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/**********************************************************************
Freeciv - Copyright (C) 2005-2007 - The Freeciv Project
This program 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.
This program 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.
***********************************************************************/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <assert.h>
#include <log.h>
#include <stdarg.h>
#include <string.h>
#include "game.h"
#include "government.h"
#include "improvement.h"
#include "tech.h"
#include "tilespec.h"
#include "colors_g.h"
#include "sprite_g.h"
#include "reqtree.h"
#include "tilespec.h"
#include "options.h"
/*
* Hierarchical directed draph drawing for Freeciv's technology tree
*
*
* \ Layer 0 / \ Layer 1 / \ Layer 2 /
* vvvvvvvvvvvvvvvv vvvvvvvvvvvvvvv vvvvvvvvvvv
*
* +-----------------+ +-------------+ +----------+
* | Alphabeth |----------| Code of Laws|----| Monarchy |
* +-----------------+ +-------------+ /+----------+
* /
* +-----------------+ Dummy node /
* |Ceremonial Burial|-----------=============/
* +-----------------+
*
* ^ node_y
* |
* |
* | node_x
* +-------->
*/
/****************************************************************************
This structure desribes a node in a technology tree diagram.
A node can by dummy or real. Real node describes a technology.
****************************************************************************/
struct tree_node {
bool is_dummy;
Tech_type_id tech;
/* Incoming edges */
int nrequire;
struct tree_node **require;
/* Outgoing edges */
int nprovide;
struct tree_node **provide;
/* logical position on the diagram */
int order, layer;
/* Coordinates of the rectangle on the diagram in pixels */
int node_x, node_y, node_width, node_height;
/* for general purpose */
int number;
};
/****************************************************************************
Structure which describes abstract technology diagram.
Nodes are ordered inside layers[] table.
****************************************************************************/
struct reqtree {
int num_nodes;
struct tree_node **nodes;
int num_layers;
/* size of each layer */
int *layer_size;
struct tree_node ***layers;
/* in pixels */
int diagram_width, diagram_height;
};
/****************************************************************************
Edge types for coloring the edges by type in the tree
****************************************************************************/
enum reqtree_edge_type {
REQTREE_EDGE = 0, /* Normal, "unvisited" */
REQTREE_READY_EDGE,
REQTREE_KNOWN_EDGE, /* Both nodes known, "visited" */
REQTREE_ACTIVE_EDGE,
REQTREE_GOAL_EDGE /* Dest node is part of goal "future visited" */
};
/*************************************************************************
Add requirement edge to node and provide edge to req
*************************************************************************/
static void add_requirement(struct tree_node *node, struct tree_node *req)
{
node->require =
fc_realloc(node->require,
sizeof(*node->require) * (node->nrequire + 1));
node->require[node->nrequire] = req;
node->nrequire++;
req->provide =
fc_realloc(req->provide,
sizeof(*req->provide) * (req->nprovide + 1));
req->provide[req->nprovide] = node;
req->nprovide++;
}
/*************************************************************************
Allocate and initialize new tree node
*************************************************************************/
static struct tree_node *new_tree_node(void)
{
struct tree_node *node = fc_malloc(sizeof(*node));
node->nrequire = 0;
node->nprovide = 0;
node->require = NULL;
node->provide = NULL;
node->order = -1;
node->layer = -1;
return node;
}
/****************************************************************************
Return minimum size of the rectangle in pixels on the diagram which
corresponds to the given node
****************************************************************************/
static void node_rectangle_minimum_size(struct tree_node *node,
int *width, int *height)
{
int max_icon_height; /* maximal height of icons below the text */
int icons_width_sum; /* sum of icons width plus space between them */
struct sprite* sprite;
int swidth, sheight;
if (node->is_dummy) {
/* Dummy node is a straight line */
*width = *height = 1;
} else {
get_text_size(width, height, FONT_REQTREE_TEXT,
advance_name_for_player(game.player_ptr, node->tech));
*width += 2;
*height += 8;
max_icon_height = 0;
icons_width_sum = 5;
if (reqtree_show_icons) {
/* units */
unit_type_iterate(unit) {
if (unit->tech_requirement != node->tech) {
continue;
}
sprite = get_unittype_sprite(tileset, unit);
get_sprite_dimensions(sprite, &swidth, &sheight);
max_icon_height = MAX(max_icon_height, sheight);
icons_width_sum += swidth + 2;
} unit_type_iterate_end;
/* buildings */
impr_type_iterate(impr_type) {
struct impr_type* impr = improvement_by_number(impr_type);
requirement_vector_iterate(&(impr->reqs), preq) {
if (preq->source.type == REQ_TECH
&& preq->source.value.tech == node->tech) {
sprite = get_building_sprite(tileset, impr_type);
/* Improvement icons are not guaranteed to exist */
if (sprite) {
get_sprite_dimensions(sprite, &swidth, &sheight);
max_icon_height = MAX(max_icon_height, sheight);
icons_width_sum += swidth + 2;
}
}
} requirement_vector_iterate_end;
} impr_type_iterate_end;
/* governments */
government_iterate(gov) {
requirement_vector_iterate(&(gov->reqs), preq) {
if (preq->source.type == REQ_TECH
&& preq->source.value.tech == node->tech) {
sprite = get_government_sprite(tileset, gov);
get_sprite_dimensions(sprite, &swidth, &sheight);
max_icon_height = MAX(max_icon_height, sheight);
icons_width_sum += swidth + 2;
}
} requirement_vector_iterate_end;
} government_iterate_end;
}
*height += max_icon_height;
if (*width < icons_width_sum) {
*width = icons_width_sum;
}
}
}
/****************************************************************************
Move nodes up and down without changing order but making it more
symetrical. Gravitate towards parents average position.
****************************************************************************/
static void symmetrize(struct reqtree* tree)
{
int layer;
int i, j;
for (layer = 0; layer < tree->num_layers; layer++) {
for (i = 0; i < tree->layer_size[layer]; i++) {
struct tree_node *node = tree->layers[layer][i];
int v, node_y, node_height;
if (node->nrequire == 0) {
continue;
}
v = 0;
for (j = 0; j < node->nrequire; j++) {
struct tree_node *node_require = node->require[j];
v += node_require->node_y + node_require->node_height / 2;
}
v /= node->nrequire;
node_y = node->node_y;
node_height = node->node_height;
if (v < node_y + node_height / 2) {
if (node_y <= 0) {
continue;
}
if (i > 0) {
struct tree_node *node_above = tree->layers[layer][i - 1];
if (node_above->node_y
+ node_above->node_height >= node_y - 11) {
continue;
}
}
node_y--;
} else if (v > node_y + node_height / 2) {
if (node_y + node_height >= tree->diagram_height - 1) {
continue;
}
if (i < tree->layer_size[layer] - 1) {
struct tree_node* node_below = tree->layers[layer][i + 1];
if (node_y + node_height >= node_below->node_y - 11) {
continue;
}
}
node_y++;
}
node->node_y = node_y;
}
}
}
/****************************************************************************
Calculate rectangles position and size from the tree.
Logical order should already be calculated.
****************************************************************************/
static void calculate_diagram_layout(struct reqtree *tree)
{
int i, layer, layer_offs;
/* calculate minimum size of rectangle for each node */
for (i = 0; i < tree->num_nodes; i++) {
struct tree_node *node = tree->nodes[i];
node_rectangle_minimum_size(tree->nodes[i],
&node->node_width, &node->node_height);
node->number = i;
}
/* calculate height of the diagram. There should be at least 10 pixels
* beetween any two nodes */
tree->diagram_height = 0;
for (layer = 0; layer < tree->num_layers; layer++) {
int h_sum = 0;
for (i = 0; i < tree->layer_size[layer]; i++) {
struct tree_node *node = tree->layers[layer][i];
h_sum += node->node_height;
if (i < tree->layer_size[layer] - 1) {
h_sum += 10;
}
}
tree->diagram_height = MAX(tree->diagram_height, h_sum);
}
/* calculate maximum width of node for each layer and enlarge other nodes
* to match maximum width
* calculate x offsets
*/
layer_offs = 0;
for (layer = 0; layer < tree->num_layers; layer++) {
int max_width = 0;
for (i = 0; i < tree->layer_size[layer]; i++) {
struct tree_node *node = tree->layers[layer][i];
max_width = MAX(max_width, node->node_width);
}
for (i = 0; i < tree->layer_size[layer]; i++) {
struct tree_node *node = tree->layers[layer][i];
node->node_width = max_width;
node->node_x = layer_offs;
}
/* space between layers should be proportional to their size */
if (layer != tree->num_layers - 1) {
layer_offs += max_width * 5 / 4 + 80;
} else {
layer_offs += max_width + 10;
}
}
tree->diagram_width = layer_offs;
/* Once we have x positions calculated we can
* calculate y-position of nodes on the diagram
* Distribute nodes steadily.
*/
for (layer = 0; layer < tree->num_layers; layer++) {
int y = 0;
int h_sum = 0;
for (i = 0; i < tree->layer_size[layer]; i++) {
struct tree_node *node = tree->layers[layer][i];
h_sum += node->node_height;
}
for (i = 0; i < tree->layer_size[layer]; i++) {
struct tree_node *node = tree->layers[layer][i];
node->node_y = y;
y += node->node_height;
if (tree->layer_size[layer] > 1) {
y += (tree->diagram_height - h_sum)
/ (tree->layer_size[layer] - 1) - 1;
}
}
}
/* The symetrize() function moves node by one pixel per call */
for (i = 0; i < tree->diagram_height; i++) {
symmetrize(tree);
}
}
/*************************************************************************
Create a "dummy" tech tree from current ruleset. This tree is then
fleshed out further (see create_reqtree). This tree doesn't include
dummy edges. Layering and ordering isn't done also.
If pplayer is given, add only techs reachable by that player to tree.
*************************************************************************/
static struct reqtree *create_dummy_reqtree(struct player *pplayer)
{
struct reqtree *tree = fc_malloc(sizeof(*tree));
struct advance *advance;
int j;
struct tree_node *nodes[game.control.num_tech_types];
tech_type_iterate(tech) {
if (!tech_exists(tech) || tech == A_NONE) {
nodes[tech] = NULL;
continue;
}
if (pplayer && !tech_is_available(pplayer, tech)) {
/* Reqtree requested for particular player and this tech is
* unreachable to him/her. */
nodes[tech] = NULL;
continue;
}
nodes[tech] = new_tree_node();
nodes[tech]->is_dummy = FALSE;
nodes[tech]->tech = tech;
} tech_type_iterate_end;
tech_type_iterate(tech) {
if (!tech_exists(tech)) {
continue;
}
if (nodes[tech] == NULL) {
continue;
}
advance = &advances[tech];
/* Don't include redundant edges */
if (advance->req[0] != A_NONE && advance->req[1] != A_LAST) {
if ((advance->req[1] != A_NONE
&& !is_tech_a_req_for_goal(game.player_ptr, advance->req[0],
advance->req[1]))
|| advance->req[1] == A_NONE) {
add_requirement(nodes[tech], nodes[advance->req[0]]);
}
if (advance->req[1] != A_NONE) {
if (!is_tech_a_req_for_goal(game.player_ptr, advance->req[1],
advance->req[0])) {
add_requirement(nodes[tech], nodes[advance->req[1]]);
}
}
}
} tech_type_iterate_end;
/* Copy nodes from local array to dynamically allocated one.
* Skip non-existing entries */
tree->nodes = fc_malloc(game.control.num_tech_types * sizeof(*tree->nodes));
j = 0;
tech_type_iterate(tech) {
if (nodes[tech]) {
tree->nodes[j] = nodes[tech];
assert(tech_exists(tree->nodes[j]->tech));
j++;
}
}
tech_type_iterate_end;
tree->num_nodes = j;
tree->layers = NULL;
return tree;
}
/*************************************************************************
Free all memory used by tech_tree struct
*************************************************************************/
void destroy_reqtree(struct reqtree *tree)
{
int i;
for (i = 0; i < tree->num_nodes; i++) {
free(tree->nodes[i]->require);
free(tree->nodes[i]->provide);
free(tree->nodes[i]);
}
free(tree->nodes);
if (tree->layers) {
for (i = 0; i < tree->num_layers; i++) {
free(tree->layers[i]);
}
if (tree->layer_size) {
free(tree->layer_size);
}
}
free(tree);
}
/*************************************************************************
Compute the longest path from this tree_node to the node with
no requirements. Store the result in node->layer.
*************************************************************************/
static int longest_path(struct tree_node *node)
{
int max, i;
if (node->layer != -1) {
return node->layer;
}
max = -1;
for (i = 0; i < node->nrequire; i++) {
max = MAX(max, longest_path(node->require[i]));
}
node->layer = max + 1;
return node->layer;
}
/*************************************************************************
Compute longest_path for all nodes, thus prepare longest path layering
*************************************************************************/
static void longest_path_layering(struct reqtree *tree)
{
int i;
for (i = 0; i < tree->num_nodes; i++) {
if (tree->nodes[i]) {
longest_path(tree->nodes[i]);
}
}
}
/*************************************************************************
Find the largest value of layer amongst children of the given node
*************************************************************************/
static int max_provide_layer(struct tree_node *node)
{
int i;
int max = node->layer;
for (i = 0; i < node->nprovide; i++) {
if (node->provide[i]->layer > max) {
max = node->provide[i]->layer;
}
}
return max;
}
/*************************************************************************
Create new tree which has dummy nodes added. The source tree is
completely copied, you can freely deallocate it.
*************************************************************************/
static struct reqtree *add_dummy_nodes(struct reqtree *tree)
{
struct reqtree *new_tree;
int num_dummy_nodes = 0;
int k, i, j;
/* Count dummy nodes to be added */
for (i = 0; i < tree->num_nodes; i++) {
int mpl;
if (tree->nodes[i] == NULL) {
continue;
}
mpl = max_provide_layer(tree->nodes[i]);
if (mpl > tree->nodes[i]->layer + 1) {
num_dummy_nodes += mpl - tree->nodes[i]->layer - 1;
}
}
/* create new tree */
new_tree = fc_malloc(sizeof(*new_tree));
new_tree->nodes =
fc_malloc(sizeof(new_tree->nodes) *
(tree->num_nodes + num_dummy_nodes));
new_tree->num_nodes = tree->num_nodes + num_dummy_nodes;
/* copy normal nodes */
for (i = 0; i < tree->num_nodes; i++) {
new_tree->nodes[i] = new_tree_node();
new_tree->nodes[i]->is_dummy = FALSE;
new_tree->nodes[i]->tech = tree->nodes[i]->tech;
new_tree->nodes[i]->layer = tree->nodes[i]->layer;
tree->nodes[i]->number = i;
}
/* allocate dummy nodes */
for (i = 0; i < num_dummy_nodes; i++) {
new_tree->nodes[i + tree->num_nodes] = new_tree_node();
new_tree->nodes[i + tree->num_nodes]->is_dummy = TRUE;
}
/* k points to the first unused dummy node */
k = tree->num_nodes;
for (i = 0; i < tree->num_nodes; i++) {
struct tree_node *node = tree->nodes[i];
int mpl;
assert(!node->is_dummy);
mpl = max_provide_layer(node);
/* if this node will have dummy as ancestors, connect them in a chain */
if (mpl > node->layer + 1) {
add_requirement(new_tree->nodes[k], new_tree->nodes[i]);
for (j = node->layer + 2; j < mpl; j++) {
add_requirement(new_tree->nodes[k + j - node->layer - 1],
new_tree->nodes[k + j - node->layer - 2]);
}
for (j = node->layer + 1; j < mpl; j++) {
new_tree->nodes[k + j - node->layer - 1]->layer = j;
}
}
/* copy all edges and create edges with dummy nodes */
for (j = 0; j < node->nprovide; j++) {
int provide_y = node->provide[j]->layer;
if (provide_y == node->layer + 1) {
/* direct connection */
add_requirement(new_tree->nodes[node->provide[j]->number],
new_tree->nodes[i]);
} else {
/* connection through dummy node */
add_requirement(new_tree->nodes[node->provide[j]->number],
new_tree->nodes[k + provide_y - node->layer - 2]);
}
}
if (mpl > node->layer + 1) {
k += mpl - node->layer - 1;
assert(k <= new_tree->num_nodes);
}
}
new_tree->layers = NULL;
return new_tree;
}
/*************************************************************************
Calculate layers[] and layer_size[] fields of tree.
There should be layer value calculated for each node.
Nodes will be put into layers in no particular order.
*************************************************************************/
static void set_layers(struct reqtree *tree)
{
int i;
int num_layers = 0;
/* count total number of layers */
for (i = 0; i < tree->num_nodes; i++) {
num_layers = MAX(num_layers, tree->nodes[i]->layer);
}
num_layers++;
tree->num_layers = num_layers;
{
/* Counters for order - order number for the next node in the layer */
int T[num_layers];
tree->layers = fc_malloc(sizeof(*tree->layers) * num_layers);
tree->layer_size = fc_malloc(sizeof(*tree->layer_size) * num_layers);
for (i = 0; i < num_layers; i++) {
T[i] = 0;
tree->layer_size[i] = 0;
}
for (i = 0; i < tree->num_nodes; i++) {
tree->layer_size[tree->nodes[i]->layer]++;
}
for (i = 0; i < num_layers; i++) {
tree->layers[i] =
fc_malloc(sizeof(*tree->layers[i]) * tree->layer_size[i]);
}
for (i = 0; i < tree->num_nodes; i++) {
struct tree_node *node = tree->nodes[i];
tree->layers[node->layer][T[node->layer]] = node;
node->order = T[node->layer];
T[node->layer]++;
}
}
}
struct node_and_float {
struct tree_node *node;
float value;
};
/*************************************************************************
Comparison function used by barycentric_sort.
*************************************************************************/
static int cmp_func(const void *_a, const void *_b)
{
const struct node_and_float *a = _a, *b = _b;
if (a->value > b->value) {
return 1;
}
if (a->value < b->value) {
return -1;
}
return 0;
}
/*************************************************************************
Simple heuristic: Sort nodes on the given layer by the average x-value
of its' parents.
*************************************************************************/
static void barycentric_sort(struct reqtree *tree, int layer)
{
struct node_and_float T[tree->layer_size[layer]];
int i, j;
float v;
for (i = 0; i < tree->layer_size[layer]; i++) {
struct tree_node *node = tree->layers[layer][i];
T[i].node = node;
v = 0.0;
for (j = 0; j < node->nrequire; j++) {
v += node->require[j]->order;
}
if (node->nrequire > 0) {
v /= (float) node->nrequire;
}
T[i].value = v;
}
qsort(T, tree->layer_size[layer], sizeof(*T),
cmp_func);
for (i = 0; i < tree->layer_size[layer]; i++) {
tree->layers[layer][i] = T[i].node;
T[i].node->order = i;
}
}
/*************************************************************************
Calculate number of edge crossings beetwen layer and layer+1
*************************************************************************/
static int count_crossings(struct reqtree *tree, int layer)
{
int layer1_size = tree->layer_size[layer];
int layer2_size = tree->layer_size[layer + 1];
int X[layer2_size];
int i, j, k;
int sum = 0;
for (i = 0; i < layer2_size; i++) {
X[i] = 0;
}
for (i = 0; i < layer1_size; i++) {
struct tree_node *node = tree->layers[layer][i];
for (j = 0; j < node->nprovide; j++) {
sum += X[node->provide[j]->order];
}
for (j = 0; j < node->nprovide; j++) {
for (k = 0; k < node->provide[j]->order; k++) {
X[k]++;
}
}
}
return sum;
}
/*************************************************************************
Swap positions of two nodes on the same layer
*************************************************************************/
static void swap(struct reqtree *tree, int layer, int order1, int order2)
{
struct tree_node *node1 = tree->layers[layer][order1];
struct tree_node *node2 = tree->layers[layer][order2];
tree->layers[layer][order1] = node2;
tree->layers[layer][order2] = node1;
node1->order = order2;
node2->order = order1;
}
/*************************************************************************
Try to reduce the number of crossings by swapping two nodes and checking
if it improves the situation.
*************************************************************************/
static void improve(struct reqtree *tree)
{
int crossings[tree->num_layers - 1];
int i, x1, x2, layer;
for (i = 0; i < tree->num_layers - 1; i++) {
crossings[i] = count_crossings(tree, i);
}
for (layer = 0; layer < tree->num_layers; layer++) {
int layer_size = tree->layer_size[layer];
int layer_sum = 0;
if (layer > 0) {
layer_sum += crossings[layer - 1];
}
if (layer < tree->num_layers - 1) {
layer_sum += crossings[layer];
}
for (x1 = 0; x1 < layer_size; x1++) {
for (x2 = x1 + 1; x2 < layer_size; x2++) {
int new_crossings = 0;
int new_crossings_before = 0;
swap(tree, layer, x1, x2);
if (layer > 0) {
new_crossings_before += count_crossings(tree, layer - 1);
}
if (layer < tree->num_layers - 1) {
new_crossings += count_crossings(tree, layer);
}
if (new_crossings + new_crossings_before > layer_sum) {
swap(tree, layer, x1, x2);
} else {
layer_sum = new_crossings + new_crossings_before;
if (layer > 0) {
crossings[layer - 1] = new_crossings_before;
}
if (layer < tree->num_layers - 1) {
crossings[layer] = new_crossings;
}
}
}
}
}
}
/*************************************************************************
Generate optimized tech_tree from current ruleset.
You should free it by destroy_reqtree.
If pplayer is not NULL, techs unreachable to that player are not shown.
*************************************************************************/
struct reqtree *create_reqtree(struct player *pplayer)
{
struct reqtree *tree1, *tree2;
int i, j;
tree1 = create_dummy_reqtree(pplayer);
longest_path_layering(tree1);
tree2 = add_dummy_nodes(tree1);
destroy_reqtree(tree1);
set_layers(tree2);
/* It's good heuristics for beginning */
for (j = 0; j < 20; j++) {
for (i = 0; i < tree2->num_layers; i++) {
barycentric_sort(tree2, i);
}
}
/* Now burn some CPU */
for (j = 0; j < 20; j++) {
improve(tree2);
}
calculate_diagram_layout(tree2);
return tree2;
}
/****************************************************************************
Give the dimensions of the reqtree.
****************************************************************************/
void get_reqtree_dimensions(struct reqtree *reqtree,
int *width, int *height)
{
if (width) {
*width = reqtree->diagram_width;
}
if (height){
*height = reqtree->diagram_height;
}
}
/****************************************************************************
Return a background color of node's rectangle
****************************************************************************/
static enum color_std node_color(struct tree_node *node)
{
if (!node->is_dummy) {
struct player_research* research = get_player_research(game.player_ptr);
if (!game.player_ptr || !research) {
return COLOR_REQTREE_KNOWN;
}
if (research->researching == node->tech) {
return COLOR_REQTREE_RESEARCHING;
}
if (get_invention(game.player_ptr, node->tech) == TECH_KNOWN) {
return COLOR_REQTREE_KNOWN;
}
if (is_tech_a_req_for_goal(game.player_ptr, node->tech,
research->tech_goal)
|| node->tech == research->tech_goal) {
if (get_invention(game.player_ptr, node->tech) == TECH_REACHABLE) {
return COLOR_REQTREE_REACHABLE_GOAL;
} else {
return COLOR_REQTREE_UNREACHABLE_GOAL;
}
}
if (get_invention(game.player_ptr, node->tech) == TECH_REACHABLE) {
return COLOR_REQTREE_REACHABLE;
}
return COLOR_REQTREE_UNREACHABLE;
} else {
return COLOR_REQTREE_BACKGROUND;
}
}
/****************************************************************************
Return the type for an edge between two nodes
if node is a dummy, dest_node can be NULL
****************************************************************************/
static enum reqtree_edge_type get_edge_type(struct tree_node *node,
struct tree_node *dest_node)
{
struct player_research* research;
if (dest_node == NULL) {
/* assume node is a dummy */
dest_node = node;
}
/* find the required tech */
while (node->is_dummy) {
assert(node->nrequire == 1);
node = node->require[0];
}
/* find destination advance by recursing in dest_node->provide[]
* watch out: recursion */
if (dest_node->is_dummy) {
enum reqtree_edge_type sum_type = REQTREE_EDGE;
int i;
assert(dest_node->nprovide > 0);
for (i = 0; i < dest_node->nprovide; ++i) {
enum reqtree_edge_type type = get_edge_type(node, dest_node->provide[i]);
switch (type) {
case REQTREE_ACTIVE_EDGE:
case REQTREE_GOAL_EDGE:
return type;
case REQTREE_KNOWN_EDGE:
case REQTREE_READY_EDGE:
sum_type = type;
break;
default:
/* no change */
break;
};
}
return sum_type;
}
research = get_player_research(game.player_ptr);
if (!game.player_ptr || !research) {
return REQTREE_KNOWN_EDGE; /* Global observer case */
}
if (research->researching == dest_node->tech) {
return REQTREE_ACTIVE_EDGE;
}
if (is_tech_a_req_for_goal(game.player_ptr, dest_node->tech,
research->tech_goal)
|| research->tech_goal == dest_node->tech) {
return REQTREE_GOAL_EDGE;
}
if (get_invention(game.player_ptr, node->tech) == TECH_KNOWN) {
if (get_invention(game.player_ptr, dest_node->tech) == TECH_KNOWN) {
return REQTREE_KNOWN_EDGE;
} else {
return REQTREE_READY_EDGE;
}
}
return REQTREE_EDGE;
}
/****************************************************************************
Return a stroke color for an edge between two nodes
if node is a dummy, dest_node can be NULL
****************************************************************************/
static enum color_std edge_color(struct tree_node *node,
struct tree_node *dest_node)
{
enum reqtree_edge_type type = get_edge_type(node, dest_node);
switch (type) {
case REQTREE_ACTIVE_EDGE:
return COLOR_REQTREE_RESEARCHING;
case REQTREE_GOAL_EDGE:
return COLOR_REQTREE_UNREACHABLE_GOAL;
case REQTREE_KNOWN_EDGE:
/* using "text" black instead of "known" white/ground/green */
return COLOR_REQTREE_TEXT;
case REQTREE_READY_EDGE:
return COLOR_REQTREE_REACHABLE;
default:
return COLOR_REQTREE_EDGE;
};
}
/****************************************************************************
Draw the reqtree diagram!
This draws the given portion of the reqtree diagram (given by
(tt_x,tt_y) and (w,h) onto the canvas at position (canvas_x, canvas_y).
****************************************************************************/
void draw_reqtree(struct reqtree *tree, struct canvas *pcanvas,
int canvas_x, int canvas_y,
int tt_x, int tt_y, int w, int h)
{
int i, j, k;
int swidth, sheight;
struct sprite* sprite;
/* draw the diagram */
for (i = 0; i < tree->num_layers; i++) {
for (j = 0; j < tree->layer_size[i]; j++) {
struct tree_node *node = tree->layers[i][j];
int startx, starty, endx, endy, width, height;
startx = node->node_x;
starty = node->node_y;
width = node->node_width;
height = node->node_height;
if (node->is_dummy) {
/* Use the same layout as lines for dummy nodes */
canvas_put_line(pcanvas,
get_color(tileset, edge_color(node, NULL)),
LINE_GOTO,
startx, starty, width, 0);
} else {
const char *text = advance_name_for_player(game.player_ptr, node->tech);
int text_w, text_h;
int icon_startx;
canvas_put_rectangle(pcanvas,
get_color(tileset, COLOR_REQTREE_BACKGROUND),
startx, starty, width, height);
/* Print color rectangle with text inside. */
canvas_put_rectangle(pcanvas, get_color(tileset, node_color(node)),
startx + 1, starty + 1,
width - 2, height - 2);
/* The following code is similar to the one in
* node_rectangle_minimum_size(). If you change something here,
* change also node_rectangle_minimum_size().
*/
get_text_size(&text_w, &text_h, FONT_REQTREE_TEXT, text);
canvas_put_text(pcanvas,
startx + (width - text_w) / 2,
starty + 4,
FONT_REQTREE_TEXT,
get_color(tileset, COLOR_REQTREE_TEXT),
text);
icon_startx = startx + 5;
if (reqtree_show_icons) {
unit_type_iterate(unit) {
if (unit->tech_requirement != node->tech) {
continue;
}
sprite = get_unittype_sprite(tileset, unit);
get_sprite_dimensions(sprite, &swidth, &sheight);
canvas_put_sprite_full(pcanvas,
icon_startx,
starty + text_h + 4
+ (height - text_h - 4 - sheight) / 2,
sprite);
icon_startx += swidth + 2;
} unit_type_iterate_end;
impr_type_iterate(impr_type) {
struct impr_type* impr = improvement_by_number(impr_type);
requirement_vector_iterate(&(impr->reqs), preq) {
if (preq->source.type == REQ_TECH
&& preq->source.value.tech == node->tech) {
sprite = get_building_sprite(tileset, impr_type);
/* Improvement icons are not guaranteed to exist */
if (sprite) {
get_sprite_dimensions(sprite, &swidth, &sheight);
canvas_put_sprite_full(pcanvas,
icon_startx,
starty + text_h + 4
+ (height - text_h - 4 - sheight) / 2,
sprite);
icon_startx += swidth + 2;
}
}
} requirement_vector_iterate_end;
} impr_type_iterate_end;
government_iterate(gov) {
requirement_vector_iterate(&(gov->reqs), preq) {
if (preq->source.type == REQ_TECH
&& preq->source.value.tech == node->tech) {
sprite = get_government_sprite(tileset, gov);
get_sprite_dimensions(sprite, &swidth, &sheight);
canvas_put_sprite_full(pcanvas,
icon_startx,
starty + text_h + 4
+ (height - text_h - 4 - sheight) / 2,
sprite);
icon_startx += swidth + 2;
}
} requirement_vector_iterate_end;
} government_iterate_end;
}
}
/* Draw all outgoing edges */
startx = node->node_x + node->node_width;
starty = node->node_y + node->node_height / 2;
for (k = 0; k < node->nprovide; k++) {
struct tree_node *dest_node = node->provide[k];
endx = dest_node->node_x;
endy = dest_node->node_y + dest_node->node_height / 2;
canvas_put_line(pcanvas,
get_color(tileset, edge_color(node, dest_node)),
LINE_GOTO,
startx, starty, endx - startx, endy - starty);
}
}
}
}
/****************************************************************************
Return the tech ID at the given position of the reqtree (or A_NONE).
****************************************************************************/
Tech_type_id get_tech_on_reqtree(struct reqtree *tree, int x, int y)
{
int i;
for (i = 0; i < tree->num_nodes; i++) {
struct tree_node *node = tree->nodes[i];
if (node->is_dummy) {
continue;
}
if (node->node_x <= x && node->node_y <= y
&& node->node_x + node->node_width > x
&& node->node_y + node->node_height > y) {
return node->tech;
}
}
return A_NONE;
}
/****************************************************************************
Return the position of the given tech on the reqtree. Return TRUE iff
it was found.
****************************************************************************/
bool find_tech_on_reqtree(struct reqtree *tree, Tech_type_id tech,
int *x, int *y, int *w, int *h)
{
int i;
for (i = 0; i < tree->num_nodes; i++) {
struct tree_node *node = tree->nodes[i];
if (!node->is_dummy && node->tech == tech) {
if (x) {
*x = node->node_x;
}
if (y) {
*y = node->node_y;
}
if (w) {
*w = node->node_width;
}
if (h) {
*h = node->node_height;
}
return TRUE;
}
}
return FALSE;
}
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