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authorFranklin Wei <git@fwei.tk>2017-04-29 18:21:56 -0400
committerFranklin Wei <git@fwei.tk>2017-04-29 18:24:42 -0400
commit881746789a489fad85aae8317555f73dbe261556 (patch)
treecec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/src/twiddle.c
parent03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff)
downloadrockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz
rockbox-881746789a489fad85aae8317555f73dbe261556.zip
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/src/twiddle.c')
-rw-r--r--apps/plugins/puzzles/src/twiddle.c1319
1 files changed, 1319 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/src/twiddle.c b/apps/plugins/puzzles/src/twiddle.c
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1/*
2 * twiddle.c: Puzzle involving rearranging a grid of squares by
3 * rotating subsquares. Adapted and generalised from a
4 * door-unlocking puzzle in Metroid Prime 2 (the one in the Main
5 * Gyro Chamber).
6 */
7
8#include <stdio.h>
9#include <stdlib.h>
10#include <string.h>
11#include <assert.h>
12#include <ctype.h>
13#include <math.h>
14
15#include "puzzles.h"
16
17#define PREFERRED_TILE_SIZE 48
18#define TILE_SIZE (ds->tilesize)
19#define BORDER (TILE_SIZE / 2)
20#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
21#define COORD(x) ( (x) * TILE_SIZE + BORDER )
22#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
23
24#define ANIM_PER_BLKSIZE_UNIT 0.13F
25#define FLASH_FRAME 0.13F
26
27enum {
28 COL_BACKGROUND,
29 COL_TEXT,
30 COL_HIGHLIGHT,
31 COL_HIGHLIGHT_GENTLE,
32 COL_LOWLIGHT,
33 COL_LOWLIGHT_GENTLE,
34 COL_HIGHCURSOR, COL_LOWCURSOR,
35 NCOLOURS
36};
37
38struct game_params {
39 int w, h, n;
40 int rowsonly;
41 int orientable;
42 int movetarget;
43};
44
45struct game_state {
46 int w, h, n;
47 int orientable;
48 int *grid;
49 int completed;
50 int used_solve; /* used to suppress completion flash */
51 int movecount, movetarget;
52 int lastx, lasty, lastr; /* coordinates of last rotation */
53};
54
55static game_params *default_params(void)
56{
57 game_params *ret = snew(game_params);
58
59 ret->w = ret->h = 3;
60 ret->n = 2;
61 ret->rowsonly = ret->orientable = FALSE;
62 ret->movetarget = 0;
63
64 return ret;
65}
66
67
68static void free_params(game_params *params)
69{
70 sfree(params);
71}
72
73static game_params *dup_params(const game_params *params)
74{
75 game_params *ret = snew(game_params);
76 *ret = *params; /* structure copy */
77 return ret;
78}
79
80static int game_fetch_preset(int i, char **name, game_params **params)
81{
82 static struct {
83 char *title;
84 game_params params;
85 } presets[] = {
86 { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
87 { "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
88 { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
89 { "4x4 normal", { 4, 4, 2, FALSE } },
90 { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
91 { "4x4, rotating 3x3 blocks", { 4, 4, 3, FALSE } },
92 { "5x5, rotating 3x3 blocks", { 5, 5, 3, FALSE } },
93 { "6x6, rotating 4x4 blocks", { 6, 6, 4, FALSE } },
94 };
95
96 if (i < 0 || i >= lenof(presets))
97 return FALSE;
98
99 *name = dupstr(presets[i].title);
100 *params = dup_params(&presets[i].params);
101
102 return TRUE;
103}
104
105static void decode_params(game_params *ret, char const *string)
106{
107 ret->w = ret->h = atoi(string);
108 ret->n = 2;
109 ret->rowsonly = ret->orientable = FALSE;
110 ret->movetarget = 0;
111 while (*string && isdigit((unsigned char)*string)) string++;
112 if (*string == 'x') {
113 string++;
114 ret->h = atoi(string);
115 while (*string && isdigit((unsigned char)*string)) string++;
116 }
117 if (*string == 'n') {
118 string++;
119 ret->n = atoi(string);
120 while (*string && isdigit((unsigned char)*string)) string++;
121 }
122 while (*string) {
123 if (*string == 'r') {
124 ret->rowsonly = TRUE;
125 } else if (*string == 'o') {
126 ret->orientable = TRUE;
127 } else if (*string == 'm') {
128 string++;
129 ret->movetarget = atoi(string);
130 while (string[1] && isdigit((unsigned char)string[1])) string++;
131 }
132 string++;
133 }
134}
135
136static char *encode_params(const game_params *params, int full)
137{
138 char buf[256];
139 sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
140 params->rowsonly ? "r" : "",
141 params->orientable ? "o" : "");
142 /* Shuffle limit is part of the limited parameters, because we have to
143 * supply the target move count. */
144 if (params->movetarget)
145 sprintf(buf + strlen(buf), "m%d", params->movetarget);
146 return dupstr(buf);
147}
148
149static config_item *game_configure(const game_params *params)
