Infrastructure change which I've been thinking about for a while:
[sgt/puzzles] / flip.c
CommitLineData
f4afe206 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
6/*
7 * TODO:
8 *
9 * - `Solve' could mark the squares you must click to solve
10 * + infrastructure change: this would mean the Solve operation
11 * must receive the current game_state as well as the initial
12 * one, which I've been wondering about for a while
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
17#include <string.h>
18#include <assert.h>
19#include <ctype.h>
20#include <math.h>
21
22#include "puzzles.h"
23#include "tree234.h"
24
25enum {
26 COL_BACKGROUND,
27 COL_WRONG,
28 COL_RIGHT,
29 COL_GRID,
30 COL_DIAG,
31 NCOLOURS
32};
33
34#define PREFERRED_TILE_SIZE 48
35#define TILE_SIZE (ds->tilesize)
36#define BORDER (TILE_SIZE / 2)
37#define COORD(x) ( (x) * TILE_SIZE + BORDER )
38#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
39
d1044751 40#define ANIM_TIME 0.25F
f4afe206 41#define FLASH_FRAME 0.07F
42
43/*
44 * Possible ways to decide which lights are toggled by each click.
45 * Essentially, each of these describes a means of inventing a
46 * matrix over GF(2).
47 */
48enum {
49 CROSSES, RANDOM
50};
51
52struct game_params {
53 int w, h;
54 int matrix_type;
55};
56
57/*
58 * This structure is shared between all the game_states describing
59 * a particular game, so it's reference-counted.
60 */
61struct matrix {
62 int refcount;
63 unsigned char *matrix; /* array of (w*h) by (w*h) */
64};
65
66struct game_state {
67 int w, h;
68 int moves, completed;
69 unsigned char *grid; /* array of w*h */
70 struct matrix *matrix;
71};
72
73static game_params *default_params(void)
74{
75 game_params *ret = snew(game_params);
76
77 ret->w = ret->h = 5;
78 ret->matrix_type = CROSSES;
79
80 return ret;
81}
82
83static const struct game_params flip_presets[] = {
84 {3, 3, CROSSES},
85 {4, 4, CROSSES},
86 {5, 5, CROSSES},
87 {3, 3, RANDOM},
88 {4, 4, RANDOM},
89 {5, 5, RANDOM},
90};
91
92static int game_fetch_preset(int i, char **name, game_params **params)
93{
94 game_params *ret;
95 char str[80];
96
97 if (i < 0 || i >= lenof(flip_presets))
98 return FALSE;
99
100 ret = snew(game_params);
101 *ret = flip_presets[i];
102
103 sprintf(str, "%dx%d %s", ret->w, ret->h,
104 ret->matrix_type == CROSSES ? "Crosses" : "Random");
105
106 *name = dupstr(str);
107 *params = ret;
108 return TRUE;
109}
110
111static void free_params(game_params *params)
112{
113 sfree(params);
114}
115
116static game_params *dup_params(game_params *params)
117{
118 game_params *ret = snew(game_params);
119 *ret = *params; /* structure copy */
120 return ret;
121}
122
123static void decode_params(game_params *ret, char const *string)
124{
125 ret->w = ret->h = atoi(string);
126 while (*string && isdigit(*string)) string++;
127 if (*string == 'x') {
128 string++;
129 ret->h = atoi(string);
130 while (*string && isdigit(*string)) string++;
131 }
132 if (*string == 'r') {
133 string++;
134 ret->matrix_type = RANDOM;
135 } else if (*string == 'c') {
136 string++;
137 ret->matrix_type = CROSSES;
138 }
139}
140
141static char *encode_params(game_params *params, int full)
142{
143 char data[256];
144
145 sprintf(data, "%dx%d%s", params->w, params->h,
146 !full ? "" : params->matrix_type == CROSSES ? "c" : "r");
147
148 return dupstr(data);
149}
150
151static config_item *game_configure(game_params *params)
152{
153 config_item *ret = snewn(4, config_item);
154 char buf[80];
155
156 ret[0].name = "Width";
157 ret[0].type = C_STRING;
158 sprintf(buf, "%d", params->w);
159 ret[0].sval = dupstr(buf);
160 ret[0].ival = 0;
161
162 ret[1].name = "Height";
163 ret[1].type = C_STRING;
164 sprintf(buf, "%d", params->h);
165 ret[1].sval = dupstr(buf);
166 ret[1].ival = 0;
167
168 ret[2].name = "Shape type";
169 ret[2].type = C_CHOICES;
170 ret[2].sval = ":Crosses:Random";
171 ret[2].ival = params->matrix_type;
172
173 ret[3].name = NULL;
174 ret[3].type = C_END;
175 ret[3].sval = NULL;
176 ret[3].ival = 0;
177
178 return ret;
179}
180
181static game_params *custom_params(config_item *cfg)
182{
183 game_params *ret = snew(game_params);
184
185 ret->w = atoi(cfg[0].sval);
186 ret->h = atoi(cfg[1].sval);
187 ret->matrix_type = cfg[2].ival;
188
189 return ret;
190}
191
192static char *validate_params(game_params *params)
193{
194 if (params->w <= 0 || params->h <= 0)
195 return "Width and height must both be greater than zero";
196 return NULL;
197}
198
199static char *encode_bitmap(unsigned char *bmp, int len)
200{
201 int slen = (len + 3) / 4;
202 char *ret;
203 int i;
204
205 ret = snewn(slen + 1, char);
206 for (i = 0; i < slen; i++) {
207 int j, v;
208 v = 0;
209 for (j = 0; j < 4; j++)
210 if (i*4+j < len && bmp[i*4+j])
211 v |= 8 >> j;
212 ret[i] = "0123456789abcdef"[v];
213 }
214 ret[slen] = '\0';
215 return ret;
216}
217
218static void decode_bitmap(unsigned char *bmp, int len, char *hex)
219{
220 int slen = (len + 3) / 4;
221 int i;
222
223 for (i = 0; i < slen; i++) {
224 int j, v, c = hex[i];
225 if (c >= '0' && c <= '9')
226 v = c - '0';
227 else if (c >= 'A' && c <= 'F')
228 v = c - 'A' + 10;
229 else if (c >= 'a' && c <= 'f')
230 v = c - 'a' + 10;
231 else
232 v = 0; /* shouldn't happen */
233 for (j = 0; j < 4; j++) {
234 if (i*4+j < len) {
235 if (v & (8 >> j))
236 bmp[i*4+j] = 1;
237 else
238 bmp[i*4+j] = 0;
239 }
240 }
241 }
242}
243
244/*
245 * Structure used during random matrix generation, and a compare
246 * function to permit storage in a tree234.
247 */
248struct sq {
249 int cx, cy; /* coords of click square */
250 int x, y; /* coords of output square */
251 /*
252 * Number of click squares which currently affect this output
253 * square.
254 */
255 int coverage;
256 /*
257 * Number of output squares currently affected by this click
258 * square.
259 */
260 int ominosize;
261};
262#define SORT(field) do { \
263 if (a->field < b->field) \
264 return -1; \
265 else if (a->field > b->field) \
266 return +1; \
267} while (0)
268/*
269 * Compare function for choosing the next square to add. We must
270 * sort by coverage, then by omino size, then everything else.
271 */
272static int sqcmp_pick(void *av, void *bv)
273{
274 struct sq *a = (struct sq *)av;
275 struct sq *b = (struct sq *)bv;
276 SORT(coverage);
277 SORT(ominosize);
278 SORT(cy);
279 SORT(cx);
280 SORT(y);
281 SORT(x);
282 return 0;
283}
284/*
285 * Compare function for adjusting the coverage figures after a
286 * change. We sort first by coverage and output square, then by
287 * everything else.
288 */
289static int sqcmp_cov(void *av, void *bv)
290{
291 struct sq *a = (struct sq *)av;
292 struct sq *b = (struct sq *)bv;
293 SORT(coverage);
294 SORT(y);
295 SORT(x);
296 SORT(ominosize);
297 SORT(cy);
298 SORT(cx);
299 return 0;
300}
301/*
302 * Compare function for adjusting the omino sizes after a change.
