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| /* | |
| * cube.c: Cube game. | |
| */ | |
| struct solid { | |
| int nvertices; | |
| float vertices[MAXVERTICES * 3]; /* 3*npoints coordinates */ | |
| int order; | |
| int nfaces; | |
| int faces[MAXFACES * MAXORDER]; /* order*nfaces point indices */ | |
| float normals[MAXFACES * 3]; /* 3*npoints vector components */ | |
| float shear; /* isometric shear for nice drawing */ | |
| float border; /* border required around arena */ | |
| }; | |
| static const struct solid s_tetrahedron = { | |
| 4, | |
| { | |
| 0.0F, -0.57735026919F, -0.20412414523F, | |
| -0.5F, 0.28867513459F, -0.20412414523F, | |
| 0.0F, -0.0F, 0.6123724357F, | |
| 0.5F, 0.28867513459F, -0.20412414523F, | |
| }, | |
| 3, 4, | |
| { | |
| 0,2,1, 3,1,2, 2,0,3, 1,3,0 | |
| }, | |
| { | |
| -0.816496580928F, -0.471404520791F, 0.333333333334F, | |
| 0.0F, 0.942809041583F, 0.333333333333F, | |
| 0.816496580928F, -0.471404520791F, 0.333333333334F, | |
| 0.0F, 0.0F, -1.0F, | |
| }, | |
| 0.0F, 0.3F | |
| }; | |
| static const struct solid s_cube = { | |
| 8, | |
| { | |
| -0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F, | |
| -0.5F,+0.5F,-0.5F, -0.5F,+0.5F,+0.5F, | |
| +0.5F,-0.5F,-0.5F, +0.5F,-0.5F,+0.5F, | |
| +0.5F,+0.5F,-0.5F, +0.5F,+0.5F,+0.5F, | |
| }, | |
| 4, 6, | |
| { | |
| 0,1,3,2, 1,5,7,3, 5,4,6,7, 4,0,2,6, 0,4,5,1, 3,7,6,2 | |
| }, | |
| { | |
| -1.0F,0.0F,0.0F, 0.0F,0.0F,+1.0F, | |
| +1.0F,0.0F,0.0F, 0.0F,0.0F,-1.0F, | |
| 0.0F,-1.0F,0.0F, 0.0F,+1.0F,0.0F | |
| }, | |
| 0.3F, 0.5F | |
| }; | |
| static const struct solid s_octahedron = { | |
| 6, | |
| { | |
| -0.5F, -0.28867513459472505F, 0.4082482904638664F, | |
| 0.5F, 0.28867513459472505F, -0.4082482904638664F, | |
| -0.5F, 0.28867513459472505F, -0.4082482904638664F, | |
| 0.5F, -0.28867513459472505F, 0.4082482904638664F, | |
| 0.0F, -0.57735026918945009F, -0.4082482904638664F, | |
| 0.0F, 0.57735026918945009F, 0.4082482904638664F, | |
| }, | |
| 3, 8, | |
| { | |
| 4,0,2, 0,5,2, 0,4,3, 5,0,3, 1,4,2, 5,1,2, 4,1,3, 1,5,3 | |
| }, | |
| { | |
| -0.816496580928F, -0.471404520791F, -0.333333333334F, | |
| -0.816496580928F, 0.471404520791F, 0.333333333334F, | |
| 0.0F, -0.942809041583F, 0.333333333333F, | |
| 0.0F, 0.0F, 1.0F, | |
| 0.0F, 0.0F, -1.0F, | |
| 0.0F, 0.942809041583F, -0.333333333333F, | |
| 0.816496580928F, -0.471404520791F, -0.333333333334F, | |
| 0.816496580928F, 0.471404520791F, 0.333333333334F, | |
| }, | |
| 0.0F, 0.5F | |
| }; | |
| static const struct solid s_icosahedron = { | |
| 12, | |
| { | |
| 0.0F, 0.57735026919F, 0.75576131408F, | |
| 0.0F, -0.93417235896F, 0.17841104489F, | |
| 0.0F, 0.93417235896F, -0.17841104489F, | |
| 0.0F, -0.57735026919F, -0.75576131408F, | |
| -0.5F, -0.28867513459F, 0.75576131408F, | |
| -0.5F, 0.28867513459F, -0.75576131408F, | |
| 0.5F, -0.28867513459F, 0.75576131408F, | |
| 0.5F, 0.28867513459F, -0.75576131408F, | |
| -0.80901699437F, 0.46708617948F, 0.17841104489F, | |
| 0.80901699437F, 0.46708617948F, 0.17841104489F, | |
| -0.80901699437F, -0.46708617948F, -0.17841104489F, | |
| 0.80901699437F, -0.46708617948F, -0.17841104489F, | |
| }, | |
| 3, 20, | |
| { | |
| 8,0,2, 0,9,2, 1,10,3, 11,1,3, 0,4,6, | |
| 4,1,6, 5,2,7, 3,5,7, 4,8,10, 8,5,10, | |
| 9,6,11, 7,9,11, 0,8,4, 9,0,6, 10,1,4, | |
| 1,11,6, 8,2,5, 2,9,7, 3,10,5, 11,3,7, | |
| }, | |
| { | |
| -0.356822089773F, 0.87267799625F, 0.333333333333F, | |
| 0.356822089773F, 0.87267799625F, 0.333333333333F, | |
| -0.356822089773F, -0.87267799625F, -0.333333333333F, | |
| 0.356822089773F, -0.87267799625F, -0.333333333333F, | |
| -0.0F, 0.0F, 1.0F, | |
| 0.0F, -0.666666666667F, 0.745355992501F, | |
| 0.0F, 0.666666666667F, -0.745355992501F, | |
| 0.0F, 0.0F, -1.0F, | |
| -0.934172358963F, -0.12732200375F, 0.333333333333F, | |
| -0.934172358963F, 0.12732200375F, -0.333333333333F, | |
| 0.934172358963F, -0.12732200375F, 0.333333333333F, | |
| 0.934172358963F, 0.12732200375F, -0.333333333333F, | |
| -0.57735026919F, 0.333333333334F, 0.745355992501F, | |
| 0.57735026919F, 0.333333333334F, 0.745355992501F, | |
| -0.57735026919F, -0.745355992501F, 0.333333333334F, | |
| 0.57735026919F, -0.745355992501F, 0.333333333334F, | |
| -0.57735026919F, 0.745355992501F, -0.333333333334F, | |
| 0.57735026919F, 0.745355992501F, -0.333333333334F, | |
| -0.57735026919F, -0.333333333334F, -0.745355992501F, | |
| 0.57735026919F, -0.333333333334F, -0.745355992501F, | |
| }, | |
| 0.0F, 0.8F | |
| }; | |
| enum { | |
| TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON | |
| }; | |
| static const struct solid *solids[] = { | |
| &s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron | |
| }; | |
| enum { | |
| COL_BACKGROUND, | |
| COL_BORDER, | |
| COL_BLUE, | |
| NCOLOURS | |
| }; | |
| enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT }; | |
| struct grid_square { | |
| float x, y; | |
| int npoints; | |
| float points[8]; /* maximum */ | |
| int directions[8]; /* bit masks showing point pairs */ | |
| bool flip; | |
| int tetra_class; | |
| }; | |
| struct game_params { | |
| int solid; | |
| /* | |
| * Grid dimensions. For a square grid these are width and | |
| * height respectively; otherwise the grid is a hexagon, with | |
| * the top side and the two lower diagonals having length d1 | |
| * and the remaining three sides having length d2 (so that | |
| * d1==d2 gives a regular hexagon, and d2==0 gives a triangle). | |
| */ | |
| int d1, d2; | |
| }; | |
| typedef struct game_grid game_grid; | |
| struct game_grid { | |
| int refcount; | |
| struct grid_square *squares; | |
| int nsquares; | |
| }; | |
| struct game_state { | |
| struct game_params params; | |
| const struct solid *solid; | |
| int *facecolours; | |
| game_grid *grid; | |
| unsigned long *bluemask; | |
| int current; /* index of current grid square */ | |
| int sgkey[2]; /* key-point indices into grid sq */ | |
| int dgkey[2]; /* key-point indices into grid sq */ | |
| int spkey[2]; /* key-point indices into polyhedron */ | |
| int dpkey[2]; /* key-point indices into polyhedron */ | |
| int previous; | |
| float angle; | |
| int completed; /* stores move count at completion */ | |
| int movecount; | |
| }; | |
