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1 | /* |
2 | * flip.c: Puzzle involving lighting up all the squares on a grid, |
3 | * where each click toggles an overlapping set of lights. |
4 | */ |
5 | |
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6 | #include <stdio.h> |
7 | #include <stdlib.h> |
8 | #include <string.h> |
9 | #include <assert.h> |
10 | #include <ctype.h> |
11 | #include <math.h> |
12 | |
13 | #include "puzzles.h" |
14 | #include "tree234.h" |
15 | |
16 | enum { |
17 | COL_BACKGROUND, |
18 | COL_WRONG, |
19 | COL_RIGHT, |
20 | COL_GRID, |
21 | COL_DIAG, |
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22 | COL_HINT, |
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23 | COL_CURSOR, |
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24 | NCOLOURS |
25 | }; |
26 | |
27 | #define PREFERRED_TILE_SIZE 48 |
28 | #define TILE_SIZE (ds->tilesize) |
29 | #define BORDER (TILE_SIZE / 2) |
30 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
31 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
32 | |
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33 | #define ANIM_TIME 0.25F |
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34 | #define FLASH_FRAME 0.07F |
35 | |
36 | /* |
37 | * Possible ways to decide which lights are toggled by each click. |
38 | * Essentially, each of these describes a means of inventing a |
39 | * matrix over GF(2). |
40 | */ |
41 | enum { |
42 | CROSSES, RANDOM |
43 | }; |
44 | |
45 | struct game_params { |
46 | int w, h; |
47 | int matrix_type; |
48 | }; |
49 | |
50 | /* |
51 | * This structure is shared between all the game_states describing |
52 | * a particular game, so it's reference-counted. |
53 | */ |
54 | struct matrix { |
55 | int refcount; |
56 | unsigned char *matrix; /* array of (w*h) by (w*h) */ |
57 | }; |
58 | |
59 | struct game_state { |
60 | int w, h; |
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61 | int moves, completed, cheated, hints_active; |
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62 | unsigned char *grid; /* array of w*h */ |
63 | struct matrix *matrix; |
64 | }; |
65 | |
66 | static game_params *default_params(void) |
67 | { |
68 | game_params *ret = snew(game_params); |
69 | |
70 | ret->w = ret->h = 5; |
71 | ret->matrix_type = CROSSES; |
72 | |
73 | return ret; |
74 | } |
75 | |
76 | static const struct game_params flip_presets[] = { |
77 | {3, 3, CROSSES}, |
78 | {4, 4, CROSSES}, |
79 | {5, 5, CROSSES}, |
80 | {3, 3, RANDOM}, |
81 | {4, 4, RANDOM}, |
82 | {5, 5, RANDOM}, |
83 | }; |
84 | |
85 | static int game_fetch_preset(int i, char **name, game_params **params) |
86 | { |
87 | game_params *ret; |
88 | char str[80]; |
89 | |
90 | if (i < 0 || i >= lenof(flip_presets)) |
91 | return FALSE; |
92 | |
93 | ret = snew(game_params); |
94 | *ret = flip_presets[i]; |
95 | |
96 | sprintf(str, "%dx%d %s", ret->w, ret->h, |
97 | ret->matrix_type == CROSSES ? "Crosses" : "Random"); |
98 | |
99 | *name = dupstr(str); |
100 | *params = ret; |
101 | return TRUE; |
102 | } |
103 | |
104 | static void free_params(game_params *params) |
105 | { |
106 | sfree(params); |
107 | } |
108 | |
109 | static game_params *dup_params(game_params *params) |
110 | { |
111 | game_params *ret = snew(game_params); |
112 | *ret = *params; /* structure copy */ |
113 | return ret; |
114 | } |
115 | |
116 | static void decode_params(game_params *ret, char const *string) |
117 | { |
118 | ret->w = ret->h = atoi(string); |
89167dad |
119 | while (*string && isdigit((unsigned char)*string)) string++; |
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120 | if (*string == 'x') { |
121 | string++; |
122 | ret->h = atoi(string); |
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123 | while (*string && isdigit((unsigned char)*string)) string++; |
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124 | } |
125 | if (*string == 'r') { |
126 | string++; |
127 | ret->matrix_type = RANDOM; |
128 | } else if (*string == 'c') { |
129 | string++; |
130 | ret->matrix_type = CROSSES; |
131 | } |
132 | } |
133 | |
134 | static char *encode_params(game_params *params, int full) |
135 | { |
136 | char data[256]; |
137 | |
138 | sprintf(data, "%dx%d%s", params->w, params->h, |
139 | !full ? "" : params->matrix_type == CROSSES ? "c" : "r"); |
140 | |
141 | return dupstr(data); |
142 | } |
143 | |
144 | static config_item *game_configure(game_params *params) |
145 | { |
146 | config_item *ret = snewn(4, config_item); |
147 | char buf[80]; |
148 | |
149 | ret[0].name = "Width"; |
150 | ret[0].type = C_STRING; |
151 | sprintf(buf, "%d", params->w); |
152 | ret[0].sval = dupstr(buf); |
153 | ret[0].ival = 0; |
154 | |
155 | ret[1].name = "Height"; |
156 | ret[1].type = C_STRING; |
157 | sprintf(buf, "%d", params->h); |
158 | ret[1].sval = dupstr(buf); |
159 | ret[1].ival = 0; |
160 | |
161 | ret[2].name = "Shape type"; |
162 | ret[2].type = C_CHOICES; |
163 | ret[2].sval = ":Crosses:Random"; |
164 | ret[2].ival = params->matrix_type; |
165 | |
166 | ret[3].name = NULL; |
167 | ret[3].type = C_END; |
168 | ret[3].sval = NULL; |
169 | ret[3].ival = 0; |
170 | |
171 | return ret; |
172 | } |
173 | |
