mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 00:15:46 -07:00
New puzzle: `twiddle', generalised from a random door-unlocking
gadget in Metroid Prime 2. [originally from svn r5708]
This commit is contained in:
4
Recipe
4
Recipe
@ -18,7 +18,7 @@ COMMON = midend misc malloc random
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NET = net tree234
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NET = net tree234
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NETSLIDE = netslide tree234
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NETSLIDE = netslide tree234
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ALL = list NET NETSLIDE cube fifteen sixteen rect pattern solo
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ALL = list NET NETSLIDE cube fifteen sixteen rect pattern solo twiddle
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net : [X] gtk COMMON NET
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net : [X] gtk COMMON NET
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netslide : [X] gtk COMMON NETSLIDE
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netslide : [X] gtk COMMON NETSLIDE
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@ -28,6 +28,7 @@ sixteen : [X] gtk COMMON sixteen
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rect : [X] gtk COMMON rect
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rect : [X] gtk COMMON rect
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pattern : [X] gtk COMMON pattern
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pattern : [X] gtk COMMON pattern
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solo : [X] gtk COMMON solo
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solo : [X] gtk COMMON solo
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twiddle : [X] gtk COMMON twiddle
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# The Windows Net shouldn't be called `net.exe' since Windows
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# The Windows Net shouldn't be called `net.exe' since Windows
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# already has a reasonably important utility program by that name!
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# already has a reasonably important utility program by that name!
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@ -39,6 +40,7 @@ sixteen : [G] WINDOWS COMMON sixteen
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rect : [G] WINDOWS COMMON rect
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rect : [G] WINDOWS COMMON rect
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pattern : [G] WINDOWS COMMON pattern
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pattern : [G] WINDOWS COMMON pattern
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solo : [G] WINDOWS COMMON solo
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solo : [G] WINDOWS COMMON solo
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twiddle : [G] WINDOWS COMMON twiddle
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# Mac OS X unified application containing all the puzzles.
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# Mac OS X unified application containing all the puzzles.
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Puzzles : [MX] osx osx.icns osx-info.plist COMMON ALL
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Puzzles : [MX] osx osx.icns osx-info.plist COMMON ALL
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2
list.c
2
list.c
@ -25,6 +25,7 @@ extern const game pattern;
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extern const game rect;
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extern const game rect;
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extern const game sixteen;
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extern const game sixteen;
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extern const game solo;
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extern const game solo;
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extern const game twiddle;
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const game *gamelist[] = {
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const game *gamelist[] = {
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&cube,
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&cube,
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@ -35,6 +36,7 @@ const game *gamelist[] = {
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&rect,
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&rect,
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&sixteen,
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&sixteen,
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&solo,
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&solo,
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&twiddle,
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};
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};
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const int gamecount = lenof(gamelist);
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const int gamecount = lenof(gamelist);
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51
puzzles.but
51
puzzles.but
@ -382,6 +382,57 @@ The only parameters available from the \q{Custom...} option on the
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self-explanatory.
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self-explanatory.
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\C{twiddle} \i{Twiddle}
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\cfg{winhelp-topic}{games.twiddle}
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Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
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(see \k{sixteen}): you are given a grid of square tiles, each
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containing a number, and your aim is to arrange the numbers into
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ascending order.
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In basic Twiddle, your move is to rotate a square group of four
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tiles about their common centre. (Orientation is not significant:
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tiles never end up upside down!) On more advanced settings, you can
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rotate a larger square group of tiles.
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I first saw this type of puzzle in the GameCube game \q{Metroid
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Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
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you solve to unlock a door, which is a special case of Twiddle. I
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developed this game as a generalisation of that puzzle.
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\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
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To play Twiddle, click the mouse in the centre of the square group
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you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
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which means you have to click at a corner point where four tiles
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meet.
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In more advanced modes you might be rotating 3\by\.3 or even more at
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a time; if the size of the square is odd then you simply click in
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the centre tile of the square you want to rotate.
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Clicking with the left mouse button rotates the group anticlockwise.
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Clicking with the right button rotates it clockwise.
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(All the actions described in \k{common-actions} are also available.)
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\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
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Twiddle provides several configuration options via the \q{Custom}
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option on the \q{Type} menu:
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\b You can configure the width and height of the puzzle grid.