150{
151 config_item *ret;
152 char buf[80];
153
154 ret = snewn(7, config_item);
155
156 ret[0].name = "Width";
157 ret[0].type = C_STRING;
158 sprintf(buf, "%d", params->w);
159 ret[0].sval = dupstr(buf);
160 ret[0].ival = 0;
161
162 ret[1].name = "Height";
163 ret[1].type = C_STRING;
164 sprintf(buf, "%d", params->h);
165 ret[1].sval = dupstr(buf);
166 ret[1].ival = 0;
167
168 ret[2].name = "Rotating block size";
169 ret[2].type = C_STRING;
170 sprintf(buf, "%d", params->n);
171 ret[2].sval = dupstr(buf);
172 ret[2].ival = 0;
173
174 ret[3].name = "One number per row";
175 ret[3].type = C_BOOLEAN;
176 ret[3].sval = NULL;
177 ret[3].ival = params->rowsonly;
178
179 ret[4].name = "Orientation matters";
180 ret[4].type = C_BOOLEAN;
181 ret[4].sval = NULL;
182 ret[4].ival = params->orientable;
183
184 ret[5].name = "Number of shuffling moves";
185 ret[5].type = C_STRING;
186 sprintf(buf, "%d", params->movetarget);
187 ret[5].sval = dupstr(buf);
188 ret[5].ival = 0;
189
190 ret[6].name = NULL;
191 ret[6].type = C_END;
192 ret[6].sval = NULL;
193 ret[6].ival = 0;
194
195 return ret;
196}
197
198static game_params *custom_params(const config_item *cfg)
199{
200 game_params *ret = snew(game_params);
201
202 ret->w = atoi(cfg[0].sval);
203 ret->h = atoi(cfg[1].sval);
204 ret->n = atoi(cfg[2].sval);
205 ret->rowsonly = cfg[3].ival;
206 ret->orientable = cfg[4].ival;
207 ret->movetarget = atoi(cfg[5].sval);
208
209 return ret;
210}
211
212static char *validate_params(const game_params *params, int full)
213{
214 if (params->n < 2)
215 return "Rotating block size must be at least two";
216 if (params->w < params->n)
217 return "Width must be at least the rotating block size";
218 if (params->h < params->n)
219 return "Height must be at least the rotating block size";
220 return NULL;
221}
222
223/*
224 * This function actually performs a rotation on a grid. The `x'
225 * and `y' coordinates passed in are the coordinates of the _top
226 * left corner_ of the rotated region. (Using the centre would have
227 * involved half-integers and been annoyingly fiddly. Clicking in
228 * the centre is good for a user interface, but too inconvenient to
229 * use internally.)
230 */
231static void do_rotate(int *grid, int w, int h, int n, int orientable,
232 int x, int y, int dir)
233{
234 int i, j;
235
236 assert(x >= 0 && x+n <= w);
237 assert(y >= 0 && y+n <= h);
238 dir &= 3;
239 if (dir == 0)
240 return; /* nothing to do */
241
242 grid += y*w+x; /* translate region to top corner */
243
244 /*
245 * If we were leaving the result of the rotation in a separate
246 * grid, the simple thing to do would be to loop over each
247 * square within the rotated region and assign it from its
248 * source square. However, to do it in place without taking
249 * O(n^2) memory, we need to be marginally more clever. What
250 * I'm going to do is loop over about one _quarter_ of the
251 * rotated region and permute each element within that quarter
252 * with its rotational coset.
253 *
254 * The size of the region I need to loop over is (n+1)/2 by
255 * n/2, which is an obvious exact quarter for even n and is a
256 * rectangle for odd n. (For odd n, this technique leaves out
257 * one element of the square, which is of course the central
258 * one that never moves anyway.)
259 */
260 for (i = 0; i < (n+1)/2; i++) {
261 for (j = 0; j < n/2; j++) {
262 int k;
263 int g[4];
264 int p[4];
265
266 p[0] = j*w+i;
267 p[1] = i*w+(n-j-1);
268 p[2] = (n-j-1)*w+(n-i-1);
269 p[3] = (n-i-1)*w+j;
270
271 for (k = 0; k < 4; k++)
272 g[k] = grid[p[k]];
273
274 for (k = 0; k < 4; k++) {
275 int v = g[(k+dir) & 3];
276 if (orientable)
277 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
278 grid[p[k]] = v;
279 }
280 }
281 }
282
283 /*
284 * Don't forget the orientation on the centre square, if n is
285 * odd.
286 */
287 if (orientable && (n & 1)) {
288 int v = grid[n/2*(w+1)];
289 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
290 grid[n/2*(w+1)] = v;
291 }
292}
293
294static int grid_complete(int *grid, int wh, int orientable)
295{
296 int ok = TRUE;
297 int i;
298 for (i = 1; i < wh; i++)
299 if (grid[i] < grid[i-1])
300 ok = FALSE;
301 if (orientable) {
302 for (i = 0; i < wh; i++)
303 if (grid[i] & 3)
304 ok = FALSE;
305 }
306 return ok;
307}
308
309static char *new_game_desc(const game_params *params, random_state *rs,
310 char **aux, int interactive)
311{
312 int *grid;
313 int w = params->w, h = params->h, n = params->n, wh = w*h;
314 int i;
315 char *ret;
316 int retlen;
317 int total_moves;
318
319 /*
320 * Set up a solved grid.