| static game_params *default_params(void) | |
| { | |
| game_params *ret = snew(game_params); | |
| ret->solid = CUBE; | |
| ret->d1 = 4; | |
| ret->d2 = 4; | |
| return ret; | |
| } | |
| static bool game_fetch_preset(int i, char **name, game_params **params) | |
| { | |
| game_params *ret = snew(game_params); | |
| const char *str; | |
| switch (i) { | |
| case 0: | |
| str = "Cube"; | |
| ret->solid = CUBE; | |
| ret->d1 = 4; | |
| ret->d2 = 4; | |
| break; | |
| case 1: | |
| str = "Tetrahedron"; | |
| ret->solid = TETRAHEDRON; | |
| ret->d1 = 1; | |
| ret->d2 = 2; | |
| break; | |
| case 2: | |
| str = "Octahedron"; | |
| ret->solid = OCTAHEDRON; | |
| ret->d1 = 2; | |
| ret->d2 = 2; | |
| break; | |
| case 3: | |
| str = "Icosahedron"; | |
| ret->solid = ICOSAHEDRON; | |
| ret->d1 = 3; | |
| ret->d2 = 3; | |
| break; | |
| default: | |
| sfree(ret); | |
| return false; | |
| } | |
| *name = dupstr(str); | |
| *params = ret; | |
| return true; | |
| } | |
| static void free_params(game_params *params) | |
| { | |
| sfree(params); | |
| } | |
| static game_params *dup_params(const game_params *params) | |
| { | |
| game_params *ret = snew(game_params); | |
| *ret = *params; /* structure copy */ | |
| return ret; | |
| } | |
| static void decode_params(game_params *ret, char const *string) | |
| { | |
| switch (*string) { | |
| case 't': ret->solid = TETRAHEDRON; string++; break; | |
| case 'c': ret->solid = CUBE; string++; break; | |
| case 'o': ret->solid = OCTAHEDRON; string++; break; | |
| case 'i': ret->solid = ICOSAHEDRON; string++; break; | |
| default: break; | |
| } | |
| ret->d1 = ret->d2 = atoi(string); | |
| while (*string && isdigit((unsigned char)*string)) string++; | |
| if (*string == 'x') { | |
| string++; | |
| ret->d2 = atoi(string); | |
| } | |
| } | |
| static char *encode_params(const game_params *params, bool full) | |
| { | |
| char data[256]; | |
| assert(params->solid >= 0 && params->solid < 4); | |
| sprintf(data, "%c%dx%d", "tcoi"[params->solid], params->d1, params->d2); | |
| return dupstr(data); | |
| } | |
| typedef void (*egc_callback)(void *, struct grid_square *); | |
| static void enum_grid_squares(const game_params *params, egc_callback callback, | |
| void *ctx) | |
| { | |
| const struct solid *solid = solids[params->solid]; | |
| if (solid->order == 4) { | |
| int x, y; | |
| for (y = 0; y < params->d2; y++) | |
| for (x = 0; x < params->d1; x++) { | |
| struct grid_square sq; | |
| sq.x = (float)x; | |
| sq.y = (float)y; | |
| sq.points[0] = x - 0.5F; | |
| sq.points[1] = y - 0.5F; | |
| sq.points[2] = x - 0.5F; | |
| sq.points[3] = y + 0.5F; | |
| sq.points[4] = x + 0.5F; | |
| sq.points[5] = y + 0.5F; | |
| sq.points[6] = x + 0.5F; | |
| sq.points[7] = y - 0.5F; | |
| sq.npoints = 4; | |
| sq.directions[LEFT] = 0x03; /* 0,1 */ | |
| sq.directions[RIGHT] = 0x0C; /* 2,3 */ | |
| sq.directions[UP] = 0x09; /* 0,3 */ | |
| sq.directions[DOWN] = 0x06; /* 1,2 */ | |
| sq.directions[UP_LEFT] = 0; /* no diagonals in a square */ | |
| sq.directions[UP_RIGHT] = 0; /* no diagonals in a square */ | |
| sq.directions[DOWN_LEFT] = 0; /* no diagonals in a square */ | |
| sq.directions[DOWN_RIGHT] = 0; /* no diagonals in a square */ | |
| sq.flip = false; | |
| /* | |
| * This is supremely irrelevant, but just to avoid | |
| * having any uninitialised structure members... | |
| */ | |
| sq.tetra_class = 0; | |
| callback(ctx, &sq); | |
| } | |
| } else { | |
| int row, rowlen, other, i, firstix = -1; | |
| float theight = (float)(sqrt(3) / 2.0); | |
| for (row = 0; row < params->d1 + params->d2; row++) { | |
| if (row < params->d2) { | |
| other = +1; | |
| rowlen = row + params->d1; | |
| } else { | |
| other = -1; | |
| rowlen = 2*params->d2 + params->d1 - row; | |
| } | |
| /* | |
| * There are `rowlen' down-pointing triangles. | |
| */ | |
| for (i = 0; i < rowlen; i++) { | |
| struct grid_square sq; | |
| int ix; | |
| float x, y; | |
| ix = (2 * i - (rowlen-1)); | |
| x = ix * 0.5F; | |
| y = theight * row; | |
| sq.x = x; | |
| sq.y = y + theight / 3; | |
| sq.points[0] = x - 0.5F; | |
| sq.points[1] = y; | |
| sq.points[2] = x; | |
| sq.points[3] = y + theight; | |
| sq.points[4] = x + 0.5F; | |
| sq.points[5] = y; | |
| sq.npoints = 3; | |
| sq.directions[LEFT] = 0x03; /* 0,1 */ | |
| sq.directions[RIGHT] = 0x06; /* 1,2 */ | |
| sq.directions[UP] = 0x05; /* 0,2 */ | |
| sq.directions[DOWN] = 0; /* invalid move */ | |
| /* | |
| * Down-pointing triangle: both the up diagonals go | |
| * up, and the down ones go left and right. | |
| */ | |
| sq.directions[UP_LEFT] = sq.directions[UP_RIGHT] = | |
| sq.directions[UP]; | |
| sq.directions[DOWN_LEFT] = sq.directions[LEFT]; | |
| sq.directions[DOWN_RIGHT] = sq.directions[RIGHT]; | |
| sq.flip = true; | |
| if (firstix < 0) | |
| firstix = ix & 3; | |
| ix -= firstix; | |
| sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3); | |
| callback(ctx, &sq); | |
| } | |
| /* | |
| * There are `rowlen+other' up-pointing triangles. | |
| */ | |
| for (i = 0; i < rowlen+other; i++) { | |
| struct grid_square sq; | |
| int ix; | |
| float x, y; | |
| ix = (2 * i - (rowlen+other-1)); | |
| x = ix * 0.5F; | |
| y = theight * row; | |
| sq.x = x; | |
| sq.y = y + 2*theight / 3; | |
| sq.points[0] = x + 0.5F; | |
| sq.points[1] = y + theight; | |
| sq.points[2] = x; | |
| sq.points[3] = y; | |
| sq.points[4] = x - 0.5F; | |
| sq.points[5] = y + theight; | |
| sq.npoints = 3; | |
| sq.directions[LEFT] = 0x06; /* 1,2 */ | |
| sq.directions[RIGHT] = 0x03; /* 0,1 */ | |
| sq.directions[DOWN] = 0x05; /* 0,2 */ | |
| sq.directions[UP] = 0; /* invalid move */ | |
| /* | |
| * Up-pointing triangle: both the down diagonals go | |
| * down, and the up ones go left and right. | |
| */ | |
| sq.directions[DOWN_LEFT] = sq.directions[DOWN_RIGHT] = | |
| sq.directions[DOWN]; | |
| sq.directions[UP_LEFT] = sq.directions[LEFT]; | |
| sq.directions[UP_RIGHT] = sq.directions[RIGHT]; | |
| sq.flip = false; | |
| if (firstix < 0) | |
| firstix = (ix - 1) & 3; | |
| ix -= firstix; | |
| sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3); | |
| callback(ctx, &sq); | |
| } | |
| } | |
| } | |
| } | |
| static int grid_area(int d1, int d2, int order) | |