303 * We sort first by omino size and input square, then by everything
304 * else.
305 */
306static int sqcmp_osize(void *av, void *bv)
307{
308 struct sq *a = (struct sq *)av;
309 struct sq *b = (struct sq *)bv;
310 SORT(ominosize);
311 SORT(cy);
312 SORT(cx);
313 SORT(coverage);
314 SORT(y);
315 SORT(x);
316 return 0;
317}
318static void addsq(tree234 *t, int w, int h, int cx, int cy,
319 int x, int y, unsigned char *matrix)
320{
321 int wh = w * h;
322 struct sq *sq;
323 int i;
324
325 if (x < 0 || x >= w || y < 0 || y >= h)
326 return;
327 if (abs(x-cx) > 1 || abs(y-cy) > 1)
328 return;
329 if (matrix[(cy*w+cx) * wh + y*w+x])
330 return;
331
332 sq = snew(struct sq);
333 sq->cx = cx;
334 sq->cy = cy;
335 sq->x = x;
336 sq->y = y;
337 sq->coverage = sq->ominosize = 0;
338 for (i = 0; i < wh; i++) {
339 if (matrix[i * wh + y*w+x])
340 sq->coverage++;
341 if (matrix[(cy*w+cx) * wh + i])
342 sq->ominosize++;
343 }
344
345 if (add234(t, sq) != sq)
346 sfree(sq); /* already there */
347}
348static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
349 int x, int y, unsigned char *matrix)
350{
351 addsq(t, w, h, cx, cy, x-1, y, matrix);
352 addsq(t, w, h, cx, cy, x+1, y, matrix);
353 addsq(t, w, h, cx, cy, x, y-1, matrix);
354 addsq(t, w, h, cx, cy, x, y+1, matrix);
355}
356
357static char *new_game_desc(game_params *params, random_state *rs,
358 game_aux_info **aux, int interactive)
359{
360 int w = params->w, h = params->h, wh = w * h;
361 int i, j;
362 unsigned char *matrix, *grid;
363 char *mbmp, *gbmp, *ret;
364
365 matrix = snewn(wh * wh, unsigned char);
366 grid = snewn(wh, unsigned char);
367
368 /*
369 * First set up the matrix.
370 */
371 switch (params->matrix_type) {
372 case CROSSES:
373 for (i = 0; i < wh; i++) {
374 int ix = i % w, iy = i / w;
375 for (j = 0; j < wh; j++) {
376 int jx = j % w, jy = j / w;
377 if (abs(jx - ix) + abs(jy - iy) <= 1)
378 matrix[i*wh+j] = 1;
379 else
380 matrix[i*wh+j] = 0;
381 }
382 }
383 break;
384 case RANDOM:
385 while (1) {
386 tree234 *pick, *cov, *osize;
387 int limit;
388
389 pick = newtree234(sqcmp_pick);
390 cov = newtree234(sqcmp_cov);
391 osize = newtree234(sqcmp_osize);
392
393 memset(matrix, 0, wh * wh);
394 for (i = 0; i < wh; i++) {
395 matrix[i*wh+i] = 1;
396 }
397
398 for (i = 0; i < wh; i++) {
399 int ix = i % w, iy = i / w;
400 addneighbours(pick, w, h, ix, iy, ix, iy, matrix);
401 addneighbours(cov, w, h, ix, iy, ix, iy, matrix);
402 addneighbours(osize, w, h, ix, iy, ix, iy, matrix);
403 }
404
405 /*
406 * Repeatedly choose a square to add to the matrix,
407 * until we have enough. I'll arbitrarily choose our
408 * limit to be the same as the total number of set bits
409 * in the crosses matrix.
410 */
411 limit = 4*wh - 2*(w+h); /* centre squares already present */
412
413 while (limit-- > 0) {
414 struct sq *sq, *sq2, sqlocal;
415 int k;
416
417 /*
418 * Find the lowest element in the pick tree.
