9d6c3859 |
1 | /* |
2 | * untangle.c: Game about planar graphs. You are given a graph |
3 | * represented by points and straight lines, with some lines |
4 | * crossing; your task is to drag the points into a configuration |
5 | * where none of the lines cross. |
6 | * |
7 | * Cloned from a Flash game called `Planarity', by John Tantalo. |
8 | * <http://home.cwru.edu/~jnt5/Planarity> at the time of writing |
9 | * this. The Flash game had a fixed set of levels; my added value, |
10 | * as usual, is automatic generation of random games to order. |
11 | */ |
12 | |
13 | /* |
14 | * TODO: |
15 | * |
16 | * - Docs and checklist etc |
17 | * - Any way we can speed up redraws on GTK? Uck. |
18 | */ |
19 | |
20 | #include <stdio.h> |
21 | #include <stdlib.h> |
22 | #include <string.h> |
23 | #include <assert.h> |
24 | #include <ctype.h> |
25 | #include <math.h> |
26 | |
27 | #include "puzzles.h" |
28 | #include "tree234.h" |
29 | |
30 | #define CIRCLE_RADIUS 6 |
31 | #define DRAG_THRESHOLD (CIRCLE_RADIUS * 2) |
32 | #define PREFERRED_TILESIZE 64 |
33 | |
8eef6b92 |
34 | #define FLASH_TIME 0.30F |
9d6c3859 |
35 | #define ANIM_TIME 0.13F |
36 | #define SOLVEANIM_TIME 0.50F |
37 | |
38 | enum { |
39 | COL_BACKGROUND, |
40 | COL_LINE, |
0d98f76f |
41 | #ifdef SHOW_CROSSINGS |
42 | COL_CROSSEDLINE, |
43 | #endif |
9d6c3859 |
44 | COL_OUTLINE, |
45 | COL_POINT, |
46 | COL_DRAGPOINT, |
47 | COL_NEIGHBOUR, |
8eef6b92 |
48 | COL_FLASH1, |
49 | COL_FLASH2, |
9d6c3859 |
50 | NCOLOURS |
51 | }; |
52 | |
53 | typedef struct point { |
54 | /* |
55 | * Points are stored using rational coordinates, with the same |
56 | * denominator for both coordinates. |
57 | */ |
42159ec6 |
58 | long x, y, d; |
9d6c3859 |
59 | } point; |
60 | |
61 | typedef struct edge { |
62 | /* |
63 | * This structure is implicitly associated with a particular |
64 | * point set, so all it has to do is to store two point |
65 | * indices. It is required to store them in the order (lower, |
66 | * higher), i.e. a < b always. |
67 | */ |
68 | int a, b; |
69 | } edge; |
70 | |
71 | struct game_params { |
72 | int n; /* number of points */ |
73 | }; |
74 | |
75 | struct graph { |
76 | int refcount; /* for deallocation */ |
77 | tree234 *edges; /* stores `edge' structures */ |
78 | }; |
79 | |
80 | struct game_state { |
81 | game_params params; |
82 | int w, h; /* extent of coordinate system only */ |
83 | point *pts; |
0d98f76f |
84 | #ifdef SHOW_CROSSINGS |
85 | int *crosses; /* mark edges which are crossed */ |
86 | #endif |
9d6c3859 |
87 | struct graph *graph; |
88 | int completed, cheated, just_solved; |
89 | }; |
90 | |
91 | static int edgecmpC(const void *av, const void *bv) |
92 | { |
93 | const edge *a = (const edge *)av; |
94 | const edge *b = (const edge *)bv; |
95 | |
96 | if (a->a < b->a) |
97 | return -1; |
98 | else if (a->a > b->a) |
99 | return +1; |
100 | else if (a->b < b->b) |
101 | return -1; |
102 | else if (a->b > b->b) |
103 | return +1; |
104 | return 0; |
105 | } |
106 | |
107 | static int edgecmp(void *av, void *bv) { return edgecmpC(av, bv); } |
108 | |
109 | static game_params *default_params(void) |
110 | { |
111 | game_params *ret = snew(game_params); |
112 | |
113 | ret->n = 10; |
114 | |
115 | return ret; |
116 | } |
117 | |
118 | static int game_fetch_preset(int i, char **name, game_params **params) |
119 | { |
120 | game_params *ret; |
121 | int n; |
122 | char buf[80]; |
123 | |
124 | switch (i) { |
125 | case 0: n = 6; break; |
126 | case 1: n = 10; break; |
127 | case 2: n = 15; break; |
128 | case 3: n = 20; break; |
129 | case 4: n = 25; break; |
130 | default: return FALSE; |
131 | } |
132 | |
133 | sprintf(buf, "%d points", n); |
134 | *name = dupstr(buf); |
135 | |
136 | *params = ret = snew(game_params); |
137 | ret->n = n; |
138 | |
139 | return TRUE; |
140 | } |
141 | |
142 | static void free_params(game_params *params) |
143 | { |
144 | sfree(params); |
145 | } |
146 | |
147 | static game_params *dup_params(game_params *params) |
148 | { |
149 | game_params *ret = snew(game_params); |
150 | *ret = *params; /* structure copy */ |
151 | return ret; |
152 | } |
153 | |
154 | static void decode_params(game_params *params, char const *string) |
155 | { |
156 | params->n = atoi(string); |
157 | } |
158 | |
159 | static char *encode_params(game_params *params, int full) |
160 | { |
161 | char buf[80]; |
162 | |
163 | sprintf(buf, "%d", params->n); |
164 | |
165 | return dupstr(buf); |
166 | } |
167 | |
168 | static config_item *game_configure(game_params *params) |
169 | { |
170 | config_item *ret; |
171 | char buf[80]; |
172 | |
173 | ret = snewn(3, config_item); |
174 | |
175 | ret[0].name = "Number of points"; |
176 | ret[0].type = C_STRING; |
177 | sprintf(buf, "%d", params->n); |
178 | ret[0].sval = dupstr(buf); |
179 | ret[0].ival = 0; |
180 | |
181 | ret[1].name = NULL; |
182 | ret[1].type = C_END; |
183 | ret[1].sval = NULL; |
184 | ret[1].ival = 0; |
185 | |
186 | return ret; |
187 | } |
188 | |
189 | static game_params *custom_params(config_item *cfg) |
190 | { |
191 | game_params *ret = snew(game_params); |
192 | |
193 | ret->n = atoi(cfg[0].sval); |
194 | |
195 | return ret; |
196 | } |
197 | |
198 | static char *validate_params(game_params *params, int full) |
199 | { |
200 | if (params->n < 4) |
201 | return "Number of points must be at least four"; |
202 | return NULL; |
203 | } |
204 | |
205 | /* |
206 | * Determine whether the line segments between a1 and a2, and |
207 | * between b1 and b2, intersect. We count it as an intersection if |
208 | * any of the endpoints lies _on_ the other line. |
209 | */ |
210 | static int cross(point a1, point a2, point b1, point b2) |
211 | { |
42159ec6 |
212 | long b1x, b1y, b2x, b2y, px, py, d1, d2, d3; |
9d6c3859 |
213 | |
214 | /* |
215 | * The condition for crossing is that b1 and b2 are on opposite |
216 | * sides of the line a1-a2, and vice versa. We determine this |
217 | * by taking the dot product of b1-a1 with a vector |
218 | * perpendicular to a2-a1, and similarly with b2-a1, and seeing |
219 | * if they have different signs. |
220 | */ |
221 | |
222 | /* |
223 | * Construct the vector b1-a1. We don't have to worry too much |
224 | * about the denominator, because we're only going to check the |
225 | * sign of this vector; we just need to get the numerator |
226 | * right. |
227 | */ |
228 | b1x = b1.x * a1.d - a1.x * b1.d; |
229 | b1y = b1.y * a1.d - a1.y * b1.d; |
230 | /* Now construct b2-a1, and a vector perpendicular to a2-a1, |
231 | * in the same way. */ |
232 | b2x = b2.x * a1.d - a1.x * b2.d; |
233 | b2y = b2.y * a1.d - a1.y * b2.d; |
234 | px = a1.y * a2.d - a2.y * a1.d; |
235 | py = a2.x * a1.d - a1.x * a2.d; |
236 | /* Take the dot products. */ |
237 | d1 = b1x * px + b1y * py; |
238 | d2 = b2x * px + b2y * py; |
239 | /* If they have the same non-zero sign, the lines do not cross. */ |
240 | if ((d1 > 0 && d2 > 0) || (d1 < 0 && d2 < 0)) |
241 | return FALSE; |
242 | |
243 | /* |
244 | * If the dot products are both exactly zero, then the two line |
245 | * segments are collinear. At this point the intersection |
246 | * condition becomes whether or not they overlap within their |
247 | * line. |
248 | */ |
249 | if (d1 == 0 && d2 == 0) { |
250 | /* Construct the vector a2-a1. */ |
251 | px = a2.x * a1.d - a1.x * a2.d; |
252 | py = a2.y * a1.d - a1.y * a2.d; |
253 | /* Determine the dot products of b1-a1 and b2-a1 with this. */ |
254 | d1 = b1x * px + b1y * py; |
255 | d2 = b2x * px + b2y * py; |
256 | /* If they're both strictly negative, the lines do not cross. */ |
257 | if (d1 < 0 && d2 < 0) |
258 | return FALSE; |
259 | /* Otherwise, take the dot product of a2-a1 with itself. If |
260 | * the other two dot products both exceed this, the lines do |
261 | * not cross. */ |
262 | d3 = px * px + py * py; |
263 | if (d1 > d3 && d2 > d3) |
264 | return FALSE; |
265 | } |
266 | |
267 | /* |
268 | * We've eliminated the only important special case, and we |
269 | * have determined that b1 and b2 are on opposite sides of the |
270 | * line a1-a2. Now do the same thing the other way round and |
271 | * we're done. |
272 | */ |
273 | b1x = a1.x * b1.d - b1.x * a1.d; |
274 | b1y = a1.y * b1.d - b1.y * a1.d; |
275 | b2x = a2.x * b1.d - b1.x * a2.d; |
276 | b2y = a2.y * b1.d - b1.y * a2.d; |
277 | px = b1.y * b2.d - b2.y * b1.d; |
278 | py = b2.x * b1.d - b1.x * b2.d; |
279 | d1 = b1x * px + b1y * py; |
280 | d2 = b2x * px + b2y * py; |
281 | if ((d1 > 0 && d2 > 0) || (d1 < 0 && d2 < 0)) |
282 | return FALSE; |
283 | |
284 | /* |
285 | * The lines must cross. |
286 | */ |
287 | return TRUE; |
288 | } |
289 | |
290 | static unsigned long squarert(unsigned long n) { |
291 | unsigned long d, a, b, di; |
292 | |
293 | d = n; |
294 | a = 0; |
1ad942e7 |
295 | b = 1L << 30; /* largest available power of 4 */ |
9d6c3859 |
296 | do { |
297 | a >>= 1; |
298 | di = 2*a + b; |
299 | if (di <= d) { |
300 | d -= di; |
301 | a += b; |
302 | } |
303 | b >>= 2; |
304 | } while (b); |
305 | |
306 | return a; |
307 | } |
308 | |
309 | /* |
310 | * Our solutions are arranged on a square grid big enough that n |
311 | * points occupy about 1/POINTDENSITY of the grid. |
312 | */ |
313 | #define POINTDENSITY 3 |
314 | #define MAXDEGREE 4 |
315 | #define COORDLIMIT(n) squarert((n) * POINTDENSITY) |
316 | |
317 | static void addedge(tree234 *edges, int a, int b) |
318 | { |
319 | edge *e = snew(edge); |
320 | |
321 | assert(a != b); |
322 | |
323 | e->a = min(a, b); |
324 | e->b = max(a, b); |
325 | |
326 | add234(edges, e); |
327 | } |
328 | |
329 | static int isedge(tree234 *edges, int a, int b) |
330 | { |
331 | edge e; |
332 | |
333 | assert(a != b); |
334 | |
335 | e.a = min(a, b); |
336 | e.b = max(a, b); |
337 | |
338 | return find234(edges, &e, NULL) != NULL; |
339 | } |
340 | |
341 | typedef struct vertex { |
342 | int param; |
343 | int vindex; |
344 | } vertex; |
345 | |
346 | static int vertcmpC(const void *av, const void *bv) |
347 | { |
348 | const vertex *a = (vertex *)av; |
349 | const vertex *b = (vertex *)bv; |
350 | |
351 | if (a->param < b->param) |
352 | return -1; |
353 | else if (a->param > b->param) |
354 | return +1; |
355 | else if (a->vindex < b->vindex) |
356 | return -1; |
357 | else if (a->vindex > b->vindex) |
358 | return +1; |
359 | return 0; |
360 | } |
361 | static int vertcmp(void *av, void *bv) { return vertcmpC(av, bv); } |
362 | |
363 | /* |
364 | * Construct point coordinates for n points arranged in a circle, |
365 | * within the bounding box (0,0) to (w,w). |
366 | */ |
367 | static void make_circle(point *pts, int n, int w) |
368 | { |
42159ec6 |
369 | long d, r, c, i; |
9d6c3859 |
370 | |
371 | /* |
372 | * First, decide on a denominator. Although in principle it |
373 | * would be nice to set this really high so as to finely |
374 | * distinguish all the points on the circle, I'm going to set |
375 | * it at a fixed size to prevent integer overflow problems. |
376 | */ |
377 | d = PREFERRED_TILESIZE; |
378 | |
379 | /* |
380 | * Leave a little space outside the circle. |
381 | */ |
382 | c = d * w / 2; |
383 | r = d * w * 3 / 7; |
384 | |
385 | /* |
386 | * Place the points. |
387 | */ |
388 | for (i = 0; i < n; i++) { |
389 | double angle = i * 2 * PI / n; |
390 | double x = r * sin(angle), y = - r * cos(angle); |
42159ec6 |
391 | pts[i].x = (long)(c + x + 0.5); |
392 | pts[i].y = (long)(c + y + 0.5); |
9d6c3859 |
393 | pts[i].d = d; |
394 | } |
395 | } |
396 | |
397 | static char *new_game_desc(game_params *params, random_state *rs, |
398 | char **aux, int interactive) |
399 | { |
42159ec6 |
400 | int n = params->n, i; |
401 | long w, h, j, k, m; |
9d6c3859 |
402 | point *pts, *pts2; |
42159ec6 |
403 | long *tmp; |
9d6c3859 |
404 | tree234 *edges, *vertices; |
405 | edge *e, *e2; |
406 | vertex *v, *vs, *vlist; |
407 | char *ret; |
408 | |
409 | w = h = COORDLIMIT(n); |
410 | |
411 | /* |
412 | * Choose n points from this grid. |
413 | */ |
414 | pts = snewn(n, point); |
42159ec6 |
415 | tmp = snewn(w*h, long); |
9d6c3859 |
416 | for (i = 0; i < w*h; i++) |
417 | tmp[i] = i; |
418 | shuffle(tmp, w*h, sizeof(*tmp), rs); |
419 | for (i = 0; i < n; i++) { |
420 | pts[i].x = tmp[i] % w; |
421 | pts[i].y = tmp[i] / w; |
422 | pts[i].d = 1; |
423 | } |
424 | sfree(tmp); |
425 | |
426 | /* |
427 | * Now start adding edges between the points. |
428 | * |
429 | * At all times, we attempt to add an edge to the lowest-degree |
430 | * vertex we currently have, and we try the other vertices as |
431 | * candidate second endpoints in order of distance from this |
432 | * one. We stop as soon as we find an edge which |
433 | * |
434 | * (a) does not increase any vertex's degree beyond MAXDEGREE |
435 | * (b) does not cross any existing edges |
436 | * (c) does not intersect any actual point. |
437 | */ |
438 | vs = snewn(n, vertex); |
439 | vertices = newtree234(vertcmp); |
440 | for (i = 0; i < n; i++) { |
441 | v = vs + i; |
442 | v->param = 0; /* in this tree, param is the degree */ |
443 | v->vindex = i; |
444 | add234(vertices, v); |
445 | } |
446 | edges = newtree234(edgecmp); |
447 | vlist = snewn(n, vertex); |
448 | while (1) { |
449 | int added = FALSE; |
450 | |
451 | for (i = 0; i < n; i++) { |
452 | v = index234(vertices, i); |
453 | j = v->vindex; |
454 | |
455 | if (v->param >= MAXDEGREE) |
456 | break; /* nothing left to add! */ |
457 | |
458 | /* |
459 | * Sort the other vertices into order of their distance |
460 | * from this one. Don't bother looking below i, because |
461 | * we've already tried those edges the other way round. |
462 | * Also here we rule out target vertices with too high |
463 | * a degree, and (of course) ones to which we already |
464 | * have an edge. |
465 | */ |
466 | m = 0; |
467 | for (k = i+1; k < n; k++) { |
468 | vertex *kv = index234(vertices, k); |
469 | int ki = kv->vindex; |
470 | int dx, dy; |
471 | |
472 | if (kv->param >= MAXDEGREE || isedge(edges, ki, j)) |
473 | continue; |
474 | |
475 | vlist[m].vindex = ki; |
476 | dx = pts[ki].x - pts[j].x; |
477 | dy = pts[ki].y - pts[j].y; |
478 | vlist[m].param = dx*dx + dy*dy; |
479 | m++; |
480 | } |
481 | |
482 | qsort(vlist, m, sizeof(*vlist), vertcmpC); |
483 | |
484 | for (k = 0; k < m; k++) { |
485 | int p; |
486 | int ki = vlist[k].vindex; |
487 | |
488 | /* |
489 | * Check to see whether this edge intersects any |
490 | * existing edge or point. |
491 | */ |
492 | for (p = 0; p < n; p++) |
493 | if (p != ki && p != j && cross(pts[ki], pts[j], |
494 | pts[p], pts[p])) |
495 | break; |
496 | if (p < n) |
497 | continue; |
498 | for (p = 0; (e = index234(edges, p)) != NULL; p++) |
499 | if (e->a != ki && e->a != j && |
500 | e->b != ki && e->b != j && |
501 | cross(pts[ki], pts[j], pts[e->a], pts[e->b])) |
502 | break; |
503 | if (e) |
504 | continue; |
505 | |
506 | /* |
507 | * We're done! Add this edge, modify the degrees of |
508 | * the two vertices involved, and break. |
509 | */ |
510 | addedge(edges, j, ki); |
511 | added = TRUE; |
512 | del234(vertices, vs+j); |
513 | vs[j].param++; |
514 | add234(vertices, vs+j); |
515 | del234(vertices, vs+ki); |
516 | vs[ki].param++; |
517 | add234(vertices, vs+ki); |
518 | break; |
519 | } |
520 | |
521 | if (k < m) |
522 | break; |
523 | } |
524 | |
525 | if (!added) |
526 | break; /* we're done. */ |
527 | } |
528 | |
529 | /* |
530 | * That's our graph. Now shuffle the points, making sure that |
531 | * they come out with at least one crossed line when arranged |
532 | * in a circle (so that the puzzle isn't immediately solved!). |
533 | */ |
42159ec6 |
534 | tmp = snewn(n, long); |
9d6c3859 |
535 | for (i = 0; i < n; i++) |
536 | tmp[i] = i; |
537 | pts2 = snewn(n, point); |
538 | make_circle(pts2, n, w); |
539 | while (1) { |
540 | shuffle(tmp, n, sizeof(*tmp), rs); |
541 | for (i = 0; (e = index234(edges, i)) != NULL; i++) { |
542 | for (j = i+1; (e2 = index234(edges, j)) != NULL; j++) { |
543 | if (e2->a == e->a || e2->a == e->b || |
544 | e2->b == e->a || e2->b == e->b) |
545 | continue; |
546 | if (cross(pts2[tmp[e2->a]], pts2[tmp[e2->b]], |
547 | pts2[tmp[e->a]], pts2[tmp[e->b]])) |
548 | break; |
549 | } |
550 | if (e2) |
551 | break; |
552 | } |
553 | if (e) |
554 | break; /* we've found a crossing */ |
555 | } |
556 | |
557 | /* |
558 | * We're done. Now encode the graph in a string format. Let's |
559 | * use a comma-separated list of dash-separated vertex number |
560 | * pairs, numbered from zero. We'll sort the list to prevent |
561 | * side channels. |
562 | */ |
563 | ret = NULL; |
564 | { |
565 | char *sep; |
566 | char buf[80]; |
567 | int retlen; |
568 | edge *ea; |
569 | |
570 | retlen = 0; |
571 | m = count234(edges); |
572 | ea = snewn(m, edge); |
573 | for (i = 0; (e = index234(edges, i)) != NULL; i++) { |
574 | assert(i < m); |
575 | ea[i].a = min(tmp[e->a], tmp[e->b]); |
576 | ea[i].b = max(tmp[e->a], tmp[e->b]); |
577 | retlen += 1 + sprintf(buf, "%d-%d", ea[i].a, ea[i].b); |
578 | } |
579 | assert(i == m); |
580 | qsort(ea, m, sizeof(*ea), edgecmpC); |
581 | |
582 | ret = snewn(retlen, char); |
583 | sep = ""; |
584 | k = 0; |
585 | |
586 | for (i = 0; i < m; i++) { |
587 | k += sprintf(ret + k, "%s%d-%d", sep, ea[i].a, ea[i].b); |
588 | sep = ","; |
589 | } |
590 | assert(k < retlen); |
591 | |
592 | sfree(ea); |
593 | } |
594 | |
595 | /* |
596 | * Encode the solution we started with as an aux_info string. |
597 | */ |
598 | { |
599 | char buf[80]; |
600 | char *auxstr; |
601 | int auxlen; |
602 | |
603 | auxlen = 2; /* leading 'S' and trailing '\0' */ |
604 | for (i = 0; i < n; i++) { |
605 | j = tmp[i]; |
606 | pts2[j] = pts[i]; |
607 | if (pts2[j].d & 1) { |
608 | pts2[j].x *= 2; |
609 | pts2[j].y *= 2; |
610 | pts2[j].d *= 2; |
611 | } |
612 | pts2[j].x += pts2[j].d / 2; |
613 | pts2[j].y += pts2[j].d / 2; |
42159ec6 |
614 | auxlen += sprintf(buf, ";P%d:%ld,%ld/%ld", i, |
9d6c3859 |
615 | pts2[j].x, pts2[j].y, pts2[j].d); |
616 | } |
617 | k = 0; |
618 | auxstr = snewn(auxlen, char); |
619 | auxstr[k++] = 'S'; |
620 | for (i = 0; i < n; i++) |
42159ec6 |
621 | k += sprintf(auxstr+k, ";P%d:%ld,%ld/%ld", i, |
9d6c3859 |
622 | pts2[i].x, pts2[i].y, pts2[i].d); |
623 | assert(k < auxlen); |
624 | *aux = auxstr; |
625 | } |
626 | sfree(pts2); |
627 | |
628 | sfree(tmp); |
629 | sfree(vlist); |
630 | freetree234(vertices); |
631 | sfree(vs); |
632 | while ((e = delpos234(edges, 0)) != NULL) |
633 | sfree(e); |
634 | freetree234(edges); |
635 | sfree(pts); |
636 | |
637 | return ret; |
638 | } |
639 | |
640 | static char *validate_desc(game_params *params, char *desc) |
641 | { |
642 | int a, b; |
643 | |
644 | while (*desc) { |
645 | a = atoi(desc); |
646 | if (a < 0 || a >= params->n) |
647 | return "Number out of range in game description"; |
648 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
649 | if (*desc != '-') |
650 | return "Expected '-' after number in game description"; |
651 | desc++; /* eat dash */ |
652 | b = atoi(desc); |
653 | if (b < 0 || b >= params->n) |
654 | return "Number out of range in game description"; |
655 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
656 | if (*desc) { |
657 | if (*desc != ',') |
658 | return "Expected ',' after number in game description"; |
659 | desc++; /* eat comma */ |
660 | } |
661 | } |
662 | |
663 | return NULL; |
664 | } |
665 | |
0d98f76f |
666 | static void mark_crossings(game_state *state) |
667 | { |
668 | int ok = TRUE; |
669 | int i, j; |
670 | edge *e, *e2; |
671 | |
672 | #ifdef SHOW_CROSSINGS |
673 | for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) |
674 | state->crosses[i] = FALSE; |
675 | #endif |
676 | |
677 | /* |
678 | * Check correctness: for every pair of edges, see whether they |
679 | * cross. |
680 | */ |
681 | for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) { |
682 | for (j = i+1; (e2 = index234(state->graph->edges, j)) != NULL; j++) { |
683 | if (e2->a == e->a || e2->a == e->b || |
684 | e2->b == e->a || e2->b == e->b) |
685 | continue; |
686 | if (cross(state->pts[e2->a], state->pts[e2->b], |
687 | state->pts[e->a], state->pts[e->b])) { |
688 | ok = FALSE; |
689 | #ifdef SHOW_CROSSINGS |
690 | state->crosses[i] = state->crosses[j] = TRUE; |
691 | #else |
692 | goto done; /* multi-level break - sorry */ |
693 | #endif |
694 | } |
695 | } |
696 | } |
697 | |
698 | /* |
699 | * e == NULL if we've gone through all the edge pairs |
700 | * without finding a crossing. |
701 | */ |
702 | #ifndef SHOW_CROSSINGS |
703 | done: |
704 | #endif |
705 | if (ok) |
706 | state->completed = TRUE; |
707 | } |
708 | |
9d6c3859 |
709 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
710 | { |
711 | int n = params->n; |
712 | game_state *state = snew(game_state); |
713 | int a, b; |
714 | |
715 | state->params = *params; |
716 | state->w = state->h = COORDLIMIT(n); |
717 | state->pts = snewn(n, point); |
718 | make_circle(state->pts, n, state->w); |
719 | state->graph = snew(struct graph); |
720 | state->graph->refcount = 1; |
721 | state->graph->edges = newtree234(edgecmp); |
0d98f76f |
722 | state->cheated = state->just_solved = FALSE; |
9d6c3859 |
723 | |
724 | while (*desc) { |
725 | a = atoi(desc); |
726 | assert(a >= 0 && a < params->n); |
727 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
728 | assert(*desc == '-'); |
729 | desc++; /* eat dash */ |
730 | b = atoi(desc); |
731 | assert(b >= 0 && b < params->n); |
732 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
733 | if (*desc) { |
734 | assert(*desc == ','); |
735 | desc++; /* eat comma */ |
736 | } |
737 | addedge(state->graph->edges, a, b); |
738 | } |
739 | |
0d98f76f |
740 | #ifdef SHOW_CROSSINGS |
741 | state->crosses = snewn(count234(state->graph->edges), int); |
742 | #endif |
743 | mark_crossings(state); /* sets up `crosses' and `completed' */ |
744 | |
9d6c3859 |
745 | return state; |
746 | } |
747 | |
748 | static game_state *dup_game(game_state *state) |
749 | { |
750 | int n = state->params.n; |
751 | game_state *ret = snew(game_state); |
752 | |
753 | ret->params = state->params; |
754 | ret->w = state->w; |
755 | ret->h = state->h; |
756 | ret->pts = snewn(n, point); |
757 | memcpy(ret->pts, state->pts, n * sizeof(point)); |
758 | ret->graph = state->graph; |
759 | ret->graph->refcount++; |
760 | ret->completed = state->completed; |
761 | ret->cheated = state->cheated; |
762 | ret->just_solved = state->just_solved; |
0d98f76f |
763 | #ifdef SHOW_CROSSINGS |
764 | ret->crosses = snewn(count234(ret->graph->edges), int); |
765 | memcpy(ret->crosses, state->crosses, |
766 | count234(ret->graph->edges) * sizeof(int)); |
767 | #endif |
9d6c3859 |
768 | |
769 | return ret; |
770 | } |
771 | |
772 | static void free_game(game_state *state) |
773 | { |
774 | if (--state->graph->refcount <= 0) { |
775 | edge *e; |
776 | while ((e = delpos234(state->graph->edges, 0)) != NULL) |
777 | sfree(e); |
778 | freetree234(state->graph->edges); |
779 | sfree(state->graph); |
780 | } |
781 | sfree(state->pts); |
782 | sfree(state); |
783 | } |
784 | |
785 | static char *solve_game(game_state *state, game_state *currstate, |
786 | char *aux, char **error) |
787 | { |
886119cd |
788 | int n = state->params.n; |
789 | int matrix[4]; |
790 | point *pts; |
791 | int i, j, besti; |
792 | float bestd; |
793 | char buf[80], *ret; |
794 | int retlen, retsize; |
795 | |
9d6c3859 |
796 | if (!aux) { |
797 | *error = "Solution not known for this puzzle"; |
798 | return NULL; |
799 | } |
800 | |
886119cd |
801 | /* |
802 | * Decode the aux_info to get the original point positions. |
803 | */ |
804 | pts = snewn(n, point); |
805 | aux++; /* eat 'S' */ |
806 | for (i = 0; i < n; i++) { |
807 | int p, k; |
808 | long x, y, d; |
809 | int ret = sscanf(aux, ";P%d:%ld,%ld/%ld%n", &p, &x, &y, &d, &k); |
810 | if (ret != 4 || p != i) { |
811 | *error = "Internal error: aux_info badly formatted"; |
812 | sfree(pts); |
813 | return NULL; |
814 | } |
815 | pts[i].x = x; |
816 | pts[i].y = y; |
817 | pts[i].d = d; |
818 | aux += k; |
819 | } |
820 | |
821 | /* |
822 | * Now go through eight possible symmetries of the point set. |
823 | * For each one, work out the sum of the Euclidean distances |
824 | * between the points' current positions and their new ones. |
825 | * |
826 | * We're squaring distances here, which means we're at risk of |
827 | * integer overflow. Fortunately, there's no real need to be |
828 | * massively careful about rounding errors, since this is a |
829 | * non-essential bit of the code; so I'll just work in floats |
830 | * internally. |
831 | */ |
832 | besti = -1; |
833 | bestd = 0.0F; |
834 | |
835 | for (i = 0; i < 8; i++) { |
836 | float d; |
837 | |
838 | matrix[0] = matrix[1] = matrix[2] = matrix[3] = 0; |
839 | matrix[i & 1] = (i & 2) ? +1 : -1; |
840 | matrix[3-(i&1)] = (i & 4) ? +1 : -1; |
841 | |
842 | d = 0.0F; |
843 | for (j = 0; j < n; j++) { |
844 | float px = (float)pts[j].x / pts[j].d; |
845 | float py = (float)pts[j].y / pts[j].d; |
846 | float sx = (float)currstate->pts[j].x / currstate->pts[j].d; |
847 | float sy = (float)currstate->pts[j].y / currstate->pts[j].d; |
848 | float cx = (float)currstate->w / 2; |
849 | float cy = (float)currstate->h / 2; |
850 | float ox, oy, dx, dy; |
851 | |
852 | px -= cx; |
853 | py -= cy; |
854 | |
855 | ox = matrix[0] * px + matrix[1] * py; |
856 | oy = matrix[2] * px + matrix[3] * py; |
857 | |
858 | ox += cx; |
859 | oy += cy; |
860 | |
861 | dx = ox - sx; |
862 | dy = oy - sy; |
863 | |
864 | d += dx*dx + dy*dy; |
865 | } |
866 | |
867 | if (besti < 0 || bestd > d) { |
868 | besti = i; |
869 | bestd = d; |
870 | } |
871 | } |
872 | |
873 | assert(besti >= 0); |
874 | |
875 | /* |
876 | * Now we know which symmetry is closest to the points' current |
877 | * positions. Use it. |
878 | */ |
879 | matrix[0] = matrix[1] = matrix[2] = matrix[3] = 0; |
880 | matrix[besti & 1] = (besti & 2) ? +1 : -1; |
881 | matrix[3-(besti&1)] = (besti & 4) ? +1 : -1; |
882 | |
883 | retsize = 256; |
884 | ret = snewn(retsize, char); |
885 | retlen = 0; |
886 | ret[retlen++] = 'S'; |
887 | ret[retlen] = '\0'; |
888 | |
889 | for (i = 0; i < n; i++) { |
890 | float px = (float)pts[i].x / pts[i].d; |
891 | float py = (float)pts[i].y / pts[i].d; |
892 | float cx = (float)currstate->w / 2; |
893 | float cy = (float)currstate->h / 2; |
894 | float ox, oy; |
895 | int extra; |
896 | |
897 | px -= cx; |
898 | py -= cy; |
899 | |
900 | ox = matrix[0] * px + matrix[1] * py; |
901 | oy = matrix[2] * px + matrix[3] * py; |
902 | |
903 | ox += cx; |
904 | oy += cy; |
905 | |
906 | /* |
907 | * Use a fixed denominator of 2, because we know the |
908 | * original points were on an integer grid offset by 1/2. |
909 | */ |
910 | pts[i].d = 2; |
911 | ox *= pts[i].d; |
912 | oy *= pts[i].d; |
913 | pts[i].x = ox + 0.5; |
914 | pts[i].y = oy + 0.5; |
915 | |
916 | extra = sprintf(buf, ";P%d:%ld,%ld/%ld", i, |
917 | pts[i].x, pts[i].y, pts[i].d); |
918 | if (retlen + extra >= retsize) { |
919 | retsize = retlen + extra + 256; |
920 | ret = sresize(ret, retsize, char); |
921 | } |
922 | strcpy(ret + retlen, buf); |
923 | retlen += extra; |
924 | } |
925 | |
926 | sfree(pts); |
927 | |
928 | return ret; |
9d6c3859 |
929 | } |
930 | |
931 | static char *game_text_format(game_state *state) |
932 | { |
933 | return NULL; |
934 | } |
935 | |
936 | struct game_ui { |
937 | int dragpoint; /* point being dragged; -1 if none */ |
938 | point newpoint; /* where it's been dragged to so far */ |
939 | int just_dragged; /* reset in game_changed_state */ |
940 | int just_moved; /* _set_ in game_changed_state */ |
941 | float anim_length; |
942 | }; |
943 | |
944 | static game_ui *new_ui(game_state *state) |
945 | { |
946 | game_ui *ui = snew(game_ui); |
947 | ui->dragpoint = -1; |
948 | ui->just_moved = ui->just_dragged = FALSE; |
949 | return ui; |
950 | } |
951 | |
952 | static void free_ui(game_ui *ui) |
953 | { |
954 | sfree(ui); |
955 | } |
956 | |
957 | static char *encode_ui(game_ui *ui) |
958 | { |
959 | return NULL; |
960 | } |
961 | |
962 | static void decode_ui(game_ui *ui, char *encoding) |
963 | { |
964 | } |
965 | |
966 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
967 | game_state *newstate) |
968 | { |
969 | ui->dragpoint = -1; |
970 | ui->just_moved = ui->just_dragged; |
971 | ui->just_dragged = FALSE; |
972 | } |
973 | |
974 | struct game_drawstate { |
42159ec6 |
975 | long tilesize; |
9d6c3859 |
976 | }; |
977 | |
978 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
979 | int x, int y, int button) |
980 | { |
981 | int n = state->params.n; |
982 | |
983 | if (button == LEFT_BUTTON) { |
42159ec6 |
984 | int i, best; |
985 | long bestd; |
9d6c3859 |
986 | |
987 | /* |
988 | * Begin drag. We drag the vertex _nearest_ to the pointer, |
989 | * just in case one is nearly on top of another and we want |
990 | * to drag the latter. However, we drag nothing at all if |
991 | * the nearest vertex is outside DRAG_THRESHOLD. |
992 | */ |
993 | best = -1; |
994 | bestd = 0; |
995 | |
996 | for (i = 0; i < n; i++) { |
42159ec6 |
997 | long px = state->pts[i].x * ds->tilesize / state->pts[i].d; |
998 | long py = state->pts[i].y * ds->tilesize / state->pts[i].d; |
999 | long dx = px - x; |
1000 | long dy = py - y; |
1001 | long d = dx*dx + dy*dy; |
9d6c3859 |
1002 | |
1003 | if (best == -1 || bestd > d) { |
1004 | best = i; |
1005 | bestd = d; |
1006 | } |
1007 | } |
1008 | |
1009 | if (bestd <= DRAG_THRESHOLD * DRAG_THRESHOLD) { |
1010 | ui->dragpoint = best; |
1011 | ui->newpoint.x = x; |
1012 | ui->newpoint.y = y; |
1013 | ui->newpoint.d = ds->tilesize; |
1014 | return ""; |
1015 | } |
1016 | |
1017 | } else if (button == LEFT_DRAG && ui->dragpoint >= 0) { |
1018 | ui->newpoint.x = x; |
1019 | ui->newpoint.y = y; |
1020 | ui->newpoint.d = ds->tilesize; |
1021 | return ""; |
1022 | } else if (button == LEFT_RELEASE && ui->dragpoint >= 0) { |
1023 | int p = ui->dragpoint; |
1024 | char buf[80]; |
1025 | |
1026 | ui->dragpoint = -1; /* terminate drag, no matter what */ |
1027 | |
1028 | /* |
1029 | * First, see if we're within range. The user can cancel a |
1030 | * drag by dragging the point right off the window. |
1031 | */ |
42159ec6 |
1032 | if (ui->newpoint.x < 0 || |
1033 | ui->newpoint.x >= (long)state->w*ui->newpoint.d || |
1034 | ui->newpoint.y < 0 || |
1035 | ui->newpoint.y >= (long)state->h*ui->newpoint.d) |
9d6c3859 |
1036 | return ""; |
1037 | |
1038 | /* |
1039 | * We aren't cancelling the drag. Construct a move string |
1040 | * indicating where this point is going to. |
1041 | */ |
42159ec6 |
1042 | sprintf(buf, "P%d:%ld,%ld/%ld", p, |
9d6c3859 |
1043 | ui->newpoint.x, ui->newpoint.y, ui->newpoint.d); |
1044 | ui->just_dragged = TRUE; |
1045 | return dupstr(buf); |
1046 | } |
1047 | |
1048 | return NULL; |
1049 | } |
1050 | |
1051 | static game_state *execute_move(game_state *state, char *move) |
1052 | { |
1053 | int n = state->params.n; |
42159ec6 |
1054 | int p, k; |
1055 | long x, y, d; |
9d6c3859 |
1056 | game_state *ret = dup_game(state); |
1057 | |
1058 | ret->just_solved = FALSE; |
1059 | |
1060 | while (*move) { |
1061 | if (*move == 'S') { |
1062 | move++; |
1063 | if (*move == ';') move++; |
1064 | ret->cheated = ret->just_solved = TRUE; |
1065 | } |
1066 | if (*move == 'P' && |
42159ec6 |
1067 | sscanf(move+1, "%d:%ld,%ld/%ld%n", &p, &x, &y, &d, &k) == 4 && |
9d6c3859 |
1068 | p >= 0 && p < n && d > 0) { |
1069 | ret->pts[p].x = x; |
1070 | ret->pts[p].y = y; |
1071 | ret->pts[p].d = d; |
1072 | |
1073 | move += k+1; |
1074 | if (*move == ';') move++; |
1075 | } else { |
1076 | free_game(ret); |
1077 | return NULL; |
1078 | } |
1079 | } |
1080 | |
0d98f76f |
1081 | mark_crossings(ret); |
9d6c3859 |
1082 | |
1083 | return ret; |
1084 | } |
1085 | |
1086 | /* ---------------------------------------------------------------------- |
1087 | * Drawing routines. |
1088 | */ |
1089 | |
1090 | static void game_compute_size(game_params *params, int tilesize, |
1091 | int *x, int *y) |
1092 | { |
1093 | *x = *y = COORDLIMIT(params->n) * tilesize; |
1094 | } |
1095 | |
1096 | static void game_set_size(game_drawstate *ds, game_params *params, |
1097 | int tilesize) |
1098 | { |
1099 | ds->tilesize = tilesize; |
1100 | } |
1101 | |
1102 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1103 | { |
1104 | float *ret = snewn(3 * NCOLOURS, float); |
1105 | |
1106 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1107 | |
1108 | ret[COL_LINE * 3 + 0] = 0.0F; |
1109 | ret[COL_LINE * 3 + 1] = 0.0F; |
1110 | ret[COL_LINE * 3 + 2] = 0.0F; |
1111 | |
0d98f76f |
1112 | #ifdef SHOW_CROSSINGS |
1113 | ret[COL_CROSSEDLINE * 3 + 0] = 1.0F; |
1114 | ret[COL_CROSSEDLINE * 3 + 1] = 0.0F; |
1115 | ret[COL_CROSSEDLINE * 3 + 2] = 0.0F; |
1116 | #endif |
1117 | |
9d6c3859 |
1118 | ret[COL_OUTLINE * 3 + 0] = 0.0F; |
1119 | ret[COL_OUTLINE * 3 + 1] = 0.0F; |
1120 | ret[COL_OUTLINE * 3 + 2] = 0.0F; |
1121 | |
1122 | ret[COL_POINT * 3 + 0] = 0.0F; |
1123 | ret[COL_POINT * 3 + 1] = 0.0F; |
1124 | ret[COL_POINT * 3 + 2] = 1.0F; |
1125 | |
1126 | ret[COL_DRAGPOINT * 3 + 0] = 1.0F; |
1127 | ret[COL_DRAGPOINT * 3 + 1] = 1.0F; |
1128 | ret[COL_DRAGPOINT * 3 + 2] = 1.0F; |
1129 | |
1130 | ret[COL_NEIGHBOUR * 3 + 0] = 1.0F; |
1131 | ret[COL_NEIGHBOUR * 3 + 1] = 0.0F; |
1132 | ret[COL_NEIGHBOUR * 3 + 2] = 0.0F; |
1133 | |
8eef6b92 |
1134 | ret[COL_FLASH1 * 3 + 0] = 0.5F; |
1135 | ret[COL_FLASH1 * 3 + 1] = 0.5F; |
1136 | ret[COL_FLASH1 * 3 + 2] = 0.5F; |
1137 | |
1138 | ret[COL_FLASH2 * 3 + 0] = 1.0F; |
1139 | ret[COL_FLASH2 * 3 + 1] = 1.0F; |
1140 | ret[COL_FLASH2 * 3 + 2] = 1.0F; |
1141 | |
9d6c3859 |
1142 | *ncolours = NCOLOURS; |
1143 | return ret; |
1144 | } |
1145 | |
1146 | static game_drawstate *game_new_drawstate(game_state *state) |
1147 | { |
1148 | struct game_drawstate *ds = snew(struct game_drawstate); |
1149 | |
1150 | ds->tilesize = 0; |
1151 | |
1152 | return ds; |
1153 | } |
1154 | |
1155 | static void game_free_drawstate(game_drawstate *ds) |
1156 | { |
1157 | sfree(ds); |
1158 | } |
1159 | |
1160 | static point mix(point a, point b, float distance) |
1161 | { |
1162 | point ret; |
1163 | |
1164 | ret.d = a.d * b.d; |
1165 | ret.x = a.x * b.d + distance * (b.x * a.d - a.x * b.d); |
1166 | ret.y = a.y * b.d + distance * (b.y * a.d - a.y * b.d); |
1167 | |
1168 | return ret; |
1169 | } |
1170 | |
1171 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
1172 | game_state *state, int dir, game_ui *ui, |
1173 | float animtime, float flashtime) |
1174 | { |
1175 | int w, h; |
1176 | edge *e; |
1177 | int i, j; |
1178 | int bg; |
1179 | |
1180 | /* |
1181 | * There's no terribly sensible way to do partial redraws of |
1182 | * this game, so I'm going to have to resort to redrawing the |
1183 | * whole thing every time. |
1184 | */ |
1185 | |
8eef6b92 |
1186 | if (flashtime == 0) |
1187 | bg = COL_BACKGROUND; |
1188 | else if ((int)(flashtime * 4 / FLASH_TIME) % 2 == 0) |
1189 | bg = COL_FLASH1; |
1190 | else |
1191 | bg = COL_FLASH2; |
1192 | |
9d6c3859 |
1193 | game_compute_size(&state->params, ds->tilesize, &w, &h); |
1194 | draw_rect(fe, 0, 0, w, h, bg); |
1195 | |
1196 | /* |
1197 | * Draw the edges. |
1198 | */ |
1199 | |
1200 | for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) { |
1201 | point p1, p2; |
42159ec6 |
1202 | long x1, y1, x2, y2; |
9d6c3859 |
1203 | |
1204 | p1 = state->pts[e->a]; |
1205 | p2 = state->pts[e->b]; |
1206 | if (ui->dragpoint == e->a) |
1207 | p1 = ui->newpoint; |
1208 | else if (ui->dragpoint == e->b) |
1209 | p2 = ui->newpoint; |
1210 | |
1211 | if (oldstate) { |
1212 | p1 = mix(oldstate->pts[e->a], p1, animtime / ui->anim_length); |
1213 | p2 = mix(oldstate->pts[e->b], p2, animtime / ui->anim_length); |
1214 | } |
1215 | |
1216 | x1 = p1.x * ds->tilesize / p1.d; |
1217 | y1 = p1.y * ds->tilesize / p1.d; |
1218 | x2 = p2.x * ds->tilesize / p2.d; |
1219 | y2 = p2.y * ds->tilesize / p2.d; |
1220 | |
0d98f76f |
1221 | draw_line(fe, x1, y1, x2, y2, |
1222 | #ifdef SHOW_CROSSINGS |
1223 | (oldstate?oldstate:state)->crosses[i] ? |
1224 | COL_CROSSEDLINE : |
1225 | #endif |
1226 | COL_LINE); |
9d6c3859 |
1227 | } |
1228 | |
1229 | /* |
1230 | * Draw the points. |
1231 | * |
1232 | * When dragging, we should not only vary the colours, but |
1233 | * leave the point being dragged until last. |
1234 | */ |
1235 | for (j = 0; j < 3; j++) { |
1236 | int thisc = (j == 0 ? COL_POINT : |
1237 | j == 1 ? COL_NEIGHBOUR : COL_DRAGPOINT); |
1238 | for (i = 0; i < state->params.n; i++) { |
42159ec6 |
1239 | long x, y; |
1240 | int c; |
9d6c3859 |
1241 | point p = state->pts[i]; |
1242 | |
1243 | if (ui->dragpoint == i) { |
1244 | p = ui->newpoint; |
1245 | c = COL_DRAGPOINT; |
1246 | } else if (ui->dragpoint >= 0 && |
1247 | isedge(state->graph->edges, ui->dragpoint, i)) { |
1248 | c = COL_NEIGHBOUR; |
1249 | } else { |
1250 | c = COL_POINT; |
1251 | } |
1252 | |
1253 | if (oldstate) |
1254 | p = mix(oldstate->pts[i], p, animtime / ui->anim_length); |
1255 | |
1256 | if (c == thisc) { |
1257 | x = p.x * ds->tilesize / p.d; |
1258 | y = p.y * ds->tilesize / p.d; |
1259 | |
1260 | #ifdef VERTEX_NUMBERS |
1261 | draw_circle(fe, x, y, DRAG_THRESHOLD, bg, bg); |
1262 | { |
1263 | char buf[80]; |
1264 | sprintf(buf, "%d", i); |
1265 | draw_text(fe, x, y, FONT_VARIABLE, DRAG_THRESHOLD*3/2, |
1266 | ALIGN_VCENTRE|ALIGN_HCENTRE, c, buf); |
1267 | } |
1268 | #else |
1269 | draw_circle(fe, x, y, CIRCLE_RADIUS, c, COL_OUTLINE); |
1270 | #endif |
1271 | } |
1272 | } |
1273 | } |
1274 | |
1275 | draw_update(fe, 0, 0, w, h); |
1276 | } |
1277 | |
1278 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1279 | int dir, game_ui *ui) |
1280 | { |
1281 | if (ui->just_moved) |
1282 | return 0.0F; |
1283 | if ((dir < 0 ? oldstate : newstate)->just_solved) |
1284 | ui->anim_length = SOLVEANIM_TIME; |
1285 | else |
1286 | ui->anim_length = ANIM_TIME; |
1287 | return ui->anim_length; |
1288 | } |
1289 | |
1290 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1291 | int dir, game_ui *ui) |
1292 | { |
1293 | if (!oldstate->completed && newstate->completed && |
1294 | !oldstate->cheated && !newstate->cheated) |
1295 | return FLASH_TIME; |
1296 | return 0.0F; |
1297 | } |
1298 | |
1299 | static int game_wants_statusbar(void) |
1300 | { |
1301 | return FALSE; |
1302 | } |
1303 | |
1304 | static int game_timing_state(game_state *state, game_ui *ui) |
1305 | { |
1306 | return TRUE; |
1307 | } |
1308 | |
1309 | #ifdef COMBINED |
1310 | #define thegame untangle |
1311 | #endif |
1312 | |
1313 | const struct game thegame = { |
1314 | "Untangle", "games.untangle", |
1315 | default_params, |
1316 | game_fetch_preset, |
1317 | decode_params, |
1318 | encode_params, |
1319 | free_params, |
1320 | dup_params, |
1321 | TRUE, game_configure, custom_params, |
1322 | validate_params, |
1323 | new_game_desc, |
1324 | validate_desc, |
1325 | new_game, |
1326 | dup_game, |
1327 | free_game, |
1328 | TRUE, solve_game, |
1329 | FALSE, game_text_format, |
1330 | new_ui, |
1331 | free_ui, |
1332 | encode_ui, |
1333 | decode_ui, |
1334 | game_changed_state, |
1335 | interpret_move, |
1336 | execute_move, |
1337 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
1338 | game_colours, |
1339 | game_new_drawstate, |
1340 | game_free_drawstate, |
1341 | game_redraw, |
1342 | game_anim_length, |
1343 | game_flash_length, |
1344 | game_wants_statusbar, |
1345 | FALSE, game_timing_state, |
1346 | SOLVE_ANIMATES, /* mouse_priorities */ |
1347 | }; |