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
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 )
24 #define ANIM_PER_RADIUS_UNIT 0.13F
25 #define FLASH_FRAME 0.13F
49 int just_used_solve; /* used to suppress undo animation */
50 int used_solve; /* used to suppress completion flash */
51 int movecount, movetarget;
52 int lastx, lasty, lastr; /* coordinates of last rotation */
55 static game_params *default_params(void)
57 game_params *ret = snew(game_params);
61 ret->rowsonly = ret->orientable = FALSE;
68 static void free_params(game_params *params)
73 static game_params *dup_params(game_params *params)
75 game_params *ret = snew(game_params);
76 *ret = *params; /* structure copy */
80 static int game_fetch_preset(int i, char **name, game_params **params)
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 radius 3", { 4, 4, 3, FALSE } },
92 { "5x5 radius 3", { 5, 5, 3, FALSE } },
93 { "6x6 radius 4", { 6, 6, 4, FALSE } },
96 if (i < 0 || i >= lenof(presets))
99 *name = dupstr(presets[i].title);
100 *params = dup_params(&presets[i].params);
105 static void decode_params(game_params *ret, char const *string)
107 ret->w = ret->h = atoi(string);
109 ret->rowsonly = ret->orientable = FALSE;
111 while (*string && isdigit((unsigned char)*string)) string++;
112 if (*string == 'x') {
114 ret->h = atoi(string);
115 while (*string && isdigit((unsigned char)*string)) string++;
117 if (*string == 'n') {
119 ret->n = atoi(string);
120 while (*string && isdigit((unsigned char)*string)) string++;
123 if (*string == 'r') {
124 ret->rowsonly = TRUE;
125 } else if (*string == 'o') {
126 ret->orientable = TRUE;
127 } else if (*string == 'm') {
129 ret->movetarget = atoi(string);
130 while (string[1] && isdigit((unsigned char)string[1])) string++;
136 static char *encode_params(game_params *params, int full)
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);
149 static config_item *game_configure(game_params *params)
154 ret = snewn(7, config_item);
156 ret[0].name = "Width";
157 ret[0].type = C_STRING;
158 sprintf(buf, "%d", params->w);
159 ret[0].sval = dupstr(buf);
162 ret[1].name = "Height";
163 ret[1].type = C_STRING;
164 sprintf(buf, "%d", params->h);
165 ret[1].sval = dupstr(buf);
168 ret[2].name = "Rotation radius";
169 ret[2].type = C_STRING;
170 sprintf(buf, "%d", params->n);
171 ret[2].sval = dupstr(buf);
174 ret[3].name = "One number per row";
175 ret[3].type = C_BOOLEAN;
177 ret[3].ival = params->rowsonly;
179 ret[4].name = "Orientation matters";
180 ret[4].type = C_BOOLEAN;
182 ret[4].ival = params->orientable;
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);
198 static game_params *custom_params(config_item *cfg)
200 game_params *ret = snew(game_params);
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);
212 static char *validate_params(game_params *params, int full)
215 return "Rotation radius must be at least two";
216 if (params->w < params->n)
217 return "Width must be at least the rotation radius";
218 if (params->h < params->n)
219 return "Height must be at least the rotation radius";
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
231 static void do_rotate(int *grid, int w, int h, int n, int orientable,
232 int x, int y, int dir)
236 assert(x >= 0 && x+n <= w);
237 assert(y >= 0 && y+n <= h);
240 return; /* nothing to do */
242 grid += y*w+x; /* translate region to top corner */
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.
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.)
260 for (i = 0; i < (n+1)/2; i++) {
261 for (j = 0; j < n/2; j++) {
268 p[2] = (n-j-1)*w+(n-i-1);
271 for (k = 0; k < 4; k++)
274 for (k = 0; k < 4; k++) {
275 int v = g[(k+dir) & 3];
277 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
284 * Don't forget the orientation on the centre square, if n is
287 if (orientable && (n & 1)) {
288 int v = grid[n/2*(w+1)];
289 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
294 static int grid_complete(int *grid, int wh, int orientable)
298 for (i = 1; i < wh; i++)
299 if (grid[i] < grid[i-1])
302 for (i = 0; i < wh; i++)
309 static char *new_game_desc(game_params *params, random_state *rs,
310 char **aux, int interactive)
313 int w = params->w, h = params->h, n = params->n, wh = w*h;
320 * Set up a solved grid.
