#include "puzzles.h"
-#define TILE_SIZE 48
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE / 2)
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
-#define PI 3.141592653589793238462643383279502884197169399
-
-#define ANIM_PER_RADIUS_UNIT 0.13F
+#define ANIM_PER_BLKSIZE_UNIT 0.13F
#define FLASH_FRAME 0.13F
enum {
COL_HIGHLIGHT_GENTLE,
COL_LOWLIGHT,
COL_LOWLIGHT_GENTLE,
+ COL_HIGHCURSOR, COL_LOWCURSOR,
NCOLOURS
};
int w, h, n;
int rowsonly;
int orientable;
+ int movetarget;
};
struct game_state {
int orientable;
int *grid;
int completed;
- int just_used_solve; /* used to suppress undo animation */
int used_solve; /* used to suppress completion flash */
- int movecount;
+ int movecount, movetarget;
int lastx, lasty, lastr; /* coordinates of last rotation */
};
ret->w = ret->h = 3;
ret->n = 2;
ret->rowsonly = ret->orientable = FALSE;
+ ret->movetarget = 0;
return ret;
}
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 */
{ "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
{ "4x4 normal", { 4, 4, 2, FALSE } },
{ "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
- { "4x4 radius 3", { 4, 4, 3, FALSE } },
- { "5x5 radius 3", { 5, 5, 3, FALSE } },
- { "6x6 radius 4", { 6, 6, 4, FALSE } },
+ { "4x4, rotating 3x3 blocks", { 4, 4, 3, FALSE } },
+ { "5x5, rotating 3x3 blocks", { 5, 5, 3, FALSE } },
+ { "6x6, rotating 4x4 blocks", { 6, 6, 4, FALSE } },
};
if (i < 0 || i >= lenof(presets))
return TRUE;
}
-static game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
{
- game_params *ret = snew(game_params);
-
ret->w = ret->h = atoi(string);
ret->n = 2;
ret->rowsonly = ret->orientable = FALSE;
- while (*string && isdigit(*string)) string++;
+ ret->movetarget = 0;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
}
if (*string == 'n') {
string++;
ret->n = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
}
while (*string) {
if (*string == 'r') {
ret->rowsonly = TRUE;
} else if (*string == 'o') {
ret->orientable = TRUE;
+ } else if (*string == 'm') {
+ string++;
+ ret->movetarget = atoi(string);
+ while (string[1] && isdigit((unsigned char)string[1])) string++;
}
string++;
}
-
- return ret;
}
-static char *encode_params(game_params *params)
+static char *encode_params(const game_params *params, int full)
{
char buf[256];
sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
params->rowsonly ? "r" : "",
params->orientable ? "o" : "");
+ /* Shuffle limit is part of the limited parameters, because we have to
+ * supply the target move count. */
+ if (params->movetarget)
+ sprintf(buf + strlen(buf), "m%d", params->movetarget);
return dupstr(buf);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
- ret = snewn(6, config_item);
+ ret = snewn(7, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
- ret[2].name = "Rotation radius";
+ ret[2].name = "Rotating block size";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->n);
ret[2].sval = dupstr(buf);
ret[4].sval = NULL;
ret[4].ival = params->orientable;
- ret[5].name = NULL;
- ret[5].type = C_END;
- ret[5].sval = NULL;
+ ret[5].name = "Number of shuffling moves";
+ ret[5].type = C_STRING;
+ sprintf(buf, "%d", params->movetarget);
+ ret[5].sval = dupstr(buf);
ret[5].ival = 0;
+ ret[6].name = NULL;
+ ret[6].type = C_END;
+ ret[6].sval = NULL;
+ ret[6].ival = 0;
+
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);
ret->n = atoi(cfg[2].sval);
ret->rowsonly = cfg[3].ival;
ret->orientable = cfg[4].ival;
+ ret->movetarget = atoi(cfg[5].sval);
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
if (params->n < 2)
- return "Rotation radius must be at least two";
+ return "Rotating block size must be at least two";
if (params->w < params->n)
- return "Width must be at least the rotation radius";
+ return "Width must be at least the rotating block size";
if (params->h < params->n)
- return "Height must be at least the rotation radius";
+ return "Height must be at least the rotating block size";
return NULL;
}
for (j = 0; j < n/2; j++) {
int k;
int g[4];
- int p[4] = {
- j*w+i,
- i*w+(n-j-1),
- (n-j-1)*w+(n-i-1),
- (n-i-1)*w+j
- };
+ int p[4];
+
+ p[0] = j*w+i;
+ p[1] = i*w+(n-j-1);
+ p[2] = (n-j-1)*w+(n-i-1);
+ p[3] = (n-i-1)*w+j;
for (k = 0; k < 4; k++)
g[k] = grid[p[k]];
return ok;
}
-static char *new_game_seed(game_params *params, random_state *rs,
- game_aux_info **aux)
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
{
int *grid;
int w = params->w, h = params->h, n = params->n, wh = w*h;
* and simply shuffle the grid by making a long sequence of
* randomly chosen moves.
