#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <ctype.h>
#include <math.h>
#include "puzzles.h"
-const char *const game_name = "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 ROLLTIME 0.1F
+#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 */
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(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
-static void enum_grid_squares(game_params *params,
- void (*callback)(void *, struct grid_square *),
+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((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->d2 = atoi(string);
+ }
+}
+
+static char *encode_params(const 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);
+}
+typedef void (*egc_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];
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;
return d1*d1 + d2*d2 + 4*d1*d2;
}
-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;
}
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
classes[thisclass]++;
}
-char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
int classes[5];
int i;
data->squareindex++;
}
-char *new_game_seed(game_params *params)
+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;
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 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;
}
-game_state *new_game(game_params *params, char *seed)
+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;
+
+ 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 *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 seed.
+ * the game description.
*/
{
- char *p = seed;
+ 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;
}
- if (*p == ':')
+ if (*p == ',')
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;
}
-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->squares = snewn(ret->nsquares, struct grid_square);
- memcpy(ret->squares, state->squares,
- ret->nsquares * sizeof(struct grid_square));
+ ret->current = state->current;
+ 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];
return ret;
}
-void free_game(game_state *state)
+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);
}
-game_state *make_move(game_state *from, int x, int y, int button)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
- 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 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(const game_state *state)
+{
+ return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+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 */
+};
+
+/*
+ * Code shared between interpret_move() and execute_move().
+ */
+static int find_move_dest(const 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
* correspond to this move.
*/
- mask = from->squares[from->current].directions[direction];
+ mask = from->grid->squares[from->current].directions[direction];
if (mask == 0)
- return NULL;
- for (i = j = 0; i < from->squares[from->current].npoints; i++)
+ return -1;
+ for (i = j = 0; i < from->grid->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];
+ 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++;
}
* This is our move destination.
*/
dest = -1;
- for (i = 0; i < from->nsquares; i++)
+ for (i = 0; i < from->grid->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]));
+ 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->squares[i].points[j*2] - points[2]) +
- SQ(from->squares[i].points[j*2+1] - points[3]));
+ 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;
}
}
}
+ 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);
+
+ /*
+ * 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 = (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! */
+ 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->grid->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->grid->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->grid->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->grid->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->grid->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(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];
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;
}
}
-static struct bbox find_bbox(game_params *params)
+static struct bbox find_bbox(const game_params *params)
{
struct bbox bb;
return bb;
}
-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);
}
-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;
}
-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;
}
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, 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(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 (oldstate && oldstate->movecount > state->movecount) {
- game_state *t;
+ if (dir < 0) {
+ const 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;
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);
}
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(const game_state *oldstate,
+ const 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(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-int game_wants_statusbar(void)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+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",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ FALSE, solve_game,
+ FALSE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ 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_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};