174 | static game_params *custom_params(config_item *cfg) |
175 | { |
176 | game_params *ret = snew(game_params); |
177 | |
178 | ret->w = atoi(cfg[0].sval); |
179 | ret->h = atoi(cfg[1].sval); |
180 | ret->matrix_type = cfg[2].ival; |
181 | |
182 | return ret; |
183 | } |
184 | |
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185 | static char *validate_params(game_params *params, int full) |
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186 | { |
187 | if (params->w <= 0 || params->h <= 0) |
188 | return "Width and height must both be greater than zero"; |
189 | return NULL; |
190 | } |
191 | |
192 | static char *encode_bitmap(unsigned char *bmp, int len) |
193 | { |
194 | int slen = (len + 3) / 4; |
195 | char *ret; |
196 | int i; |
197 | |
198 | ret = snewn(slen + 1, char); |
199 | for (i = 0; i < slen; i++) { |
200 | int j, v; |
201 | v = 0; |
202 | for (j = 0; j < 4; j++) |
203 | if (i*4+j < len && bmp[i*4+j]) |
204 | v |= 8 >> j; |
205 | ret[i] = "0123456789abcdef"[v]; |
206 | } |
207 | ret[slen] = '\0'; |
208 | return ret; |
209 | } |
210 | |
211 | static void decode_bitmap(unsigned char *bmp, int len, char *hex) |
212 | { |
213 | int slen = (len + 3) / 4; |
214 | int i; |
215 | |
216 | for (i = 0; i < slen; i++) { |
217 | int j, v, c = hex[i]; |
218 | if (c >= '0' && c <= '9') |
219 | v = c - '0'; |
220 | else if (c >= 'A' && c <= 'F') |
221 | v = c - 'A' + 10; |
222 | else if (c >= 'a' && c <= 'f') |
223 | v = c - 'a' + 10; |
224 | else |
225 | v = 0; /* shouldn't happen */ |
226 | for (j = 0; j < 4; j++) { |
227 | if (i*4+j < len) { |
228 | if (v & (8 >> j)) |
229 | bmp[i*4+j] = 1; |
230 | else |
231 | bmp[i*4+j] = 0; |
232 | } |
233 | } |
234 | } |
235 | } |
236 | |
237 | /* |
238 | * Structure used during random matrix generation, and a compare |
239 | * function to permit storage in a tree234. |
240 | */ |
241 | struct sq { |
242 | int cx, cy; /* coords of click square */ |
243 | int x, y; /* coords of output square */ |
244 | /* |
245 | * Number of click squares which currently affect this output |
246 | * square. |
247 | */ |
248 | int coverage; |
249 | /* |
250 | * Number of output squares currently affected by this click |
251 | * square. |
252 | */ |
253 | int ominosize; |
254 | }; |
255 | #define SORT(field) do { \ |
256 | if (a->field < b->field) \ |
257 | return -1; \ |
258 | else if (a->field > b->field) \ |
259 | return +1; \ |
260 | } while (0) |
261 | /* |
262 | * Compare function for choosing the next square to add. We must |
263 | * sort by coverage, then by omino size, then everything else. |
264 | */ |
265 | static int sqcmp_pick(void *av, void *bv) |
266 | { |
267 | struct sq *a = (struct sq *)av; |
268 | struct sq *b = (struct sq *)bv; |
269 | SORT(coverage); |
270 | SORT(ominosize); |
271 | SORT(cy); |
272 | SORT(cx); |
273 | SORT(y); |
274 | SORT(x); |
275 | return 0; |
276 | } |
277 | /* |
278 | * Compare function for adjusting the coverage figures after a |
279 | * change. We sort first by coverage and output square, then by |
280 | * everything else. |
281 | */ |
282 | static int sqcmp_cov(void *av, void *bv) |
283 | { |
284 | struct sq *a = (struct sq *)av; |
285 | struct sq *b = (struct sq *)bv; |
286 | SORT(coverage); |
287 | SORT(y); |
288 | SORT(x); |
289 | SORT(ominosize); |
290 | SORT(cy); |
291 | SORT(cx); |
292 | return 0; |
293 | } |
294 | /* |
295 | * Compare function for adjusting the omino sizes after a change. |
296 | * We sort first by omino size and input square, then by everything |
297 | * else. |
298 | */ |
299 | static int sqcmp_osize(void *av, void *bv) |
300 | { |
301 | struct sq *a = (struct sq *)av; |
302 | struct sq *b = (struct sq *)bv; |
303 | SORT(ominosize); |
304 | SORT(cy); |
305 | SORT(cx); |
306 | SORT(coverage); |
307 | SORT(y); |
308 | SORT(x); |
309 | return 0; |
310 | } |
311 | static void addsq(tree234 *t, int w, int h, int cx, int cy, |
312 | int x, int y, unsigned char *matrix) |
313 | { |
314 | int wh = w * h; |
315 | struct sq *sq; |
316 | int i; |
317 | |
318 | if (x < 0 || x >= w || y < 0 || y >= h) |
319 | return; |
320 | if (abs(x-cx) > 1 || abs(y-cy) > 1) |
321 | return; |
322 | if (matrix[(cy*w+cx) * wh + y*w+x]) |
323 | return; |
324 | |
325 | sq = snew(struct sq); |
326 | sq->cx = cx; |
327 | sq->cy = cy; |
328 | sq->x = x; |
329 | sq->y = y; |
330 | sq->coverage = sq->ominosize = 0; |
331 | for (i = 0; i < wh; i++) { |
332 | if (matrix[i * wh + y*w+x]) |
333 | sq->coverage++; |
334 | if (matrix[(cy*w+cx) * wh + i]) |
335 | sq->ominosize++; |
336 | } |
337 | |
338 | if (add234(t, sq) != sq) |
339 | sfree(sq); /* already there */ |
340 | } |
341 | static void addneighbours(tree234 *t, int w, int h, int cx, int cy, |
342 | int x, int y, unsigned char *matrix) |
343 | { |
344 | addsq(t, w, h, cx, cy, x-1, y, matrix); |
345 | addsq(t, w, h, cx, cy, x+1, y, matrix); |
346 | addsq(t, w, h, cx, cy, x, y-1, matrix); |
347 | addsq(t, w, h, cx, cy, x, y+1, matrix); |
348 | } |
349 | |
350 | static char *new_game_desc(game_params *params, random_state *rs, |
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351 | char **aux, int interactive) |
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352 | { |
353 | int w = params->w, h = params->h, wh = w * h; |
354 | int i, j; |
355 | unsigned char *matrix, *grid; |
356 | char *mbmp, *gbmp, *ret; |
357 | |
358 | matrix = snewn(wh * wh, unsigned char); |
359 | grid = snewn(wh, unsigned char); |
360 | |
361 | /* |
362 | * First set up the matrix. |
363 | */ |
364 | switch (params->matrix_type) { |
365 | case CROSSES: |
366 | for (i = 0; i < wh; i++) { |
367 | int ix = i % w, iy = i / w; |
368 | for (j = 0; j < wh; j++) { |
369 | int jx = j % w, jy = j / w; |
370 | if (abs(jx - ix) + abs(jy - iy) <= 1) |
371 | matrix[i*wh+j] = 1; |
372 | else |
373 | matrix[i*wh+j] = 0; |
374 | } |
375 | } |
376 | break; |
377 | case RANDOM: |
378 | while (1) { |
379 | tree234 *pick, *cov, *osize; |
380 | int limit; |
381 | |
382 | pick = newtree234(sqcmp_pick); |
383 | cov = newtree234(sqcmp_cov); |
384 | osize = newtree234(sqcmp_osize); |
385 | |
386 | memset(matrix, 0, wh * wh); |
387 | for (i = 0; i < wh; i++) { |
388 | matrix[i*wh+i] = 1; |
389 | } |
390 | |
391 | for (i = 0; i < wh; i++) { |
392 | int ix = i % w, iy = i / w; |
393 | addneighbours(pick, w, h, ix, iy, ix, iy, matrix); |
394 | addneighbours(cov, w, h, ix, iy, ix, iy, matrix); |
395 | addneighbours(osize, w, h, ix, iy, ix, iy, matrix); |
396 | } |
397 | |
398 | /* |
399 | * Repeatedly choose a square to add to the matrix, |
400 | * until we have enough. I'll arbitrarily choose our |
401 | * limit to be the same as the total number of set bits |
402 | * in the crosses matrix. |
403 | */ |
404 | limit = 4*wh - 2*(w+h); /* centre squares already present */ |
405 | |
406 | while (limit-- > 0) { |
407 | struct sq *sq, *sq2, sqlocal; |
408 | int k; |
409 | |
410 | /* |
411 | * Find the lowest element in the pick tree. |
412 | */ |
413 | sq = index234(pick, 0); |
414 | |
415 | /* |
416 | * Find the highest element with the same coverage |
417 | * and omino size, by setting all other elements to |
418 | * lots. |
419 | */ |
420 | sqlocal = *sq; |
421 | sqlocal.cx = sqlocal.cy = sqlocal.x = sqlocal.y = wh; |
422 | sq = findrelpos234(pick, &sqlocal, NULL, REL234_LT, &k); |
423 | assert(sq != 0); |
424 | |
425 | /* |
426 | * Pick at random from all elements up to k of the |
427 | * pick tree. |
428 | */ |
429 | k = random_upto(rs, k+1); |
430 | sq = delpos234(pick, k); |
431 | del234(cov, sq); |
432 | del234(osize, sq); |
433 | |
434 | /* |
435 | * Add this square to the matrix. |
436 | */ |
437 | matrix[(sq->cy * w + sq->cx) * wh + (sq->y * w + sq->x)] = 1; |
438 | |
439 | /* |
440 | * Correct the matrix coverage field of any sq |
441 | * which points at this output square. |
442 | */ |
443 | sqlocal = *sq; |
444 | sqlocal.cx = sqlocal.cy = sqlocal.ominosize = -1; |
445 | while ((sq2 = findrel234(cov, &sqlocal, NULL, |
446 | REL234_GT)) != NULL && |
447 | sq2->coverage == sq->coverage && |
448 | sq2->x == sq->x && sq2->y == sq->y) { |
449 | del234(pick, sq2); |
450 | del234(cov, sq2); |
451 | del234(osize, sq2); |
452 | sq2->coverage++; |
453 | add234(pick, sq2); |
454 | add234(cov, sq2); |
455 | add234(osize, sq2); |
456 | } |
457 | |
458 | /* |
459 | * Correct the omino size field of any sq which |
460 | * points at this input square. |
461 | */ |
462 | sqlocal = *sq; |
463 | sqlocal.x = sqlocal.y = sqlocal.coverage = -1; |
464 | while ((sq2 = findrel234(osize, &sqlocal, NULL, |
465 | REL234_GT)) != NULL && |
466 | sq2->ominosize == sq->ominosize && |
467 | sq2->cx == sq->cx && sq2->cy == sq->cy) { |
468 | del234(pick, sq2); |
469 | del234(cov, sq2); |
470 | del234(osize, sq2); |
471 | sq2->ominosize++; |
472 | add234(pick, sq2); |
473 | add234(cov, sq2); |
474 | add234(osize, sq2); |
475 | } |
476 | |
477 | /* |
478 | * The sq we actually picked out of the tree is |
479 | * finished with; but its neighbours now need to |
480 | * appear. |
481 | */ |
482 | addneighbours(pick, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix); |
483 | addneighbours(cov, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix); |
484 | addneighbours(osize, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix); |
485 | sfree(sq); |
486 | } |
487 | |
488 | /* |
489 | * Free all remaining sq structures. |
490 | */ |
491 | { |
492 | struct sq *sq; |
493 | while ((sq = delpos234(pick, 0)) != NULL) |
494 | sfree(sq); |
495 | } |
496 | freetree234(pick); |
497 | freetree234(cov); |
498 | freetree234(osize); |
499 | |
500 | /* |
501 | * Finally, check to see if any two matrix rows are |
502 | * exactly identical. If so, this is not an acceptable |
503 | * matrix, and we give up and go round again. |
504 | * |
505 | * I haven't been immediately able to think of a |
506 | * plausible means of algorithmically avoiding this |
507 | * situation (by, say, making a small perturbation to |
508 | * an offending matrix), so for the moment I'm just |
509 | * going to deal with it by throwing the whole thing |
510 | * away. I suspect this will lead to scalability |
511 | * problems (since most of the things happening in |
512 | * these matrices are local, the chance of _some_ |
513 | * neighbourhood having two identical regions will |
514 | * increase with the grid area), but so far this puzzle |
515 | * seems to be really hard at large sizes so I'm not |
516 | * massively worried yet. Anyone needs this done |
517 | * better, they're welcome to submit a patch. |
518 | */ |
519 | for (i = 0; i < wh; i++) { |
520 | for (j = 0; j < wh; j++) |
521 | if (i != j && |
522 | !memcmp(matrix + i * wh, matrix + j * wh, wh)) |
523 | break; |
524 | if (j < wh) |
525 | break; |
526 | } |
527 | if (i == wh) |
528 | break; /* no matches found */ |
529 | } |
530 | break; |
531 | } |
532 | |
533 | /* |
534 | * Now invent a random initial set of lights. |
535 | * |
536 | * At first glance it looks as if it might be quite difficult |
537 | * to choose equiprobably from all soluble light sets. After |
538 | * all, soluble light sets are those in the image space of the |
539 | * transformation matrix; so first we'd have to identify that |
540 | * space and its dimension, then pick a random coordinate for |
541 | * each basis vector and recombine. Lot of fiddly matrix |
542 | * algebra there. |
543 | * |
544 | * However, vector spaces are nicely orthogonal and relieve us |
545 | * of all that difficulty. For every point in the image space, |
546 | * there are precisely as many points in the input space that |
547 | * map to it as there are elements in the kernel of the |
548 | * transformation matrix (because adding any kernel element to |
549 | * the input does not change the output, and because any two |
550 | * inputs mapping to the same output must differ by an element |
551 | * of the kernel because that's what the kernel _is_); and |
552 | * these cosets are all disjoint (obviously, since no input |
553 | * point can map to more than one output point) and cover the |
554 | * whole space (equally obviously, because no input point can |
555 | * map to fewer than one output point!). |
556 | * |
557 | * So the input space contains the same number of points for |
558 | * each point in the output space; thus, we can simply choose |
559 | * equiprobably from elements of the _input_ space, and filter |
560 | * the result through the transformation matrix in the obvious |
561 | * way, and we thereby guarantee to choose equiprobably from |
562 | * all the output points. Phew! |
563 | */ |
564 | while (1) { |
565 | memset(grid, 0, wh); |
566 | for (i = 0; i < wh; i++) { |
567 | int v = random_upto(rs, 2); |
568 | if (v) { |
569 | for (j = 0; j < wh; j++) |
570 | grid[j] ^= matrix[i*wh+j]; |
571 | } |
572 | } |
573 | /* |
574 | * Ensure we don't have the starting state already! |
575 | */ |
576 | for (i = 0; i < wh; i++) |
577 | if (grid[i]) |
578 | break; |
579 | if (i < wh) |
580 | break; |
581 | } |
582 | |
583 | /* |
584 | * Now encode the matrix and the starting grid as a game |
585 | * description. We'll do this by concatenating two great big |
586 | * hex bitmaps. |
587 | */ |
588 | mbmp = encode_bitmap(matrix, wh*wh); |
589 | gbmp = encode_bitmap(grid, wh); |
590 | ret = snewn(strlen(mbmp) + strlen(gbmp) + 2, char); |
591 | sprintf(ret, "%s,%s", mbmp, gbmp); |
592 | sfree(mbmp); |
593 | sfree(gbmp); |
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594 | sfree(matrix); |
595 | sfree(grid); |
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596 | return ret; |
597 | } |
598 | |
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599 | static char *validate_desc(game_params *params, char *desc) |
600 | { |
601 | int w = params->w, h = params->h, wh = w * h; |
602 | int mlen = (wh*wh+3)/4, glen = (wh+3)/4; |
603 | |
604 | if (strspn(desc, "0123456789abcdefABCDEF") != mlen) |
605 | return "Matrix description is wrong length"; |
606 | if (desc[mlen] != ',') |
607 | return "Expected comma after matrix description"; |
608 | if (strspn(desc+mlen+1, "0123456789abcdefABCDEF") != glen) |
609 | return "Grid description is wrong length"; |
610 | if (desc[mlen+1+glen]) |
611 | return "Unexpected data after grid description"; |
612 | |
613 | return NULL; |
614 | } |
615 | |
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616 | static game_state *new_game(midend *me, game_params *params, char *desc) |
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617 | { |
618 | int w = params->w, h = params->h, wh = w * h; |
619 | int mlen = (wh*wh+3)/4; |
620 | |
621 | game_state *state = snew(game_state); |
622 | |
623 | state->w = w; |
624 | state->h = h; |
625 | state->completed = FALSE; |
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626 | state->cheated = FALSE; |
627 | state->hints_active = FALSE; |
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628 | state->moves = 0; |
629 | state->matrix = snew(struct matrix); |
630 | state->matrix->refcount = 1; |
631 | state->matrix->matrix = snewn(wh*wh, unsigned char); |
632 | decode_bitmap(state->matrix->matrix, wh*wh, desc); |
633 | state->grid = snewn(wh, unsigned char); |
634 | decode_bitmap(state->grid, wh, desc + mlen + 1); |
635 | |
636 | return state; |
637 | } |
638 | |
639 | static game_state *dup_game(game_state *state) |
640 | { |
641 | game_state *ret = snew(game_state); |
642 | |
643 | ret->w = state->w; |
644 | ret->h = state->h; |
645 | ret->completed = state->completed; |
79cb09e9 |
646 | ret->cheated = state->cheated; |
647 | ret->hints_active = state->hints_active; |
f4afe206 |
648 | ret->moves = state->moves; |
649 | ret->matrix = state->matrix; |
650 | state->matrix->refcount++; |
651 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
652 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
653 | |
654 | return ret; |
655 | } |
656 | |
657 | static void free_game(game_state *state) |
658 | { |
659 | sfree(state->grid); |
660 | if (--state->matrix->refcount <= 0) { |
661 | sfree(state->matrix->matrix); |
662 | sfree(state->matrix); |
663 | } |
664 | sfree(state); |
665 | } |
666 | |
79cb09e9 |
667 | static void rowxor(unsigned char *row1, unsigned char *row2, int len) |
668 | { |
669 | int i; |
670 | for (i = 0; i < len; i++) |
671 | row1[i] ^= row2[i]; |
672 | } |
673 | |
df11cd4e |
674 | static char *solve_game(game_state *state, game_state *currstate, |
c566778e |
675 | char *aux, char **error) |
f4afe206 |
676 | { |
79cb09e9 |
677 | int w = state->w, h = state->h, wh = w * h; |
678 | unsigned char *equations, *solution, *shortest; |
679 | int *und, nund; |
680 | int rowsdone, colsdone; |
681 | int i, j, k, len, bestlen; |
df11cd4e |
682 | char *ret; |
79cb09e9 |
683 | |
684 | /* |
685 | * Set up a list of simultaneous equations. Each one is of |
686 | * length (wh+1) and has wh coefficients followed by a value. |
687 | */ |
688 | equations = snewn((wh + 1) * wh, unsigned char); |
689 | for (i = 0; i < wh; i++) { |
690 | for (j = 0; j < wh; j++) |
691 | equations[i * (wh+1) + j] = currstate->matrix->matrix[j*wh+i]; |
692 | equations[i * (wh+1) + wh] = currstate->grid[i] & 1; |
693 | } |
694 | |
695 | /* |
696 | * Perform Gaussian elimination over GF(2). |
697 | */ |
698 | rowsdone = colsdone = 0; |
699 | nund = 0; |
700 | und = snewn(wh, int); |
701 | do { |
702 | /* |
703 | * Find the leftmost column which has a 1 in it somewhere |
704 | * outside the first `rowsdone' rows. |
705 | */ |
706 | j = -1; |
707 | for (i = colsdone; i < wh; i++) { |
708 | for (j = rowsdone; j < wh; j++) |
709 | if (equations[j * (wh+1) + i]) |
710 | break; |
711 | if (j < wh) |
712 | break; /* found one */ |
713 | /* |
714 | * This is a column which will not have an equation |
715 | * controlling it. Mark it as undetermined. |
716 | */ |
717 | und[nund++] = i; |
718 | } |
719 | |
720 | /* |
721 | * If there wasn't one, then we've finished: all remaining |
722 | * equations are of the form 0 = constant. Check to see if |
723 | * any of them wants 0 to be equal to 1; this is the |
724 | * condition which indicates an insoluble problem |
725 | * (therefore _hopefully_ one typed in by a user!). |
726 | */ |
727 | if (i == wh) { |
728 | for (j = rowsdone; j < wh; j++) |
729 | if (equations[j * (wh+1) + wh]) { |
730 | *error = "No solution exists for this position"; |
731 | sfree(equations); |
5d83d8f3 |
732 | sfree(und); |
79cb09e9 |
733 | return NULL; |
734 | } |
735 | break; |
736 | } |
737 | |
738 | /* |
739 | * We've found a 1. It's in column i, and the topmost 1 in |
740 | * that column is in row j. Do a row-XOR to move it up to |
741 | * the topmost row if it isn't already there. |
742 | */ |
743 | assert(j != -1); |
744 | if (j > rowsdone) |
745 | rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1); |
746 | |
747 | /* |
748 | * Do row-XORs to eliminate that 1 from all rows below the |
749 | * topmost row. |
750 | */ |
751 | for (j = rowsdone + 1; j < wh; j++) |
752 | if (equations[j*(wh+1) + i]) |
753 | rowxor(equations + j*(wh+1), |
754 | equations + rowsdone*(wh+1), wh+1); |
755 | |
756 | /* |
757 | * Mark this row and column as done. |
758 | */ |
759 | rowsdone++; |
760 | colsdone = i+1; |
761 | |
762 | /* |
763 | * If we've done all the rows, terminate. |
764 | */ |
765 | } while (rowsdone < wh); |
766 | |
767 | /* |
768 | * If we reach here, we have the ability to produce a solution. |
769 | * So we go through _all_ possible solutions (each |
770 | * corresponding to a set of arbitrary choices of those |
771 | * components not directly determined by an equation), and pick |
772 | * one requiring the smallest number of flips. |
773 | */ |
774 | solution = snewn(wh, unsigned char); |
775 | shortest = snewn(wh, unsigned char); |
776 | memset(solution, 0, wh); |
777 | bestlen = wh + 1; |
778 | while (1) { |
779 | /* |
780 | * Find a solution based on the current values of the |
781 | * undetermined variables. |
782 | */ |
783 | for (j = rowsdone; j-- ;) { |
784 | int v; |
785 | |
786 | /* |
787 | * Find the leftmost set bit in this equation. |
788 | */ |
789 | for (i = 0; i < wh; i++) |
790 | if (equations[j * (wh+1) + i]) |
791 | break; |
792 | assert(i < wh); /* there must have been one! */ |
793 | |
794 | /* |
795 | * Compute this variable using the rest. |
796 | */ |
797 | v = equations[j * (wh+1) + wh]; |
798 | for (k = i+1; k < wh; k++) |
799 | if (equations[j * (wh+1) + k]) |
800 | v ^= solution[k]; |
801 | |
802 | solution[i] = v; |
803 | } |
804 | |
805 | /* |
806 | * Compare this solution to the current best one, and |
807 | * replace the best one if this one is shorter. |
808 | */ |
809 | len = 0; |
810 | for (i = 0; i < wh; i++) |
811 | if (solution[i]) |
812 | len++; |
813 | if (len < bestlen) { |
814 | bestlen = len; |
815 | memcpy(shortest, solution, wh); |
816 | } |
817 | |
818 | /* |
819 | * Now increment the binary number given by the |
820 | * undetermined variables: turn all 1s into 0s until we see |
821 | * a 0, at which point we turn it into a 1. |
822 | */ |
823 | for (i = 0; i < nund; i++) { |
824 | solution[und[i]] = !solution[und[i]]; |
825 | if (solution[und[i]]) |
826 | break; |
827 | } |
828 | |
829 | /* |
830 | * If we didn't find a 0 at any point, we have wrapped |
831 | * round and are back at the start, i.e. we have enumerated |
832 | * all solutions. |
833 | */ |
834 | if (i == nund) |
835 | break; |
836 | } |
837 | |
838 | /* |
df11cd4e |
839 | * We have a solution. Produce a move string encoding the |
840 | * solution. |
79cb09e9 |
841 | */ |
df11cd4e |
842 | ret = snewn(wh + 2, char); |
843 | ret[0] = 'S'; |
844 | for (i = 0; i < wh; i++) |
845 | ret[i+1] = shortest[i] ? '1' : '0'; |
846 | ret[wh+1] = '\0'; |
79cb09e9 |
847 | |
848 | sfree(shortest); |
849 | sfree(solution); |
850 | sfree(equations); |
5d83d8f3 |
851 | sfree(und); |
79cb09e9 |
852 | |
853 | return ret; |
f4afe206 |
854 | } |
855 | |
856 | static char *game_text_format(game_state *state) |
857 | { |
858 | return NULL; |
859 | } |
860 | |
ce6af7f2 |
861 | struct game_ui { |
862 | int cx, cy, cdraw; |
863 | }; |
864 | |
f4afe206 |
865 | static game_ui *new_ui(game_state *state) |
866 | { |
ce6af7f2 |
867 | game_ui *ui = snew(game_ui); |
868 | ui->cx = ui->cy = ui->cdraw = 0; |
869 | return ui; |
f4afe206 |
870 | } |
871 | |
872 | static void free_ui(game_ui *ui) |
873 | { |
ce6af7f2 |
874 | sfree(ui); |
f4afe206 |
875 | } |
876 | |
844f605f |
877 | static char *encode_ui(game_ui *ui) |
ae8290c6 |
878 | { |
879 | return NULL; |
880 | } |
881 | |
844f605f |
882 | static void decode_ui(game_ui *ui, char *encoding) |
ae8290c6 |
883 | { |
884 | } |
885 | |
f4afe206 |
886 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
887 | game_state *newstate) |
888 | { |
889 | } |
890 | |
891 | struct game_drawstate { |
892 | int w, h, started; |
893 | unsigned char *tiles; |
894 | int tilesize; |
895 | }; |
896 | |
df11cd4e |
897 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
898 | int x, int y, int button) |
f4afe206 |
899 | { |
df11cd4e |
900 | int w = state->w, h = state->h /*, wh = w * h */; |
ce6af7f2 |
901 | char buf[80], *nullret = NULL; |
902 | |
903 | if (button == LEFT_BUTTON || button == CURSOR_SELECT || |
904 | button == ' ' || button == '\r' || button == '\n') { |
905 | int tx, ty; |
906 | if (button == LEFT_BUTTON) { |
907 | tx = FROMCOORD(x), ty = FROMCOORD(y); |
908 | ui->cdraw = 0; |
909 | } else { |
910 | tx = ui->cx; ty = ui->cy; |
911 | ui->cdraw = 1; |
912 | } |
913 | nullret = ""; |
f4afe206 |
914 | |
f4afe206 |
915 | if (tx >= 0 && tx < w && ty >= 0 && ty < h) { |
df11cd4e |
916 | sprintf(buf, "M%d,%d", tx, ty); |
917 | return dupstr(buf); |
918 | } |
919 | } |
ce6af7f2 |
920 | else if (button == CURSOR_UP || button == CURSOR_DOWN || |
921 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
922 | int dx = 0, dy = 0; |
923 | switch (button) { |
924 | case CURSOR_UP: dy = -1; break; |
925 | case CURSOR_DOWN: dy = 1; break; |
926 | case CURSOR_RIGHT: dx = 1; break; |
927 | case CURSOR_LEFT: dx = -1; break; |
928 | default: assert(!"shouldn't get here"); |
929 | } |
930 | ui->cx += dx; ui->cy += dy; |
8d6149b6 |
931 | ui->cx = min(max(ui->cx, 0), state->w - 1); |
932 | ui->cy = min(max(ui->cy, 0), state->h - 1); |
ce6af7f2 |
933 | ui->cdraw = 1; |
934 | nullret = ""; |
935 | } |
df11cd4e |
936 | |
ce6af7f2 |
937 | return nullret; |
df11cd4e |
938 | } |
f4afe206 |
939 | |
df11cd4e |
940 | static game_state *execute_move(game_state *from, char *move) |
941 | { |
942 | int w = from->w, h = from->h, wh = w * h; |
943 | game_state *ret; |
944 | int x, y; |
945 | |
946 | if (move[0] == 'S' && strlen(move) == wh+1) { |
947 | int i; |
948 | |
949 | ret = dup_game(from); |
950 | ret->hints_active = TRUE; |
951 | ret->cheated = TRUE; |
952 | for (i = 0; i < wh; i++) { |
953 | ret->grid[i] &= ~2; |
954 | if (move[i+1] != '0') |
955 | ret->grid[i] |= 2; |
956 | } |
957 | return ret; |
958 | } else if (move[0] == 'M' && |
959 | sscanf(move+1, "%d,%d", &x, &y) == 2 && |
960 | x >= 0 && x < w && y >= 0 && y < h) { |
961 | int i, j, done; |
f4afe206 |
962 | |
df11cd4e |
963 | ret = dup_game(from); |
f4afe206 |
964 | |
df11cd4e |
965 | if (!ret->completed) |
966 | ret->moves++; |
f4afe206 |
967 | |
df11cd4e |
968 | i = y * w + x; |
f4afe206 |
969 | |
df11cd4e |
970 | done = TRUE; |
971 | for (j = 0; j < wh; j++) { |
972 | ret->grid[j] ^= ret->matrix->matrix[i*wh+j]; |
973 | if (ret->grid[j] & 1) |
974 | done = FALSE; |
975 | } |
976 | ret->grid[i] ^= 2; /* toggle hint */ |
977 | if (done) { |
978 | ret->completed = TRUE; |
979 | ret->hints_active = FALSE; |
980 | } |
f4afe206 |
981 | |
df11cd4e |
982 | return ret; |
983 | } else |
984 | return NULL; /* can't parse move string */ |
f4afe206 |
985 | } |
986 | |
987 | /* ---------------------------------------------------------------------- |
988 | * Drawing routines. |
989 | */ |
990 | |
1f3ee4ee |
991 | static void game_compute_size(game_params *params, int tilesize, |
992 | int *x, int *y) |
f4afe206 |
993 | { |
1f3ee4ee |
994 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
995 | struct { int tilesize; } ads, *ds = &ads; |
996 | ads.tilesize = tilesize; |
f4afe206 |
997 | |
998 | *x = TILE_SIZE * params->w + 2 * BORDER; |
999 | *y = TILE_SIZE * params->h + 2 * BORDER; |
1000 | } |
1001 | |
dafd6cf6 |
1002 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1003 | game_params *params, int tilesize) |
1f3ee4ee |
1004 | { |
1005 | ds->tilesize = tilesize; |
1006 | } |
1007 | |
f4afe206 |
1008 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1009 | { |
1010 | float *ret = snewn(3 * NCOLOURS, float); |
1011 | |
1012 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1013 | |
1014 | ret[COL_WRONG * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 3; |
1015 | ret[COL_WRONG * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 3; |
1016 | ret[COL_WRONG * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 3; |
1017 | |
1018 | ret[COL_RIGHT * 3 + 0] = 1.0F; |
1019 | ret[COL_RIGHT * 3 + 1] = 1.0F; |
1020 | ret[COL_RIGHT * 3 + 2] = 1.0F; |
1021 | |
1022 | ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F; |
1023 | ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F; |
1024 | ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F; |
1025 | |
1026 | ret[COL_DIAG * 3 + 0] = ret[COL_GRID * 3 + 0]; |
1027 | ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1]; |
1028 | ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2]; |
1029 | |
79cb09e9 |
1030 | ret[COL_HINT * 3 + 0] = 1.0F; |
1031 | ret[COL_HINT * 3 + 1] = 0.0F; |
1032 | ret[COL_HINT * 3 + 2] = 0.0F; |
1033 | |
ce6af7f2 |
1034 | ret[COL_CURSOR * 3 + 0] = 0.8F; |
1035 | ret[COL_CURSOR * 3 + 1] = 0.0F; |
1036 | ret[COL_CURSOR * 3 + 2] = 0.0F; |
1037 | |
f4afe206 |
1038 | *ncolours = NCOLOURS; |
1039 | return ret; |
1040 | } |
1041 | |
dafd6cf6 |
1042 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
f4afe206 |
1043 | { |
1044 | struct game_drawstate *ds = snew(struct game_drawstate); |
1045 | int i; |
1046 | |
1047 | ds->started = FALSE; |
1048 | ds->w = state->w; |
1049 | ds->h = state->h; |
1050 | ds->tiles = snewn(ds->w*ds->h, unsigned char); |
1051 | ds->tilesize = 0; /* haven't decided yet */ |
1052 | for (i = 0; i < ds->w*ds->h; i++) |
1053 | ds->tiles[i] = -1; |
1054 | |
1055 | return ds; |
1056 | } |
1057 | |
dafd6cf6 |
1058 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
f4afe206 |
1059 | { |
1060 | sfree(ds->tiles); |
1061 | sfree(ds); |
1062 | } |
1063 | |
dafd6cf6 |
1064 | static void draw_tile(drawing *dr, game_drawstate *ds, |
d1044751 |
1065 | game_state *state, int x, int y, int tile, int anim, |
1066 | float animtime) |
f4afe206 |
1067 | { |
1068 | int w = ds->w, h = ds->h, wh = w * h; |
1069 | int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER; |
ce6af7f2 |
1070 | int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG; |
f4afe206 |
1071 | |
dafd6cf6 |
1072 | clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1); |
f4afe206 |
1073 | |
dafd6cf6 |
1074 | draw_rect(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1, |
d1044751 |
1075 | anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT); |
1076 | if (anim) { |
1077 | /* |
1078 | * Draw a polygon indicating that the square is diagonally |
1079 | * flipping over. |
1080 | */ |
1081 | int coords[8], colour; |
1082 | |
1083 | coords[0] = bx + TILE_SIZE; |
1084 | coords[1] = by; |
1085 | coords[2] = bx + TILE_SIZE * animtime; |
1086 | coords[3] = by + TILE_SIZE * animtime; |
1087 | coords[4] = bx; |
1088 | coords[5] = by + TILE_SIZE; |
1089 | coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime; |
1090 | coords[7] = by + TILE_SIZE - TILE_SIZE * animtime; |
1091 | |
1092 | colour = (tile & 1 ? COL_WRONG : COL_RIGHT); |
1093 | if (animtime < 0.5) |
1094 | colour = COL_WRONG + COL_RIGHT - colour; |
1095 | |
dafd6cf6 |
1096 | draw_polygon(dr, coords, 4, colour, COL_GRID); |
d1044751 |
1097 | } |
f4afe206 |
1098 | |
1099 | /* |
1100 | * Draw a little diagram in the tile which indicates which |
1101 | * surrounding tiles flip when this one is clicked. |
1102 | */ |
1103 | for (i = 0; i < h; i++) |
1104 | for (j = 0; j < w; j++) |
1105 | if (state->matrix->matrix[(y*w+x)*wh + i*w+j]) { |
1106 | int ox = j - x, oy = i - y; |
1107 | int td = TILE_SIZE / 16; |
1108 | int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td; |
1109 | int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td; |
1110 | if (ox == 0 && oy == 0) |
dafd6cf6 |
1111 | draw_rect(dr, cx, cy, 2*td+1, 2*td+1, dcol); |
f4afe206 |
1112 | else { |
dafd6cf6 |
1113 | draw_line(dr, cx, cy, cx+2*td, cy, dcol); |
1114 | draw_line(dr, cx, cy+2*td, cx+2*td, cy+2*td, dcol); |
1115 | draw_line(dr, cx, cy, cx, cy+2*td, dcol); |
1116 | draw_line(dr, cx+2*td, cy, cx+2*td, cy+2*td, dcol); |
f4afe206 |
1117 | } |
1118 | } |
1119 | |
79cb09e9 |
1120 | /* |
5f6050b4 |
1121 | * Draw a hint rectangle if required. |
79cb09e9 |
1122 | */ |
1123 | if (tile & 2) { |
5f6050b4 |
1124 | int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20; |
1125 | int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20; |
1126 | int i = 3; |
1127 | while (i--) { |
dafd6cf6 |
1128 | draw_line(dr, x1, y1, x2, y1, COL_HINT); |
1129 | draw_line(dr, x1, y2, x2, y2, COL_HINT); |
1130 | draw_line(dr, x1, y1, x1, y2, COL_HINT); |
1131 | draw_line(dr, x2, y1, x2, y2, COL_HINT); |
5f6050b4 |
1132 | x1++, y1++, x2--, y2--; |
1133 | } |
79cb09e9 |
1134 | } |
1135 | |
dafd6cf6 |
1136 | unclip(dr); |
f4afe206 |
1137 | |
dafd6cf6 |
1138 | draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1); |
f4afe206 |
1139 | } |
1140 | |
dafd6cf6 |
1141 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
f4afe206 |
1142 | game_state *state, int dir, game_ui *ui, |
1143 | float animtime, float flashtime) |
1144 | { |
1145 | int w = ds->w, h = ds->h, wh = w * h; |
1146 | int i, flashframe; |
1147 | |
1148 | if (!ds->started) { |
dafd6cf6 |
1149 | draw_rect(dr, 0, 0, TILE_SIZE * w + 2 * BORDER, |
f4afe206 |
1150 | TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND); |
1151 | |
1152 | /* |
1153 | * Draw the grid lines. |
1154 | */ |
1155 | for (i = 0; i <= w; i++) |
dafd6cf6 |
1156 | draw_line(dr, i * TILE_SIZE + BORDER, BORDER, |
f4afe206 |
1157 | i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER, |
1158 | COL_GRID); |
1159 | for (i = 0; i <= h; i++) |
dafd6cf6 |
1160 | draw_line(dr, BORDER, i * TILE_SIZE + BORDER, |
f4afe206 |
1161 | w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER, |
1162 | COL_GRID); |
1163 | |
dafd6cf6 |
1164 | draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER, |
f4afe206 |
1165 | TILE_SIZE * h + 2 * BORDER); |
1166 | |
1167 | ds->started = TRUE; |
1168 | } |
1169 | |
1170 | if (flashtime) |
1171 | flashframe = flashtime / FLASH_FRAME; |
1172 | else |
1173 | flashframe = -1; |
1174 | |
d1044751 |
1175 | animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */ |
1176 | |
f4afe206 |
1177 | for (i = 0; i < wh; i++) { |
1178 | int x = i % w, y = i / w; |
1179 | int fx, fy, fd; |
1180 | int v = state->grid[i]; |
d1044751 |
1181 | int vv; |
f4afe206 |
1182 | |
1183 | if (flashframe >= 0) { |
1184 | fx = (w+1)/2 - min(x+1, w-x); |
1185 | fy = (h+1)/2 - min(y+1, h-y); |
1186 | fd = max(fx, fy); |
1187 | if (fd == flashframe) |
1188 | v |= 1; |
1189 | else if (fd == flashframe - 1) |
1190 | v &= ~1; |
1191 | } |
d1044751 |
1192 | |
79cb09e9 |
1193 | if (!state->hints_active) |
1194 | v &= ~2; |
ce6af7f2 |
1195 | if (ui->cdraw && ui->cx == x && ui->cy == y) |
1196 | v |= 4; |
79cb09e9 |
1197 | |
d1044751 |
1198 | if (oldstate && state->grid[i] != oldstate->grid[i]) |
1199 | vv = 255; /* means `animated' */ |
1200 | else |
1201 | vv = v; |
1202 | |
1203 | if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) { |
dafd6cf6 |
1204 | draw_tile(dr, ds, state, x, y, v, vv == 255, animtime); |
d1044751 |
1205 | ds->tiles[i] = vv; |
f4afe206 |
1206 | } |
1207 | } |
1208 | |
1209 | { |
1210 | char buf[256]; |
1211 | |
79cb09e9 |
1212 | sprintf(buf, "%sMoves: %d", |
1213 | (state->completed ? |
1214 | (state->cheated ? "Auto-solved. " : "COMPLETED! ") : |
1215 | (state->cheated ? "Auto-solver used. " : "")), |
f4afe206 |
1216 | state->moves); |
1217 | |
dafd6cf6 |
1218 | status_bar(dr, buf); |
f4afe206 |
1219 | } |
1220 | } |
1221 | |
1222 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1223 | int dir, game_ui *ui) |
1224 | { |
d1044751 |
1225 | return ANIM_TIME; |
f4afe206 |
1226 | } |
1227 | |
1228 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1229 | int dir, game_ui *ui) |
1230 | { |
1231 | if (!oldstate->completed && newstate->completed) |
1232 | return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1); |
1233 | |
1234 | return 0.0F; |
1235 | } |
1236 | |
1237 | static int game_wants_statusbar(void) |
1238 | { |
1239 | return TRUE; |
1240 | } |
1241 | |
4d08de49 |
1242 | static int game_timing_state(game_state *state, game_ui *ui) |
f4afe206 |
1243 | { |
1244 | return TRUE; |
1245 | } |
1246 | |
dafd6cf6 |
1247 | static void game_print_size(game_params *params, float *x, float *y) |
1248 | { |
1249 | } |
1250 | |
1251 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1252 | { |
1253 | } |
1254 | |
f4afe206 |
1255 | #ifdef COMBINED |
1256 | #define thegame flip |
1257 | #endif |
1258 | |
1259 | const struct game thegame = { |
5d8c6c55 |
1260 | "Flip", "games.flip", |
f4afe206 |
1261 | default_params, |
1262 | game_fetch_preset, |
1263 | decode_params, |
1264 | encode_params, |
1265 | free_params, |
1266 | dup_params, |
1267 | TRUE, game_configure, custom_params, |
1268 | validate_params, |
1269 | new_game_desc, |
f4afe206 |
1270 | validate_desc, |
1271 | new_game, |
1272 | dup_game, |
1273 | free_game, |
79cb09e9 |
1274 | TRUE, solve_game, |
f4afe206 |
1275 | FALSE, game_text_format, |
1276 | new_ui, |
1277 | free_ui, |
ae8290c6 |
1278 | encode_ui, |
1279 | decode_ui, |
f4afe206 |
1280 | game_changed_state, |
df11cd4e |
1281 | interpret_move, |
1282 | execute_move, |
1f3ee4ee |
1283 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
f4afe206 |
1284 | game_colours, |
1285 | game_new_drawstate, |
1286 | game_free_drawstate, |
1287 | game_redraw, |
1288 | game_anim_length, |
1289 | game_flash_length, |
dafd6cf6 |
1290 | FALSE, FALSE, game_print_size, game_print, |
f4afe206 |
1291 | game_wants_statusbar, |
1292 | FALSE, game_timing_state, |
1293 | 0, /* mouse_priorities */ |
1294 | }; |