419 */
420 sq = index234(pick, 0);
421
422 /*
423 * Find the highest element with the same coverage
424 * and omino size, by setting all other elements to
425 * lots.
426 */
427 sqlocal = *sq;
428 sqlocal.cx = sqlocal.cy = sqlocal.x = sqlocal.y = wh;
429 sq = findrelpos234(pick, &sqlocal, NULL, REL234_LT, &k);
430 assert(sq != 0);
431
432 /*
433 * Pick at random from all elements up to k of the
434 * pick tree.
435 */
436 k = random_upto(rs, k+1);
437 sq = delpos234(pick, k);
438 del234(cov, sq);
439 del234(osize, sq);
440
441 /*
442 * Add this square to the matrix.
443 */
444 matrix[(sq->cy * w + sq->cx) * wh + (sq->y * w + sq->x)] = 1;
445
446 /*
447 * Correct the matrix coverage field of any sq
448 * which points at this output square.
449 */
450 sqlocal = *sq;
451 sqlocal.cx = sqlocal.cy = sqlocal.ominosize = -1;
452 while ((sq2 = findrel234(cov, &sqlocal, NULL,
453 REL234_GT)) != NULL &&
454 sq2->coverage == sq->coverage &&
455 sq2->x == sq->x && sq2->y == sq->y) {
456 del234(pick, sq2);
457 del234(cov, sq2);
458 del234(osize, sq2);
459 sq2->coverage++;
460 add234(pick, sq2);
461 add234(cov, sq2);
462 add234(osize, sq2);
463 }
464
465 /*
466 * Correct the omino size field of any sq which
467 * points at this input square.
468 */
469 sqlocal = *sq;
470 sqlocal.x = sqlocal.y = sqlocal.coverage = -1;
471 while ((sq2 = findrel234(osize, &sqlocal, NULL,
472 REL234_GT)) != NULL &&
473 sq2->ominosize == sq->ominosize &&
474 sq2->cx == sq->cx && sq2->cy == sq->cy) {
475 del234(pick, sq2);
476 del234(cov, sq2);
477 del234(osize, sq2);
478 sq2->ominosize++;
479 add234(pick, sq2);
480 add234(cov, sq2);
481 add234(osize, sq2);
482 }
483
484 /*
485 * The sq we actually picked out of the tree is
486 * finished with; but its neighbours now need to
487 * appear.
488 */
489 addneighbours(pick, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
490 addneighbours(cov, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
491 addneighbours(osize, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
492 sfree(sq);
493 }
494
495 /*
496 * Free all remaining sq structures.
497 */
498 {
499 struct sq *sq;
500 while ((sq = delpos234(pick, 0)) != NULL)
501 sfree(sq);
502 }
503 freetree234(pick);
504 freetree234(cov);
505 freetree234(osize);
506
507 /*
508 * Finally, check to see if any two matrix rows are
509 * exactly identical. If so, this is not an acceptable
510 * matrix, and we give up and go round again.
511 *
512 * I haven't been immediately able to think of a
513 * plausible means of algorithmically avoiding this
514 * situation (by, say, making a small perturbation to
515 * an offending matrix), so for the moment I'm just
516 * going to deal with it by throwing the whole thing
517 * away. I suspect this will lead to scalability
518 * problems (since most of the things happening in
519 * these matrices are local, the chance of _some_
520 * neighbourhood having two identical regions will
521 * increase with the grid area), but so far this puzzle
522 * seems to be really hard at large sizes so I'm not
523 * massively worried yet. Anyone needs this done
524 * better, they're welcome to submit a patch.
525 */
526 for (i = 0; i < wh; i++) {
527 for (j = 0; j < wh; j++)
528 if (i != j &&
529 !memcmp(matrix + i * wh, matrix + j * wh, wh))
530 break;
531 if (j < wh)
532 break;
533 }
534 if (i == wh)
535 break; /* no matches found */
536 }
537 break;
538 }
539
540 /*
541 * Now invent a random initial set of lights.
