2
* twiddle.c: Puzzle involving rearranging a grid of squares by
3
* rotating subsquares. Adapted and generalised from a
4
* door-unlocking puzzle in Metroid Prime 2 (the one in the Main
17
#define PREFERRED_TILE_SIZE 48
18
#define TILE_SIZE (ds->tilesize)
19
#define BORDER (TILE_SIZE / 2)
20
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
21
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
22
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
24
#define ANIM_PER_RADIUS_UNIT 0.13F
25
#define FLASH_FRAME 0.13F
49
int used_solve; /* used to suppress completion flash */
50
int movecount, movetarget;
51
int lastx, lasty, lastr; /* coordinates of last rotation */
54
static game_params *default_params(void)
56
game_params *ret = snew(game_params);
60
ret->rowsonly = ret->orientable = FALSE;
67
static void free_params(game_params *params)
72
static game_params *dup_params(game_params *params)
74
game_params *ret = snew(game_params);
75
*ret = *params; /* structure copy */
79
static int game_fetch_preset(int i, char **name, game_params **params)
85
{ "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
86
{ "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
87
{ "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
88
{ "4x4 normal", { 4, 4, 2, FALSE } },
89
{ "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
90
{ "4x4 radius 3", { 4, 4, 3, FALSE } },
91
{ "5x5 radius 3", { 5, 5, 3, FALSE } },
92
{ "6x6 radius 4", { 6, 6, 4, FALSE } },
95
if (i < 0 || i >= lenof(presets))
98
*name = dupstr(presets[i].title);
99
*params = dup_params(&presets[i].params);
104
static void decode_params(game_params *ret, char const *string)
106
ret->w = ret->h = atoi(string);
108
ret->rowsonly = ret->orientable = FALSE;
110
while (*string && isdigit((unsigned char)*string)) string++;
111
if (*string == 'x') {
113
ret->h = atoi(string);
114
while (*string && isdigit((unsigned char)*string)) string++;
116
if (*string == 'n') {
118
ret->n = atoi(string);
119
while (*string && isdigit((unsigned char)*string)) string++;
122
if (*string == 'r') {
123
ret->rowsonly = TRUE;
124
} else if (*string == 'o') {
125
ret->orientable = TRUE;
126
} else if (*string == 'm') {
128
ret->movetarget = atoi(string);
129
while (string[1] && isdigit((unsigned char)string[1])) string++;
135
static char *encode_params(game_params *params, int full)
138
sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
139
params->rowsonly ? "r" : "",
140
params->orientable ? "o" : "");
141
/* Shuffle limit is part of the limited parameters, because we have to
142
* supply the target move count. */
143
if (params->movetarget)
144
sprintf(buf + strlen(buf), "m%d", params->movetarget);
148
static config_item *game_configure(game_params *params)
153
ret = snewn(7, config_item);
155
ret[0].name = "Width";
156
ret[0].type = C_STRING;
157
sprintf(buf, "%d", params->w);
158
ret[0].sval = dupstr(buf);
161
ret[1].name = "Height";
162
ret[1].type = C_STRING;
163
sprintf(buf, "%d", params->h);
164
ret[1].sval = dupstr(buf);
167
ret[2].name = "Rotation radius";
168
ret[2].type = C_STRING;
169
sprintf(buf, "%d", params->n);
170
ret[2].sval = dupstr(buf);
173
ret[3].name = "One number per row";
174
ret[3].type = C_BOOLEAN;
176
ret[3].ival = params->rowsonly;
178
ret[4].name = "Orientation matters";
179
ret[4].type = C_BOOLEAN;
181
ret[4].ival = params->orientable;
183
ret[5].name = "Number of shuffling moves";
184
ret[5].type = C_STRING;
185
sprintf(buf, "%d", params->movetarget);
186
ret[5].sval = dupstr(buf);
197
static game_params *custom_params(config_item *cfg)
199
game_params *ret = snew(game_params);
201
ret->w = atoi(cfg[0].sval);
202
ret->h = atoi(cfg[1].sval);
203
ret->n = atoi(cfg[2].sval);
204
ret->rowsonly = cfg[3].ival;
205
ret->orientable = cfg[4].ival;
206
ret->movetarget = atoi(cfg[5].sval);
211
static char *validate_params(game_params *params, int full)
214
return "Rotation radius must be at least two";
215
if (params->w < params->n)
216
return "Width must be at least the rotation radius";
217
if (params->h < params->n)
218
return "Height must be at least the rotation radius";
223
* This function actually performs a rotation on a grid. The `x'
224
* and `y' coordinates passed in are the coordinates of the _top
225
* left corner_ of the rotated region. (Using the centre would have
226
* involved half-integers and been annoyingly fiddly. Clicking in
227
* the centre is good for a user interface, but too inconvenient to
230
static void do_rotate(int *grid, int w, int h, int n, int orientable,
231
int x, int y, int dir)
235
assert(x >= 0 && x+n <= w);
236
assert(y >= 0 && y+n <= h);
239
return; /* nothing to do */
241
grid += y*w+x; /* translate region to top corner */
244
* If we were leaving the result of the rotation in a separate
245
* grid, the simple thing to do would be to loop over each
246
* square within the rotated region and assign it from its
247
* source square. However, to do it in place without taking
248
* O(n^2) memory, we need to be marginally more clever. What
249
* I'm going to do is loop over about one _quarter_ of the
250
* rotated region and permute each element within that quarter
251
* with its rotational coset.
