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
18 #define BORDER (TILE_SIZE / 2)
19 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
21 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
23 #define PI 3.141592653589793238462643383279502884197169399
25 #define ANIM_PER_RADIUS_UNIT 0.13F
26 #define FLASH_FRAME 0.13F
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;
67 static void free_params(game_params *params)
72 static game_params *dup_params(game_params *params)
74 game_params *ret = snew(game_params);
75 *ret = *params; /* structure copy */
79 static int game_fetch_preset(int i, char **name, game_params **params)
85 { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
86 { "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
87 { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
88 { "4x4 normal", { 4, 4, 2, FALSE } },
89 { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
90 { "4x4 radius 3", { 4, 4, 3, FALSE } },
91 { "5x5 radius 3", { 5, 5, 3, FALSE } },
92 { "6x6 radius 4", { 6, 6, 4, FALSE } },
95 if (i < 0 || i >= lenof(presets))
98 *name = dupstr(presets[i].title);
99 *params = dup_params(&presets[i].params);
104 static game_params *decode_params(char const *string)
106 game_params *ret = snew(game_params);
108 ret->w = ret->h = atoi(string);
110 ret->rowsonly = ret->orientable = FALSE;
111 while (*string && isdigit(*string)) string++;
112 if (*string == 'x') {
114 ret->h = atoi(string);
115 while (*string && isdigit(*string)) string++;
117 if (*string == 'n') {
119 ret->n = atoi(string);
120 while (*string && isdigit(*string)) string++;
123 if (*string == 'r') {
124 ret->rowsonly = TRUE;
125 } else if (*string == 'o') {
126 ret->orientable = TRUE;
134 static char *encode_params(game_params *params)
137 sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
138 params->rowsonly ? "r" : "",
139 params->orientable ? "o" : "");
143 static config_item *game_configure(game_params *params)
148 ret = snewn(6, config_item);
150 ret[0].name = "Width";
151 ret[0].type = C_STRING;
152 sprintf(buf, "%d", params->w);
153 ret[0].sval = dupstr(buf);
156 ret[1].name = "Height";
157 ret[1].type = C_STRING;
158 sprintf(buf, "%d", params->h);
159 ret[1].sval = dupstr(buf);
162 ret[2].name = "Rotation radius";
163 ret[2].type = C_STRING;
164 sprintf(buf, "%d", params->n);
165 ret[2].sval = dupstr(buf);
168 ret[3].name = "One number per row";
169 ret[3].type = C_BOOLEAN;
171 ret[3].ival = params->rowsonly;
173 ret[4].name = "Orientation matters";
174 ret[4].type = C_BOOLEAN;
176 ret[4].ival = params->orientable;
186 static game_params *custom_params(config_item *cfg)
188 game_params *ret = snew(game_params);
190 ret->w = atoi(cfg[0].sval);
191 ret->h = atoi(cfg[1].sval);
192 ret->n = atoi(cfg[2].sval);
193 ret->rowsonly = cfg[3].ival;
194 ret->orientable = cfg[4].ival;
199 static char *validate_params(game_params *params)
202 return "Rotation radius must be at least two";
203 if (params->w < params->n)
204 return "Width must be at least the rotation radius";
205 if (params->h < params->n)
206 return "Height must be at least the rotation radius";
211 * This function actually performs a rotation on a grid. The `x'
212 * and `y' coordinates passed in are the coordinates of the _top
213 * left corner_ of the rotated region. (Using the centre would have
214 * involved half-integers and been annoyingly fiddly. Clicking in
215 * the centre is good for a user interface, but too inconvenient to
218 static void do_rotate(int *grid, int w, int h, int n, int orientable,
219 int x, int y, int dir)
223 assert(x >= 0 && x+n <= w);
224 assert(y >= 0 && y+n <= h);
227 return; /* nothing to do */
229 grid += y*w+x; /* translate region to top corner */
232 * If we were leaving the result of the rotation in a separate
233 * grid, the simple thing to do would be to loop over each
234 * square within the rotated region and assign it from its
235 * source square. However, to do it in place without taking
236 * O(n^2) memory, we need to be marginally more clever. What
237 * I'm going to do is loop over about one _quarter_ of the
238 * rotated region and permute each element within that quarter
239 * with its rotational coset.
241 * The size of the region I need to loop over is (n+1)/2 by
242 * n/2, which is an obvious exact quarter for even n and is a
243 * rectangle for odd n. (For odd n, this technique leaves out
244 * one element of the square, which is of course the central
245 * one that never moves anyway.)
