| 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 | * - Any way we can speed up redraws on GTK? Uck. |
| 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. |
| 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 | |
| 37 | #define FLASH_TIME 0.30F |
| 38 | #define ANIM_TIME 0.13F |
| 39 | #define SOLVEANIM_TIME 0.50F |
| 40 | |
| 41 | enum { |
| 42 | COL_BACKGROUND, |
| 43 | COL_LINE, |
| 44 | #ifdef SHOW_CROSSINGS |
| 45 | COL_CROSSEDLINE, |
| 46 | #endif |
| 47 | COL_OUTLINE, |
| 48 | COL_POINT, |
| 49 | COL_DRAGPOINT, |
| 50 | COL_NEIGHBOUR, |
| 51 | COL_FLASH1, |
| 52 | COL_FLASH2, |
| 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 | */ |
| 61 | long x, y, d; |
| 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; |
| 87 | #ifdef SHOW_CROSSINGS |
| 88 | int *crosses; /* mark edges which are crossed */ |
| 89 | #endif |
| 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 | |
| 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 | |
| 221 | static int64 mulu32to64(unsigned long x, unsigned long y) |
| 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 | |
| 250 | static int64 mul32to64(long x, long y) |
| 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 | |
| 279 | static int64 dotprod64(long a, long b, long p, long q) |
| 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 | |
| 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 | { |
| 299 | long b1x, b1y, b2x, b2y, px, py; |
| 300 | int64 d1, d2, d3; |
| 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; |
| 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); |
| 327 | /* If they have the same non-zero sign, the lines do not cross. */ |
| 328 | if ((sign64(d1) > 0 && sign64(d2) > 0) || |
| 329 | (sign64(d1) < 0 && sign64(d2) < 0)) |
| 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 | */ |
| 338 | if (sign64(d1) == 0 && sign64(d2) == 0) { |
| 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. */ |
| 343 | d1 = dotprod64(b1x, px, b1y, py); |
| 344 | d2 = dotprod64(b2x, px, b2y, py); |
| 345 | /* If they're both strictly negative, the lines do not cross. */ |
| 346 | if (sign64(d1) < 0 && sign64(d2) < 0) |
| 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. */ |
| 351 | d3 = dotprod64(px, px, py, py); |
| 352 | if (greater64(d1, d3) && greater64(d2, d3)) |
| 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; |
| 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)) |
| 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; |
| 385 | b = 1L << 30; /* largest available power of 4 */ |
| 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 | { |
| 459 | long d, r, c, i; |
| 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); |
| 481 | pts[i].x = (long)(c + x + 0.5); |
| 482 | pts[i].y = (long)(c + y + 0.5); |
| 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 | { |
| 490 | int n = params->n, i; |
| 491 | long w, h, j, k, m; |
| 492 | point *pts, *pts2; |
| 493 | long *tmp; |
| 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); |
| 505 | tmp = snewn(w*h, long); |
| 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 | */ |
| 624 | tmp = snewn(n, long); |
| 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; |
| 704 | auxlen += sprintf(buf, ";P%d:%ld,%ld/%ld", i, |
| 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++) |
| 711 | k += sprintf(auxstr+k, ";P%d:%ld,%ld/%ld", i, |
| 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 | |
| 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 | |
| 799 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 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); |
| 812 | state->completed = state->cheated = state->just_solved = FALSE; |
| 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 | |
| 830 | #ifdef SHOW_CROSSINGS |
| 831 | state->crosses = snewn(count234(state->graph->edges), int); |
| 832 | mark_crossings(state); /* sets up `crosses' and `completed' */ |
| 833 | #endif |
| 834 | |
| 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; |
| 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 |
| 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 | { |
| 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 | |
| 886 | if (!aux) { |
| 887 | *error = "Solution not known for this puzzle"; |
| 888 | return NULL; |
| 889 | } |
| 890 | |
| 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; |
| 1003 | pts[i].x = ox + 0.5; |
| 1004 | pts[i].y = oy + 0.5; |
| 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; |
| 1019 | } |
| 1020 | |
| 1021 | static char *game_text_format(game_state *state) |
| 1022 | { |
| 1023 | return NULL; |
| 1024 | } |
| 1025 | |
| 1026 | struct game_ui { |
| 1027 | int dragpoint; /* point being dragged; -1 if none */ |
| 1028 | point newpoint; /* where it's been dragged to so far */ |
| 1029 | int just_dragged; /* reset in game_changed_state */ |
| 1030 | int just_moved; /* _set_ in game_changed_state */ |
| 1031 | float anim_length; |
| 1032 | }; |
| 1033 | |
| 1034 | static game_ui *new_ui(game_state *state) |
| 1035 | { |
| 1036 | game_ui *ui = snew(game_ui); |
| 1037 | ui->dragpoint = -1; |
| 1038 | ui->just_moved = ui->just_dragged = FALSE; |
| 1039 | return ui; |
| 1040 | } |
| 1041 | |
| 1042 | static void free_ui(game_ui *ui) |
| 1043 | { |
| 1044 | sfree(ui); |
| 1045 | } |
| 1046 | |
| 1047 | static char *encode_ui(game_ui *ui) |
| 1048 | { |
| 1049 | return NULL; |
| 1050 | } |
| 1051 | |
| 1052 | static void decode_ui(game_ui *ui, char *encoding) |
| 1053 | { |
| 1054 | } |
| 1055 | |
| 1056 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1057 | game_state *newstate) |
| 1058 | { |
| 1059 | ui->dragpoint = -1; |
| 1060 | ui->just_moved = ui->just_dragged; |
| 1061 | ui->just_dragged = FALSE; |
| 1062 | } |
| 1063 | |
| 1064 | struct game_drawstate { |
| 1065 | long tilesize; |
| 1066 | int bg, dragpoint; |
| 1067 | long *x, *y; |
| 1068 | }; |
| 1069 | |
| 1070 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1071 | int x, int y, int button) |
| 1072 | { |
| 1073 | int n = state->params.n; |
| 1074 | |
| 1075 | if (button == LEFT_BUTTON) { |
| 1076 | int i, best; |
| 1077 | long bestd; |
| 1078 | |
| 1079 | /* |
| 1080 | * Begin drag. We drag the vertex _nearest_ to the pointer, |
| 1081 | * just in case one is nearly on top of another and we want |
| 1082 | * to drag the latter. However, we drag nothing at all if |
| 1083 | * the nearest vertex is outside DRAG_THRESHOLD. |
| 1084 | */ |
| 1085 | best = -1; |
| 1086 | bestd = 0; |
| 1087 | |
| 1088 | for (i = 0; i < n; i++) { |
| 1089 | long px = state->pts[i].x * ds->tilesize / state->pts[i].d; |
| 1090 | long py = state->pts[i].y * ds->tilesize / state->pts[i].d; |
| 1091 | long dx = px - x; |
| 1092 | long dy = py - y; |
| 1093 | long d = dx*dx + dy*dy; |
| 1094 | |
| 1095 | if (best == -1 || bestd > d) { |
| 1096 | best = i; |
| 1097 | bestd = d; |
| 1098 | } |
| 1099 | } |
| 1100 | |
| 1101 | if (bestd <= DRAG_THRESHOLD * DRAG_THRESHOLD) { |
| 1102 | ui->dragpoint = best; |
| 1103 | ui->newpoint.x = x; |
| 1104 | ui->newpoint.y = y; |
| 1105 | ui->newpoint.d = ds->tilesize; |
| 1106 | return ""; |
| 1107 | } |
| 1108 | |
| 1109 | } else if (button == LEFT_DRAG && ui->dragpoint >= 0) { |
| 1110 | ui->newpoint.x = x; |
| 1111 | ui->newpoint.y = y; |
| 1112 | ui->newpoint.d = ds->tilesize; |
| 1113 | return ""; |
| 1114 | } else if (button == LEFT_RELEASE && ui->dragpoint >= 0) { |
| 1115 | int p = ui->dragpoint; |
| 1116 | char buf[80]; |
| 1117 | |
| 1118 | ui->dragpoint = -1; /* terminate drag, no matter what */ |
| 1119 | |
| 1120 | /* |
| 1121 | * First, see if we're within range. The user can cancel a |
| 1122 | * drag by dragging the point right off the window. |
| 1123 | */ |
| 1124 | if (ui->newpoint.x < 0 || |
| 1125 | ui->newpoint.x >= (long)state->w*ui->newpoint.d || |
| 1126 | ui->newpoint.y < 0 || |
| 1127 | ui->newpoint.y >= (long)state->h*ui->newpoint.d) |
| 1128 | return ""; |
| 1129 | |
| 1130 | /* |
| 1131 | * We aren't cancelling the drag. Construct a move string |
| 1132 | * indicating where this point is going to. |
| 1133 | */ |
| 1134 | sprintf(buf, "P%d:%ld,%ld/%ld", p, |
| 1135 | ui->newpoint.x, ui->newpoint.y, ui->newpoint.d); |
| 1136 | ui->just_dragged = TRUE; |
| 1137 | return dupstr(buf); |
| 1138 | } |
| 1139 | |
| 1140 | return NULL; |
| 1141 | } |
| 1142 | |
| 1143 | static game_state *execute_move(game_state *state, char *move) |
| 1144 | { |
| 1145 | int n = state->params.n; |
| 1146 | int p, k; |
| 1147 | long x, y, d; |
| 1148 | game_state *ret = dup_game(state); |
| 1149 | |
| 1150 | ret->just_solved = FALSE; |
| 1151 | |
| 1152 | while (*move) { |
| 1153 | if (*move == 'S') { |
| 1154 | move++; |
| 1155 | if (*move == ';') move++; |
| 1156 | ret->cheated = ret->just_solved = TRUE; |
| 1157 | } |
| 1158 | if (*move == 'P' && |
| 1159 | sscanf(move+1, "%d:%ld,%ld/%ld%n", &p, &x, &y, &d, &k) == 4 && |
| 1160 | p >= 0 && p < n && d > 0) { |
| 1161 | ret->pts[p].x = x; |
| 1162 | ret->pts[p].y = y; |
| 1163 | ret->pts[p].d = d; |
| 1164 | |
| 1165 | move += k+1; |
| 1166 | if (*move == ';') move++; |
| 1167 | } else { |
| 1168 | free_game(ret); |
| 1169 | return NULL; |
| 1170 | } |
| 1171 | } |
| 1172 | |
| 1173 | mark_crossings(ret); |
| 1174 | |
| 1175 | return ret; |
| 1176 | } |
| 1177 | |
| 1178 | /* ---------------------------------------------------------------------- |
| 1179 | * Drawing routines. |
| 1180 | */ |
| 1181 | |
| 1182 | static void game_compute_size(game_params *params, int tilesize, |
| 1183 | int *x, int *y) |
| 1184 | { |
| 1185 | *x = *y = COORDLIMIT(params->n) * tilesize; |
| 1186 | } |
| 1187 | |
| 1188 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1189 | game_params *params, int tilesize) |
| 1190 | { |
| 1191 | ds->tilesize = tilesize; |
| 1192 | } |
| 1193 | |
| 1194 | static float *game_colours(frontend *fe, int *ncolours) |
| 1195 | { |
| 1196 | float *ret = snewn(3 * NCOLOURS, float); |
| 1197 | |
| 1198 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 1199 | |
| 1200 | ret[COL_LINE * 3 + 0] = 0.0F; |
| 1201 | ret[COL_LINE * 3 + 1] = 0.0F; |
| 1202 | ret[COL_LINE * 3 + 2] = 0.0F; |
| 1203 | |
| 1204 | #ifdef SHOW_CROSSINGS |
| 1205 | ret[COL_CROSSEDLINE * 3 + 0] = 1.0F; |
| 1206 | ret[COL_CROSSEDLINE * 3 + 1] = 0.0F; |
| 1207 | ret[COL_CROSSEDLINE * 3 + 2] = 0.0F; |
| 1208 | #endif |
| 1209 | |
| 1210 | ret[COL_OUTLINE * 3 + 0] = 0.0F; |
| 1211 | ret[COL_OUTLINE * 3 + 1] = 0.0F; |
| 1212 | ret[COL_OUTLINE * 3 + 2] = 0.0F; |
| 1213 | |
| 1214 | ret[COL_POINT * 3 + 0] = 0.0F; |
| 1215 | ret[COL_POINT * 3 + 1] = 0.0F; |
| 1216 | ret[COL_POINT * 3 + 2] = 1.0F; |
| 1217 | |
| 1218 | ret[COL_DRAGPOINT * 3 + 0] = 1.0F; |
| 1219 | ret[COL_DRAGPOINT * 3 + 1] = 1.0F; |
| 1220 | ret[COL_DRAGPOINT * 3 + 2] = 1.0F; |
| 1221 | |
| 1222 | ret[COL_NEIGHBOUR * 3 + 0] = 1.0F; |
| 1223 | ret[COL_NEIGHBOUR * 3 + 1] = 0.0F; |
| 1224 | ret[COL_NEIGHBOUR * 3 + 2] = 0.0F; |
| 1225 | |
| 1226 | ret[COL_FLASH1 * 3 + 0] = 0.5F; |
| 1227 | ret[COL_FLASH1 * 3 + 1] = 0.5F; |
| 1228 | ret[COL_FLASH1 * 3 + 2] = 0.5F; |
| 1229 | |
| 1230 | ret[COL_FLASH2 * 3 + 0] = 1.0F; |
| 1231 | ret[COL_FLASH2 * 3 + 1] = 1.0F; |
| 1232 | ret[COL_FLASH2 * 3 + 2] = 1.0F; |
| 1233 | |
| 1234 | *ncolours = NCOLOURS; |
| 1235 | return ret; |
| 1236 | } |
| 1237 | |
| 1238 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1239 | { |
| 1240 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1241 | int i; |
| 1242 | |
| 1243 | ds->tilesize = 0; |
| 1244 | ds->x = snewn(state->params.n, long); |
| 1245 | ds->y = snewn(state->params.n, long); |
| 1246 | for (i = 0; i < state->params.n; i++) |
| 1247 | ds->x[i] = ds->y[i] = -1; |
| 1248 | ds->bg = -1; |
| 1249 | ds->dragpoint = -1; |
| 1250 | |
| 1251 | return ds; |
| 1252 | } |
| 1253 | |
| 1254 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1255 | { |
| 1256 | sfree(ds->y); |
| 1257 | sfree(ds->x); |
| 1258 | sfree(ds); |
| 1259 | } |
| 1260 | |
| 1261 | static point mix(point a, point b, float distance) |
| 1262 | { |
| 1263 | point ret; |
| 1264 | |
| 1265 | ret.d = a.d * b.d; |
| 1266 | ret.x = a.x * b.d + distance * (b.x * a.d - a.x * b.d); |
| 1267 | ret.y = a.y * b.d + distance * (b.y * a.d - a.y * b.d); |
| 1268 | |
| 1269 | return ret; |
| 1270 | } |
| 1271 | |
| 1272 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1273 | game_state *state, int dir, game_ui *ui, |
| 1274 | float animtime, float flashtime) |
| 1275 | { |
| 1276 | int w, h; |
| 1277 | edge *e; |
| 1278 | int i, j; |
| 1279 | int bg, points_moved; |
| 1280 | |
| 1281 | /* |
| 1282 | * There's no terribly sensible way to do partial redraws of |
| 1283 | * this game, so I'm going to have to resort to redrawing the |
| 1284 | * whole thing every time. |
| 1285 | */ |
| 1286 | |
| 1287 | if (flashtime == 0) |
| 1288 | bg = COL_BACKGROUND; |
| 1289 | else if ((int)(flashtime * 4 / FLASH_TIME) % 2 == 0) |
| 1290 | bg = COL_FLASH1; |
| 1291 | else |
| 1292 | bg = COL_FLASH2; |
| 1293 | |
| 1294 | /* |
| 1295 | * To prevent excessive spinning on redraw during a completion |
| 1296 | * flash, we first check to see if _either_ the flash |
| 1297 | * background colour has changed _or_ at least one point has |
| 1298 | * moved _or_ a drag has begun or ended, and abandon the redraw |
| 1299 | * if neither is the case. |
| 1300 | * |
| 1301 | * Also in this loop we work out the coordinates of all the |
| 1302 | * points for this redraw. |
| 1303 | */ |
| 1304 | points_moved = FALSE; |
| 1305 | for (i = 0; i < state->params.n; i++) { |
| 1306 | point p = state->pts[i]; |
| 1307 | long x, y; |
| 1308 | |
| 1309 | if (ui->dragpoint == i) |
| 1310 | p = ui->newpoint; |
| 1311 | |
| 1312 | if (oldstate) |
| 1313 | p = mix(oldstate->pts[i], p, animtime / ui->anim_length); |
| 1314 | |
| 1315 | x = p.x * ds->tilesize / p.d; |
| 1316 | y = p.y * ds->tilesize / p.d; |
| 1317 | |
| 1318 | if (ds->x[i] != x || ds->y[i] != y) |
| 1319 | points_moved = TRUE; |
| 1320 | |
| 1321 | ds->x[i] = x; |
| 1322 | ds->y[i] = y; |
| 1323 | } |
| 1324 | |
| 1325 | if (ds->bg == bg && ds->dragpoint == ui->dragpoint && !points_moved) |
| 1326 | return; /* nothing to do */ |
| 1327 | |
| 1328 | ds->dragpoint = ui->dragpoint; |
| 1329 | ds->bg = bg; |
| 1330 | |
| 1331 | game_compute_size(&state->params, ds->tilesize, &w, &h); |
| 1332 | draw_rect(dr, 0, 0, w, h, bg); |
| 1333 | |
| 1334 | /* |
| 1335 | * Draw the edges. |
| 1336 | */ |
| 1337 | |
| 1338 | for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) { |
| 1339 | draw_line(dr, ds->x[e->a], ds->y[e->a], ds->x[e->b], ds->y[e->b], |
| 1340 | #ifdef SHOW_CROSSINGS |
| 1341 | (oldstate?oldstate:state)->crosses[i] ? |
| 1342 | COL_CROSSEDLINE : |
| 1343 | #endif |
| 1344 | COL_LINE); |
| 1345 | } |
| 1346 | |
| 1347 | /* |
| 1348 | * Draw the points. |
| 1349 | * |
| 1350 | * When dragging, we should not only vary the colours, but |
| 1351 | * leave the point being dragged until last. |
| 1352 | */ |
| 1353 | for (j = 0; j < 3; j++) { |
| 1354 | int thisc = (j == 0 ? COL_POINT : |
| 1355 | j == 1 ? COL_NEIGHBOUR : COL_DRAGPOINT); |
| 1356 | for (i = 0; i < state->params.n; i++) { |
| 1357 | int c; |
| 1358 | |
| 1359 | if (ui->dragpoint == i) { |
| 1360 | c = COL_DRAGPOINT; |
| 1361 | } else if (ui->dragpoint >= 0 && |
| 1362 | isedge(state->graph->edges, ui->dragpoint, i)) { |
| 1363 | c = COL_NEIGHBOUR; |
| 1364 | } else { |
| 1365 | c = COL_POINT; |
| 1366 | } |
| 1367 | |
| 1368 | if (c == thisc) { |
| 1369 | #ifdef VERTEX_NUMBERS |
| 1370 | draw_circle(dr, ds->x[i], ds->y[i], DRAG_THRESHOLD, bg, bg); |
| 1371 | { |
| 1372 | char buf[80]; |
| 1373 | sprintf(buf, "%d", i); |
| 1374 | draw_text(dr, ds->x[i], ds->y[i], FONT_VARIABLE, |
| 1375 | DRAG_THRESHOLD*3/2, |
| 1376 | ALIGN_VCENTRE|ALIGN_HCENTRE, c, buf); |
| 1377 | } |
| 1378 | #else |
| 1379 | draw_circle(dr, ds->x[i], ds->y[i], CIRCLE_RADIUS, |
| 1380 | c, COL_OUTLINE); |
| 1381 | #endif |
| 1382 | } |
| 1383 | } |
| 1384 | } |
| 1385 | |
| 1386 | draw_update(dr, 0, 0, w, h); |
| 1387 | } |
| 1388 | |
| 1389 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1390 | int dir, game_ui *ui) |
| 1391 | { |
| 1392 | if (ui->just_moved) |
| 1393 | return 0.0F; |
| 1394 | if ((dir < 0 ? oldstate : newstate)->just_solved) |
| 1395 | ui->anim_length = SOLVEANIM_TIME; |
| 1396 | else |
| 1397 | ui->anim_length = ANIM_TIME; |
| 1398 | return ui->anim_length; |
| 1399 | } |
| 1400 | |
| 1401 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1402 | int dir, game_ui *ui) |
| 1403 | { |
| 1404 | if (!oldstate->completed && newstate->completed && |
| 1405 | !oldstate->cheated && !newstate->cheated) |
| 1406 | return FLASH_TIME; |
| 1407 | return 0.0F; |
| 1408 | } |
| 1409 | |
| 1410 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1411 | { |
| 1412 | return TRUE; |
| 1413 | } |
| 1414 | |
| 1415 | static void game_print_size(game_params *params, float *x, float *y) |
| 1416 | { |
| 1417 | } |
| 1418 | |
| 1419 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1420 | { |
| 1421 | } |
| 1422 | |
| 1423 | #ifdef COMBINED |
| 1424 | #define thegame untangle |
| 1425 | #endif |
| 1426 | |
| 1427 | const struct game thegame = { |
| 1428 | "Untangle", "games.untangle", "untangle", |
| 1429 | default_params, |
| 1430 | game_fetch_preset, |
| 1431 | decode_params, |
| 1432 | encode_params, |
| 1433 | free_params, |
| 1434 | dup_params, |
| 1435 | TRUE, game_configure, custom_params, |
| 1436 | validate_params, |
| 1437 | new_game_desc, |
| 1438 | validate_desc, |
| 1439 | new_game, |
| 1440 | dup_game, |
| 1441 | free_game, |
| 1442 | TRUE, solve_game, |
| 1443 | FALSE, game_text_format, |
| 1444 | new_ui, |
| 1445 | free_ui, |
| 1446 | encode_ui, |
| 1447 | decode_ui, |
| 1448 | game_changed_state, |
| 1449 | interpret_move, |
| 1450 | execute_move, |
| 1451 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
| 1452 | game_colours, |
| 1453 | game_new_drawstate, |
| 1454 | game_free_drawstate, |
| 1455 | game_redraw, |
| 1456 | game_anim_length, |
| 1457 | game_flash_length, |
| 1458 | FALSE, FALSE, game_print_size, game_print, |
| 1459 | FALSE, /* wants_statusbar */ |
| 1460 | FALSE, game_timing_state, |
| 1461 | SOLVE_ANIMATES, /* flags */ |
| 1462 | }; |