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