247 for (i = 0; i < (n+1)/2; i++) {
248 for (j = 0; j < n/2; j++) {
258 for (k = 0; k < 4; k++)
261 for (k = 0; k < 4; k++) {
262 int v = g[(k+dir) & 3];
264 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
271 * Don't forget the orientation on the centre square, if n is
274 if (orientable && (n & 1)) {
275 int v = grid[n/2*(w+1)];
276 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
281 static int grid_complete(int *grid, int wh, int orientable)
285 for (i = 1; i < wh; i++)
286 if (grid[i] < grid[i-1])
289 for (i = 0; i < wh; i++)
296 static char *new_game_seed(game_params *params, random_state *rs)
299 int w = params->w, h = params->h, n = params->n, wh = w*h;
306 * Set up a solved grid.
308 grid = snewn(wh, int);
309 for (i = 0; i < wh; i++)
310 grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
313 * Shuffle it. This game is complex enough that I don't feel up
314 * to analysing its full symmetry properties (particularly at
315 * n=4 and above!), so I'm going to do it the pedestrian way
316 * and simply shuffle the grid by making a long sequence of
317 * randomly chosen moves.
319 total_moves = w*h*n*n*2;
320 for (i = 0; i < total_moves; i++) {
323 x = random_upto(rs, w - n + 1);
324 y = random_upto(rs, h - n + 1);
325 do_rotate(grid, w, h, n, params->orientable,
326 x, y, 1 + random_upto(rs, 3));
329 * Optionally one more move in case the entire grid has
330 * happened to come out solved.
332 if (i == total_moves - 1 && grid_complete(grid, wh,
338 * Now construct the game seed, by describing the grid as a
339 * simple sequence of comma-separated integers.
343 for (i = 0; i < wh; i++) {
347 k = sprintf(buf, "%d,", grid[i]);
349 ret = sresize(ret, retlen + k + 1, char);
350 strcpy(ret + retlen, buf);
353 ret[retlen-1] = '\0'; /* delete last comma */
359 static char *validate_seed(game_params *params, char *seed)
362 int w = params->w, h = params->h, wh = w*h;
368 for (i = 0; i < wh; i++) {
369 if (*p < '0' || *p > '9') {
370 return "Not enough numbers in string";
372 while (*p >= '0' && *p <= '9')
374 if (i < wh-1 && *p != ',') {
375 return "Expected comma after number";
377 else if (i == wh-1 && *p) {
378 return "Excess junk at end of string";
381 if (*p) p++; /* eat comma */
387 static game_state *new_game(game_params *params, char *seed)
389 game_state *state = snew(game_state);
390 int w = params->w, h = params->h, n = params->n, wh = w*h;
397 state->orientable = params->orientable;
398 state->completed = 0;
399 state->movecount = 0;
400 state->lastx = state->lasty = state->lastr = -1;
402 state->grid = snewn(wh, int);
406 for (i = 0; i < wh; i++) {
407 state->grid[i] = atoi(p);
408 while (*p >= '0' && *p <= '9')
411 if (*p) p++; /* eat comma */
417 static game_state *dup_game(game_state *state)
419 game_state *ret = snew(game_state);
424 ret->orientable = state->orientable;
425 ret->completed = state->completed;
426 ret->movecount = state->movecount;
427 ret->lastx = state->lastx;
428 ret->lasty = state->lasty;
429 ret->lastr = state->lastr;
431 ret->grid = snewn(ret->w * ret->h, int);
432 memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
437 static void free_game(game_state *state)
443 static game_ui *new_ui(game_state *state)
448 static void free_ui(game_ui *ui)
452 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
455 int w = from->w, h = from->h, n = from->n, wh = w*h;
459 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
461 * Determine the coordinates of the click. We offset by n-1
462 * half-blocks so that the user must click at the centre of
463 * a rotation region rather than at the corner.
465 x -= (n-1) * TILE_SIZE / 2;
466 y -= (n-1) * TILE_SIZE / 2;
469 if (x < 0 || x > w-n || y < 0 || y > w-n)
473 * This is a valid move. Make it.
475 ret = dup_game(from);
477 dir = (button == LEFT_BUTTON ? 1 : -1);
478 do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
484 * See if the game has been completed. To do this we simply
485 * test that the grid contents are in increasing order.
487 if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
488 ret->completed = ret->movecount;
494 /* ----------------------------------------------------------------------
498 struct game_drawstate {
504 static void game_size(game_params *params, int *x, int *y)
506 *x = TILE_SIZE * params->w + 2 * BORDER;
507 *y = TILE_SIZE * params->h + 2 * BORDER;
510 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
512 float *ret = snewn(3 * NCOLOURS, float);
516 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
519 * Drop the background colour so that the highlight is
520 * noticeably brighter than it while still being under 1.