321 */
322 grid = snewn(wh, int);
323 for (i = 0; i < wh; i++)
324 grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
325
326 /*
327 * Shuffle it. This game is complex enough that I don't feel up
328 * to analysing its full symmetry properties (particularly at
329 * n=4 and above!), so I'm going to do it the pedestrian way
330 * and simply shuffle the grid by making a long sequence of
331 * randomly chosen moves.
332 */
333 total_moves = params->movetarget;
334 if (!total_moves)
335 /* Add a random move to avoid parity issues. */
336 total_moves = w*h*n*n*2 + random_upto(rs, 2);
337
338 do {
339 int *prevmoves;
340 int rw, rh; /* w/h of rotation centre space */
341
342 rw = w - n + 1;
343 rh = h - n + 1;
344 prevmoves = snewn(rw * rh, int);
345 for (i = 0; i < rw * rh; i++)
346 prevmoves[i] = 0;
347
348 for (i = 0; i < total_moves; i++) {
349 int x, y, r, oldtotal, newtotal, dx, dy;
350
351 do {
352 x = random_upto(rs, w - n + 1);
353 y = random_upto(rs, h - n + 1);
354 r = 2 * random_upto(rs, 2) - 1;
355
356 /*
357 * See if any previous rotations has happened at
358 * this point which nothing has overlapped since.
359 * If so, ensure we haven't either undone a
360 * previous move or repeated one so many times that
361 * it turns into fewer moves in the inverse
362 * direction (i.e. three identical rotations).
363 */
364 oldtotal = prevmoves[y*rw+x];
365 newtotal = oldtotal + r;
366
367 /*
368 * Special case here for w==h==n, in which case
369 * there is actually no way to _avoid_ all moves
370 * repeating or undoing previous ones.
371 */
372 } while ((w != n || h != n) &&
373 (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2));
374
375 do_rotate(grid, w, h, n, params->orientable, x, y, r);
376
377 /*
378 * Log the rotation we've just performed at this point,
379 * for inversion detection in the next move.
380 *
381 * Also zero a section of the prevmoves array, because
382 * any rotation area which _overlaps_ this one is now
383 * entirely safe to perform further moves in.
384 *
385 * Two rotation areas overlap if their top left
386 * coordinates differ by strictly less than n in both
387 * directions
388 */
389 prevmoves[y*rw+x] += r;
390 for (dy = -n+1; dy <= n-1; dy++) {
391 if (y + dy < 0 || y + dy >= rh)
392 continue;
393 for (dx = -n+1; dx <= n-1; dx++) {
394 if (x + dx < 0 || x + dx >= rw)
395 continue;
396 if (dx == 0 && dy == 0)
397 continue;
398 prevmoves[(y+dy)*rw+(x+dx)] = 0;
399 }
400 }
401 }
402
403 sfree(prevmoves);
404
405 } while (grid_complete(grid, wh, params->orientable));
406
407 /*
408 * Now construct the game description, by describing the grid
409 * as a simple sequence of integers. They're comma-separated,
410 * unless the puzzle is orientable in which case they're
411 * separated by orientation letters `u', `d', `l' and `r'.
412 */
413 ret = NULL;
414 retlen = 0;
415 for (i = 0; i < wh; i++) {
416 char buf[80];
417 int k;
418
419 k = sprintf(buf, "%d%c", grid[i] / 4,
420 (char)(params->orientable ? "uldr"[grid[i] & 3] : ','));
421
422 ret = sresize(ret, retlen + k + 1, char);
423 strcpy(ret + retlen, buf);
424 retlen += k;
425 }
426 if (!params->orientable)
427 ret[retlen-1] = '\0'; /* delete last comma */
428
429 sfree(grid);
430 return ret;
431}
432
433static char *validate_desc(const game_params *params, const char *desc)
434{
435 const char *p;
436 int w = params->w, h = params->h, wh = w*h;
437 int i;
438
439 p = desc;
440
441 for (i = 0; i < wh; i++) {
442 if (*p < '0' || *p > '9')
443 return "Not enough numbers in string";
444 while (*p >= '0' && *p <= '9')
445 p++;
446 if (!params->orientable && i < wh-1) {
447 if (*p != ',')
448 return "Expected comma after number";
449 } else if (params->orientable && i < wh) {
450 if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd')
451 return "Expected orientation letter after number";
452 } else if (i == wh-1 && *p) {
453 return "Excess junk at end of string";
454 }
455
456 if (*p) p++; /* eat comma */
457 }
458
459 return NULL;
460}
461
462static game_state *new_game(midend *me, const game_params *params,
463 const char *desc)
464{
465 game_state *state = snew(game_state);
466 int w = params->w, h = params->h, n = params->n, wh = w*h;
467 int i;
468 const char *p;
469
470 state->w = w;
471 state->h = h;
472 state->n = n;
473 state->orientable = params->orientable;
474 state->completed = 0;
475 state->used_solve = FALSE;
476 state->movecount = 0;
477 state->movetarget = params->movetarget;
478 state->lastx = state->lasty = state->lastr = -1;
479
480 state->grid = snewn(wh, int);
481
482 p = desc;
483
484 for (i = 0; i < wh; i++) {
485 state->grid[i] = 4 * atoi(p);
486 while (*p >= '0' && *p <= '9')
487 p++;
488 if (*p) {
489 if (params->orientable) {
490 switch (*p) {
491 case 'l': state->grid[i] |= 1; break;
492 case 'd': state->grid[i] |= 2; break;
493 case 'r': state->grid[i] |= 3; break;
494 }
495 }
496 p++;
497 }
498 }
499
500 return state;
501}
502
503static game_state *dup_game(const game_state *state)
504{
505 game_state *ret = snew(game_state);
506
507 ret->w = state->w;
508 ret->h = state->h;
509 ret->n = state->n;
510 ret->orientable = state->orientable;
511 ret->completed = state->completed;
512 ret->movecount = state->movecount;
513 ret->movetarget = state->movetarget;
514 ret->lastx = state->lastx;
515 ret->lasty = state->lasty;
516 ret->lastr = state->lastr;
517 ret->used_solve = state->used_solve;
518
519 ret->grid = snewn(ret->w * ret->h, int);
520 memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
521
522 return ret;
523}
524
525static void free_game(game_state *state)
526{
527 sfree(state->grid);
528 sfree(state);
529}
530
531static int compare_int(const void *av, const void *bv)
532{
533 const int *a = (const int *)av;
534 const int *b = (const int *)bv;
535 if (*a < *b)
536 return -1;
537 else if (*a > *b)
538 return +1;
539 else
540 return 0;
541}
542
543static char *solve_game(const game_state *state, const game_state *currstate,
544 const char *aux, char **error)
545{
546 return dupstr("S");
547}
548
549static int game_can_format_as_text_now(const game_params *params)
550{
551 return TRUE;
552}
553
554static char *game_text_format(const game_state *state)
555{
556 char *ret, *p, buf[80];
557 int i, x, y, col, o, maxlen;
558
559 /*
560 * First work out how many characters we need to display each
561 * number. We're pretty flexible on grid contents here, so we
562 * have to scan the entire grid.
563 */
564 col = 0;
565 for (i = 0; i < state->w * state->h; i++) {
566 x = sprintf(buf, "%d", state->grid[i] / 4);
567 if (col < x) col = x;
568 }
569 o = (state->orientable ? 1 : 0);
570
571 /*
572 * Now we know the exact total size of the grid we're going to
573 * produce: it's got h rows, each containing w lots of col+o,
574 * w-1 spaces and a trailing newline.
575 */
576 maxlen = state->h * state->w * (col+o+1);
577
578 ret = snewn(maxlen+1, char);
579 p = ret;
580
581 for (y = 0; y < state->h; y++) {
582 for (x = 0; x < state->w; x++) {
583 int v = state->grid[state->w*y+x];
584 sprintf(buf, "%*d", col, v/4);
585 memcpy(p, buf, col);
586 p += col;
587 if (o)
588 *p++ = "^<v>"[v & 3];
589 if (x+1 == state->w)
590 *p++ = '\n';
591 else
592 *p++ = ' ';
593 }
594 }
595
596 assert(p - ret == maxlen);
597 *p = '\0';
598 return ret;
599}
600
601struct game_ui {
602 int cur_x, cur_y;
603 int cur_visible;
604};
605
606static game_ui *new_ui(const game_state *state)
607{
608 game_ui *ui = snew(game_ui);
609
610 ui->cur_x = 0;
611 ui->cur_y = 0;
612 ui->cur_visible = FALSE;
613
614 return ui;
615}
616
617static void free_ui(game_ui *ui)
618{
619 sfree(ui);
620}
621
622static char *encode_ui(const game_ui *ui)
623{
624 return NULL;
625}
626
627static void decode_ui(game_ui *ui, const char *encoding)
628{
629}
630
631static void game_changed_state(game_ui *ui, const game_state *oldstate,
632 const game_state *newstate)
633{
634}
635
636struct game_drawstate {
637 int started;
638 int w, h, bgcolour;
639 int *grid;
640 int tilesize;
641 int cur_x, cur_y;
642};
643
644static char *interpret_move(const game_state *state, game_ui *ui,
645 const game_drawstate *ds,
646 int x, int y, int button)
647{
648 int w = state->w, h = state->h, n = state->n /* , wh = w*h */;
649 char buf[80];
650 int dir;
651
652 button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
653
654 if (IS_CURSOR_MOVE(button)) {
655 if (button == CURSOR_LEFT && ui->cur_x > 0)
656 ui->cur_x--;
657 if (button == CURSOR_RIGHT && (ui->cur_x+n) < (w))
658 ui->cur_x++;
659 if (button == CURSOR_UP && ui->cur_y > 0)
660 ui->cur_y--;
661 if (button == CURSOR_DOWN && (ui->cur_y+n) < (h))
662 ui->cur_y++;
663 ui->cur_visible = 1;
664 return "";
665 }
666
667 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
668 /*
669 * Determine the coordinates of the click. We offset by n-1
670 * half-blocks so that the user must click at the centre of
671 * a rotation region rather than at the corner.
672 */
673 x -= (n-1) * TILE_SIZE / 2;
674 y -= (n-1) * TILE_SIZE / 2;
675 x = FROMCOORD(x);
676 y = FROMCOORD(y);
677 dir = (button == LEFT_BUTTON ? 1 : -1);
678 if (x < 0 || x > w-n || y < 0 || y > h-n)
679 return NULL;
680 ui->cur_visible = 0;
681 } else if (IS_CURSOR_SELECT(button)) {
682 if (ui->cur_visible) {
683 x = ui->cur_x;
684 y = ui->cur_y;
685 dir = (button == CURSOR_SELECT2) ? -1 : +1;
686 } else {
687 ui->cur_visible = 1;
688 return "";
689 }
690 } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
691 x = y = 0;
692 dir = (button == 'A' ? -1 : +1);
693 } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') {
694 x = w-n;
695 y = 0;
696 dir = (button == 'B' ? -1 : +1);
697 } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') {
698 x = 0;
699 y = h-n;
700 dir = (button == 'C' ? -1 : +1);
701 } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') {
702 x = w-n;
703 y = h-n;
704 dir = (button == 'D' ? -1 : +1);
705 } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) {
706 x = (w-n) / 2;
707 y = 0;
708 dir = +1;
709 } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) {
710 x = (w-n) / 2;
711 y = h-n;
712 dir = +1;
713 } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) {
714 x = 0;
715 y = (h-n) / 2;
716 dir = +1;
717 } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) {
718 x = w-n;
719 y = (h-n) / 2;
720 dir = +1;
721 } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){
722 x = (w-n) / 2;
723 y = (h-n) / 2;
724 dir = +1;
725 } else {
726 return NULL; /* no move to be made */
727 }
728
729 /*
730 * If we reach here, we have a valid move.
731 */
732 sprintf(buf, "M%d,%d,%d", x, y, dir);
733 return dupstr(buf);
734}
735
736static game_state *execute_move(const game_state *from, const char *move)
737{
738 game_state *ret;
739 int w = from->w, h = from->h, n = from->n, wh = w*h;
740 int x, y, dir;
741
742 if (!strcmp(move, "S")) {
743 int i;
744 ret = dup_game(from);
745
746 /*
747 * Simply replace the grid with a solved one. For this game,
748 * this isn't a useful operation for actually telling the user
749 * what they should have done, but it is useful for
750 * conveniently being able to get hold of a clean state from
751 * which to practise manoeuvres.
752 */
753 qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
754 for (i = 0; i < ret->w*ret->h; i++)
755 ret->grid[i] &= ~3;
756 ret->used_solve = TRUE;
757 ret->completed = ret->movecount = 1;
758
759 return ret;
760 }
761
762 if (move[0] != 'M' ||
763 sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 ||
764 x < 0 || y < 0 || x > from->w - n || y > from->h - n)
765 return NULL; /* can't parse this move string */
766
767 ret = dup_game(from);
768 ret->movecount++;
769 do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
770 ret->lastx = x;
771 ret->lasty = y;
772 ret->lastr = dir;
773
774 /*
775 * See if the game has been completed. To do this we simply
776 * test that the grid contents are in increasing order.
777 */
778 if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
779 ret->completed = ret->movecount;
780 return ret;
781}
782
783/* ----------------------------------------------------------------------
784 * Drawing routines.
785 */
786
787static void game_compute_size(const game_params *params, int tilesize,
788 int *x, int *y)
789{
790 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
791 struct { int tilesize; } ads, *ds = &ads;
792 ads.tilesize = tilesize;
793
794 *x = TILE_SIZE * params->w + 2 * BORDER;
795 *y = TILE_SIZE * params->h + 2 * BORDER;
796}
797
798static void game_set_size(drawing *dr, game_drawstate *ds,
799 const game_params *params, int tilesize)
800{
801 ds->tilesize = tilesize;
802}
803
804static float *game_colours(frontend *fe, int *ncolours)
805{
806 float *ret = snewn(3 * NCOLOURS, float);
807 int i;
808
809 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
810
811 /* cursor is light-background with a red tinge. */
812 ret[COL_HIGHCURSOR * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.0F;
813 ret[COL_HIGHCURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.5F;
814 ret[COL_HIGHCURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.5F;
815
816 for (i = 0; i < 3; i++) {
817 ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
818 ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
819 ret[COL_TEXT * 3 + i] = 0.0;
820 ret[COL_LOWCURSOR * 3 + i] = ret[COL_HIGHCURSOR * 3 + i] * 0.6F;
821 }
822
823 *ncolours = NCOLOURS;
824 return ret;
825}
826
827static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
828{
829 struct game_drawstate *ds = snew(struct game_drawstate);
830 int i;
831
832 ds->started = FALSE;
833 ds->w = state->w;
834 ds->h = state->h;
835 ds->bgcolour = COL_BACKGROUND;
836 ds->grid = snewn(ds->w*ds->h, int);
837 ds->tilesize = 0; /* haven't decided yet */
838 for (i = 0; i < ds->w*ds->h; i++)
839 ds->grid[i] = -1;
840 ds->cur_x = ds->cur_y = -state->n;
841
842 return ds;
843}
844
845static void game_free_drawstate(drawing *dr, game_drawstate *ds)
846{
847 sfree(ds->grid);
848 sfree(ds);
849}
850
851struct rotation {
852 int cx, cy, cw, ch; /* clip region */
853 int ox, oy; /* rotation origin */
854 float c, s; /* cos and sin of rotation angle */
855 int lc, rc, tc, bc; /* colours of tile edges */
856};
857
858static void rotate(int *xy, struct rotation *rot)
859{
860 if (rot) {
861 float xf = (float)xy[0] - rot->ox, yf = (float)xy[1] - rot->oy;
862 float xf2, yf2;
863
864 xf2 = rot->c * xf + rot->s * yf;
865 yf2 = - rot->s * xf + rot->c * yf;
866
867 xy[0] = (int)(xf2 + rot->ox + 0.5); /* round to nearest */
868 xy[1] = (int)(yf2 + rot->oy + 0.5); /* round to nearest */
869 }
870}
871
872#define CUR_TOP 1
873#define CUR_RIGHT 2
874#define CUR_BOTTOM 4
875#define CUR_LEFT 8
876
877static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
878 int x, int y, int tile, int flash_colour,
879 struct rotation *rot, unsigned cedges)
880{
881 int coords[8];
882 char str[40];
883
884 /*
885 * If we've been passed a rotation region but we're drawing a
886 * tile which is outside it, we must draw it normally. This can
887 * occur if we're cleaning up after a completion flash while a
888 * new move is also being made.
889 */
890 if (rot && (x < rot->cx || y < rot->cy ||
891 x >= rot->cx+rot->cw || y >= rot->cy+rot->ch))
892 rot = NULL;
893
894 if (rot)
895 clip(dr, rot->cx, rot->cy, rot->cw, rot->ch);
896
897 /*
898 * We must draw each side of the tile's highlight separately,
899 * because in some cases (during rotation) they will all need
900 * to be different colours.
901 */
902
903 /* The centre point is common to all sides. */
904 coords[4] = x + TILE_SIZE / 2;
905 coords[5] = y + TILE_SIZE / 2;
906 rotate(coords+4, rot);
907
908 /* Right side. */
909 coords[0] = x + TILE_SIZE - 1;
910 coords[1] = y + TILE_SIZE - 1;
911 rotate(coords+0, rot);
912 coords[2] = x + TILE_SIZE - 1;
913 coords[3] = y;
914 rotate(coords+2, rot);
915 draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
916 rot ? rot->rc : (cedges & CUR_RIGHT) ? COL_LOWCURSOR : COL_LOWLIGHT);
917
918 /* Bottom side. */
919 coords[2] = x;
920 coords[3] = y + TILE_SIZE - 1;
921 rotate(coords+2, rot);
922 draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
923 rot ? rot->bc : (cedges & CUR_BOTTOM) ? COL_LOWCURSOR : COL_LOWLIGHT);
924
925 /* Left side. */
926 coords[0] = x;
927 coords[1] = y;
928 rotate(coords+0, rot);
929 draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
930 rot ? rot->lc : (cedges & CUR_LEFT) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
931
932 /* Top side. */
933 coords[2] = x + TILE_SIZE - 1;
934 coords[3] = y;
935 rotate(coords+2, rot);
936 draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
937 rot ? rot->tc : (cedges & CUR_TOP) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
938
939 /*
940 * Now the main blank area in the centre of the tile.
941 */
942 if (rot) {
943 coords[0] = x + HIGHLIGHT_WIDTH;
944 coords[1] = y + HIGHLIGHT_WIDTH;
945 rotate(coords+0, rot);
946 coords[2] = x + HIGHLIGHT_WIDTH;
947 coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
948 rotate(coords+2, rot);
949 coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
950 coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
951 rotate(coords+4, rot);
952 coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
953 coords[7] = y + HIGHLIGHT_WIDTH;
954 rotate(coords+6, rot);
955 draw_polygon(dr, coords, 4, flash_colour, flash_colour);
956 } else {
957 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
958 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
959 flash_colour);
960 }
961
962 /*
963 * Next, the triangles for orientation.
964 */
965 if (state->orientable) {
966 int xdx, xdy, ydx, ydy;
967 int cx, cy, displ, displ2;
968 switch (tile & 3) {
969 case 0:
970 xdx = 1, xdy = 0;
971 ydx = 0, ydy = 1;
972 break;
973 case 1:
974 xdx = 0, xdy = -1;
975 ydx = 1, ydy = 0;
976 break;
977 case 2:
978 xdx = -1, xdy = 0;
979 ydx = 0, ydy = -1;
980 break;
981 default /* case 3 */:
982 xdx = 0, xdy = 1;
983 ydx = -1, ydy = 0;
984 break;
985 }
986
987 cx = x + TILE_SIZE / 2;
988 cy = y + TILE_SIZE / 2;
989 displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
990 displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
991
992 coords[0] = cx - displ * xdx + displ2 * ydx;
993 coords[1] = cy - displ * xdy + displ2 * ydy;
994 rotate(coords+0, rot);
995 coords[2] = cx + displ * xdx + displ2 * ydx;
996 coords[3] = cy + displ * xdy + displ2 * ydy;
997 rotate(coords+2, rot);
998 coords[4] = cx - displ * ydx;
999 coords[5] = cy - displ * ydy;
1000 rotate(coords+4, rot);
1001 draw_polygon(dr, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE);
1002 }
1003
1004 coords[0] = x + TILE_SIZE/2;
1005 coords[1] = y + TILE_SIZE/2;
1006 rotate(coords+0, rot);
1007 sprintf(str, "%d", tile / 4);
1008 draw_text(dr, coords[0], coords[1],
1009 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
1010 COL_TEXT, str);
1011
1012 if (rot)
1013 unclip(dr);
1014
1015 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
1016}
1017
1018static int highlight_colour(float angle)
1019{
1020 int colours[32] = {
1021 COL_LOWLIGHT,
1022 COL_LOWLIGHT_GENTLE,
1023 COL_LOWLIGHT_GENTLE,
1024 COL_LOWLIGHT_GENTLE,
1025 COL_HIGHLIGHT_GENTLE,
1026 COL_HIGHLIGHT_GENTLE,
1027 COL_HIGHLIGHT_GENTLE,
1028 COL_HIGHLIGHT,
1029 COL_HIGHLIGHT,
1030 COL_HIGHLIGHT,
1031 COL_HIGHLIGHT,
1032 COL_HIGHLIGHT,
1033 COL_HIGHLIGHT,
1034 COL_HIGHLIGHT,
1035 COL_HIGHLIGHT,
1036 COL_HIGHLIGHT,
1037 COL_HIGHLIGHT,
1038 COL_HIGHLIGHT_GENTLE,