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\b You can configure the size of square block that rotates at a time.
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\b You can ask for every square in the grid to be distinguishable
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(the default), or you can ask for a simplified puzzle in which there
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are groups of identical numbers. In the simplified puzzle your aim
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is just to arrange all the 1s into the first row, all the 2s into
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the second row, and so on.
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\C{rectangles} \i{Rectangles}
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\C{rectangles} \i{Rectangles}
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\cfg{winhelp-topic}{games.rectangles}
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\cfg{winhelp-topic}{games.rectangles}
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867
twiddle.c
Normal file
867
twiddle.c
Normal file
@ -0,0 +1,867 @@
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/*
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* twiddle.c: Puzzle involving rearranging a grid of squares by
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* rotating subsquares. Adapted and generalised from a
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* door-unlocking puzzle in Metroid Prime 2 (the one in the Main
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* Gyro Chamber).
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*/
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/*
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* Possibly TODO:
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*
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* - it's horribly tempting to give the pieces significant
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* _orientations_, perhaps by drawing some sort of oriented
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* polygonal figure beneath the number. (An arrow pointing
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* upwards springs readily to mind.)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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#define TILE_SIZE 48
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#define BORDER (TILE_SIZE / 2)
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#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
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#define PI 3.141592653589793238462643383279502884197169399
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#define ANIM_PER_RADIUS_UNIT 0.13F
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#define FLASH_FRAME 0.13F
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enum {
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COL_BACKGROUND,
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COL_TEXT,
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COL_HIGHLIGHT,
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COL_HIGHLIGHT_GENTLE,
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COL_LOWLIGHT,
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COL_LOWLIGHT_GENTLE,
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NCOLOURS
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};
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struct game_params {
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int w, h, n;
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int rowsonly;
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};
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struct game_state {
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int w, h, n;
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int *grid;
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int completed;
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int movecount;
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int lastx, lasty, lastr; /* coordinates of last rotation */
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 3;
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ret->n = 2;
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ret->rowsonly = FALSE;
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return ret;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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static struct {
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char *title;
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game_params params;
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} presets[] = {
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{ "3x3 rows only", { 3, 3, 2, TRUE } },
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{ "3x3 normal", { 3, 3, 2, FALSE } },
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{ "4x4 normal", { 4, 4, 2, FALSE } },
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{ "4x4 radius 3", { 4, 4, 3, FALSE } },
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{ "5x5 radius 3", { 5, 5, 3, FALSE } },
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{ "6x6 radius 4", { 6, 6, 4, FALSE } },
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};
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if (i < 0 || i >= lenof(presets))
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return FALSE;
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*name = dupstr(presets[i].title);
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*params = dup_params(&presets[i].params);
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return TRUE;
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}
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static game_params *decode_params(char const *string)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = atoi(string);
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ret->n = 2;
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ret->rowsonly = FALSE;
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while (*string && isdigit(*string)) string++;
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if (*string == 'x') {
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string++;
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ret->h = atoi(string);
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while (*string && isdigit(*string)) string++;
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}
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if (*string == 'n') {
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string++;
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ret->n = atoi(string);
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while (*string && isdigit(*string)) string++;
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}
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if (*string == 'r') {
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string++;
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ret->rowsonly = TRUE;
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}
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return ret;
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}
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static char *encode_params(game_params *params)
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{
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char buf[256];
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sprintf(buf, "%dx%dn%d%s", params->w, params->h, params->n,
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params->rowsonly ? "r" : "");
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return dupstr(buf);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(4, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "Rotation radius";
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ret[2].type = C_STRING;
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sprintf(buf, "%d", params->n);
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ret[2].sval = dupstr(buf);
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ret[2].ival = 0;
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ret[3].name = "One number per row";
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ret[3].type = C_BOOLEAN;
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ret[3].sval = NULL;
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ret[3].ival = params->rowsonly;
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ret[4].name = NULL;
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ret[4].type = C_END;
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ret[4].sval = NULL;
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ret[4].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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ret->n = atoi(cfg[2].sval);
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ret->rowsonly = cfg[3].ival;
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return ret;
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}
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static char *validate_params(game_params *params)
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{
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if (params->n < 2)
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return "Rotation radius must be at least two";
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|
if (params->w < params->n)
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|
return "Width must be at least the rotation radius";
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|
if (params->h < params->n)
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return "Height must be at least the rotation radius";
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|
return NULL;
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|
}
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|
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|
/*
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|
* This function actually performs a rotation on a grid. The `x'
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|
* and `y' coordinates passed in are the coordinates of the _top
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|
* left corner_ of the rotated region. (Using the centre would have
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|
* involved half-integers and been annoyingly fiddly. Clicking in
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* the centre is good for a user interface, but too inconvenient to
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|
* use internally.)
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|
*/
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static void do_rotate(int *grid, int w, int h, int n, int x, int y, int dir)
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|
{
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|
int i, j;
|
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|
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|
assert(x >= 0 && x+n <= w);
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|
assert(y >= 0 && y+n <= h);
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|
dir &= 3;
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|
if (dir == 0)
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|
return; /* nothing to do */
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|
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|
grid += y*w+x; /* translate region to top corner */
|
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|
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|
/*
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||||||
|
* If we were leaving the result of the rotation in a separate
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|
* grid, the simple thing to do would be to loop over each
|
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|
* square within the rotated region and assign it from its
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|
* source square. However, to do it in place without taking
|
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|
* O(n^2) memory, we need to be marginally more clever. What
|
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|
* I'm going to do is loop over about one _quarter_ of the
|
||||||
|
* rotated region and permute each element within that quarter
|
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|
* with its rotational coset.
|
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|
*
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|
* The size of the region I need to loop over is (n+1)/2 by
|
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|
* n/2, which is an obvious exact quarter for even n and is a
|
||||||
|
* rectangle for odd n. (For odd n, this technique leaves out
|
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|
* one element of the square, which is of course the central
|
||||||
|
* one that never moves anyway.)
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||||||
|
*/
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||||||
|
for (i = 0; i < (n+1)/2; i++) {
|
||||||
|
for (j = 0; j < n/2; j++) {
|
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|
int k;
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||||||
|
int g[4];
|
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|
int p[4] = {
|
||||||
|
j*w+i,
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|
i*w+(n-j-1),
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|
(n-j-1)*w+(n-i-1),
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|
(n-i-1)*w+j
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||||||
|
};
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|
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|
for (k = 0; k < 4; k++)
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|
g[k] = grid[p[k]];
|
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|
|
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|
for (k = 0; k < 4; k++)
|
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|
grid[p[k]] = g[(k+dir) & 3];
|
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|
}
|
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|
}
|
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|
}
|
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|
|
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|
static int grid_complete(int *grid, int wh)
|
||||||
|
{
|
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|
int ok = TRUE;
|
||||||
|
int i;
|
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|
for (i = 1; i < wh; i++)
|
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|
if (grid[i] < grid[i-1])
|
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|
ok = FALSE;
|
||||||
|
return ok;
|
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|
}
|
||||||
|
|
||||||
|
static char *new_game_seed(game_params *params, random_state *rs)
|
||||||
|
{
|
||||||
|
int *grid;
|
||||||
|
int w = params->w, h = params->h, n = params->n, wh = w*h;
|
||||||
|
int i;
|
||||||
|
char *ret;
|
||||||
|
int retlen;
|
||||||
|
int total_moves;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Set up a solved grid.
|
||||||
|
*/
|
||||||
|
grid = snewn(wh, int);
|
||||||
|
for (i = 0; i < wh; i++)
|
||||||
|
grid[i] = (params->rowsonly ? i/w : i) + 1;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Shuffle it. This game is complex enough that I don't feel up
|
||||||
|
* to analysing its full symmetry properties (particularly at
|
||||||
|
* n=4 and above!), so I'm going to do it the pedestrian way
|
||||||
|
* and simply shuffle the grid by making a long sequence of
|
||||||
|
* randomly chosen moves.
|
||||||
|
*/
|
||||||
|
total_moves = w*h*n*n*2;
|
||||||
|
for (i = 0; i < total_moves; i++) {
|
||||||
|
int x, y;
|
||||||
|
|
||||||
|
x = random_upto(rs, w - n + 1);
|
||||||
|
y = random_upto(rs, h - n + 1);
|
||||||
|
do_rotate(grid, w, h, n, x, y, 1 + random_upto(rs, 3));
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Optionally one more move in case the entire grid has
|
||||||
|
* happened to come out solved.
