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
11 * - it's horribly tempting to give the pieces significant
12 * _orientations_, perhaps by drawing some sort of oriented
13 * polygonal figure beneath the number. (An arrow pointing
14 * upwards springs readily to mind.)
27 #define BORDER (TILE_SIZE / 2)
28 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
29 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
30 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
32 #define PI 3.141592653589793238462643383279502884197169399
34 #define ANIM_PER_RADIUS_UNIT 0.13F
35 #define FLASH_FRAME 0.13F
61 int lastx, lasty, lastr; /* coordinates of last rotation */
64 static game_params *default_params(void)
66 game_params *ret = snew(game_params);
70 ret->rowsonly = ret->orientable = FALSE;
76 static void free_params(game_params *params)
81 static game_params *dup_params(game_params *params)
83 game_params *ret = snew(game_params);
84 *ret = *params; /* structure copy */
88 static int game_fetch_preset(int i, char **name, game_params **params)
94 { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
95 { "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
96 { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
97 { "4x4 normal", { 4, 4, 2, FALSE } },
98 { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
99 { "4x4 radius 3", { 4, 4, 3, FALSE } },
100 { "5x5 radius 3", { 5, 5, 3, FALSE } },
101 { "6x6 radius 4", { 6, 6, 4, FALSE } },
104 if (i < 0 || i >= lenof(presets))
107 *name = dupstr(presets[i].title);
108 *params = dup_params(&presets[i].params);
113 static game_params *decode_params(char const *string)
115 game_params *ret = snew(game_params);
117 ret->w = ret->h = atoi(string);
119 ret->rowsonly = ret->orientable = FALSE;
120 while (*string && isdigit(*string)) string++;
121 if (*string == 'x') {
123 ret->h = atoi(string);
124 while (*string && isdigit(*string)) string++;
126 if (*string == 'n') {
128 ret->n = atoi(string);
129 while (*string && isdigit(*string)) string++;
132 if (*string == 'r') {
133 ret->rowsonly = TRUE;
134 } else if (*string == 'o') {
135 ret->orientable = TRUE;
143 static char *encode_params(game_params *params)
146 sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
147 params->rowsonly ? "r" : "",
148 params->orientable ? "o" : "");
152 static config_item *game_configure(game_params *params)
157 ret = snewn(6, config_item);
159 ret[0].name = "Width";
160 ret[0].type = C_STRING;
161 sprintf(buf, "%d", params->w);
162 ret[0].sval = dupstr(buf);
165 ret[1].name = "Height";
166 ret[1].type = C_STRING;
167 sprintf(buf, "%d", params->h);
168 ret[1].sval = dupstr(buf);
171 ret[2].name = "Rotation radius";
172 ret[2].type = C_STRING;
173 sprintf(buf, "%d", params->n);
174 ret[2].sval = dupstr(buf);
177 ret[3].name = "One number per row";
178 ret[3].type = C_BOOLEAN;
180 ret[3].ival = params->rowsonly;
182 ret[4].name = "Orientation matters";
183 ret[4].type = C_BOOLEAN;
185 ret[4].ival = params->orientable;
195 static game_params *custom_params(config_item *cfg)
197 game_params *ret = snew(game_params);
199 ret->w = atoi(cfg[0].sval);
200 ret->h = atoi(cfg[1].sval);
201 ret->n = atoi(cfg[2].sval);
202 ret->rowsonly = cfg[3].ival;
203 ret->orientable = cfg[4].ival;
208 static char *validate_params(game_params *params)
211 return "Rotation radius must be at least two";
212 if (params->w < params->n)
213 return "Width must be at least the rotation radius";
214 if (params->h < params->n)
215 return "Height must be at least the rotation radius";
220 * This function actually performs a rotation on a grid. The `x'
221 * and `y' coordinates passed in are the coordinates of the _top
222 * left corner_ of the rotated region. (Using the centre would have
223 * involved half-integers and been annoyingly fiddly. Clicking in
224 * the centre is good for a user interface, but too inconvenient to
227 static void do_rotate(int *grid, int w, int h, int n, int orientable,
228 int x, int y, int dir)
232 assert(x >= 0 && x+n <= w);
233 assert(y >= 0 && y+n <= h);
236 return; /* nothing to do */
238 grid += y*w+x; /* translate region to top corner */
241 * If we were leaving the result of the rotation in a separate
242 * grid, the simple thing to do would be to loop over each
243 * square within the rotated region and assign it from its
244 * source square. However, to do it in place without taking
245 * O(n^2) memory, we need to be marginally more clever. What
246 * I'm going to do is loop over about one _quarter_ of the
247 * rotated region and permute each element within that quarter
248 * with its rotational coset.