*/
- total_moves = w*h*n*n*2 + random_upto(rs, 1);
- for (i = 0; i < total_moves; i++) {
- int x, y;
+ total_moves = params->movetarget;
+ if (!total_moves)
+ /* Add a random move to avoid parity issues. */
+ total_moves = w*h*n*n*2 + random_upto(rs, 2);
+
+ do {
+ int *prevmoves;
+ int rw, rh; /* w/h of rotation centre space */
+
+ rw = w - n + 1;
+ rh = h - n + 1;
+ prevmoves = snewn(rw * rh, int);
+ for (i = 0; i < rw * rh; i++)
+ prevmoves[i] = 0;
+
+ for (i = 0; i < total_moves; i++) {
+ int x, y, r, oldtotal, newtotal, dx, dy;
+
+ do {
+ x = random_upto(rs, w - n + 1);
+ y = random_upto(rs, h - n + 1);
+ r = 2 * random_upto(rs, 2) - 1;
+
+ /*
+ * See if any previous rotations has happened at
+ * this point which nothing has overlapped since.
+ * If so, ensure we haven't either undone a
+ * previous move or repeated one so many times that
+ * it turns into fewer moves in the inverse
+ * direction (i.e. three identical rotations).
+ */
+ oldtotal = prevmoves[y*rw+x];
+ newtotal = oldtotal + r;
+
+ /*
+ * Special case here for w==h==n, in which case
+ * there is actually no way to _avoid_ all moves
+ * repeating or undoing previous ones.
+ */
+ } while ((w != n || h != n) &&
+ (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2));
+
+ do_rotate(grid, w, h, n, params->orientable, x, y, r);
+
+ /*
+ * Log the rotation we've just performed at this point,
+ * for inversion detection in the next move.
+ *
+ * Also zero a section of the prevmoves array, because
+ * any rotation area which _overlaps_ this one is now
+ * entirely safe to perform further moves in.
+ *
+ * Two rotation areas overlap if their top left
+ * coordinates differ by strictly less than n in both
+ * directions
+ */
+ prevmoves[y*rw+x] += r;
+ for (dy = -n+1; dy <= n-1; dy++) {
+ if (y + dy < 0 || y + dy >= rh)
+ continue;
+ for (dx = -n+1; dx <= n-1; dx++) {
+ if (x + dx < 0 || x + dx >= rw)
+ continue;
+ if (dx == 0 && dy == 0)
+ continue;
+ prevmoves[(y+dy)*rw+(x+dx)] = 0;
+ }
+ }
+ }
- x = random_upto(rs, w - n + 1);
- y = random_upto(rs, h - n + 1);
- do_rotate(grid, w, h, n, params->orientable,
- x, y, 1 + random_upto(rs, 3));
+ sfree(prevmoves);
- /*
- * Optionally one more move in case the entire grid has
- * happened to come out solved.
- */
- if (i == total_moves - 1 && grid_complete(grid, wh,
- params->orientable))
- i--;
- }
+ } while (grid_complete(grid, wh, params->orientable));
/*
- * Now construct the game seed, by describing the grid as a
- * simple sequence of integers. They're comma-separated, unless
- * the puzzle is orientable in which case they're separated by
- * orientation letters `u', `d', `l' and `r'.
+ * Now construct the game description, by describing the grid
+ * as a simple sequence of integers. They're comma-separated,
+ * unless the puzzle is orientable in which case they're
+ * separated by orientation letters `u', `d', `l' and `r'.