253
* The size of the region I need to loop over is (n+1)/2 by
254
* n/2, which is an obvious exact quarter for even n and is a
255
* rectangle for odd n. (For odd n, this technique leaves out
256
* one element of the square, which is of course the central
257
* one that never moves anyway.)
259
for (i = 0; i < (n+1)/2; i++) {
260
for (j = 0; j < n/2; j++) {
267
p[2] = (n-j-1)*w+(n-i-1);
270
for (k = 0; k < 4; k++)
273
for (k = 0; k < 4; k++) {
274
int v = g[(k+dir) & 3];
276
v ^= ((v+dir) ^ v) & 3; /* alter orientation */
283
* Don't forget the orientation on the centre square, if n is
286
if (orientable && (n & 1)) {
287
int v = grid[n/2*(w+1)];
288
v ^= ((v+dir) ^ v) & 3; /* alter orientation */
293
static int grid_complete(int *grid, int wh, int orientable)
297
for (i = 1; i < wh; i++)
298
if (grid[i] < grid[i-1])
301
for (i = 0; i < wh; i++)
308
static char *new_game_desc(game_params *params, random_state *rs,
309
char **aux, int interactive)
312
int w = params->w, h = params->h, n = params->n, wh = w*h;
319
* Set up a solved grid.
321
grid = snewn(wh, int);
322
for (i = 0; i < wh; i++)
323
grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
326
* Shuffle it. This game is complex enough that I don't feel up
327
* to analysing its full symmetry properties (particularly at
328
* n=4 and above!), so I'm going to do it the pedestrian way
329
* and simply shuffle the grid by making a long sequence of
330
* randomly chosen moves.
332
total_moves = params->movetarget;
334
/* Add a random move to avoid parity issues. */
335
total_moves = w*h*n*n*2 + random_upto(rs, 2);
339
int rw, rh; /* w/h of rotation centre space */
343
prevmoves = snewn(rw * rh, int);
344
for (i = 0; i < rw * rh; i++)
347
for (i = 0; i < total_moves; i++) {
348
int x, y, r, oldtotal, newtotal, dx, dy;
351
x = random_upto(rs, w - n + 1);
352
y = random_upto(rs, h - n + 1);
353
r = 2 * random_upto(rs, 2) - 1;
356
* See if any previous rotations has happened at
357
* this point which nothing has overlapped since.
358
* If so, ensure we haven't either undone a
359
* previous move or repeated one so many times that
360
* it turns into fewer moves in the inverse
361
* direction (i.e. three identical rotations).
363
oldtotal = prevmoves[y*rw+x];
364
newtotal = oldtotal + r;
367
* Special case here for w==h==n, in which case
368
* there is actually no way to _avoid_ all moves
369
* repeating or undoing previous ones.
371
} while ((w != n || h != n) &&
372
(abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2));
374
do_rotate(grid, w, h, n, params->orientable, x, y, r);
377
* Log the rotation we've just performed at this point,
378
* for inversion detection in the next move.
