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) )
float points[8]; /* maximum */
int directions[8]; /* bit masks showing point pairs */
int flip;
- int blue;
int tetra_class;
};
int d1, d2;
};
+typedef struct game_grid game_grid;
+struct game_grid {
+ int refcount;
+ struct grid_square *squares;
+ int nsquares;
+};
+
+#define SET_SQUARE(state, i, val) \
+ ((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \
+ (state)->bluemask[(i)/32] |= ((!!val) << ((i)%32)))
+#define GET_SQUARE(state, i) \
+ (((state)->bluemask[(i)/32] >> ((i)%32)) & 1)
+
struct game_state {
struct game_params params;
const struct solid *solid;
int *facecolours;
- struct grid_square *squares;
- int nsquares;
+ game_grid *grid;
+ unsigned long *bluemask;
int current; /* index of current grid square */
int sgkey[2]; /* key-point indices into grid sq */
int dgkey[2]; /* key-point indices into grid sq */
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
default: break;
}
ret->d1 = ret->d2 = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->d2 = atoi(string);
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const 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 *),
+static void enum_grid_squares(const game_params *params, egc_callback callback,
void *ctx)
{
const struct solid *solid = solids[params->solid];
return d1*d1 + d2*d2 + 4*d1*d2;
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
classes[thisclass]++;
}
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
int classes[5];
int i;
data->squareindex++;
}
-static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+static char *new_game_desc(const game_params *params, random_state *rs,
+ 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;
+ game_grid *grid = (game_grid *)ctx;
- state->squares[state->nsquares] = *sq; /* structure copy */
- state->squares[state->nsquares].blue = FALSE;
- state->nsquares++;
+ grid->squares[grid->nsquares++] = *sq; /* structure copy */
}
static int lowest_face(const struct solid *solid)
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
int i, j;
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
+ game_grid *grid = snew(game_grid);
game_state *state = snew(game_state);
int area;
state->solid = solids[params->solid];
area = grid_area(params->d1, params->d2, state->solid->order);
- state->squares = snewn(area, struct grid_square);
- state->nsquares = 0;
- enum_grid_squares(params, add_grid_square_callback, state);
- assert(state->nsquares == area);
+ grid->squares = snewn(area, struct grid_square);
+ grid->nsquares = 0;
+ enum_grid_squares(params, add_grid_square_callback, grid);
+ assert(grid->nsquares == area);
+ state->grid = grid;
+ grid->refcount = 1;
state->facecolours = snewn(state->solid->nfaces, int);
memset(state->facecolours, 0, state->solid->nfaces * sizeof(int));
+ state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long);
+ memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 *
+ sizeof(unsigned long));
+
/*
* Set up the blue squares and polyhedron position according to
* the game description.
*/
{
- char *p = desc;
+ const char *p = desc;
int i, j, v;
j = 8;
v = 0;
- for (i = 0; i < state->nsquares; i++) {
+ for (i = 0; i < state->grid->nsquares; i++) {
if (j == 8) {
v = *p++;
if (v >= '0' && v <= '9')
break;
}
if (v & j)
- state->squares[i].blue = TRUE;
+ SET_SQUARE(state, i, TRUE);
j >>= 1;
if (j == 0)
j = 8;
p++;
state->current = atoi(p);
- if (state->current < 0 || state->current >= state->nsquares)
+ if (state->current < 0 || state->current >= state->grid->nsquares)
state->current = 0; /* got to do _something_ */
}
int pkey[4];
int ret;
- ret = align_poly(state->solid, &state->squares[state->current], pkey);
+ ret = align_poly(state->solid, &state->grid->squares[state->current], pkey);
assert(ret);
state->dpkey[0] = state->spkey[0] = pkey[0];
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->facecolours = snewn(ret->solid->nfaces, int);
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));
+ ret->grid = state->grid;
+ ret->grid->refcount++;
+ ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long);
+ memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 *
+ sizeof(unsigned long));
ret->dpkey[0] = state->dpkey[0];
ret->dpkey[1] = state->dpkey[1];
ret->dgkey[0] = state->dgkey[0];
static void free_game(game_state *state)
{
+ if (--state->grid->refcount <= 0) {
+ sfree(state->grid->squares);
+ sfree(state->grid);
+ }
+ sfree(state->bluemask);
+ sfree(state->facecolours);
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
return NULL;
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
return NULL;
}
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
return NULL;
}
{
}
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const 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(const 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->grid->squares[from->current].directions[direction];
+ if (mask == 0)
+ return -1;
+ for (i = j = 0; i < from->grid->squares[from->current].npoints; i++)
+ if (mask & (1 << i)) {
+ points[j*2] = from->grid->squares[from->current].points[i*2];
+ points[j*2+1] = from->grid->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->grid->nsquares; i++)
+ if (i != from->current) {
+ int match = 0;
+ float dist;
+
+ for (j = 0; j < from->grid->squares[i].npoints; j++) {
+ dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) +
+ SQ(from->grid->squares[i].points[j*2+1] - points[1]));
+ if (dist < 0.1)
+ dkey[match++] = j;
+ dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) +
+ SQ(from->grid->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(const game_state *state, game_ui *ui,
