/* * * gPlanarity: * The geeky little puzzle game with a big noodly crunch! * * gPlanarity copyright (C) 2005 Monty * Original Flash game by John Tantalo * 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 #include #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;inum = 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(numgen(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; }