1039 COL_HIGHLIGHT_GENTLE,
1040 COL_HIGHLIGHT_GENTLE,
1041 COL_LOWLIGHT_GENTLE,
1042 COL_LOWLIGHT_GENTLE,
1043 COL_LOWLIGHT_GENTLE,
1044 COL_LOWLIGHT,
1045 COL_LOWLIGHT,
1046 COL_LOWLIGHT,
1047 COL_LOWLIGHT,
1048 COL_LOWLIGHT,
1049 COL_LOWLIGHT,
1050 COL_LOWLIGHT,
1051 COL_LOWLIGHT,
1052 COL_LOWLIGHT,
1053 };
1054
1055 return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
1056}
1057
1058static float game_anim_length_real(const game_state *oldstate,
1059 const game_state *newstate, int dir,
1060 const game_ui *ui)
1061{
1062 /*
1063 * Our game_anim_length doesn't need to modify its game_ui, so
1064 * this is the real function which declares ui as const. We must
1065 * wrap this for the backend structure with a version that has ui
1066 * non-const, but we still need this version to call from within
1067 * game_redraw which only has a const ui available.
1068 */
1069 return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1));
1070}
1071
1072static float game_anim_length(const game_state *oldstate,
1073 const game_state *newstate, int dir, game_ui *ui)
1074{
1075 return game_anim_length_real(oldstate, newstate, dir, ui);
1076
1077}
1078
1079static float game_flash_length(const game_state *oldstate,
1080 const game_state *newstate, int dir, game_ui *ui)
1081{
1082 if (!oldstate->completed && newstate->completed &&
1083 !oldstate->used_solve && !newstate->used_solve)
1084 return 2 * FLASH_FRAME;
1085 else
1086 return 0.0F;
1087}
1088
1089static int game_status(const game_state *state)
1090{
1091 return state->completed ? +1 : 0;
1092}
1093
1094static void game_redraw(drawing *dr, game_drawstate *ds,
1095 const game_state *oldstate, const game_state *state,
1096 int dir, const game_ui *ui,
1097 float animtime, float flashtime)
1098{
1099 int i, bgcolour;
1100 struct rotation srot, *rot;
1101 int lastx = -1, lasty = -1, lastr = -1;
1102 int cx, cy, cmoved = 0, n = state->n;
1103
1104 cx = ui->cur_visible ? ui->cur_x : -state->n;
1105 cy = ui->cur_visible ? ui->cur_y : -state->n;
1106 if (cx != ds->cur_x || cy != ds->cur_y)
1107 cmoved = 1;
1108
1109 if (flashtime > 0) {
1110 int frame = (int)(flashtime / FLASH_FRAME);
1111 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1112 } else
1113 bgcolour = COL_BACKGROUND;
1114
1115 if (!ds->started) {
1116 int coords[10];
1117
1118 draw_rect(dr, 0, 0,
1119 TILE_SIZE * state->w + 2 * BORDER,
1120 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
1121 draw_update(dr, 0, 0,
1122 TILE_SIZE * state->w + 2 * BORDER,
1123 TILE_SIZE * state->h + 2 * BORDER);
1124
1125 /*
1126 * Recessed area containing the whole puzzle.
1127 */
1128 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
1129 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
1130 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
1131 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
1132 coords[4] = coords[2] - TILE_SIZE;
1133 coords[5] = coords[3] + TILE_SIZE;
1134 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
1135 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
1136 coords[6] = coords[8] + TILE_SIZE;
1137 coords[7] = coords[9] - TILE_SIZE;
1138 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
1139
1140 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
1141 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
1142 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
1143
1144 ds->started = TRUE;
1145 }
1146
1147 /*
1148 * If we're drawing any rotated tiles, sort out the rotation
1149 * parameters, and also zap the rotation region to the
1150 * background colour before doing anything else.
1151 */
1152 if (oldstate) {
1153 float angle;
1154 float anim_max = game_anim_length_real(oldstate, state, dir, ui);
1155
1156 if (dir > 0) {
1157 lastx = state->lastx;
1158 lasty = state->lasty;
1159 lastr = state->lastr;
1160 } else {
1161 lastx = oldstate->lastx;
1162 lasty = oldstate->lasty;
1163 lastr = -oldstate->lastr;
1164 }
1165
1166 rot = &srot;
1167 rot->cx = COORD(lastx);
1168 rot->cy = COORD(lasty);
1169 rot->cw = rot->ch = TILE_SIZE * state->n;
1170 rot->ox = rot->cx + rot->cw/2;
1171 rot->oy = rot->cy + rot->ch/2;
1172 angle = (float)((-PI/2 * lastr) * (1.0 - animtime / anim_max));
1173 rot->c = (float)cos(angle);
1174 rot->s = (float)sin(angle);
1175
1176 /*
1177 * Sort out the colours of the various sides of the tile.
1178 */
1179 rot->lc = highlight_colour((float)PI + angle);
1180 rot->rc = highlight_colour(angle);
1181 rot->tc = highlight_colour((float)(PI/2.0) + angle);
1182 rot->bc = highlight_colour((float)(-PI/2.0) + angle);
1183
1184 draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
1185 } else
1186 rot = NULL;
1187
1188 /*
1189 * Now draw each tile.
1190 */
1191 for (i = 0; i < state->w * state->h; i++) {
1192 int t, cc = 0;
1193 int tx = i % state->w, ty = i / state->w;
1194
1195 /*
1196 * Figure out what should be displayed at this location.
1197 * Usually it will be state->grid[i], unless we're in the
1198 * middle of animating an actual rotation and this cell is
1199 * within the rotation region, in which case we set -1
1200 * (always display).
1201 */
1202 if (oldstate && lastx >= 0 && lasty >= 0 &&
1203 tx >= lastx && tx < lastx + state->n &&
1204 ty >= lasty && ty < lasty + state->n)
1205 t = -1;
1206 else
1207 t = state->grid[i];
1208
1209 if (cmoved) {
1210 /* cursor has moved (or changed visibility)... */
1211 if (tx == cx || tx == cx+n-1 || ty == cy || ty == cy+n-1)
1212 cc = 1; /* ...we're on new cursor, redraw */
1213 if (tx == ds->cur_x || tx == ds->cur_x+n-1 ||
1214 ty == ds->cur_y || ty == ds->cur_y+n-1)
1215 cc = 1; /* ...we were on old cursor, redraw */
1216 }
1217
1218 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
1219 ds->grid[i] != t || ds->grid[i] == -1 || t == -1 || cc) {
1220 int x = COORD(tx), y = COORD(ty);
1221 unsigned cedges = 0;
1222
1223 if (tx == cx && ty >= cy && ty <= cy+n-1) cedges |= CUR_LEFT;
1224 if (ty == cy && tx >= cx && tx <= cx+n-1) cedges |= CUR_TOP;
1225 if (tx == cx+n-1 && ty >= cy && ty <= cy+n-1) cedges |= CUR_RIGHT;
1226 if (ty == cy+n-1 && tx >= cx && tx <= cx+n-1) cedges |= CUR_BOTTOM;
1227
1228 draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot, cedges);
1229 ds->grid[i] = t;
1230 }
1231 }
1232 ds->bgcolour = bgcolour;
1233 ds->cur_x = cx; ds->cur_y = cy;
1234
1235 /*
1236 * Update the status bar.
1237 */
1238 {
1239 char statusbuf[256];
1240
1241 /*
1242 * Don't show the new status until we're also showing the
1243 * new _state_ - after the game animation is complete.
1244 */
1245 if (oldstate)
1246 state = oldstate;
1247
1248 if (state->used_solve)
1249 sprintf(statusbuf, "Moves since auto-solve: %d",
1250 state->movecount - state->completed);
1251 else {
1252 sprintf(statusbuf, "%sMoves: %d",
1253 (state->completed ? "COMPLETED! " : ""),
1254 (state->completed ? state->completed : state->movecount));
1255 if (state->movetarget)
1256 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
1257 state->movetarget);
1258 }
1259
1260 status_bar(dr, statusbuf);
1261 }
1262}
1263
1264static int game_timing_state(const game_state *state, game_ui *ui)
1265{
1266 return TRUE;
1267}
1268
1269static void game_print_size(const game_params *params, float *x, float *y)
1270{
1271}
1272
1273static void game_print(drawing *dr, const game_state *state, int tilesize)
1274{
1275}
1276
1277#ifdef COMBINED
1278#define thegame twiddle
1279#endif
1280
1281const struct game thegame = {
1282 "Twiddle", "games.twiddle", "twiddle",
1283 default_params,
1284 game_fetch_preset, NULL,
1285 decode_params,
1286 encode_params,
1287 free_params,
1288 dup_params,
1289 TRUE, game_configure, custom_params,
1290 validate_params,
1291 new_game_desc,
1292 validate_desc,
1293 new_game,
1294 dup_game,
1295 free_game,
1296 TRUE, solve_game,
1297 TRUE, game_can_format_as_text_now, game_text_format,
1298 new_ui,
1299 free_ui,
1300 encode_ui,
1301 decode_ui,
1302 game_changed_state,
1303 interpret_move,
1304 execute_move,
1305 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1306 game_colours,
1307 game_new_drawstate,
1308 game_free_drawstate,
1309 game_redraw,
1310 game_anim_length,
1311 game_flash_length,
1312 game_status,
1313 FALSE, FALSE, game_print_size, game_print,
1314 TRUE, /* wants_statusbar */
1315 FALSE, game_timing_state,
1316 0, /* flags */
1317};
1318
1319/* vim: set shiftwidth=4 tabstop=8: */