250 * The size of the region I need to loop over is (n+1)/2 by
251 * n/2, which is an obvious exact quarter for even n and is a
252 * rectangle for odd n. (For odd n, this technique leaves out
253 * one element of the square, which is of course the central
254 * one that never moves anyway.)
256 for (i = 0; i < (n+1)/2; i++) {
257 for (j = 0; j < n/2; j++) {
267 for (k = 0; k < 4; k++)
270 for (k = 0; k < 4; k++) {
271 int v = g[(k+dir) & 3];
273 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
280 * Don't forget the orientation on the centre square, if n is
283 if (orientable && (n & 1)) {
284 int v = grid[n/2*(w+1)];
285 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
290 static int grid_complete(int *grid, int wh, int orientable)
294 for (i = 1; i < wh; i++)
295 if (grid[i] < grid[i-1])
298 for (i = 0; i < wh; i++)
305 static char *new_game_seed(game_params *params, random_state *rs)
308 int w = params->w, h = params->h, n = params->n, wh = w*h;
315 * Set up a solved grid.
317 grid = snewn(wh, int);
318 for (i = 0; i < wh; i++)
319 grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
322 * Shuffle it. This game is complex enough that I don't feel up
323 * to analysing its full symmetry properties (particularly at
324 * n=4 and above!), so I'm going to do it the pedestrian way
325 * and simply shuffle the grid by making a long sequence of
326 * randomly chosen moves.
328 total_moves = w*h*n*n*2;
329 for (i = 0; i < total_moves; i++) {
332 x = random_upto(rs, w - n + 1);
333 y = random_upto(rs, h - n + 1);
334 do_rotate(grid, w, h, n, params->orientable,
335 x, y, 1 + random_upto(rs, 3));
338 * Optionally one more move in case the entire grid has
339 * happened to come out solved.
341 if (i == total_moves - 1 && grid_complete(grid, wh,
347 * Now construct the game seed, by describing the grid as a
348 * simple sequence of comma-separated integers.
352 for (i = 0; i < wh; i++) {
356 k = sprintf(buf, "%d,", grid[i]);
358 ret = sresize(ret, retlen + k + 1, char);
359 strcpy(ret + retlen, buf);
362 ret[retlen-1] = '\0'; /* delete last comma */
368 static char *validate_seed(game_params *params, char *seed)
371 int w = params->w, h = params->h, wh = w*h;
377 for (i = 0; i < wh; i++) {
378 if (*p < '0' || *p > '9') {
379 return "Not enough numbers in string";
381 while (*p >= '0' && *p <= '9')
383 if (i < wh-1 && *p != ',') {
384 return "Expected comma after number";
386 else if (i == wh-1 && *p) {
387 return "Excess junk at end of string";
390 if (*p) p++; /* eat comma */
396 static game_state *new_game(game_params *params, char *seed)
398 game_state *state = snew(game_state);
399 int w = params->w, h = params->h, n = params->n, wh = w*h;
406 state->orientable = params->orientable;
407 state->completed = 0;
408 state->movecount = 0;
409 state->lastx = state->lasty = state->lastr = -1;
411 state->grid = snewn(wh, int);
415 for (i = 0; i < wh; i++) {
416 state->grid[i] = atoi(p);
417 while (*p >= '0' && *p <= '9')
420 if (*p) p++; /* eat comma */
426 static game_state *dup_game(game_state *state)
428 game_state *ret = snew(game_state);
433 ret->orientable = state->orientable;
434 ret->completed = state->completed;
435 ret->movecount = state->movecount;
436 ret->lastx = state->lastx;
437 ret->lasty = state->lasty;
438 ret->lastr = state->lastr;
440 ret->grid = snewn(ret->w * ret->h, int);
441 memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
446 static void free_game(game_state *state)
452 static game_ui *new_ui(game_state *state)
457 static void free_ui(game_ui *ui)
461 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
464 int w = from->w, h = from->h, n = from->n, wh = w*h;
468 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
470 * Determine the coordinates of the click. We offset by n-1
471 * half-blocks so that the user must click at the centre of
472 * a rotation region rather than at the corner.
474 x -= (n-1) * TILE_SIZE / 2;
475 y -= (n-1) * TILE_SIZE / 2;
478 if (x < 0 || x > w-n || y < 0 || y > w-n)
482 * This is a valid move. Make it.
484 ret = dup_game(from);
486 dir = (button == LEFT_BUTTON ? 1 : -1);
487 do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
493 * See if the game has been completed. To do this we simply
494 * test that the grid contents are in increasing order.
496 if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
497 ret->completed = ret->movecount;
503 /* ----------------------------------------------------------------------
507 struct game_drawstate {
513 static void game_size(game_params *params, int *x, int *y)
515 *x = TILE_SIZE * params->w + 2 * BORDER;
516 *y = TILE_SIZE * params->h + 2 * BORDER;
519 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
521 float *ret = snewn(3 * NCOLOURS, float);
525 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
528 * Drop the background colour so that the highlight is
529 * noticeably brighter than it while still being under 1.
531 max = ret[COL_BACKGROUND*3];
532 for (i = 1; i < 3; i++)
533 if (ret[COL_BACKGROUND*3+i] > max)
534 max = ret[COL_BACKGROUND*3+i];
535 if (max * 1.2F > 1.0F) {
536 for (i = 0; i < 3; i++)
537 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
540 for (i = 0; i < 3; i++) {
541 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
542 ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
543 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
544 ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
545 ret[COL_TEXT * 3 + i] = 0.0;
548 ret[COL_TOP * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.3F;
549 ret[COL_TOP * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
550 ret[COL_TOP * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
552 ret[COL_BOTTOM * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.6F;
553 ret[COL_BOTTOM * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
554 ret[COL_BOTTOM * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
556 *ncolours = NCOLOURS;
560 static game_drawstate *game_new_drawstate(game_state *state)
562 struct game_drawstate *ds = snew(struct game_drawstate);
568 ds->bgcolour = COL_BACKGROUND;
569 ds->grid = snewn(ds->w*ds->h, int);
570 for (i = 0; i < ds->w*ds->h; i++)
576 static void game_free_drawstate(game_drawstate *ds)
582 int cx, cy, cw, ch; /* clip region */
583 int ox, oy; /* rotation origin */
584 float c, s; /* cos and sin of rotation angle */
585 int lc, rc, tc, bc; /* colours of tile edges */
588 static void rotate(int *xy, struct rotation *rot)
591 float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
594 xf2 = rot->c * xf + rot->s * yf;
595 yf2 = - rot->s * xf + rot->c * yf;
597 xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
598 xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
602 static void draw_tile(frontend *fe, game_state *state, int x, int y,
603 int tile, int flash_colour, struct rotation *rot)
609 clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
612 * We must draw each side of the tile's highlight separately,
613 * because in some cases (during rotation) they will all need
614 * to be different colours.