| { | |
| /* | |
| * An NxM grid of squares has NM squares in it. | |
| * | |
| * A grid of triangles with dimensions A and B has a total of | |
| * A^2 + B^2 + 4AB triangles in it. (You can divide it up into | |
| * a side-A triangle containing A^2 subtriangles, a side-B | |
| * triangle containing B^2, and two congruent parallelograms, | |
| * each with side lengths A and B, each therefore containing AB | |
| * two-triangle rhombuses.) | |
| */ | |
| if (order == 4) | |
| return d1 * d2; | |
| else | |
| return d1*d1 + d2*d2 + 4*d1*d2; | |
| } | |
| static config_item *game_configure(const game_params *params) | |
| { | |
| config_item *ret = snewn(4, config_item); | |
| char buf[80]; | |
| ret[0].name = "Type of solid"; | |
| ret[0].type = C_CHOICES; | |
| ret[0].u.choices.choicenames = ":Tetrahedron:Cube:Octahedron:Icosahedron"; | |
| ret[0].u.choices.selected = params->solid; | |
| ret[1].name = "Width / top"; | |
| ret[1].type = C_STRING; | |
| sprintf(buf, "%d", params->d1); | |
| ret[1].u.string.sval = dupstr(buf); | |
| ret[2].name = "Height / bottom"; | |
| ret[2].type = C_STRING; | |
| sprintf(buf, "%d", params->d2); | |
| ret[2].u.string.sval = dupstr(buf); | |
| ret[3].name = NULL; | |
| ret[3].type = C_END; | |
| return ret; | |
| } | |
| static game_params *custom_params(const config_item *cfg) | |
| { | |
| game_params *ret = snew(game_params); | |
| ret->solid = cfg[0].u.choices.selected; | |
| ret->d1 = atoi(cfg[1].u.string.sval); | |
| ret->d2 = atoi(cfg[2].u.string.sval); | |
| return ret; | |
| } | |
| static void count_grid_square_callback(void *ctx, struct grid_square *sq) | |
| { | |
| int *classes = (int *)ctx; | |
| int thisclass; | |
| if (classes[4] == 4) | |
| thisclass = sq->tetra_class; | |
| else if (classes[4] == 2) | |
| thisclass = sq->flip; | |
| else | |
| thisclass = 0; | |
| classes[thisclass]++; | |
| } | |
| static const char *validate_params(const game_params *params, bool full) | |
| { | |
| int classes[5]; | |
| int i; | |
| if (params->solid < 0 || params->solid >= lenof(solids)) | |
| return "Unrecognised solid type"; | |
| if (params->d1 < 0 || params->d2 < 0) | |
| return "Grid dimensions may not be negative"; | |
| if (solids[params->solid]->order == 4) { | |
| if (params->d1 <= 1 || params->d2 <= 1) | |
| return "Both grid dimensions must be greater than one"; | |
| if (params->d2 > INT_MAX / params->d1) | |
| return "Grid area must not be unreasonably large"; | |
| } else { | |
| if (params->d1 <= 0 && params->d2 <= 0) | |
| return "At least one grid dimension must be greater than zero"; | |
| /* | |
| * Check whether d1^2 + d2^2 + 4 d1 d2 > INT_MAX, without overflow: | |
| * | |
| * First check d1^2 doesn't overflow by itself. | |
| * | |
| * Then check d2^2 doesn't exceed the remaining space between | |
| * d1^2 and INT_MAX. | |
| * | |
| * If that's all OK then we know both d1 and d2 are | |
| * individually less than the square root of INT_MAX, so we | |
| * can safely multiply them and compare against the | |
| * _remaining_ space. | |
| */ | |
| if ((params->d1 > 0 && params->d1 > INT_MAX / params->d1) || | |
| (params->d2 > 0 && | |
| params->d2 > (INT_MAX - params->d1*params->d1) / params->d2) || | |
| (params->d2 > 0 && | |
| params->d1*params->d2 > (INT_MAX - params->d1*params->d1 - | |
| params->d2*params->d2) / params->d2)) | |
| return "Grid area must not be unreasonably large"; | |
| } | |
| for (i = 0; i < 4; i++) | |
| classes[i] = 0; | |
| if (params->solid == TETRAHEDRON) | |
| classes[4] = 4; | |
| else if (params->solid == OCTAHEDRON) | |
| classes[4] = 2; | |
| else | |
| classes[4] = 1; | |
| enum_grid_squares(params, count_grid_square_callback, classes); | |
| for (i = 0; i < classes[4]; i++) | |
| if (classes[i] < solids[params->solid]->nfaces / classes[4]) | |
| return "Not enough grid space to place all blue faces"; | |
| if (grid_area(params->d1, params->d2, solids[params->solid]->order) < | |
| solids[params->solid]->nfaces + 1) | |
| return "Not enough space to place the solid on an empty square"; | |
| return NULL; | |
| } | |
| struct grid_data { | |
| int *gridptrs[4]; | |
| int nsquares[4]; | |
| int nclasses; | |
| int squareindex; | |
| }; | |
| static void classify_grid_square_callback(void *ctx, struct grid_square *sq) | |
| { | |
| struct grid_data *data = (struct grid_data *)ctx; | |
| int thisclass; | |
| if (data->nclasses == 4) | |
| thisclass = sq->tetra_class; | |
| else if (data->nclasses == 2) | |
| thisclass = sq->flip; | |
| else | |
| thisclass = 0; | |
| data->gridptrs[thisclass][data->nsquares[thisclass]++] = | |
| data->squareindex++; | |
| } | |
| static char *new_game_desc(const game_params *params, random_state *rs, | |
| char **aux, bool interactive) | |
| { | |
| struct grid_data data; | |
| int i, j, k, m, area, facesperclass; | |
| bool *flags; | |
| char *desc, *p; | |
| /* | |
| * Enumerate the grid squares, dividing them into equivalence | |
| * classes as appropriate. (For the tetrahedron, there is one | |
| * equivalence class for each face; for the octahedron there | |
| * are two classes; for the other two solids there's only one.) | |
| */ | |
| area = grid_area(params->d1, params->d2, solids[params->solid]->order); | |
| if (params->solid == TETRAHEDRON) | |
| data.nclasses = 4; | |
| else if (params->solid == OCTAHEDRON) | |
| data.nclasses = 2; | |
| else | |
| data.nclasses = 1; | |
| data.gridptrs[0] = snewn(data.nclasses * area, int); | |
| for (i = 0; i < data.nclasses; i++) { | |
| data.gridptrs[i] = data.gridptrs[0] + i * area; | |
| data.nsquares[i] = 0; | |
| } | |
| data.squareindex = 0; | |
| enum_grid_squares(params, classify_grid_square_callback, &data); | |
| facesperclass = solids[params->solid]->nfaces / data.nclasses; | |
| for (i = 0; i < data.nclasses; i++) | |
| assert(data.nsquares[i] >= facesperclass); | |
| assert(data.squareindex == area); | |
| /* | |
| * So now we know how many faces to allocate in each class. Get | |
| * on with it. | |
| */ | |
| flags = snewn(area, bool); | |
| for (i = 0; i < area; i++) | |
| flags[i] = false; | |
| for (i = 0; i < data.nclasses; i++) { | |
| for (j = 0; j < facesperclass; j++) { | |