542 *
543 * At first glance it looks as if it might be quite difficult
544 * to choose equiprobably from all soluble light sets. After
545 * all, soluble light sets are those in the image space of the
546 * transformation matrix; so first we'd have to identify that
547 * space and its dimension, then pick a random coordinate for
548 * each basis vector and recombine. Lot of fiddly matrix
549 * algebra there.
550 *
551 * However, vector spaces are nicely orthogonal and relieve us
552 * of all that difficulty. For every point in the image space,
553 * there are precisely as many points in the input space that
554 * map to it as there are elements in the kernel of the
555 * transformation matrix (because adding any kernel element to
556 * the input does not change the output, and because any two
557 * inputs mapping to the same output must differ by an element
558 * of the kernel because that's what the kernel _is_); and
559 * these cosets are all disjoint (obviously, since no input
560 * point can map to more than one output point) and cover the
561 * whole space (equally obviously, because no input point can
562 * map to fewer than one output point!).
563 *
564 * So the input space contains the same number of points for
565 * each point in the output space; thus, we can simply choose
566 * equiprobably from elements of the _input_ space, and filter
567 * the result through the transformation matrix in the obvious
568 * way, and we thereby guarantee to choose equiprobably from
569 * all the output points. Phew!
570 */
571 while (1) {
572 memset(grid, 0, wh);
573 for (i = 0; i < wh; i++) {
574 int v = random_upto(rs, 2);
575 if (v) {
576 for (j = 0; j < wh; j++)
577 grid[j] ^= matrix[i*wh+j];
578 }
579 }
580 /*
581 * Ensure we don't have the starting state already!
582 */
583 for (i = 0; i < wh; i++)
584 if (grid[i])
585 break;
586 if (i < wh)
587 break;
588 }
589
590 /*
591 * Now encode the matrix and the starting grid as a game
592 * description. We'll do this by concatenating two great big
593 * hex bitmaps.
594 */
595 mbmp = encode_bitmap(matrix, wh*wh);
596 gbmp = encode_bitmap(grid, wh);
597 ret = snewn(strlen(mbmp) + strlen(gbmp) + 2, char);
598 sprintf(ret, "%s,%s", mbmp, gbmp);
599 sfree(mbmp);
600 sfree(gbmp);
601 return ret;
602}
603
604static void game_free_aux_info(game_aux_info *aux)
605{
606 assert(!"Shouldn't happen");
607}
608
609static char *validate_desc(game_params *params, char *desc)
610{
611 int w = params->w, h = params->h, wh = w * h;
612 int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
613
614 if (strspn(desc, "0123456789abcdefABCDEF") != mlen)
615 return "Matrix description is wrong length";
616 if (desc[mlen] != ',')
617 return "Expected comma after matrix description";
618 if (strspn(desc+mlen+1, "0123456789abcdefABCDEF") != glen)
619 return "Grid description is wrong length";
620 if (desc[mlen+1+glen])
621 return "Unexpected data after grid description";
622
623 return NULL;
624}
625
626static game_state *new_game(midend_data *me, game_params *params, char *desc)
627{
628 int w = params->w, h = params->h, wh = w * h;
629 int mlen = (wh*wh+3)/4;
630
631 game_state *state = snew(game_state);
632
633 state->w = w;
634 state->h = h;
635 state->completed = FALSE;
636 state->moves = 0;
637 state->matrix = snew(struct matrix);
638 state->matrix->refcount = 1;
639 state->matrix->matrix = snewn(wh*wh, unsigned char);
640 decode_bitmap(state->matrix->matrix, wh*wh, desc);
641 state->grid = snewn(wh, unsigned char);
642 decode_bitmap(state->grid, wh, desc + mlen + 1);
643
644 return state;
645}
646
647static game_state *dup_game(game_state *state)
648{
649 game_state *ret = snew(game_state);
650
651 ret->w = state->w;
652 ret->h = state->h;
653 ret->completed = state->completed;
654 ret->moves = state->moves;
655 ret->matrix = state->matrix;
656 state->matrix->refcount++;
657 ret->grid = snewn(ret->w * ret->h, unsigned char);
658 memcpy(ret->grid, state->grid, ret->w * ret->h);
659
660 return ret;
661}
662
663static void free_game(game_state *state)
664{
665 sfree(state->grid);
666 if (--state->matrix->refcount <= 0) {
