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Diffstat (limited to 'apps/plugins/puzzles/twiddle.c')
-rw-r--r-- | apps/plugins/puzzles/twiddle.c | 1319 |
1 files changed, 1319 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/twiddle.c b/apps/plugins/puzzles/twiddle.c new file mode 100644 index 0000000000..2a2ab668ca --- /dev/null +++ b/apps/plugins/puzzles/twiddle.c | |||
@@ -0,0 +1,1319 @@ | |||
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 "rbassert.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 | |||
27 | enum { | ||
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 | |||
38 | struct game_params { | ||
39 | int w, h, n; | ||
40 | int rowsonly; | ||
41 | int orientable; | ||
42 | int movetarget; | ||
43 | }; | ||
44 | |||
45 | struct 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 | |||
55 | static 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 | |||
68 | static void free_params(game_params *params) | ||
69 | { | ||
70 | sfree(params); | ||
71 | } | ||
72 | |||
73 | static 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 | |||
80 | static 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 | |||
105 | static 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 | |||
136 | static 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 | |||
149 | static 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 | |||
198 | static 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 | |||
212 | static 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 | */ | ||
231 | static 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 | |||
294 | static 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 | |||
309 | static 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 | |||
433 | static 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 | |||
462 | static 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 | |||
503 | static 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 | |||
525 | static void free_game(game_state *state) | ||
526 | { | ||
527 | sfree(state->grid); | ||
528 | sfree(state); | ||
529 | } | ||
530 | |||
531 | static 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 | |||
543 | static char *solve_game(const game_state *state, const game_state *currstate, | ||
544 | const char *aux, char **error) | ||
545 | { | ||
546 | return dupstr("S"); | ||
547 | } | ||
548 | |||
549 | static int game_can_format_as_text_now(const game_params *params) | ||
550 | { | ||
551 | return TRUE; | ||
552 | } | ||
553 | |||
554 | static 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 | |||
601 | struct game_ui { | ||
602 | int cur_x, cur_y; | ||
603 | int cur_visible; | ||
604 | }; | ||
605 | |||
606 | static 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 | |||
617 | static void free_ui(game_ui *ui) | ||
618 | { | ||
619 | sfree(ui); | ||
620 | } | ||
621 | |||
622 | static char *encode_ui(const game_ui *ui) | ||
623 | { | ||
624 | return NULL; | ||
625 | } | ||
626 | |||
627 | static void decode_ui(game_ui *ui, const char *encoding) | ||
628 | { | ||
629 | } | ||
630 | |||
631 | static void game_changed_state(game_ui *ui, const game_state *oldstate, | ||
632 | const game_state *newstate) | ||
633 | { | ||
634 | } | ||
635 | |||
636 | struct game_drawstate { | ||
637 | int started; | ||
638 | int w, h, bgcolour; | ||
639 | int *grid; | ||
640 | int tilesize; | ||
641 | int cur_x, cur_y; | ||
642 | }; | ||
643 | |||
644 | static 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 | |||
736 | static 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 | |||
787 | static 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 | |||
798 | static void game_set_size(drawing *dr, game_drawstate *ds, | ||
799 | const game_params *params, int tilesize) | ||
800 | { | ||
801 | ds->tilesize = tilesize; | ||
802 | } | ||
803 | |||
804 | static 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 | |||
827 | static 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 | |||
845 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) | ||
846 | { | ||
847 | sfree(ds->grid); | ||
848 | sfree(ds); | ||
849 | } | ||
850 | |||
851 | struct 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 | |||
858 | static 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 | |||
877 | static 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 | |||
1018 | static 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 | |||
1058 | static 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 | |||
1072 | static 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 | |||
1079 | static 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 | |||
1089 | static int game_status(const game_state *state) | ||
1090 | { | ||
1091 | return state->completed ? +1 : 0; | ||
1092 | } | ||
1093 | |||
1094 | static 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 | |||
1264 | static int game_timing_state(const game_state *state, game_ui *ui) | ||
1265 | { | ||
1266 | return TRUE; | ||
1267 | } | ||
1268 | |||
1269 | static void game_print_size(const game_params *params, float *x, float *y) | ||
1270 | { | ||
1271 | } | ||
1272 | |||
1273 | static void game_print(drawing *dr, const game_state *state, int tilesize) | ||
1274 | { | ||
1275 | } | ||
1276 | |||
1277 | #ifdef COMBINED | ||
1278 | #define thegame twiddle | ||
1279 | #endif | ||
1280 | |||
1281 | const struct game thegame = { | ||
1282 | "Twiddle", "games.twiddle", "twiddle", | ||
1283 | default_params, | ||
1284 | game_fetch_preset, | ||
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: */ | ||