/*
*
* gPlanarity:
* The geeky little puzzle game with a big noodly crunch!
*
* gPlanarity copyright (C) 2005 Monty <monty@xiph.org>
* Original Flash game by John Tantalo <john.tantalo@case.edu>
* Original game concept by Mary Radcliffe
*
* gPlanarity is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* gPlanarity is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Postfish; see the file COPYING. If not, write to the
* Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
*
*
*/
#define _GNU_SOURCE
#include <string.h>
#include <stdlib.h>
#include "graph.h"
#include "graph_generate.h"
#include "nls.h"
typedef struct {
char *class;
int instancenum;
char *desc;
void (*gen)(graph *g, int num);
float intersection_mult;
float objective_mult;
int unlock;
} gen_instance;
#define FINITE_LEVELS 79
static gen_instance i_list[FINITE_LEVELS]={
{"simple", 1, "A Small Beginning", generate_simple, 1.,4., 1 }, // 1
{"simple", 2, "My First Real Level(tm)", generate_simple, 1.,4., 2 }, // 2
{"data", 0, "My First Mission Impossible(tm)", generate_data, 20.,4., 3 }, // 3
{"simple", 3, "Larger But Not Harder", generate_simple, 1.,4., 2 }, // 4
{"crest", 5, "The Trick Is It's Easy", generate_crest, 1.,4., 2 }, // 5
{"simple", 4, "Practice Before the Handbasket: One of Three", generate_simple, 1.,4., 2 }, // 6
{"simple", 5, "Practice Before the Handbasket: Two of Three", generate_simple, 1.,4., 2 }, // 7
{"simple", 6, "Practice Before the Handbasket: Three of Three", generate_simple, 1.,4., 2 }, // 8
{"sparse", 4, "Tough and Stringy", generate_sparse, 1.2,4., 2 }, // 9
{"sparse", 5, "Threadbare", generate_sparse, 1.2,4., 2 }, // 10
{"nasty", 4, "The Bumpy Circles Are Slightly More Difficult", generate_nasty, 1.5,4., 3 }, // 11
{"nasty", 5, "Three is a Magic Number", generate_nasty, 1.5,4., 3 }, // 12
{"nasty", 6, "Last Call For (Sort of) Triangles (For Now)", generate_nasty, 1.5,4., 3 }, // 13
{"free", 4, "Something Only Subtly Different", generate_freeform, 1.5,4., 3 }, // 14
{"free", 5, "It Can Roll! Granted, Not Very Well", generate_freeform, 1.5,4., 3 }, // 15
{"free", 6, "If You Squint, It's a Round Brick", generate_freeform, 1.5,4., 3 }, // 16
{"rogue", 5, "A New Objective", generate_rogue, 1.6,4., 3 }, // 17
{"rogue", 6, "How Low Can You Go?", generate_rogue, 1.6,4., 3 }, // 18
{"rogue", 7, "Military Industrial Complex", generate_rogue, 1.6,4., 4 }, // 19
{"embed", 4, "The Hexagon is a Subtle and Wily Beast", generate_embed, 2.,4., 4 }, // 20
{"embed", 5, "No, Really, The Hexagon Puzzles Are Harder", generate_embed, 3.,4., 5 }, // 21
{"embed", 6, "Cursed? Call 1-800-HEX-A-GON Today!", generate_embed, 4.,4., 6 }, // 22
{"simple", 7, "Round but Straightforward", generate_simple, 1.,4., 4 }, // 23
{"shape", 0, "A Star Is Born... Then Solved", generate_shape, 1.,2., 6 }, // 24
{"shape", 1, "Oh, Rain*bows*...", generate_shape, 1.,2., 6 }, // 25
{"shape", 2, "Solve Along the Dotted Line", generate_shape, 1.,2., 6 }, // 26
{"shape", 3, "Using All Available Space", generate_shape, 1.,2., 6 }, // 27
{"shape", 4, "Brainfreeze", generate_shape, 1.,2., 6 }, // 28
{"shape", 6, "Tropical Storm Invest", generate_shape, 1.,2., 6 }, // 30
{"dense", 8, "Algorithm: Original/Dense (Order: 8)", generate_dense, .8,1., 5 }, // 31
{"simple", 8, "Algorithm: Original (Order: 8)", generate_simple, 1.,1., 6 }, // 32
{"sparse", 8, "Algorithm: Original/Sparse (Order: 8)",generate_sparse, 1.2,1., 7 }, // 33
{"nasty", 8, "Algorithm: Nasty (Order: 8)", generate_nasty, 1.5,1., 8 }, // 34
{"free", 8, "Algorithm: Freeform/4 (Order: 8)", generate_freeform, 1.5,1., 9 }, // 35
{"rogue", 8, "Algorithm: Rogue (Order: 8)", generate_rogue, 1.6,1.,10 }, // 36
{"embed", 8, "Algorithm: Embed (Order: 8)", generate_embed, 4.,1.,10 }, // 37
{"shape", 7, "Operator", generate_shape, 1.,2.,10 }, // 38
{"dense", 9, "Algorithm: Original/Dense (Order: 9)", generate_dense, .8,1., 5 }, // 39
{"simple", 9, "Algorithm: Original (Order: 9)", generate_simple, 1.,1., 6 }, // 40
{"sparse", 9, "Algorithm: Original/Sparse (Order: 9)",generate_sparse, 1.2,1., 7 }, // 41
{"nasty", 9, "Algorithm: Nasty (Order: 9)", generate_nasty, 1.5,1., 8 }, // 42
{"free", 9, "Algorithm: Freeform/4 (Order: 9)", generate_freeform, 1.5,1., 9 }, // 43
{"rogue", 9, "Algorithm: Rogue (Order: 9)", generate_rogue, 1.6,1.,10 }, // 44
{"embed", 9, "Algorithm: Embed (Order: 9)", generate_embed, 4.,1.,10 }, // 45
{"shape", 8, "The Inside Is Pointy", generate_shape, 1.,2.,10 }, // 46
{"dense", 10, "Algorithm: Original/Dense (Order: 10)", generate_dense, .8,1., 5 }, // 47
{"simple",10, "Algorithm: Original (Order: 10)", generate_simple, 1.,1., 6 }, // 48
{"sparse",10, "Algorithm: Original/Sparse (Order: 10)",generate_sparse, 1.2,1., 7 }, // 49
{"nasty", 10, "Algorithm: Nasty (Order: 10)", generate_nasty, 1.5,1., 8 }, // 50
{"free", 10, "Algorithm: Freeform/4 (Order: 10)", generate_freeform, 1.5,1., 9 }, // 51
{"rogue", 10, "Algorithm: Rogue (Order: 10)", generate_rogue, 1.6,1.,10 }, // 52
{"embed", 10, "Algorithm: Embed (Order: 10)", generate_embed, 4.,1.,10 }, // 53
{"shape", 9, "Riches and Good Luck", generate_shape, 1.,2.,10 }, // 54
{"dense", 11, "Algorithm: Original/Dense (Order: 11)", generate_dense, .8,1., 5 }, // 55
{"simple",11, "Algorithm: Original (Order: 11)", generate_simple, 1.,1., 6 }, // 56
{"sparse",11, "Algorithm: Original/Sparse (Order: 11)",generate_sparse, 1.2,1., 7 }, // 57
{"nasty", 11, "Algorithm: Nasty (Order: 11)", generate_nasty, 1.5,1., 8 }, // 58
{"free", 11, "Algorithm: Freeform/4 (Order: 11)", generate_freeform, 1.5,1., 9 }, // 59
{"rogue", 11, "Algorithm: Rogue (Order: 11)", generate_rogue, 1.6,1.,10 }, // 60
{"embed", 11, "Algorithm: Embed (Order: 11)", generate_embed, 4.,1.,10 }, // 61
{"shape", 10, "Mmmm... Doughnut", generate_shape, 1.,2.,10 }, // 62
{"dense", 12, "Algorithm: Original/Dense (Order: 12)", generate_dense, .8,1., 5 }, // 63
{"simple",12, "Algorithm: Original (Order: 12)", generate_simple, 1.,1., 6 }, // 64
{"sparse",12, "Algorithm: Original/Sparse (Order: 12)",generate_sparse, 1.2,1., 7 }, // 65
{"nasty", 12, "Algorithm: Nasty (Order: 12)", generate_nasty, 1.5,1., 8 }, // 66
{"free", 12, "Algorithm: Freeform/4 (Order: 12)", generate_freeform, 1.5,1., 9 }, // 67
{"rogue", 12, "Algorithm: Rogue (Order: 12)", generate_rogue, 1.6,1.,10 }, // 68
{"embed", 12, "Algorithm: Embed (Order: 12)", generate_embed, 4.,1.,10 }, // 69
{"shape", 11, "Quick and Dirty, or Slow and Steady", generate_shape, 1.,1.,10 }, // 70
{"shape", 5, "Little Fluffy Clouds", generate_shape, 1.,2., 6 }, // 29
{"dense", 13, "Algorithm: Original/Dense (Order: 13)", generate_dense, .8,1., 5 }, // 71
{"simple",13, "Algorithm: Original (Order: 13)", generate_simple, 1.,1., 6 }, // 72
{"sparse",13, "Algorithm: Original/Sparse (Order: 13)",generate_sparse, 1.2,1., 7 }, // 73
{"nasty", 13, "Algorithm: Nasty (Order: 13)", generate_nasty, 1.5,1., 8 }, // 74
{"free", 13, "Algorithm: Freeform/4 (Order: 13)", generate_freeform, 1.5,1., 9 }, // 75
{"rogue", 13, "Algorithm: Rogue (Order: 13)", generate_rogue, 1.6,1.,10 }, // 76
{"embed", 13, "Algorithm: Embed (Order: 13)", generate_embed, 4.,1.,10 }, // 77
{"shape", 12, "A Sudden Urge To Go Shopping", generate_shape, 1.,1.,10 }, // 78
{"shape", 13, "Sweet Reward", generate_shape, 1.,1.,10 }, // 79
};
#define LOOP_LEVELS 8
static gen_instance i_list_loop[LOOP_LEVELS]={
{"dense", 14, "Algorithm: Original/Dense (Order: %d)", generate_dense, .8,1., 5 }, // n
{"simple",14, "Algorithm: Original (Order: %d)", generate_simple, 1.,1., 6 }, // n
{"sparse",14, "Algorithm: Original/Sparse (Order: %d)",generate_sparse, 1.2,1., 7 }, // n
{"nasty", 14, "Algorithm: Nasty (Order: %d)", generate_nasty, 1.5,1., 8 }, // n
{"free", 14, "Algorithm: Freeform/4 (Order: %d)", generate_freeform, 1.5,1., 9 }, // n
{"rogue", 14, "Algorithm: Rogue (Order: %d)", generate_rogue, 1.6,1.,10 }, // n
{"embed", 14, "Algorithm: Embed (Order: %d)", generate_embed, 4.,1.,10 }, // n
{"shape", 14, "Algorithm: Region (Order: %d)", generate_shape, 1.,2.,10 },
};
int generate_find_number(char *id){
int i;
char buffer[160];
for(i=0;i<FINITE_LEVELS;i++){
snprintf(buffer,160,"%s %d",i_list[i].class,i_list[i].instancenum);
if(!strcmp(id,buffer))
return i;
}
{
char *arg = strchr(id,' ');
if(arg){
unsigned int len = arg-id;
for(i=0;i<LOOP_LEVELS;i++){
if(strlen(i_list_loop[i].class)==len &&
!strncmp(i_list_loop[i].class,id,len)){
// class match, determine the level number
int order = atoi(arg+1);
return FINITE_LEVELS + (order - i_list_loop[i].instancenum)*LOOP_LEVELS + i;
}
}
}
}
return -1;
}
int generate_get_meta(int num, graphmeta *gm){
if(num<FINITE_LEVELS){
/* part of the finite list */
gm->num = num;
gm->desc = _(i_list[num].desc);
gm->unlock_plus = i_list[num].unlock+1;
if(asprintf(&gm->id,"%s %d",i_list[num].class,i_list[num].instancenum)==-1){
fprintf(stderr,_("Couldn't allocate memory for level name.\n"));
return -1;
}
return 0;
}else{
/* past the finite list; one of the loop levels */
int classnum = (num - FINITE_LEVELS) % LOOP_LEVELS;
int ordernum = (num - FINITE_LEVELS) / LOOP_LEVELS +
i_list_loop[classnum].instancenum;
gm->num = num;
gm->unlock_plus = i_list_loop[classnum].unlock+1;
if(asprintf(&gm->desc,i_list_loop[classnum].desc,ordernum)==-1){
fprintf(stderr,_("Couldn't allocate memory for level description.\n"));
return -1;
}
if(asprintf(&gm->id,"%s %d",i_list_loop[classnum].class,ordernum)==-1){
fprintf(stderr,_("Couldn't allocate memory for level name.\n"));
return -1;
}
return 0;
}
}
void generate_board(graph *g,int num){
gen_instance *gi;
if(num<FINITE_LEVELS){
gi = i_list+num;
gi->gen(g,gi->instancenum);
}else{
int classnum = (num - FINITE_LEVELS) % LOOP_LEVELS;
int ordernum = (num - FINITE_LEVELS) / LOOP_LEVELS +
i_list_loop[classnum].instancenum;
gi = i_list_loop+classnum;
gi->gen(g,ordernum);
}
// clear out overloaded flags
{
vertex *v = g->verticies;
while(v){
v->active=0;
v->selected=0;
v->grabbed=0;
v=v->next;
}
}
g->objective_mult = gi->objective_mult;
g->intersection_mult = gi->intersection_mult;
}