6e5f287606
- Updates to latest upstream (7cae89fb4b22c305b3fd98b4e1be065ad527a9f7). - Also fixes a bug relating to updating parts of the display. - Adds some docs. Change-Id: Idfcce66e0cf3c59e467bab42eafc161df2e495bb
1773 lines
50 KiB
C
1773 lines
50 KiB
C
/*
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* cube.c: Cube game.
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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 "rbassert.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 MAXVERTICES 20
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#define MAXFACES 20
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#define MAXORDER 4
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struct solid {
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int nvertices;
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float vertices[MAXVERTICES * 3]; /* 3*npoints coordinates */
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int order;
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int nfaces;
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int faces[MAXFACES * MAXORDER]; /* order*nfaces point indices */
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float normals[MAXFACES * 3]; /* 3*npoints vector components */
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float shear; /* isometric shear for nice drawing */
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float border; /* border required around arena */
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};
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static const struct solid s_tetrahedron = {
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4,
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{
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0.0F, -0.57735026919F, -0.20412414523F,
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-0.5F, 0.28867513459F, -0.20412414523F,
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0.0F, -0.0F, 0.6123724357F,
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0.5F, 0.28867513459F, -0.20412414523F,
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},
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3, 4,
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{
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0,2,1, 3,1,2, 2,0,3, 1,3,0
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},
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{
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-0.816496580928F, -0.471404520791F, 0.333333333334F,
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0.0F, 0.942809041583F, 0.333333333333F,
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0.816496580928F, -0.471404520791F, 0.333333333334F,
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0.0F, 0.0F, -1.0F,
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},
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0.0F, 0.3F
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};
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static const struct solid s_cube = {
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8,
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{
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-0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F,
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-0.5F,+0.5F,-0.5F, -0.5F,+0.5F,+0.5F,
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+0.5F,-0.5F,-0.5F, +0.5F,-0.5F,+0.5F,
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+0.5F,+0.5F,-0.5F, +0.5F,+0.5F,+0.5F,
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},
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4, 6,
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{
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0,1,3,2, 1,5,7,3, 5,4,6,7, 4,0,2,6, 0,4,5,1, 3,7,6,2
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},
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{
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-1.0F,0.0F,0.0F, 0.0F,0.0F,+1.0F,
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+1.0F,0.0F,0.0F, 0.0F,0.0F,-1.0F,
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0.0F,-1.0F,0.0F, 0.0F,+1.0F,0.0F
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},
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0.3F, 0.5F
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};
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static const struct solid s_octahedron = {
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6,
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{
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-0.5F, -0.28867513459472505F, 0.4082482904638664F,
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0.5F, 0.28867513459472505F, -0.4082482904638664F,
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-0.5F, 0.28867513459472505F, -0.4082482904638664F,
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0.5F, -0.28867513459472505F, 0.4082482904638664F,
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0.0F, -0.57735026918945009F, -0.4082482904638664F,
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0.0F, 0.57735026918945009F, 0.4082482904638664F,
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},
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3, 8,
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{
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4,0,2, 0,5,2, 0,4,3, 5,0,3, 1,4,2, 5,1,2, 4,1,3, 1,5,3
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},
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{
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-0.816496580928F, -0.471404520791F, -0.333333333334F,
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-0.816496580928F, 0.471404520791F, 0.333333333334F,
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0.0F, -0.942809041583F, 0.333333333333F,
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0.0F, 0.0F, 1.0F,
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0.0F, 0.0F, -1.0F,
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0.0F, 0.942809041583F, -0.333333333333F,
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0.816496580928F, -0.471404520791F, -0.333333333334F,
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0.816496580928F, 0.471404520791F, 0.333333333334F,
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},
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0.0F, 0.5F
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};
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static const struct solid s_icosahedron = {
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12,
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{
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0.0F, 0.57735026919F, 0.75576131408F,
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0.0F, -0.93417235896F, 0.17841104489F,
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0.0F, 0.93417235896F, -0.17841104489F,
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0.0F, -0.57735026919F, -0.75576131408F,
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-0.5F, -0.28867513459F, 0.75576131408F,
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-0.5F, 0.28867513459F, -0.75576131408F,
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0.5F, -0.28867513459F, 0.75576131408F,
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0.5F, 0.28867513459F, -0.75576131408F,
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-0.80901699437F, 0.46708617948F, 0.17841104489F,
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0.80901699437F, 0.46708617948F, 0.17841104489F,
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-0.80901699437F, -0.46708617948F, -0.17841104489F,
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0.80901699437F, -0.46708617948F, -0.17841104489F,
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},
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3, 20,
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{
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8,0,2, 0,9,2, 1,10,3, 11,1,3, 0,4,6,
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4,1,6, 5,2,7, 3,5,7, 4,8,10, 8,5,10,
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9,6,11, 7,9,11, 0,8,4, 9,0,6, 10,1,4,
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1,11,6, 8,2,5, 2,9,7, 3,10,5, 11,3,7,
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},
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{
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-0.356822089773F, 0.87267799625F, 0.333333333333F,
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0.356822089773F, 0.87267799625F, 0.333333333333F,
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-0.356822089773F, -0.87267799625F, -0.333333333333F,
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0.356822089773F, -0.87267799625F, -0.333333333333F,
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-0.0F, 0.0F, 1.0F,
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0.0F, -0.666666666667F, 0.745355992501F,
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0.0F, 0.666666666667F, -0.745355992501F,
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0.0F, 0.0F, -1.0F,
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-0.934172358963F, -0.12732200375F, 0.333333333333F,
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-0.934172358963F, 0.12732200375F, -0.333333333333F,
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0.934172358963F, -0.12732200375F, 0.333333333333F,
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0.934172358963F, 0.12732200375F, -0.333333333333F,
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-0.57735026919F, 0.333333333334F, 0.745355992501F,
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0.57735026919F, 0.333333333334F, 0.745355992501F,
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-0.57735026919F, -0.745355992501F, 0.333333333334F,
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0.57735026919F, -0.745355992501F, 0.333333333334F,
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-0.57735026919F, 0.745355992501F, -0.333333333334F,
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0.57735026919F, 0.745355992501F, -0.333333333334F,
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-0.57735026919F, -0.333333333334F, -0.745355992501F,
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0.57735026919F, -0.333333333334F, -0.745355992501F,
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},
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0.0F, 0.8F
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};
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enum {
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TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON
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};
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static const struct solid *solids[] = {
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&s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron
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};
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enum {
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COL_BACKGROUND,
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COL_BORDER,
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COL_BLUE,
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NCOLOURS
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};
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enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
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#define PREFERRED_GRID_SCALE 48
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#define GRID_SCALE (ds->gridscale)
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#define ROLLTIME 0.13F
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#define SQ(x) ( (x) * (x) )
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#define MATMUL(ra,m,a) do { \
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float rx, ry, rz, xx = (a)[0], yy = (a)[1], zz = (a)[2], *mat = (m); \
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rx = mat[0] * xx + mat[3] * yy + mat[6] * zz; \
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ry = mat[1] * xx + mat[4] * yy + mat[7] * zz; \
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rz = mat[2] * xx + mat[5] * yy + mat[8] * zz; \
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(ra)[0] = rx; (ra)[1] = ry; (ra)[2] = rz; \
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} while (0)
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#define APPROXEQ(x,y) ( SQ(x-y) < 0.1 )
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struct grid_square {
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float x, y;
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int npoints;
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float points[8]; /* maximum */
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int directions[8]; /* bit masks showing point pairs */
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int flip;
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int tetra_class;
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};
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struct game_params {
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int solid;
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/*
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* Grid dimensions. For a square grid these are width and
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* height respectively; otherwise the grid is a hexagon, with
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* the top side and the two lower diagonals having length d1
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* and the remaining three sides having length d2 (so that
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* d1==d2 gives a regular hexagon, and d2==0 gives a triangle).
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*/
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int d1, d2;
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};
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typedef struct game_grid game_grid;
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struct game_grid {
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int refcount;
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struct grid_square *squares;
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int nsquares;
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};
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#define SET_SQUARE(state, i, val) \
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((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \
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(state)->bluemask[(i)/32] |= ((!!val) << ((i)%32)))
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#define GET_SQUARE(state, i) \
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(((state)->bluemask[(i)/32] >> ((i)%32)) & 1)
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struct game_state {
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struct game_params params;
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const struct solid *solid;
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int *facecolours;
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game_grid *grid;
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unsigned long *bluemask;
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int current; /* index of current grid square */
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int sgkey[2]; /* key-point indices into grid sq */
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int dgkey[2]; /* key-point indices into grid sq */
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int spkey[2]; /* key-point indices into polyhedron */
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int dpkey[2]; /* key-point indices into polyhedron */
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int previous;
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float angle;
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int completed;
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int movecount;
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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->solid = CUBE;
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ret->d1 = 4;
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ret->d2 = 4;
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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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game_params *ret = snew(game_params);
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char *str;
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switch (i) {
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case 0:
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str = "Cube";
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ret->solid = CUBE;
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ret->d1 = 4;
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ret->d2 = 4;
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break;
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case 1:
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str = "Tetrahedron";
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ret->solid = TETRAHEDRON;
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ret->d1 = 1;
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ret->d2 = 2;
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break;
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case 2:
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str = "Octahedron";
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ret->solid = OCTAHEDRON;
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ret->d1 = 2;
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ret->d2 = 2;
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break;
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case 3:
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str = "Icosahedron";
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ret->solid = ICOSAHEDRON;
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ret->d1 = 3;
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ret->d2 = 3;
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break;
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default:
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sfree(ret);
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return FALSE;
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}
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*name = dupstr(str);
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*params = ret;
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return TRUE;
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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(const 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 void decode_params(game_params *ret, char const *string)
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{
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switch (*string) {
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case 't': ret->solid = TETRAHEDRON; string++; break;
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case 'c': ret->solid = CUBE; string++; break;
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case 'o': ret->solid = OCTAHEDRON; string++; break;
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case 'i': ret->solid = ICOSAHEDRON; string++; break;
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default: break;
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}
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ret->d1 = ret->d2 = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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if (*string == 'x') {
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string++;
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ret->d2 = atoi(string);
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}
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}
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static char *encode_params(const game_params *params, int full)
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{
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char data[256];
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assert(params->solid >= 0 && params->solid < 4);
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sprintf(data, "%c%dx%d", "tcoi"[params->solid], params->d1, params->d2);
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return dupstr(data);
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}
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typedef void (*egc_callback)(void *, struct grid_square *);
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static void enum_grid_squares(const game_params *params, egc_callback callback,
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void *ctx)
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{
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const struct solid *solid = solids[params->solid];
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if (solid->order == 4) {
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int x, y;
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for (y = 0; y < params->d2; y++)
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for (x = 0; x < params->d1; x++) {
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struct grid_square sq;
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sq.x = (float)x;
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sq.y = (float)y;
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sq.points[0] = x - 0.5F;
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sq.points[1] = y - 0.5F;
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sq.points[2] = x - 0.5F;
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sq.points[3] = y + 0.5F;
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sq.points[4] = x + 0.5F;
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sq.points[5] = y + 0.5F;
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sq.points[6] = x + 0.5F;
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sq.points[7] = y - 0.5F;
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sq.npoints = 4;
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sq.directions[LEFT] = 0x03; /* 0,1 */
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sq.directions[RIGHT] = 0x0C; /* 2,3 */
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sq.directions[UP] = 0x09; /* 0,3 */
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sq.directions[DOWN] = 0x06; /* 1,2 */
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sq.directions[UP_LEFT] = 0; /* no diagonals in a square */
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sq.directions[UP_RIGHT] = 0; /* no diagonals in a square */
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sq.directions[DOWN_LEFT] = 0; /* no diagonals in a square */
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sq.directions[DOWN_RIGHT] = 0; /* no diagonals in a square */
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sq.flip = FALSE;
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/*
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* This is supremely irrelevant, but just to avoid
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* having any uninitialised structure members...
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*/
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sq.tetra_class = 0;
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callback(ctx, &sq);
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}
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} else {
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int row, rowlen, other, i, firstix = -1;
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float theight = (float)(sqrt(3) / 2.0);
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for (row = 0; row < params->d1 + params->d2; row++) {
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if (row < params->d2) {
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other = +1;
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rowlen = row + params->d1;
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} else {
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other = -1;
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rowlen = 2*params->d2 + params->d1 - row;
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}
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/*
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* There are `rowlen' down-pointing triangles.
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*/
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for (i = 0; i < rowlen; i++) {
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struct grid_square sq;
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int ix;
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float x, y;
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ix = (2 * i - (rowlen-1));
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x = ix * 0.5F;
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y = theight * row;
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sq.x = x;
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sq.y = y + theight / 3;
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sq.points[0] = x - 0.5F;
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sq.points[1] = y;
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sq.points[2] = x;
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sq.points[3] = y + theight;
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sq.points[4] = x + 0.5F;
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sq.points[5] = y;
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sq.npoints = 3;
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sq.directions[LEFT] = 0x03; /* 0,1 */
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sq.directions[RIGHT] = 0x06; /* 1,2 */
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sq.directions[UP] = 0x05; /* 0,2 */
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sq.directions[DOWN] = 0; /* invalid move */
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/*
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* Down-pointing triangle: both the up diagonals go
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* up, and the down ones go left and right.
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*/
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sq.directions[UP_LEFT] = sq.directions[UP_RIGHT] =
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sq.directions[UP];
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sq.directions[DOWN_LEFT] = sq.directions[LEFT];
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sq.directions[DOWN_RIGHT] = sq.directions[RIGHT];
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sq.flip = TRUE;
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if (firstix < 0)
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firstix = ix & 3;
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ix -= firstix;
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sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3);
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callback(ctx, &sq);
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}
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/*
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* There are `rowlen+other' up-pointing triangles.
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*/
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for (i = 0; i < rowlen+other; i++) {
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struct grid_square sq;
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int ix;
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float x, y;
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ix = (2 * i - (rowlen+other-1));
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x = ix * 0.5F;
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y = theight * row;
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sq.x = x;
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sq.y = y + 2*theight / 3;
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sq.points[0] = x + 0.5F;
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sq.points[1] = y + theight;
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sq.points[2] = x;
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sq.points[3] = y;
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sq.points[4] = x - 0.5F;
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sq.points[5] = y + theight;
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sq.npoints = 3;
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sq.directions[LEFT] = 0x06; /* 1,2 */
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sq.directions[RIGHT] = 0x03; /* 0,1 */
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sq.directions[DOWN] = 0x05; /* 0,2 */
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sq.directions[UP] = 0; /* invalid move */
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/*
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* Up-pointing triangle: both the down diagonals go
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* down, and the up ones go left and right.
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*/
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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].sval = ":Tetrahedron:Cube:Octahedron:Icosahedron";
|
|
ret[0].ival = params->solid;
|
|
|
|
ret[1].name = "Width / top";
|
|
ret[1].type = C_STRING;
|
|
sprintf(buf, "%d", params->d1);
|
|
ret[1].sval = dupstr(buf);
|
|
ret[1].ival = 0;
|
|
|
|
ret[2].name = "Height / bottom";
|
|
ret[2].type = C_STRING;
|
|
sprintf(buf, "%d", params->d2);
|
|
ret[2].sval = dupstr(buf);
|
|
ret[2].ival = 0;
|
|
|
|
ret[3].name = NULL;
|
|
ret[3].type = C_END;
|
|
ret[3].sval = NULL;
|
|
ret[3].ival = 0;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static game_params *custom_params(const config_item *cfg)
|
|
{
|
|
game_params *ret = snew(game_params);
|
|
|
|
ret->solid = cfg[0].ival;
|
|
ret->d1 = atoi(cfg[1].sval);
|
|
ret->d2 = atoi(cfg[2].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 char *validate_params(const game_params *params, int full)
|
|
{
|
|
int classes[5];
|
|
int i;
|
|
|
|
if (params->solid < 0 || params->solid >= lenof(solids))
|
|
return "Unrecognised solid type";
|
|
|
|
if (solids[params->solid]->order == 4) {
|
|
if (params->d1 <= 0 || params->d2 <= 0)
|
|
return "Both grid dimensions must be greater than zero";
|
|
} else {
|
|
if (params->d1 <= 0 && params->d2 <= 0)
|
|
return "At least one grid dimension must be greater than zero";
|
|
}
|
|
|
|
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, int interactive)
|
|
{
|
|
struct grid_data data;
|
|
int i, j, k, m, area, facesperclass;
|
|
int *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, int);
|
|
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 int 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 < 0.1) {
|
|
matches++;
|
|
index = i;
|
|
}
|
|
}
|
|
|
|
if (matches != 1 || index < 0)
|
|
return FALSE;
|
|
pkey[j] = index;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void flip_poly(struct solid *solid, int 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, int 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, 1.0));
|
|
|
|
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 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];
|
|
int 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[0] = pkey[1];
|
|
state->dgkey[0] = state->sgkey[0] = 0;
|
|
state->dgkey[1] = state->sgkey[0] = 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 char *solve_game(const game_state *state, const game_state *currstate,
|
|
const char *aux, char **error)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static int game_can_format_as_text_now(const game_params *params)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static char *game_text_format(const game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static game_ui *new_ui(const game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
}
|
|
|
|
static char *encode_ui(const game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, const char *encoding)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, const game_state *oldstate,
|
|
const game_state *newstate)
|
|
{
|
|
}
|
|
|
|
struct game_drawstate {
|
|
float gridscale;
|
|
int ox, oy; /* pixel position of float origin */
|
|
};
|
|
|
|
/*
|
|
* Code shared between interpret_move() and execute_move().
|
|
*/
|
|
static int find_move_dest(const game_state *from, int direction,
|
|
int *skey, int *dkey)
|
|
{
|
|
int mask, dest, i, j;
|
|
float points[4];
|
|
|
|
/*
|
|
* Find the two points in the current grid square which
|
|
* correspond to this move.
|
|
*/
|
|
mask = from->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 < 0.1)
|
|
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 < 0.1)
|
|
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];
|
|
int 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];
|
|
int 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;
|
|
}
|
|
|
|
#define XSIZE(gs, bb, solid) \
|
|
((int)(((bb).r - (bb).l + 2*(solid)->border) * gs))
|
|
#define YSIZE(gs, bb, solid) \
|
|
((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
|
|
|
|
static void game_compute_size(const game_params *params, int tilesize,
|
|
int *x, int *y)
|
|
{
|
|
struct bbox bb = find_bbox(params);
|
|
|
|
*x = XSIZE(tilesize, bb, solids[params->solid]);
|
|
*y = YSIZE(tilesize, bb, solids[params->solid]);
|
|
}
|
|
|
|
static void game_set_size(drawing *dr, game_drawstate *ds,
|
|
const game_params *params, int tilesize)
|
|
{
|
|
struct bbox bb = find_bbox(params);
|
|
|
|
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_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;
|
|
}
|
|
|
|
static int game_timing_state(const game_state *state, game_ui *ui)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void game_print_size(const game_params *params, float *x, float *y)
|
|
{
|
|
}
|
|
|
|
static void game_print(drawing *dr, const game_state *state, int tilesize)
|
|
{
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame cube
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Cube", "games.cube", "cube",
|
|
default_params,
|
|
game_fetch_preset,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
TRUE, game_configure, custom_params,
|
|
validate_params,
|
|
new_game_desc,
|
|
validate_desc,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
FALSE, solve_game,
|
|
FALSE, game_can_format_as_text_now, game_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
encode_ui,
|
|
decode_ui,
|
|
game_changed_state,
|
|
interpret_move,
|
|
execute_move,
|
|
PREFERRED_GRID_SCALE, game_compute_size, game_set_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_status,
|
|
FALSE, FALSE, game_print_size, game_print,
|
|
TRUE, /* wants_statusbar */
|
|
FALSE, game_timing_state,
|
|
0, /* flags */
|
|
};
|