380
* Also zero a section of the prevmoves array, because
381
* any rotation area which _overlaps_ this one is now
382
* entirely safe to perform further moves in.
384
* Two rotation areas overlap if their top left
385
* coordinates differ by strictly less than n in both
388
prevmoves[y*rw+x] += r;
389
for (dy = -n+1; dy <= n-1; dy++) {
390
if (y + dy < 0 || y + dy >= rh)
392
for (dx = -n+1; dx <= n-1; dx++) {
393
if (x + dx < 0 || x + dx >= rw)
395
if (dx == 0 && dy == 0)
397
prevmoves[(y+dy)*rw+(x+dx)] = 0;
404
} while (grid_complete(grid, wh, params->orientable));
407
* Now construct the game description, by describing the grid
408
* as a simple sequence of integers. They're comma-separated,
409
* unless the puzzle is orientable in which case they're
410
* separated by orientation letters `u', `d', `l' and `r'.
414
for (i = 0; i < wh; i++) {
418
k = sprintf(buf, "%d%c", grid[i] / 4,
419
(char)(params->orientable ? "uldr"[grid[i] & 3] : ','));
421
ret = sresize(ret, retlen + k + 1, char);
422
strcpy(ret + retlen, buf);
425
if (!params->orientable)
426
ret[retlen-1] = '\0'; /* delete last comma */
432
static char *validate_desc(game_params *params, char *desc)
435
int w = params->w, h = params->h, wh = w*h;
441
for (i = 0; i < wh; i++) {
442
if (*p < '0' || *p > '9')
443
return "Not enough numbers in string";
444
while (*p >= '0' && *p <= '9')
446
if (!params->orientable && i < wh-1) {
448
return "Expected comma after number";
449
} else if (params->orientable && i < wh) {
450
if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd')
451
return "Expected orientation letter after number";
452
} else if (i == wh-1 && *p) {
453
return "Excess junk at end of string";
456
if (*p) p++; /* eat comma */
462
static game_state *new_game(midend *me, game_params *params, char *desc)
464
game_state *state = snew(game_state);
465
int w = params->w, h = params->h, n = params->n, wh = w*h;
472
state->orientable = params->orientable;
473
state->completed = 0;
474
state->used_solve = FALSE;
475
state->movecount = 0;
476
state->movetarget = params->movetarget;
477
state->lastx = state->lasty = state->lastr = -1;
479
state->grid = snewn(wh, int);
483
for (i = 0; i < wh; i++) {
484
state->grid[i] = 4 * atoi(p);
485
while (*p >= '0' && *p <= '9')
488
if (params->orientable) {
490
case 'l': state->grid[i] |= 1; break;
491
case 'd': state->grid[i] |= 2; break;
492
case 'r': state->grid[i] |= 3; break;
502
static game_state *dup_game(game_state *state)
504
game_state *ret = snew(game_state);
509
ret->orientable = state->orientable;
510
ret->completed = state->completed;
511
ret->movecount = state->movecount;
512
ret->movetarget = state->movetarget;
513
ret->lastx = state->lastx;
514
ret->lasty = state->lasty;
515
ret->lastr = state->lastr;
516
ret->used_solve = state->used_solve;
518
ret->grid = snewn(ret->w * ret->h, int);
519
memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
524
static void free_game(game_state *state)
530
static int compare_int(const void *av, const void *bv)
532
const int *a = (const int *)av;
533
const int *b = (const int *)bv;
542
static char *solve_game(game_state *state, game_state *currstate,
543
char *aux, char **error)
548
static char *game_text_format(game_state *state)
550
char *ret, *p, buf[80];
551
int i, x, y, col, o, maxlen;
554
* First work out how many characters we need to display each
555
* number. We're pretty flexible on grid contents here, so we
556
* have to scan the entire grid.
559
for (i = 0; i < state->w * state->h; i++) {
560
x = sprintf(buf, "%d", state->grid[i] / 4);
561
if (col < x) col = x;
563
o = (state->orientable ? 1 : 0);
566
* Now we know the exact total size of the grid we're going to
567
* produce: it's got h rows, each containing w lots of col+o,
568
* w-1 spaces and a trailing newline.
