Another diagnostic mode for Untangle: if compiled with
[sgt/puzzles] / untangle.c
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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
38enum {
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
53typedef 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
61typedef 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
71struct game_params {
72 int n; /* number of points */
73};
74
75struct graph {
76 int refcount; /* for deallocation */
77 tree234 *edges; /* stores `edge' structures */
78};
79
80struct 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
91static 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
107static int edgecmp(void *av, void *bv) { return edgecmpC(av, bv); }
108
109static game_params *default_params(void)
110{
111 game_params *ret = snew(game_params);
112
113 ret->n = 10;
114
115 return ret;
116}
117
118static 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
142static void free_params(game_params *params)
143{
144 sfree(params);
145}
146
147static 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
154static void decode_params(game_params *params, char const *string)
155{
156 params->n = atoi(string);
157}
158
159static 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
168static 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
189static 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
198static 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 */
210static 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
290static 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
317static 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
329static 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
341typedef struct vertex {
342 int param;
343 int vindex;
344} vertex;
345
346static 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}
361static 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 */
367static 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
397static 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
640static 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 666static 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 709static 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
748static 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
772static 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
785static 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
931static char *game_text_format(game_state *state)
932{
933 return NULL;
934}
935
936struct 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
944static 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
952static void free_ui(game_ui *ui)
953{
954 sfree(ui);
955}
956
957static char *encode_ui(game_ui *ui)
958{
959 return NULL;
960}
961
962static void decode_ui(game_ui *ui, char *encoding)
963{
964}
965
966static 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
974struct game_drawstate {
42159ec6 975 long tilesize;
9d6c3859 976};
977
978static 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
1051static 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
1090static void game_compute_size(game_params *params, int tilesize,
1091 int *x, int *y)
1092{
1093 *x = *y = COORDLIMIT(params->n) * tilesize;
1094}
1095
1096static void game_set_size(game_drawstate *ds, game_params *params,
1097 int tilesize)
1098{
1099 ds->tilesize = tilesize;
1100}
1101
1102static 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
1146static 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
1155static void game_free_drawstate(game_drawstate *ds)
1156{
1157 sfree(ds);
1158}
1159
1160static 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
1171static 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
1278static 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
1290static 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
1299static int game_wants_statusbar(void)
1300{
1301 return FALSE;
1302}
1303
1304static 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
1313const 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};