| int n = random_upto(rs, data.nsquares[i]); | |
| assert(!flags[data.gridptrs[i][n]]); | |
| flags[data.gridptrs[i][n]] = true; | |
| /* | |
| * Move everything else up the array. I ought to use a | |
| * better data structure for this, but for such small | |
| * numbers it hardly seems worth the effort. | |
| */ | |
| while (n < data.nsquares[i]-1) { | |
| data.gridptrs[i][n] = data.gridptrs[i][n+1]; | |
| n++; | |
| } | |
| data.nsquares[i]--; | |
| } | |
| } | |
| /* | |
| * Now we know precisely which squares are blue. Encode this | |
| * information in hex. While we're looping over this, collect | |
| * the non-blue squares into a list in the now-unused gridptrs | |
| * array. | |
| */ | |
| desc = snewn(area / 4 + 40, char); | |
| p = desc; | |
| j = 0; | |
| k = 8; | |
| m = 0; | |
| for (i = 0; i < area; i++) { | |
| if (flags[i]) { | |
| j |= k; | |
| } else { | |
| data.gridptrs[0][m++] = i; | |
| } | |
| k >>= 1; | |
| if (!k) { | |
| *p++ = "0123456789ABCDEF"[j]; | |
| k = 8; | |
| j = 0; | |
| } | |
| } | |
| if (k != 8) | |
| *p++ = "0123456789ABCDEF"[j]; | |
| /* | |
| * Choose a non-blue square for the polyhedron. | |
| */ | |
| sprintf(p, ",%d", data.gridptrs[0][random_upto(rs, m)]); | |
| sfree(data.gridptrs[0]); | |
| sfree(flags); | |
| return desc; | |
| } | |
| static void add_grid_square_callback(void *ctx, struct grid_square *sq) | |
| { | |
| game_grid *grid = (game_grid *)ctx; | |
| grid->squares[grid->nsquares++] = *sq; /* structure copy */ | |
| } | |
| static int lowest_face(const struct solid *solid) | |
| { | |
| int i, j, best; | |
| float zmin; | |
| best = 0; | |
| zmin = 0.0; | |
| for (i = 0; i < solid->nfaces; i++) { | |
| float z = 0; | |
| for (j = 0; j < solid->order; j++) { | |
| int f = solid->faces[i*solid->order + j]; | |
| z += solid->vertices[f*3+2]; | |
| } | |
| if (i == 0 || zmin > z) { | |
| zmin = z; | |
| best = i; | |
| } | |
| } | |
| return best; | |
| } | |
| static bool align_poly(const struct solid *solid, struct grid_square *sq, | |
| int *pkey) | |
| { | |
| float zmin; | |
| int i, j; | |
| int flip = (sq->flip ? -1 : +1); | |
| /* | |
| * First, find the lowest z-coordinate present in the solid. | |
| */ | |
| zmin = 0.0; | |
| for (i = 0; i < solid->nvertices; i++) | |
| if (zmin > solid->vertices[i*3+2]) | |
| zmin = solid->vertices[i*3+2]; | |
| /* | |
| * Now go round the grid square. For each point in the grid | |
| * square, we're looking for a point of the polyhedron with the | |
| * same x- and y-coordinates (relative to the square's centre), | |
| * and z-coordinate equal to zmin (near enough). | |
| */ | |
| for (j = 0; j < sq->npoints; j++) { | |
| int matches, index; | |
| matches = 0; | |
| index = -1; | |
| for (i = 0; i < solid->nvertices; i++) { | |
| float dist = 0; | |
| dist += SQ(solid->vertices[i*3+0] * flip - sq->points[j*2+0] + sq->x); | |
| dist += SQ(solid->vertices[i*3+1] * flip - sq->points[j*2+1] + sq->y); | |
| dist += SQ(solid->vertices[i*3+2] - zmin); | |
| if (dist < 0.1F) { | |
| matches++; | |
| index = i; | |
| } | |
| } | |
| if (matches != 1 || index < 0) | |
| return false; | |
| pkey[j] = index; | |
| } | |
| return true; | |
| } | |
| static void flip_poly(struct solid *solid, bool flip) | |
| { | |
| int i; | |
| if (flip) { | |
| for (i = 0; i < solid->nvertices; i++) { | |
| solid->vertices[i*3+0] *= -1; | |
| solid->vertices[i*3+1] *= -1; | |
| } | |
| for (i = 0; i < solid->nfaces; i++) { | |
| solid->normals[i*3+0] *= -1; | |
| solid->normals[i*3+1] *= -1; | |
| } | |
| } | |
| } | |
| static struct solid *transform_poly(const struct solid *solid, bool flip, | |
| int key0, int key1, float angle) | |
| { | |
| struct solid *ret = snew(struct solid); | |
| float vx, vy, ax, ay; | |
| float vmatrix[9], amatrix[9], vmatrix2[9]; | |
| int i; | |
| *ret = *solid; /* structure copy */ | |
| flip_poly(ret, flip); | |
| /* | |
| * Now rotate the polyhedron through the given angle. We must | |
| * rotate about the Z-axis to bring the two vertices key0 and | |
| * key1 into horizontal alignment, then rotate about the | |
| * X-axis, then rotate back again. | |
| */ | |
| vx = ret->vertices[key1*3+0] - ret->vertices[key0*3+0]; | |
| vy = ret->vertices[key1*3+1] - ret->vertices[key0*3+1]; | |
| assert(APPROXEQ(vx*vx + vy*vy, 1.0F)); | |
| vmatrix[0] = vx; vmatrix[3] = vy; vmatrix[6] = 0; | |
| vmatrix[1] = -vy; vmatrix[4] = vx; vmatrix[7] = 0; | |
| vmatrix[2] = 0; vmatrix[5] = 0; vmatrix[8] = 1; | |
| ax = (float)cos(angle); | |
| ay = (float)sin(angle); | |
| amatrix[0] = 1; amatrix[3] = 0; amatrix[6] = 0; | |
| amatrix[1] = 0; amatrix[4] = ax; amatrix[7] = ay; | |
| amatrix[2] = 0; amatrix[5] = -ay; amatrix[8] = ax; | |
| memcpy(vmatrix2, vmatrix, sizeof(vmatrix)); | |
| vmatrix2[1] = vy; | |
| vmatrix2[3] = -vy; | |
| for (i = 0; i < ret->nvertices; i++) { | |
| MATMUL(ret->vertices + 3*i, vmatrix, ret->vertices + 3*i); | |
| MATMUL(ret->vertices + 3*i, amatrix, ret->vertices + 3*i); | |
| MATMUL(ret->vertices + 3*i, vmatrix2, ret->vertices + 3*i); | |
| } | |
| for (i = 0; i < ret->nfaces; i++) { | |
| MATMUL(ret->normals + 3*i, vmatrix, ret->normals + 3*i); | |
| MATMUL(ret->normals + 3*i, amatrix, ret->normals + 3*i); | |
| MATMUL(ret->normals + 3*i, vmatrix2, ret->normals + 3*i); | |
| } | |
| return ret; | |
| } | |
| static const char *validate_desc(const game_params *params, const char *desc) | |
| { | |
| int area = grid_area(params->d1, params->d2, solids[params->solid]->order); | |
| int i, j; | |
| i = (area + 3) / 4; | |
| for (j = 0; j < i; j++) { | |
| int c = desc[j]; | |
| if (c >= '0' && c <= '9') continue; | |
| if (c >= 'A' && c <= 'F') continue; | |
| if (c >= 'a' && c <= 'f') continue; | |
| return "Not enough hex digits at start of string"; | |
| /* NB if desc[j]=='\0' that will also be caught here, so we're safe */ | |
| } | |
| if (desc[i] != ',') | |
| return "Expected ',' after hex digits"; | |
| i++; | |
| do { | |
| if (desc[i] < '0' || desc[i] > '9') | |
| return "Expected decimal integer after ','"; | |
| i++; | |
| } while (desc[i]); | |
| return NULL; | |
| } | |
| static game_state *new_game(midend *me, const game_params *params, | |
| const char *desc) | |
| { | |
