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 | * |
9d6c3859 |
16 | * - Any way we can speed up redraws on GTK? Uck. |
17c75e70 |
17 | * |
18 | * - It would be nice if we could somehow auto-detect a real `long |
19 | * long' type on the host platform and use it in place of my |
20 | * hand-hacked int64s. It'd be faster and more reliable. |
9d6c3859 |
21 | */ |
22 | |
23 | #include <stdio.h> |
24 | #include <stdlib.h> |
25 | #include <string.h> |
26 | #include <assert.h> |
27 | #include <ctype.h> |
28 | #include <math.h> |
29 | |
30 | #include "puzzles.h" |
31 | #include "tree234.h" |
32 | |
33 | #define CIRCLE_RADIUS 6 |
34 | #define DRAG_THRESHOLD (CIRCLE_RADIUS * 2) |
35 | #define PREFERRED_TILESIZE 64 |
36 | |
8eef6b92 |
37 | #define FLASH_TIME 0.30F |
9d6c3859 |
38 | #define ANIM_TIME 0.13F |
39 | #define SOLVEANIM_TIME 0.50F |
40 | |
41 | enum { |
42 | COL_BACKGROUND, |
43 | COL_LINE, |
0d98f76f |
44 | #ifdef SHOW_CROSSINGS |
45 | COL_CROSSEDLINE, |
46 | #endif |
9d6c3859 |
47 | COL_OUTLINE, |
48 | COL_POINT, |
49 | COL_DRAGPOINT, |
50 | COL_NEIGHBOUR, |
8eef6b92 |
51 | COL_FLASH1, |
52 | COL_FLASH2, |
9d6c3859 |
53 | NCOLOURS |
54 | }; |
55 | |
56 | typedef struct point { |
57 | /* |
58 | * Points are stored using rational coordinates, with the same |
59 | * denominator for both coordinates. |
60 | */ |
42159ec6 |
61 | long x, y, d; |
9d6c3859 |
62 | } point; |
63 | |
64 | typedef struct edge { |
65 | /* |
66 | * This structure is implicitly associated with a particular |
67 | * point set, so all it has to do is to store two point |
68 | * indices. It is required to store them in the order (lower, |
69 | * higher), i.e. a < b always. |
70 | */ |
71 | int a, b; |
72 | } edge; |
73 | |
74 | struct game_params { |
75 | int n; /* number of points */ |
76 | }; |
77 | |
78 | struct graph { |
79 | int refcount; /* for deallocation */ |
80 | tree234 *edges; /* stores `edge' structures */ |
81 | }; |
82 | |
83 | struct game_state { |
84 | game_params params; |
85 | int w, h; /* extent of coordinate system only */ |
86 | point *pts; |
0d98f76f |
87 | #ifdef SHOW_CROSSINGS |
88 | int *crosses; /* mark edges which are crossed */ |
89 | #endif |
9d6c3859 |
90 | struct graph *graph; |
91 | int completed, cheated, just_solved; |
92 | }; |
93 | |
94 | static int edgecmpC(const void *av, const void *bv) |
95 | { |
96 | const edge *a = (const edge *)av; |
97 | const edge *b = (const edge *)bv; |
98 | |
99 | if (a->a < b->a) |
100 | return -1; |
101 | else if (a->a > b->a) |
102 | return +1; |
103 | else if (a->b < b->b) |
104 | return -1; |
105 | else if (a->b > b->b) |
106 | return +1; |
107 | return 0; |
108 | } |
109 | |
110 | static int edgecmp(void *av, void *bv) { return edgecmpC(av, bv); } |
111 | |
112 | static game_params *default_params(void) |
113 | { |
114 | game_params *ret = snew(game_params); |
115 | |
116 | ret->n = 10; |
117 | |
118 | return ret; |
119 | } |
120 | |
121 | static int game_fetch_preset(int i, char **name, game_params **params) |
122 | { |
123 | game_params *ret; |
124 | int n; |
125 | char buf[80]; |
126 | |
127 | switch (i) { |
128 | case 0: n = 6; break; |
129 | case 1: n = 10; break; |
130 | case 2: n = 15; break; |
131 | case 3: n = 20; break; |
132 | case 4: n = 25; break; |
133 | default: return FALSE; |
134 | } |
135 | |
136 | sprintf(buf, "%d points", n); |
137 | *name = dupstr(buf); |
138 | |
139 | *params = ret = snew(game_params); |
140 | ret->n = n; |
141 | |
142 | return TRUE; |
143 | } |
144 | |
145 | static void free_params(game_params *params) |
146 | { |
147 | sfree(params); |
148 | } |
149 | |
150 | static game_params *dup_params(game_params *params) |
151 | { |
152 | game_params *ret = snew(game_params); |
153 | *ret = *params; /* structure copy */ |
154 | return ret; |
155 | } |
156 | |
157 | static void decode_params(game_params *params, char const *string) |
158 | { |
159 | params->n = atoi(string); |
160 | } |
161 | |
162 | static char *encode_params(game_params *params, int full) |
163 | { |
164 | char buf[80]; |
165 | |
166 | sprintf(buf, "%d", params->n); |
167 | |
168 | return dupstr(buf); |
169 | } |
170 | |
171 | static config_item *game_configure(game_params *params) |
172 | { |
173 | config_item *ret; |
174 | char buf[80]; |
175 | |
176 | ret = snewn(3, config_item); |
177 | |
178 | ret[0].name = "Number of points"; |
179 | ret[0].type = C_STRING; |
180 | sprintf(buf, "%d", params->n); |
181 | ret[0].sval = dupstr(buf); |
182 | ret[0].ival = 0; |
183 | |
184 | ret[1].name = NULL; |
185 | ret[1].type = C_END; |
186 | ret[1].sval = NULL; |
187 | ret[1].ival = 0; |
188 | |
189 | return ret; |
190 | } |
191 | |
192 | static game_params *custom_params(config_item *cfg) |
193 | { |
194 | game_params *ret = snew(game_params); |
195 | |
196 | ret->n = atoi(cfg[0].sval); |
197 | |
198 | return ret; |
199 | } |
200 | |
201 | static char *validate_params(game_params *params, int full) |
202 | { |
203 | if (params->n < 4) |
204 | return "Number of points must be at least four"; |
205 | return NULL; |
206 | } |
207 | |
17c75e70 |
208 | /* ---------------------------------------------------------------------- |
209 | * Small number of 64-bit integer arithmetic operations, to prevent |
210 | * integer overflow at the very core of cross(). |
211 | */ |
212 | |
213 | typedef struct { |
214 | long hi; |
215 | unsigned long lo; |
216 | } int64; |
217 | |
218 | #define greater64(i,j) ( (i).hi>(j).hi || ((i).hi==(j).hi && (i).lo>(j).lo)) |
219 | #define sign64(i) ((i).hi < 0 ? -1 : (i).hi==0 && (i).lo==0 ? 0 : +1) |
220 | |
986cc2de |
221 | static int64 mulu32to64(unsigned long x, unsigned long y) |
17c75e70 |
222 | { |
223 | unsigned long a, b, c, d, t; |
224 | int64 ret; |
225 | |
226 | a = (x & 0xFFFF) * (y & 0xFFFF); |
227 | b = (x & 0xFFFF) * (y >> 16); |
228 | c = (x >> 16) * (y & 0xFFFF); |
229 | d = (x >> 16) * (y >> 16); |
230 | |
231 | ret.lo = a; |
232 | ret.hi = d + (b >> 16) + (c >> 16); |
233 | t = (b & 0xFFFF) << 16; |
234 | ret.lo += t; |
235 | if (ret.lo < t) |
236 | ret.hi++; |
237 | t = (c & 0xFFFF) << 16; |
238 | ret.lo += t; |
239 | if (ret.lo < t) |
240 | ret.hi++; |
241 | |
242 | #ifdef DIAGNOSTIC_VIA_LONGLONG |
243 | assert(((unsigned long long)ret.hi << 32) + ret.lo == |
244 | (unsigned long long)x * y); |
245 | #endif |
246 | |
247 | return ret; |
248 | } |
249 | |
986cc2de |
250 | static int64 mul32to64(long x, long y) |
17c75e70 |
251 | { |
252 | int sign = +1; |
253 | int64 ret; |
254 | #ifdef DIAGNOSTIC_VIA_LONGLONG |
255 | long long realret = (long long)x * y; |
256 | #endif |
257 | |
258 | if (x < 0) |
259 | x = -x, sign = -sign; |
260 | if (y < 0) |
261 | y = -y, sign = -sign; |
262 | |
263 | ret = mulu32to64(x, y); |
264 | |
265 | if (sign < 0) { |
266 | ret.hi = -ret.hi; |
267 | ret.lo = -ret.lo; |
268 | if (ret.lo) |
269 | ret.hi--; |
270 | } |
271 | |
272 | #ifdef DIAGNOSTIC_VIA_LONGLONG |
273 | assert(((unsigned long long)ret.hi << 32) + ret.lo == realret); |
274 | #endif |
275 | |
276 | return ret; |
277 | } |
278 | |
986cc2de |
279 | static int64 dotprod64(long a, long b, long p, long q) |
17c75e70 |
280 | { |
281 | int64 ab, pq; |
282 | |
283 | ab = mul32to64(a, b); |
284 | pq = mul32to64(p, q); |
285 | ab.hi += pq.hi; |
286 | ab.lo += pq.lo; |
287 | if (ab.lo < pq.lo) |
288 | ab.hi++; |
289 | return ab; |
290 | } |
291 | |
9d6c3859 |
292 | /* |
293 | * Determine whether the line segments between a1 and a2, and |
294 | * between b1 and b2, intersect. We count it as an intersection if |
295 | * any of the endpoints lies _on_ the other line. |
296 | */ |
297 | static int cross(point a1, point a2, point b1, point b2) |
298 | { |
17c75e70 |
299 | long b1x, b1y, b2x, b2y, px, py; |
300 | int64 d1, d2, d3; |
9d6c3859 |
301 | |
302 | /* |
303 | * The condition for crossing is that b1 and b2 are on opposite |
304 | * sides of the line a1-a2, and vice versa. We determine this |
305 | * by taking the dot product of b1-a1 with a vector |
306 | * perpendicular to a2-a1, and similarly with b2-a1, and seeing |
307 | * if they have different signs. |
308 | */ |
309 | |
310 | /* |
311 | * Construct the vector b1-a1. We don't have to worry too much |
312 | * about the denominator, because we're only going to check the |
313 | * sign of this vector; we just need to get the numerator |
314 | * right. |
315 | */ |
316 | b1x = b1.x * a1.d - a1.x * b1.d; |
317 | b1y = b1.y * a1.d - a1.y * b1.d; |
318 | /* Now construct b2-a1, and a vector perpendicular to a2-a1, |
319 | * in the same way. */ |
320 | b2x = b2.x * a1.d - a1.x * b2.d; |
321 | b2y = b2.y * a1.d - a1.y * b2.d; |
322 | px = a1.y * a2.d - a2.y * a1.d; |
323 | py = a2.x * a1.d - a1.x * a2.d; |
17c75e70 |
324 | /* Take the dot products. Here we resort to 64-bit arithmetic. */ |
325 | d1 = dotprod64(b1x, px, b1y, py); |
326 | d2 = dotprod64(b2x, px, b2y, py); |
9d6c3859 |
327 | /* If they have the same non-zero sign, the lines do not cross. */ |
17c75e70 |
328 | if ((sign64(d1) > 0 && sign64(d2) > 0) || |
329 | (sign64(d1) < 0 && sign64(d2) < 0)) |
9d6c3859 |
330 | return FALSE; |
331 | |
332 | /* |
333 | * If the dot products are both exactly zero, then the two line |
334 | * segments are collinear. At this point the intersection |
335 | * condition becomes whether or not they overlap within their |
336 | * line. |
337 | */ |
17c75e70 |
338 | if (sign64(d1) == 0 && sign64(d2) == 0) { |
9d6c3859 |
339 | /* Construct the vector a2-a1. */ |
340 | px = a2.x * a1.d - a1.x * a2.d; |
341 | py = a2.y * a1.d - a1.y * a2.d; |
342 | /* Determine the dot products of b1-a1 and b2-a1 with this. */ |
17c75e70 |
343 | d1 = dotprod64(b1x, px, b1y, py); |
344 | d2 = dotprod64(b2x, px, b2y, py); |
9d6c3859 |
345 | /* If they're both strictly negative, the lines do not cross. */ |
17c75e70 |
346 | if (sign64(d1) < 0 && sign64(d2) < 0) |
9d6c3859 |
347 | return FALSE; |
348 | /* Otherwise, take the dot product of a2-a1 with itself. If |
349 | * the other two dot products both exceed this, the lines do |
350 | * not cross. */ |
17c75e70 |
351 | d3 = dotprod64(px, px, py, py); |
352 | if (greater64(d1, d3) && greater64(d2, d3)) |
9d6c3859 |
353 | return FALSE; |
354 | } |
355 | |
356 | /* |
357 | * We've eliminated the only important special case, and we |
358 | * have determined that b1 and b2 are on opposite sides of the |
359 | * line a1-a2. Now do the same thing the other way round and |
360 | * we're done. |
361 | */ |
362 | b1x = a1.x * b1.d - b1.x * a1.d; |
363 | b1y = a1.y * b1.d - b1.y * a1.d; |
364 | b2x = a2.x * b1.d - b1.x * a2.d; |
365 | b2y = a2.y * b1.d - b1.y * a2.d; |
366 | px = b1.y * b2.d - b2.y * b1.d; |
367 | py = b2.x * b1.d - b1.x * b2.d; |
17c75e70 |
368 | d1 = dotprod64(b1x, px, b1y, py); |
369 | d2 = dotprod64(b2x, px, b2y, py); |
370 | if ((sign64(d1) > 0 && sign64(d2) > 0) || |
371 | (sign64(d1) < 0 && sign64(d2) < 0)) |
9d6c3859 |
372 | return FALSE; |
373 | |
374 | /* |
375 | * The lines must cross. |
376 | */ |
377 | return TRUE; |
378 | } |
379 | |
380 | static unsigned long squarert(unsigned long n) { |
381 | unsigned long d, a, b, di; |
382 | |
383 | d = n; |
384 | a = 0; |
1ad942e7 |
385 | b = 1L << 30; /* largest available power of 4 */ |
9d6c3859 |
386 | do { |
387 | a >>= 1; |
388 | di = 2*a + b; |
389 | if (di <= d) { |
390 | d -= di; |
391 | a += b; |
392 | } |
393 | b >>= 2; |
394 | } while (b); |
395 | |
396 | return a; |
397 | } |
398 | |
399 | /* |
400 | * Our solutions are arranged on a square grid big enough that n |
401 | * points occupy about 1/POINTDENSITY of the grid. |
402 | */ |
403 | #define POINTDENSITY 3 |
404 | #define MAXDEGREE 4 |
405 | #define COORDLIMIT(n) squarert((n) * POINTDENSITY) |
406 | |
407 | static void addedge(tree234 *edges, int a, int b) |
408 | { |
409 | edge *e = snew(edge); |
410 | |
411 | assert(a != b); |
412 | |
413 | e->a = min(a, b); |
414 | e->b = max(a, b); |
415 | |
416 | add234(edges, e); |
417 | } |
418 | |
419 | static int isedge(tree234 *edges, int a, int b) |
420 | { |
421 | edge e; |
422 | |
423 | assert(a != b); |
424 | |
425 | e.a = min(a, b); |
426 | e.b = max(a, b); |
427 | |
428 | return find234(edges, &e, NULL) != NULL; |
429 | } |
430 | |
431 | typedef struct vertex { |
432 | int param; |
433 | int vindex; |
434 | } vertex; |
435 | |
436 | static int vertcmpC(const void *av, const void *bv) |
437 | { |
438 | const vertex *a = (vertex *)av; |
439 | const vertex *b = (vertex *)bv; |
440 | |
441 | if (a->param < b->param) |
442 | return -1; |
443 | else if (a->param > b->param) |
444 | return +1; |
445 | else if (a->vindex < b->vindex) |
446 | return -1; |
447 | else if (a->vindex > b->vindex) |
448 | return +1; |
449 | return 0; |
450 | } |
451 | static int vertcmp(void *av, void *bv) { return vertcmpC(av, bv); } |
452 | |
453 | /* |
454 | * Construct point coordinates for n points arranged in a circle, |
455 | * within the bounding box (0,0) to (w,w). |
456 | */ |
457 | static void make_circle(point *pts, int n, int w) |
458 | { |
42159ec6 |
459 | long d, r, c, i; |
9d6c3859 |
460 | |
461 | /* |
462 | * First, decide on a denominator. Although in principle it |
463 | * would be nice to set this really high so as to finely |
464 | * distinguish all the points on the circle, I'm going to set |
465 | * it at a fixed size to prevent integer overflow problems. |
466 | */ |
467 | d = PREFERRED_TILESIZE; |
468 | |
469 | /* |
470 | * Leave a little space outside the circle. |
471 | */ |
472 | c = d * w / 2; |
473 | r = d * w * 3 / 7; |
474 | |
475 | /* |
476 | * Place the points. |
477 | */ |
478 | for (i = 0; i < n; i++) { |
479 | double angle = i * 2 * PI / n; |
480 | double x = r * sin(angle), y = - r * cos(angle); |
42159ec6 |
481 | pts[i].x = (long)(c + x + 0.5); |
482 | pts[i].y = (long)(c + y + 0.5); |
9d6c3859 |
483 | pts[i].d = d; |
484 | } |
485 | } |
486 | |
487 | static char *new_game_desc(game_params *params, random_state *rs, |
488 | char **aux, int interactive) |
489 | { |
42159ec6 |
490 | int n = params->n, i; |
491 | long w, h, j, k, m; |
9d6c3859 |
492 | point *pts, *pts2; |
42159ec6 |
493 | long *tmp; |
9d6c3859 |
494 | tree234 *edges, *vertices; |
495 | edge *e, *e2; |
496 | vertex *v, *vs, *vlist; |
497 | char *ret; |
498 | |
499 | w = h = COORDLIMIT(n); |
500 | |
501 | /* |
502 | * Choose n points from this grid. |
503 | */ |
504 | pts = snewn(n, point); |
42159ec6 |
505 | tmp = snewn(w*h, long); |
9d6c3859 |
506 | for (i = 0; i < w*h; i++) |
507 | tmp[i] = i; |
508 | shuffle(tmp, w*h, sizeof(*tmp), rs); |
509 | for (i = 0; i < n; i++) { |
510 | pts[i].x = tmp[i] % w; |
511 | pts[i].y = tmp[i] / w; |
512 | pts[i].d = 1; |
513 | } |
514 | sfree(tmp); |
515 | |
516 | /* |
517 | * Now start adding edges between the points. |
518 | * |
519 | * At all times, we attempt to add an edge to the lowest-degree |
520 | * vertex we currently have, and we try the other vertices as |
521 | * candidate second endpoints in order of distance from this |
522 | * one. We stop as soon as we find an edge which |
523 | * |
524 | * (a) does not increase any vertex's degree beyond MAXDEGREE |
525 | * (b) does not cross any existing edges |
526 | * (c) does not intersect any actual point. |
527 | */ |
528 | vs = snewn(n, vertex); |
529 | vertices = newtree234(vertcmp); |
530 | for (i = 0; i < n; i++) { |
531 | v = vs + i; |
532 | v->param = 0; /* in this tree, param is the degree */ |
533 | v->vindex = i; |
534 | add234(vertices, v); |
535 | } |
536 | edges = newtree234(edgecmp); |
537 | vlist = snewn(n, vertex); |
538 | while (1) { |
539 | int added = FALSE; |
540 | |
541 | for (i = 0; i < n; i++) { |
542 | v = index234(vertices, i); |
543 | j = v->vindex; |
544 | |
545 | if (v->param >= MAXDEGREE) |
546 | break; /* nothing left to add! */ |
547 | |
548 | /* |
549 | * Sort the other vertices into order of their distance |
550 | * from this one. Don't bother looking below i, because |
551 | * we've already tried those edges the other way round. |
552 | * Also here we rule out target vertices with too high |
553 | * a degree, and (of course) ones to which we already |
554 | * have an edge. |
555 | */ |
556 | m = 0; |
557 | for (k = i+1; k < n; k++) { |
558 | vertex *kv = index234(vertices, k); |
559 | int ki = kv->vindex; |
560 | int dx, dy; |
561 | |
562 | if (kv->param >= MAXDEGREE || isedge(edges, ki, j)) |
563 | continue; |
564 | |
565 | vlist[m].vindex = ki; |
566 | dx = pts[ki].x - pts[j].x; |
567 | dy = pts[ki].y - pts[j].y; |
568 | vlist[m].param = dx*dx + dy*dy; |
569 | m++; |
570 | } |
571 | |
572 | qsort(vlist, m, sizeof(*vlist), vertcmpC); |
573 | |
574 | for (k = 0; k < m; k++) { |
575 | int p; |
576 | int ki = vlist[k].vindex; |
577 | |
578 | /* |
579 | * Check to see whether this edge intersects any |
580 | * existing edge or point. |
581 | */ |
582 | for (p = 0; p < n; p++) |
583 | if (p != ki && p != j && cross(pts[ki], pts[j], |
584 | pts[p], pts[p])) |
585 | break; |
586 | if (p < n) |
587 | continue; |
588 | for (p = 0; (e = index234(edges, p)) != NULL; p++) |
589 | if (e->a != ki && e->a != j && |
590 | e->b != ki && e->b != j && |
591 | cross(pts[ki], pts[j], pts[e->a], pts[e->b])) |
592 | break; |
593 | if (e) |
594 | continue; |
595 | |
596 | /* |
597 | * We're done! Add this edge, modify the degrees of |
598 | * the two vertices involved, and break. |
599 | */ |
600 | addedge(edges, j, ki); |
601 | added = TRUE; |
602 | del234(vertices, vs+j); |
603 | vs[j].param++; |
604 | add234(vertices, vs+j); |
605 | del234(vertices, vs+ki); |
606 | vs[ki].param++; |
607 | add234(vertices, vs+ki); |
608 | break; |
609 | } |
610 | |
611 | if (k < m) |
612 | break; |
613 | } |
614 | |
615 | if (!added) |
616 | break; /* we're done. */ |
617 | } |
618 | |
619 | /* |
620 | * That's our graph. Now shuffle the points, making sure that |
621 | * they come out with at least one crossed line when arranged |
622 | * in a circle (so that the puzzle isn't immediately solved!). |
623 | */ |
42159ec6 |
624 | tmp = snewn(n, long); |
9d6c3859 |
625 | for (i = 0; i < n; i++) |
626 | tmp[i] = i; |
627 | pts2 = snewn(n, point); |
628 | make_circle(pts2, n, w); |
629 | while (1) { |
630 | shuffle(tmp, n, sizeof(*tmp), rs); |
631 | for (i = 0; (e = index234(edges, i)) != NULL; i++) { |
632 | for (j = i+1; (e2 = index234(edges, j)) != NULL; j++) { |
633 | if (e2->a == e->a || e2->a == e->b || |
634 | e2->b == e->a || e2->b == e->b) |
635 | continue; |
636 | if (cross(pts2[tmp[e2->a]], pts2[tmp[e2->b]], |
637 | pts2[tmp[e->a]], pts2[tmp[e->b]])) |
638 | break; |
639 | } |
640 | if (e2) |
641 | break; |
642 | } |
643 | if (e) |
644 | break; /* we've found a crossing */ |
645 | } |
646 | |
647 | /* |
648 | * We're done. Now encode the graph in a string format. Let's |
649 | * use a comma-separated list of dash-separated vertex number |
650 | * pairs, numbered from zero. We'll sort the list to prevent |
651 | * side channels. |
652 | */ |
653 | ret = NULL; |
654 | { |
655 | char *sep; |
656 | char buf[80]; |
657 | int retlen; |
658 | edge *ea; |
659 | |
660 | retlen = 0; |
661 | m = count234(edges); |
662 | ea = snewn(m, edge); |
663 | for (i = 0; (e = index234(edges, i)) != NULL; i++) { |
664 | assert(i < m); |
665 | ea[i].a = min(tmp[e->a], tmp[e->b]); |
666 | ea[i].b = max(tmp[e->a], tmp[e->b]); |
667 | retlen += 1 + sprintf(buf, "%d-%d", ea[i].a, ea[i].b); |
668 | } |
669 | assert(i == m); |
670 | qsort(ea, m, sizeof(*ea), edgecmpC); |
671 | |
672 | ret = snewn(retlen, char); |
673 | sep = ""; |
674 | k = 0; |
675 | |
676 | for (i = 0; i < m; i++) { |
677 | k += sprintf(ret + k, "%s%d-%d", sep, ea[i].a, ea[i].b); |
678 | sep = ","; |
679 | } |
680 | assert(k < retlen); |
681 | |
682 | sfree(ea); |
683 | } |
684 | |
685 | /* |
686 | * Encode the solution we started with as an aux_info string. |
687 | */ |
688 | { |
689 | char buf[80]; |
690 | char *auxstr; |
691 | int auxlen; |
692 | |
693 | auxlen = 2; /* leading 'S' and trailing '\0' */ |
694 | for (i = 0; i < n; i++) { |
695 | j = tmp[i]; |
696 | pts2[j] = pts[i]; |
697 | if (pts2[j].d & 1) { |
698 | pts2[j].x *= 2; |
699 | pts2[j].y *= 2; |
700 | pts2[j].d *= 2; |
701 | } |
702 | pts2[j].x += pts2[j].d / 2; |
703 | pts2[j].y += pts2[j].d / 2; |
42159ec6 |
704 | auxlen += sprintf(buf, ";P%d:%ld,%ld/%ld", i, |
9d6c3859 |
705 | pts2[j].x, pts2[j].y, pts2[j].d); |
706 | } |
707 | k = 0; |
708 | auxstr = snewn(auxlen, char); |
709 | auxstr[k++] = 'S'; |
710 | for (i = 0; i < n; i++) |
42159ec6 |
711 | k += sprintf(auxstr+k, ";P%d:%ld,%ld/%ld", i, |
9d6c3859 |
712 | pts2[i].x, pts2[i].y, pts2[i].d); |
713 | assert(k < auxlen); |
714 | *aux = auxstr; |
715 | } |
716 | sfree(pts2); |
717 | |
718 | sfree(tmp); |
719 | sfree(vlist); |
720 | freetree234(vertices); |
721 | sfree(vs); |
722 | while ((e = delpos234(edges, 0)) != NULL) |
723 | sfree(e); |
724 | freetree234(edges); |
725 | sfree(pts); |
726 | |
727 | return ret; |
728 | } |
729 | |
730 | static char *validate_desc(game_params *params, char *desc) |
731 | { |
732 | int a, b; |
733 | |
734 | while (*desc) { |
735 | a = atoi(desc); |
736 | if (a < 0 || a >= params->n) |
737 | return "Number out of range in game description"; |
738 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
739 | if (*desc != '-') |
740 | return "Expected '-' after number in game description"; |
741 | desc++; /* eat dash */ |
742 | b = atoi(desc); |
743 | if (b < 0 || b >= params->n) |
744 | return "Number out of range in game description"; |
745 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
746 | if (*desc) { |
747 | if (*desc != ',') |
748 | return "Expected ',' after number in game description"; |
749 | desc++; /* eat comma */ |
750 | } |
751 | } |
752 | |
753 | return NULL; |
754 | } |
755 | |
0d98f76f |
756 | static void mark_crossings(game_state *state) |
757 | { |
758 | int ok = TRUE; |
759 | int i, j; |
760 | edge *e, *e2; |
761 | |
762 | #ifdef SHOW_CROSSINGS |
763 | for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) |
764 | state->crosses[i] = FALSE; |
765 | #endif |
766 | |
767 | /* |
768 | * Check correctness: for every pair of edges, see whether they |
769 | * cross. |
770 | */ |
771 | for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) { |
772 | for (j = i+1; (e2 = index234(state->graph->edges, j)) != NULL; j++) { |
773 | if (e2->a == e->a || e2->a == e->b || |
774 | e2->b == e->a || e2->b == e->b) |
775 | continue; |
776 | if (cross(state->pts[e2->a], state->pts[e2->b], |
777 | state->pts[e->a], state->pts[e->b])) { |
778 | ok = FALSE; |
779 | #ifdef SHOW_CROSSINGS |
780 | state->crosses[i] = state->crosses[j] = TRUE; |
781 | #else |
782 | goto done; /* multi-level break - sorry */ |
783 | #endif |
784 | } |
785 | } |
786 | } |
787 | |
788 | /* |
789 | * e == NULL if we've gone through all the edge pairs |
790 | * without finding a crossing. |
791 | */ |
792 | #ifndef SHOW_CROSSINGS |
793 | done: |
794 | #endif |
795 | if (ok) |
796 | state->completed = TRUE; |
797 | } |
798 | |
dafd6cf6 |
799 | static game_state *new_game(midend *me, game_params *params, char *desc) |
9d6c3859 |
800 | { |
801 | int n = params->n; |
802 | game_state *state = snew(game_state); |
803 | int a, b; |
804 | |
805 | state->params = *params; |
806 | state->w = state->h = COORDLIMIT(n); |
807 | state->pts = snewn(n, point); |
808 | make_circle(state->pts, n, state->w); |
809 | state->graph = snew(struct graph); |
810 | state->graph->refcount = 1; |
811 | state->graph->edges = newtree234(edgecmp); |
17c75e70 |
812 | state->completed = state->cheated = state->just_solved = FALSE; |
9d6c3859 |
813 | |
814 | while (*desc) { |
815 | a = atoi(desc); |
816 | assert(a >= 0 && a < params->n); |
817 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
818 | assert(*desc == '-'); |
819 | desc++; /* eat dash */ |
820 | b = atoi(desc); |
821 | assert(b >= 0 && b < params->n); |
822 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
823 | if (*desc) { |
824 | assert(*desc == ','); |
825 | desc++; /* eat comma */ |
826 | } |
827 | addedge(state->graph->edges, a, b); |
828 | } |
829 | |
0d98f76f |
830 | #ifdef SHOW_CROSSINGS |
831 | state->crosses = snewn(count234(state->graph->edges), int); |
0d98f76f |
832 | mark_crossings(state); /* sets up `crosses' and `completed' */ |
17c75e70 |
833 | #endif |
0d98f76f |
834 | |
9d6c3859 |
835 | return state; |
836 | } |
837 | |
838 | static game_state *dup_game(game_state *state) |
839 | { |
840 | int n = state->params.n; |
841 | game_state *ret = snew(game_state); |
842 | |
843 | ret->params = state->params; |
844 | ret->w = state->w; |
845 | ret->h = state->h; |
846 | ret->pts = snewn(n, point); |
847 | memcpy(ret->pts, state->pts, n * sizeof(point)); |
848 | ret->graph = state->graph; |
849 | ret->graph->refcount++; |
850 | ret->completed = state->completed; |
851 | ret->cheated = state->cheated; |
852 | ret->just_solved = state->just_solved; |
0d98f76f |
853 | #ifdef SHOW_CROSSINGS |
854 | ret->crosses = snewn(count234(ret->graph->edges), int); |
855 | memcpy(ret->crosses, state->crosses, |
856 | count234(ret->graph->edges) * sizeof(int)); |
857 | #endif |
9d6c3859 |
858 | |
859 | return ret; |
860 | } |
861 | |
862 | static void free_game(game_state *state) |
863 | { |
864 | if (--state->graph->refcount <= 0) { |
865 | edge *e; |
866 | while ((e = delpos234(state->graph->edges, 0)) != NULL) |
867 | sfree(e); |
868 | freetree234(state->graph->edges); |
869 | sfree(state->graph); |
870 | } |
871 | sfree(state->pts); |
872 | sfree(state); |
873 | } |
874 | |
875 | static char *solve_game(game_state *state, game_state *currstate, |
876 | char *aux, char **error) |
877 | { |
886119cd |
878 | int n = state->params.n; |
879 | int matrix[4]; |
880 | point *pts; |
881 | int i, j, besti; |
882 | float bestd; |
883 | char buf[80], *ret; |
884 | int retlen, retsize; |
885 | |
9d6c3859 |
886 | if (!aux) { |
887 | *error = "Solution not known for this puzzle"; |
888 | return NULL; |
889 | } |
890 | |
886119cd |
891 | /* |
892 | * Decode the aux_info to get the original point positions. |
893 | */ |
894 | pts = snewn(n, point); |
895 | aux++; /* eat 'S' */ |
896 | for (i = 0; i < n; i++) { |
897 | int p, k; |
898 | long x, y, d; |
899 | int ret = sscanf(aux, ";P%d:%ld,%ld/%ld%n", &p, &x, &y, &d, &k); |
900 | if (ret != 4 || p != i) { |
901 | *error = "Internal error: aux_info badly formatted"; |
902 | sfree(pts); |
903 | return NULL; |
904 | } |
905 | pts[i].x = x; |
906 | pts[i].y = y; |
907 | pts[i].d = d; |
908 | aux += k; |
909 | } |
910 | |
911 | /* |
912 | * Now go through eight possible symmetries of the point set. |
913 | * For each one, work out the sum of the Euclidean distances |
914 | * between the points' current positions and their new ones. |
915 | * |
916 | * We're squaring distances here, which means we're at risk of |
917 | * integer overflow. Fortunately, there's no real need to be |
918 | * massively careful about rounding errors, since this is a |
919 | * non-essential bit of the code; so I'll just work in floats |
920 | * internally. |
921 | */ |
922 | besti = -1; |
923 | bestd = 0.0F; |
924 | |
925 | for (i = 0; i < 8; i++) { |
926 | float d; |
927 | |
928 | matrix[0] = matrix[1] = matrix[2] = matrix[3] = 0; |
929 | matrix[i & 1] = (i & 2) ? +1 : -1; |
930 | matrix[3-(i&1)] = (i & 4) ? +1 : -1; |
931 | |
932 | d = 0.0F; |
933 | for (j = 0; j < n; j++) { |
934 | float px = (float)pts[j].x / pts[j].d; |
935 | float py = (float)pts[j].y / pts[j].d; |
936 | float sx = (float)currstate->pts[j].x / currstate->pts[j].d; |
937 | float sy = (float)currstate->pts[j].y / currstate->pts[j].d; |
938 | float cx = (float)currstate->w / 2; |
939 | float cy = (float)currstate->h / 2; |
940 | float ox, oy, dx, dy; |
941 | |
942 | px -= cx; |
943 | py -= cy; |
944 | |
945 | ox = matrix[0] * px + matrix[1] * py; |
946 | oy = matrix[2] * px + matrix[3] * py; |
947 | |
948 | ox += cx; |
949 | oy += cy; |
950 | |
951 | dx = ox - sx; |
952 | dy = oy - sy; |
953 | |
954 | d += dx*dx + dy*dy; |
955 | } |
956 | |
957 | if (besti < 0 || bestd > d) { |
958 | besti = i; |
959 | bestd = d; |
960 | } |
961 | } |
962 | |
963 | assert(besti >= 0); |
964 | |
965 | /* |
966 | * Now we know which symmetry is closest to the points' current |
967 | * positions. Use it. |
968 | */ |
969 | matrix[0] = matrix[1] = matrix[2] = matrix[3] = 0; |
970 | matrix[besti & 1] = (besti & 2) ? +1 : -1; |
971 | matrix[3-(besti&1)] = (besti & 4) ? +1 : -1; |
972 | |
973 | retsize = 256; |
974 | ret = snewn(retsize, char); |
975 | retlen = 0; |
976 | ret[retlen++] = 'S'; |
977 | ret[retlen] = '\0'; |
978 | |
979 | for (i = 0; i < n; i++) { |
980 | float px = (float)pts[i].x / pts[i].d; |
981 | float py = (float)pts[i].y / pts[i].d; |
982 | float cx = (float)currstate->w / 2; |
983 | float cy = (float)currstate->h / 2; |
984 | float ox, oy; |
985 | int extra; |
986 | |
987 | px -= cx; |
988 | py -= cy; |
989 | |
990 | ox = matrix[0] * px + matrix[1] * py; |
991 | oy = matrix[2] * px + matrix[3] * py; |
992 | |
993 | ox += cx; |
994 | oy += cy; |
995 | |
996 | /* |
997 | * Use a fixed denominator of 2, because we know the |
998 | * original points were on an integer grid offset by 1/2. |
999 | */ |
1000 | pts[i].d = 2; |
1001 | ox *= pts[i].d; |
1002 | oy *= pts[i].d; |
5b502ae8 |
1003 | pts[i].x = (long)(ox + 0.5F); |
1004 | pts[i].y = (long)(oy + 0.5F); |
886119cd |
1005 | |
1006 | extra = sprintf(buf, ";P%d:%ld,%ld/%ld", i, |
1007 | pts[i].x, pts[i].y, pts[i].d); |
1008 | if (retlen + extra >= retsize) { |
1009 | retsize = retlen + extra + 256; |
1010 | ret = sresize(ret, retsize, char); |
1011 | } |
1012 | strcpy(ret + retlen, buf); |
1013 | retlen += extra; |
1014 | } |
1015 | |
1016 | sfree(pts); |
1017 | |
1018 | return ret; |
9d6c3859 |
1019 | } |
1020 | |
fa3abef5 |
1021 | static int game_can_format_as_text_now(game_params *params) |
1022 | { |
1023 | return TRUE; |
1024 | } |
1025 | |
9d6c3859 |
1026 | static char *game_text_format(game_state *state) |
1027 | { |
1028 | return NULL; |
1029 | } |
1030 | |
1031 | struct game_ui { |
1032 | int dragpoint; /* point being dragged; -1 if none */ |
1033 | point newpoint; /* where it's been dragged to so far */ |
1034 | int just_dragged; /* reset in game_changed_state */ |
1035 | int just_moved; /* _set_ in game_changed_state */ |
1036 | float anim_length; |
1037 | }; |
1038 | |
1039 | static game_ui *new_ui(game_state *state) |
1040 | { |
1041 | game_ui *ui = snew(game_ui); |
1042 | ui->dragpoint = -1; |
1043 | ui->just_moved = ui->just_dragged = FALSE; |
1044 | return ui; |
1045 | } |
1046 | |
1047 | static void free_ui(game_ui *ui) |
1048 | { |
1049 | sfree(ui); |
1050 | } |
1051 | |
1052 | static char *encode_ui(game_ui *ui) |
1053 | { |
1054 | return NULL; |
1055 | } |
1056 | |
1057 | static void decode_ui(game_ui *ui, char *encoding) |
1058 | { |
1059 | } |
1060 | |
1061 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1062 | game_state *newstate) |
1063 | { |
1064 | ui->dragpoint = -1; |
1065 | ui->just_moved = ui->just_dragged; |
1066 | ui->just_dragged = FALSE; |
1067 | } |
1068 | |
1069 | struct game_drawstate { |
42159ec6 |
1070 | long tilesize; |
7dfe3b1f |
1071 | int bg, dragpoint; |
1072 | long *x, *y; |
9d6c3859 |
1073 | }; |
1074 | |
1075 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1076 | int x, int y, int button) |
1077 | { |
1078 | int n = state->params.n; |
1079 | |
5b502ae8 |
1080 | if (IS_MOUSE_DOWN(button)) { |
42159ec6 |
1081 | int i, best; |
1082 | long bestd; |
9d6c3859 |
1083 | |
1084 | /* |
1085 | * Begin drag. We drag the vertex _nearest_ to the pointer, |
1086 | * just in case one is nearly on top of another and we want |
1087 | * to drag the latter. However, we drag nothing at all if |
1088 | * the nearest vertex is outside DRAG_THRESHOLD. |
1089 | */ |
1090 | best = -1; |
1091 | bestd = 0; |
1092 | |
1093 | for (i = 0; i < n; i++) { |
42159ec6 |
1094 | long px = state->pts[i].x * ds->tilesize / state->pts[i].d; |
1095 | long py = state->pts[i].y * ds->tilesize / state->pts[i].d; |
1096 | long dx = px - x; |
1097 | long dy = py - y; |
1098 | long d = dx*dx + dy*dy; |
9d6c3859 |
1099 | |
1100 | if (best == -1 || bestd > d) { |
1101 | best = i; |
1102 | bestd = d; |
1103 | } |
1104 | } |
1105 | |
1106 | if (bestd <= DRAG_THRESHOLD * DRAG_THRESHOLD) { |
1107 | ui->dragpoint = best; |
1108 | ui->newpoint.x = x; |
1109 | ui->newpoint.y = y; |
1110 | ui->newpoint.d = ds->tilesize; |
1111 | return ""; |
1112 | } |
1113 | |
5b502ae8 |
1114 | } else if (IS_MOUSE_DRAG(button) && ui->dragpoint >= 0) { |
9d6c3859 |
1115 | ui->newpoint.x = x; |
1116 | ui->newpoint.y = y; |
1117 | ui->newpoint.d = ds->tilesize; |
1118 | return ""; |
5b502ae8 |
1119 | } else if (IS_MOUSE_RELEASE(button) && ui->dragpoint >= 0) { |
9d6c3859 |
1120 | int p = ui->dragpoint; |
1121 | char buf[80]; |
1122 | |
1123 | ui->dragpoint = -1; /* terminate drag, no matter what */ |
1124 | |
1125 | /* |
1126 | * First, see if we're within range. The user can cancel a |
1127 | * drag by dragging the point right off the window. |
1128 | */ |
42159ec6 |
1129 | if (ui->newpoint.x < 0 || |
1130 | ui->newpoint.x >= (long)state->w*ui->newpoint.d || |
1131 | ui->newpoint.y < 0 || |
1132 | ui->newpoint.y >= (long)state->h*ui->newpoint.d) |
9d6c3859 |
1133 | return ""; |
1134 | |
1135 | /* |
1136 | * We aren't cancelling the drag. Construct a move string |
1137 | * indicating where this point is going to. |
1138 | */ |
42159ec6 |
1139 | sprintf(buf, "P%d:%ld,%ld/%ld", p, |
9d6c3859 |
1140 | ui->newpoint.x, ui->newpoint.y, ui->newpoint.d); |
1141 | ui->just_dragged = TRUE; |
1142 | return dupstr(buf); |
1143 | } |
1144 | |
1145 | return NULL; |
1146 | } |
1147 | |
1148 | static game_state *execute_move(game_state *state, char *move) |
1149 | { |
1150 | int n = state->params.n; |
42159ec6 |
1151 | int p, k; |
1152 | long x, y, d; |
9d6c3859 |
1153 | game_state *ret = dup_game(state); |
1154 | |
1155 | ret->just_solved = FALSE; |
1156 | |
1157 | while (*move) { |
1158 | if (*move == 'S') { |
1159 | move++; |
1160 | if (*move == ';') move++; |
1161 | ret->cheated = ret->just_solved = TRUE; |
1162 | } |
1163 | if (*move == 'P' && |
42159ec6 |
1164 | sscanf(move+1, "%d:%ld,%ld/%ld%n", &p, &x, &y, &d, &k) == 4 && |
9d6c3859 |
1165 | p >= 0 && p < n && d > 0) { |
1166 | ret->pts[p].x = x; |
1167 | ret->pts[p].y = y; |
1168 | ret->pts[p].d = d; |
1169 | |
1170 | move += k+1; |
1171 | if (*move == ';') move++; |
1172 | } else { |
1173 | free_game(ret); |
1174 | return NULL; |
1175 | } |
1176 | } |
1177 | |
0d98f76f |
1178 | mark_crossings(ret); |
9d6c3859 |
1179 | |
1180 | return ret; |
1181 | } |
1182 | |
1183 | /* ---------------------------------------------------------------------- |
1184 | * Drawing routines. |
1185 | */ |
1186 | |
1187 | static void game_compute_size(game_params *params, int tilesize, |
1188 | int *x, int *y) |
1189 | { |
1190 | *x = *y = COORDLIMIT(params->n) * tilesize; |
1191 | } |
1192 | |
dafd6cf6 |
1193 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1194 | game_params *params, int tilesize) |
9d6c3859 |
1195 | { |
1196 | ds->tilesize = tilesize; |
1197 | } |
1198 | |
8266f3fc |
1199 | static float *game_colours(frontend *fe, int *ncolours) |
9d6c3859 |
1200 | { |
1201 | float *ret = snewn(3 * NCOLOURS, float); |
1202 | |
1203 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1204 | |
1205 | ret[COL_LINE * 3 + 0] = 0.0F; |
1206 | ret[COL_LINE * 3 + 1] = 0.0F; |
1207 | ret[COL_LINE * 3 + 2] = 0.0F; |
1208 | |
0d98f76f |
1209 | #ifdef SHOW_CROSSINGS |
1210 | ret[COL_CROSSEDLINE * 3 + 0] = 1.0F; |
1211 | ret[COL_CROSSEDLINE * 3 + 1] = 0.0F; |
1212 | ret[COL_CROSSEDLINE * 3 + 2] = 0.0F; |
1213 | #endif |
1214 | |
9d6c3859 |
1215 | ret[COL_OUTLINE * 3 + 0] = 0.0F; |
1216 | ret[COL_OUTLINE * 3 + 1] = 0.0F; |
1217 | ret[COL_OUTLINE * 3 + 2] = 0.0F; |
1218 | |
1219 | ret[COL_POINT * 3 + 0] = 0.0F; |
1220 | ret[COL_POINT * 3 + 1] = 0.0F; |
1221 | ret[COL_POINT * 3 + 2] = 1.0F; |
1222 | |
1223 | ret[COL_DRAGPOINT * 3 + 0] = 1.0F; |
1224 | ret[COL_DRAGPOINT * 3 + 1] = 1.0F; |
1225 | ret[COL_DRAGPOINT * 3 + 2] = 1.0F; |
1226 | |
1227 | ret[COL_NEIGHBOUR * 3 + 0] = 1.0F; |
1228 | ret[COL_NEIGHBOUR * 3 + 1] = 0.0F; |
1229 | ret[COL_NEIGHBOUR * 3 + 2] = 0.0F; |
1230 | |
8eef6b92 |
1231 | ret[COL_FLASH1 * 3 + 0] = 0.5F; |
1232 | ret[COL_FLASH1 * 3 + 1] = 0.5F; |
1233 | ret[COL_FLASH1 * 3 + 2] = 0.5F; |
1234 | |
1235 | ret[COL_FLASH2 * 3 + 0] = 1.0F; |
1236 | ret[COL_FLASH2 * 3 + 1] = 1.0F; |
1237 | ret[COL_FLASH2 * 3 + 2] = 1.0F; |
1238 | |
9d6c3859 |
1239 | *ncolours = NCOLOURS; |
1240 | return ret; |
1241 | } |
1242 | |
dafd6cf6 |
1243 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
9d6c3859 |
1244 | { |
1245 | struct game_drawstate *ds = snew(struct game_drawstate); |
7dfe3b1f |
1246 | int i; |
9d6c3859 |
1247 | |
1248 | ds->tilesize = 0; |
7dfe3b1f |
1249 | ds->x = snewn(state->params.n, long); |
1250 | ds->y = snewn(state->params.n, long); |
1251 | for (i = 0; i < state->params.n; i++) |
1252 | ds->x[i] = ds->y[i] = -1; |
1253 | ds->bg = -1; |
1254 | ds->dragpoint = -1; |
9d6c3859 |
1255 | |
1256 | return ds; |
1257 | } |
1258 | |
dafd6cf6 |
1259 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
9d6c3859 |
1260 | { |
7dfe3b1f |
1261 | sfree(ds->y); |
1262 | sfree(ds->x); |
9d6c3859 |
1263 | sfree(ds); |
1264 | } |
1265 | |
1266 | static point mix(point a, point b, float distance) |
1267 | { |
1268 | point ret; |
1269 | |
1270 | ret.d = a.d * b.d; |
5b502ae8 |
1271 | ret.x = (long)(a.x * b.d + distance * (b.x * a.d - a.x * b.d)); |
1272 | ret.y = (long)(a.y * b.d + distance * (b.y * a.d - a.y * b.d)); |
9d6c3859 |
1273 | |
1274 | return ret; |
1275 | } |
1276 | |
dafd6cf6 |
1277 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
9d6c3859 |
1278 | game_state *state, int dir, game_ui *ui, |
1279 | float animtime, float flashtime) |
1280 | { |
1281 | int w, h; |
1282 | edge *e; |
1283 | int i, j; |
7dfe3b1f |
1284 | int bg, points_moved; |
9d6c3859 |
1285 | |
1286 | /* |
1287 | * There's no terribly sensible way to do partial redraws of |
1288 | * this game, so I'm going to have to resort to redrawing the |
1289 | * whole thing every time. |
1290 | */ |
1291 | |
8eef6b92 |
1292 | if (flashtime == 0) |
1293 | bg = COL_BACKGROUND; |
1294 | else if ((int)(flashtime * 4 / FLASH_TIME) % 2 == 0) |
1295 | bg = COL_FLASH1; |
1296 | else |
1297 | bg = COL_FLASH2; |
1298 | |
7dfe3b1f |
1299 | /* |
1300 | * To prevent excessive spinning on redraw during a completion |
1301 | * flash, we first check to see if _either_ the flash |
1302 | * background colour has changed _or_ at least one point has |
1303 | * moved _or_ a drag has begun or ended, and abandon the redraw |
1304 | * if neither is the case. |
1305 | * |
1306 | * Also in this loop we work out the coordinates of all the |
1307 | * points for this redraw. |
1308 | */ |
1309 | points_moved = FALSE; |
1310 | for (i = 0; i < state->params.n; i++) { |
1311 | point p = state->pts[i]; |
1312 | long x, y; |
1313 | |
1314 | if (ui->dragpoint == i) |
1315 | p = ui->newpoint; |
1316 | |
1317 | if (oldstate) |
1318 | p = mix(oldstate->pts[i], p, animtime / ui->anim_length); |
1319 | |
1320 | x = p.x * ds->tilesize / p.d; |
1321 | y = p.y * ds->tilesize / p.d; |
1322 | |
1323 | if (ds->x[i] != x || ds->y[i] != y) |
1324 | points_moved = TRUE; |
1325 | |
1326 | ds->x[i] = x; |
1327 | ds->y[i] = y; |
1328 | } |
1329 | |
1330 | if (ds->bg == bg && ds->dragpoint == ui->dragpoint && !points_moved) |
1331 | return; /* nothing to do */ |
1332 | |
1333 | ds->dragpoint = ui->dragpoint; |
1334 | ds->bg = bg; |
1335 | |
9d6c3859 |
1336 | game_compute_size(&state->params, ds->tilesize, &w, &h); |
dafd6cf6 |
1337 | draw_rect(dr, 0, 0, w, h, bg); |
9d6c3859 |
1338 | |
1339 | /* |
1340 | * Draw the edges. |
1341 | */ |
1342 | |
1343 | for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) { |
dafd6cf6 |
1344 | draw_line(dr, ds->x[e->a], ds->y[e->a], ds->x[e->b], ds->y[e->b], |
0d98f76f |
1345 | #ifdef SHOW_CROSSINGS |
1346 | (oldstate?oldstate:state)->crosses[i] ? |
1347 | COL_CROSSEDLINE : |
1348 | #endif |
1349 | COL_LINE); |
9d6c3859 |
1350 | } |
1351 | |
1352 | /* |
1353 | * Draw the points. |
1354 | * |
1355 | * When dragging, we should not only vary the colours, but |
1356 | * leave the point being dragged until last. |
1357 | */ |
1358 | for (j = 0; j < 3; j++) { |
1359 | int thisc = (j == 0 ? COL_POINT : |
1360 | j == 1 ? COL_NEIGHBOUR : COL_DRAGPOINT); |
1361 | for (i = 0; i < state->params.n; i++) { |
42159ec6 |
1362 | int c; |
9d6c3859 |
1363 | |
1364 | if (ui->dragpoint == i) { |
9d6c3859 |
1365 | c = COL_DRAGPOINT; |
1366 | } else if (ui->dragpoint >= 0 && |
1367 | isedge(state->graph->edges, ui->dragpoint, i)) { |
1368 | c = COL_NEIGHBOUR; |
1369 | } else { |
1370 | c = COL_POINT; |
1371 | } |
1372 | |
9d6c3859 |
1373 | if (c == thisc) { |
9d6c3859 |
1374 | #ifdef VERTEX_NUMBERS |
dafd6cf6 |
1375 | draw_circle(dr, ds->x[i], ds->y[i], DRAG_THRESHOLD, bg, bg); |
9d6c3859 |
1376 | { |
1377 | char buf[80]; |
1378 | sprintf(buf, "%d", i); |
dafd6cf6 |
1379 | draw_text(dr, ds->x[i], ds->y[i], FONT_VARIABLE, |
7dfe3b1f |
1380 | DRAG_THRESHOLD*3/2, |
9d6c3859 |
1381 | ALIGN_VCENTRE|ALIGN_HCENTRE, c, buf); |
1382 | } |
1383 | #else |
dafd6cf6 |
1384 | draw_circle(dr, ds->x[i], ds->y[i], CIRCLE_RADIUS, |
7dfe3b1f |
1385 | c, COL_OUTLINE); |
9d6c3859 |
1386 | #endif |
1387 | } |
1388 | } |
1389 | } |
1390 | |
dafd6cf6 |
1391 | draw_update(dr, 0, 0, w, h); |
9d6c3859 |
1392 | } |
1393 | |
1394 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1395 | int dir, game_ui *ui) |
1396 | { |
1397 | if (ui->just_moved) |
1398 | return 0.0F; |
1399 | if ((dir < 0 ? oldstate : newstate)->just_solved) |
1400 | ui->anim_length = SOLVEANIM_TIME; |
1401 | else |
1402 | ui->anim_length = ANIM_TIME; |
1403 | return ui->anim_length; |
1404 | } |
1405 | |
1406 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1407 | int dir, game_ui *ui) |
1408 | { |
1409 | if (!oldstate->completed && newstate->completed && |
1410 | !oldstate->cheated && !newstate->cheated) |
1411 | return FLASH_TIME; |
1412 | return 0.0F; |
1413 | } |
1414 | |
9d6c3859 |
1415 | static int game_timing_state(game_state *state, game_ui *ui) |
1416 | { |
1417 | return TRUE; |
1418 | } |
1419 | |
dafd6cf6 |
1420 | static void game_print_size(game_params *params, float *x, float *y) |
1421 | { |
1422 | } |
1423 | |
1424 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1425 | { |
1426 | } |
1427 | |
9d6c3859 |
1428 | #ifdef COMBINED |
1429 | #define thegame untangle |
1430 | #endif |
1431 | |
1432 | const struct game thegame = { |
750037d7 |
1433 | "Untangle", "games.untangle", "untangle", |
9d6c3859 |
1434 | default_params, |
1435 | game_fetch_preset, |
1436 | decode_params, |
1437 | encode_params, |
1438 | free_params, |
1439 | dup_params, |
1440 | TRUE, game_configure, custom_params, |
1441 | validate_params, |
1442 | new_game_desc, |
1443 | validate_desc, |
1444 | new_game, |
1445 | dup_game, |
1446 | free_game, |
1447 | TRUE, solve_game, |
fa3abef5 |
1448 | FALSE, game_can_format_as_text_now, game_text_format, |
9d6c3859 |
1449 | new_ui, |
1450 | free_ui, |
1451 | encode_ui, |
1452 | decode_ui, |
1453 | game_changed_state, |
1454 | interpret_move, |
1455 | execute_move, |
1456 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
1457 | game_colours, |
1458 | game_new_drawstate, |
1459 | game_free_drawstate, |
1460 | game_redraw, |
1461 | game_anim_length, |
1462 | game_flash_length, |
dafd6cf6 |
1463 | FALSE, FALSE, game_print_size, game_print, |
ac9f41c4 |
1464 | FALSE, /* wants_statusbar */ |
9d6c3859 |
1465 | FALSE, game_timing_state, |
2705d374 |
1466 | SOLVE_ANIMATES, /* flags */ |
9d6c3859 |
1467 | }; |