322 grid = snewn(wh, int);
323 for (i = 0; i < wh; i++)
324 grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
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.
333 total_moves = params->movetarget;
335 /* Add a random move to avoid parity issues. */
336 total_moves = w*h*n*n*2 + random_upto(rs, 2);
340 int rw, rh; /* w/h of rotation centre space */
344 prevmoves = snewn(rw * rh, int);
345 for (i = 0; i < rw * rh; i++)
348 for (i = 0; i < total_moves; i++) {
349 int x, y, r, oldtotal, newtotal, dx, dy;
352 x = random_upto(rs, w - n + 1);
353 y = random_upto(rs, h - n + 1);
354 r = 2 * random_upto(rs, 2) - 1;
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).
364 oldtotal = prevmoves[y*rw+x];
365 newtotal = oldtotal + r;
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.
372 } while ((w != n || h != n) &&
373 (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2));
375 do_rotate(grid, w, h, n, params->orientable, x, y, r);
378 * Log the rotation we've just performed at this point,
379 * for inversion detection in the next move.
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.
385 * Two rotation areas overlap if their top left
386 * coordinates differ by strictly less than n in both
389 prevmoves[y*rw+x] += r;
390 for (dy = -n+1; dy <= n-1; dy++) {
391 if (y + dy < 0 || y + dy >= rh)
393 for (dx = -n+1; dx <= n-1; dx++) {
394 if (x + dx < 0 || x + dx >= rw)
396 if (dx == 0 && dy == 0)
398 prevmoves[(y+dy)*rw+(x+dx)] = 0;
405 } while (grid_complete(grid, wh, params->orientable));
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'.
415 for (i = 0; i < wh; i++) {
419 k = sprintf(buf, "%d%c", grid[i] / 4,
420 (char)(params->orientable ? "uldr"[grid[i] & 3] : ','));
422 ret = sresize(ret, retlen + k + 1, char);
423 strcpy(ret + retlen, buf);
426 if (!params->orientable)
427 ret[retlen-1] = '\0'; /* delete last comma */
433 static char *validate_desc(game_params *params, char *desc)
436 int w = params->w, h = params->h, wh = w*h;
442 for (i = 0; i < wh; i++) {
443 if (*p < '0' || *p > '9')
444 return "Not enough numbers in string";
445 while (*p >= '0' && *p <= '9')
447 if (!params->orientable && i < wh-1) {
449 return "Expected comma after number";
450 } else if (params->orientable && i < wh) {
451 if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd')
452 return "Expected orientation letter after number";
453 } else if (i == wh-1 && *p) {
454 return "Excess junk at end of string";
457 if (*p) p++; /* eat comma */
463 static game_state *new_game(midend_data *me, game_params *params, char *desc)
465 game_state *state = snew(game_state);
466 int w = params->w, h = params->h, n = params->n, wh = w*h;
473 state->orientable = params->orientable;
474 state->completed = 0;
475 state->used_solve = state->just_used_solve = FALSE;
476 state->movecount = 0;
477 state->movetarget = params->movetarget;
478 state->lastx = state->lasty = state->lastr = -1;
480 state->grid = snewn(wh, int);
484 for (i = 0; i < wh; i++) {
485 state->grid[i] = 4 * atoi(p);
486 while (*p >= '0' && *p <= '9')
489 if (params->orientable) {
491 case 'l': state->grid[i] |= 1; break;
492 case 'd': state->grid[i] |= 2; break;
493 case 'r': state->grid[i] |= 3; break;
503 static game_state *dup_game(game_state *state)
505 game_state *ret = snew(game_state);
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 ret->just_used_solve = state->just_used_solve;
520 ret->grid = snewn(ret->w * ret->h, int);
521 memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
526 static void free_game(game_state *state)
532 static int compare_int(const void *av, const void *bv)
534 const int *a = (const int *)av;
535 const int *b = (const int *)bv;
544 static char *solve_game(game_state *state, game_state *currstate,
545 char *aux, char **error)
550 static char *game_text_format(game_state *state)
552 char *ret, *p, buf[80];
553 int i, x, y, col, o, maxlen;
556 * First work out how many characters we need to display each
557 * number. We're pretty flexible on grid contents here, so we
558 * have to scan the entire grid.
