#include "puzzles.h"
+const char *const game_name = "Cube";
+const int game_can_configure = TRUE;
+
#define MAXVERTICES 20
#define MAXFACES 20
#define MAXORDER 4
enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
#define GRID_SCALE 48.0F
-#define ROLLTIME 0.1F
+#define ROLLTIME 0.13F
#define SQ(x) ( (x) * (x) )
case 1:
str = "Tetrahedron";
ret->solid = TETRAHEDRON;
- ret->d1 = 2;
- ret->d2 = 1;
+ ret->d1 = 1;
+ ret->d2 = 2;
break;
case 2:
str = "Octahedron";
if (solid->order == 4) {
int x, y;
- for (x = 0; x < params->d1; x++)
- for (y = 0; y < params->d2; y++) {
+ for (y = 0; y < params->d2; y++)
+ for (x = 0; x < params->d1; x++) {
struct grid_square sq;
sq.x = (float)x;
float theight = (float)(sqrt(3) / 2.0);
for (row = 0; row < params->d1 + params->d2; row++) {
- if (row < params->d1) {
+ if (row < params->d2) {
other = +1;
- rowlen = row + params->d2;
+ rowlen = row + params->d1;
} else {
other = -1;
- rowlen = 2*params->d1 + params->d2 - row;
+ rowlen = 2*params->d2 + params->d1 - row;
}
/*
sq.flip = FALSE;
if (firstix < 0)
- firstix = ix;
+ firstix = (ix - 1) & 3;
ix -= firstix;
sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3);
return d1*d1 + d2*d2 + 4*d1*d2;
}
+config_item *game_configure(game_params *params)
+{
+ config_item *ret = snewn(4, config_item);
+ char buf[80];
+
+ ret[0].name = "Type of solid";
+ ret[0].type = C_CHOICES;
+ ret[0].sval = ":Tetrahedron:Cube:Octahedron:Icosahedron";
+ ret[0].ival = params->solid;
+
+ ret[1].name = "Width / top";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->d1);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Height / bottom";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->d2);
+ ret[2].sval = dupstr(buf);
+ ret[2].ival = 0;
+
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
+
+ return ret;
+}
+
+game_params *custom_params(config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->solid = cfg[0].ival;
+ ret->d1 = atoi(cfg[1].sval);
+ ret->d2 = atoi(cfg[2].sval);
+
+ return ret;
+}
+
+static void count_grid_square_callback(void *ctx, struct grid_square *sq)
+{
+ int *classes = (int *)ctx;
+ int thisclass;
+
+ if (classes[4] == 4)
+ thisclass = sq->tetra_class;
+ else if (classes[4] == 2)
+ thisclass = sq->flip;
+ else
+ thisclass = 0;
+
+ classes[thisclass]++;
+}
+
+char *validate_params(game_params *params)
+{
+ int classes[5];
+ int i;
+
+ if (params->solid < 0 || params->solid >= lenof(solids))
+ return "Unrecognised solid type";
+
+ if (solids[params->solid]->order == 4) {
+ if (params->d1 <= 0 || params->d2 <= 0)
+ return "Both grid dimensions must be greater than zero";
+ } else {
+ if (params->d1 <= 0 && params->d2 <= 0)
+ return "At least one grid dimension must be greater than zero";
+ }
+
+ for (i = 0; i < 4; i++)
+ classes[i] = 0;
+ if (params->solid == TETRAHEDRON)
+ classes[4] = 4;
+ else if (params->solid == OCTAHEDRON)
+ classes[4] = 2;
+ else
+ classes[4] = 1;
+ enum_grid_squares(params, count_grid_square_callback, classes);
+
+ for (i = 0; i < classes[4]; i++)
+ if (classes[i] < solids[params->solid]->nfaces / classes[4])
+ return "Not enough grid space to place all blue faces";
+
+ if (grid_area(params->d1, params->d2, solids[params->solid]->order) <
+ solids[params->solid]->nfaces + 1)
+ return "Not enough space to place the solid on an empty square";
+
+ return NULL;
+}
+
struct grid_data {
int *gridptrs[4];
int nsquares[4];
data->squareindex++;
}
-char *new_game_seed(game_params *params)
+char *new_game_seed(game_params *params, random_state *rs)
{
struct grid_data data;
int i, j, k, m, area, facesperclass;
for (i = 0; i < data.nclasses; i++) {
for (j = 0; j < facesperclass; j++) {
- unsigned long divisor = RAND_MAX / data.nsquares[i];
- unsigned long max = divisor * data.nsquares[i];
- unsigned long n;
-
- do {
- n = rand();
- } while (n >= max);
-
- n /= divisor;
+ int n = random_upto(rs, data.nsquares[i]);
assert(!flags[data.gridptrs[i][n]]);
flags[data.gridptrs[i][n]] = TRUE;
* better data structure for this, but for such small
* numbers it hardly seems worth the effort.
*/
- while ((int)n < data.nsquares[i]-1) {
+ while (n < data.nsquares[i]-1) {
data.gridptrs[i][n] = data.gridptrs[i][n+1];
n++;
}
/*
* Choose a non-blue square for the polyhedron.
*/
- {
- unsigned long divisor = RAND_MAX / m;
- unsigned long max = divisor * m;
- unsigned long n;
-
- do {
- n = rand();
- } while (n >= max);
-
- n /= divisor;
-
- sprintf(p, ":%d", data.gridptrs[0][n]);
- }
+ sprintf(p, ":%d", data.gridptrs[0][random_upto(rs, m)]);
sfree(data.gridptrs[0]);
sfree(flags);
return ret;
}
+char *validate_seed(game_params *params, char *seed)
+{
+ int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
+ int i, j;
+
+ i = (area + 3) / 4;
+ for (j = 0; j < i; j++) {
+ int c = seed[j];
+ if (c >= '0' && c <= '9') continue;
+ if (c >= 'A' && c <= 'F') continue;
+ if (c >= 'a' && c <= 'f') continue;
+ return "Not enough hex digits at start of string";
+ /* NB if seed[j]=='\0' that will also be caught here, so we're safe */
+ }
+
+ if (seed[i] != ':')
+ return "Expected ':' after hex digits";
+
+ i++;
+ do {
+ if (seed[i] < '0' || seed[i] > '9')
+ return "Expected decimal integer after ':'";
+ i++;
+ } while (seed[i]);
+
+ return NULL;
+}
+
game_state *new_game(game_params *params, char *seed)
{
game_state *state = snew(game_state);
state->previous = state->current;
state->angle = 0.0;
- state->completed = FALSE;
+ state->completed = 0;
state->movecount = 0;
return state;
sfree(state);
}
-game_state *make_move(game_state *from, int x, int y, int button)
+game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+void free_ui(game_ui *ui)
+{
+}
+
+game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
{
int direction;
int pkey[2], skey[2], dkey[2];
ret->facecolours = newcolours;
}
+ ret->movecount++;
+
/*
* And finally, swap the colour between the bottom face of the
* polyhedron and the face we've just landed on.
if (ret->facecolours[i])
j++;
if (j == ret->solid->nfaces)
- ret->completed = TRUE;
+ ret->completed = ret->movecount;
}
sfree(poly);
ret->sgkey[1] = skey[1];
ret->previous = from->current;
ret->angle = angle;
- ret->movecount++;
return ret;
}
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float animtime)
+ game_state *state, game_ui *ui,
+ float animtime, float flashtime)
{
int i, j;
struct bbox bb = find_bbox(&state->params);
}
for (j = 0; j < poly->order; j++) {
- coords[j*2] = (int)(points[j*2] * GRID_SCALE) + ds->ox;
- coords[j*2+1] = (int)(points[j*2+1] * GRID_SCALE) + ds->oy;
+ coords[j*2] = (int)floor(points[j*2] * GRID_SCALE) + ds->ox;
+ coords[j*2+1] = (int)floor(points[j*2+1] * GRID_SCALE) + ds->oy;
}
/*
draw_update(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
(int)((bb.d-bb.u+2.0F) * GRID_SCALE));
+
+ /*
+ * Update the status bar.
+ */
+ {
+ char statusbuf[256];
+
+ sprintf(statusbuf, "%sMoves: %d",
+ (state->completed ? "COMPLETED! " : ""),
+ (state->completed ? state->completed : state->movecount));
+
+ status_bar(fe, statusbuf);
+ }
}
float game_anim_length(game_state *oldstate, game_state *newstate)
{
return ROLLTIME;
}
+
+float game_flash_length(game_state *oldstate, game_state *newstate)
+{
+ return 0.0F;
+}
+
+int game_wants_statusbar(void)
+{
+ return TRUE;
+}