Apply a missing bit of r9164, which only broke the build with
[sgt/puzzles] / loopy.c
diff --git a/loopy.c b/loopy.c
index 7d03ed2..e7fb6cb 100644 (file)
--- a/loopy.c
+++ b/loopy.c
@@ -107,7 +107,7 @@ enum {
 };
 
 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;
@@ -201,16 +201,12 @@ static char const diffchars[] = DIFFLIST(ENCODE);
 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
@@ -247,29 +243,31 @@ static void check_caches(const solver_state* sstate);
 
 /* ------- 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;
@@ -277,13 +275,10 @@ static const struct {
 
 /* 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);
 }
 
 /* ----------------------------------------------------------------------
@@ -480,8 +475,6 @@ static game_params *default_params(void)
     ret->diff = DIFF_EASY;
     ret->type = 0;
 
-    ret->game_grid = NULL;
-
     return ret;
 }
 
@@ -490,44 +483,45 @@ static game_params *dup_params(game_params *params)
     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
 };
 
@@ -551,18 +545,11 @@ static int game_fetch_preset(int i, char **name, game_params **params)
 
 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++;
@@ -641,7 +628,6 @@ static game_params *custom_params(config_item *cfg)
     ret->type = cfg[2].ival;
     ret->diff = cfg[3].ival;
 
-    ret->game_grid = NULL;
     return ret;
 }
 
@@ -702,14 +688,44 @@ static char *state_to_text(const game_state *state)
     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')) {
@@ -728,6 +744,8 @@ static char *validate_desc(game_params *params, char *desc)
     if (count > g->num_faces)
         return "Description too long for board size";
 
+    grid_free(g);
+
     return NULL;
 }
 
@@ -809,16 +827,15 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
 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;
 }
@@ -900,6 +917,8 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 
 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);
@@ -1836,13 +1855,14 @@ static char *new_game_desc(game_params *params, random_state *rs,
                            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);
@@ -1875,10 +1895,19 @@ static char *new_game_desc(game_params *params, random_state *rs,
         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;
@@ -1890,13 +1919,17 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     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;
 
@@ -3401,62 +3434,11 @@ static void grid_to_screen(const game_drawstate *ds, const grid *g,
     *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;
 
     /*
@@ -3470,425 +3452,11 @@ static void face_text_pos(const game_drawstate *ds, const grid *g,
     }
 
     /*
-     * 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];
@@ -3980,7 +3548,6 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds,
     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])
@@ -4000,11 +3567,6 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds,
     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) {
@@ -4482,3 +4044,5 @@ int main(int argc, char **argv)
 }
 
 #endif
+
+/* vim: set shiftwidth=4 tabstop=8: */