enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
-#define GRID_SCALE 48.0F
+#define PREFERRED_GRID_SCALE 48
+#define GRID_SCALE (ds->gridscale)
#define ROLLTIME 0.13F
#define SQ(x) ( (x) * (x) )
classes[thisclass]++;
}
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
{
int classes[5];
int i;
}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
struct grid_data data;
int i, j, k, m, area, facesperclass;
return desc;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
static void add_grid_square_callback(void *ctx, struct grid_square *sq)
{
game_state *state = (game_state *)ctx;
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
{
return NULL;
}
{
}
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
struct game_drawstate {
+ float gridscale;
int ox, oy; /* pixel position of float origin */
};
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+/*
+ * Code shared between interpret_move() and execute_move().
+ */
+static int find_move_dest(game_state *from, int direction,
+ int *skey, int *dkey)
{
- int direction;
- int pkey[2], skey[2], dkey[2];
+ int mask, dest, i, j;
float points[4];
- game_state *ret;
- float angle;
- int i, j, dest, mask;
- struct solid *poly;
+
+ /*
+ * Find the two points in the current grid square which
+ * correspond to this move.
+ */
+ mask = from->squares[from->current].directions[direction];
+ if (mask == 0)
+ return -1;
+ for (i = j = 0; i < from->squares[from->current].npoints; i++)
+ if (mask & (1 << i)) {
+ points[j*2] = from->squares[from->current].points[i*2];
+ points[j*2+1] = from->squares[from->current].points[i*2+1];
+ skey[j] = i;
+ j++;
+ }
+ assert(j == 2);
+
+ /*
+ * Now find the other grid square which shares those points.
+ * This is our move destination.
+ */
+ dest = -1;
+ for (i = 0; i < from->nsquares; i++)
+ if (i != from->current) {
+ int match = 0;
+ float dist;
+
+ for (j = 0; j < from->squares[i].npoints; j++) {
+ dist = (SQ(from->squares[i].points[j*2] - points[0]) +
+ SQ(from->squares[i].points[j*2+1] - points[1]));
+ if (dist < 0.1)
+ dkey[match++] = j;
+ dist = (SQ(from->squares[i].points[j*2] - points[2]) +
+ SQ(from->squares[i].points[j*2+1] - points[3]));
+ if (dist < 0.1)
+ dkey[match++] = j;
+ }
+
+ if (match == 2) {
+ dest = i;
+ break;
+ }
+ }
+
+ return dest;
+}
+
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ int direction, mask, i;
+ int skey[2], dkey[2];
button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
int cx, cy;
double angle;
- cx = from->squares[from->current].x * GRID_SCALE + ds->ox;
- cy = from->squares[from->current].y * GRID_SCALE + ds->oy;
+ cx = state->squares[state->current].x * GRID_SCALE + ds->ox;
+ cy = state->squares[state->current].y * GRID_SCALE + ds->oy;
if (x == cx && y == cy)
return NULL; /* clicked in exact centre! */
* x-axis, not anticlockwise as most mathematicians would
* instinctively assume.
*/
- if (from->squares[from->current].npoints == 4) {
+ if (state->squares[state->current].npoints == 4) {
/* Square. */
if (fabs(angle) > 3*PI/4)
direction = LEFT;
direction = DOWN;
else
direction = UP;
- } else if (from->squares[from->current].directions[UP] == 0) {
+ } else if (state->squares[state->current].directions[UP] == 0) {
/* Up-pointing triangle. */
if (angle < -PI/2 || angle > 5*PI/6)
direction = LEFT;
direction = RIGHT;
} else {
/* Down-pointing triangle. */
- assert(from->squares[from->current].directions[DOWN] == 0);
+ assert(state->squares[state->current].directions[DOWN] == 0);
if (angle > PI/2 || angle < -5*PI/6)
direction = LEFT;
else if (angle < -PI/6)
} else
return NULL;
- /*
- * Find the two points in the current grid square which
- * correspond to this move.
- */
- mask = from->squares[from->current].directions[direction];
+ mask = state->squares[state->current].directions[direction];
if (mask == 0)
return NULL;
- for (i = j = 0; i < from->squares[from->current].npoints; i++)
- if (mask & (1 << i)) {
- points[j*2] = from->squares[from->current].points[i*2];
- points[j*2+1] = from->squares[from->current].points[i*2+1];
- skey[j] = i;
- j++;
- }
- assert(j == 2);
/*
- * Now find the other grid square which shares those points.
- * This is our move destination.
+ * Translate diagonal directions into orthogonal ones.
*/
- dest = -1;
- for (i = 0; i < from->nsquares; i++)
- if (i != from->current) {
- int match = 0;
- float dist;
+ if (direction > DOWN) {
+ for (i = LEFT; i <= DOWN; i++)
+ if (state->squares[state->current].directions[i] == mask) {
+ direction = i;
+ break;
+ }
+ assert(direction <= DOWN);
+ }
- for (j = 0; j < from->squares[i].npoints; j++) {
- dist = (SQ(from->squares[i].points[j*2] - points[0]) +
- SQ(from->squares[i].points[j*2+1] - points[1]));
- if (dist < 0.1)
- dkey[match++] = j;
- dist = (SQ(from->squares[i].points[j*2] - points[2]) +
- SQ(from->squares[i].points[j*2+1] - points[3]));
- if (dist < 0.1)
- dkey[match++] = j;
- }
+ if (find_move_dest(state, direction, skey, dkey) < 0)
+ return NULL;
- if (match == 2) {
- dest = i;
- break;
- }
- }
+ if (direction == LEFT) return dupstr("L");
+ if (direction == RIGHT) return dupstr("R");
+ if (direction == UP) return dupstr("U");
+ if (direction == DOWN) return dupstr("D");
+
+ return NULL; /* should never happen */
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ float angle;
+ struct solid *poly;
+ int pkey[2];
+ int skey[2], dkey[2];
+ int i, j, dest;
+ int direction;
+
+ switch (*move) {
+ case 'L': direction = LEFT; break;
+ case 'R': direction = RIGHT; break;
+ case 'U': direction = UP; break;
+ case 'D': direction = DOWN; break;
+ default: return NULL;
+ }
+ dest = find_move_dest(from, direction, skey, dkey);
if (dest < 0)
return NULL;
ret = dup_game(from);
- ret->current = i;
+ ret->current = dest;
/*
* So we know what grid square we're aiming for, and we also
return bb;
}
-static void game_size(game_params *params, int *x, int *y)
+#define XSIZE(gs, bb, solid) \
+ ((int)(((bb).r - (bb).l + 2*(solid)->border) * gs))
+#define YSIZE(gs, bb, solid) \
+ ((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
+
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
struct bbox bb = find_bbox(params);
- *x = (int)((bb.r - bb.l + 2*solids[params->solid]->border) * GRID_SCALE);
- *y = (int)((bb.d - bb.u + 2*solids[params->solid]->border) * GRID_SCALE);
+
+ *x = XSIZE(tilesize, bb, solids[params->solid]);
+ *y = YSIZE(tilesize, bb, solids[params->solid]);
+}
+
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ struct bbox bb = find_bbox(params);
+
+ ds->gridscale = tilesize;
+ ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale);
+ ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale);
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
- struct bbox bb = find_bbox(&state->params);
- ds->ox = (int)(-(bb.l - state->solid->border) * GRID_SCALE);
- ds->oy = (int)(-(bb.u - state->solid->border) * GRID_SCALE);
+ ds->ox = ds->oy = ds->gridscale = 0.0F;/* not decided yet */
return ds;
}
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
{
int i, j;
struct bbox bb = find_bbox(&state->params);
game_state *newstate;
int square;
- draw_rect(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
- (int)((bb.d-bb.u+2.0F) * GRID_SCALE), COL_BACKGROUND);
+ draw_rect(fe, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+ YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
if (dir < 0) {
game_state *t;
+ ds->oy);
}
- draw_polygon(fe, coords, state->squares[i].npoints, TRUE,
- state->squares[i].blue ? COL_BLUE : COL_BACKGROUND);
- draw_polygon(fe, coords, state->squares[i].npoints, FALSE, COL_BORDER);
+ draw_polygon(fe, coords, state->squares[i].npoints,
+ state->squares[i].blue ? COL_BLUE : COL_BACKGROUND,
+ COL_BORDER);
}
/*
continue;
}
- draw_polygon(fe, coords, poly->order, TRUE,
- state->facecolours[i] ? COL_BLUE : COL_BACKGROUND);
- draw_polygon(fe, coords, poly->order, FALSE, COL_BORDER);
+ draw_polygon(fe, coords, poly->order,
+ state->facecolours[i] ? COL_BLUE : COL_BACKGROUND,
+ COL_BORDER);
}
sfree(poly);
- game_size(&state->params, &i, &j);
- draw_update(fe, 0, 0, i, j);
+ draw_update(fe, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+ YSIZE(GRID_SCALE, bb, state->solid));
/*
* Update the status bar.
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
FALSE, game_text_format,
new_ui,
free_ui,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_GRID_SCALE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,