667 sfree(state->matrix->matrix);
668 sfree(state->matrix);
669 }
670 sfree(state);
671}
672
4a29930e 673static game_state *solve_game(game_state *state, game_state *currstate,
674 game_aux_info *aux, char **error)
f4afe206 675{
676 return NULL;
677}
678
679static char *game_text_format(game_state *state)
680{
681 return NULL;
682}
683
684static game_ui *new_ui(game_state *state)
685{
686 return NULL;
687}
688
689static void free_ui(game_ui *ui)
690{
691}
692
693static void game_changed_state(game_ui *ui, game_state *oldstate,
694 game_state *newstate)
695{
696}
697
698struct game_drawstate {
699 int w, h, started;
700 unsigned char *tiles;
701 int tilesize;
702};
703
704static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
705 int x, int y, int button)
706{
707 int w = from->w, h = from->h, wh = w * h;
708 game_state *ret;
709
710 if (button == LEFT_BUTTON) {
711 int tx = FROMCOORD(x), ty = FROMCOORD(y);
712 if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
713 int i, j, done;
714
715 ret = dup_game(from);
716
717 if (!ret->completed)
718 ret->moves++;
719
720 i = ty * w + tx;
721
722 done = TRUE;
723 for (j = 0; j < wh; j++) {
724 ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
725 if (ret->grid[j] & 1)
726 done = FALSE;
727 }
728 if (done)
729 ret->completed = TRUE;
730
731 return ret;
732 }
733 }
734
735 return NULL;
736}
737
738/* ----------------------------------------------------------------------
739 * Drawing routines.
740 */
741
742static void game_size(game_params *params, game_drawstate *ds,
743 int *x, int *y, int expand)
744{
745 int tsx, tsy, ts;
746 /*
747 * Each window dimension equals the tile size times one more
748 * than the grid dimension (the border is half the width of the
749 * tiles).
750 */
751 tsx = *x / (params->w + 1);
752 tsy = *y / (params->h + 1);
753 ts = min(tsx, tsy);
754 if (expand)
755 ds->tilesize = ts;
756 else
757 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
758
759 *x = TILE_SIZE * params->w + 2 * BORDER;
760 *y = TILE_SIZE * params->h + 2 * BORDER;
761}
762
763static float *game_colours(frontend *fe, game_state *state, int *ncolours)
764{
765 float *ret = snewn(3 * NCOLOURS, float);
766
767 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
768
769 ret[COL_WRONG * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 3;
770 ret[COL_WRONG * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 3;
771 ret[COL_WRONG * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 3;
772
773 ret[COL_RIGHT * 3 + 0] = 1.0F;
774 ret[COL_RIGHT * 3 + 1] = 1.0F;
775 ret[COL_RIGHT * 3 + 2] = 1.0F;
776
777 ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F;
778 ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F;
779 ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F;
780
781 ret[COL_DIAG * 3 + 0] = ret[COL_GRID * 3 + 0];
782 ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1];
783 ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2];
784
785 *ncolours = NCOLOURS;
786 return ret;
787}
788
789static game_drawstate *game_new_drawstate(game_state *state)
790{
791 struct game_drawstate *ds = snew(struct game_drawstate);
792 int i;
793
794 ds->started = FALSE;
795 ds->w = state->w;
796 ds->h = state->h;
797 ds->tiles = snewn(ds->w*ds->h, unsigned char);
798 ds->tilesize = 0; /* haven't decided yet */
799 for (i = 0; i < ds->w*ds->h; i++)
800 ds->tiles[i] = -1;
801
802 return ds;
803}
804
805static void game_free_drawstate(game_drawstate *ds)
806{
807 sfree(ds->tiles);
808 sfree(ds);
809}
810
811static void draw_tile(frontend *fe, game_drawstate *ds,
d1044751 812 game_state *state, int x, int y, int tile, int anim,
813 float animtime)
f4afe206 814{
815 int w = ds->w, h = ds->h, wh = w * h;
816 int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
817 int i, j;
818
819 clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
820
821 draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
d1044751 822 anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
823 if (anim) {
824 /*
825 * Draw a polygon indicating that the square is diagonally
826 * flipping over.