|
||||||
|
*/
|
||||||
|
if (i == total_moves - 1 && grid_complete(grid, wh))
|
||||||
|
i--;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Now construct the game seed, by describing the grid as a
|
||||||
|
* simple sequence of comma-separated integers.
|
||||||
|
*/
|
||||||
|
ret = NULL;
|
||||||
|
retlen = 0;
|
||||||
|
for (i = 0; i < wh; i++) {
|
||||||
|
char buf[80];
|
||||||
|
int k;
|
||||||
|
|
||||||
|
k = sprintf(buf, "%d,", grid[i]);
|
||||||
|
|
||||||
|
ret = sresize(ret, retlen + k + 1, char);
|
||||||
|
strcpy(ret + retlen, buf);
|
||||||
|
retlen += k;
|
||||||
|
}
|
||||||
|
ret[retlen-1] = '\0'; /* delete last comma */
|
||||||
|
|
||||||
|
sfree(grid);
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
static char *validate_seed(game_params *params, char *seed)
|
||||||
|
{
|
||||||
|
char *p, *err;
|
||||||
|
int w = params->w, h = params->h, wh = w*h;
|
||||||
|
int i;
|
||||||
|
|
||||||
|
p = seed;
|
||||||
|
err = NULL;
|
||||||
|
|
||||||
|
for (i = 0; i < wh; i++) {
|
||||||
|
if (*p < '0' || *p > '9') {
|
||||||
|
return "Not enough numbers in string";
|
||||||
|
}
|
||||||
|
while (*p >= '0' && *p <= '9')
|
||||||
|
p++;
|
||||||
|
if (i < wh-1 && *p != ',') {
|
||||||
|
return "Expected comma after number";
|
||||||
|
}
|
||||||
|
else if (i == wh-1 && *p) {
|
||||||
|
return "Excess junk at end of string";
|
||||||
|
}
|
||||||
|
|
||||||
|
if (*p) p++; /* eat comma */
|
||||||
|
}
|
||||||
|
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static game_state *new_game(game_params *params, char *seed)
|
||||||
|
{
|
||||||
|
game_state *state = snew(game_state);
|
||||||
|
int w = params->w, h = params->h, n = params->n, wh = w*h;
|
||||||
|
int i;
|
||||||
|
char *p;
|
||||||
|
|
||||||
|
state->w = w;
|
||||||
|
state->h = h;
|
||||||
|
state->n = n;
|
||||||
|
state->completed = 0;
|
||||||
|
state->movecount = 0;
|
||||||
|
state->lastx = state->lasty = state->lastr = -1;
|
||||||
|
|
||||||
|
state->grid = snewn(wh, int);
|
||||||
|
|
||||||
|
p = seed;
|
||||||
|
|
||||||
|
for (i = 0; i < wh; i++) {
|
||||||
|
state->grid[i] = atoi(p);
|
||||||
|
while (*p >= '0' && *p <= '9')
|
||||||
|
p++;
|
||||||
|
|
||||||
|
if (*p) p++; /* eat comma */
|
||||||
|
}
|
||||||
|
|
||||||
|
return state;
|
||||||
|
}
|
||||||
|
|
||||||
|
static game_state *dup_game(game_state *state)
|
||||||
|
{
|
||||||
|
game_state *ret = snew(game_state);
|
||||||
|
|
||||||
|
ret->w = state->w;
|
||||||
|
ret->h = state->h;
|
||||||
|
ret->n = state->n;
|
||||||
|
ret->completed = state->completed;
|
||||||
|
ret->movecount = state->movecount;
|
||||||
|
ret->lastx = state->lastx;
|
||||||
|
ret->lasty = state->lasty;
|
||||||
|
ret->lastr = state->lastr;
|
||||||
|
|
||||||
|
ret->grid = snewn(ret->w * ret->h, int);
|
||||||
|
memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void free_game(game_state *state)
|
||||||
|
{
|
||||||
|
sfree(state->grid);
|
||||||
|
sfree(state);
|
||||||
|
}
|
||||||
|
|
||||||
|
static game_ui *new_ui(game_state *state)
|
||||||
|
{
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void free_ui(game_ui *ui)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
|
||||||
|
int button)
|
||||||
|
{
|
||||||
|
int w = from->w, h = from->h, n = from->n, wh = w*h;
|
||||||
|
game_state *ret;
|
||||||
|
int dir;
|
||||||
|
|
||||||
|
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
|
||||||
|
/*
|
||||||
|
* Determine the coordinates of the click. We offset by n-1
|
||||||
|
* half-blocks so that the user must click at the centre of
|
||||||
|
* a rotation region rather than at the corner.