+ const 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 = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox;
+ cy = (int)(state->grid->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->grid->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->grid->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->grid->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->grid->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->grid->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(const game_state *from, const 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
*/
{
int all_pkey[4];
- align_poly(from->solid, &from->squares[from->current], all_pkey);
+ align_poly(from->solid, &from->grid->squares[from->current], all_pkey);
pkey[0] = all_pkey[skey[0]];
pkey[1] = all_pkey[skey[1]];
/*
angle = -angle; /* HACK */
poly = transform_poly(from->solid,
- from->squares[from->current].flip,
+ from->grid->squares[from->current].flip,
pkey[0], pkey[1], angle);
- flip_poly(poly, from->squares[ret->current].flip);
- success = align_poly(poly, &from->squares[ret->current], all_pkey);
+ flip_poly(poly, from->grid->squares[ret->current].flip);
+ success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
if (!success) {
+ sfree(poly);
angle = -angle;
poly = transform_poly(from->solid,
- from->squares[from->current].flip,
+ from->grid->squares[from->current].flip,
pkey[0], pkey[1], angle);
- flip_poly(poly, from->squares[ret->current].flip);
- success = align_poly(poly, &from->squares[ret->current], all_pkey);
+ flip_poly(poly, from->grid->squares[ret->current].flip);
+ success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
}
assert(success);
if (!ret->completed) {
i = lowest_face(from->solid);
j = ret->facecolours[i];
- ret->facecolours[i] = ret->squares[ret->current].blue;
- ret->squares[ret->current].blue = j;
+ ret->facecolours[i] = GET_SQUARE(ret, ret->current);
+ SET_SQUARE(ret, ret->current, j);
/*
* Detect game completion.
int pkey[4];
int success;
- success = align_poly(ret->solid, &ret->squares[ret->current], pkey);
+ success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey);
assert(success);
ret->dpkey[0] = pkey[0];
}
}
-static struct bbox find_bbox(game_params *params)
+static struct bbox find_bbox(const game_params *params)
{
struct bbox bb;
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(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ struct bbox bb = find_bbox(params);
+
+ *x = XSIZE(tilesize, bb, solids[params->solid]);
+ *y = YSIZE(tilesize, bb, solids[params->solid]);
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
{
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);
+
+ ds->gridscale = (float)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 float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const 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 = 0;
+ ds->gridscale = 0.0F; /* not decided yet */
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(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)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int i, j;
struct bbox bb = find_bbox(&state->params);
struct solid *poly;
- int *pkey, *gkey;
+ const int *pkey, *gkey;
float t[3];
float angle;
- 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(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+ YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
if (dir < 0) {
- game_state *t;
+ const game_state *t;
/*
* This is an Undo. So reverse the order of the states, and
pkey = state->spkey;
gkey = state->sgkey;
}
- newstate = state;
state = oldstate;
- for (i = 0; i < state->nsquares; i++) {
+ for (i = 0; i < state->grid->nsquares; i++) {
int coords[8];
- for (j = 0; j < state->squares[i].npoints; j++) {
- coords[2*j] = ((int)(state->squares[i].points[2*j] * GRID_SCALE)
+ for (j = 0; j < state->grid->squares[i].npoints; j++) {
+ coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE)
+ ds->ox);
- coords[2*j+1] = ((int)(state->squares[i].points[2*j+1]*GRID_SCALE)
+ coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE)
+ 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(dr, coords, state->grid->squares[i].npoints,
+ GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND,
+ COL_BORDER);
}
/*
* Now compute and draw the polyhedron.
*/
- poly = transform_poly(state->solid, state->squares[square].flip,
+ poly = transform_poly(state->solid, state->grid->squares[square].flip,
pkey[0], pkey[1], angle);
/*
if (i < 2) {
grid_coord =
- state->squares[square].points[gkey[j]*2+i];
+ state->grid->squares[square].points[gkey[j]*2+i];
} else {
grid_coord = 0.0;
}
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(dr, coords, poly->order,
+ state->facecolours[i] ? COL_BLUE : COL_BACKGROUND,
+ COL_BORDER);
}
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(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+ YSIZE(GRID_SCALE, bb, state->solid));
/*
* Update the status bar.
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->movecount));
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
-static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return ROLLTIME;
}
-static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame cube
#endif
const struct game thegame = {
- "Cube", "games.cube",
+ "Cube", "games.cube", "cube",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_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,
+ FALSE, game_can_format_as_text_now, 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,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};