Files
puzzles/flip.c
Simon Tatham 980880be1f Add a function to every game backend which indicates whether a game
state is in a solved position, and a midend function wrapping it.

(Or, at least, a situation in which further play is pointless. The
point is, given that game state, would it be a good idea for a front
end that does that sort of thing to proactively provide the option to
start a fresh game?)

[originally from svn r9140]
2011-04-02 16:19:12 +00:00

1313 lines
35 KiB
C

/*
* flip.c: Puzzle involving lighting up all the squares on a grid,
* where each click toggles an overlapping set of lights.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
#include "tree234.h"
enum {
COL_BACKGROUND,
COL_WRONG,
COL_RIGHT,
COL_GRID,
COL_DIAG,
COL_HINT,
COL_CURSOR,
NCOLOURS
};
#define PREFERRED_TILE_SIZE 48
#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE / 2)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
#define ANIM_TIME 0.25F
#define FLASH_FRAME 0.07F
/*
* Possible ways to decide which lights are toggled by each click.
* Essentially, each of these describes a means of inventing a
* matrix over GF(2).
*/
enum {
CROSSES, RANDOM
};
struct game_params {
int w, h;
int matrix_type;
};
/*
* This structure is shared between all the game_states describing
* a particular game, so it's reference-counted.
*/
struct matrix {
int refcount;
unsigned char *matrix; /* array of (w*h) by (w*h) */
};
struct game_state {
int w, h;
int moves, completed, cheated, hints_active;
unsigned char *grid; /* array of w*h */
struct matrix *matrix;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 5;
ret->matrix_type = CROSSES;
return ret;
}
static const struct game_params flip_presets[] = {
{3, 3, CROSSES},
{4, 4, CROSSES},
{5, 5, CROSSES},
{3, 3, RANDOM},
{4, 4, RANDOM},
{5, 5, RANDOM},
};
static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
if (i < 0 || i >= lenof(flip_presets))
return FALSE;
ret = snew(game_params);
*ret = flip_presets[i];
sprintf(str, "%dx%d %s", ret->w, ret->h,
ret->matrix_type == CROSSES ? "Crosses" : "Random");
*name = dupstr(str);
*params = ret;
return TRUE;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *ret, char const *string)
{
ret->w = ret->h = atoi(string);
while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
while (*string && isdigit((unsigned char)*string)) string++;
}
if (*string == 'r') {
string++;
ret->matrix_type = RANDOM;
} else if (*string == 'c') {
string++;
ret->matrix_type = CROSSES;
}
}
static char *encode_params(game_params *params, int full)
{
char data[256];
sprintf(data, "%dx%d%s", params->w, params->h,
!full ? "" : params->matrix_type == CROSSES ? "c" : "r");
return dupstr(data);
}
static config_item *game_configure(game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[2].name = "Shape type";
ret[2].type = C_CHOICES;
ret[2].sval = ":Crosses:Random";
ret[2].ival = params->matrix_type;
ret[3].name = NULL;
ret[3].type = C_END;
ret[3].sval = NULL;
ret[3].ival = 0;
return ret;
}
static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
ret->matrix_type = cfg[2].ival;
return ret;
}
static char *validate_params(game_params *params, int full)
{
if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
return NULL;
}
static char *encode_bitmap(unsigned char *bmp, int len)
{
int slen = (len + 3) / 4;
char *ret;
int i;
ret = snewn(slen + 1, char);
for (i = 0; i < slen; i++) {
int j, v;
v = 0;
for (j = 0; j < 4; j++)
if (i*4+j < len && bmp[i*4+j])
v |= 8 >> j;
ret[i] = "0123456789abcdef"[v];
}
ret[slen] = '\0';
return ret;
}
static void decode_bitmap(unsigned char *bmp, int len, char *hex)
{
int slen = (len + 3) / 4;
int i;
for (i = 0; i < slen; i++) {
int j, v, c = hex[i];
if (c >= '0' && c <= '9')
v = c - '0';
else if (c >= 'A' && c <= 'F')
v = c - 'A' + 10;
else if (c >= 'a' && c <= 'f')
v = c - 'a' + 10;
else
v = 0; /* shouldn't happen */
for (j = 0; j < 4; j++) {
if (i*4+j < len) {
if (v & (8 >> j))
bmp[i*4+j] = 1;
else
bmp[i*4+j] = 0;
}
}
}
}
/*
* Structure used during random matrix generation, and a compare
* function to permit storage in a tree234.
*/
struct sq {
int cx, cy; /* coords of click square */
int x, y; /* coords of output square */
/*
* Number of click squares which currently affect this output
* square.
*/
int coverage;
/*
* Number of output squares currently affected by this click
* square.
*/
int ominosize;
};
#define SORT(field) do { \
if (a->field < b->field) \
return -1; \
else if (a->field > b->field) \
return +1; \
} while (0)
/*
* Compare function for choosing the next square to add. We must
* sort by coverage, then by omino size, then everything else.
*/
static int sqcmp_pick(void *av, void *bv)
{
struct sq *a = (struct sq *)av;
struct sq *b = (struct sq *)bv;
SORT(coverage);
SORT(ominosize);
SORT(cy);
SORT(cx);
SORT(y);
SORT(x);
return 0;
}
/*
* Compare function for adjusting the coverage figures after a
* change. We sort first by coverage and output square, then by
* everything else.
*/
static int sqcmp_cov(void *av, void *bv)
{
struct sq *a = (struct sq *)av;
struct sq *b = (struct sq *)bv;
SORT(coverage);
SORT(y);
SORT(x);
SORT(ominosize);
SORT(cy);
SORT(cx);
return 0;
}
/*
* Compare function for adjusting the omino sizes after a change.
* We sort first by omino size and input square, then by everything
* else.
*/
static int sqcmp_osize(void *av, void *bv)
{
struct sq *a = (struct sq *)av;
struct sq *b = (struct sq *)bv;
SORT(ominosize);
SORT(cy);
SORT(cx);
SORT(coverage);
SORT(y);
SORT(x);
return 0;
}
static void addsq(tree234 *t, int w, int h, int cx, int cy,
int x, int y, unsigned char *matrix)
{
int wh = w * h;
struct sq *sq;
int i;
if (x < 0 || x >= w || y < 0 || y >= h)
return;
if (abs(x-cx) > 1 || abs(y-cy) > 1)
return;
if (matrix[(cy*w+cx) * wh + y*w+x])
return;
sq = snew(struct sq);
sq->cx = cx;
sq->cy = cy;
sq->x = x;
sq->y = y;
sq->coverage = sq->ominosize = 0;
for (i = 0; i < wh; i++) {
if (matrix[i * wh + y*w+x])
sq->coverage++;
if (matrix[(cy*w+cx) * wh + i])
sq->ominosize++;
}
if (add234(t, sq) != sq)
sfree(sq); /* already there */
}
static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
int x, int y, unsigned char *matrix)
{
addsq(t, w, h, cx, cy, x-1, y, matrix);
addsq(t, w, h, cx, cy, x+1, y, matrix);
addsq(t, w, h, cx, cy, x, y-1, matrix);
addsq(t, w, h, cx, cy, x, y+1, matrix);
}
static char *new_game_desc(game_params *params, random_state *rs,
char **aux, int interactive)
{
int w = params->w, h = params->h, wh = w * h;
int i, j;
unsigned char *matrix, *grid;
char *mbmp, *gbmp, *ret;
matrix = snewn(wh * wh, unsigned char);
grid = snewn(wh, unsigned char);
/*
* First set up the matrix.
*/
switch (params->matrix_type) {
case CROSSES:
for (i = 0; i < wh; i++) {
int ix = i % w, iy = i / w;
for (j = 0; j < wh; j++) {
int jx = j % w, jy = j / w;
if (abs(jx - ix) + abs(jy - iy) <= 1)
matrix[i*wh+j] = 1;
else
matrix[i*wh+j] = 0;
}
}
break;
case RANDOM:
while (1) {
tree234 *pick, *cov, *osize;
int limit;
pick = newtree234(sqcmp_pick);
cov = newtree234(sqcmp_cov);
osize = newtree234(sqcmp_osize);
memset(matrix, 0, wh * wh);
for (i = 0; i < wh; i++) {
matrix[i*wh+i] = 1;
}
for (i = 0; i < wh; i++) {
int ix = i % w, iy = i / w;
addneighbours(pick, w, h, ix, iy, ix, iy, matrix);
addneighbours(cov, w, h, ix, iy, ix, iy, matrix);
addneighbours(osize, w, h, ix, iy, ix, iy, matrix);
}
/*
* Repeatedly choose a square to add to the matrix,
* until we have enough. I'll arbitrarily choose our
* limit to be the same as the total number of set bits
* in the crosses matrix.
*/
limit = 4*wh - 2*(w+h); /* centre squares already present */
while (limit-- > 0) {
struct sq *sq, *sq2, sqlocal;
int k;
/*
* Find the lowest element in the pick tree.
*/
sq = index234(pick, 0);
/*
* Find the highest element with the same coverage
* and omino size, by setting all other elements to
* lots.
*/
sqlocal = *sq;
sqlocal.cx = sqlocal.cy = sqlocal.x = sqlocal.y = wh;
sq = findrelpos234(pick, &sqlocal, NULL, REL234_LT, &k);
assert(sq != 0);
/*
* Pick at random from all elements up to k of the
* pick tree.
*/
k = random_upto(rs, k+1);
sq = delpos234(pick, k);
del234(cov, sq);
del234(osize, sq);
/*
* Add this square to the matrix.
*/
matrix[(sq->cy * w + sq->cx) * wh + (sq->y * w + sq->x)] = 1;
/*
* Correct the matrix coverage field of any sq
* which points at this output square.
*/
sqlocal = *sq;
sqlocal.cx = sqlocal.cy = sqlocal.ominosize = -1;
while ((sq2 = findrel234(cov, &sqlocal, NULL,
REL234_GT)) != NULL &&
sq2->coverage == sq->coverage &&
sq2->x == sq->x && sq2->y == sq->y) {
del234(pick, sq2);
del234(cov, sq2);
del234(osize, sq2);
sq2->coverage++;
add234(pick, sq2);
add234(cov, sq2);
add234(osize, sq2);
}
/*
* Correct the omino size field of any sq which
* points at this input square.
*/
sqlocal = *sq;
sqlocal.x = sqlocal.y = sqlocal.coverage = -1;
while ((sq2 = findrel234(osize, &sqlocal, NULL,
REL234_GT)) != NULL &&
sq2->ominosize == sq->ominosize &&
sq2->cx == sq->cx && sq2->cy == sq->cy) {
del234(pick, sq2);
del234(cov, sq2);
del234(osize, sq2);
sq2->ominosize++;
add234(pick, sq2);
add234(cov, sq2);
add234(osize, sq2);
}
/*
* The sq we actually picked out of the tree is
* finished with; but its neighbours now need to
* appear.
*/
addneighbours(pick, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
addneighbours(cov, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
addneighbours(osize, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
sfree(sq);
}
/*
* Free all remaining sq structures.
*/
{
struct sq *sq;
while ((sq = delpos234(pick, 0)) != NULL)
sfree(sq);
}
freetree234(pick);
freetree234(cov);
freetree234(osize);
/*
* Finally, check to see if any two matrix rows are
* exactly identical. If so, this is not an acceptable
* matrix, and we give up and go round again.
*
* I haven't been immediately able to think of a
* plausible means of algorithmically avoiding this
* situation (by, say, making a small perturbation to
* an offending matrix), so for the moment I'm just
* going to deal with it by throwing the whole thing
* away. I suspect this will lead to scalability
* problems (since most of the things happening in
* these matrices are local, the chance of _some_
* neighbourhood having two identical regions will
* increase with the grid area), but so far this puzzle
* seems to be really hard at large sizes so I'm not
* massively worried yet. Anyone needs this done
* better, they're welcome to submit a patch.
*/
for (i = 0; i < wh; i++) {
for (j = 0; j < wh; j++)
if (i != j &&
!memcmp(matrix + i * wh, matrix + j * wh, wh))
break;
if (j < wh)
break;
}
if (i == wh)
break; /* no matches found */
}
break;
}
/*
* Now invent a random initial set of lights.
*
* 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);
sfree(matrix);
sfree(grid);
return ret;
}
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 *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->cheated = FALSE;
state->hints_active = 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->cheated = state->cheated;
ret->hints_active = state->hints_active;
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 void rowxor(unsigned char *row1, unsigned char *row2, int len)
{
int i;
for (i = 0; i < len; i++)
row1[i] ^= row2[i];
}
static char *solve_game(game_state *state, game_state *currstate,
char *aux, char **error)
{
int w = state->w, h = state->h, wh = w * h;
unsigned char *equations, *solution, *shortest;
int *und, nund;
int rowsdone, colsdone;
int i, j, k, len, bestlen;
char *ret;
/*
* Set up a list of simultaneous equations. Each one is of
* length (wh+1) and has wh coefficients followed by a value.
*/
equations = snewn((wh + 1) * wh, unsigned char);
for (i = 0; i < wh; i++) {
for (j = 0; j < wh; j++)
equations[i * (wh+1) + j] = currstate->matrix->matrix[j*wh+i];
equations[i * (wh+1) + wh] = currstate->grid[i] & 1;
}
/*
* Perform Gaussian elimination over GF(2).
*/
rowsdone = colsdone = 0;
nund = 0;
und = snewn(wh, int);
do {
/*
* Find the leftmost column which has a 1 in it somewhere
* outside the first `rowsdone' rows.
*/
j = -1;
for (i = colsdone; i < wh; i++) {
for (j = rowsdone; j < wh; j++)
if (equations[j * (wh+1) + i])
break;
if (j < wh)
break; /* found one */
/*
* This is a column which will not have an equation
* controlling it. Mark it as undetermined.
*/
und[nund++] = i;
}
/*
* If there wasn't one, then we've finished: all remaining
* equations are of the form 0 = constant. Check to see if
* any of them wants 0 to be equal to 1; this is the
* condition which indicates an insoluble problem
* (therefore _hopefully_ one typed in by a user!).
*/
if (i == wh) {
for (j = rowsdone; j < wh; j++)
if (equations[j * (wh+1) + wh]) {
*error = "No solution exists for this position";
sfree(equations);
sfree(und);
return NULL;
}
break;
}
/*
* We've found a 1. It's in column i, and the topmost 1 in
* that column is in row j. Do a row-XOR to move it up to
* the topmost row if it isn't already there.
*/
assert(j != -1);
if (j > rowsdone)
rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1);
/*
* Do row-XORs to eliminate that 1 from all rows below the
* topmost row.
*/
for (j = rowsdone + 1; j < wh; j++)
if (equations[j*(wh+1) + i])
rowxor(equations + j*(wh+1),
equations + rowsdone*(wh+1), wh+1);
/*
* Mark this row and column as done.
*/
rowsdone++;
colsdone = i+1;
/*
* If we've done all the rows, terminate.
*/
} while (rowsdone < wh);
/*
* If we reach here, we have the ability to produce a solution.
* So we go through _all_ possible solutions (each
* corresponding to a set of arbitrary choices of those
* components not directly determined by an equation), and pick
* one requiring the smallest number of flips.
*/
solution = snewn(wh, unsigned char);
shortest = snewn(wh, unsigned char);
memset(solution, 0, wh);
bestlen = wh + 1;
while (1) {
/*
* Find a solution based on the current values of the
* undetermined variables.
*/
for (j = rowsdone; j-- ;) {
int v;
/*
* Find the leftmost set bit in this equation.
*/
for (i = 0; i < wh; i++)
if (equations[j * (wh+1) + i])
break;
assert(i < wh); /* there must have been one! */
/*
* Compute this variable using the rest.
*/
v = equations[j * (wh+1) + wh];
for (k = i+1; k < wh; k++)
if (equations[j * (wh+1) + k])
v ^= solution[k];
solution[i] = v;
}
/*
* Compare this solution to the current best one, and
* replace the best one if this one is shorter.
*/
len = 0;
for (i = 0; i < wh; i++)
if (solution[i])
len++;
if (len < bestlen) {
bestlen = len;
memcpy(shortest, solution, wh);
}
/*
* Now increment the binary number given by the
* undetermined variables: turn all 1s into 0s until we see
* a 0, at which point we turn it into a 1.
*/
for (i = 0; i < nund; i++) {
solution[und[i]] = !solution[und[i]];
if (solution[und[i]])
break;
}
/*
* If we didn't find a 0 at any point, we have wrapped
* round and are back at the start, i.e. we have enumerated
* all solutions.
*/
if (i == nund)
break;
}
/*
* We have a solution. Produce a move string encoding the
* solution.
*/
ret = snewn(wh + 2, char);
ret[0] = 'S';
for (i = 0; i < wh; i++)
ret[i+1] = shortest[i] ? '1' : '0';
ret[wh+1] = '\0';
sfree(shortest);
sfree(solution);
sfree(equations);
sfree(und);
return ret;
}
static int game_can_format_as_text_now(game_params *params)
{
return TRUE;
}
static char *game_text_format(game_state *state)
{
return NULL;
}
struct game_ui {
int cx, cy, cdraw;
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cx = ui->cy = ui->cdraw = 0;
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static char *encode_ui(game_ui *ui)
{
return NULL;
}
static void decode_ui(game_ui *ui, char *encoding)
{
}
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 char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
int w = state->w, h = state->h, wh = w * h;
char buf[80], *nullret = NULL;
if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
int tx, ty;
if (button == LEFT_BUTTON) {
tx = FROMCOORD(x), ty = FROMCOORD(y);
ui->cdraw = 0;
} else {
tx = ui->cx; ty = ui->cy;
ui->cdraw = 1;
}
nullret = "";
if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
/*
* It's just possible that a manually entered game ID
* will have at least one square do nothing whatsoever.
* If so, we avoid encoding a move at all.
*/
int i = ty*w+tx, j, makemove = FALSE;
for (j = 0; j < wh; j++) {
if (state->matrix->matrix[i*wh+j])
makemove = TRUE;
}
if (makemove) {
sprintf(buf, "M%d,%d", tx, ty);
return dupstr(buf);
} else {
return NULL;
}
}
}
else if (IS_CURSOR_MOVE(button)) {
int dx = 0, dy = 0;
switch (button) {
case CURSOR_UP: dy = -1; break;
case CURSOR_DOWN: dy = 1; break;
case CURSOR_RIGHT: dx = 1; break;
case CURSOR_LEFT: dx = -1; break;
default: assert(!"shouldn't get here");
}
ui->cx += dx; ui->cy += dy;
ui->cx = min(max(ui->cx, 0), state->w - 1);
ui->cy = min(max(ui->cy, 0), state->h - 1);
ui->cdraw = 1;
nullret = "";
}
return nullret;
}
static game_state *execute_move(game_state *from, char *move)
{
int w = from->w, h = from->h, wh = w * h;
game_state *ret;
int x, y;
if (move[0] == 'S' && strlen(move) == wh+1) {
int i;
ret = dup_game(from);
ret->hints_active = TRUE;
ret->cheated = TRUE;
for (i = 0; i < wh; i++) {
ret->grid[i] &= ~2;
if (move[i+1] != '0')
ret->grid[i] |= 2;
}
return ret;
} else if (move[0] == 'M' &&
sscanf(move+1, "%d,%d", &x, &y) == 2 &&
x >= 0 && x < w && y >= 0 && y < h) {
int i, j, done;
ret = dup_game(from);
if (!ret->completed)
ret->moves++;
i = y * w + x;
done = TRUE;
for (j = 0; j < wh; j++) {
ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
if (ret->grid[j] & 1)
done = FALSE;
}
ret->grid[i] ^= 2; /* toggle hint */
if (done) {
ret->completed = TRUE;
ret->hints_active = FALSE;
}
return ret;
} else
return NULL; /* can't parse move string */
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, 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];
ret[COL_HINT * 3 + 0] = 1.0F;
ret[COL_HINT * 3 + 1] = 0.0F;
ret[COL_HINT * 3 + 2] = 0.0F;
ret[COL_CURSOR * 3 + 0] = 0.8F;
ret[COL_CURSOR * 3 + 1] = 0.0F;
ret[COL_CURSOR * 3 + 2] = 0.0F;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, 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(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
static void draw_tile(drawing *dr, 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, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG;
clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
draw_rect(dr, 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 + (int)((float)TILE_SIZE * animtime);
coords[3] = by + (int)((float)TILE_SIZE * animtime);
coords[4] = bx;
coords[5] = by + TILE_SIZE;
coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
if (animtime < 0.5)
colour = COL_WRONG + COL_RIGHT - colour;
draw_polygon(dr, coords, 4, colour, 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(dr, cx, cy, 2*td+1, 2*td+1, dcol);
else {
draw_line(dr, cx, cy, cx+2*td, cy, dcol);
draw_line(dr, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
draw_line(dr, cx, cy, cx, cy+2*td, dcol);
draw_line(dr, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
}
}
/*
* Draw a hint rectangle if required.
*/
if (tile & 2) {
int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20;
int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
int i = 3;
while (i--) {
draw_line(dr, x1, y1, x2, y1, COL_HINT);
draw_line(dr, x1, y2, x2, y2, COL_HINT);
draw_line(dr, x1, y1, x1, y2, COL_HINT);
draw_line(dr, x2, y1, x2, y2, COL_HINT);
x1++, y1++, x2--, y2--;
}
}
unclip(dr);
draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
}
static void game_redraw(drawing *dr, 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(dr, 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(dr, i * TILE_SIZE + BORDER, BORDER,
i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
COL_GRID);
for (i = 0; i <= h; i++)
draw_line(dr, BORDER, i * TILE_SIZE + BORDER,
w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
COL_GRID);
draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
TILE_SIZE * h + 2 * BORDER);
ds->started = TRUE;
}
if (flashtime)
flashframe = (int)(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 (!state->hints_active)
v &= ~2;
if (ui->cdraw && ui->cx == x && ui->cy == y)
v |= 4;
if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
vv = 255; /* means `animated' */
else
vv = v;
if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
draw_tile(dr, ds, state, x, y, v, vv == 255, animtime);
ds->tiles[i] = vv;
}
}
{
char buf[256];
sprintf(buf, "%sMoves: %d",
(state->completed ?
(state->cheated ? "Auto-solved. " : "COMPLETED! ") :
(state->cheated ? "Auto-solver used. " : "")),
state->moves);
status_bar(dr, 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_is_solved(game_state *state)
{
return state->completed;
}
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
static void game_print_size(game_params *params, float *x, float *y)
{
}
static void game_print(drawing *dr, game_state *state, int tilesize)
{
}
#ifdef COMBINED
#define thegame flip
#endif
const struct game thegame = {
"Flip", "games.flip", "flip",
default_params,
game_fetch_preset,
decode_params,
encode_params,
free_params,
dup_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
new_game,
dup_game,
free_game,
TRUE, solve_game,
FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
decode_ui,
game_changed_state,
interpret_move,
execute_move,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_is_solved,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};