522 max = ret[COL_BACKGROUND*3];
523 for (i = 1; i < 3; i++)
524 if (ret[COL_BACKGROUND*3+i] > max)
525 max = ret[COL_BACKGROUND*3+i];
526 if (max * 1.2F > 1.0F) {
527 for (i = 0; i < 3; i++)
528 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
531 for (i = 0; i < 3; i++) {
532 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
533 ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
534 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
535 ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
536 ret[COL_TEXT * 3 + i] = 0.0;
539 ret[COL_TOP * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.3F;
540 ret[COL_TOP * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
541 ret[COL_TOP * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
543 ret[COL_BOTTOM * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.6F;
544 ret[COL_BOTTOM * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
545 ret[COL_BOTTOM * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
547 *ncolours = NCOLOURS;
551 static game_drawstate *game_new_drawstate(game_state *state)
553 struct game_drawstate *ds = snew(struct game_drawstate);
559 ds->bgcolour = COL_BACKGROUND;
560 ds->grid = snewn(ds->w*ds->h, int);
561 for (i = 0; i < ds->w*ds->h; i++)
567 static void game_free_drawstate(game_drawstate *ds)
573 int cx, cy, cw, ch; /* clip region */
574 int ox, oy; /* rotation origin */
575 float c, s; /* cos and sin of rotation angle */
576 int lc, rc, tc, bc; /* colours of tile edges */
579 static void rotate(int *xy, struct rotation *rot)
582 float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
585 xf2 = rot->c * xf + rot->s * yf;
586 yf2 = - rot->s * xf + rot->c * yf;
588 xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
589 xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
593 static void draw_tile(frontend *fe, game_state *state, int x, int y,
594 int tile, int flash_colour, struct rotation *rot)
600 clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
603 * We must draw each side of the tile's highlight separately,
604 * because in some cases (during rotation) they will all need
605 * to be different colours.
608 /* The centre point is common to all sides. */
609 coords[4] = x + TILE_SIZE / 2;
610 coords[5] = y + TILE_SIZE / 2;
611 rotate(coords+4, rot);
614 coords[0] = x + TILE_SIZE - 1;
615 coords[1] = y + TILE_SIZE - 1;
616 rotate(coords+0, rot);
617 coords[2] = x + TILE_SIZE - 1;
619 rotate(coords+2, rot);
620 draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
621 draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
625 coords[3] = y + TILE_SIZE - 1;
626 rotate(coords+2, rot);
627 draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
628 draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
633 rotate(coords+0, rot);
634 draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
635 draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
638 coords[2] = x + TILE_SIZE - 1;
640 rotate(coords+2, rot);
641 draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
642 draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
645 * Now the main blank area in the centre of the tile.
648 coords[0] = x + HIGHLIGHT_WIDTH;
649 coords[1] = y + HIGHLIGHT_WIDTH;
650 rotate(coords+0, rot);
651 coords[2] = x + HIGHLIGHT_WIDTH;
652 coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
653 rotate(coords+2, rot);
654 coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
655 coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
656 rotate(coords+4, rot);
657 coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
658 coords[7] = y + HIGHLIGHT_WIDTH;
659 rotate(coords+6, rot);
660 draw_polygon(fe, coords, 4, TRUE, flash_colour);
661 draw_polygon(fe, coords, 4, FALSE, flash_colour);
663 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
664 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
669 * Next, the colour bars for orientation.
671 if (state->orientable) {
675 xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
676 yw = HIGHLIGHT_WIDTH;
680 xw = HIGHLIGHT_WIDTH;
681 yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
685 xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
686 yw = HIGHLIGHT_WIDTH;
689 default /* case 3 */:
690 xw = HIGHLIGHT_WIDTH;
691 yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
696 coords[0] = x + HIGHLIGHT_WIDTH + 1;
697 coords[1] = y + HIGHLIGHT_WIDTH + 1;
698 rotate(coords+0, rot);
699 coords[2] = x + HIGHLIGHT_WIDTH + 1 + xw;
700 coords[3] = y + HIGHLIGHT_WIDTH + 1;
701 rotate(coords+2, rot);
702 coords[4] = x + HIGHLIGHT_WIDTH + 1 + xw;
703 coords[5] = y + HIGHLIGHT_WIDTH + 1 + yw;
704 rotate(coords+4, rot);
705 coords[6] = x + HIGHLIGHT_WIDTH + 1;
706 coords[7] = y + HIGHLIGHT_WIDTH + 1 + yw;
707 rotate(coords+6, rot);
708 draw_polygon(fe, coords, 4, TRUE, swap ? COL_BOTTOM : COL_TOP);
709 draw_polygon(fe, coords, 4, FALSE, swap ? COL_BOTTOM : COL_TOP);
711 coords[0] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
712 coords[1] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
713 rotate(coords+0, rot);
714 coords[2] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
715 coords[3] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
716 rotate(coords+2, rot);
717 coords[4] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
718 coords[5] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
719 rotate(coords+4, rot);
720 coords[6] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
721 coords[7] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
722 rotate(coords+6, rot);
723 draw_polygon(fe, coords, 4, TRUE, swap ? COL_TOP : COL_BOTTOM);
724 draw_polygon(fe, coords, 4, FALSE, swap ? COL_TOP : COL_BOTTOM);
727 coords[0] = x + TILE_SIZE/2;
728 coords[1] = y + TILE_SIZE/2;
729 rotate(coords+0, rot);
730 sprintf(str, "%d", tile / 4);
731 draw_text(fe, coords[0], coords[1],
732 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
738 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
741 static int highlight_colour(float angle)
748 COL_HIGHLIGHT_GENTLE,
749 COL_HIGHLIGHT_GENTLE,
750 COL_HIGHLIGHT_GENTLE,
761 COL_HIGHLIGHT_GENTLE,
762 COL_HIGHLIGHT_GENTLE,
763 COL_HIGHLIGHT_GENTLE,
778 return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
781 static float game_anim_length(game_state *oldstate, game_state *newstate,
784 return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
787 static float game_flash_length(game_state *oldstate, game_state *newstate,
790 if (!oldstate->completed && newstate->completed)
791 return 2 * FLASH_FRAME;
796 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
797 game_state *state, int dir, game_ui *ui,
798 float animtime, float flashtime)
801 struct rotation srot, *rot;
802 int lastx = -1, lasty = -1, lastr = -1;
805 int frame = (int)(flashtime / FLASH_FRAME);
806 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
808 bgcolour = COL_BACKGROUND;
814 TILE_SIZE * state->w + 2 * BORDER,
815 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
816 draw_update(fe, 0, 0,
817 TILE_SIZE * state->w + 2 * BORDER,
818 TILE_SIZE * state->h + 2 * BORDER);
821 * In an orientable puzzle, draw some colour bars at the
822 * sides as a gentle reminder of which colours need to be
825 if (state->orientable) {
827 for (y = 0; y < state->h; y++) {
828 draw_rect(fe, COORD(0) - BORDER / 2,
829 COORD(y) + HIGHLIGHT_WIDTH + 1,
830 BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
831 HIGHLIGHT_WIDTH + 1, COL_TOP);
832 draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
833 COORD(y) + HIGHLIGHT_WIDTH + 1,
834 BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
835 HIGHLIGHT_WIDTH + 1, COL_TOP);
836 draw_rect(fe, COORD(0) - BORDER / 2,
837 COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
838 BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
839 HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
840 draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
841 COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
842 BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
843 HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
848 * Recessed area containing the whole puzzle.
850 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
851 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
852 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
853 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
854 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
855 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
856 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
857 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
859 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
860 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
861 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
862 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
868 * If we're drawing any rotated tiles, sort out the rotation
869 * parameters, and also zap the rotation region to the
870 * background colour before doing anything else.
874 float anim_max = game_anim_length(oldstate, state, dir);
877 lastx = state->lastx;
878 lasty = state->lasty;
879 lastr = state->lastr;
881 lastx = oldstate->lastx;
882 lasty = oldstate->lasty;
883 lastr = -oldstate->lastr;
887 rot->cx = COORD(lastx);
888 rot->cy = COORD(lasty);
889 rot->cw = rot->ch = TILE_SIZE * state->n;
890 rot->ox = rot->cx + rot->cw/2;
891 rot->oy = rot->cy + rot->ch/2;
892 angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
897 * Sort out the colours of the various sides of the tile.
899 rot->lc = highlight_colour(PI + angle);
900 rot->rc = highlight_colour(angle);
901 rot->tc = highlight_colour(PI/2 + angle);
902 rot->bc = highlight_colour(-PI/2 + angle);
904 draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
909 * Now draw each tile.
911 for (i = 0; i < state->w * state->h; i++) {
913 int tx = i % state->w, ty = i / state->w;
916 * Figure out what should be displayed at this location.
917 * Usually it will be state->grid[i], unless we're in the
918 * middle of animating an actual rotation and this cell is
919 * within the rotation region, in which case we set -1
922 if (oldstate && lastx >= 0 && lasty >= 0 &&
923 tx >= lastx && tx < lastx + state->n &&
924 ty >= lasty && ty < lasty + state->n)
929 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
930 ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
931 int x = COORD(tx), y = COORD(ty);
933 draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
937 ds->bgcolour = bgcolour;
940 * Update the status bar.
946 * Don't show the new status until we're also showing the
947 * new _state_ - after the game animation is complete.
952 sprintf(statusbuf, "%sMoves: %d",
953 (state->completed ? "COMPLETED! " : ""),
954 (state->completed ? state->completed : state->movecount));
956 status_bar(fe, statusbuf);
960 static int game_wants_statusbar(void)
966 #define thegame twiddle
969 const struct game thegame = {
970 "Twiddle", "games.twiddle", TRUE,
995 game_wants_statusbar,