561 for (i = 0; i < state->w * state->h; i++) {
562 x = sprintf(buf, "%d", state->grid[i] / 4);
563 if (col < x) col = x;
565 o = (state->orientable ? 1 : 0);
568 * Now we know the exact total size of the grid we're going to
569 * produce: it's got h rows, each containing w lots of col+o,
570 * w-1 spaces and a trailing newline.
572 maxlen = state->h * state->w * (col+o+1);
574 ret = snewn(maxlen+1, char);
577 for (y = 0; y < state->h; y++) {
578 for (x = 0; x < state->w; x++) {
579 int v = state->grid[state->w*y+x];
580 sprintf(buf, "%*d", col, v/4);
584 *p++ = "^<v>"[v & 3];
592 assert(p - ret == maxlen);
597 static game_ui *new_ui(game_state *state)
602 static void free_ui(game_ui *ui)
606 static char *encode_ui(game_ui *ui)
611 static void decode_ui(game_ui *ui, char *encoding)
615 static void game_changed_state(game_ui *ui, game_state *oldstate,
616 game_state *newstate)
620 struct game_drawstate {
627 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
628 int x, int y, int button)
630 int w = state->w, h = state->h, n = state->n /* , wh = w*h */;
634 button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
636 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
638 * Determine the coordinates of the click. We offset by n-1
639 * half-blocks so that the user must click at the centre of
640 * a rotation region rather than at the corner.
642 x -= (n-1) * TILE_SIZE / 2;
643 y -= (n-1) * TILE_SIZE / 2;
646 dir = (button == LEFT_BUTTON ? 1 : -1);
647 if (x < 0 || x > w-n || y < 0 || y > h-n)
649 } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
651 dir = (button == 'A' ? -1 : +1);
652 } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') {
655 dir = (button == 'B' ? -1 : +1);
656 } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') {
659 dir = (button == 'C' ? -1 : +1);
660 } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') {
663 dir = (button == 'D' ? -1 : +1);
664 } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) {
668 } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) {
672 } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) {
676 } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) {
680 } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){
685 return NULL; /* no move to be made */
689 * If we reach here, we have a valid move.
691 sprintf(buf, "M%d,%d,%d", x, y, dir);
695 static game_state *execute_move(game_state *from, char *move)
698 int w = from->w, h = from->h, n = from->n, wh = w*h;
701 if (!strcmp(move, "S")) {
703 ret = dup_game(from);
706 * Simply replace the grid with a solved one. For this game,
707 * this isn't a useful operation for actually telling the user
708 * what they should have done, but it is useful for
709 * conveniently being able to get hold of a clean state from
710 * which to practise manoeuvres.
712 qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
713 for (i = 0; i < ret->w*ret->h; i++)
715 ret->used_solve = ret->just_used_solve = TRUE;
716 ret->completed = ret->movecount = 1;
721 if (move[0] != 'M' ||
722 sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 ||
723 x < 0 || y < 0 || x > from->w - n || y > from->h - n)
724 return NULL; /* can't parse this move string */
726 ret = dup_game(from);
727 ret->just_used_solve = FALSE; /* zero this in a hurry */
729 do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
735 * See if the game has been completed. To do this we simply
736 * test that the grid contents are in increasing order.
738 if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
739 ret->completed = ret->movecount;
743 /* ----------------------------------------------------------------------
747 static void game_compute_size(game_params *params, int tilesize,
750 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
751 struct { int tilesize; } ads, *ds = &ads;
752 ads.tilesize = tilesize;
754 *x = TILE_SIZE * params->w + 2 * BORDER;
755 *y = TILE_SIZE * params->h + 2 * BORDER;
758 static void game_set_size(game_drawstate *ds, game_params *params,
761 ds->tilesize = tilesize;
764 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
766 float *ret = snewn(3 * NCOLOURS, float);
769 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
771 for (i = 0; i < 3; i++) {
772 ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
773 ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
774 ret[COL_TEXT * 3 + i] = 0.0;
777 *ncolours = NCOLOURS;
781 static game_drawstate *game_new_drawstate(game_state *state)
783 struct game_drawstate *ds = snew(struct game_drawstate);
789 ds->bgcolour = COL_BACKGROUND;
790 ds->grid = snewn(ds->w*ds->h, int);
791 ds->tilesize = 0; /* haven't decided yet */
792 for (i = 0; i < ds->w*ds->h; i++)
798 static void game_free_drawstate(game_drawstate *ds)
805 int cx, cy, cw, ch; /* clip region */
806 int ox, oy; /* rotation origin */
807 float c, s; /* cos and sin of rotation angle */
808 int lc, rc, tc, bc; /* colours of tile edges */
811 static void rotate(int *xy, struct rotation *rot)
814 float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
817 xf2 = rot->c * xf + rot->s * yf;
818 yf2 = - rot->s * xf + rot->c * yf;
820 xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
821 xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
825 static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
826 int x, int y, int tile, int flash_colour,
827 struct rotation *rot)
833 * If we've been passed a rotation region but we're drawing a
834 * tile which is outside it, we must draw it normally. This can
835 * occur if we're cleaning up after a completion flash while a
836 * new move is also being made.
838 if (rot && (x < rot->cx || y < rot->cy ||
839 x >= rot->cx+rot->cw || y >= rot->cy+rot->ch))
843 clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
846 * We must draw each side of the tile's highlight separately,
847 * because in some cases (during rotation) they will all need
848 * to be different colours.
851 /* The centre point is common to all sides. */
852 coords[4] = x + TILE_SIZE / 2;
853 coords[5] = y + TILE_SIZE / 2;
854 rotate(coords+4, rot);
857 coords[0] = x + TILE_SIZE - 1;
858 coords[1] = y + TILE_SIZE - 1;
859 rotate(coords+0, rot);
860 coords[2] = x + TILE_SIZE - 1;
862 rotate(coords+2, rot);
863 draw_polygon(fe, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
864 rot ? rot->rc : COL_LOWLIGHT);
868 coords[3] = y + TILE_SIZE - 1;
869 rotate(coords+2, rot);
870 draw_polygon(fe, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
871 rot ? rot->bc : COL_LOWLIGHT);
876 rotate(coords+0, rot);
877 draw_polygon(fe, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
878 rot ? rot->lc : COL_HIGHLIGHT);
881 coords[2] = x + TILE_SIZE - 1;
883 rotate(coords+2, rot);
884 draw_polygon(fe, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
885 rot ? rot->tc : COL_HIGHLIGHT);
888 * Now the main blank area in the centre of the tile.
891 coords[0] = x + HIGHLIGHT_WIDTH;
892 coords[1] = y + HIGHLIGHT_WIDTH;
893 rotate(coords+0, rot);
894 coords[2] = x + HIGHLIGHT_WIDTH;
895 coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
896 rotate(coords+2, rot);
897 coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
898 coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
899 rotate(coords+4, rot);
900 coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
901 coords[7] = y + HIGHLIGHT_WIDTH;
902 rotate(coords+6, rot);
903 draw_polygon(fe, coords, 4, flash_colour, flash_colour);
905 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
906 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
911 * Next, the triangles for orientation.
913 if (state->orientable) {
914 int xdx, xdy, ydx, ydy;
915 int cx, cy, displ, displ2;
929 default /* case 3 */:
935 cx = x + TILE_SIZE / 2;
936 cy = y + TILE_SIZE / 2;
937 displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
938 displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
940 coords[0] = cx - displ * xdx + displ2 * ydx;
941 coords[1] = cy - displ * xdy + displ2 * ydy;
942 rotate(coords+0, rot);
943 coords[2] = cx + displ * xdx + displ2 * ydx;
944 coords[3] = cy + displ * xdy + displ2 * ydy;
945 rotate(coords+2, rot);
946 coords[4] = cx - displ * ydx;
947 coords[5] = cy - displ * ydy;
948 rotate(coords+4, rot);
949 draw_polygon(fe, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE);
952 coords[0] = x + TILE_SIZE/2;
953 coords[1] = y + TILE_SIZE/2;
954 rotate(coords+0, rot);
955 sprintf(str, "%d", tile / 4);
956 draw_text(fe, coords[0], coords[1],
957 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
963 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
966 static int highlight_colour(float angle)
973 COL_HIGHLIGHT_GENTLE,
974 COL_HIGHLIGHT_GENTLE,
975 COL_HIGHLIGHT_GENTLE,
986 COL_HIGHLIGHT_GENTLE,
987 COL_HIGHLIGHT_GENTLE,
988 COL_HIGHLIGHT_GENTLE,
1003 return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
1006 static float game_anim_length(game_state *oldstate, game_state *newstate,
1007 int dir, game_ui *ui)
1009 if ((dir > 0 && newstate->just_used_solve) ||
1010 (dir < 0 && oldstate->just_used_solve))
1013 return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
1016 static float game_flash_length(game_state *oldstate, game_state *newstate,
1017 int dir, game_ui *ui)
1019 if (!oldstate->completed && newstate->completed &&
1020 !oldstate->used_solve && !newstate->used_solve)
1021 return 2 * FLASH_FRAME;
1026 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1027 game_state *state, int dir, game_ui *ui,
1028 float animtime, float flashtime)
1031 struct rotation srot, *rot;
1032 int lastx = -1, lasty = -1, lastr = -1;
1034 if (flashtime > 0) {
1035 int frame = (int)(flashtime / FLASH_FRAME);
1036 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1038 bgcolour = COL_BACKGROUND;
1044 TILE_SIZE * state->w + 2 * BORDER,
1045 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
1046 draw_update(fe, 0, 0,
1047 TILE_SIZE * state->w + 2 * BORDER,
1048 TILE_SIZE * state->h + 2 * BORDER);
1051 * Recessed area containing the whole puzzle.
1053 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
1054 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
1055 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
1056 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
1057 coords[4] = coords[2] - TILE_SIZE;
1058 coords[5] = coords[3] + TILE_SIZE;
1059 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
1060 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
1061 coords[6] = coords[8] + TILE_SIZE;
1062 coords[7] = coords[9] - TILE_SIZE;
1063 draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
1065 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
1066 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
1067 draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
1073 * If we're drawing any rotated tiles, sort out the rotation
1074 * parameters, and also zap the rotation region to the
1075 * background colour before doing anything else.
1079 float anim_max = game_anim_length(oldstate, state, dir, ui);
1082 lastx = state->lastx;
1083 lasty = state->lasty;
1084 lastr = state->lastr;
1086 lastx = oldstate->lastx;
1087 lasty = oldstate->lasty;
1088 lastr = -oldstate->lastr;
1092 rot->cx = COORD(lastx);
1093 rot->cy = COORD(lasty);
1094 rot->cw = rot->ch = TILE_SIZE * state->n;
1095 rot->ox = rot->cx + rot->cw/2;
1096 rot->oy = rot->cy + rot->ch/2;
1097 angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
1098 rot->c = cos(angle);
1099 rot->s = sin(angle);
1102 * Sort out the colours of the various sides of the tile.
1104 rot->lc = highlight_colour(PI + angle);
1105 rot->rc = highlight_colour(angle);
1106 rot->tc = highlight_colour(PI/2 + angle);
1107 rot->bc = highlight_colour(-PI/2 + angle);
1109 draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
1114 * Now draw each tile.
1116 for (i = 0; i < state->w * state->h; i++) {
1118 int tx = i % state->w, ty = i / state->w;
1121 * Figure out what should be displayed at this location.
1122 * Usually it will be state->grid[i], unless we're in the
1123 * middle of animating an actual rotation and this cell is
1124 * within the rotation region, in which case we set -1
1127 if (oldstate && lastx >= 0 && lasty >= 0 &&
1128 tx >= lastx && tx < lastx + state->n &&
1129 ty >= lasty && ty < lasty + state->n)
1134 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
1135 ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
1136 int x = COORD(tx), y = COORD(ty);
1138 draw_tile(fe, ds, state, x, y, state->grid[i], bgcolour, rot);
1142 ds->bgcolour = bgcolour;
1145 * Update the status bar.
1148 char statusbuf[256];
1151 * Don't show the new status until we're also showing the
1152 * new _state_ - after the game animation is complete.
1157 if (state->used_solve)
1158 sprintf(statusbuf, "Moves since auto-solve: %d",
1159 state->movecount - state->completed);
1161 sprintf(statusbuf, "%sMoves: %d",
1162 (state->completed ? "COMPLETED! " : ""),
1163 (state->completed ? state->completed : state->movecount));
1164 if (state->movetarget)
1165 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
1169 status_bar(fe, statusbuf);
1173 static int game_wants_statusbar(void)
1178 static int game_timing_state(game_state *state, game_ui *ui)
1184 #define thegame twiddle
1187 const struct game thegame = {
1188 "Twiddle", "games.twiddle",
1195 TRUE, game_configure, custom_params,
1203 TRUE, game_text_format,
1211 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1214 game_free_drawstate,
1218 game_wants_statusbar,
1219 FALSE, game_timing_state,
1220 0, /* mouse_priorities */