*/
ret = NULL;
retlen = 0;
int k;
k = sprintf(buf, "%d%c", grid[i] / 4,
- params->orientable ? "uldr"[grid[i] & 3] : ',');
+ (char)(params->orientable ? "uldr"[grid[i] & 3] : ','));
ret = sresize(ret, retlen + k + 1, char);
strcpy(ret + retlen, buf);
return ret;
}
-static void game_free_aux_info(game_aux_info *aux)
+static char *validate_desc(const game_params *params, const char *desc)
{
- assert(!"Shouldn't happen");
-}
-
-static char *validate_seed(game_params *params, char *seed)
-{
- char *p, *err;
+ const char *p;
int w = params->w, h = params->h, wh = w*h;
int i;
- p = seed;
- err = NULL;
+ p = desc;
for (i = 0; i < wh; i++) {
if (*p < '0' || *p > '9')
return NULL;
}
-static game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
int w = params->w, h = params->h, n = params->n, wh = w*h;
int i;
- char *p;
+ const char *p;
state->w = w;
state->h = h;
state->n = n;
state->orientable = params->orientable;
state->completed = 0;
- state->used_solve = state->just_used_solve = FALSE;
+ state->used_solve = FALSE;
state->movecount = 0;
+ state->movetarget = params->movetarget;
state->lastx = state->lasty = state->lastr = -1;
state->grid = snewn(wh, int);
- p = seed;
+ p = desc;
for (i = 0; i < wh; i++) {
state->grid[i] = 4 * atoi(p);
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->orientable = state->orientable;
ret->completed = state->completed;
ret->movecount = state->movecount;
+ ret->movetarget = state->movetarget;
ret->lastx = state->lastx;
ret->lasty = state->lasty;
ret->lastr = state->lastr;
ret->used_solve = state->used_solve;
- ret->just_used_solve = state->just_used_solve;
ret->grid = snewn(ret->w * ret->h, int);
memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
return 0;
}
-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)
{
- game_state *ret = dup_game(state);
- int i;
-
- /*
- * Simply replace the grid with a solved one. For this game,
- * this isn't a useful operation for actually telling the user
- * what they should have done, but it is useful for
- * conveniently being able to get hold of a clean state from
- * which to practise manoeuvres.
- */
- qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
- for (i = 0; i < ret->w*ret->h; i++)
- ret->grid[i] &= ~3;
- ret->used_solve = ret->just_used_solve = TRUE;
- ret->completed = ret->movecount = 1;
+ return dupstr("S");
+}
- return ret;
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
char *ret, *p, buf[80];
int i, x, y, col, o, maxlen;
return ret;
}
-static game_ui *new_ui(game_state *state)
+struct game_ui {
+ int cur_x, cur_y;
+ int cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
{
- return NULL;
+ game_ui *ui = snew(game_ui);
+
+ ui->cur_x = 0;
+ ui->cur_y = 0;
+ ui->cur_visible = FALSE;
+
+ return ui;
}
static void free_ui(game_ui *ui)
{
+ sfree(ui);
}
-static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
- int button)
+static char *encode_ui(const game_ui *ui)
{
- int w = from->w, h = from->h, n = from->n, wh = w*h;
- game_state *ret;
+ 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 {
+ int started;
+ int w, h, bgcolour;
+ int *grid;
+ int tilesize;
+ int cur_x, cur_y;
+};
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->w, h = state->h, n = state->n /* , wh = w*h */;
+ char buf[80];
int dir;
+ button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
+
+ if (IS_CURSOR_MOVE(button)) {
+ if (button == CURSOR_LEFT && ui->cur_x > 0)
+ ui->cur_x--;
+ if (button == CURSOR_RIGHT && (ui->cur_x+n) < (w))
+ ui->cur_x++;
+ if (button == CURSOR_UP && ui->cur_y > 0)
+ ui->cur_y--;
+ if (button == CURSOR_DOWN && (ui->cur_y+n) < (h))
+ ui->cur_y++;
+ ui->cur_visible = 1;
+ return "";
+ }
+
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
/*
* Determine the coordinates of the click. We offset by n-1
y -= (n-1) * TILE_SIZE / 2;
x = FROMCOORD(x);
y = FROMCOORD(y);
- if (x < 0 || x > w-n || y < 0 || y > w-n)
+ dir = (button == LEFT_BUTTON ? 1 : -1);
+ if (x < 0 || x > w-n || y < 0 || y > h-n)
return NULL;
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ x = ui->cur_x;
+ y = ui->cur_y;
+ dir = (button == CURSOR_SELECT2) ? -1 : +1;
+ } else {
+ ui->cur_visible = 1;
+ return "";
+ }
+ } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
+ x = y = 0;
+ dir = (button == 'A' ? -1 : +1);
+ } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') {
+ x = w-n;
+ y = 0;
+ dir = (button == 'B' ? -1 : +1);
+ } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') {
+ x = 0;
+ y = h-n;
+ dir = (button == 'C' ? -1 : +1);
+ } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') {
+ x = w-n;
+ y = h-n;
+ dir = (button == 'D' ? -1 : +1);
+ } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) {
+ x = (w-n) / 2;
+ y = 0;
+ dir = +1;
+ } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) {
+ x = (w-n) / 2;
+ y = h-n;
+ dir = +1;
+ } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) {
+ x = 0;
+ y = (h-n) / 2;
+ dir = +1;
+ } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) {
+ x = w-n;
+ y = (h-n) / 2;
+ dir = +1;
+ } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){
+ x = (w-n) / 2;
+ y = (h-n) / 2;
+ dir = +1;
+ } else {
+ return NULL; /* no move to be made */
+ }
- /*
- * This is a valid move. Make it.
- */
+ /*
+ * If we reach here, we have a valid move.
+ */
+ sprintf(buf, "M%d,%d,%d", x, y, dir);
+ return dupstr(buf);
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ game_state *ret;
+ int w = from->w, h = from->h, n = from->n, wh = w*h;
+ int x, y, dir;
+
+ if (!strcmp(move, "S")) {
+ int i;
ret = dup_game(from);
- ret->just_used_solve = FALSE; /* zero this in a hurry */
- ret->movecount++;
- dir = (button == LEFT_BUTTON ? 1 : -1);
- do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
- ret->lastx = x;
- ret->lasty = y;
- ret->lastr = dir;
/*
- * See if the game has been completed. To do this we simply
- * test that the grid contents are in increasing order.
+ * Simply replace the grid with a solved one. For this game,
+ * this isn't a useful operation for actually telling the user
+ * what they should have done, but it is useful for
+ * conveniently being able to get hold of a clean state from
+ * which to practise manoeuvres.
*/
- if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
- ret->completed = ret->movecount;
+ qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
+ for (i = 0; i < ret->w*ret->h; i++)
+ ret->grid[i] &= ~3;
+ ret->used_solve = TRUE;
+ ret->completed = ret->movecount = 1;
+
return ret;
}
- return NULL;
+
+ if (move[0] != 'M' ||
+ sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 ||
+ x < 0 || y < 0 || x > from->w - n || y > from->h - n)
+ return NULL; /* can't parse this move string */
+
+ ret = dup_game(from);
+ ret->movecount++;
+ do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
+ ret->lastx = x;
+ ret->lasty = y;
+ ret->lastr = dir;
+
+ /*
+ * See if the game has been completed. To do this we simply
+ * test that the grid contents are in increasing order.
+ */
+ if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
+ ret->completed = ret->movecount;
+ return ret;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int w, h, bgcolour;
- int *grid;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
- float max;
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
- /*
- * Drop the background colour so that the highlight is
- * noticeably brighter than it while still being under 1.
- */
- max = ret[COL_BACKGROUND*3];
- for (i = 1; i < 3; i++)
- if (ret[COL_BACKGROUND*3+i] > max)
- max = ret[COL_BACKGROUND*3+i];
- if (max * 1.2F > 1.0F) {
- for (i = 0; i < 3; i++)
- ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
- }
+ /* cursor is light-background with a red tinge. */
+ ret[COL_HIGHCURSOR * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.0F;
+ ret[COL_HIGHCURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.5F;
+ ret[COL_HIGHCURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.5F;
for (i = 0; i < 3; i++) {
- ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
- ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
ret[COL_TEXT * 3 + i] = 0.0;
+ ret[COL_LOWCURSOR * 3 + i] = ret[COL_HIGHCURSOR * 3 + i] * 0.6F;
}
*ncolours = NCOLOURS;
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);
int i;
ds->h = state->h;
ds->bgcolour = COL_BACKGROUND;
ds->grid = snewn(ds->w*ds->h, int);
+ ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->grid[i] = -1;
+ ds->cur_x = ds->cur_y = -state->n;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
+ sfree(ds->grid);
sfree(ds);
}
static void rotate(int *xy, struct rotation *rot)
{
if (rot) {
- float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
+ float xf = (float)xy[0] - rot->ox, yf = (float)xy[1] - rot->oy;
float xf2, yf2;
xf2 = rot->c * xf + rot->s * yf;
yf2 = - rot->s * xf + rot->c * yf;
- xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
- xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
+ xy[0] = (int)(xf2 + rot->ox + 0.5); /* round to nearest */
+ xy[1] = (int)(yf2 + rot->oy + 0.5); /* round to nearest */
}
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
- int tile, int flash_colour, struct rotation *rot)
+#define CUR_TOP 1
+#define CUR_RIGHT 2
+#define CUR_BOTTOM 4
+#define CUR_LEFT 8
+
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
+ int x, int y, int tile, int flash_colour,
+ struct rotation *rot, unsigned cedges)
{
int coords[8];
char str[40];
+ /*
+ * If we've been passed a rotation region but we're drawing a
+ * tile which is outside it, we must draw it normally. This can
+ * occur if we're cleaning up after a completion flash while a
+ * new move is also being made.
+ */
+ if (rot && (x < rot->cx || y < rot->cy ||
+ x >= rot->cx+rot->cw || y >= rot->cy+rot->ch))
+ rot = NULL;
+
if (rot)
- clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
+ clip(dr, rot->cx, rot->cy, rot->cw, rot->ch);
/*
* We must draw each side of the tile's highlight separately,
coords[2] = x + TILE_SIZE - 1;
coords[3] = y;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
+ draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
+ rot ? rot->rc : (cedges & CUR_RIGHT) ? COL_LOWCURSOR : COL_LOWLIGHT);
/* Bottom side. */
coords[2] = x;
coords[3] = y + TILE_SIZE - 1;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
+ draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
+ rot ? rot->bc : (cedges & CUR_BOTTOM) ? COL_LOWCURSOR : COL_LOWLIGHT);
/* Left side. */
coords[0] = x;
coords[1] = y;
rotate(coords+0, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
+ rot ? rot->lc : (cedges & CUR_LEFT) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
/* Top side. */
coords[2] = x + TILE_SIZE - 1;
coords[3] = y;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
+ rot ? rot->tc : (cedges & CUR_TOP) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
/*
* Now the main blank area in the centre of the tile.
coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
coords[7] = y + HIGHLIGHT_WIDTH;
rotate(coords+6, rot);
- draw_polygon(fe, coords, 4, TRUE, flash_colour);
- draw_polygon(fe, coords, 4, FALSE, flash_colour);
+ draw_polygon(dr, coords, 4, flash_colour, flash_colour);
} else {
- draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
}
coords[4] = cx - displ * ydx;
coords[5] = cy - displ * ydy;
rotate(coords+4, rot);
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE);
}
coords[0] = x + TILE_SIZE/2;
coords[1] = y + TILE_SIZE/2;
rotate(coords+0, rot);
sprintf(str, "%d", tile / 4);
- draw_text(fe, coords[0], coords[1],
+ draw_text(dr, coords[0], coords[1],
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
if (rot)
- unclip(fe);
+ unclip(dr);
- draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
}
static int highlight_colour(float angle)
return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir)
+static float game_anim_length_real(const game_state *oldstate,
+ const game_state *newstate, int dir,
+ const game_ui *ui)
{
- if ((dir > 0 && newstate->just_used_solve) ||
- (dir < 0 && oldstate->just_used_solve))
- return 0.0F;
- else
- return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
+ /*
+ * Our game_anim_length doesn't need to modify its game_ui, so
+ * this is the real function which declares ui as const. We must
+ * wrap this for the backend structure with a version that has ui
+ * non-const, but we still need this version to call from within
+ * game_redraw which only has a const ui available.
+ */
+ return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1));
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return game_anim_length_real(oldstate, newstate, dir, ui);
+
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
return 0.0F;
}
-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 int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+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, bgcolour;
struct rotation srot, *rot;
int lastx = -1, lasty = -1, lastr = -1;
+ int cx, cy, cmoved = 0, n = state->n;
+
+ cx = ui->cur_visible ? ui->cur_x : -state->n;
+ cy = ui->cur_visible ? ui->cur_y : -state->n;
+ if (cx != ds->cur_x || cy != ds->cur_y)
+ cmoved = 1;
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
bgcolour = COL_BACKGROUND;
if (!ds->started) {
- int coords[6];
+ int coords[10];
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
- coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
- coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+ coords[4] = coords[2] - TILE_SIZE;
+ coords[5] = coords[3] + TILE_SIZE;
+ coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+ coords[6] = coords[8] + TILE_SIZE;
+ coords[7] = coords[9] - TILE_SIZE;
+ draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
ds->started = TRUE;
}
*/
if (oldstate) {
float angle;
- float anim_max = game_anim_length(oldstate, state, dir);
+ float anim_max = game_anim_length_real(oldstate, state, dir, ui);
if (dir > 0) {
lastx = state->lastx;
rot->cw = rot->ch = TILE_SIZE * state->n;
rot->ox = rot->cx + rot->cw/2;
rot->oy = rot->cy + rot->ch/2;
- angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
- rot->c = cos(angle);
- rot->s = sin(angle);
+ angle = (float)((-PI/2 * lastr) * (1.0 - animtime / anim_max));
+ rot->c = (float)cos(angle);
+ rot->s = (float)sin(angle);
/*
* Sort out the colours of the various sides of the tile.
*/
- rot->lc = highlight_colour(PI + angle);
+ rot->lc = highlight_colour((float)PI + angle);
rot->rc = highlight_colour(angle);
- rot->tc = highlight_colour(PI/2 + angle);
- rot->bc = highlight_colour(-PI/2 + angle);
+ rot->tc = highlight_colour((float)(PI/2.0) + angle);
+ rot->bc = highlight_colour((float)(-PI/2.0) + angle);
- draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
+ draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
} else
rot = NULL;
* Now draw each tile.
*/
for (i = 0; i < state->w * state->h; i++) {
- int t;
+ int t, cc = 0;
int tx = i % state->w, ty = i / state->w;
/*
else
t = state->grid[i];
+ if (cmoved) {
+ /* cursor has moved (or changed visibility)... */
+ if (tx == cx || tx == cx+n-1 || ty == cy || ty == cy+n-1)
+ cc = 1; /* ...we're on new cursor, redraw */
+ if (tx == ds->cur_x || tx == ds->cur_x+n-1 ||
+ ty == ds->cur_y || ty == ds->cur_y+n-1)
+ cc = 1; /* ...we were on old cursor, redraw */
+ }
+
if (ds->bgcolour != bgcolour || /* always redraw when flashing */
- ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
+ ds->grid[i] != t || ds->grid[i] == -1 || t == -1 || cc) {
int x = COORD(tx), y = COORD(ty);
+ unsigned cedges = 0;
+
+ if (tx == cx && ty >= cy && ty <= cy+n-1) cedges |= CUR_LEFT;
+ if (ty == cy && tx >= cx && tx <= cx+n-1) cedges |= CUR_TOP;
+ if (tx == cx+n-1 && ty >= cy && ty <= cy+n-1) cedges |= CUR_RIGHT;
+ if (ty == cy+n-1 && tx >= cx && tx <= cx+n-1) cedges |= CUR_BOTTOM;
- draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
+ draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot, cedges);
ds->grid[i] = t;
}
}
ds->bgcolour = bgcolour;
+ ds->cur_x = cx; ds->cur_y = cy;
/*
* Update the status bar.
if (state->used_solve)
sprintf(statusbuf, "Moves since auto-solve: %d",
state->movecount - state->completed);
- else
+ else {
sprintf(statusbuf, "%sMoves: %d",
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->movecount));
+ if (state->movetarget)
+ sprintf(statusbuf+strlen(statusbuf), " (target %d)",
+ state->movetarget);
+ }
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
-static int game_wants_statusbar(void)
+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 twiddle
#endif
const struct game thegame = {
- "Twiddle", "games.twiddle",
+ "Twiddle", "games.twiddle", "twiddle",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_params,
TRUE, game_configure, custom_params,
validate_params,
- new_game_seed,
- game_free_aux_info,
- validate_seed,
+ new_game_desc,
+ validate_desc,
new_game,
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, 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_TILE_SIZE, 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, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */