2 * untangle.c: Game about planar graphs. You are given a graph
3 * represented by points and straight lines, with some lines
4 * crossing; your task is to drag the points into a configuration
5 * where none of the lines cross.
7 * Cloned from a Flash game called `Planarity', by John Tantalo.
8 * <http://home.cwru.edu/~jnt5/Planarity> at the time of writing
9 * this. The Flash game had a fixed set of levels; my added value,
10 * as usual, is automatic generation of random games to order.
16 * - Any way we can speed up redraws on GTK? Uck.
18 * - It would be nice if we could somehow auto-detect a real `long
19 * long' type on the host platform and use it in place of my
20 * hand-hacked int64s. It'd be faster and more reliable.
33 #define CIRCLE_RADIUS 6
34 #define DRAG_THRESHOLD (CIRCLE_RADIUS * 2)
35 #define PREFERRED_TILESIZE 64
37 #define FLASH_TIME 0.30F
38 #define ANIM_TIME 0.13F
39 #define SOLVEANIM_TIME 0.50F
56 typedef struct point
{
58 * Points are stored using rational coordinates, with the same
59 * denominator for both coordinates.
66 * This structure is implicitly associated with a particular
67 * point set, so all it has to do is to store two point
68 * indices. It is required to store them in the order (lower,
69 * higher), i.e. a < b always.
75 int n
; /* number of points */
79 int refcount
; /* for deallocation */
80 tree234
*edges
; /* stores `edge' structures */
85 int w
, h
; /* extent of coordinate system only */
88 int *crosses
; /* mark edges which are crossed */
91 int completed
, cheated
, just_solved
;
94 static int edgecmpC(const void *av
, const void *bv
)
96 const edge
*a
= (const edge
*)av
;
97 const edge
*b
= (const edge
*)bv
;
101 else if (a
->a
> b
->a
)
103 else if (a
->b
< b
->b
)
105 else if (a
->b
> b
->b
)
110 static int edgecmp(void *av
, void *bv
) { return edgecmpC(av
, bv
); }
112 static game_params
*default_params(void)
114 game_params
*ret
= snew(game_params
);
121 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
128 case 0: n
= 6; break;
129 case 1: n
= 10; break;
130 case 2: n
= 15; break;
131 case 3: n
= 20; break;
132 case 4: n
= 25; break;
133 default: return FALSE
;
136 sprintf(buf
, "%d points", n
);
139 *params
= ret
= snew(game_params
);
145 static void free_params(game_params
*params
)
150 static game_params
*dup_params(game_params
*params
)
152 game_params
*ret
= snew(game_params
);
153 *ret
= *params
; /* structure copy */
157 static void decode_params(game_params
*params
, char const *string
)
159 params
->n
= atoi(string
);
162 static char *encode_params(game_params
*params
, int full
)
166 sprintf(buf
, "%d", params
->n
);
171 static config_item
*game_configure(game_params
*params
)
176 ret
= snewn(3, config_item
);
178 ret
[0].name
= "Number of points";
179 ret
[0].type
= C_STRING
;
180 sprintf(buf
, "%d", params
->n
);
181 ret
[0].sval
= dupstr(buf
);
192 static game_params
*custom_params(config_item
*cfg
)
194 game_params
*ret
= snew(game_params
);
196 ret
->n
= atoi(cfg
[0].sval
);
201 static char *validate_params(game_params
*params
, int full
)
204 return "Number of points must be at least four";
208 /* ----------------------------------------------------------------------
209 * Small number of 64-bit integer arithmetic operations, to prevent
210 * integer overflow at the very core of cross().
218 #define greater64(i,j) ( (i).hi>(j).hi || ((i).hi==(j).hi && (i).lo>(j).lo))
219 #define sign64(i) ((i).hi < 0 ? -1 : (i).hi==0 && (i).lo==0 ? 0 : +1)
221 static int64
mulu32to64(unsigned long x
, unsigned long y
)
223 unsigned long a
, b
, c
, d
, t
;
226 a
= (x
& 0xFFFF) * (y
& 0xFFFF);
227 b
= (x
& 0xFFFF) * (y
>> 16);
228 c
= (x
>> 16) * (y
& 0xFFFF);
229 d
= (x
>> 16) * (y
>> 16);
232 ret
.hi
= d
+ (b
>> 16) + (c
>> 16);
233 t
= (b
& 0xFFFF) << 16;
237 t
= (c
& 0xFFFF) << 16;
242 #ifdef DIAGNOSTIC_VIA_LONGLONG
243 assert(((unsigned long long)ret
.hi
<< 32) + ret
.lo
==
244 (unsigned long long)x
* y
);
250 static int64
mul32to64(long x
, long y
)
254 #ifdef DIAGNOSTIC_VIA_LONGLONG
255 long long realret
= (long long)x
* y
;
259 x
= -x
, sign
= -sign
;
261 y
= -y
, sign
= -sign
;
263 ret
= mulu32to64(x
, y
);
272 #ifdef DIAGNOSTIC_VIA_LONGLONG
273 assert(((unsigned long long)ret
.hi
<< 32) + ret
.lo
== realret
);
279 static int64
dotprod64(long a
, long b
, long p
, long q
)
283 ab
= mul32to64(a
, b
);
284 pq
= mul32to64(p
, q
);
293 * Determine whether the line segments between a1 and a2, and
294 * between b1 and b2, intersect. We count it as an intersection if
295 * any of the endpoints lies _on_ the other line.
297 static int cross(point a1
, point a2
, point b1
, point b2
)
299 long b1x
, b1y
, b2x
, b2y
, px
, py
;
303 * The condition for crossing is that b1 and b2 are on opposite
304 * sides of the line a1-a2, and vice versa. We determine this
305 * by taking the dot product of b1-a1 with a vector
306 * perpendicular to a2-a1, and similarly with b2-a1, and seeing
307 * if they have different signs.
311 * Construct the vector b1-a1. We don't have to worry too much
312 * about the denominator, because we're only going to check the
313 * sign of this vector; we just need to get the numerator
316 b1x
= b1
.x
* a1
.d
- a1
.x
* b1
.d
;
317 b1y
= b1
.y
* a1
.d
- a1
.y
* b1
.d
;
318 /* Now construct b2-a1, and a vector perpendicular to a2-a1,
319 * in the same way. */
320 b2x
= b2
.x
* a1
.d
- a1
.x
* b2
.d
;
321 b2y
= b2
.y
* a1
.d
- a1
.y
* b2
.d
;
322 px
= a1
.y
* a2
.d
- a2
.y
* a1
.d
;
323 py
= a2
.x
* a1
.d
- a1
.x
* a2
.d
;
324 /* Take the dot products. Here we resort to 64-bit arithmetic. */
325 d1
= dotprod64(b1x
, px
, b1y
, py
);
326 d2
= dotprod64(b2x
, px
, b2y
, py
);
327 /* If they have the same non-zero sign, the lines do not cross. */
328 if ((sign64(d1
) > 0 && sign64(d2
) > 0) ||
329 (sign64(d1
) < 0 && sign64(d2
) < 0))
333 * If the dot products are both exactly zero, then the two line
334 * segments are collinear. At this point the intersection
335 * condition becomes whether or not they overlap within their
338 if (sign64(d1
) == 0 && sign64(d2
) == 0) {
339 /* Construct the vector a2-a1. */
340 px
= a2
.x
* a1
.d
- a1
.x
* a2
.d
;
341 py
= a2
.y
* a1
.d
- a1
.y
* a2
.d
;
342 /* Determine the dot products of b1-a1 and b2-a1 with this. */
343 d1
= dotprod64(b1x
, px
, b1y
, py
);
344 d2
= dotprod64(b2x
, px
, b2y
, py
);
345 /* If they're both strictly negative, the lines do not cross. */
346 if (sign64(d1
) < 0 && sign64(d2
) < 0)
348 /* Otherwise, take the dot product of a2-a1 with itself. If
349 * the other two dot products both exceed this, the lines do
351 d3
= dotprod64(px
, px
, py
, py
);
352 if (greater64(d1
, d3
) && greater64(d2
, d3
))
357 * We've eliminated the only important special case, and we
358 * have determined that b1 and b2 are on opposite sides of the
359 * line a1-a2. Now do the same thing the other way round and
362 b1x
= a1
.x
* b1
.d
- b1
.x
* a1
.d
;
363 b1y
= a1
.y
* b1
.d
- b1
.y
* a1
.d
;
364 b2x
= a2
.x
* b1
.d
- b1
.x
* a2
.d
;
365 b2y
= a2
.y
* b1
.d
- b1
.y
* a2
.d
;
366 px
= b1
.y
* b2
.d
- b2
.y
* b1
.d
;
367 py
= b2
.x
* b1
.d
- b1
.x
* b2
.d
;
368 d1
= dotprod64(b1x
, px
, b1y
, py
);
369 d2
= dotprod64(b2x
, px
, b2y
, py
);
370 if ((sign64(d1
) > 0 && sign64(d2
) > 0) ||
371 (sign64(d1
) < 0 && sign64(d2
) < 0))
375 * The lines must cross.
380 static unsigned long squarert(unsigned long n
) {
381 unsigned long d
, a
, b
, di
;
385 b
= 1L << 30; /* largest available power of 4 */
400 * Our solutions are arranged on a square grid big enough that n
401 * points occupy about 1/POINTDENSITY of the grid.
403 #define POINTDENSITY 3
405 #define COORDLIMIT(n) squarert((n) * POINTDENSITY)
407 static void addedge(tree234
*edges
, int a
, int b
)
409 edge
*e
= snew(edge
);
419 static int isedge(tree234
*edges
, int a
, int b
)
428 return find234(edges
, &e
, NULL
) != NULL
;
431 typedef struct vertex
{
436 static int vertcmpC(const void *av
, const void *bv
)
438 const vertex
*a
= (vertex
*)av
;
439 const vertex
*b
= (vertex
*)bv
;
441 if (a
->param
< b
->param
)
443 else if (a
->param
> b
->param
)
445 else if (a
->vindex
< b
->vindex
)
447 else if (a
->vindex
> b
->vindex
)
451 static int vertcmp(void *av
, void *bv
) { return vertcmpC(av
, bv
); }
454 * Construct point coordinates for n points arranged in a circle,
455 * within the bounding box (0,0) to (w,w).
457 static void make_circle(point
*pts
, int n
, int w
)
462 * First, decide on a denominator. Although in principle it
463 * would be nice to set this really high so as to finely
464 * distinguish all the points on the circle, I'm going to set
465 * it at a fixed size to prevent integer overflow problems.
467 d
= PREFERRED_TILESIZE
;
470 * Leave a little space outside the circle.
478 for (i
= 0; i
< n
; i
++) {
479 double angle
= i
* 2 * PI
/ n
;
480 double x
= r
* sin(angle
), y
= - r
* cos(angle
);
481 pts
[i
].x
= (long)(c
+ x
+ 0.5);
482 pts
[i
].y
= (long)(c
+ y
+ 0.5);
487 static char *new_game_desc(game_params
*params
, random_state
*rs
,
488 char **aux
, int interactive
)
490 int n
= params
->n
, i
;
494 tree234
*edges
, *vertices
;
496 vertex
*v
, *vs
, *vlist
;
499 w
= h
= COORDLIMIT(n
);
502 * Choose n points from this grid.
504 pts
= snewn(n
, point
);
505 tmp
= snewn(w
*h
, long);
506 for (i
= 0; i
< w
*h
; i
++)
508 shuffle(tmp
, w
*h
, sizeof(*tmp
), rs
);
509 for (i
= 0; i
< n
; i
++) {
510 pts
[i
].x
= tmp
[i
] % w
;
511 pts
[i
].y
= tmp
[i
] / w
;
517 * Now start adding edges between the points.
519 * At all times, we attempt to add an edge to the lowest-degree
520 * vertex we currently have, and we try the other vertices as
521 * candidate second endpoints in order of distance from this
522 * one. We stop as soon as we find an edge which
524 * (a) does not increase any vertex's degree beyond MAXDEGREE
525 * (b) does not cross any existing edges
526 * (c) does not intersect any actual point.
528 vs
= snewn(n
, vertex
);
529 vertices
= newtree234(vertcmp
);
530 for (i
= 0; i
< n
; i
++) {
532 v
->param
= 0; /* in this tree, param is the degree */
536 edges
= newtree234(edgecmp
);
537 vlist
= snewn(n
, vertex
);
541 for (i
= 0; i
< n
; i
++) {
542 v
= index234(vertices
, i
);
545 if (v
->param
>= MAXDEGREE
)
546 break; /* nothing left to add! */
549 * Sort the other vertices into order of their distance
550 * from this one. Don't bother looking below i, because
551 * we've already tried those edges the other way round.
552 * Also here we rule out target vertices with too high
553 * a degree, and (of course) ones to which we already
557 for (k
= i
+1; k
< n
; k
++) {
558 vertex
*kv
= index234(vertices
, k
);
562 if (kv
->param
>= MAXDEGREE
|| isedge(edges
, ki
, j
))
565 vlist
[m
].vindex
= ki
;
566 dx
= pts
[ki
].x
- pts
[j
].x
;
567 dy
= pts
[ki
].y
- pts
[j
].y
;
568 vlist
[m
].param
= dx
*dx
+ dy
*dy
;
572 qsort(vlist
, m
, sizeof(*vlist
), vertcmpC
);
574 for (k
= 0; k
< m
; k
++) {
576 int ki
= vlist
[k
].vindex
;
579 * Check to see whether this edge intersects any
580 * existing edge or point.
582 for (p
= 0; p
< n
; p
++)
583 if (p
!= ki
&& p
!= j
&& cross(pts
[ki
], pts
[j
],
588 for (p
= 0; (e
= index234(edges
, p
)) != NULL
; p
++)
589 if (e
->a
!= ki
&& e
->a
!= j
&&
590 e
->b
!= ki
&& e
->b
!= j
&&
591 cross(pts
[ki
], pts
[j
], pts
[e
->a
], pts
[e
->b
]))
597 * We're done! Add this edge, modify the degrees of
598 * the two vertices involved, and break.
600 addedge(edges
, j
, ki
);
602 del234(vertices
, vs
+j
);
604 add234(vertices
, vs
+j
);
605 del234(vertices
, vs
+ki
);
607 add234(vertices
, vs
+ki
);
616 break; /* we're done. */
620 * That's our graph. Now shuffle the points, making sure that
621 * they come out with at least one crossed line when arranged
622 * in a circle (so that the puzzle isn't immediately solved!).
624 tmp
= snewn(n
, long);
625 for (i
= 0; i
< n
; i
++)
627 pts2
= snewn(n
, point
);
628 make_circle(pts2
, n
, w
);
630 shuffle(tmp
, n
, sizeof(*tmp
), rs
);
631 for (i
= 0; (e
= index234(edges
, i
)) != NULL
; i
++) {
632 for (j
= i
+1; (e2
= index234(edges
, j
)) != NULL
; j
++) {
633 if (e2
->a
== e
->a
|| e2
->a
== e
->b
||
634 e2
->b
== e
->a
|| e2
->b
== e
->b
)
636 if (cross(pts2
[tmp
[e2
->a
]], pts2
[tmp
[e2
->b
]],
637 pts2
[tmp
[e
->a
]], pts2
[tmp
[e
->b
]]))
644 break; /* we've found a crossing */
648 * We're done. Now encode the graph in a string format. Let's
649 * use a comma-separated list of dash-separated vertex number
650 * pairs, numbered from zero. We'll sort the list to prevent
663 for (i
= 0; (e
= index234(edges
, i
)) != NULL
; i
++) {
665 ea
[i
].a
= min(tmp
[e
->a
], tmp
[e
->b
]);
666 ea
[i
].b
= max(tmp
[e
->a
], tmp
[e
->b
]);
667 retlen
+= 1 + sprintf(buf
, "%d-%d", ea
[i
].a
, ea
[i
].b
);
670 qsort(ea
, m
, sizeof(*ea
), edgecmpC
);
672 ret
= snewn(retlen
, char);
676 for (i
= 0; i
< m
; i
++) {
677 k
+= sprintf(ret
+ k
, "%s%d-%d", sep
, ea
[i
].a
, ea
[i
].b
);
686 * Encode the solution we started with as an aux_info string.
693 auxlen
= 2; /* leading 'S' and trailing '\0' */
694 for (i
= 0; i
< n
; i
++) {
702 pts2
[j
].x
+= pts2
[j
].d
/ 2;
703 pts2
[j
].y
+= pts2
[j
].d
/ 2;
704 auxlen
+= sprintf(buf
, ";P%d:%ld,%ld/%ld", i
,
705 pts2
[j
].x
, pts2
[j
].y
, pts2
[j
].d
);
708 auxstr
= snewn(auxlen
, char);
710 for (i
= 0; i
< n
; i
++)
711 k
+= sprintf(auxstr
+k
, ";P%d:%ld,%ld/%ld", i
,
712 pts2
[i
].x
, pts2
[i
].y
, pts2
[i
].d
);
720 freetree234(vertices
);
722 while ((e
= delpos234(edges
, 0)) != NULL
)
730 static char *validate_desc(game_params
*params
, char *desc
)
736 if (a
< 0 || a
>= params
->n
)
737 return "Number out of range in game description";
738 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
740 return "Expected '-' after number in game description";
741 desc
++; /* eat dash */
743 if (b
< 0 || b
>= params
->n
)
744 return "Number out of range in game description";
745 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
748 return "Expected ',' after number in game description";
749 desc
++; /* eat comma */
756 static void mark_crossings(game_state
*state
)
762 #ifdef SHOW_CROSSINGS
763 for (i
= 0; (e
= index234(state
->graph
->edges
, i
)) != NULL
; i
++)
764 state
->crosses
[i
] = FALSE
;
768 * Check correctness: for every pair of edges, see whether they
771 for (i
= 0; (e
= index234(state
->graph
->edges
, i
)) != NULL
; i
++) {
772 for (j
= i
+1; (e2
= index234(state
->graph
->edges
, j
)) != NULL
; j
++) {
773 if (e2
->a
== e
->a
|| e2
->a
== e
->b
||
774 e2
->b
== e
->a
|| e2
->b
== e
->b
)
776 if (cross(state
->pts
[e2
->a
], state
->pts
[e2
->b
],
777 state
->pts
[e
->a
], state
->pts
[e
->b
])) {
779 #ifdef SHOW_CROSSINGS
780 state
->crosses
[i
] = state
->crosses
[j
] = TRUE
;
782 goto done
; /* multi-level break - sorry */
789 * e == NULL if we've gone through all the edge pairs
790 * without finding a crossing.
792 #ifndef SHOW_CROSSINGS
796 state
->completed
= TRUE
;
799 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
802 game_state
*state
= snew(game_state
);
805 state
->params
= *params
;
806 state
->w
= state
->h
= COORDLIMIT(n
);
807 state
->pts
= snewn(n
, point
);
808 make_circle(state
->pts
, n
, state
->w
);
809 state
->graph
= snew(struct graph
);
810 state
->graph
->refcount
= 1;
811 state
->graph
->edges
= newtree234(edgecmp
);
812 state
->completed
= state
->cheated
= state
->just_solved
= FALSE
;
816 assert(a
>= 0 && a
< params
->n
);
817 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
818 assert(*desc
== '-');
819 desc
++; /* eat dash */
821 assert(b
>= 0 && b
< params
->n
);
822 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
824 assert(*desc
== ',');
825 desc
++; /* eat comma */
827 addedge(state
->graph
->edges
, a
, b
);
830 #ifdef SHOW_CROSSINGS
831 state
->crosses
= snewn(count234(state
->graph
->edges
), int);
832 mark_crossings(state
); /* sets up `crosses' and `completed' */
838 static game_state
*dup_game(game_state
*state
)
840 int n
= state
->params
.n
;
841 game_state
*ret
= snew(game_state
);
843 ret
->params
= state
->params
;
846 ret
->pts
= snewn(n
, point
);
847 memcpy(ret
->pts
, state
->pts
, n
* sizeof(point
));
848 ret
->graph
= state
->graph
;
849 ret
->graph
->refcount
++;
850 ret
->completed
= state
->completed
;
851 ret
->cheated
= state
->cheated
;
852 ret
->just_solved
= state
->just_solved
;
853 #ifdef SHOW_CROSSINGS
854 ret
->crosses
= snewn(count234(ret
->graph
->edges
), int);
855 memcpy(ret
->crosses
, state
->crosses
,
856 count234(ret
->graph
->edges
) * sizeof(int));
862 static void free_game(game_state
*state
)
864 if (--state
->graph
->refcount
<= 0) {
866 while ((e
= delpos234(state
->graph
->edges
, 0)) != NULL
)
868 freetree234(state
->graph
->edges
);
875 static char *solve_game(game_state
*state
, game_state
*currstate
,
876 char *aux
, char **error
)
878 int n
= state
->params
.n
;
887 *error
= "Solution not known for this puzzle";
892 * Decode the aux_info to get the original point positions.
894 pts
= snewn(n
, point
);
896 for (i
= 0; i
< n
; i
++) {
899 int ret
= sscanf(aux
, ";P%d:%ld,%ld/%ld%n", &p
, &x
, &y
, &d
, &k
);
900 if (ret
!= 4 || p
!= i
) {
901 *error
= "Internal error: aux_info badly formatted";
912 * Now go through eight possible symmetries of the point set.
913 * For each one, work out the sum of the Euclidean distances
914 * between the points' current positions and their new ones.
916 * We're squaring distances here, which means we're at risk of
917 * integer overflow. Fortunately, there's no real need to be
918 * massively careful about rounding errors, since this is a
919 * non-essential bit of the code; so I'll just work in floats
925 for (i
= 0; i
< 8; i
++) {
928 matrix
[0] = matrix
[1] = matrix
[2] = matrix
[3] = 0;
929 matrix
[i
& 1] = (i
& 2) ? +1 : -1;
930 matrix
[3-(i
&1)] = (i
& 4) ? +1 : -1;
933 for (j
= 0; j
< n
; j
++) {
934 float px
= (float)pts
[j
].x
/ pts
[j
].d
;
935 float py
= (float)pts
[j
].y
/ pts
[j
].d
;
936 float sx
= (float)currstate
->pts
[j
].x
/ currstate
->pts
[j
].d
;
937 float sy
= (float)currstate
->pts
[j
].y
/ currstate
->pts
[j
].d
;
938 float cx
= (float)currstate
->w
/ 2;
939 float cy
= (float)currstate
->h
/ 2;
940 float ox
, oy
, dx
, dy
;
945 ox
= matrix
[0] * px
+ matrix
[1] * py
;
946 oy
= matrix
[2] * px
+ matrix
[3] * py
;
957 if (besti
< 0 || bestd
> d
) {
966 * Now we know which symmetry is closest to the points' current
969 matrix
[0] = matrix
[1] = matrix
[2] = matrix
[3] = 0;
970 matrix
[besti
& 1] = (besti
& 2) ? +1 : -1;
971 matrix
[3-(besti
&1)] = (besti
& 4) ? +1 : -1;
974 ret
= snewn(retsize
, char);
979 for (i
= 0; i
< n
; i
++) {
980 float px
= (float)pts
[i
].x
/ pts
[i
].d
;
981 float py
= (float)pts
[i
].y
/ pts
[i
].d
;
982 float cx
= (float)currstate
->w
/ 2;
983 float cy
= (float)currstate
->h
/ 2;
990 ox
= matrix
[0] * px
+ matrix
[1] * py
;
991 oy
= matrix
[2] * px
+ matrix
[3] * py
;
997 * Use a fixed denominator of 2, because we know the
998 * original points were on an integer grid offset by 1/2.
1003 pts
[i
].x
= (long)(ox
+ 0.5F
);
1004 pts
[i
].y
= (long)(oy
+ 0.5F
);
1006 extra
= sprintf(buf
, ";P%d:%ld,%ld/%ld", i
,
1007 pts
[i
].x
, pts
[i
].y
, pts
[i
].d
);
1008 if (retlen
+ extra
>= retsize
) {
1009 retsize
= retlen
+ extra
+ 256;
1010 ret
= sresize(ret
, retsize
, char);
1012 strcpy(ret
+ retlen
, buf
);
1021 static int game_can_format_as_text_now(game_params
*params
)
1026 static char *game_text_format(game_state
*state
)
1032 int dragpoint
; /* point being dragged; -1 if none */
1033 point newpoint
; /* where it's been dragged to so far */
1034 int just_dragged
; /* reset in game_changed_state */
1035 int just_moved
; /* _set_ in game_changed_state */
1039 static game_ui
*new_ui(game_state
*state
)
1041 game_ui
*ui
= snew(game_ui
);
1043 ui
->just_moved
= ui
->just_dragged
= FALSE
;
1047 static void free_ui(game_ui
*ui
)
1052 static char *encode_ui(game_ui
*ui
)
1057 static void decode_ui(game_ui
*ui
, char *encoding
)
1061 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1062 game_state
*newstate
)
1065 ui
->just_moved
= ui
->just_dragged
;
1066 ui
->just_dragged
= FALSE
;
1069 struct game_drawstate
{
1075 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1076 int x
, int y
, int button
)
1078 int n
= state
->params
.n
;
1080 if (IS_MOUSE_DOWN(button
)) {
1085 * Begin drag. We drag the vertex _nearest_ to the pointer,
1086 * just in case one is nearly on top of another and we want
1087 * to drag the latter. However, we drag nothing at all if
1088 * the nearest vertex is outside DRAG_THRESHOLD.
1093 for (i
= 0; i
< n
; i
++) {
1094 long px
= state
->pts
[i
].x
* ds
->tilesize
/ state
->pts
[i
].d
;
1095 long py
= state
->pts
[i
].y
* ds
->tilesize
/ state
->pts
[i
].d
;
1098 long d
= dx
*dx
+ dy
*dy
;
1100 if (best
== -1 || bestd
> d
) {
1106 if (bestd
<= DRAG_THRESHOLD
* DRAG_THRESHOLD
) {
1107 ui
->dragpoint
= best
;
1110 ui
->newpoint
.d
= ds
->tilesize
;
1114 } else if (IS_MOUSE_DRAG(button
) && ui
->dragpoint
>= 0) {
1117 ui
->newpoint
.d
= ds
->tilesize
;
1119 } else if (IS_MOUSE_RELEASE(button
) && ui
->dragpoint
>= 0) {
1120 int p
= ui
->dragpoint
;
1123 ui
->dragpoint
= -1; /* terminate drag, no matter what */
1126 * First, see if we're within range. The user can cancel a
1127 * drag by dragging the point right off the window.
1129 if (ui
->newpoint
.x
< 0 ||
1130 ui
->newpoint
.x
>= (long)state
->w
*ui
->newpoint
.d
||
1131 ui
->newpoint
.y
< 0 ||
1132 ui
->newpoint
.y
>= (long)state
->h
*ui
->newpoint
.d
)
1136 * We aren't cancelling the drag. Construct a move string
1137 * indicating where this point is going to.
1139 sprintf(buf
, "P%d:%ld,%ld/%ld", p
,
1140 ui
->newpoint
.x
, ui
->newpoint
.y
, ui
->newpoint
.d
);
1141 ui
->just_dragged
= TRUE
;
1148 static game_state
*execute_move(game_state
*state
, char *move
)
1150 int n
= state
->params
.n
;
1153 game_state
*ret
= dup_game(state
);
1155 ret
->just_solved
= FALSE
;
1160 if (*move
== ';') move
++;
1161 ret
->cheated
= ret
->just_solved
= TRUE
;
1164 sscanf(move
+1, "%d:%ld,%ld/%ld%n", &p
, &x
, &y
, &d
, &k
) == 4 &&
1165 p
>= 0 && p
< n
&& d
> 0) {
1171 if (*move
== ';') move
++;
1178 mark_crossings(ret
);
1183 /* ----------------------------------------------------------------------
1187 static void game_compute_size(game_params
*params
, int tilesize
,
1190 *x
= *y
= COORDLIMIT(params
->n
) * tilesize
;
1193 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1194 game_params
*params
, int tilesize
)
1196 ds
->tilesize
= tilesize
;
1199 static float *game_colours(frontend
*fe
, int *ncolours
)
1201 float *ret
= snewn(3 * NCOLOURS
, float);
1203 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1205 ret
[COL_LINE
* 3 + 0] = 0.0F
;
1206 ret
[COL_LINE
* 3 + 1] = 0.0F
;
1207 ret
[COL_LINE
* 3 + 2] = 0.0F
;
1209 #ifdef SHOW_CROSSINGS
1210 ret
[COL_CROSSEDLINE
* 3 + 0] = 1.0F
;
1211 ret
[COL_CROSSEDLINE
* 3 + 1] = 0.0F
;
1212 ret
[COL_CROSSEDLINE
* 3 + 2] = 0.0F
;
1215 ret
[COL_OUTLINE
* 3 + 0] = 0.0F
;
1216 ret
[COL_OUTLINE
* 3 + 1] = 0.0F
;
1217 ret
[COL_OUTLINE
* 3 + 2] = 0.0F
;
1219 ret
[COL_POINT
* 3 + 0] = 0.0F
;
1220 ret
[COL_POINT
* 3 + 1] = 0.0F
;
1221 ret
[COL_POINT
* 3 + 2] = 1.0F
;
1223 ret
[COL_DRAGPOINT
* 3 + 0] = 1.0F
;
1224 ret
[COL_DRAGPOINT
* 3 + 1] = 1.0F
;
1225 ret
[COL_DRAGPOINT
* 3 + 2] = 1.0F
;
1227 ret
[COL_NEIGHBOUR
* 3 + 0] = 1.0F
;
1228 ret
[COL_NEIGHBOUR
* 3 + 1] = 0.0F
;
1229 ret
[COL_NEIGHBOUR
* 3 + 2] = 0.0F
;
1231 ret
[COL_FLASH1
* 3 + 0] = 0.5F
;
1232 ret
[COL_FLASH1
* 3 + 1] = 0.5F
;
1233 ret
[COL_FLASH1
* 3 + 2] = 0.5F
;
1235 ret
[COL_FLASH2
* 3 + 0] = 1.0F
;
1236 ret
[COL_FLASH2
* 3 + 1] = 1.0F
;
1237 ret
[COL_FLASH2
* 3 + 2] = 1.0F
;
1239 *ncolours
= NCOLOURS
;
1243 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1245 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1249 ds
->x
= snewn(state
->params
.n
, long);
1250 ds
->y
= snewn(state
->params
.n
, long);
1251 for (i
= 0; i
< state
->params
.n
; i
++)
1252 ds
->x
[i
] = ds
->y
[i
] = -1;
1259 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1266 static point
mix(point a
, point b
, float distance
)
1271 ret
.x
= (long)(a
.x
* b
.d
+ distance
* (b
.x
* a
.d
- a
.x
* b
.d
));
1272 ret
.y
= (long)(a
.y
* b
.d
+ distance
* (b
.y
* a
.d
- a
.y
* b
.d
));
1277 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1278 game_state
*state
, int dir
, game_ui
*ui
,
1279 float animtime
, float flashtime
)
1284 int bg
, points_moved
;
1287 * There's no terribly sensible way to do partial redraws of
1288 * this game, so I'm going to have to resort to redrawing the
1289 * whole thing every time.
1293 bg
= COL_BACKGROUND
;
1294 else if ((int)(flashtime
* 4 / FLASH_TIME
) % 2 == 0)
1300 * To prevent excessive spinning on redraw during a completion
1301 * flash, we first check to see if _either_ the flash
1302 * background colour has changed _or_ at least one point has
1303 * moved _or_ a drag has begun or ended, and abandon the redraw
1304 * if neither is the case.
1306 * Also in this loop we work out the coordinates of all the
1307 * points for this redraw.
1309 points_moved
= FALSE
;
1310 for (i
= 0; i
< state
->params
.n
; i
++) {
1311 point p
= state
->pts
[i
];
1314 if (ui
->dragpoint
== i
)
1318 p
= mix(oldstate
->pts
[i
], p
, animtime
/ ui
->anim_length
);
1320 x
= p
.x
* ds
->tilesize
/ p
.d
;
1321 y
= p
.y
* ds
->tilesize
/ p
.d
;
1323 if (ds
->x
[i
] != x
|| ds
->y
[i
] != y
)
1324 points_moved
= TRUE
;
1330 if (ds
->bg
== bg
&& ds
->dragpoint
== ui
->dragpoint
&& !points_moved
)
1331 return; /* nothing to do */
1333 ds
->dragpoint
= ui
->dragpoint
;
1336 game_compute_size(&state
->params
, ds
->tilesize
, &w
, &h
);
1337 draw_rect(dr
, 0, 0, w
, h
, bg
);
1343 for (i
= 0; (e
= index234(state
->graph
->edges
, i
)) != NULL
; i
++) {
1344 draw_line(dr
, ds
->x
[e
->a
], ds
->y
[e
->a
], ds
->x
[e
->b
], ds
->y
[e
->b
],
1345 #ifdef SHOW_CROSSINGS
1346 (oldstate
?oldstate
:state
)->crosses
[i
] ?
1355 * When dragging, we should not only vary the colours, but
1356 * leave the point being dragged until last.
1358 for (j
= 0; j
< 3; j
++) {
1359 int thisc
= (j
== 0 ? COL_POINT
:
1360 j
== 1 ? COL_NEIGHBOUR
: COL_DRAGPOINT
);
1361 for (i
= 0; i
< state
->params
.n
; i
++) {
1364 if (ui
->dragpoint
== i
) {
1366 } else if (ui
->dragpoint
>= 0 &&
1367 isedge(state
->graph
->edges
, ui
->dragpoint
, i
)) {
1374 #ifdef VERTEX_NUMBERS
1375 draw_circle(dr
, ds
->x
[i
], ds
->y
[i
], DRAG_THRESHOLD
, bg
, bg
);
1378 sprintf(buf
, "%d", i
);
1379 draw_text(dr
, ds
->x
[i
], ds
->y
[i
], FONT_VARIABLE
,
1381 ALIGN_VCENTRE
|ALIGN_HCENTRE
, c
, buf
);
1384 draw_circle(dr
, ds
->x
[i
], ds
->y
[i
], CIRCLE_RADIUS
,
1391 draw_update(dr
, 0, 0, w
, h
);
1394 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1395 int dir
, game_ui
*ui
)
1399 if ((dir
< 0 ? oldstate
: newstate
)->just_solved
)
1400 ui
->anim_length
= SOLVEANIM_TIME
;
1402 ui
->anim_length
= ANIM_TIME
;
1403 return ui
->anim_length
;
1406 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1407 int dir
, game_ui
*ui
)
1409 if (!oldstate
->completed
&& newstate
->completed
&&
1410 !oldstate
->cheated
&& !newstate
->cheated
)
1415 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1420 static void game_print_size(game_params
*params
, float *x
, float *y
)
1424 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1429 #define thegame untangle
1432 const struct game thegame
= {
1433 "Untangle", "games.untangle", "untangle",
1440 TRUE
, game_configure
, custom_params
,
1448 FALSE
, game_can_format_as_text_now
, game_text_format
,
1456 PREFERRED_TILESIZE
, game_compute_size
, game_set_size
,
1459 game_free_drawstate
,
1463 FALSE
, FALSE
, game_print_size
, game_print
,
1464 FALSE
, /* wants_statusbar */
1465 FALSE
, game_timing_state
,
1466 SOLVE_ANIMATES
, /* flags */