds->gridscale = min(gs, PREFERRED_GRID_SCALE); + + ds->ox = (int)(-(bb.l - solids[params->solid]->border) * GRID_SCALE); + ds->oy = (int)(-(bb.u - solids[params->solid]->border) * GRID_SCALE); + + *x = XSIZE(bb, solids[params->solid]); + *y = YSIZE(bb, solids[params->solid]); } -float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -1334,25 +1440,23 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours) return ret; } -game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(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; } -void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(game_drawstate *ds) { sfree(ds); } -void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *state, game_ui *ui, - float animtime, float flashtime) +static void game_redraw(frontend *fe, 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); @@ -1363,16 +1467,18 @@ 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(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid), + COL_BACKGROUND); - if (oldstate && oldstate->movecount > state->movecount) { + if (dir < 0) { game_state *t; /* * This is an Undo. So reverse the order of the states, and * run the roll timer backwards. */ + assert(oldstate); + t = oldstate; oldstate = state; state = t; @@ -1493,8 +1599,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } sfree(poly); - draw_update(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE), - (int)((bb.d-bb.u+2.0F) * GRID_SCALE)); + draw_update(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid)); /* * Update the status bar. @@ -1510,17 +1615,62 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } } -float game_anim_length(game_state *oldstate, game_state *newstate) +static float game_anim_length(game_state *oldstate, + game_state *newstate, int dir, game_ui *ui) { return ROLLTIME; } -float game_flash_length(game_state *oldstate, game_state *newstate) +static float game_flash_length(game_state *oldstate, + game_state *newstate, int dir, game_ui *ui) { return 0.0F; } -int game_wants_statusbar(void) +static int game_wants_statusbar(void) { return TRUE; } + +static int game_timing_state(game_state *state) +{ + return TRUE; +} + +#ifdef COMBINED +#define thegame cube +#endif + +const struct game thegame = { + "Cube", "games.cube", + default_params, + game_fetch_preset, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_desc, + game_free_aux_info, + validate_desc, + new_game, + dup_game, + free_game, + FALSE, solve_game, + FALSE, game_text_format, + new_ui, + free_ui, + game_changed_state, + make_move, + game_size, + game_colours, + game_new_drawstate, + game_free_drawstate, + game_redraw, + game_anim_length, + game_flash_length, + game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ +};