};
struct game_state {
- grid *game_grid;
+ grid *game_grid; /* ref-counted (internally) */
/* Put -1 in a face that doesn't get a clue */
signed char *clues;
SOLVERLIST(SOLVER_FN_DECL)
static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) };
static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) };
-const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);
+static const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);
struct game_params {
int w, h;
int diff;
int type;
-
- /* Grid generation is expensive, so keep a (ref-counted) reference to the
- * grid for these parameters, and only generate when required. */
- grid *game_grid;
};
/* line_drawstate is the same as line_state, but with the extra ERROR
/* ------- List of grid generators ------- */
#define GRIDLIST(A) \
- A(Squares,grid_new_square,3,3) \
- A(Triangular,grid_new_triangular,3,3) \
- A(Honeycomb,grid_new_honeycomb,3,3) \
- A(Snub-Square,grid_new_snubsquare,3,3) \
- 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(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
-#define GRID_FN(title,fn,amin,omin) &fn,
-#define GRID_SIZES(title,fn,amin,omin) \
+ A(Squares,GRID_SQUARE,3,3) \
+ A(Triangular,GRID_TRIANGULAR,3,3) \
+ A(Honeycomb,GRID_HONEYCOMB,3,3) \
+ A(Snub-Square,GRID_SNUBSQUARE,3,3) \
+ A(Cairo,GRID_CAIRO,3,4) \
+ A(Great-Hexagonal,GRID_GREATHEXAGONAL,3,3) \
+ A(Octagonal,GRID_OCTAGONAL,3,3) \
+ A(Kites,GRID_KITE,3,3) \
+ A(Floret,GRID_FLORET,1,2) \
+ A(Dodecagonal,GRID_DODECAGONAL,2,2) \
+ A(Great-Dodecagonal,GRID_GREATDODECAGONAL,2,2) \
+ A(Penrose (kite/dart),GRID_PENROSE_P2,3,3) \
+ A(Penrose (rhombs),GRID_PENROSE_P3,3,3)
+
+#define GRID_NAME(title,type,amin,omin) #title,
+#define GRID_CONFIG(title,type,amin,omin) ":" #title
+#define GRID_TYPE(title,type,amin,omin) type,
+#define GRID_SIZES(title,type,amin,omin) \
{amin, omin, \
"Width and height for this grid type must both be at least " #amin, \
"At least one of width and height for this grid type must be at least " #omin,},
static char const *const gridnames[] = { GRIDLIST(GRID_NAME) };
#define GRID_CONFIGS GRIDLIST(GRID_CONFIG)
-static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) };
-#define NUM_GRID_TYPES (sizeof(grid_fns) / sizeof(grid_fns[0]))
+static grid_type grid_types[] = { GRIDLIST(GRID_TYPE) };
+#define NUM_GRID_TYPES (sizeof(grid_types) / sizeof(grid_types[0]))
static const struct {
int amin, omin;
char *aerr, *oerr;
/* Generates a (dynamically allocated) new grid, according to the
* type and size requested in params. Does nothing if the grid is already
- * generated. The allocated grid is owned by the params object, and will be
- * freed in free_params(). */
-static void params_generate_grid(game_params *params)
+ * generated. */
+static grid *loopy_generate_grid(game_params *params, char *grid_desc)
{
- if (!params->game_grid) {
- params->game_grid = grid_fns[params->type](params->w, params->h);
- }
+ return grid_new(grid_types[params->type], params->w, params->h, grid_desc);
}
/* ----------------------------------------------------------------------
ret->diff = DIFF_EASY;
ret->type = 0;
- ret->game_grid = NULL;
-
return ret;
}
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
- if (ret->game_grid) {
- ret->game_grid->refcount++;
- }
return ret;
}
static const game_params presets[] = {
#ifdef SMALL_SCREEN
- { 7, 7, DIFF_EASY, 0, NULL },
- { 7, 7, DIFF_NORMAL, 0, NULL },
- { 7, 7, DIFF_HARD, 0, NULL },
- { 7, 7, DIFF_HARD, 1, NULL },
- { 7, 7, DIFF_HARD, 2, NULL },
- { 5, 5, DIFF_HARD, 3, NULL },
- { 7, 7, DIFF_HARD, 4, NULL },
- { 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 },
+ { 7, 7, DIFF_EASY, 0 },
+ { 7, 7, DIFF_NORMAL, 0 },
+ { 7, 7, DIFF_HARD, 0 },
+ { 7, 7, DIFF_HARD, 1 },
+ { 7, 7, DIFF_HARD, 2 },
+ { 5, 5, DIFF_HARD, 3 },
+ { 7, 7, DIFF_HARD, 4 },
+ { 5, 4, DIFF_HARD, 5 },
+ { 5, 5, DIFF_HARD, 6 },
+ { 5, 5, DIFF_HARD, 7 },
+ { 3, 3, DIFF_HARD, 8 },
+ { 3, 3, DIFF_HARD, 9 },
+ { 3, 3, DIFF_HARD, 10 },
+ { 6, 6, DIFF_HARD, 11 },
+ { 6, 6, DIFF_HARD, 12 },
#else
- { 7, 7, DIFF_EASY, 0, NULL },
- { 10, 10, DIFF_EASY, 0, NULL },
- { 7, 7, DIFF_NORMAL, 0, NULL },
- { 10, 10, DIFF_NORMAL, 0, NULL },
- { 7, 7, DIFF_HARD, 0, NULL },
- { 10, 10, DIFF_HARD, 0, NULL },
- { 10, 10, DIFF_HARD, 1, NULL },
- { 12, 10, DIFF_HARD, 2, NULL },
- { 7, 7, DIFF_HARD, 3, NULL },
- { 9, 9, DIFF_HARD, 4, 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 },
+ { 7, 7, DIFF_EASY, 0 },
+ { 10, 10, DIFF_EASY, 0 },
+ { 7, 7, DIFF_NORMAL, 0 },
+ { 10, 10, DIFF_NORMAL, 0 },
+ { 7, 7, DIFF_HARD, 0 },
+ { 10, 10, DIFF_HARD, 0 },
+ { 10, 10, DIFF_HARD, 1 },
+ { 12, 10, DIFF_HARD, 2 },
+ { 7, 7, DIFF_HARD, 3 },
+ { 9, 9, DIFF_HARD, 4 },
+ { 5, 4, DIFF_HARD, 5 },
+ { 7, 7, DIFF_HARD, 6 },
+ { 5, 5, DIFF_HARD, 7 },
+ { 5, 5, DIFF_HARD, 8 },
+ { 5, 4, DIFF_HARD, 9 },
+ { 5, 4, DIFF_HARD, 10 },
+ { 10, 10, DIFF_HARD, 11 },
+ { 10, 10, DIFF_HARD, 12 }
#endif
};
static void free_params(game_params *params)
{
- if (params->game_grid) {
- grid_free(params->game_grid);
- }
sfree(params);
}
static void decode_params(game_params *params, char const *string)
{
- if (params->game_grid) {
- grid_free(params->game_grid);
- params->game_grid = NULL;
- }
params->h = params->w = atoi(string);
params->diff = DIFF_EASY;
while (*string && isdigit((unsigned char)*string)) string++;
ret->type = cfg[2].ival;
ret->diff = cfg[3].ival;
- ret->game_grid = NULL;
return ret;
}
return retval;
}
+#define GRID_DESC_SEP '_'
+
+/* Splits up a (optional) grid_desc from the game desc. Returns the
+ * grid_desc (which needs freeing) and updates the desc pointer to
+ * start of real desc, or returns NULL if no desc. */
+static char *extract_grid_desc(char **desc)
+{
+ char *sep = strchr(*desc, GRID_DESC_SEP), *gd;
+ int gd_len;
+
+ if (!sep) return NULL;
+
+ gd_len = sep - (*desc);
+ gd = snewn(gd_len+1, char);
+ memcpy(gd, *desc, gd_len);
+ gd[gd_len] = '\0';
+
+ *desc = sep+1;
+
+ return gd;
+}
+
/* We require that the params pass the test in validate_params and that the
* description fills the entire game area */
static char *validate_desc(game_params *params, char *desc)
{
int count = 0;
grid *g;
- params_generate_grid(params);
- g = params->game_grid;
+ char *grid_desc, *ret;
+
+ /* It's pretty inefficient to do this just for validation. All we need to
+ * know is the precise number of faces. */
+ grid_desc = extract_grid_desc(&desc);
+ ret = grid_validate_desc(grid_types[params->type], params->w, params->h, grid_desc);
+ if (ret) return ret;
+
+ g = loopy_generate_grid(params, grid_desc);
+ if (grid_desc) sfree(grid_desc);
for (; *desc; ++desc) {
if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
if (count > g->num_faces)
return "Description too long for board size";
+ grid_free(g);
+
return NULL;
}
static void game_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
- grid *g;
int grid_width, grid_height, rendered_width, rendered_height;
+ int g_tilesize;
+
+ grid_compute_size(grid_types[params->type], params->w, params->h,
+ &g_tilesize, &grid_width, &grid_height);
- params_generate_grid(params);
- g = params->game_grid;
- grid_width = g->highest_x - g->lowest_x;
- grid_height = g->highest_y - g->lowest_y;
/* multiply first to minimise rounding error on integer division */
- rendered_width = grid_width * tilesize / g->tilesize;
- rendered_height = grid_height * tilesize / g->tilesize;
+ rendered_width = grid_width * tilesize / g_tilesize;
+ rendered_height = grid_height * tilesize / g_tilesize;
*x = rendered_width + 2 * BORDER(tilesize) + 1;
*y = rendered_height + 2 * BORDER(tilesize) + 1;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
+ sfree(ds->textx);
+ sfree(ds->texty);
sfree(ds->clue_error);
sfree(ds->clue_satisfied);
sfree(ds->lines);
char **aux, int interactive)
{
/* solution and description both use run-length encoding in obvious ways */
- char *retval;
+ char *retval, *game_desc, *grid_desc;
grid *g;
game_state *state = snew(game_state);
game_state *state_new;
- params_generate_grid(params);
- state->game_grid = g = params->game_grid;
- g->refcount++;
+
+ grid_desc = grid_new_desc(grid_types[params->type], params->w, params->h, rs);
+ state->game_grid = g = loopy_generate_grid(params, grid_desc);
+
state->clues = snewn(g->num_faces, signed char);
state->lines = snewn(g->num_edges, char);
state->line_errors = snewn(g->num_edges, unsigned char);
goto newboard_please;
}
- retval = state_to_text(state);
+ game_desc = state_to_text(state);
free_game(state);
+ if (grid_desc) {
+ retval = snewn(strlen(grid_desc) + 1 + strlen(game_desc) + 1, char);
+ sprintf(retval, "%s%c%s", grid_desc, (int)GRID_DESC_SEP, game_desc);
+ sfree(grid_desc);
+ sfree(game_desc);
+ } else {
+ retval = game_desc;
+ }
+
assert(!validate_desc(params, retval));
return retval;
game_state *state = snew(game_state);
int empties_to_make = 0;
int n,n2;
- const char *dp = desc;
+ const char *dp;
+ char *grid_desc;
grid *g;
int num_faces, num_edges;
- params_generate_grid(params);
- state->game_grid = g = params->game_grid;
- g->refcount++;
+ grid_desc = extract_grid_desc(&desc);
+ state->game_grid = g = loopy_generate_grid(params, grid_desc);
+ if (grid_desc) sfree(grid_desc);
+
+ dp = desc;
+
num_faces = g->num_faces;
num_edges = g->num_edges;
*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 *xret, int *yret)
+ grid_face *f, int *xret, int *yret)
{
- 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;
/*
}
/*
- * 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.)
+ * Otherwise, use the incentre computed by grid.c and convert it
+ * to screen coordinates.
*/
- 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;
- }
-
- 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;
- }
-
- /* 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--;
- }
-
- assert(bestdist > 0);
-
- /* convert to screen coordinates. Round doubles to nearest. */
- grid_to_screen(ds, g, xbest+0.5, ybest+0.5,
+ grid_find_incentre(f);
+ grid_to_screen(ds, g, f->ix, f->iy,
&ds->textx[faceindex], &ds->texty[faceindex]);
*xret = ds->textx[faceindex];
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])
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) {
return 0.0F;
}
-static int game_is_solved(game_state *state)
+static int game_status(game_state *state)
{
- return state->solved;
+ return state->solved ? +1 : 0;
}
static void game_print_size(game_params *params, float *x, float *y)
grid *g = state->game_grid;
ds->tilesize = tilesize;
+ ds->textx = snewn(g->num_faces, int);
+ ds->texty = snewn(g->num_faces, int);
+ for (i = 0; i < g->num_faces; i++)
+ ds->textx[i] = ds->texty[i] = -1;
for (i = 0; i < g->num_dots; i++) {
int x, y;
}
}
}
+
+ sfree(ds->textx);
+ sfree(ds->texty);
}
#ifdef COMBINED
game_redraw,
game_anim_length,
game_flash_length,
- game_is_solved,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE /* wants_statusbar */,
FALSE, game_timing_state,
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */