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cube.c
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cube.c
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/*
* cube.c: Cube game.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
#define MAXVERTICES 20
#define MAXFACES 20
#define MAXORDER 4
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 };
#define PREFERRED_GRID_SCALE 48
#define GRID_SCALE (ds->gridscale)
#define ROLLTIME 0.13F
#define SQ(x) ( (x) * (x) )
#define MATMUL(ra,m,a) do { \
float rx, ry, rz, xx = (a)[0], yy = (a)[1], zz = (a)[2], *mat = (m); \
rx = mat[0] * xx + mat[3] * yy + mat[6] * zz; \
ry = mat[1] * xx + mat[4] * yy + mat[7] * zz; \
rz = mat[2] * xx + mat[5] * yy + mat[8] * zz; \
(ra)[0] = rx; (ra)[1] = ry; (ra)[2] = rz; \
} while (0)
#define APPROXEQ(x,y) ( SQ(x-y) < 0.1 )
struct grid_square {
float x, y;
int npoints;
float points[8]; /* maximum */
int directions[8]; /* bit masks showing point pairs */
int 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;
};
#define SET_SQUARE(state, i, val) \
((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \
(state)->bluemask[(i)/32] |= ((!!val) << ((i)%32)))
#define GET_SQUARE(state, i) \
(((state)->bluemask[(i)/32] >> ((i)%32)) & 1)
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;
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 int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret = snew(game_params);
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, int 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].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);
}