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Files
1008 lines
27 KiB
C
1008 lines
27 KiB
C
/*
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* flip.c: Puzzle involving lighting up all the squares on a grid,
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* where each click toggles an overlapping set of lights.
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*/
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/*
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* TODO:
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*
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* - `Solve' could mark the squares you must click to solve
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* + infrastructure change: this would mean the Solve operation
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* must receive the current game_state as well as the initial
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* one, which I've been wondering about for a while
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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#include "tree234.h"
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enum {
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COL_BACKGROUND,
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COL_WRONG,
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COL_RIGHT,
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COL_GRID,
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COL_DIAG,
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NCOLOURS
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};
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#define PREFERRED_TILE_SIZE 48
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#define TILE_SIZE (ds->tilesize)
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#define BORDER (TILE_SIZE / 2)
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
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#define ANIM_TIME 0.25F
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#define FLASH_FRAME 0.07F
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/*
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* Possible ways to decide which lights are toggled by each click.
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* Essentially, each of these describes a means of inventing a
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* matrix over GF(2).
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*/
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enum {
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CROSSES, RANDOM
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};
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struct game_params {
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int w, h;
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int matrix_type;
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};
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/*
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* This structure is shared between all the game_states describing
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* a particular game, so it's reference-counted.
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*/
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struct matrix {
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int refcount;
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unsigned char *matrix; /* array of (w*h) by (w*h) */
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};
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struct game_state {
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int w, h;
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int moves, completed;
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unsigned char *grid; /* array of w*h */
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struct matrix *matrix;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 5;
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ret->matrix_type = CROSSES;
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return ret;
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}
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static const struct game_params flip_presets[] = {
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{3, 3, CROSSES},
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{4, 4, CROSSES},
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{5, 5, CROSSES},
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{3, 3, RANDOM},
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{4, 4, RANDOM},
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{5, 5, RANDOM},
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};
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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char str[80];
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if (i < 0 || i >= lenof(flip_presets))
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return FALSE;
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ret = snew(game_params);
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*ret = flip_presets[i];
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sprintf(str, "%dx%d %s", ret->w, ret->h,
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ret->matrix_type == CROSSES ? "Crosses" : "Random");
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*name = dupstr(str);
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*params = ret;
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return TRUE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *ret, char const *string)
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{
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ret->w = ret->h = atoi(string);
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while (*string && isdigit(*string)) string++;
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if (*string == 'x') {
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string++;
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ret->h = atoi(string);
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while (*string && isdigit(*string)) string++;
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}
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if (*string == 'r') {
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string++;
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ret->matrix_type = RANDOM;
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} else if (*string == 'c') {
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string++;
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ret->matrix_type = CROSSES;
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}
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}
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static char *encode_params(game_params *params, int full)
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{
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char data[256];
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sprintf(data, "%dx%d%s", params->w, params->h,
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!full ? "" : params->matrix_type == CROSSES ? "c" : "r");
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return dupstr(data);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret = snewn(4, config_item);
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char buf[80];
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "Shape type";
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ret[2].type = C_CHOICES;
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ret[2].sval = ":Crosses:Random";
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ret[2].ival = params->matrix_type;
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ret[3].name = NULL;
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ret[3].type = C_END;
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ret[3].sval = NULL;
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ret[3].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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ret->matrix_type = cfg[2].ival;
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return ret;
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}
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static char *validate_params(game_params *params)
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{
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if (params->w <= 0 || params->h <= 0)
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return "Width and height must both be greater than zero";
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return NULL;
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}
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static char *encode_bitmap(unsigned char *bmp, int len)
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{
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int slen = (len + 3) / 4;
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char *ret;
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int i;
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ret = snewn(slen + 1, char);
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for (i = 0; i < slen; i++) {
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int j, v;
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v = 0;
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for (j = 0; j < 4; j++)
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if (i*4+j < len && bmp[i*4+j])
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v |= 8 >> j;
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ret[i] = "0123456789abcdef"[v];
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}
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ret[slen] = '\0';
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return ret;
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}
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static void decode_bitmap(unsigned char *bmp, int len, char *hex)
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{
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int slen = (len + 3) / 4;
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int i;
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for (i = 0; i < slen; i++) {
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int j, v, c = hex[i];
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if (c >= '0' && c <= '9')
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v = c - '0';
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else if (c >= 'A' && c <= 'F')
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v = c - 'A' + 10;
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else if (c >= 'a' && c <= 'f')
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v = c - 'a' + 10;
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else
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v = 0; /* shouldn't happen */
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for (j = 0; j < 4; j++) {
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if (i*4+j < len) {
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if (v & (8 >> j))
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bmp[i*4+j] = 1;
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else
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bmp[i*4+j] = 0;
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}
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}
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}
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}
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/*
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* Structure used during random matrix generation, and a compare
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* function to permit storage in a tree234.
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*/
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struct sq {
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int cx, cy; /* coords of click square */
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int x, y; /* coords of output square */
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/*
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* Number of click squares which currently affect this output
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* square.
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*/
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int coverage;
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/*
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* Number of output squares currently affected by this click
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* square.
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*/
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int ominosize;
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};
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#define SORT(field) do { \
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if (a->field < b->field) \
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return -1; \
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else if (a->field > b->field) \
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return +1; \
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} while (0)
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/*
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* Compare function for choosing the next square to add. We must
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* sort by coverage, then by omino size, then everything else.
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*/
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static int sqcmp_pick(void *av, void *bv)
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{
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struct sq *a = (struct sq *)av;
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struct sq *b = (struct sq *)bv;
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SORT(coverage);
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SORT(ominosize);
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SORT(cy);
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SORT(cx);
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SORT(y);
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SORT(x);
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return 0;
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}
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/*
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* Compare function for adjusting the coverage figures after a
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* change. We sort first by coverage and output square, then by
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* everything else.
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*/
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static int sqcmp_cov(void *av, void *bv)
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{
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struct sq *a = (struct sq *)av;
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struct sq *b = (struct sq *)bv;
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SORT(coverage);
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SORT(y);
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SORT(x);
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SORT(ominosize);
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SORT(cy);
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SORT(cx);
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return 0;
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}
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/*
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* Compare function for adjusting the omino sizes after a change.
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* We sort first by omino size and input square, then by everything
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* else.
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*/
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static int sqcmp_osize(void *av, void *bv)
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{
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struct sq *a = (struct sq *)av;
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struct sq *b = (struct sq *)bv;
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SORT(ominosize);
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SORT(cy);
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SORT(cx);
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SORT(coverage);
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SORT(y);
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SORT(x);
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return 0;
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}
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static void addsq(tree234 *t, int w, int h, int cx, int cy,
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int x, int y, unsigned char *matrix)
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{
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int wh = w * h;
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struct sq *sq;
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int i;
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if (x < 0 || x >= w || y < 0 || y >= h)
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return;
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if (abs(x-cx) > 1 || abs(y-cy) > 1)
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return;
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if (matrix[(cy*w+cx) * wh + y*w+x])
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return;
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sq = snew(struct sq);
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sq->cx = cx;
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sq->cy = cy;
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sq->x = x;
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sq->y = y;
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sq->coverage = sq->ominosize = 0;
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for (i = 0; i < wh; i++) {
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if (matrix[i * wh + y*w+x])
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sq->coverage++;
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if (matrix[(cy*w+cx) * wh + i])
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sq->ominosize++;
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}
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if (add234(t, sq) != sq)
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sfree(sq); /* already there */
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}
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static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
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int x, int y, unsigned char *matrix)
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{
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addsq(t, w, h, cx, cy, x-1, y, matrix);
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addsq(t, w, h, cx, cy, x+1, y, matrix);
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addsq(t, w, h, cx, cy, x, y-1, matrix);
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addsq(t, w, h, cx, cy, x, y+1, matrix);
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}
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static char *new_game_desc(game_params *params, random_state *rs,
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game_aux_info **aux, int interactive)
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{
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int w = params->w, h = params->h, wh = w * h;
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int i, j;
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unsigned char *matrix, *grid;
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char *mbmp, *gbmp, *ret;
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matrix = snewn(wh * wh, unsigned char);
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grid = snewn(wh, unsigned char);
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/*
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* First set up the matrix.
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*/
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switch (params->matrix_type) {
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case CROSSES:
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for (i = 0; i < wh; i++) {
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int ix = i % w, iy = i / w;
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for (j = 0; j < wh; j++) {
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int jx = j % w, jy = j / w;
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if (abs(jx - ix) + abs(jy - iy) <= 1)
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matrix[i*wh+j] = 1;
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else
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matrix[i*wh+j] = 0;
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}
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}
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break;
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case RANDOM:
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while (1) {
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tree234 *pick, *cov, *osize;
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int limit;
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pick = newtree234(sqcmp_pick);
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cov = newtree234(sqcmp_cov);
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osize = newtree234(sqcmp_osize);
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memset(matrix, 0, wh * wh);
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for (i = 0; i < wh; i++) {
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matrix[i*wh+i] = 1;
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}
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for (i = 0; i < wh; i++) {
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int ix = i % w, iy = i / w;
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addneighbours(pick, w, h, ix, iy, ix, iy, matrix);
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addneighbours(cov, w, h, ix, iy, ix, iy, matrix);
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addneighbours(osize, w, h, ix, iy, ix, iy, matrix);
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}
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/*
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* Repeatedly choose a square to add to the matrix,
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* until we have enough. I'll arbitrarily choose our
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* limit to be the same as the total number of set bits
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* in the crosses matrix.
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*/
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limit = 4*wh - 2*(w+h); /* centre squares already present */
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while (limit-- > 0) {
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struct sq *sq, *sq2, sqlocal;
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int k;
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/*
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* Find the lowest element in the pick tree.
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*/
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sq = index234(pick, 0);
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/*
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* Find the highest element with the same coverage
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* and omino size, by setting all other elements to
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* lots.
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*/
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sqlocal = *sq;
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sqlocal.cx = sqlocal.cy = sqlocal.x = sqlocal.y = wh;
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sq = findrelpos234(pick, &sqlocal, NULL, REL234_LT, &k);
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assert(sq != 0);
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/*
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* Pick at random from all elements up to k of the
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* pick tree.
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*/
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k = random_upto(rs, k+1);
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sq = delpos234(pick, k);
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del234(cov, sq);
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del234(osize, sq);
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/*
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* Add this square to the matrix.
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*/
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matrix[(sq->cy * w + sq->cx) * wh + (sq->y * w + sq->x)] = 1;
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/*
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* Correct the matrix coverage field of any sq
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* which points at this output square.
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*/
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sqlocal = *sq;
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sqlocal.cx = sqlocal.cy = sqlocal.ominosize = -1;
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while ((sq2 = findrel234(cov, &sqlocal, NULL,
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REL234_GT)) != NULL &&
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sq2->coverage == sq->coverage &&
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sq2->x == sq->x && sq2->y == sq->y) {
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del234(pick, sq2);
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del234(cov, sq2);
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del234(osize, sq2);
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sq2->coverage++;
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add234(pick, sq2);
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add234(cov, sq2);
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add234(osize, sq2);
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}
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/*
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* Correct the omino size field of any sq which
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* points at this input square.
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*/
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sqlocal = *sq;
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sqlocal.x = sqlocal.y = sqlocal.coverage = -1;
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while ((sq2 = findrel234(osize, &sqlocal, NULL,
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REL234_GT)) != NULL &&
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sq2->ominosize == sq->ominosize &&
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sq2->cx == sq->cx && sq2->cy == sq->cy) {
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del234(pick, sq2);
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del234(cov, sq2);
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del234(osize, sq2);
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sq2->ominosize++;
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add234(pick, sq2);
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add234(cov, sq2);
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add234(osize, sq2);
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}
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/*
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* The sq we actually picked out of the tree is
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* finished with; but its neighbours now need to
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* appear.
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*/
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addneighbours(pick, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
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addneighbours(cov, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
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addneighbours(osize, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
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sfree(sq);
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}
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/*
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* Free all remaining sq structures.
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*/
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{
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struct sq *sq;
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while ((sq = delpos234(pick, 0)) != NULL)
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sfree(sq);
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}
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freetree234(pick);
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freetree234(cov);
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freetree234(osize);
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/*
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* Finally, check to see if any two matrix rows are
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* exactly identical. If so, this is not an acceptable
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* matrix, and we give up and go round again.
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*
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* I haven't been immediately able to think of a
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* plausible means of algorithmically avoiding this
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* situation (by, say, making a small perturbation to
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* an offending matrix), so for the moment I'm just
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* going to deal with it by throwing the whole thing
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* away. I suspect this will lead to scalability
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* problems (since most of the things happening in
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* these matrices are local, the chance of _some_
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* neighbourhood having two identical regions will
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* increase with the grid area), but so far this puzzle
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* seems to be really hard at large sizes so I'm not
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* massively worried yet. Anyone needs this done
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* better, they're welcome to submit a patch.
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*/
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for (i = 0; i < wh; i++) {
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for (j = 0; j < wh; j++)
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if (i != j &&
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!memcmp(matrix + i * wh, matrix + j * wh, wh))
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break;
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if (j < wh)
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break;
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}
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if (i == wh)
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break; /* no matches found */
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}
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break;
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}
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/*
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* Now invent a random initial set of lights.
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*
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* At first glance it looks as if it might be quite difficult
|
|
* to choose equiprobably from all soluble light sets. After
|
|
* all, soluble light sets are those in the image space of the
|
|
* transformation matrix; so first we'd have to identify that
|
|
* space and its dimension, then pick a random coordinate for
|
|
* each basis vector and recombine. Lot of fiddly matrix
|
|
* algebra there.
|
|
*
|
|
* However, vector spaces are nicely orthogonal and relieve us
|
|
* of all that difficulty. For every point in the image space,
|
|
* there are precisely as many points in the input space that
|
|
* map to it as there are elements in the kernel of the
|
|
* transformation matrix (because adding any kernel element to
|
|
* the input does not change the output, and because any two
|
|
* inputs mapping to the same output must differ by an element
|
|
* of the kernel because that's what the kernel _is_); and
|
|
* these cosets are all disjoint (obviously, since no input
|
|
* point can map to more than one output point) and cover the
|
|
* whole space (equally obviously, because no input point can
|
|
* map to fewer than one output point!).
|
|
*
|
|
* So the input space contains the same number of points for
|
|
* each point in the output space; thus, we can simply choose
|
|
* equiprobably from elements of the _input_ space, and filter
|
|
* the result through the transformation matrix in the obvious
|
|
* way, and we thereby guarantee to choose equiprobably from
|
|
* all the output points. Phew!
|
|
*/
|
|
while (1) {
|
|
memset(grid, 0, wh);
|
|
for (i = 0; i < wh; i++) {
|
|
int v = random_upto(rs, 2);
|
|
if (v) {
|
|
for (j = 0; j < wh; j++)
|
|
grid[j] ^= matrix[i*wh+j];
|
|
}
|
|
}
|
|
/*
|
|
* Ensure we don't have the starting state already!
|
|
*/
|
|
for (i = 0; i < wh; i++)
|
|
if (grid[i])
|
|
break;
|
|
if (i < wh)
|
|
break;
|
|
}
|
|
|
|
/*
|
|
* Now encode the matrix and the starting grid as a game
|
|
* description. We'll do this by concatenating two great big
|
|
* hex bitmaps.
|
|
*/
|
|
mbmp = encode_bitmap(matrix, wh*wh);
|
|
gbmp = encode_bitmap(grid, wh);
|
|
ret = snewn(strlen(mbmp) + strlen(gbmp) + 2, char);
|
|
sprintf(ret, "%s,%s", mbmp, gbmp);
|
|
sfree(mbmp);
|
|
sfree(gbmp);
|
|
return ret;
|
|
}
|
|
|
|
static void game_free_aux_info(game_aux_info *aux)
|
|
{
|
|
assert(!"Shouldn't happen");
|
|
}
|
|
|
|
static char *validate_desc(game_params *params, char *desc)
|
|
{
|
|
int w = params->w, h = params->h, wh = w * h;
|
|
int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
|
|
|
|
if (strspn(desc, "0123456789abcdefABCDEF") != mlen)
|
|
return "Matrix description is wrong length";
|
|
if (desc[mlen] != ',')
|
|
return "Expected comma after matrix description";
|
|
if (strspn(desc+mlen+1, "0123456789abcdefABCDEF") != glen)
|
|
return "Grid description is wrong length";
|
|
if (desc[mlen+1+glen])
|
|
return "Unexpected data after grid description";
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(midend_data *me, game_params *params, char *desc)
|
|
{
|
|
int w = params->w, h = params->h, wh = w * h;
|
|
int mlen = (wh*wh+3)/4;
|
|
|
|
game_state *state = snew(game_state);
|
|
|
|
state->w = w;
|
|
state->h = h;
|
|
state->completed = FALSE;
|
|
state->moves = 0;
|
|
state->matrix = snew(struct matrix);
|
|
state->matrix->refcount = 1;
|
|
state->matrix->matrix = snewn(wh*wh, unsigned char);
|
|
decode_bitmap(state->matrix->matrix, wh*wh, desc);
|
|
state->grid = snewn(wh, unsigned char);
|
|
decode_bitmap(state->grid, wh, desc + mlen + 1);
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(game_state *state)
|
|
{
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->w = state->w;
|
|
ret->h = state->h;
|
|
ret->completed = state->completed;
|
|
ret->moves = state->moves;
|
|
ret->matrix = state->matrix;
|
|
state->matrix->refcount++;
|
|
ret->grid = snewn(ret->w * ret->h, unsigned char);
|
|
memcpy(ret->grid, state->grid, ret->w * ret->h);
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
sfree(state->grid);
|
|
if (--state->matrix->refcount <= 0) {
|
|
sfree(state->matrix->matrix);
|
|
sfree(state->matrix);
|
|
}
|
|
sfree(state);
|
|
}
|
|
|
|
static game_state *solve_game(game_state *state, game_aux_info *aux,
|
|
char **error)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static char *game_text_format(game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, game_state *oldstate,
|
|
game_state *newstate)
|
|
{
|
|
}
|
|
|
|
struct game_drawstate {
|
|
int w, h, started;
|
|
unsigned char *tiles;
|
|
int tilesize;
|
|
};
|
|
|
|
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
int w = from->w, h = from->h, wh = w * h;
|
|
game_state *ret;
|
|
|
|
if (button == LEFT_BUTTON) {
|
|
int tx = FROMCOORD(x), ty = FROMCOORD(y);
|
|
if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
|
|
int i, j, done;
|
|
|
|
ret = dup_game(from);
|
|
|
|
if (!ret->completed)
|
|
ret->moves++;
|
|
|
|
i = ty * w + tx;
|
|
|
|
done = TRUE;
|
|
for (j = 0; j < wh; j++) {
|
|
ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
|
|
if (ret->grid[j] & 1)
|
|
done = FALSE;
|
|
}
|
|
if (done)
|
|
ret->completed = TRUE;
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
static void game_size(game_params *params, game_drawstate *ds,
|
|
int *x, int *y, int expand)
|
|
{
|
|
int tsx, tsy, ts;
|
|
/*
|
|
* Each window dimension equals the tile size times one more
|
|
* than the grid dimension (the border is half the width of the
|
|
* tiles).
|
|
*/
|
|
tsx = *x / (params->w + 1);
|
|
tsy = *y / (params->h + 1);
|
|
ts = min(tsx, tsy);
|
|
if (expand)
|
|
ds->tilesize = ts;
|
|
else
|
|
ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
|
|
|
|
*x = TILE_SIZE * params->w + 2 * BORDER;
|
|
*y = TILE_SIZE * params->h + 2 * BORDER;
|
|
}
|
|
|
|
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
|
|
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
|
|
|
ret[COL_WRONG * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 3;
|
|
ret[COL_WRONG * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 3;
|
|
ret[COL_WRONG * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 3;
|
|
|
|
ret[COL_RIGHT * 3 + 0] = 1.0F;
|
|
ret[COL_RIGHT * 3 + 1] = 1.0F;
|
|
ret[COL_RIGHT * 3 + 2] = 1.0F;
|
|
|
|
ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F;
|
|
ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F;
|
|
ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F;
|
|
|
|
ret[COL_DIAG * 3 + 0] = ret[COL_GRID * 3 + 0];
|
|
ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1];
|
|
ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2];
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(game_state *state)
|
|
{
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int i;
|
|
|
|
ds->started = FALSE;
|
|
ds->w = state->w;
|
|
ds->h = state->h;
|
|
ds->tiles = snewn(ds->w*ds->h, unsigned char);
|
|
ds->tilesize = 0; /* haven't decided yet */
|
|
for (i = 0; i < ds->w*ds->h; i++)
|
|
ds->tiles[i] = -1;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(game_drawstate *ds)
|
|
{
|
|
sfree(ds->tiles);
|
|
sfree(ds);
|
|
}
|
|
|
|
static void draw_tile(frontend *fe, game_drawstate *ds,
|
|
game_state *state, int x, int y, int tile, int anim,
|
|
float animtime)
|
|
{
|
|
int w = ds->w, h = ds->h, wh = w * h;
|
|
int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
|
|
int i, j;
|
|
|
|
clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
|
|
|
|
draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
|
|
anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
|
|
if (anim) {
|
|
/*
|
|
* Draw a polygon indicating that the square is diagonally
|
|
* flipping over.
|
|
*/
|
|
int coords[8], colour;
|
|
|
|
coords[0] = bx + TILE_SIZE;
|
|
coords[1] = by;
|
|
coords[2] = bx + TILE_SIZE * animtime;
|
|
coords[3] = by + TILE_SIZE * animtime;
|
|
coords[4] = bx;
|
|
coords[5] = by + TILE_SIZE;
|
|
coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
|
|
coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
|
|
|
|
colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
|
|
if (animtime < 0.5)
|
|
colour = COL_WRONG + COL_RIGHT - colour;
|
|
|
|
draw_polygon(fe, coords, 4, TRUE, colour);
|
|
draw_polygon(fe, coords, 4, FALSE, COL_GRID);
|
|
}
|
|
|
|
/*
|
|
* Draw a little diagram in the tile which indicates which
|
|
* surrounding tiles flip when this one is clicked.
|
|
*/
|
|
for (i = 0; i < h; i++)
|
|
for (j = 0; j < w; j++)
|
|
if (state->matrix->matrix[(y*w+x)*wh + i*w+j]) {
|
|
int ox = j - x, oy = i - y;
|
|
int td = TILE_SIZE / 16;
|
|
int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
|
|
int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
|
|
if (ox == 0 && oy == 0)
|
|
draw_rect(fe, cx, cy, 2*td+1, 2*td+1, COL_DIAG);
|
|
else {
|
|
draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG);
|
|
draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG);
|
|
draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG);
|
|
draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG);
|
|
}
|
|
}
|
|
|
|
unclip(fe);
|
|
|
|
draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
|
|
}
|
|
|
|
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|
game_state *state, int dir, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int w = ds->w, h = ds->h, wh = w * h;
|
|
int i, flashframe;
|
|
|
|
if (!ds->started) {
|
|
draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
|
|
TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
|
|
|
|
/*
|
|
* Draw the grid lines.
|
|
*/
|
|
for (i = 0; i <= w; i++)
|
|
draw_line(fe, i * TILE_SIZE + BORDER, BORDER,
|
|
i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
|
|
COL_GRID);
|
|
for (i = 0; i <= h; i++)
|
|
draw_line(fe, BORDER, i * TILE_SIZE + BORDER,
|
|
w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
|
|
COL_GRID);
|
|
|
|
draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
|
|
TILE_SIZE * h + 2 * BORDER);
|
|
|
|
ds->started = TRUE;
|
|
}
|
|
|
|
if (flashtime)
|
|
flashframe = flashtime / FLASH_FRAME;
|
|
else
|
|
flashframe = -1;
|
|
|
|
animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */
|
|
|
|
for (i = 0; i < wh; i++) {
|
|
int x = i % w, y = i / w;
|
|
int fx, fy, fd;
|
|
int v = state->grid[i];
|
|
int vv;
|
|
|
|
if (flashframe >= 0) {
|
|
fx = (w+1)/2 - min(x+1, w-x);
|
|
fy = (h+1)/2 - min(y+1, h-y);
|
|
fd = max(fx, fy);
|
|
if (fd == flashframe)
|
|
v |= 1;
|
|
else if (fd == flashframe - 1)
|
|
v &= ~1;
|
|
}
|
|
|
|
if (oldstate && state->grid[i] != oldstate->grid[i])
|
|
vv = 255; /* means `animated' */
|
|
else
|
|
vv = v;
|
|
|
|
if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
|
|
draw_tile(fe, ds, state, x, y, v, vv == 255, animtime);
|
|
ds->tiles[i] = vv;
|
|
}
|
|
}
|
|
|
|
{
|
|
char buf[256];
|
|
|
|
sprintf(buf, "%sMoves: %d", state->completed ? "COMPLETED! " : "",
|
|
state->moves);
|
|
|
|
status_bar(fe, buf);
|
|
}
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
return ANIM_TIME;
|
|
}
|
|
|
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
if (!oldstate->completed && newstate->completed)
|
|
return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
|
|
|
|
return 0.0F;
|
|
}
|
|
|
|
static int game_wants_statusbar(void)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static int game_timing_state(game_state *state)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame flip
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Flip", NULL,
|
|
default_params,
|
|
game_fetch_preset,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
TRUE, game_configure, custom_params,
|
|
validate_params,
|
|
new_game_desc,
|
|
game_free_aux_info,
|
|
validate_desc,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
FALSE, solve_game,
|
|
FALSE, game_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
game_changed_state,
|
|
make_move,
|
|
game_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_wants_statusbar,
|
|
FALSE, game_timing_state,
|
|
0, /* mouse_priorities */
|
|
};
|