570
maxlen = state->h * state->w * (col+o+1);
572
ret = snewn(maxlen+1, char);
575
for (y = 0; y < state->h; y++) {
576
for (x = 0; x < state->w; x++) {
577
int v = state->grid[state->w*y+x];
578
sprintf(buf, "%*d", col, v/4);
582
*p++ = "^<v>"[v & 3];
590
assert(p - ret == maxlen);
595
static game_ui *new_ui(game_state *state)
600
static void free_ui(game_ui *ui)
604
static char *encode_ui(game_ui *ui)
609
static void decode_ui(game_ui *ui, char *encoding)
613
static void game_changed_state(game_ui *ui, game_state *oldstate,
614
game_state *newstate)
618
struct game_drawstate {
625
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
626
int x, int y, int button)
628
int w = state->w, h = state->h, n = state->n /* , wh = w*h */;
632
button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
634
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
636
* Determine the coordinates of the click. We offset by n-1
637
* half-blocks so that the user must click at the centre of
638
* a rotation region rather than at the corner.
640
x -= (n-1) * TILE_SIZE / 2;
641
y -= (n-1) * TILE_SIZE / 2;
644
dir = (button == LEFT_BUTTON ? 1 : -1);
645
if (x < 0 || x > w-n || y < 0 || y > h-n)
647
} else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
649
dir = (button == 'A' ? -1 : +1);
650
} else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') {
653
dir = (button == 'B' ? -1 : +1);
654
} else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') {
657
dir = (button == 'C' ? -1 : +1);
658
} else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') {
661
dir = (button == 'D' ? -1 : +1);
662
} else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) {
666
} else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) {
670
} else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) {
674
} else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) {
678
} else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){
683
return NULL; /* no move to be made */
687
* If we reach here, we have a valid move.
689
sprintf(buf, "M%d,%d,%d", x, y, dir);
693
static game_state *execute_move(game_state *from, char *move)
696
int w = from->w, h = from->h, n = from->n, wh = w*h;
699
if (!strcmp(move, "S")) {
701
ret = dup_game(from);
704
* Simply replace the grid with a solved one. For this game,
705
* this isn't a useful operation for actually telling the user
706
* what they should have done, but it is useful for
707
* conveniently being able to get hold of a clean state from
708
* which to practise manoeuvres.
710
qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
711
for (i = 0; i < ret->w*ret->h; i++)
713
ret->used_solve = TRUE;
714
ret->completed = ret->movecount = 1;
719
if (move[0] != 'M' ||
720
sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 ||
721
x < 0 || y < 0 || x > from->w - n || y > from->h - n)
722
return NULL; /* can't parse this move string */
724
ret = dup_game(from);
726
do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
732
* See if the game has been completed. To do this we simply
733
* test that the grid contents are in increasing order.
735
if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
736
ret->completed = ret->movecount;
740
/* ----------------------------------------------------------------------
744
static void game_compute_size(game_params *params, int tilesize,
747
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
748
struct { int tilesize; } ads, *ds = &ads;
749
ads.tilesize = tilesize;
751
*x = TILE_SIZE * params->w + 2 * BORDER;
752
*y = TILE_SIZE * params->h + 2 * BORDER;
755
static void game_set_size(drawing *dr, game_drawstate *ds,
756
game_params *params, int tilesize)
758
ds->tilesize = tilesize;
761
static float *game_colours(frontend *fe, int *ncolours)
763
float *ret = snewn(3 * NCOLOURS, float);
766
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
768
for (i = 0; i < 3; i++) {
769
ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
770
ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
771
ret[COL_TEXT * 3 + i] = 0.0;
774
*ncolours = NCOLOURS;
778
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
780
struct game_drawstate *ds = snew(struct game_drawstate);
786
ds->bgcolour = COL_BACKGROUND;
787
ds->grid = snewn(ds->w*ds->h, int);
788
ds->tilesize = 0; /* haven't decided yet */
789
for (i = 0; i < ds->w*ds->h; i++)
795
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
802
int cx, cy, cw, ch; /* clip region */
803
int ox, oy; /* rotation origin */
804
float c, s; /* cos and sin of rotation angle */
805
int lc, rc, tc, bc; /* colours of tile edges */
808
static void rotate(int *xy, struct rotation *rot)
811
float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
814
xf2 = rot->c * xf + rot->s * yf;
815
yf2 = - rot->s * xf + rot->c * yf;
817
xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
818
xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
822
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
823
int x, int y, int tile, int flash_colour,
824
struct rotation *rot)
830
* If we've been passed a rotation region but we're drawing a
831
* tile which is outside it, we must draw it normally. This can
832
* occur if we're cleaning up after a completion flash while a
833
* new move is also being made.
835
if (rot && (x < rot->cx || y < rot->cy ||
836
x >= rot->cx+rot->cw || y >= rot->cy+rot->ch))
840
clip(dr, rot->cx, rot->cy, rot->cw, rot->ch);
843
* We must draw each side of the tile's highlight separately,
844
* because in some cases (during rotation) they will all need
845
* to be different colours.
848
/* The centre point is common to all sides. */
849
coords[4] = x + TILE_SIZE / 2;
850
coords[5] = y + TILE_SIZE / 2;
851
rotate(coords+4, rot);
854
coords[0] = x + TILE_SIZE - 1;
855
coords[1] = y + TILE_SIZE - 1;
856
rotate(coords+0, rot);
857
coords[2] = x + TILE_SIZE - 1;
859
rotate(coords+2, rot);
860
draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
861
rot ? rot->rc : COL_LOWLIGHT);
865
coords[3] = y + TILE_SIZE - 1;
866
rotate(coords+2, rot);
867
draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
868
rot ? rot->bc : COL_LOWLIGHT);
873
rotate(coords+0, rot);
874
draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
875
rot ? rot->lc : COL_HIGHLIGHT);
878
coords[2] = x + TILE_SIZE - 1;
880
rotate(coords+2, rot);
881
draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
882
rot ? rot->tc : COL_HIGHLIGHT);
885
* Now the main blank area in the centre of the tile.
888
coords[0] = x + HIGHLIGHT_WIDTH;
889
coords[1] = y + HIGHLIGHT_WIDTH;
890
rotate(coords+0, rot);
891
coords[2] = x + HIGHLIGHT_WIDTH;
892
coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
893
rotate(coords+2, rot);
894
coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
895
coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
896
rotate(coords+4, rot);
897
coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
898
coords[7] = y + HIGHLIGHT_WIDTH;
899
rotate(coords+6, rot);
900
draw_polygon(dr, coords, 4, flash_colour, flash_colour);
902
draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
903
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
908
* Next, the triangles for orientation.
910
if (state->orientable) {
911
int xdx, xdy, ydx, ydy;
912
int cx, cy, displ, displ2;
926
default /* case 3 */:
932
cx = x + TILE_SIZE / 2;
933
cy = y + TILE_SIZE / 2;
934
displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
935
displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
937
coords[0] = cx - displ * xdx + displ2 * ydx;
938
coords[1] = cy - displ * xdy + displ2 * ydy;
939
rotate(coords+0, rot);
940
coords[2] = cx + displ * xdx + displ2 * ydx;
941
coords[3] = cy + displ * xdy + displ2 * ydy;
942
rotate(coords+2, rot);
943
coords[4] = cx - displ * ydx;
944
coords[5] = cy - displ * ydy;
945
rotate(coords+4, rot);
946
draw_polygon(dr, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE);
949
coords[0] = x + TILE_SIZE/2;
950
coords[1] = y + TILE_SIZE/2;
951
rotate(coords+0, rot);
952
sprintf(str, "%d", tile / 4);
953
draw_text(dr, coords[0], coords[1],
954
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
960
draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
963
static int highlight_colour(float angle)
970
COL_HIGHLIGHT_GENTLE,
971
COL_HIGHLIGHT_GENTLE,
972
COL_HIGHLIGHT_GENTLE,
983
COL_HIGHLIGHT_GENTLE,
984
COL_HIGHLIGHT_GENTLE,
985
COL_HIGHLIGHT_GENTLE,
1000
return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
1003
static float game_anim_length(game_state *oldstate, game_state *newstate,
1004
int dir, game_ui *ui)
1006
return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
1009
static float game_flash_length(game_state *oldstate, game_state *newstate,
1010
int dir, game_ui *ui)
1012
if (!oldstate->completed && newstate->completed &&
1013
!oldstate->used_solve && !newstate->used_solve)
1014
return 2 * FLASH_FRAME;
1019
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1020
game_state *state, int dir, game_ui *ui,
1021
float animtime, float flashtime)
1024
struct rotation srot, *rot;
1025
int lastx = -1, lasty = -1, lastr = -1;
1027
if (flashtime > 0) {
1028
int frame = (int)(flashtime / FLASH_FRAME);
1029
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1031
bgcolour = COL_BACKGROUND;
1037
TILE_SIZE * state->w + 2 * BORDER,
1038
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
1039
draw_update(dr, 0, 0,
1040
TILE_SIZE * state->w + 2 * BORDER,
1041
TILE_SIZE * state->h + 2 * BORDER);
1044
* Recessed area containing the whole puzzle.
1046
coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
1047
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
1048
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
1049
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
1050
coords[4] = coords[2] - TILE_SIZE;
1051
coords[5] = coords[3] + TILE_SIZE;
1052
coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
1053
coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
1054
coords[6] = coords[8] + TILE_SIZE;
1055
coords[7] = coords[9] - TILE_SIZE;
1056
draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
1058
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
1059
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
1060
draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
1066
* If we're drawing any rotated tiles, sort out the rotation
1067
* parameters, and also zap the rotation region to the
1068
* background colour before doing anything else.
1072
float anim_max = game_anim_length(oldstate, state, dir, ui);
1075
lastx = state->lastx;
1076
lasty = state->lasty;
1077
lastr = state->lastr;
1079
lastx = oldstate->lastx;
1080
lasty = oldstate->lasty;
1081
lastr = -oldstate->lastr;
1085
rot->cx = COORD(lastx);
1086
rot->cy = COORD(lasty);
1087
rot->cw = rot->ch = TILE_SIZE * state->n;
1088
rot->ox = rot->cx + rot->cw/2;
1089
rot->oy = rot->cy + rot->ch/2;
1090
angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
1091
rot->c = cos(angle);
1092
rot->s = sin(angle);
1095
* Sort out the colours of the various sides of the tile.
1097
rot->lc = highlight_colour(PI + angle);
1098
rot->rc = highlight_colour(angle);
1099
rot->tc = highlight_colour(PI/2 + angle);
1100
rot->bc = highlight_colour(-PI/2 + angle);
1102
draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
1107
* Now draw each tile.
1109
for (i = 0; i < state->w * state->h; i++) {
1111
int tx = i % state->w, ty = i / state->w;
1114
* Figure out what should be displayed at this location.
1115
* Usually it will be state->grid[i], unless we're in the
1116
* middle of animating an actual rotation and this cell is
1117
* within the rotation region, in which case we set -1
1120
if (oldstate && lastx >= 0 && lasty >= 0 &&
1121
tx >= lastx && tx < lastx + state->n &&
1122
ty >= lasty && ty < lasty + state->n)
1127
if (ds->bgcolour != bgcolour || /* always redraw when flashing */
1128
ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
1129
int x = COORD(tx), y = COORD(ty);
1131
draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot);
1135
ds->bgcolour = bgcolour;
1138
* Update the status bar.
1141
char statusbuf[256];
1144
* Don't show the new status until we're also showing the
1145
* new _state_ - after the game animation is complete.
1150
if (state->used_solve)
1151
sprintf(statusbuf, "Moves since auto-solve: %d",
1152
state->movecount - state->completed);
1154
sprintf(statusbuf, "%sMoves: %d",
1155
(state->completed ? "COMPLETED! " : ""),
1156
(state->completed ? state->completed : state->movecount));
1157
if (state->movetarget)
1158
sprintf(statusbuf+strlen(statusbuf), " (target %d)",
1162
status_bar(dr, statusbuf);
1166
static int game_timing_state(game_state *state, game_ui *ui)
1171
static void game_print_size(game_params *params, float *x, float *y)
1175
static void game_print(drawing *dr, game_state *state, int tilesize)
1180
#define thegame twiddle
1183
const struct game thegame = {
1184
"Twiddle", "games.twiddle",
1191
TRUE, game_configure, custom_params,
1199
TRUE, game_text_format,
1207
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1210
game_free_drawstate,
1214
FALSE, FALSE, game_print_size, game_print,
1215
TRUE, /* wants_statusbar */
1216
FALSE, game_timing_state,