ref: 3be19aed9445f522caed8486c778a23c334d51cc
parent: 79a77d53e1723f06527486dd4f36857e89944eaa
author: Simon Tatham <anakin@pobox.com>
date: Sat Apr 30 08:54:22 EDT 2005
New puzzle: `twiddle', generalised from a random door-unlocking gadget in Metroid Prime 2. [originally from svn r5708]
--- a/Recipe
+++ b/Recipe
@@ -18,7 +18,7 @@
NET = net tree234
NETSLIDE = netslide tree234
-ALL = list NET NETSLIDE cube fifteen sixteen rect pattern solo
+ALL = list NET NETSLIDE cube fifteen sixteen rect pattern solo twiddle
net : [X] gtk COMMON NET
netslide : [X] gtk COMMON NETSLIDE
@@ -28,6 +28,7 @@
rect : [X] gtk COMMON rect
pattern : [X] gtk COMMON pattern
solo : [X] gtk COMMON solo
+twiddle : [X] gtk COMMON twiddle
# The Windows Net shouldn't be called `net.exe' since Windows
# already has a reasonably important utility program by that name!
@@ -39,6 +40,7 @@
rect : [G] WINDOWS COMMON rect
pattern : [G] WINDOWS COMMON pattern
solo : [G] WINDOWS COMMON solo
+twiddle : [G] WINDOWS COMMON twiddle
# Mac OS X unified application containing all the puzzles.
Puzzles : [MX] osx osx.icns osx-info.plist COMMON ALL
--- a/list.c
+++ b/list.c
@@ -25,6 +25,7 @@
extern const game rect;
extern const game sixteen;
extern const game solo;
+extern const game twiddle;
const game *gamelist[] = {
&cube,
@@ -35,6 +36,7 @@
&rect,
&sixteen,
&solo,
+ &twiddle,
};
const int gamecount = lenof(gamelist);
--- a/puzzles.but
+++ b/puzzles.but
@@ -382,6 +382,57 @@
self-explanatory.
+\C{twiddle} \i{Twiddle}
+
+\cfg{winhelp-topic}{games.twiddle}
+
+Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
+(see \k{sixteen}): you are given a grid of square tiles, each
+containing a number, and your aim is to arrange the numbers into
+ascending order.
+
+In basic Twiddle, your move is to rotate a square group of four
+tiles about their common centre. (Orientation is not significant:
+tiles never end up upside down!) On more advanced settings, you can
+rotate a larger square group of tiles.
+
+I first saw this type of puzzle in the GameCube game \q{Metroid
+Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
+you solve to unlock a door, which is a special case of Twiddle. I
+developed this game as a generalisation of that puzzle.
+
+\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
+
+To play Twiddle, click the mouse in the centre of the square group
+you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
+which means you have to click at a corner point where four tiles
+meet.
+
+In more advanced modes you might be rotating 3\by\.3 or even more at
+a time; if the size of the square is odd then you simply click in
+the centre tile of the square you want to rotate.
+
+Clicking with the left mouse button rotates the group anticlockwise.
+Clicking with the right button rotates it clockwise.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
+
+Twiddle provides several configuration options via the \q{Custom}
+option on the \q{Type} menu:
+
+\b You can configure the width and height of the puzzle grid.
+
+\b You can configure the size of square block that rotates at a time.
+
+\b You can ask for every square in the grid to be distinguishable
+(the default), or you can ask for a simplified puzzle in which there
+are groups of identical numbers. In the simplified puzzle your aim
+is just to arrange all the 1s into the first row, all the 2s into
+the second row, and so on.
+
+
\C{rectangles} \i{Rectangles}
\cfg{winhelp-topic}{games.rectangles}
--- /dev/null
+++ b/twiddle.c
@@ -1,0 +1,867 @@
+/*
+ * twiddle.c: Puzzle involving rearranging a grid of squares by
+ * rotating subsquares. Adapted and generalised from a
+ * door-unlocking puzzle in Metroid Prime 2 (the one in the Main
+ * Gyro Chamber).
+ */
+
+/*
+ * Possibly TODO:
+ *
+ * - it's horribly tempting to give the pieces significant
+ * _orientations_, perhaps by drawing some sort of oriented
+ * polygonal figure beneath the number. (An arrow pointing
+ * upwards springs readily to mind.)
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+#define TILE_SIZE 48
+#define BORDER (TILE_SIZE / 2)
+#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
+#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
+
+#define PI 3.141592653589793238462643383279502884197169399
+
+#define ANIM_PER_RADIUS_UNIT 0.13F
+#define FLASH_FRAME 0.13F
+
+enum {
+ COL_BACKGROUND,
+ COL_TEXT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT_GENTLE,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT_GENTLE,
+ NCOLOURS
+};
+
+struct game_params {
+ int w, h, n;
+ int rowsonly;
+};
+
+struct game_state {
+ int w, h, n;
+ int *grid;
+ int completed;
+ int movecount;
+ int lastx, lasty, lastr; /* coordinates of last rotation */
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = ret->h = 3;
+ ret->n = 2;
+ ret->rowsonly = FALSE;
+
+ return ret;
+}
+
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ static struct {
+ char *title;
+ game_params params;
+ } presets[] = {
+ { "3x3 rows only", { 3, 3, 2, TRUE } },
+ { "3x3 normal", { 3, 3, 2, FALSE } },
+ { "4x4 normal", { 4, 4, 2, FALSE } },
+ { "4x4 radius 3", { 4, 4, 3, FALSE } },
+ { "5x5 radius 3", { 5, 5, 3, FALSE } },
+ { "6x6 radius 4", { 6, 6, 4, FALSE } },
+ };
+
+ if (i < 0 || i >= lenof(presets))
+ return FALSE;
+
+ *name = dupstr(presets[i].title);
+ *params = dup_params(&presets[i].params);
+
+ return TRUE;
+}
+
+static game_params *decode_params(char const *string)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = ret->h = atoi(string);
+ ret->n = 2;
+ ret->rowsonly = FALSE;
+ while (*string && isdigit(*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ while (*string && isdigit(*string)) string++;
+ }
+ if (*string == 'n') {
+ string++;
+ ret->n = atoi(string);
+ while (*string && isdigit(*string)) string++;
+ }
+ if (*string == 'r') {
+ string++;
+ ret->rowsonly = TRUE;
+ }
+
+ return ret;
+}
+
+static char *encode_params(game_params *params)
+{
+ char buf[256];
+ sprintf(buf, "%dx%dn%d%s", params->w, params->h, params->n,
+ params->rowsonly ? "r" : "");
+ return dupstr(buf);
+}
+
+static config_item *game_configure(game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(4, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Rotation radius";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->n);
+ ret[2].sval = dupstr(buf);
+ ret[2].ival = 0;
+
+ ret[3].name = "One number per row";
+ ret[3].type = C_BOOLEAN;
+ ret[3].sval = NULL;
+ ret[3].ival = params->rowsonly;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+ ret->n = atoi(cfg[2].sval);
+ ret->rowsonly = cfg[3].ival;
+
+ return ret;
+}
+
+static char *validate_params(game_params *params)
+{
+ if (params->n < 2)
+ return "Rotation radius must be at least two";
+ if (params->w < params->n)
+ return "Width must be at least the rotation radius";
+ if (params->h < params->n)
+ return "Height must be at least the rotation radius";
+ return NULL;
+}
+
+/*
+ * This function actually performs a rotation on a grid. The `x'
+ * and `y' coordinates passed in are the coordinates of the _top
+ * left corner_ of the rotated region. (Using the centre would have
+ * involved half-integers and been annoyingly fiddly. Clicking in
+ * the centre is good for a user interface, but too inconvenient to
+ * use internally.)
+ */
+static void do_rotate(int *grid, int w, int h, int n, int x, int y, int dir)
+{
+ int i, j;
+
+ assert(x >= 0 && x+n <= w);
+ assert(y >= 0 && y+n <= h);
+ dir &= 3;
+ if (dir == 0)
+ return; /* nothing to do */
+
+ grid += y*w+x; /* translate region to top corner */
+
+ /*
+ * If we were leaving the result of the rotation in a separate
+ * grid, the simple thing to do would be to loop over each
+ * square within the rotated region and assign it from its
+ * source square. However, to do it in place without taking
+ * O(n^2) memory, we need to be marginally more clever. What
+ * I'm going to do is loop over about one _quarter_ of the
+ * rotated region and permute each element within that quarter
+ * with its rotational coset.
+ *
+ * The size of the region I need to loop over is (n+1)/2 by
+ * n/2, which is an obvious exact quarter for even n and is a
+ * rectangle for odd n. (For odd n, this technique leaves out
+ * one element of the square, which is of course the central
+ * one that never moves anyway.)
+ */
+ for (i = 0; i < (n+1)/2; i++) {
+ for (j = 0; j < n/2; j++) {
+ int k;
+ int g[4];
+ int p[4] = {
+ j*w+i,
+ i*w+(n-j-1),
+ (n-j-1)*w+(n-i-1),
+ (n-i-1)*w+j
+ };
+
+ for (k = 0; k < 4; k++)
+ g[k] = grid[p[k]];
+
+ for (k = 0; k < 4; k++)
+ grid[p[k]] = g[(k+dir) & 3];
+ }
+ }
+}
+
+static int grid_complete(int *grid, int wh)
+{
+ int ok = TRUE;
+ int i;
+ for (i = 1; i < wh; i++)
+ if (grid[i] < grid[i-1])
+ ok = FALSE;
+ return ok;
+}
+
+static char *new_game_seed(game_params *params, random_state *rs)
+{
+ int *grid;
+ int w = params->w, h = params->h, n = params->n, wh = w*h;
+ int i;
+ char *ret;
+ int retlen;
+ int total_moves;
+
+ /*
+ * Set up a solved grid.
+ */
+ grid = snewn(wh, int);
+ for (i = 0; i < wh; i++)
+ grid[i] = (params->rowsonly ? i/w : i) + 1;
+
+ /*
+ * Shuffle it. This game is complex enough that I don't feel up
+ * to analysing its full symmetry properties (particularly at
+ * n=4 and above!), so I'm going to do it the pedestrian way
+ * and simply shuffle the grid by making a long sequence of
+ * randomly chosen moves.
+ */
+ total_moves = w*h*n*n*2;
+ for (i = 0; i < total_moves; i++) {
+ int x, y;
+
+ x = random_upto(rs, w - n + 1);
+ y = random_upto(rs, h - n + 1);
+ do_rotate(grid, w, h, n, x, y, 1 + random_upto(rs, 3));
+
+ /*
+ * Optionally one more move in case the entire grid has
+ * happened to come out solved.
+ */
+ if (i == total_moves - 1 && grid_complete(grid, wh))
+ i--;
+ }
+
+ /*
+ * Now construct the game seed, by describing the grid as a
+ * simple sequence of comma-separated integers.
+ */
+ ret = NULL;
+ retlen = 0;
+ for (i = 0; i < wh; i++) {
+ char buf[80];
+ int k;
+
+ k = sprintf(buf, "%d,", grid[i]);
+
+ ret = sresize(ret, retlen + k + 1, char);
+ strcpy(ret + retlen, buf);
+ retlen += k;
+ }
+ ret[retlen-1] = '\0'; /* delete last comma */
+
+ sfree(grid);
+ return ret;
+}
+
+static char *validate_seed(game_params *params, char *seed)
+{
+ char *p, *err;
+ int w = params->w, h = params->h, wh = w*h;
+ int i;
+
+ p = seed;
+ err = NULL;
+
+ for (i = 0; i < wh; i++) {
+ if (*p < '0' || *p > '9') {
+ return "Not enough numbers in string";
+ }
+ while (*p >= '0' && *p <= '9')
+ p++;
+ if (i < wh-1 && *p != ',') {
+ return "Expected comma after number";
+ }
+ else if (i == wh-1 && *p) {
+ return "Excess junk at end of string";
+ }
+
+ if (*p) p++; /* eat comma */
+ }
+
+ return NULL;
+}
+
+static game_state *new_game(game_params *params, char *seed)
+{
+ game_state *state = snew(game_state);
+ int w = params->w, h = params->h, n = params->n, wh = w*h;
+ int i;
+ char *p;
+
+ state->w = w;
+ state->h = h;
+ state->n = n;
+ state->completed = 0;
+ state->movecount = 0;
+ state->lastx = state->lasty = state->lastr = -1;
+
+ state->grid = snewn(wh, int);
+
+ p = seed;
+
+ for (i = 0; i < wh; i++) {
+ state->grid[i] = atoi(p);
+ while (*p >= '0' && *p <= '9')
+ p++;
+
+ if (*p) p++; /* eat comma */
+ }
+
+ return state;
+}
+
+static game_state *dup_game(game_state *state)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = state->w;
+ ret->h = state->h;
+ ret->n = state->n;
+ ret->completed = state->completed;
+ ret->movecount = state->movecount;
+ ret->lastx = state->lastx;
+ ret->lasty = state->lasty;
+ ret->lastr = state->lastr;
+
+ ret->grid = snewn(ret->w * ret->h, int);
+ memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->grid);
+ sfree(state);
+}
+
+static game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
+ int button)
+{
+ int w = from->w, h = from->h, n = from->n, wh = w*h;
+ game_state *ret;
+ int dir;
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ /*
+ * Determine the coordinates of the click. We offset by n-1
+ * half-blocks so that the user must click at the centre of
+ * a rotation region rather than at the corner.
+ */
+ x -= (n-1) * TILE_SIZE / 2;
+ y -= (n-1) * TILE_SIZE / 2;
+ x = FROMCOORD(x);
+ y = FROMCOORD(y);
+ if (x < 0 || x > w-n || y < 0 || y > w-n)
+ return NULL;
+
+ /*
+ * This is a valid move. Make it.
+ */
+ ret = dup_game(from);
+ ret->movecount++;
+ dir = (button == LEFT_BUTTON ? 1 : -1);
+ do_rotate(ret->grid, w, h, n, x, y, dir);
+ ret->lastx = x;
+ ret->lasty = y;
+ ret->lastr = dir;
+
+ /*
+ * See if the game has been completed. To do this we simply
+ * test that the grid contents are in increasing order.
+ */
+ if (!ret->completed && grid_complete(ret->grid, wh))
+ ret->completed = ret->movecount;
+ return ret;
+ }
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+struct game_drawstate {
+ int started;
+ int w, h, bgcolour;
+ int *grid;
+};
+
+static void game_size(game_params *params, int *x, int *y)
+{
+ *x = TILE_SIZE * params->w + 2 * BORDER;
+ *y = TILE_SIZE * params->h + 2 * BORDER;
+}
+
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+ float max;
+
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ /*
+ * Drop the background colour so that the highlight is
+ * noticeably brighter than it while still being under 1.
+ */
+ max = ret[COL_BACKGROUND*3];
+ for (i = 1; i < 3; i++)
+ if (ret[COL_BACKGROUND*3+i] > max)
+ max = ret[COL_BACKGROUND*3+i];
+ if (max * 1.2F > 1.0F) {
+ for (i = 0; i < 3; i++)
+ ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
+ }
+
+ for (i = 0; i < 3; i++) {
+ ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
+ ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
+ ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
+ ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
+ ret[COL_TEXT * 3 + i] = 0.0;
+ }
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
+
+ ds->started = FALSE;
+ ds->w = state->w;
+ ds->h = state->h;
+ ds->bgcolour = COL_BACKGROUND;
+ ds->grid = snewn(ds->w*ds->h, int);
+ for (i = 0; i < ds->w*ds->h; i++)
+ ds->grid[i] = -1;
+
+ return ds;
+}
+
+static void game_free_drawstate(game_drawstate *ds)
+{
+ sfree(ds);
+}
+
+struct rotation {
+ int cx, cy, cw, ch; /* clip region */
+ int ox, oy; /* rotation origin */
+ float c, s; /* cos and sin of rotation angle */
+ int lc, rc, tc, bc; /* colours of tile edges */
+};
+
+static void rotate(int *xy, struct rotation *rot)
+{
+ if (rot) {
+ float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
+ float xf2, yf2;
+
+ xf2 = rot->c * xf + rot->s * yf;
+ yf2 = - rot->s * xf + rot->c * yf;
+
+ xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
+ xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
+ }
+}
+
+static void draw_tile(frontend *fe, game_state *state, int x, int y,
+ int tile, int flash_colour, struct rotation *rot)
+{
+ int coords[8];
+ char str[40];
+
+ if (rot)
+ clip(fe, rot->cx, rot->cy, rot->cw, rot->ch);
+
+ /*
+ * We must draw each side of the tile's highlight separately,
+ * because in some cases (during rotation) they will all need
+ * to be different colours.
+ */
+
+ /* The centre point is common to all sides. */
+ coords[4] = x + TILE_SIZE / 2;
+ coords[5] = y + TILE_SIZE / 2;
+ rotate(coords+4, rot);
+
+ /* Right side. */
+ coords[0] = x + TILE_SIZE - 1;
+ coords[1] = y + TILE_SIZE - 1;
+ rotate(coords+0, rot);
+ coords[2] = x + TILE_SIZE - 1;
+ coords[3] = y;
+ rotate(coords+2, rot);
+ draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
+ draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
+
+ /* Bottom side. */
+ coords[2] = x;
+ coords[3] = y + TILE_SIZE - 1;
+ rotate(coords+2, rot);
+ draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
+ draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
+
+ /* Left side. */
+ coords[0] = x;
+ coords[1] = y;
+ rotate(coords+0, rot);
+ draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
+
+ /* Top side. */
+ coords[2] = x + TILE_SIZE - 1;
+ coords[3] = y;
+ rotate(coords+2, rot);
+ draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
+
+ if (rot) {
+ coords[0] = x + HIGHLIGHT_WIDTH;
+ coords[1] = y + HIGHLIGHT_WIDTH;
+ rotate(coords+0, rot);
+ coords[2] = x + HIGHLIGHT_WIDTH;
+ coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
+ rotate(coords+2, rot);
+ coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
+ coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
+ rotate(coords+4, rot);
+ coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
+ coords[7] = y + HIGHLIGHT_WIDTH;
+ rotate(coords+6, rot);
+ draw_polygon(fe, coords, 4, TRUE, flash_colour);
+ draw_polygon(fe, coords, 4, FALSE, flash_colour);
+ } else {
+ draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
+ flash_colour);
+ }
+
+ coords[0] = x + TILE_SIZE/2;
+ coords[1] = y + TILE_SIZE/2;
+ rotate(coords+0, rot);
+ sprintf(str, "%d", tile);
+ draw_text(fe, coords[0], coords[1],
+ FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
+ COL_TEXT, str);
+
+ if (rot)
+ unclip(fe);
+
+ draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
+}
+
+static int highlight_colour(float angle)
+{
+ int colours[32] = {
+ COL_LOWLIGHT,
+ COL_LOWLIGHT_GENTLE,
+ COL_LOWLIGHT_GENTLE,
+ COL_LOWLIGHT_GENTLE,
+ COL_HIGHLIGHT_GENTLE,
+ COL_HIGHLIGHT_GENTLE,
+ COL_HIGHLIGHT_GENTLE,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT,
+ COL_HIGHLIGHT_GENTLE,
+ COL_HIGHLIGHT_GENTLE,
+ COL_HIGHLIGHT_GENTLE,
+ COL_LOWLIGHT_GENTLE,
+ COL_LOWLIGHT_GENTLE,
+ COL_LOWLIGHT_GENTLE,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT,
+ COL_LOWLIGHT,
+ };
+
+ return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
+}
+
+static float game_anim_length(game_state *oldstate, game_state *newstate,
+ int dir)
+{
+ return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
+}
+
+static float game_flash_length(game_state *oldstate, game_state *newstate,
+ int dir)
+{
+ if (!oldstate->completed && newstate->completed)
+ return 2 * FLASH_FRAME;
+ else
+ return 0.0F;
+}
+
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
+{
+ int i, bgcolour;
+ struct rotation srot, *rot;
+ int lastx = -1, lasty = -1, lastr = -1;
+
+ if (flashtime > 0) {
+ int frame = (int)(flashtime / FLASH_FRAME);
+ bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
+ } else
+ bgcolour = COL_BACKGROUND;
+
+ if (!ds->started) {
+ int coords[6];
+
+ draw_rect(fe, 0, 0,
+ TILE_SIZE * state->w + 2 * BORDER,
+ TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
+ draw_update(fe, 0, 0,
+ TILE_SIZE * state->w + 2 * BORDER,
+ TILE_SIZE * state->h + 2 * BORDER);
+
+ /*
+ * Recessed area containing the whole puzzle.
+ */
+ coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
+ coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+ coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
+ coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+ draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+
+ coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
+ draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
+ draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+
+ ds->started = TRUE;
+ }
+
+ /*
+ * If we're drawing any rotated tiles, sort out the rotation
+ * parameters, and also zap the rotation region to the
+ * background colour before doing anything else.
+ */
+ if (oldstate) {
+ float angle;
+ float anim_max = game_anim_length(oldstate, state, dir);
+
+ if (dir > 0) {
+ lastx = state->lastx;
+ lasty = state->lasty;
+ lastr = state->lastr;
+ } else {
+ lastx = oldstate->lastx;
+ lasty = oldstate->lasty;
+ lastr = -oldstate->lastr;
+ }
+
+ rot = &srot;
+ rot->cx = COORD(lastx);
+ rot->cy = COORD(lasty);
+ rot->cw = rot->ch = TILE_SIZE * state->n;
+ rot->ox = rot->cx + rot->cw/2;
+ rot->oy = rot->cy + rot->ch/2;
+ angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
+ rot->c = cos(angle);
+ rot->s = sin(angle);
+
+ /*
+ * Sort out the colours of the various sides of the tile.
+ */
+ rot->lc = highlight_colour(PI + angle);
+ rot->rc = highlight_colour(angle);
+ rot->tc = highlight_colour(PI/2 + angle);
+ rot->bc = highlight_colour(-PI/2 + angle);
+
+ draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
+ } else
+ rot = NULL;
+
+ /*
+ * Now draw each tile.
+ */
+ for (i = 0; i < state->w * state->h; i++) {
+ int t;
+ int tx = i % state->w, ty = i / state->w;
+
+ /*
+ * Figure out what should be displayed at this location.
+ * Usually it will be state->grid[i], unless we're in the
+ * middle of animating an actual rotation and this cell is
+ * within the rotation region, in which case we set -1
+ * (always display).
+ */
+ if (oldstate && lastx >= 0 && lasty >= 0 &&
+ tx >= lastx && tx < lastx + state->n &&
+ ty >= lasty && ty < lasty + state->n)
+ t = -1;
+ else
+ t = state->grid[i];
+
+ if (ds->bgcolour != bgcolour || /* always redraw when flashing */
+ ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
+ int x = COORD(tx), y = COORD(ty);
+
+ draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
+ ds->grid[i] = t;
+ }
+ }
+ ds->bgcolour = bgcolour;
+
+ /*
+ * Update the status bar.
+ */
+ {
+ char statusbuf[256];
+
+ /*
+ * Don't show the new status until we're also showing the
+ * new _state_ - after the game animation is complete.
+ */
+ if (oldstate)
+ state = oldstate;
+
+ sprintf(statusbuf, "%sMoves: %d",
+ (state->completed ? "COMPLETED! " : ""),
+ (state->completed ? state->completed : state->movecount));
+
+ status_bar(fe, statusbuf);
+ }
+}
+
+static int game_wants_statusbar(void)
+{
+ return TRUE;
+}
+
+#ifdef COMBINED
+#define thegame twiddle
+#endif
+
+const struct game thegame = {
+ "Twiddle", "games.twiddle", TRUE,
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ game_configure,
+ custom_params,
+ validate_params,
+ new_game_seed,
+ validate_seed,
+ new_game,
+ dup_game,
+ free_game,
+ new_ui,
+ free_ui,
+ make_move,
+ game_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_wants_statusbar,
+};