617 /* The centre point is common to all sides. */
618 coords[4] = x + TILE_SIZE / 2;
619 coords[5] = y + TILE_SIZE / 2;
620 rotate(coords+4, rot);
623 coords[0] = x + TILE_SIZE - 1;
624 coords[1] = y + TILE_SIZE - 1;
625 rotate(coords+0, rot);
626 coords[2] = x + TILE_SIZE - 1;
628 rotate(coords+2, rot);
629 draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
630 draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
634 coords[3] = y + TILE_SIZE - 1;
635 rotate(coords+2, rot);
636 draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
637 draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
642 rotate(coords+0, rot);
643 draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
644 draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
647 coords[2] = x + TILE_SIZE - 1;
649 rotate(coords+2, rot);
650 draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
651 draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
654 * Now the main blank area in the centre of the tile.
657 coords[0] = x + HIGHLIGHT_WIDTH;
658 coords[1] = y + HIGHLIGHT_WIDTH;
659 rotate(coords+0, rot);
660 coords[2] = x + HIGHLIGHT_WIDTH;
661 coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
662 rotate(coords+2, rot);
663 coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
664 coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
665 rotate(coords+4, rot);
666 coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
667 coords[7] = y + HIGHLIGHT_WIDTH;
668 rotate(coords+6, rot);
669 draw_polygon(fe, coords, 4, TRUE, flash_colour);
670 draw_polygon(fe, coords, 4, FALSE, flash_colour);
672 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
673 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
678 * Next, the colour bars for orientation.
680 if (state->orientable) {
684 xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
685 yw = HIGHLIGHT_WIDTH;
689 xw = HIGHLIGHT_WIDTH;
690 yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
694 xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
695 yw = HIGHLIGHT_WIDTH;
698 default /* case 3 */:
699 xw = HIGHLIGHT_WIDTH;
700 yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
705 coords[0] = x + HIGHLIGHT_WIDTH + 1;
706 coords[1] = y + HIGHLIGHT_WIDTH + 1;
707 rotate(coords+0, rot);
708 coords[2] = x + HIGHLIGHT_WIDTH + 1 + xw;
709 coords[3] = y + HIGHLIGHT_WIDTH + 1;
710 rotate(coords+2, rot);
711 coords[4] = x + HIGHLIGHT_WIDTH + 1 + xw;
712 coords[5] = y + HIGHLIGHT_WIDTH + 1 + yw;
713 rotate(coords+4, rot);
714 coords[6] = x + HIGHLIGHT_WIDTH + 1;
715 coords[7] = y + HIGHLIGHT_WIDTH + 1 + yw;
716 rotate(coords+6, rot);
717 draw_polygon(fe, coords, 4, TRUE, swap ? COL_BOTTOM : COL_TOP);
718 draw_polygon(fe, coords, 4, FALSE, swap ? COL_BOTTOM : COL_TOP);
720 coords[0] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
721 coords[1] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
722 rotate(coords+0, rot);
723 coords[2] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
724 coords[3] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
725 rotate(coords+2, rot);
726 coords[4] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
727 coords[5] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
728 rotate(coords+4, rot);
729 coords[6] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
730 coords[7] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
731 rotate(coords+6, rot);
732 draw_polygon(fe, coords, 4, TRUE, swap ? COL_TOP : COL_BOTTOM);
733 draw_polygon(fe, coords, 4, FALSE, swap ? COL_TOP : COL_BOTTOM);
736 coords[0] = x + TILE_SIZE/2;
737 coords[1] = y + TILE_SIZE/2;
738 rotate(coords+0, rot);
739 sprintf(str, "%d", tile / 4);
740 draw_text(fe, coords[0], coords[1],
741 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
747 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
750 static int highlight_colour(float angle)
757 COL_HIGHLIGHT_GENTLE,
758 COL_HIGHLIGHT_GENTLE,
759 COL_HIGHLIGHT_GENTLE,
770 COL_HIGHLIGHT_GENTLE,
771 COL_HIGHLIGHT_GENTLE,
772 COL_HIGHLIGHT_GENTLE,
787 return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
790 static float game_anim_length(game_state *oldstate, game_state *newstate,
793 return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
796 static float game_flash_length(game_state *oldstate, game_state *newstate,
799 if (!oldstate->completed && newstate->completed)
800 return 2 * FLASH_FRAME;
805 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
806 game_state *state, int dir, game_ui *ui,
807 float animtime, float flashtime)
810 struct rotation srot, *rot;
811 int lastx = -1, lasty = -1, lastr = -1;
814 int frame = (int)(flashtime / FLASH_FRAME);
815 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
817 bgcolour = COL_BACKGROUND;
823 TILE_SIZE * state->w + 2 * BORDER,
824 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
825 draw_update(fe, 0, 0,
826 TILE_SIZE * state->w + 2 * BORDER,
827 TILE_SIZE * state->h + 2 * BORDER);
830 * In an orientable puzzle, draw some colour bars at the
831 * sides as a gentle reminder of which colours need to be
834 if (state->orientable) {
836 for (y = 0; y < state->h; y++) {
837 draw_rect(fe, COORD(0) - BORDER / 2,
838 COORD(y) + HIGHLIGHT_WIDTH + 1,
839 BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
840 HIGHLIGHT_WIDTH + 1, COL_TOP);
841 draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
842 COORD(y) + HIGHLIGHT_WIDTH + 1,
843 BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
844 HIGHLIGHT_WIDTH + 1, COL_TOP);
845 draw_rect(fe, COORD(0) - BORDER / 2,
846 COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
847 BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
848 HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
849 draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
850 COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
851 BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
852 HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
857 * Recessed area containing the whole puzzle.
859 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
860 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
861 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
862 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
863 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
864 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
865 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
866 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
868 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
869 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
870 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
871 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
877 * If we're drawing any rotated tiles, sort out the rotation
878 * parameters, and also zap the rotation region to the
879 * background colour before doing anything else.
883 float anim_max = game_anim_length(oldstate, state, dir);
886 lastx = state->lastx;
887 lasty = state->lasty;
888 lastr = state->lastr;
890 lastx = oldstate->lastx;
891 lasty = oldstate->lasty;
892 lastr = -oldstate->lastr;
896 rot->cx = COORD(lastx);
897 rot->cy = COORD(lasty);
898 rot->cw = rot->ch = TILE_SIZE * state->n;
899 rot->ox = rot->cx + rot->cw/2;
900 rot->oy = rot->cy + rot->ch/2;
901 angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
906 * Sort out the colours of the various sides of the tile.
908 rot->lc = highlight_colour(PI + angle);
909 rot->rc = highlight_colour(angle);
910 rot->tc = highlight_colour(PI/2 + angle);
911 rot->bc = highlight_colour(-PI/2 + angle);
913 draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
918 * Now draw each tile.
920 for (i = 0; i < state->w * state->h; i++) {
922 int tx = i % state->w, ty = i / state->w;
925 * Figure out what should be displayed at this location.
926 * Usually it will be state->grid[i], unless we're in the
927 * middle of animating an actual rotation and this cell is
928 * within the rotation region, in which case we set -1
931 if (oldstate && lastx >= 0 && lasty >= 0 &&
932 tx >= lastx && tx < lastx + state->n &&
933 ty >= lasty && ty < lasty + state->n)
938 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
939 ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
940 int x = COORD(tx), y = COORD(ty);
942 draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
946 ds->bgcolour = bgcolour;
949 * Update the status bar.
955 * Don't show the new status until we're also showing the
956 * new _state_ - after the game animation is complete.
961 sprintf(statusbuf, "%sMoves: %d",
962 (state->completed ? "COMPLETED! " : ""),
963 (state->completed ? state->completed : state->movecount));
965 status_bar(fe, statusbuf);
969 static int game_wants_statusbar(void)
975 #define thegame twiddle
978 const struct game thegame = {
979 "Twiddle", "games.twiddle", TRUE,
1000 game_free_drawstate,
1004 game_wants_statusbar,