|
||||||
|
*/
|
||||||
|
x -= (n-1) * TILE_SIZE / 2;
|
||||||
|
y -= (n-1) * TILE_SIZE / 2;
|
||||||
|
x = FROMCOORD(x);
|
||||||
|
y = FROMCOORD(y);
|
||||||
|
if (x < 0 || x > w-n || y < 0 || y > w-n)
|
||||||
|
return NULL;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* This is a valid move. Make it.
|
||||||
|
*/
|
||||||
|
ret = dup_game(from);
|
||||||
|
ret->movecount++;
|
||||||
|
dir = (button == LEFT_BUTTON ? 1 : -1);
|
||||||
|
do_rotate(ret->grid, w, h, n, 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->completed = ret->movecount;
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ----------------------------------------------------------------------
|
||||||
|
* Drawing routines.
|
||||||
|
*/
|
||||||
|
|
||||||
|
struct game_drawstate {
|
||||||
|
int started;
|
||||||
|
int w, h, bgcolour;
|
||||||
|
int *grid;
|
||||||
|
};
|
||||||
|
|
||||||
|
static void game_size(game_params *params, int *x, int *y)
|
||||||
|
{
|
||||||
|
*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)
|
||||||
|
{
|
||||||
|
float *ret = snewn(3 * NCOLOURS, float);
|
||||||
|
int i;
|
||||||
|
float max;
|
||||||
|
|
||||||
|
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
*ncolours = NCOLOURS;
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
static game_drawstate *game_new_drawstate(game_state *state)
|
||||||
|
{
|
||||||
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
||||||
|
int i;
|
||||||
|
|
||||||
|
ds->started = FALSE;
|
||||||
|
ds->w = state->w;
|
||||||
|
ds->h = state->h;
|
||||||
|
ds->bgcolour = COL_BACKGROUND;
|
||||||
|
ds->grid = snewn(ds->w*ds->h, int);
|
||||||
|
for (i = 0; i < ds->w*ds->h; i++)
|
||||||
|
ds->grid[i] = -1;
|
||||||
|
|
||||||
|
return ds;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void game_free_drawstate(game_drawstate *ds)
|
||||||
|
{
|
||||||
|
sfree(ds);
|
||||||
|
}
|
||||||
|
|
||||||
|
struct rotation {
|
||||||
|
int cx, cy, cw, ch; /* clip region */
|
||||||
|
int ox, oy; /* rotation origin */
|
||||||
|
float c, s; /* cos and sin of rotation angle */
|
||||||
|
int lc, rc, tc, bc; /* colours of tile edges */
|
||||||
|
};
|
||||||
|
|
||||||
|
static void rotate(int *xy, struct rotation *rot)
|
||||||
|
{
|
||||||
|
if (rot) {
|
||||||
|
float xf = xy[0] - rot->ox, yf = 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 */
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void draw_tile(frontend *fe, game_state *state, int x, int y,
|
||||||
|
int tile, int flash_colour, struct rotation *rot)
|
||||||
|
{
|
||||||
|
int coords[8];
|
||||||
|
char str[40];
|
||||||
|
|
||||||
|
if (rot)
|
||||||
|
clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* We must draw each side of the tile's highlight separately,
|
||||||
|
* because in some cases (during rotation) they will all need
|
||||||
|
* to be different colours.
