#include "puzzles.h"
-const char *const game_name = "Cube";
-const char *const game_winhelp_topic = "games.cube";
-const int game_can_configure = TRUE;
-
#define MAXVERTICES 20
#define MAXFACES 20
#define MAXORDER 4
float border; /* border required around arena */
};
-static const struct solid tetrahedron = {
+static const struct solid s_tetrahedron = {
4,
{
0.0F, -0.57735026919F, -0.20412414523F,
0.0F, 0.3F
};
-static const struct solid cube = {
+static const struct solid s_cube = {
8,
{
-0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F,
0.3F, 0.5F
};
-static const struct solid octahedron = {
+static const struct solid s_octahedron = {
6,
{
-0.5F, -0.28867513459472505F, 0.4082482904638664F,
0.0F, 0.5F
};
-static const struct solid icosahedron = {
+static const struct solid s_icosahedron = {
12,
{
0.0F, 0.57735026919F, 0.75576131408F,
TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON
};
static const struct solid *solids[] = {
- &tetrahedron, &cube, &octahedron, &icosahedron
+ &s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron
};
enum {
enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
-#define GRID_SCALE 48.0F
+#define PREFERRED_GRID_SCALE 48.0F
+#define GRID_SCALE (ds->gridscale)
#define ROLLTIME 0.13F
#define SQ(x) ( (x) * (x) )
int movecount;
};
-game_params *default_params(void)
+static game_params *default_params(void)
{
game_params *ret = snew(game_params);
return ret;
}
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret = snew(game_params);
char *str;
return TRUE;
}
-void free_params(game_params *params)
+static void free_params(game_params *params)
{
sfree(params);
}
-game_params *dup_params(game_params *params)
+static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
-game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
{
- game_params *ret = default_params();
-
switch (*string) {
case 't': ret->solid = TETRAHEDRON; string++; break;
case 'c': ret->solid = CUBE; string++; break;
string++;
ret->d2 = atoi(string);
}
-
- return ret;
}
-char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
{
char data[256];
return dupstr(data);
}
+typedef void (*egc_callback)(void *, struct grid_square *);
-static void enum_grid_squares(game_params *params,
- void (*callback)(void *, struct grid_square *),
- void *ctx)
+static void enum_grid_squares(game_params *params, egc_callback callback, void *ctx)
{
const struct solid *solid = solids[params->solid];
return d1*d1 + d2*d2 + 4*d1*d2;
}
-config_item *game_configure(game_params *params)
+static config_item *game_configure(game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
return ret;
}
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
classes[thisclass]++;
}
-char *validate_params(game_params *params)
+static char *validate_params(game_params *params)
{
int classes[5];
int i;
data->squareindex++;
}
-char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_desc(game_params *params, random_state *rs,
+ game_aux_info **aux, int interactive)
{
struct grid_data data;
int i, j, k, m, area, facesperclass;
int *flags;
- char *seed, *p;
+ char *desc, *p;
/*
* Enumerate the grid squares, dividing them into equivalence
* the non-blue squares into a list in the now-unused gridptrs
* array.
*/
- seed = snewn(area / 4 + 40, char);
- p = seed;
+ desc = snewn(area / 4 + 40, char);
+ p = desc;
j = 0;
k = 8;
m = 0;
sfree(data.gridptrs[0]);
sfree(flags);
- return seed;
+ 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)
return ret;
}
-char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
{
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];
+ int c = desc[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 */
+ /* NB if desc[j]=='\0' that will also be caught here, so we're safe */
}
- if (seed[i] != ',')
+ if (desc[i] != ',')
return "Expected ',' after hex digits";
i++;
do {
- if (seed[i] < '0' || seed[i] > '9')
+ if (desc[i] < '0' || desc[i] > '9')
return "Expected decimal integer after ','";
i++;
- } while (seed[i]);
+ } while (desc[i]);
return NULL;
}
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int area;
/*
* Set up the blue squares and polyhedron position according to
- * the game seed.
+ * the game description.
*/
{
- char *p = seed;
+ char *p = desc;
int i, j, v;
j = 8;
return state;
}
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
memcpy(ret->facecolours, state->facecolours,
ret->solid->nfaces * sizeof(int));
ret->nsquares = state->nsquares;
+ ret->current = state->current;
ret->squares = snewn(ret->nsquares, struct grid_square);
memcpy(ret->squares, state->squares,
ret->nsquares * sizeof(struct grid_square));
return ret;
}
-void free_game(game_state *state)
+static void free_game(game_state *state)
{
+ sfree(state->squares);
+ sfree(state->facecolours);
sfree(state);
}
-game_ui *new_ui(game_state *state)
+static char *solve_game(game_state *state, game_state *currstate,
+ game_aux_info *aux, char **error)
{
return NULL;
}
-void free_ui(game_ui *ui)
+static char *game_text_format(game_state *state)
{
+ return NULL;
}
-game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
+static game_ui *new_ui(game_state *state)
{
- int direction;
- int pkey[2], skey[2], dkey[2];
- float points[4];
- game_state *ret;
- float angle;
- int i, j, dest, mask;
- struct solid *poly;
+ return NULL;
+}
- /*
- * All moves are made with the cursor keys.
- */
- if (button == CURSOR_UP)
- direction = UP;
- else if (button == CURSOR_DOWN)
- direction = DOWN;
- else if (button == CURSOR_LEFT)
- direction = LEFT;
- else if (button == CURSOR_RIGHT)
- direction = RIGHT;
- else if (button == CURSOR_UP_LEFT)
- direction = UP_LEFT;
- else if (button == CURSOR_DOWN_LEFT)
- direction = DOWN_LEFT;
- else if (button == CURSOR_UP_RIGHT)
- direction = UP_RIGHT;
- else if (button == CURSOR_DOWN_RIGHT)
- direction = DOWN_RIGHT;
- else
- return NULL;
+static void free_ui(game_ui *ui)
+{
+}
+
+char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+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 */
+};
+
+/*
+ * Code shared between interpret_move() and execute_move().
+ */
+static int find_move_dest(game_state *from, int direction,
+ int *skey, int *dkey)
+{
+ int mask, dest, i, j;
+ float points[4];
/*
* Find the two points in the current grid square which
*/
mask = from->squares[from->current].directions[direction];
if (mask == 0)
- return NULL;
+ 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];
}
}
+ 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);
+
+ /*
+ * Moves can be made with the cursor keys or numeric keypad, or
+ * alternatively you can left-click and the polyhedron will
+ * move in the general direction of the mouse pointer.
+ */
+ if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
+ direction = UP;
+ else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
+ direction = DOWN;
+ else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
+ direction = LEFT;
+ else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
+ direction = RIGHT;
+ else if (button == (MOD_NUM_KEYPAD | '7'))
+ direction = UP_LEFT;
+ else if (button == (MOD_NUM_KEYPAD | '1'))
+ direction = DOWN_LEFT;
+ else if (button == (MOD_NUM_KEYPAD | '9'))
+ direction = UP_RIGHT;
+ else if (button == (MOD_NUM_KEYPAD | '3'))
+ direction = DOWN_RIGHT;
+ else if (button == LEFT_BUTTON) {
+ /*
+ * Find the bearing of the click point from the current
+ * square's centre.
+ */
+ int cx, cy;
+ double angle;
+
+ 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! */
+ angle = atan2(y - cy, x - cx);
+
+ /*
+ * There are three possibilities.
+ *
+ * - This square is a square, so we choose between UP,
+ * DOWN, LEFT and RIGHT by dividing the available angle
+ * at the 45-degree points.
+ *
+ * - This square is an up-pointing triangle, so we choose
+ * between DOWN, LEFT and RIGHT by dividing into
+ * 120-degree arcs.
+ *
+ * - This square is a down-pointing triangle, so we choose
+ * between UP, LEFT and RIGHT in the inverse manner.
+ *
+ * Don't forget that since our y-coordinates increase
+ * downwards, `angle' is measured _clockwise_ from the
+ * x-axis, not anticlockwise as most mathematicians would
+ * instinctively assume.
+ */
+ if (state->squares[state->current].npoints == 4) {
+ /* Square. */
+ if (fabs(angle) > 3*PI/4)
+ direction = LEFT;
+ else if (fabs(angle) < PI/4)
+ direction = RIGHT;
+ else if (angle > 0)
+ direction = DOWN;
+ else
+ direction = UP;
+ } else if (state->squares[state->current].directions[UP] == 0) {
+ /* Up-pointing triangle. */
+ if (angle < -PI/2 || angle > 5*PI/6)
+ direction = LEFT;
+ else if (angle > PI/6)
+ direction = DOWN;
+ else
+ direction = RIGHT;
+ } else {
+ /* Down-pointing triangle. */
+ assert(state->squares[state->current].directions[DOWN] == 0);
+ if (angle > PI/2 || angle < -5*PI/6)
+ direction = LEFT;
+ else if (angle < -PI/6)
+ direction = UP;
+ else
+ direction = RIGHT;
+ }
+ } else
+ return NULL;
+
+ mask = state->squares[state->current].directions[direction];
+ if (mask == 0)
+ return NULL;
+
+ /*
+ * Translate diagonal directions into orthogonal ones.
+ */
+ if (direction > DOWN) {
+ for (i = LEFT; i <= DOWN; i++)
+ if (state->squares[state->current].directions[i] == mask) {
+ direction = i;
+ break;
+ }
+ assert(direction <= DOWN);
+ }
+
+ if (find_move_dest(state, direction, skey, dkey) < 0)
+ return NULL;
+
+ 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
success = align_poly(poly, &from->squares[ret->current], all_pkey);
if (!success) {
+ sfree(poly);
angle = -angle;
poly = transform_poly(from->solid,
from->squares[from->current].flip,
float l, r, u, d;
};
-struct game_drawstate {
- int ox, oy; /* pixel position of float origin */
-};
-
static void find_bbox_callback(void *ctx, struct grid_square *sq)
{
struct bbox *bb = (struct bbox *)ctx;
return bb;
}
-void game_size(game_params *params, int *x, int *y)
+#define XSIZE(bb, solid) \
+ ((int)(((bb).r - (bb).l + 2*(solid)->border) * GRID_SCALE))
+#define YSIZE(bb, solid) \
+ ((int)(((bb).d - (bb).u + 2*(solid)->border) * GRID_SCALE))
+
+static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
+ int expand)
{
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);
+ float gsx, gsy, gs;
+
+ gsx = *x / (bb.r - bb.l + 2*solids[params->solid]->border);
+ gsy = *y / (bb.d - bb.u + 2*solids[params->solid]->border);
+ gs = min(gsx, gsy);
+
+ if (expand)
+ ds->gridscale = gs;
+ else
+ ds->gridscale = min(gs, PREFERRED_GRID_SCALE);
+
+ ds->ox = (int)(-(bb.l - solids[params->solid]->border) * GRID_SCALE);
+ ds->oy = (int)(-(bb.u - solids[params->solid]->border) * GRID_SCALE);
+
+ *x = XSIZE(bb, solids[params->solid]);
+ *y = YSIZE(bb, solids[params->solid]);
}
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
return ret;
}
-game_drawstate *game_new_drawstate(game_state *state)
+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;
}
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds);
}
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ 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(bb, state->solid), YSIZE(bb, state->solid),
+ COL_BACKGROUND);
if (dir < 0) {
game_state *t;
}
sfree(poly);
- draw_update(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
- (int)((bb.d-bb.u+2.0F) * GRID_SCALE));
+ draw_update(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid));
/*
* Update the status bar.
}
}
-float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
+static float game_anim_length(game_state *oldstate,
+ game_state *newstate, int dir, game_ui *ui)
{
return ROLLTIME;
}
-float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
+static float game_flash_length(game_state *oldstate,
+ game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-int game_wants_statusbar(void)
+static int game_wants_statusbar(void)
{
return TRUE;
}
+
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
+}
+
+#ifdef COMBINED
+#define thegame cube
+#endif
+
+const struct game thegame = {
+ "Cube", "games.cube",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ game_free_aux_info,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ FALSE, solve_game,
+ FALSE, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ game_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
+};