4 * The geeky little puzzle game with a big noodly crunch!
6 * gPlanarity copyright (C) 2005 Monty <monty@xiph.org>
7 * Original Flash game by John Tantalo <john.tantalo@case.edu>
8 * Original game concept by Mary Radcliffe
10 * gPlanarity is free software; you can redistribute it and/or modify
11 * it under the terms of the GNU General Public License as published by
12 * the Free Software Foundation; either version 2, or (at your option)
15 * gPlanarity is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 * GNU General Public License for more details.
20 * You should have received a copy of the GNU General Public License
21 * along with Postfish; see the file COPYING. If not, write to the
22 * Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
31 #include "graph_generate.h"
38 void (*gen
)(graph
*g
, int num
);
39 float intersection_mult
;
44 #define FINITE_LEVELS 79
45 static gen_instance i_list
[FINITE_LEVELS
]={
47 {"simple", 1, "A Small Beginning", generate_simple
, 1.,4., 1 }, // 1
48 {"simple", 2, "My First Real Level(tm)", generate_simple
, 1.,4., 2 }, // 2
49 {"data", 0, "My First Mission Impossible(tm)", generate_data
, 20.,4., 3 }, // 3
50 {"simple", 3, "Larger But Not Harder", generate_simple
, 1.,4., 2 }, // 4
51 {"crest", 5, "The Trick Is It's Easy", generate_crest
, 1.,4., 2 }, // 5
53 {"simple", 4, "Practice Before the Handbasket: One of Three", generate_simple
, 1.,4., 2 }, // 6
54 {"simple", 5, "Practice Before the Handbasket: Two of Three", generate_simple
, 1.,4., 2 }, // 7
55 {"simple", 6, "Practice Before the Handbasket: Three of Three", generate_simple
, 1.,4., 2 }, // 8
57 {"sparse", 4, "Tough and Stringy", generate_sparse
, 1.2,4., 2 }, // 9
58 {"sparse", 5, "Threadbare", generate_sparse
, 1.2,4., 2 }, // 10
60 {"nasty", 4, "The Bumpy Circles Are Slightly More Difficult", generate_nasty
, 1.5,4., 3 }, // 11
61 {"nasty", 5, "Three is a Magic Number", generate_nasty
, 1.5,4., 3 }, // 12
62 {"nasty", 6, "Last Call For (Sort of) Triangles (For Now)", generate_nasty
, 1.5,4., 3 }, // 13
64 {"free", 4, "Something Only Subtly Different", generate_freeform
, 1.5,4., 3 }, // 14
65 {"free", 5, "It Can Roll! Granted, Not Very Well", generate_freeform
, 1.5,4., 3 }, // 15
66 {"free", 6, "If You Squint, It's a Round Brick", generate_freeform
, 1.5,4., 3 }, // 16
68 {"rogue", 5, "A New Objective", generate_rogue
, 1.6,4., 3 }, // 17
69 {"rogue", 6, "How Low Can You Go?", generate_rogue
, 1.6,4., 3 }, // 18
70 {"rogue", 7, "Military Industrial Complex", generate_rogue
, 1.6,4., 4 }, // 19
72 {"embed", 4, "The Hexagon is a Subtle and Wily Beast", generate_embed
, 2.,4., 4 }, // 20
73 {"embed", 5, "No, Really, The Hexagon Puzzles Are Harder", generate_embed
, 3.,4., 5 }, // 21
74 {"embed", 6, "Cursed? Call 1-800-HEX-A-GON Today!", generate_embed
, 4.,4., 6 }, // 22
76 {"simple", 7, "Round but Straightforward", generate_simple
, 1.,4., 4 }, // 23
78 {"shape", 0, "A Star Is Born... Then Solved", generate_shape
, 1.,2., 6 }, // 24
79 {"shape", 1, "Oh, Rain*bows*...", generate_shape
, 1.,2., 6 }, // 25
80 {"shape", 2, "Solve Along the Dotted Line", generate_shape
, 1.,2., 6 }, // 26
81 {"shape", 3, "Using All Available Space", generate_shape
, 1.,2., 6 }, // 27
82 {"shape", 4, "Brainfreeze", generate_shape
, 1.,2., 6 }, // 28
83 {"shape", 6, "Tropical Storm Invest", generate_shape
, 1.,2., 6 }, // 30
85 {"dense", 8, "Algorithm: Original/Dense (Order: 8)", generate_dense
, .8,1., 5 }, // 31
86 {"simple", 8, "Algorithm: Original (Order: 8)", generate_simple
, 1.,1., 6 }, // 32
87 {"sparse", 8, "Algorithm: Original/Sparse (Order: 8)",generate_sparse
, 1.2,1., 7 }, // 33
88 {"nasty", 8, "Algorithm: Nasty (Order: 8)", generate_nasty
, 1.5,1., 8 }, // 34
89 {"free", 8, "Algorithm: Freeform/4 (Order: 8)", generate_freeform
, 1.5,1., 9 }, // 35
90 {"rogue", 8, "Algorithm: Rogue (Order: 8)", generate_rogue
, 1.6,1.,10 }, // 36
91 {"embed", 8, "Algorithm: Embed (Order: 8)", generate_embed
, 4.,1.,10 }, // 37
92 {"shape", 7, "Operator", generate_shape
, 1.,2.,10 }, // 38
94 {"dense", 9, "Algorithm: Original/Dense (Order: 9)", generate_dense
, .8,1., 5 }, // 39
95 {"simple", 9, "Algorithm: Original (Order: 9)", generate_simple
, 1.,1., 6 }, // 40
96 {"sparse", 9, "Algorithm: Original/Sparse (Order: 9)",generate_sparse
, 1.2,1., 7 }, // 41
97 {"nasty", 9, "Algorithm: Nasty (Order: 9)", generate_nasty
, 1.5,1., 8 }, // 42
98 {"free", 9, "Algorithm: Freeform/4 (Order: 9)", generate_freeform
, 1.5,1., 9 }, // 43
99 {"rogue", 9, "Algorithm: Rogue (Order: 9)", generate_rogue
, 1.6,1.,10 }, // 44
100 {"embed", 9, "Algorithm: Embed (Order: 9)", generate_embed
, 4.,1.,10 }, // 45
101 {"shape", 8, "The Inside Is Pointy", generate_shape
, 1.,2.,10 }, // 46
103 {"dense", 10, "Algorithm: Original/Dense (Order: 10)", generate_dense
, .8,1., 5 }, // 47
104 {"simple",10, "Algorithm: Original (Order: 10)", generate_simple
, 1.,1., 6 }, // 48
105 {"sparse",10, "Algorithm: Original/Sparse (Order: 10)",generate_sparse
, 1.2,1., 7 }, // 49
106 {"nasty", 10, "Algorithm: Nasty (Order: 10)", generate_nasty
, 1.5,1., 8 }, // 50
107 {"free", 10, "Algorithm: Freeform/4 (Order: 10)", generate_freeform
, 1.5,1., 9 }, // 51
108 {"rogue", 10, "Algorithm: Rogue (Order: 10)", generate_rogue
, 1.6,1.,10 }, // 52
109 {"embed", 10, "Algorithm: Embed (Order: 10)", generate_embed
, 4.,1.,10 }, // 53
110 {"shape", 9, "Riches and Good Luck", generate_shape
, 1.,2.,10 }, // 54
112 {"dense", 11, "Algorithm: Original/Dense (Order: 11)", generate_dense
, .8,1., 5 }, // 55
113 {"simple",11, "Algorithm: Original (Order: 11)", generate_simple
, 1.,1., 6 }, // 56
114 {"sparse",11, "Algorithm: Original/Sparse (Order: 11)",generate_sparse
, 1.2,1., 7 }, // 57
115 {"nasty", 11, "Algorithm: Nasty (Order: 11)", generate_nasty
, 1.5,1., 8 }, // 58
116 {"free", 11, "Algorithm: Freeform/4 (Order: 11)", generate_freeform
, 1.5,1., 9 }, // 59
117 {"rogue", 11, "Algorithm: Rogue (Order: 11)", generate_rogue
, 1.6,1.,10 }, // 60
118 {"embed", 11, "Algorithm: Embed (Order: 11)", generate_embed
, 4.,1.,10 }, // 61
119 {"shape", 10, "Mmmm... Doughnut", generate_shape
, 1.,2.,10 }, // 62
121 {"dense", 12, "Algorithm: Original/Dense (Order: 12)", generate_dense
, .8,1., 5 }, // 63
122 {"simple",12, "Algorithm: Original (Order: 12)", generate_simple
, 1.,1., 6 }, // 64
123 {"sparse",12, "Algorithm: Original/Sparse (Order: 12)",generate_sparse
, 1.2,1., 7 }, // 65
124 {"nasty", 12, "Algorithm: Nasty (Order: 12)", generate_nasty
, 1.5,1., 8 }, // 66
125 {"free", 12, "Algorithm: Freeform/4 (Order: 12)", generate_freeform
, 1.5,1., 9 }, // 67
126 {"rogue", 12, "Algorithm: Rogue (Order: 12)", generate_rogue
, 1.6,1.,10 }, // 68
127 {"embed", 12, "Algorithm: Embed (Order: 12)", generate_embed
, 4.,1.,10 }, // 69
128 {"shape", 11, "Quick and Dirty, or Slow and Steady", generate_shape
, 1.,1.,10 }, // 70
129 {"shape", 5, "Little Fluffy Clouds", generate_shape
, 1.,2., 6 }, // 29
131 {"dense", 13, "Algorithm: Original/Dense (Order: 13)", generate_dense
, .8,1., 5 }, // 71
132 {"simple",13, "Algorithm: Original (Order: 13)", generate_simple
, 1.,1., 6 }, // 72
133 {"sparse",13, "Algorithm: Original/Sparse (Order: 13)",generate_sparse
, 1.2,1., 7 }, // 73
134 {"nasty", 13, "Algorithm: Nasty (Order: 13)", generate_nasty
, 1.5,1., 8 }, // 74
135 {"free", 13, "Algorithm: Freeform/4 (Order: 13)", generate_freeform
, 1.5,1., 9 }, // 75
136 {"rogue", 13, "Algorithm: Rogue (Order: 13)", generate_rogue
, 1.6,1.,10 }, // 76
137 {"embed", 13, "Algorithm: Embed (Order: 13)", generate_embed
, 4.,1.,10 }, // 77
138 {"shape", 12, "A Sudden Urge To Go Shopping", generate_shape
, 1.,1.,10 }, // 78
139 {"shape", 13, "Sweet Reward", generate_shape
, 1.,1.,10 }, // 79
143 #define LOOP_LEVELS 8
144 static gen_instance i_list_loop
[LOOP_LEVELS
]={
145 {"dense", 14, "Algorithm: Original/Dense (Order: %d)", generate_dense
, .8,1., 5 }, // n
146 {"simple",14, "Algorithm: Original (Order: %d)", generate_simple
, 1.,1., 6 }, // n
147 {"sparse",14, "Algorithm: Original/Sparse (Order: %d)",generate_sparse
, 1.2,1., 7 }, // n
148 {"nasty", 14, "Algorithm: Nasty (Order: %d)", generate_nasty
, 1.5,1., 8 }, // n
149 {"free", 14, "Algorithm: Freeform/4 (Order: %d)", generate_freeform
, 1.5,1., 9 }, // n
150 {"rogue", 14, "Algorithm: Rogue (Order: %d)", generate_rogue
, 1.6,1.,10 }, // n
151 {"embed", 14, "Algorithm: Embed (Order: %d)", generate_embed
, 4.,1.,10 }, // n
152 {"shape", 14, "Algorithm: Region (Order: %d)", generate_shape
, 1.,2.,10 },
155 int generate_find_number(char *id
){
159 for(i
=0;i
<FINITE_LEVELS
;i
++){
160 snprintf(buffer
,160,"%s %d",i_list
[i
].class,i_list
[i
].instancenum
);
161 if(!strcmp(id
,buffer
))
166 char *arg
= strchr(id
,' ');
168 unsigned int len
= arg
-id
;
170 for(i
=0;i
<LOOP_LEVELS
;i
++){
171 if(strlen(i_list_loop
[i
].class)==len
&&
172 !strncmp(i_list_loop
[i
].class,id
,len
)){
174 // class match, determine the level number
175 int order
= atoi(arg
+1);
176 return FINITE_LEVELS
+ (order
- i_list_loop
[i
].instancenum
)*LOOP_LEVELS
+ i
;
187 int generate_get_meta(int num
, graphmeta
*gm
){
188 if(num
<FINITE_LEVELS
){
190 /* part of the finite list */
193 gm
->desc
= _(i_list
[num
].desc
);
194 gm
->unlock_plus
= i_list
[num
].unlock
+1;
195 if(asprintf(&gm
->id
,"%s %d",i_list
[num
].class,i_list
[num
].instancenum
)==-1){
196 fprintf(stderr
,_("Couldn't allocate memory for level name.\n"));
202 /* past the finite list; one of the loop levels */
203 int classnum
= (num
- FINITE_LEVELS
) % LOOP_LEVELS
;
204 int ordernum
= (num
- FINITE_LEVELS
) / LOOP_LEVELS
+
205 i_list_loop
[classnum
].instancenum
;
208 gm
->unlock_plus
= i_list_loop
[classnum
].unlock
+1;
209 if(asprintf(&gm
->desc
,i_list_loop
[classnum
].desc
,ordernum
)==-1){
210 fprintf(stderr
,_("Couldn't allocate memory for level description.\n"));
214 if(asprintf(&gm
->id
,"%s %d",i_list_loop
[classnum
].class,ordernum
)==-1){
215 fprintf(stderr
,_("Couldn't allocate memory for level name.\n"));
224 void generate_board(graph
*g
,int num
){
226 if(num
<FINITE_LEVELS
){
229 gi
->gen(g
,gi
->instancenum
);
231 int classnum
= (num
- FINITE_LEVELS
) % LOOP_LEVELS
;
232 int ordernum
= (num
- FINITE_LEVELS
) / LOOP_LEVELS
+
233 i_list_loop
[classnum
].instancenum
;
235 gi
= i_list_loop
+classnum
;
239 // clear out overloaded flags
241 vertex
*v
= g
->verticies
;
250 g
->objective_mult
= gi
->objective_mult
;
251 g
->intersection_mult
= gi
->intersection_mult
;