|
||||||
|
*/
|
||||||
|
|
||||||
|
/* The centre point is common to all sides. */
|
||||||
|
coords[4] = x + TILE_SIZE / 2;
|
||||||
|
coords[5] = y + TILE_SIZE / 2;
|
||||||
|
rotate(coords+4, rot);
|
||||||
|
|
||||||
|
/* Right side. */
|
||||||
|
coords[0] = x + TILE_SIZE - 1;
|
||||||
|
coords[1] = y + TILE_SIZE - 1;
|
||||||
|
rotate(coords+0, rot);
|
||||||
|
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);
|
||||||
|
|
||||||
|
/* 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);
|
||||||
|
|
||||||
|
/* 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);
|
||||||
|
|
||||||
|
/* 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);
|
||||||
|
|
||||||
|
if (rot) {
|
||||||
|
coords[0] = x + HIGHLIGHT_WIDTH;
|
||||||
|
coords[1] = y + HIGHLIGHT_WIDTH;
|
||||||
|
rotate(coords+0, rot);
|
||||||
|
coords[2] = x + HIGHLIGHT_WIDTH;
|
||||||
|
coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
|
||||||
|
rotate(coords+2, rot);
|
||||||
|
coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
|
||||||
|
coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
|
||||||
|
rotate(coords+4, rot);
|
||||||
|
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);
|
||||||
|
} else {
|
||||||
|
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
|
||||||
|
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
|
||||||
|
flash_colour);
|
||||||
|
}
|
||||||
|
|
||||||
|
coords[0] = x + TILE_SIZE/2;
|
||||||
|
coords[1] = y + TILE_SIZE/2;
|
||||||
|
rotate(coords+0, rot);
|
||||||
|
sprintf(str, "%d", tile);
|
||||||
|
draw_text(fe, coords[0], coords[1],
|
||||||
|
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
|
||||||
|
COL_TEXT, str);
|
||||||
|
|
||||||
|
if (rot)
|
||||||
|
unclip(fe);
|
||||||
|
|
||||||
|
draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
|
||||||
|
}
|
||||||
|
|
||||||
|
static int highlight_colour(float angle)
|
||||||
|
{
|
||||||
|
int colours[32] = {
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT_GENTLE,
|
||||||
|
COL_LOWLIGHT_GENTLE,
|
||||||
|
COL_LOWLIGHT_GENTLE,
|
||||||
|
COL_HIGHLIGHT_GENTLE,
|
||||||
|
COL_HIGHLIGHT_GENTLE,
|
||||||
|
COL_HIGHLIGHT_GENTLE,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT,
|
||||||
|
COL_HIGHLIGHT_GENTLE,
|
||||||
|
COL_HIGHLIGHT_GENTLE,
|
||||||
|
COL_HIGHLIGHT_GENTLE,
|
||||||
|
COL_LOWLIGHT_GENTLE,
|
||||||
|
COL_LOWLIGHT_GENTLE,
|
||||||
|
COL_LOWLIGHT_GENTLE,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
COL_LOWLIGHT,
|
||||||
|
};
|
||||||
|
|
||||||
|
return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
|
||||||
|
}
|
||||||
|
|
||||||
|
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
||||||
|
int dir)
|
||||||
|
{
|
||||||
|
return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
|
||||||
|
}
|
||||||
|
|
||||||
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
||||||
|
int dir)
|
||||||
|
{
|
||||||
|
if (!oldstate->completed && newstate->completed)
|
||||||
|
return 2 * FLASH_FRAME;
|
||||||
|
else
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
int i, bgcolour;
|
||||||
|
struct rotation srot, *rot;
|
||||||
|
int lastx = -1, lasty = -1, lastr = -1;
|
||||||
|
|
||||||
|
if (flashtime > 0) {
|
||||||
|
int frame = (int)(flashtime / FLASH_FRAME);
|
||||||
|
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
|
||||||
|
} else
|
||||||
|
bgcolour = COL_BACKGROUND;
|
||||||
|
|
||||||
|
if (!ds->started) {
|
||||||
|
int coords[6];
|
||||||
|
|
||||||
|
draw_rect(fe, 0, 0,
|
||||||
|
TILE_SIZE * state->w + 2 * BORDER,
|
||||||
|
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
|
||||||
|
draw_update(fe, 0, 0,
|
||||||
|
TILE_SIZE * state->w + 2 * BORDER,
|
||||||
|
TILE_SIZE * state->h + 2 * BORDER);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Recessed area containing the whole puzzle.
|
||||||
|
*/
|
||||||
|
coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
|
||||||
|
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[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);
|
||||||
|
|
||||||
|
ds->started = TRUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* If we're drawing any rotated tiles, sort out the rotation
|
||||||
|
* parameters, and also zap the rotation region to the
|
||||||
|
* background colour before doing anything else.
|
||||||
|
*/
|
||||||
|
if (oldstate) {
|
||||||
|
float angle;
|
||||||
|
float anim_max = game_anim_length(oldstate, state, dir);
|
||||||
|
|
||||||
|
if (dir > 0) {
|
||||||
|
lastx = state->lastx;
|
||||||
|
lasty = state->lasty;
|
||||||
|
lastr = state->lastr;
|
||||||
|
} else {
|
||||||
|
lastx = oldstate->lastx;
|
||||||
|
lasty = oldstate->lasty;
|
||||||
|
lastr = -oldstate->lastr;
|
||||||
|
}
|
||||||
|
|
||||||
|
rot = &srot;
|
||||||
|
rot->cx = COORD(lastx);
|
||||||
|
rot->cy = COORD(lasty);
|
||||||
|
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);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Sort out the colours of the various sides of the tile.
|
||||||
|
*/
|
||||||
|
rot->lc = highlight_colour(PI + angle);
|
||||||
|
rot->rc = highlight_colour(angle);
|
||||||
|
rot->tc = highlight_colour(PI/2 + angle);
|
||||||
|
rot->bc = highlight_colour(-PI/2 + angle);
|
||||||
|
|
||||||
|
draw_rect(fe, 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 tx = i % state->w, ty = i / state->w;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Figure out what should be displayed at this location.
|
||||||
|
* Usually it will be state->grid[i], unless we're in the
|
||||||
|
* middle of animating an actual rotation and this cell is
|
||||||
|
* within the rotation region, in which case we set -1
|
||||||
|
* (always display).
|
||||||
|
*/
|
||||||
|
if (oldstate && lastx >= 0 && lasty >= 0 &&
|
||||||
|
tx >= lastx && tx < lastx + state->n &&
|
||||||
|
ty >= lasty && ty < lasty + state->n)
|
||||||
|
t = -1;
|
||||||
|
else
|
||||||
|
t = state->grid[i];
|
||||||
|
|
||||||
|
if (ds->bgcolour != bgcolour || /* always redraw when flashing */
|
||||||
|
ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
|
||||||
|
int x = COORD(tx), y = COORD(ty);
|
||||||
|
|
||||||
|
draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
|
||||||
|
ds->grid[i] = t;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ds->bgcolour = bgcolour;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Update the status bar.
|
||||||
|
*/
|
||||||
|
{
|
||||||
|
char statusbuf[256];
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Don't show the new status until we're also showing the
|
||||||
|
* new _state_ - after the game animation is complete.
|
||||||
|
*/
|
||||||
|
if (oldstate)
|
||||||
|
state = oldstate;
|
||||||
|
|
||||||
|
sprintf(statusbuf, "%sMoves: %d",
|
||||||
|
(state->completed ? "COMPLETED! " : ""),
|
||||||
|
(state->completed ? state->completed : state->movecount));
|
||||||
|
|
||||||
|
status_bar(fe, statusbuf);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static int game_wants_statusbar(void)
|
||||||
|
{
|
||||||
|
return TRUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
#ifdef COMBINED
|
||||||
|
#define thegame twiddle
|
||||||
|
#endif
|
||||||
|
|
||||||
|
const struct game thegame = {
|
||||||
|
"Twiddle", "games.twiddle", TRUE,
|
||||||
|
default_params,
|
||||||
|
game_fetch_preset,
|
||||||
|
decode_params,
|
||||||
|
encode_params,
|
||||||
|
free_params,
|
||||||
|
dup_params,
|
||||||
|
game_configure,
|
||||||
|
custom_params,
|
||||||
|
validate_params,
|
||||||
|
new_game_seed,
|
||||||
|
validate_seed,
|
||||||
|
new_game,
|
||||||
|
dup_game,
|
||||||
|
free_game,
|
||||||
|
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,
|
||||||
|
};
|
Reference in New Issue
Block a user