#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <ctype.h>
#include <math.h>
#include "puzzles.h"
-const char *const game_name = "Cube";
+#define PI 3.14159265358979323846264338327950884197169399
#define MAXVERTICES 20
#define MAXFACES 20
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 ROLLTIME 0.1F
+#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;
case 1:
str = "Tetrahedron";
ret->solid = TETRAHEDRON;
- ret->d1 = 2;
- ret->d2 = 1;
+ ret->d1 = 1;
+ ret->d2 = 2;
break;
case 2:
str = "Octahedron";
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;
}
+static void decode_params(game_params *ret, char const *string)
+{
+ switch (*string) {
+ case 't': ret->solid = TETRAHEDRON; string++; break;
+ case 'c': ret->solid = CUBE; string++; break;
+ case 'o': ret->solid = OCTAHEDRON; string++; break;
+ case 'i': ret->solid = ICOSAHEDRON; string++; break;
+ default: break;
+ }
+ ret->d1 = ret->d2 = atoi(string);
+ while (*string && isdigit(*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->d2 = atoi(string);
+ }
+}
+
+static char *encode_params(game_params *params, int full)
+{
+ char data[256];
+
+ assert(params->solid >= 0 && params->solid < 4);
+ sprintf(data, "%c%dx%d", "tcoi"[params->solid], params->d1, params->d2);
+
+ return dupstr(data);
+}
+
static void enum_grid_squares(game_params *params,
void (*callback)(void *, struct grid_square *),
void *ctx)
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;
}
+static 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;
+}
+
+static 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]++;
+}
+
+static 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)
+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
for (i = 0; i < data.nclasses; i++) {
for (j = 0; j < facesperclass; j++) {
- int n = rand_upto(data.nsquares[i]);
+ int n = random_upto(rs, data.nsquares[i]);
assert(!flags[data.gridptrs[i][n]]);
flags[data.gridptrs[i][n]] = TRUE;
* 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;
/*
* Choose a non-blue square for the polyhedron.
*/
- sprintf(p, ":%d", data.gridptrs[0][rand_upto(m)]);
+ sprintf(p, ",%d", data.gridptrs[0][random_upto(rs, m)]);
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;
}
-game_state *new_game(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 = 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 desc[j]=='\0' that will also be caught here, so we're safe */
+ }
+
+ if (desc[i] != ',')
+ return "Expected ',' after hex digits";
+
+ i++;
+ do {
+ if (desc[i] < '0' || desc[i] > '9')
+ return "Expected decimal integer after ','";
+ i++;
+ } while (desc[i]);
+
+ return NULL;
+}
+
+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;
j = 8;
}
- if (*p == ':')
+ if (*p == ',')
p++;
state->current = atoi(p);
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);
}
-game_state *make_move(game_state *from, int x, int y, int button)
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+ char **error)
+{
+ return NULL;
+}
+
+static char *game_text_format(game_state *state)
+{
+ return NULL;
+}
+
+static game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+struct game_drawstate {
+ 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)
{
int direction;
int pkey[2], skey[2], dkey[2];
int i, j, dest, mask;
struct solid *poly;
+ button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
+
/*
- * All moves are made with the cursor keys.
+ * 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)
+ if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
direction = UP;
- else if (button == CURSOR_DOWN)
+ else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
direction = DOWN;
- else if (button == CURSOR_LEFT)
+ else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
direction = LEFT;
- else if (button == CURSOR_RIGHT)
+ else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
direction = RIGHT;
- else if (button == CURSOR_UP_LEFT)
+ else if (button == (MOD_NUM_KEYPAD | '7'))
direction = UP_LEFT;
- else if (button == CURSOR_DOWN_LEFT)
+ else if (button == (MOD_NUM_KEYPAD | '1'))
direction = DOWN_LEFT;
- else if (button == CURSOR_UP_RIGHT)
+ else if (button == (MOD_NUM_KEYPAD | '9'))
direction = UP_RIGHT;
- else if (button == CURSOR_DOWN_RIGHT)
+ else if (button == (MOD_NUM_KEYPAD | '3'))
direction = DOWN_RIGHT;
- else
+ else if (button == LEFT_BUTTON) {
+ /*
+ * Find the bearing of the click point from the current
+ * square's centre.
+ */
+ 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;
+
+ 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 (from->squares[from->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 (from->squares[from->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(from->squares[from->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;
/*
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)
+static void game_size(game_params *params, 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);
}
-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);
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, 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);
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);
- if (oldstate && oldstate->movecount > state->movecount) {
+ if (dir < 0) {
game_state *t;
/*
* This is an Undo. So reverse the order of the states, and
* run the roll timer backwards.
*/
+ assert(oldstate);
+
t = oldstate;
oldstate = state;
state = t;
}
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;
}
/*
}
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+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)
+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,
+ make_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,
+};