int started;
int tilesize;
int flashing;
+ int *textx, *texty;
char *lines;
char *clue_error;
char *clue_satisfied;
A(Cairo,grid_new_cairo,3,4) \
A(Great-Hexagonal,grid_new_greathexagonal,3,3) \
A(Octagonal,grid_new_octagonal,3,3) \
- A(Kites,grid_new_kites,3,3)
+ A(Kites,grid_new_kites,3,3) \
+ A(Floret,grid_new_floret,1,2) \
+ A(Dodecagonal,grid_new_dodecagonal,2,2) \
+ A(Great-Dodecagonal,grid_new_greatdodecagonal,2,2)
#define GRID_NAME(title,fn,amin,omin) #title,
#define GRID_CONFIG(title,fn,amin,omin) ":" #title
((field) &= ~(1<<(bit)), TRUE) : FALSE)
#define CLUE2CHAR(c) \
- ((c < 0) ? ' ' : c + '0')
+ ((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A')
/* ----------------------------------------------------------------------
* General struct manipulation and other straightforward code
{ 5, 4, DIFF_HARD, 5, NULL },
{ 5, 5, DIFF_HARD, 6, NULL },
{ 5, 5, DIFF_HARD, 7, NULL },
+ { 3, 3, DIFF_HARD, 8, NULL },
+ { 3, 3, DIFF_HARD, 9, NULL },
+ { 3, 3, DIFF_HARD, 10, NULL },
#else
{ 7, 7, DIFF_EASY, 0, NULL },
{ 10, 10, DIFF_EASY, 0, NULL },
{ 5, 4, DIFF_HARD, 5, NULL },
{ 7, 7, DIFF_HARD, 6, NULL },
{ 5, 5, DIFF_HARD, 7, NULL },
+ { 5, 5, DIFF_HARD, 8, NULL },
+ { 5, 4, DIFF_HARD, 9, NULL },
+ { 5, 4, DIFF_HARD, 10, NULL },
#endif
};
g = params->game_grid;
for (; *desc; ++desc) {
- if (*desc >= '0' && *desc <= '9') {
+ if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
count++;
continue;
}
ret[COL_FOREGROUND * 3 + 1] = 0.0F;
ret[COL_FOREGROUND * 3 + 2] = 0.0F;
- ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F;
- ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F;
+ /*
+ * We want COL_LINEUNKNOWN to be a yellow which is a bit darker
+ * than the background. (I previously set it to 0.8,0.8,0, but
+ * found that this went badly with the 0.8,0.8,0.8 favoured as a
+ * background by the Java frontend.)
+ */
+ ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
+ ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F;
ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
struct game_drawstate *ds = snew(struct game_drawstate);
int num_faces = state->game_grid->num_faces;
int num_edges = state->game_grid->num_edges;
+ int i;
ds->tilesize = 0;
ds->started = 0;
ds->lines = snewn(num_edges, char);
ds->clue_error = snewn(num_faces, char);
ds->clue_satisfied = snewn(num_faces, char);
+ ds->textx = snewn(num_faces, int);
+ ds->texty = snewn(num_faces, int);
ds->flashing = 0;
memset(ds->lines, LINE_UNKNOWN, num_edges);
memset(ds->clue_error, 0, num_faces);
memset(ds->clue_satisfied, 0, num_faces);
+ for (i = 0; i < num_faces; i++)
+ ds->textx[i] = ds->texty[i] = -1;
return ds;
}
int i;
game_state *state = snew(game_state);
int empties_to_make = 0;
- int n;
+ int n,n2;
const char *dp = desc;
grid *g;
int num_faces, num_edges;
assert(*dp);
n = *dp - '0';
+ n2 = *dp - 'A' + 10;
if (n >= 0 && n < 10) {
state->clues[i] = n;
+ } else if (n2 >= 10 && n2 < 36) {
+ state->clues[i] = n2;
} else {
n = *dp - 'a' + 1;
assert(n > 0);
if (state->clues[i] < 0)
continue;
+ /*
+ * This code checks whether the numeric clue on a face is so
+ * large as to permit all its remaining LINE_UNKNOWNs to be
+ * filled in as LINE_YES, or alternatively so small as to
+ * permit them all to be filled in as LINE_NO.
+ */
+
if (state->clues[i] < current_yes) {
sstate->solver_status = SOLVER_MISTAKE;
return DIFF_EASY;
sstate->face_solved[i] = TRUE;
continue;
}
+
+ if (f->order - state->clues[i] == current_no + 1 &&
+ f->order - current_yes - current_no > 2) {
+ /*
+ * One small refinement to the above: we also look for any
+ * adjacent pair of LINE_UNKNOWNs around the face with
+ * some LINE_YES incident on it from elsewhere. If we find
+ * one, then we know that pair of LINE_UNKNOWNs can't
+ * _both_ be LINE_YES, and hence that pushes us one line
+ * closer to being able to determine all the rest.
+ */
+ int j, k, e1, e2, e, d;
+
+ for (j = 0; j < f->order; j++) {
+ e1 = f->edges[j] - g->edges;
+ e2 = f->edges[j+1 < f->order ? j+1 : 0] - g->edges;
+
+ if (g->edges[e1].dot1 == g->edges[e2].dot1 ||
+ g->edges[e1].dot1 == g->edges[e2].dot2) {
+ d = g->edges[e1].dot1 - g->dots;
+ } else {
+ assert(g->edges[e1].dot2 == g->edges[e2].dot1 ||
+ g->edges[e1].dot2 == g->edges[e2].dot2);
+ d = g->edges[e1].dot2 - g->dots;
+ }
+
+ if (state->lines[e1] == LINE_UNKNOWN &&
+ state->lines[e2] == LINE_UNKNOWN) {
+ for (k = 0; k < g->dots[d].order; k++) {
+ int e = g->dots[d].edges[k] - g->edges;
+ if (state->lines[e] == LINE_YES)
+ goto found; /* multi-level break */
+ }
+ }
+ }
+ continue;
+
+ found:
+ /*
+ * If we get here, we've found such a pair of edges, and
+ * they're e1 and e2.
+ */
+ for (j = 0; j < f->order; j++) {
+ e = f->edges[j] - g->edges;
+ if (state->lines[e] == LINE_UNKNOWN && e != e1 && e != e2) {
+ int r = solver_set_line(sstate, e, LINE_YES);
+ assert(r);
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ }
}
check_caches(sstate);
* on that. We check this with an assertion, in case someone decides to
* make a grid which has larger faces than this. Note, this algorithm
* could get quite expensive if there are many large faces. */
-#define MAX_FACE_SIZE 8
+#define MAX_FACE_SIZE 12
for (i = 0; i < g->num_faces; i++) {
int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE];
*y += BORDER(ds->tilesize);
}
+static int solve_2x2_matrix(double mx[4], double vin[2], double vout[2])
+{
+ double inv[4];
+ double det;
+ det = (mx[0]*mx[3] - mx[1]*mx[2]);
+ if (det == 0)
+ return FALSE;
+
+ inv[0] = mx[3] / det;
+ inv[1] = -mx[1] / det;
+ inv[2] = -mx[2] / det;
+ inv[3] = mx[0] / det;
+
+ vout[0] = inv[0]*vin[0] + inv[1]*vin[1];
+ vout[1] = inv[2]*vin[0] + inv[3]*vin[1];
+
+ return TRUE;
+}
+
+static int solve_3x3_matrix(double mx[9], double vin[3], double vout[3])
+{
+ double inv[9];
+ double det;
+
+ det = (mx[0]*mx[4]*mx[8] + mx[1]*mx[5]*mx[6] + mx[2]*mx[3]*mx[7] -
+ mx[0]*mx[5]*mx[7] - mx[1]*mx[3]*mx[8] - mx[2]*mx[4]*mx[6]);
+ if (det == 0)
+ return FALSE;
+
+ inv[0] = (mx[4]*mx[8] - mx[5]*mx[7]) / det;
+ inv[1] = (mx[2]*mx[7] - mx[1]*mx[8]) / det;
+ inv[2] = (mx[1]*mx[5] - mx[2]*mx[4]) / det;
+ inv[3] = (mx[5]*mx[6] - mx[3]*mx[8]) / det;
+ inv[4] = (mx[0]*mx[8] - mx[2]*mx[6]) / det;
+ inv[5] = (mx[2]*mx[3] - mx[0]*mx[5]) / det;
+ inv[6] = (mx[3]*mx[7] - mx[4]*mx[6]) / det;
+ inv[7] = (mx[1]*mx[6] - mx[0]*mx[7]) / det;
+ inv[8] = (mx[0]*mx[4] - mx[1]*mx[3]) / det;
+
+ vout[0] = inv[0]*vin[0] + inv[1]*vin[1] + inv[2]*vin[2];
+ vout[1] = inv[3]*vin[0] + inv[4]*vin[1] + inv[5]*vin[2];
+ vout[2] = inv[6]*vin[0] + inv[7]*vin[1] + inv[8]*vin[2];
+
+ return TRUE;
+}
+
/* Returns (into x,y) position of centre of face for rendering the text clue.
*/
static void face_text_pos(const game_drawstate *ds, const grid *g,
- const grid_face *f, int *x, int *y)
+ const grid_face *f, int *xret, int *yret)
{
- int i;
+ double xbest, ybest, bestdist;
+ int i, j, k, m;
+ grid_dot *edgedot1[3], *edgedot2[3];
+ grid_dot *dots[3];
+ int nedges, ndots;
+ int faceindex = f - g->faces;
- /* Simplest solution is the centroid. Might not work in some cases. */
+ /*
+ * Return the cached position for this face, if we've already
+ * worked it out.
+ */
+ if (ds->textx[faceindex] >= 0) {
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
+ return;
+ }
- /* Another algorithm to look into:
- * Find the midpoints of the sides, find the bounding-box,
- * then take the centre of that. */
+ /*
+ * Otherwise, try to find the point in the polygon with the
+ * maximum distance to any edge or corner.
+ *
+ * This point must be in contact with at least three edges and/or
+ * vertices; so we iterate through all combinations of three of
+ * those, and find candidate points in each set.
+ *
+ * We don't actually iterate literally over _edges_, in the sense
+ * of grid_edge structures. Instead, we fill in edgedot1[] and
+ * edgedot2[] with a pair of dots adjacent in the face's list of
+ * vertices. This ensures that we get the edges in consistent
+ * orientation, which we could not do from the grid structure
+ * alone. (A moment's consideration of an order-3 vertex should
+ * make it clear that if a notional arrow was written on each
+ * edge, _at least one_ of the three faces bordering that vertex
+ * would have to have the two arrows tip-to-tip or tail-to-tail
+ * rather than tip-to-tail.)
+ */
+ nedges = ndots = 0;
+ bestdist = 0;
+ xbest = ybest = 0;
+
+ for (i = 0; i+2 < 2*f->order; i++) {
+ if (i < f->order) {
+ edgedot1[nedges] = f->dots[i];
+ edgedot2[nedges++] = f->dots[(i+1)%f->order];
+ } else
+ dots[ndots++] = f->dots[i - f->order];
+
+ for (j = i+1; j+1 < 2*f->order; j++) {
+ if (j < f->order) {
+ edgedot1[nedges] = f->dots[j];
+ edgedot2[nedges++] = f->dots[(j+1)%f->order];
+ } else
+ dots[ndots++] = f->dots[j - f->order];
+
+ for (k = j+1; k < 2*f->order; k++) {
+ double cx[2], cy[2]; /* candidate positions */
+ int cn = 0; /* number of candidates */
+
+ if (k < f->order) {
+ edgedot1[nedges] = f->dots[k];
+ edgedot2[nedges++] = f->dots[(k+1)%f->order];
+ } else
+ dots[ndots++] = f->dots[k - f->order];
+
+ /*
+ * Find a point, or pair of points, equidistant from
+ * all the specified edges and/or vertices.
+ */
+ if (nedges == 3) {
+ /*
+ * Three edges. This is a linear matrix equation:
+ * each row of the matrix represents the fact that
+ * the point (x,y) we seek is at distance r from
+ * that edge, and we solve three of those
+ * simultaneously to obtain x,y,r. (We ignore r.)
+ */
+ double matrix[9], vector[3], vector2[3];
+ int m;
+
+ for (m = 0; m < 3; m++) {
+ int x1 = edgedot1[m]->x, x2 = edgedot2[m]->x;
+ int y1 = edgedot1[m]->y, y2 = edgedot2[m]->y;
+ int dx = x2-x1, dy = y2-y1;
+
+ /*
+ * ((x,y) - (x1,y1)) . (dy,-dx) = r |(dx,dy)|
+ *
+ * => x dy - y dx - r |(dx,dy)| = (x1 dy - y1 dx)
+ */
+ matrix[3*m+0] = dy;
+ matrix[3*m+1] = -dx;
+ matrix[3*m+2] = -sqrt((double)dx*dx+(double)dy*dy);
+ vector[m] = (double)x1*dy - (double)y1*dx;
+ }
- /* Best solution probably involves incentres (inscribed circles) */
+ if (solve_3x3_matrix(matrix, vector, vector2)) {
+ cx[cn] = vector2[0];
+ cy[cn] = vector2[1];
+ cn++;
+ }
+ } else if (nedges == 2) {
+ /*
+ * Two edges and a dot. This will end up in a
+ * quadratic equation.
+ *
+ * First, look at the two edges. Having our point
+ * be some distance r from both of them gives rise
+ * to a pair of linear equations in x,y,r of the
+ * form
+ *
+ * (x-x1) dy - (y-y1) dx = r sqrt(dx^2+dy^2)
+ *
+ * We eliminate r between those equations to give
+ * us a single linear equation in x,y describing
+ * the locus of points equidistant from both lines
+ * - i.e. the angle bisector.
+ *
+ * We then choose one of x,y to be a parameter t,
+ * and derive linear formulae for x,y,r in terms
+ * of t. This enables us to write down the
+ * circular equation (x-xd)^2+(y-yd)^2=r^2 as a
+ * quadratic in t; solving that and substituting
+ * in for x,y gives us two candidate points.
+ */
+ double eqs[2][4]; /* a,b,c,d : ax+by+cr=d */
+ double eq[3]; /* a,b,c: ax+by=c */
+ double xt[2], yt[2], rt[2]; /* a,b: {x,y,r}=at+b */
+ double q[3]; /* a,b,c: at^2+bt+c=0 */
+ double disc;
+
+ /* Find equations of the two input lines. */
+ for (m = 0; m < 2; m++) {
+ int x1 = edgedot1[m]->x, x2 = edgedot2[m]->x;
+ int y1 = edgedot1[m]->y, y2 = edgedot2[m]->y;
+ int dx = x2-x1, dy = y2-y1;
+
+ eqs[m][0] = dy;
+ eqs[m][1] = -dx;
+ eqs[m][2] = -sqrt(dx*dx+dy*dy);
+ eqs[m][3] = x1*dy - y1*dx;
+ }
- int sx = 0, sy = 0; /* sums */
- for (i = 0; i < f->order; i++) {
- grid_dot *d = f->dots[i];
- sx += d->x;
- sy += d->y;
+ /* Derive the angle bisector by eliminating r. */
+ eq[0] = eqs[0][0]*eqs[1][2] - eqs[1][0]*eqs[0][2];
+ eq[1] = eqs[0][1]*eqs[1][2] - eqs[1][1]*eqs[0][2];
+ eq[2] = eqs[0][3]*eqs[1][2] - eqs[1][3]*eqs[0][2];
+
+ /* Parametrise x and y in terms of some t. */
+ if (abs(eq[0]) < abs(eq[1])) {
+ /* Parameter is x. */
+ xt[0] = 1; xt[1] = 0;
+ yt[0] = -eq[0]/eq[1]; yt[1] = eq[2]/eq[1];
+ } else {
+ /* Parameter is y. */
+ yt[0] = 1; yt[1] = 0;
+ xt[0] = -eq[1]/eq[0]; xt[1] = eq[2]/eq[0];
+ }
+
+ /* Find a linear representation of r using eqs[0]. */
+ rt[0] = -(eqs[0][0]*xt[0] + eqs[0][1]*yt[0])/eqs[0][2];
+ rt[1] = (eqs[0][3] - eqs[0][0]*xt[1] -
+ eqs[0][1]*yt[1])/eqs[0][2];
+
+ /* Construct the quadratic equation. */
+ q[0] = -rt[0]*rt[0];
+ q[1] = -2*rt[0]*rt[1];
+ q[2] = -rt[1]*rt[1];
+ q[0] += xt[0]*xt[0];
+ q[1] += 2*xt[0]*(xt[1]-dots[0]->x);
+ q[2] += (xt[1]-dots[0]->x)*(xt[1]-dots[0]->x);
+ q[0] += yt[0]*yt[0];
+ q[1] += 2*yt[0]*(yt[1]-dots[0]->y);
+ q[2] += (yt[1]-dots[0]->y)*(yt[1]-dots[0]->y);
+
+ /* And solve it. */
+ disc = q[1]*q[1] - 4*q[0]*q[2];
+ if (disc >= 0) {
+ double t;
+
+ disc = sqrt(disc);
+
+ t = (-q[1] + disc) / (2*q[0]);
+ cx[cn] = xt[0]*t + xt[1];
+ cy[cn] = yt[0]*t + yt[1];
+ cn++;
+
+ t = (-q[1] - disc) / (2*q[0]);
+ cx[cn] = xt[0]*t + xt[1];
+ cy[cn] = yt[0]*t + yt[1];
+ cn++;
+ }
+ } else if (nedges == 1) {
+ /*
+ * Two dots and an edge. This one's another
+ * quadratic equation.
+ *
+ * The point we want must lie on the perpendicular
+ * bisector of the two dots; that much is obvious.
+ * So we can construct a parametrisation of that
+ * bisecting line, giving linear formulae for x,y
+ * in terms of t. We can also express the distance
+ * from the edge as such a linear formula.
+ *
+ * Then we set that equal to the radius of the
+ * circle passing through the two points, which is
+ * a Pythagoras exercise; that gives rise to a
+ * quadratic in t, which we solve.
+ */
+ double xt[2], yt[2], rt[2]; /* a,b: {x,y,r}=at+b */
+ double q[3]; /* a,b,c: at^2+bt+c=0 */
+ double disc;
+ double halfsep;
+
+ /* Find parametric formulae for x,y. */
+ {
+ int x1 = dots[0]->x, x2 = dots[1]->x;
+ int y1 = dots[0]->y, y2 = dots[1]->y;
+ int dx = x2-x1, dy = y2-y1;
+ double d = sqrt((double)dx*dx + (double)dy*dy);
+
+ xt[1] = (x1+x2)/2.0;
+ yt[1] = (y1+y2)/2.0;
+ /* It's convenient if we have t at standard scale. */
+ xt[0] = -dy/d;
+ yt[0] = dx/d;
+
+ /* Also note down half the separation between
+ * the dots, for use in computing the circle radius. */
+ halfsep = 0.5*d;
+ }
+
+ /* Find a parametric formula for r. */
+ {
+ int x1 = edgedot1[0]->x, x2 = edgedot2[0]->x;
+ int y1 = edgedot1[0]->y, y2 = edgedot2[0]->y;
+ int dx = x2-x1, dy = y2-y1;
+ double d = sqrt((double)dx*dx + (double)dy*dy);
+ rt[0] = (xt[0]*dy - yt[0]*dx) / d;
+ rt[1] = ((xt[1]-x1)*dy - (yt[1]-y1)*dx) / d;
+ }
+
+ /* Construct the quadratic equation. */
+ q[0] = rt[0]*rt[0];
+ q[1] = 2*rt[0]*rt[1];
+ q[2] = rt[1]*rt[1];
+ q[0] -= 1;
+ q[2] -= halfsep*halfsep;
+
+ /* And solve it. */
+ disc = q[1]*q[1] - 4*q[0]*q[2];
+ if (disc >= 0) {
+ double t;
+
+ disc = sqrt(disc);
+
+ t = (-q[1] + disc) / (2*q[0]);
+ cx[cn] = xt[0]*t + xt[1];
+ cy[cn] = yt[0]*t + yt[1];
+ cn++;
+
+ t = (-q[1] - disc) / (2*q[0]);
+ cx[cn] = xt[0]*t + xt[1];
+ cy[cn] = yt[0]*t + yt[1];
+ cn++;
+ }
+ } else if (nedges == 0) {
+ /*
+ * Three dots. This is another linear matrix
+ * equation, this time with each row of the matrix
+ * representing the perpendicular bisector between
+ * two of the points. Of course we only need two
+ * such lines to find their intersection, so we
+ * need only solve a 2x2 matrix equation.
+ */
+
+ double matrix[4], vector[2], vector2[2];
+ int m;
+
+ for (m = 0; m < 2; m++) {
+ int x1 = dots[m]->x, x2 = dots[m+1]->x;
+ int y1 = dots[m]->y, y2 = dots[m+1]->y;
+ int dx = x2-x1, dy = y2-y1;
+
+ /*
+ * ((x,y) - (x1,y1)) . (dx,dy) = 1/2 |(dx,dy)|^2
+ *
+ * => 2x dx + 2y dy = dx^2+dy^2 + (2 x1 dx + 2 y1 dy)
+ */
+ matrix[2*m+0] = 2*dx;
+ matrix[2*m+1] = 2*dy;
+ vector[m] = ((double)dx*dx + (double)dy*dy +
+ 2.0*x1*dx + 2.0*y1*dy);
+ }
+
+ if (solve_2x2_matrix(matrix, vector, vector2)) {
+ cx[cn] = vector2[0];
+ cy[cn] = vector2[1];
+ cn++;
+ }
+ }
+
+ /*
+ * Now go through our candidate points and see if any
+ * of them are better than what we've got so far.
+ */
+ for (m = 0; m < cn; m++) {
+ double x = cx[m], y = cy[m];
+
+ /*
+ * First, disqualify the point if it's not inside
+ * the polygon, which we work out by counting the
+ * edges to the right of the point. (For
+ * tiebreaking purposes when edges start or end on
+ * our y-coordinate or go right through it, we
+ * consider our point to be offset by a small
+ * _positive_ epsilon in both the x- and
+ * y-direction.)
+ */
+ int e, in = 0;
+ for (e = 0; e < f->order; e++) {
+ int xs = f->edges[e]->dot1->x;
+ int xe = f->edges[e]->dot2->x;
+ int ys = f->edges[e]->dot1->y;
+ int ye = f->edges[e]->dot2->y;
+ if ((y >= ys && y < ye) || (y >= ye && y < ys)) {
+ /*
+ * The line goes past our y-position. Now we need
+ * to know if its x-coordinate when it does so is
+ * to our right.
+ *
+ * The x-coordinate in question is mathematically
+ * (y - ys) * (xe - xs) / (ye - ys), and we want
+ * to know whether (x - xs) >= that. Of course we
+ * avoid the division, so we can work in integers;
+ * to do this we must multiply both sides of the
+ * inequality by ye - ys, which means we must
+ * first check that's not negative.
+ */
+ int num = xe - xs, denom = ye - ys;
+ if (denom < 0) {
+ num = -num;
+ denom = -denom;
+ }
+ if ((x - xs) * denom >= (y - ys) * num)
+ in ^= 1;
+ }
+ }
+
+ if (in) {
+ double mindist = HUGE_VAL;
+ int e, d;
+
+ /*
+ * This point is inside the polygon, so now we check
+ * its minimum distance to every edge and corner.
+ * First the corners ...
+ */
+ for (d = 0; d < f->order; d++) {
+ int xp = f->dots[d]->x;
+ int yp = f->dots[d]->y;
+ double dx = x - xp, dy = y - yp;
+ double dist = dx*dx + dy*dy;
+ if (mindist > dist)
+ mindist = dist;
+ }
+
+ /*
+ * ... and now also check the perpendicular distance
+ * to every edge, if the perpendicular lies between
+ * the edge's endpoints.
+ */
+ for (e = 0; e < f->order; e++) {
+ int xs = f->edges[e]->dot1->x;
+ int xe = f->edges[e]->dot2->x;
+ int ys = f->edges[e]->dot1->y;
+ int ye = f->edges[e]->dot2->y;
+
+ /*
+ * If s and e are our endpoints, and p our
+ * candidate circle centre, the foot of a
+ * perpendicular from p to the line se lies
+ * between s and e if and only if (p-s).(e-s) lies
+ * strictly between 0 and (e-s).(e-s).
+ */
+ int edx = xe - xs, edy = ye - ys;
+ double pdx = x - xs, pdy = y - ys;
+ double pde = pdx * edx + pdy * edy;
+ long ede = (long)edx * edx + (long)edy * edy;
+ if (0 < pde && pde < ede) {
+ /*
+ * Yes, the nearest point on this edge is
+ * closer than either endpoint, so we must
+ * take it into account by measuring the
+ * perpendicular distance to the edge and
+ * checking its square against mindist.
+ */
+
+ double pdre = pdx * edy - pdy * edx;
+ double sqlen = pdre * pdre / ede;
+
+ if (mindist > sqlen)
+ mindist = sqlen;
+ }
+ }
+
+ /*
+ * Right. Now we know the biggest circle around this
+ * point, so we can check it against bestdist.
+ */
+ if (bestdist < mindist) {
+ bestdist = mindist;
+ xbest = x;
+ ybest = y;
+ }
+ }
+ }
+
+ if (k < f->order)
+ nedges--;
+ else
+ ndots--;
+ }
+ if (j < f->order)
+ nedges--;
+ else
+ ndots--;
+ }
+ if (i < f->order)
+ nedges--;
+ else
+ ndots--;
}
- sx /= f->order;
- sy /= f->order;
- /* convert to screen coordinates */
- grid_to_screen(ds, g, sx, sy, x, y);
+ assert(bestdist > 0);
+
+ /* convert to screen coordinates. Round doubles to nearest. */
+ grid_to_screen(ds, g, xbest+0.5, ybest+0.5,
+ &ds->textx[faceindex], &ds->texty[faceindex]);
+
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f,
+ int *x, int *y, int *w, int *h)
{
- grid *g = state->game_grid;
- int border = BORDER(ds->tilesize);
- int i, n;
- char c[2];
- int line_colour, flash_changed;
- int clue_mistake;
- int clue_satisfied;
+ int xx, yy;
+ face_text_pos(ds, g, f, &xx, &yy);
- if (!ds->started) {
- /*
- * The initial contents of the window are not guaranteed and
- * can vary with front ends. To be on the safe side, all games
- * should start by drawing a big background-colour rectangle
- * covering the whole window.
- */
- int grid_width = g->highest_x - g->lowest_x;
- int grid_height = g->highest_y - g->lowest_y;
- int w = grid_width * ds->tilesize / g->tilesize;
- int h = grid_height * ds->tilesize / g->tilesize;
- draw_rect(dr, 0, 0, w + 2 * border + 1, h + 2 * border + 1,
- COL_BACKGROUND);
+ /* There seems to be a certain amount of trial-and-error involved
+ * in working out the correct bounding-box for the text. */
- /* Draw clues */
- for (i = 0; i < g->num_faces; i++) {
- grid_face *f;
- int x, y;
+ *x = xx - ds->tilesize/4 - 1;
+ *y = yy - ds->tilesize/4 - 3;
+ *w = ds->tilesize/2 + 2;
+ *h = ds->tilesize/2 + 5;
+}
- c[0] = CLUE2CHAR(state->clues[i]);
- c[1] = '\0';
- f = g->faces + i;
- face_text_pos(ds, g, f, &x, &y);
- draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2,
- ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
- }
- draw_update(dr, 0, 0, w + 2 * border, h + 2 * border);
+static void game_redraw_clue(drawing *dr, game_drawstate *ds,
+ game_state *state, int i)
+{
+ grid *g = state->game_grid;
+ grid_face *f = g->faces + i;
+ int x, y;
+ char c[3];
+
+ if (state->clues[i] < 10) {
+ c[0] = CLUE2CHAR(state->clues[i]);
+ c[1] = '\0';
+ } else {
+ sprintf(c, "%d", state->clues[i]);
}
- if (flashtime > 0 &&
- (flashtime <= FLASH_TIME/3 ||
- flashtime >= FLASH_TIME*2/3)) {
- flash_changed = !ds->flashing;
- ds->flashing = TRUE;
+ face_text_pos(ds, g, f, &x, &y);
+ draw_text(dr, x, y,
+ FONT_VARIABLE, ds->tilesize/2,
+ ALIGN_VCENTRE | ALIGN_HCENTRE,
+ ds->clue_error[i] ? COL_MISTAKE :
+ ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
+}
+
+static void edge_bbox(game_drawstate *ds, grid *g, grid_edge *e,
+ int *x, int *y, int *w, int *h)
+{
+ int x1 = e->dot1->x;
+ int y1 = e->dot1->y;
+ int x2 = e->dot2->x;
+ int y2 = e->dot2->y;
+ int xmin, xmax, ymin, ymax;
+
+ grid_to_screen(ds, g, x1, y1, &x1, &y1);
+ grid_to_screen(ds, g, x2, y2, &x2, &y2);
+ /* Allow extra margin for dots, and thickness of lines */
+ xmin = min(x1, x2) - 2;
+ xmax = max(x1, x2) + 2;
+ ymin = min(y1, y2) - 2;
+ ymax = max(y1, y2) + 2;
+
+ *x = xmin;
+ *y = ymin;
+ *w = xmax - xmin + 1;
+ *h = ymax - ymin + 1;
+}
+
+static void dot_bbox(game_drawstate *ds, grid *g, grid_dot *d,
+ int *x, int *y, int *w, int *h)
+{
+ int x1, y1;
+
+ grid_to_screen(ds, g, d->x, d->y, &x1, &y1);
+
+ *x = x1 - 2;
+ *y = y1 - 2;
+ *w = 5;
+ *h = 5;
+}
+
+static const int loopy_line_redraw_phases[] = {
+ COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE
+};
+#define NPHASES lenof(loopy_line_redraw_phases)
+
+static void game_redraw_line(drawing *dr, game_drawstate *ds,
+ game_state *state, int i, int phase)
+{
+ grid *g = state->game_grid;
+ grid_edge *e = g->edges + i;
+ int x1, x2, y1, y2;
+ int xmin, ymin, xmax, ymax;
+ int line_colour;
+
+ if (state->line_errors[i])
+ line_colour = COL_MISTAKE;
+ else if (state->lines[i] == LINE_UNKNOWN)
+ line_colour = COL_LINEUNKNOWN;
+ else if (state->lines[i] == LINE_NO)
+ line_colour = COL_FAINT;
+ else if (ds->flashing)
+ line_colour = COL_HIGHLIGHT;
+ else
+ line_colour = COL_FOREGROUND;
+ if (line_colour != loopy_line_redraw_phases[phase])
+ return;
+
+ /* Convert from grid to screen coordinates */
+ grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
+ grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
+
+ xmin = min(x1, x2);
+ xmax = max(x1, x2);
+ ymin = min(y1, y2);
+ ymax = max(y1, y2);
+
+ if (line_colour == COL_FAINT) {
+ static int draw_faint_lines = -1;
+ if (draw_faint_lines < 0) {
+ char *env = getenv("LOOPY_FAINT_LINES");
+ draw_faint_lines = (!env || (env[0] == 'y' ||
+ env[0] == 'Y'));
+ }
+ if (draw_faint_lines)
+ draw_line(dr, x1, y1, x2, y2, line_colour);
} else {
- flash_changed = ds->flashing;
- ds->flashing = FALSE;
+ draw_thick_line(dr, 3.0,
+ x1 + 0.5, y1 + 0.5,
+ x2 + 0.5, y2 + 0.5,
+ line_colour);
}
+}
- /* Some platforms may perform anti-aliasing, which may prevent clean
- * repainting of lines when the colour is changed.
- * If a line needs to be over-drawn in a different colour, erase a
- * bounding-box around the line, then flag all nearby objects for redraw.
+static void game_redraw_dot(drawing *dr, game_drawstate *ds,
+ game_state *state, int i)
+{
+ grid *g = state->game_grid;
+ grid_dot *d = g->dots + i;
+ int x, y;
+
+ grid_to_screen(ds, g, d->x, d->y, &x, &y);
+ draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
+}
+
+static int boxes_intersect(int x0, int y0, int w0, int h0,
+ int x1, int y1, int w1, int h1)
+{
+ /*
+ * Two intervals intersect iff neither is wholly on one side of
+ * the other. Two boxes intersect iff their horizontal and
+ * vertical intervals both intersect.
*/
- if (ds->started) {
- const char redraw_flag = (char)(1<<7);
+ return (x0 < x1+w1 && x1 < x0+w0 && y0 < y1+h1 && y1 < y0+h0);
+}
+
+static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
+ game_state *state, int x, int y, int w, int h)
+{
+ grid *g = state->game_grid;
+ int i, phase;
+ int bx, by, bw, bh;
+
+ clip(dr, x, y, w, h);
+ draw_rect(dr, x, y, w, h, COL_BACKGROUND);
+
+ for (i = 0; i < g->num_faces; i++) {
+ if (state->clues[i] >= 0) {
+ face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_clue(dr, ds, state, i);
+ }
+ }
+ for (phase = 0; phase < NPHASES; phase++) {
for (i = 0; i < g->num_edges; i++) {
- char prev_ds = (ds->lines[i] & ~redraw_flag);
- char new_ds = state->lines[i];
- if (state->line_errors[i])
- new_ds = DS_LINE_ERROR;
-
- /* If we're changing state, AND
- * the previous state was a coloured line */
- if ((prev_ds != new_ds) && (prev_ds != LINE_NO)) {
- grid_edge *e = g->edges + i;
- int x1 = e->dot1->x;
- int y1 = e->dot1->y;
- int x2 = e->dot2->x;
- int y2 = e->dot2->y;
- int xmin, xmax, ymin, ymax;
- int j;
- grid_to_screen(ds, g, x1, y1, &x1, &y1);
- grid_to_screen(ds, g, x2, y2, &x2, &y2);
- /* Allow extra margin for dots, and thickness of lines */
- xmin = min(x1, x2) - 2;
- xmax = max(x1, x2) + 2;
- ymin = min(y1, y2) - 2;
- ymax = max(y1, y2) + 2;
- /* For testing, I find it helpful to change COL_BACKGROUND
- * to COL_SATISFIED here. */
- draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1,
- COL_BACKGROUND);
- draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
-
- /* Mark nearby lines for redraw */
- for (j = 0; j < e->dot1->order; j++)
- ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag;
- for (j = 0; j < e->dot2->order; j++)
- ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag;
- /* Mark nearby clues for redraw. Use a value that is
- * neither TRUE nor FALSE for this. */
- if (e->face1)
- ds->clue_error[e->face1 - g->faces] = 2;
- if (e->face2)
- ds->clue_error[e->face2 - g->faces] = 2;
- }
+ edge_bbox(ds, g, &g->edges[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_line(dr, ds, state, i, phase);
}
}
+ for (i = 0; i < g->num_dots; i++) {
+ dot_bbox(ds, g, &g->dots[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_dot(dr, ds, state, i);
+ }
- /* Redraw clue colours if necessary */
- for (i = 0; i < g->num_faces; i++) {
- grid_face *f = g->faces + i;
- int sides = f->order;
- int j;
- n = state->clues[i];
- if (n < 0)
- continue;
+ unclip(dr);
+ draw_update(dr, x, y, w, h);
+}
- c[0] = CLUE2CHAR(n);
- c[1] = '\0';
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
+{
+#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */
- clue_mistake = (face_order(state, i, LINE_YES) > n ||
- face_order(state, i, LINE_NO ) > (sides-n));
+ grid *g = state->game_grid;
+ int border = BORDER(ds->tilesize);
+ int i;
+ int flash_changed;
+ int redraw_everything = FALSE;
- clue_satisfied = (face_order(state, i, LINE_YES) == n &&
- face_order(state, i, LINE_NO ) == (sides-n));
+ int edges[REDRAW_OBJECTS_LIMIT], nedges = 0;
+ int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0;
- if (clue_mistake != ds->clue_error[i]
- || clue_satisfied != ds->clue_satisfied[i]) {
- int x, y;
- face_text_pos(ds, g, f, &x, &y);
- /* There seems to be a certain amount of trial-and-error
- * involved in working out the correct bounding-box for
- * the text. */
- draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
- ds->tilesize/2 + 2, ds->tilesize/2 + 5,
- COL_BACKGROUND);
- draw_text(dr, x, y,
- FONT_VARIABLE, ds->tilesize/2,
- ALIGN_VCENTRE | ALIGN_HCENTRE,
- clue_mistake ? COL_MISTAKE :
- clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c);
- draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
- ds->tilesize/2 + 2, ds->tilesize/2 + 5);
+ /* Redrawing is somewhat involved.
+ *
+ * An update can theoretically affect an arbitrary number of edges
+ * (consider, for example, completing or breaking a cycle which doesn't
+ * satisfy all the clues -- we'll switch many edges between error and
+ * normal states). On the other hand, redrawing the whole grid takes a
+ * while, making the game feel sluggish, and many updates are actually
+ * quite well localized.
+ *
+ * This redraw algorithm attempts to cope with both situations gracefully
+ * and correctly. For localized changes, we set a clip rectangle, fill
+ * it with background, and then redraw (a plausible but conservative
+ * guess at) the objects which intersect the rectangle; if several
+ * objects need redrawing, we'll do them individually. However, if lots
+ * of objects are affected, we'll just redraw everything.
+ *
+ * The reason for all of this is that it's just not safe to do the redraw
+ * piecemeal. If you try to draw an antialiased diagonal line over
+ * itself, you get a slightly thicker antialiased diagonal line, which
+ * looks rather ugly after a while.
+ *
+ * So, we take two passes over the grid. The first attempts to work out
+ * what needs doing, and the second actually does it.
+ */
- ds->clue_error[i] = clue_mistake;
- ds->clue_satisfied[i] = clue_satisfied;
+ if (!ds->started)
+ redraw_everything = TRUE;
+ else {
+
+ /* First, trundle through the faces. */
+ for (i = 0; i < g->num_faces; i++) {
+ grid_face *f = g->faces + i;
+ int sides = f->order;
+ int clue_mistake;
+ int clue_satisfied;
+ int n = state->clues[i];
+ if (n < 0)
+ continue;
+
+ clue_mistake = (face_order(state, i, LINE_YES) > n ||
+ face_order(state, i, LINE_NO ) > (sides-n));
+ clue_satisfied = (face_order(state, i, LINE_YES) == n &&
+ face_order(state, i, LINE_NO ) == (sides-n));
+
+ if (clue_mistake != ds->clue_error[i] ||
+ clue_satisfied != ds->clue_satisfied[i]) {
+ ds->clue_error[i] = clue_mistake;
+ ds->clue_satisfied[i] = clue_satisfied;
+ if (nfaces == REDRAW_OBJECTS_LIMIT)
+ redraw_everything = TRUE;
+ else
+ faces[nfaces++] = i;
+ }
+ }
- /* Sometimes, the bounding-box encroaches into the surrounding
- * lines (particularly if the window is resized fairly small).
- * So redraw them. */
- for (j = 0; j < f->order; j++)
- ds->lines[f->edges[j] - g->edges] = -1;
- }
+ /* Work out what the flash state needs to be. */
+ if (flashtime > 0 &&
+ (flashtime <= FLASH_TIME/3 ||
+ flashtime >= FLASH_TIME*2/3)) {
+ flash_changed = !ds->flashing;
+ ds->flashing = TRUE;
+ } else {
+ flash_changed = ds->flashing;
+ ds->flashing = FALSE;
+ }
+
+ /* Now, trundle through the edges. */
+ for (i = 0; i < g->num_edges; i++) {
+ char new_ds =
+ state->line_errors[i] ? DS_LINE_ERROR : state->lines[i];
+ if (new_ds != ds->lines[i] ||
+ (flash_changed && state->lines[i] == LINE_YES)) {
+ ds->lines[i] = new_ds;
+ if (nedges == REDRAW_OBJECTS_LIMIT)
+ redraw_everything = TRUE;
+ else
+ edges[nedges++] = i;
+ }
+ }
}
- /* Lines */
- for (i = 0; i < g->num_edges; i++) {
- grid_edge *e = g->edges + i;
- int x1, x2, y1, y2;
- int xmin, ymin, xmax, ymax;
- char new_ds, need_draw;
- new_ds = state->lines[i];
- if (state->line_errors[i])
- new_ds = DS_LINE_ERROR;
- need_draw = (new_ds != ds->lines[i]) ? TRUE : FALSE;
- if (flash_changed && (state->lines[i] == LINE_YES))
- need_draw = TRUE;
- if (!ds->started)
- need_draw = TRUE; /* draw everything at the start */
- ds->lines[i] = new_ds;
- if (!need_draw)
- continue;
- if (state->line_errors[i])
- line_colour = COL_MISTAKE;
- else if (state->lines[i] == LINE_UNKNOWN)
- line_colour = COL_LINEUNKNOWN;
- else if (state->lines[i] == LINE_NO)
- line_colour = COL_FAINT;
- else if (ds->flashing)
- line_colour = COL_HIGHLIGHT;
- else
- line_colour = COL_FOREGROUND;
+ /* Pass one is now done. Now we do the actual drawing. */
+ if (redraw_everything) {
+ int grid_width = g->highest_x - g->lowest_x;
+ int grid_height = g->highest_y - g->lowest_y;
+ int w = grid_width * ds->tilesize / g->tilesize;
+ int h = grid_height * ds->tilesize / g->tilesize;
- /* Convert from grid to screen coordinates */
- grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
- grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
+ game_redraw_in_rect(dr, ds, state,
+ 0, 0, w + 2*border + 1, h + 2*border + 1);
+ } else {
- xmin = min(x1, x2);
- xmax = max(x1, x2);
- ymin = min(y1, y2);
- ymax = max(y1, y2);
-
- if (line_colour == COL_FAINT) {
- static int draw_faint_lines = -1;
- if (draw_faint_lines < 0) {
- char *env = getenv("LOOPY_FAINT_LINES");
- draw_faint_lines = (!env || (env[0] == 'y' ||
- env[0] == 'Y'));
- }
- if (draw_faint_lines)
- draw_line(dr, x1, y1, x2, y2, line_colour);
- } else {
- /* (dx, dy) points roughly from (x1, y1) to (x2, y2).
- * The line is then "fattened" in a (roughly) perpendicular
- * direction to create a thin rectangle. */
- int dx = (x1 > x2) ? -1 : ((x1 < x2) ? 1 : 0);
- int dy = (y1 > y2) ? -1 : ((y1 < y2) ? 1 : 0);
- int points[8];
- points[0] = x1 + dy;
- points[1] = y1 - dx;
- points[2] = x1 - dy;
- points[3] = y1 + dx;
- points[4] = x2 - dy;
- points[5] = y2 + dx;
- points[6] = x2 + dy;
- points[7] = y2 - dx;
- draw_polygon(dr, points, 4, line_colour, line_colour);
- }
- if (ds->started) {
- /* Draw dots at ends of the line */
- draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND);
- draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND);
- }
- draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4);
- }
-
- /* Draw dots */
- if (!ds->started) {
- for (i = 0; i < g->num_dots; i++) {
- grid_dot *d = g->dots + i;
- int x, y;
- grid_to_screen(ds, g, d->x, d->y, &x, &y);
- draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
- }
+ /* Right. Now we roll up our sleeves. */
+
+ for (i = 0; i < nfaces; i++) {
+ grid_face *f = g->faces + faces[i];
+ int x, y, w, h;
+
+ face_text_bbox(ds, g, f, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
+ }
+
+ for (i = 0; i < nedges; i++) {
+ grid_edge *e = g->edges + edges[i];
+ int x, y, w, h;
+
+ edge_bbox(ds, g, e, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
+ }
}
+
ds->started = TRUE;
}
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return state->solved;
+}
+
static void game_print_size(game_params *params, float *x, float *y)
{
int pw, ph;
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
TRUE, FALSE, game_print_size, game_print,
FALSE /* wants_statusbar */,
FALSE, game_timing_state,