| game_grid *grid = snew(game_grid); | |
| game_state *state = snew(game_state); | |
| int area; | |
| state->params = *params; /* structure copy */ | |
| state->solid = solids[params->solid]; | |
| area = grid_area(params->d1, params->d2, state->solid->order); | |
| grid->squares = snewn(area, struct grid_square); | |
| grid->nsquares = 0; | |
| enum_grid_squares(params, add_grid_square_callback, grid); | |
| assert(grid->nsquares == area); | |
| state->grid = grid; | |
| grid->refcount = 1; | |
| state->facecolours = snewn(state->solid->nfaces, int); | |
| memset(state->facecolours, 0, state->solid->nfaces * sizeof(int)); | |
| state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long); | |
| memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 * | |
| sizeof(unsigned long)); | |
| /* | |
| * Set up the blue squares and polyhedron position according to | |
| * the game description. | |
| */ | |
| { | |
| const char *p = desc; | |
| int i, j, v; | |
| j = 8; | |
| v = 0; | |
| for (i = 0; i < state->grid->nsquares; i++) { | |
| if (j == 8) { | |
| v = *p++; | |
| if (v >= '0' && v <= '9') | |
| v -= '0'; | |
| else if (v >= 'A' && v <= 'F') | |
| v -= 'A' - 10; | |
| else if (v >= 'a' && v <= 'f') | |
| v -= 'a' - 10; | |
| else | |
| break; | |
| } | |
| if (v & j) | |
| SET_SQUARE(state, i, true); | |
| j >>= 1; | |
| if (j == 0) | |
| j = 8; | |
| } | |
| if (*p == ',') | |
| p++; | |
| state->current = atoi(p); | |
| if (state->current < 0 || state->current >= state->grid->nsquares) | |
| state->current = 0; /* got to do _something_ */ | |
| } | |
| /* | |
| * Align the polyhedron with its grid square and determine | |
| * initial key points. | |
| */ | |
| { | |
| int pkey[4]; | |
| bool ret; | |
| ret = align_poly(state->solid, &state->grid->squares[state->current], pkey); | |
| assert(ret); | |
| state->dpkey[0] = state->spkey[0] = pkey[0]; | |
| state->dpkey[1] = state->spkey[1] = pkey[1]; | |
| state->dgkey[0] = state->sgkey[0] = 0; | |
| state->dgkey[1] = state->sgkey[1] = 1; | |
| } | |
| state->previous = state->current; | |
| state->angle = 0.0; | |
| state->completed = 0; | |
| state->movecount = 0; | |
| return state; | |
| } | |
| static game_state *dup_game(const game_state *state) | |
| { | |
| game_state *ret = snew(game_state); | |
| ret->params = state->params; /* structure copy */ | |
| ret->solid = state->solid; | |
| ret->facecolours = snewn(ret->solid->nfaces, int); | |
| memcpy(ret->facecolours, state->facecolours, | |
| ret->solid->nfaces * sizeof(int)); | |
| ret->current = state->current; | |
| ret->grid = state->grid; | |
| ret->grid->refcount++; | |
| ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long); | |
| memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 * | |
| sizeof(unsigned long)); | |
| ret->dpkey[0] = state->dpkey[0]; | |
| ret->dpkey[1] = state->dpkey[1]; | |
| ret->dgkey[0] = state->dgkey[0]; | |
| ret->dgkey[1] = state->dgkey[1]; | |
| ret->spkey[0] = state->spkey[0]; | |
| ret->spkey[1] = state->spkey[1]; | |
| ret->sgkey[0] = state->sgkey[0]; | |
| ret->sgkey[1] = state->sgkey[1]; | |
| ret->previous = state->previous; | |
| ret->angle = state->angle; | |
| ret->completed = state->completed; | |
| ret->movecount = state->movecount; | |
| return ret; | |
| } | |
| static void free_game(game_state *state) | |
| { | |
| if (--state->grid->refcount <= 0) { | |
| sfree(state->grid->squares); | |
| sfree(state->grid); | |
| } | |
| sfree(state->bluemask); | |
| sfree(state->facecolours); | |
| sfree(state); | |
| } | |
| static game_ui *new_ui(const game_state *state) | |
| { | |
| return NULL; | |
| } | |
| static void free_ui(game_ui *ui) | |
| { | |
| } | |
| static char *encode_ui(const game_ui *ui) | |
| { | |
| return NULL; | |
| } | |
| static void decode_ui(game_ui *ui, const char *encoding) | |
| { | |
| } | |
| static void game_changed_state(game_ui *ui, const game_state *oldstate, | |
| const game_state *newstate) | |
| { | |
| } | |
| struct game_drawstate { | |
| float gridscale; | |
| int ox, oy; /* pixel position of float origin */ | |
| }; | |
| /* | |
| * Code shared between interpret_move() and execute_move(). | |
| */ | |
| static int find_move_dest(const game_state *from, int direction, | |
| int *skey, int *dkey) | |
| { | |
| int mask, dest, i, j; | |
| float points[4]; | |
| /* | |
| * Find the two points in the current grid square which | |
| * correspond to this move. | |
| */ | |
| mask = from->grid->squares[from->current].directions[direction]; | |
| if (mask == 0) | |
| return -1; | |
| for (i = j = 0; i < from->grid->squares[from->current].npoints; i++) | |
| if (mask & (1 << i)) { | |
| points[j*2] = from->grid->squares[from->current].points[i*2]; | |
| points[j*2+1] = from->grid->squares[from->current].points[i*2+1]; | |
| skey[j] = i; | |
| j++; | |
| } | |
| assert(j == 2); | |
| /* | |
| * Now find the other grid square which shares those points. | |
| * This is our move destination. | |
| */ | |
| dest = -1; | |
| for (i = 0; i < from->grid->nsquares; i++) | |
| if (i != from->current) { | |
| int match = 0; | |
| float dist; | |
| for (j = 0; j < from->grid->squares[i].npoints; j++) { | |
| dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) + | |
| SQ(from->grid->squares[i].points[j*2+1] - points[1])); | |
| if (dist < 0.1F) | |
| dkey[match++] = j; | |
| dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) + | |
| SQ(from->grid->squares[i].points[j*2+1] - points[3])); | |
| if (dist < 0.1F) | |
| dkey[match++] = j; | |
| } | |
| if (match == 2) { | |
| dest = i; | |
| break; | |
| } | |
| } | |
| return dest; | |
| } | |
| static char *interpret_move(const game_state *state, game_ui *ui, | |
| const game_drawstate *ds, | |
| int x, int y, int button) | |
| { | |
| int direction, mask, i; | |
| int skey[2], dkey[2]; | |
| button = button & (~MOD_MASK | MOD_NUM_KEYPAD); | |
| /* | |
| * Moves can be made with the cursor keys or numeric keypad, or | |
| * alternatively you can left-click and the polyhedron will | |
| * move in the general direction of the mouse pointer. | |
| */ | |
| if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8')) | |
| direction = UP; | |
| else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2')) | |
| direction = DOWN; | |
| else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4')) | |
| direction = LEFT; | |
| else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6')) | |
| direction = RIGHT; | |
| else if (button == (MOD_NUM_KEYPAD | '7')) | |
| direction = UP_LEFT; | |
| else if (button == (MOD_NUM_KEYPAD | '1')) | |
| direction = DOWN_LEFT; | |
| else if (button == (MOD_NUM_KEYPAD | '9')) | |
| direction = UP_RIGHT; | |
| else if (button == (MOD_NUM_KEYPAD | '3')) | |
| direction = DOWN_RIGHT; | |
| else if (button == LEFT_BUTTON) { | |
| /* | |
| * Find the bearing of the click point from the current | |
| * square's centre. | |
| */ | |
| int cx, cy; | |
| double angle; | |
| cx = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox; | |
| cy = (int)(state->grid->squares[state->current].y * GRID_SCALE) + ds->oy; | |
| if (x == cx && y == cy) | |
| return NULL; /* clicked in exact centre! */ | |
| angle = atan2(y - cy, x - cx); | |
| /* | |
| * There are three possibilities. | |
| * | |
| * - This square is a square, so we choose between UP, | |
| * DOWN, LEFT and RIGHT by dividing the available angle | |
| * at the 45-degree points. | |
| * | |
| * - This square is an up-pointing triangle, so we choose | |
| * between DOWN, LEFT and RIGHT by dividing into | |
| * 120-degree arcs. | |
| * | |
| * - This square is a down-pointing triangle, so we choose | |
| * between UP, LEFT and RIGHT in the inverse manner. | |
| * | |
| * Don't forget that since our y-coordinates increase | |
| * downwards, `angle' is measured _clockwise_ from the | |
| * x-axis, not anticlockwise as most mathematicians would | |
| * instinctively assume. | |
| */ | |
| if (state->grid->squares[state->current].npoints == 4) { | |
| /* Square. */ | |
| if (fabs(angle) > 3*PI/4) | |
| direction = LEFT; | |
| else if (fabs(angle) < PI/4) | |
| direction = RIGHT; | |
| else if (angle > 0) | |
| direction = DOWN; | |
| else | |
| direction = UP; | |
| } else if (state->grid->squares[state->current].directions[UP] == 0) { | |
| /* Up-pointing triangle. */ | |
| if (angle < -PI/2 || angle > 5*PI/6) | |
| direction = LEFT; | |
| else if (angle > PI/6) | |
| direction = DOWN; | |
| else | |
| direction = RIGHT; | |
| } else { | |
| /* Down-pointing triangle. */ | |
| assert(state->grid->squares[state->current].directions[DOWN] == 0); | |
| if (angle > PI/2 || angle < -5*PI/6) | |
| direction = LEFT; | |
| else if (angle < -PI/6) | |
| direction = UP; | |
| else | |
| direction = RIGHT; | |
| } | |
| } else | |
| return NULL; | |
| mask = state->grid->squares[state->current].directions[direction]; | |
| if (mask == 0) | |
| return NULL; | |
| /* | |
| * Translate diagonal directions into orthogonal ones. | |
| */ | |
| if (direction > DOWN) { | |
| for (i = LEFT; i <= DOWN; i++) | |
| if (state->grid->squares[state->current].directions[i] == mask) { | |
| direction = i; | |
| break; | |
| } | |
| assert(direction <= DOWN); | |
| } | |
| if (find_move_dest(state, direction, skey, dkey) < 0) | |
| return NULL; | |
| if (direction == LEFT) return dupstr("L"); | |
| if (direction == RIGHT) return dupstr("R"); | |
| if (direction == UP) return dupstr("U"); | |
| if (direction == DOWN) return dupstr("D"); | |
| return NULL; /* should never happen */ | |
| } | |
| static game_state *execute_move(const game_state *from, const char *move) | |
| { | |
| game_state *ret; | |
| float angle; | |
| struct solid *poly; | |
| int pkey[2]; | |
| int skey[2], dkey[2]; | |
| int i, j, dest; | |
| int direction; | |
| switch (*move) { | |
| case 'L': direction = LEFT; break; | |
| case 'R': direction = RIGHT; break; | |
| case 'U': direction = UP; break; | |
| case 'D': direction = DOWN; break; | |
| default: return NULL; | |
| } | |
| dest = find_move_dest(from, direction, skey, dkey); | |
| if (dest < 0) | |
| return NULL; | |
| ret = dup_game(from); | |
| ret->current = dest; | |
| /* | |
| * So we know what grid square we're aiming for, and we also | |
| * know the two key points (as indices in both the source and | |
| * destination grid squares) which are invariant between source | |
| * and destination. | |
| * | |
| * Next we must roll the polyhedron on to that square. So we | |
| * find the indices of the key points within the polyhedron's | |
| * vertex array, then use those in a call to transform_poly, | |
| * and align the result on the new grid square. | |
| */ | |
| { | |
| int all_pkey[4]; | |
| align_poly(from->solid, &from->grid->squares[from->current], all_pkey); | |
| pkey[0] = all_pkey[skey[0]]; | |
| pkey[1] = all_pkey[skey[1]]; | |
| /* | |
| * Now pkey[0] corresponds to skey[0] and dkey[0], and | |
| * likewise [1]. | |
| */ | |
| } | |
| /* | |
| * Now find the angle through which to rotate the polyhedron. | |
| * Do this by finding the two faces that share the two vertices | |
| * we've found, and taking the dot product of their normals. | |
| */ | |
| { | |
| int f[2], nf = 0; | |
| float dp; | |
| for (i = 0; i < from->solid->nfaces; i++) { | |
| int match = 0; | |
| for (j = 0; j < from->solid->order; j++) | |
| if (from->solid->faces[i*from->solid->order + j] == pkey[0] || | |
| from->solid->faces[i*from->solid->order + j] == pkey[1]) | |
| match++; | |
| if (match == 2) { | |
| assert(nf < 2); | |
| f[nf++] = i; | |
| } | |
| } | |
| assert(nf == 2); | |
| dp = 0; | |
| for (i = 0; i < 3; i++) | |
| dp += (from->solid->normals[f[0]*3+i] * | |
| from->solid->normals[f[1]*3+i]); | |
| angle = (float)acos(dp); | |
| } | |
| /* | |
| * Now transform the polyhedron. We aren't entirely sure | |
| * whether we need to rotate through angle or -angle, and the | |
| * simplest way round this is to try both and see which one | |
| * aligns successfully! | |
| * | |
| * Unfortunately, _both_ will align successfully if this is a | |
| * cube, which won't tell us anything much. So for that | |
| * particular case, I resort to gross hackery: I simply negate | |
| * the angle before trying the alignment, depending on the | |
| * direction. Which directions work which way is determined by | |
| * pure trial and error. I said it was gross :-/ | |
| */ | |
| { | |
| int all_pkey[4]; | |
| bool success; | |
| if (from->solid->order == 4 && direction == UP) | |
| angle = -angle; /* HACK */ | |
| poly = transform_poly(from->solid, | |
| from->grid->squares[from->current].flip, | |
| pkey[0], pkey[1], angle); | |
| flip_poly(poly, from->grid->squares[ret->current].flip); | |
| success = align_poly(poly, &from->grid->squares[ret->current], all_pkey); | |
| if (!success) { | |
| sfree(poly); | |
| angle = -angle; | |
| poly = transform_poly(from->solid, | |
| from->grid->squares[from->current].flip, | |
| pkey[0], pkey[1], angle); | |
| flip_poly(poly, from->grid->squares[ret->current].flip); | |
| success = align_poly(poly, &from->grid->squares[ret->current], all_pkey); | |
| } | |
| assert(success); | |
| } | |
| /* | |
| * Now we have our rotated polyhedron, which we expect to be | |
| * exactly congruent to the one we started with - but with the | |
| * faces permuted. So we map that congruence and thereby figure | |
| * out how to permute the faces as a result of the polyhedron | |
| * having rolled. | |
| */ | |
| { | |
| int *newcolours = snewn(from->solid->nfaces, int); | |
| for (i = 0; i < from->solid->nfaces; i++) | |
| newcolours[i] = -1; | |
| for (i = 0; i < from->solid->nfaces; i++) { | |
| int nmatch = 0; | |
| /* | |
| * Now go through the transformed polyhedron's faces | |
| * and figure out which one's normal is approximately | |
| * equal to this one. | |
| */ | |
| for (j = 0; j < poly->nfaces; j++) { | |
| float dist; | |
| int k; | |
| dist = 0; | |
| for (k = 0; k < 3; k++) | |
| dist += SQ(poly->normals[j*3+k] - | |
| from->solid->normals[i*3+k]); | |
| if (APPROXEQ(dist, 0)) { | |
| nmatch++; | |
| newcolours[i] = ret->facecolours[j]; | |
| } | |
| } | |
| assert(nmatch == 1); | |
| } | |
| for (i = 0; i < from->solid->nfaces; i++) | |
| assert(newcolours[i] != -1); | |
| sfree(ret->facecolours); | |
| ret->facecolours = newcolours; | |
| } | |
| ret->movecount++; | |
| /* | |
| * And finally, swap the colour between the bottom face of the | |
| * polyhedron and the face we've just landed on. | |
| * | |
| * We don't do this if the game is already complete, since we | |
| * allow the user to roll the fully blue polyhedron around the | |
| * grid as a feeble reward. | |
| */ | |
| if (!ret->completed) { | |
| i = lowest_face(from->solid); | |
| j = ret->facecolours[i]; | |
| ret->facecolours[i] = GET_SQUARE(ret, ret->current); | |
| SET_SQUARE(ret, ret->current, j); | |
| /* | |
| * Detect game completion. | |
| */ | |
| j = 0; | |
| for (i = 0; i < ret->solid->nfaces; i++) | |
| if (ret->facecolours[i]) | |
| j++; | |
| if (j == ret->solid->nfaces) | |
| ret->completed = ret->movecount; | |
| } | |
| sfree(poly); | |
| /* | |
| * Align the normal polyhedron with its grid square, to get key | |
| * points for non-animated display. | |
| */ | |
| { | |
| int pkey[4]; | |
| bool success; | |
| success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey); | |
| assert(success); | |
| ret->dpkey[0] = pkey[0]; | |
| ret->dpkey[1] = pkey[1]; | |
| ret->dgkey[0] = 0; | |
| ret->dgkey[1] = 1; | |
| } | |
| ret->spkey[0] = pkey[0]; | |
| ret->spkey[1] = pkey[1]; | |
| ret->sgkey[0] = skey[0]; | |
| ret->sgkey[1] = skey[1]; | |
| ret->previous = from->current; | |
| ret->angle = angle; | |
| return ret; | |
| } | |
| /* ---------------------------------------------------------------------- | |
| * Drawing routines. | |
| */ | |
| struct bbox { | |
| float l, r, u, d; | |
| }; | |
| static void find_bbox_callback(void *ctx, struct grid_square *sq) | |
| { | |
| struct bbox *bb = (struct bbox *)ctx; | |
| int i; | |
| for (i = 0; i < sq->npoints; i++) { | |
| if (bb->l > sq->points[i*2]) bb->l = sq->points[i*2]; | |
| if (bb->r < sq->points[i*2]) bb->r = sq->points[i*2]; | |
| if (bb->u > sq->points[i*2+1]) bb->u = sq->points[i*2+1]; | |
| if (bb->d < sq->points[i*2+1]) bb->d = sq->points[i*2+1]; | |
| } | |
| } | |
| static struct bbox find_bbox(const game_params *params) | |
| { | |
| struct bbox bb; | |
| /* | |
| * These should be hugely more than the real bounding box will | |
| * be. | |
| */ | |
| bb.l = 2.0F * (params->d1 + params->d2); | |
| bb.r = -2.0F * (params->d1 + params->d2); | |
| bb.u = 2.0F * (params->d1 + params->d2); | |
| bb.d = -2.0F * (params->d1 + params->d2); | |
| enum_grid_squares(params, find_bbox_callback, &bb); | |
| return bb; | |
| } | |
| static void game_compute_size(const game_params *params, int tilesize, | |
| int *x, int *y) | |
| { | |
| struct bbox bb = find_bbox(params); | |
| *x = XSIZE(tilesize, bb, solids[params->solid]); | |
| *y = YSIZE(tilesize, bb, solids[params->solid]); | |
| } | |
| static void game_set_size(drawing *dr, game_drawstate *ds, | |
| const game_params *params, int tilesize) | |
| { | |
| struct bbox bb = find_bbox(params); | |
| ds->gridscale = (float)tilesize; | |
| ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale); | |
| ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale); | |
| } | |
| static float *game_colours(frontend *fe, int *ncolours) | |
| { | |
| float *ret = snewn(3 * NCOLOURS, float); | |
| frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); | |
| ret[COL_BORDER * 3 + 0] = 0.0; | |
| ret[COL_BORDER * 3 + 1] = 0.0; | |
| ret[COL_BORDER * 3 + 2] = 0.0; | |
| ret[COL_BLUE * 3 + 0] = 0.0; | |
| ret[COL_BLUE * 3 + 1] = 0.0; | |
| ret[COL_BLUE * 3 + 2] = 1.0; | |
| *ncolours = NCOLOURS; | |
| return ret; | |
| } | |
| static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) | |
| { | |
| struct game_drawstate *ds = snew(struct game_drawstate); | |
| ds->ox = ds->oy = 0; | |
| ds->gridscale = 0.0F; /* not decided yet */ | |
| return ds; | |
| } | |
| static void game_free_drawstate(drawing *dr, game_drawstate *ds) | |
| { | |
| sfree(ds); | |
| } | |
| static void game_get_cursor_location(const game_ui *ui, | |
| const game_drawstate *ds, | |
| const game_state *state, | |
| const game_params *params, | |
| int *x, int *y, int *w, int *h) | |
| { | |
| struct bbox bb; | |
| bb.l = 2.0F * (params->d1 + params->d2); | |
| bb.r = -2.0F * (params->d1 + params->d2); | |
| bb.u = 2.0F * (params->d1 + params->d2); | |
| bb.d = -2.0F * (params->d1 + params->d2); | |
| find_bbox_callback(&bb, state->grid->squares + state->current); | |
| *x = ((int)(bb.l * GRID_SCALE) + ds->ox); | |
| *y = ((int)(bb.u * GRID_SCALE) + ds->oy); | |
| *w = (bb.r - bb.l) * GRID_SCALE; | |
| *h = (bb.d - bb.u) * GRID_SCALE; | |
| } | |
| static void game_redraw(drawing *dr, game_drawstate *ds, | |
| const game_state *oldstate, const game_state *state, | |
| int dir, const game_ui *ui, | |
| float animtime, float flashtime) | |
| { | |
| int i, j; | |
| struct bbox bb = find_bbox(&state->params); | |
| struct solid *poly; | |
| const int *pkey, *gkey; | |
| float t[3]; | |
| float angle; | |
| int square; | |
| draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid), | |
| YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND); | |
| if (dir < 0) { | |
| const game_state *t; | |
| /* | |
| * This is an Undo. So reverse the order of the states, and | |
| * run the roll timer backwards. | |
| */ | |
| assert(oldstate); | |
| t = oldstate; | |
| oldstate = state; | |
| state = t; | |
| animtime = ROLLTIME - animtime; | |
| } | |
| if (!oldstate) { | |
| oldstate = state; | |
| angle = 0.0; | |
| square = state->current; | |
| pkey = state->dpkey; | |
| gkey = state->dgkey; | |
| } else { | |
| angle = state->angle * animtime / ROLLTIME; | |
| square = state->previous; | |
| pkey = state->spkey; | |
| gkey = state->sgkey; | |
| } | |
| state = oldstate; | |
| for (i = 0; i < state->grid->nsquares; i++) { | |
| int coords[8]; | |
| for (j = 0; j < state->grid->squares[i].npoints; j++) { | |
| coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE) | |
| + ds->ox); | |
| coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE) | |
| + ds->oy); | |
| } | |
| draw_polygon(dr, coords, state->grid->squares[i].npoints, | |
| GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND, | |
| COL_BORDER); | |
| } | |
| /* | |
| * Now compute and draw the polyhedron. | |
| */ | |
| poly = transform_poly(state->solid, state->grid->squares[square].flip, | |
| pkey[0], pkey[1], angle); | |
| /* | |
| * Compute the translation required to align the two key points | |
| * on the polyhedron with the same key points on the current | |
| * face. | |
| */ | |
| for (i = 0; i < 3; i++) { | |
| float tc = 0.0; | |
| for (j = 0; j < 2; j++) { | |
| float grid_coord; | |
| if (i < 2) { | |
| grid_coord = | |
| state->grid->squares[square].points[gkey[j]*2+i]; | |
| } else { | |
| grid_coord = 0.0; | |
| } | |
| tc += (grid_coord - poly->vertices[pkey[j]*3+i]); | |
| } | |
| t[i] = tc / 2; | |
| } | |
| for (i = 0; i < poly->nvertices; i++) | |
| for (j = 0; j < 3; j++) | |
| poly->vertices[i*3+j] += t[j]; | |
| /* | |
| * Now actually draw each face. | |
| */ | |
| for (i = 0; i < poly->nfaces; i++) { | |
| float points[8]; | |
| int coords[8]; | |
| for (j = 0; j < poly->order; j++) { | |
| int f = poly->faces[i*poly->order + j]; | |
| points[j*2] = (poly->vertices[f*3+0] - | |
| poly->vertices[f*3+2] * poly->shear); | |
| points[j*2+1] = (poly->vertices[f*3+1] - | |
| poly->vertices[f*3+2] * poly->shear); | |
| } | |
| for (j = 0; j < poly->order; j++) { | |
| coords[j*2] = (int)floor(points[j*2] * GRID_SCALE) + ds->ox; | |
| coords[j*2+1] = (int)floor(points[j*2+1] * GRID_SCALE) + ds->oy; | |
| } | |
| /* | |
| * Find out whether these points are in a clockwise or | |
| * anticlockwise arrangement. If the latter, discard the | |
| * face because it's facing away from the viewer. | |
| * | |
| * This would involve fiddly winding-number stuff for a | |
| * general polygon, but for the simple parallelograms we'll | |
| * be seeing here, all we have to do is check whether the | |
| * corners turn right or left. So we'll take the vector | |
| * from point 0 to point 1, turn it right 90 degrees, | |
| * and check the sign of the dot product with that and the | |
| * next vector (point 1 to point 2). | |
| */ | |
| { | |
| float v1x = points[2]-points[0]; | |
| float v1y = points[3]-points[1]; | |
| float v2x = points[4]-points[2]; | |
| float v2y = points[5]-points[3]; | |
| float dp = v1x * v2y - v1y * v2x; | |
| if (dp <= 0) | |
| continue; | |
| } | |
| draw_polygon(dr, coords, poly->order, | |
| state->facecolours[i] ? COL_BLUE : COL_BACKGROUND, | |
| COL_BORDER); | |
| } | |
| sfree(poly); | |
| draw_update(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid), | |
| YSIZE(GRID_SCALE, bb, state->solid)); | |
| /* | |
| * Update the status bar. | |
| */ | |
| { | |
| char statusbuf[256]; | |
| sprintf(statusbuf, "%sMoves: %d", | |
| (state->completed ? "COMPLETED! " : ""), | |
| (state->completed ? state->completed : state->movecount)); | |
| status_bar(dr, statusbuf); | |
| } | |
| } | |
| static float game_anim_length(const game_state *oldstate, | |
| const game_state *newstate, int dir, game_ui *ui) | |
| { | |
| return ROLLTIME; | |
| } | |
| static float game_flash_length(const game_state *oldstate, | |
| const game_state *newstate, int dir, game_ui *ui) | |
| { | |
| return 0.0F; | |
| } | |
| static int game_status(const game_state *state) | |
| { | |
| return state->completed ? +1 : 0; | |
| } | |
| const struct game thegame = { | |
| "Cube", "games.cube", "cube", | |
| default_params, | |
| game_fetch_preset, NULL, | |
| decode_params, | |
| encode_params, | |
| free_params, | |
| dup_params, | |
| true, game_configure, custom_params, | |
| validate_params, | |
| new_game_desc, | |
| validate_desc, | |
| new_game, | |
| dup_game, | |
| free_game, | |
| false, NULL, /* solve */ | |
| false, NULL, NULL, /* can_format_as_text_now, text_format */ | |
| new_ui, | |
| free_ui, | |
| encode_ui, | |
| decode_ui, | |
| NULL, /* game_request_keys */ | |
| game_changed_state, | |
| NULL, /* current_key_label */ | |
| interpret_move, | |
| execute_move, | |
| PREFERRED_GRID_SCALE, game_compute_size, game_set_size, | |
| game_colours, | |
| game_new_drawstate, | |
| game_free_drawstate, | |
| game_redraw, | |
| game_anim_length, | |
| game_flash_length, | |
| game_get_cursor_location, | |
| game_status, | |
| false, false, NULL, NULL, /* print_size, print */ | |
| true, /* wants_statusbar */ | |
| false, NULL, /* timing_state */ | |
| 0, /* flags */ | |
| }; | |