827 */
828 int coords[8], colour;
829
830 coords[0] = bx + TILE_SIZE;
831 coords[1] = by;
832 coords[2] = bx + TILE_SIZE * animtime;
833 coords[3] = by + TILE_SIZE * animtime;
834 coords[4] = bx;
835 coords[5] = by + TILE_SIZE;
836 coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
837 coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
838
839 colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
840 if (animtime < 0.5)
841 colour = COL_WRONG + COL_RIGHT - colour;
842
843 draw_polygon(fe, coords, 4, TRUE, colour);
844 draw_polygon(fe, coords, 4, FALSE, COL_GRID);
845 }
f4afe206 846
847 /*
848 * Draw a little diagram in the tile which indicates which
849 * surrounding tiles flip when this one is clicked.
850 */
851 for (i = 0; i < h; i++)
852 for (j = 0; j < w; j++)
853 if (state->matrix->matrix[(y*w+x)*wh + i*w+j]) {
854 int ox = j - x, oy = i - y;
855 int td = TILE_SIZE / 16;
856 int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
857 int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
858 if (ox == 0 && oy == 0)
859 draw_rect(fe, cx, cy, 2*td+1, 2*td+1, COL_DIAG);
860 else {
861 draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG);
862 draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG);
863 draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG);
864 draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG);
865 }
866 }
867
868 unclip(fe);
869
870 draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
871}
872
873static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
874 game_state *state, int dir, game_ui *ui,
875 float animtime, float flashtime)
876{
877 int w = ds->w, h = ds->h, wh = w * h;
878 int i, flashframe;
879
880 if (!ds->started) {
881 draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
882 TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
883
884 /*
885 * Draw the grid lines.
886 */
887 for (i = 0; i <= w; i++)
888 draw_line(fe, i * TILE_SIZE + BORDER, BORDER,
889 i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
890 COL_GRID);
891 for (i = 0; i <= h; i++)
892 draw_line(fe, BORDER, i * TILE_SIZE + BORDER,
893 w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
894 COL_GRID);
895
896 draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
897 TILE_SIZE * h + 2 * BORDER);
898
899 ds->started = TRUE;
900 }
901
902 if (flashtime)
903 flashframe = flashtime / FLASH_FRAME;
904 else
905 flashframe = -1;
906
d1044751 907 animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */
908
f4afe206 909 for (i = 0; i < wh; i++) {
910 int x = i % w, y = i / w;
911 int fx, fy, fd;
912 int v = state->grid[i];
d1044751 913 int vv;
f4afe206 914
915 if (flashframe >= 0) {
916 fx = (w+1)/2 - min(x+1, w-x);
917 fy = (h+1)/2 - min(y+1, h-y);
918 fd = max(fx, fy);
919 if (fd == flashframe)
920 v |= 1;
921 else if (fd == flashframe - 1)
922 v &= ~1;
923 }
d1044751 924
925 if (oldstate && state->grid[i] != oldstate->grid[i])
926 vv = 255; /* means `animated' */
927 else
928 vv = v;
929
930 if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
931 draw_tile(fe, ds, state, x, y, v, vv == 255, animtime);
932 ds->tiles[i] = vv;
f4afe206 933 }
934 }
935
936 {
937 char buf[256];
938
939 sprintf(buf, "%sMoves: %d", state->completed ? "COMPLETED! " : "",
940 state->moves);
941
942 status_bar(fe, buf);
943 }
944}
945
946static float game_anim_length(game_state *oldstate, game_state *newstate,
947 int dir, game_ui *ui)
948{
d1044751 949 return ANIM_TIME;
f4afe206 950}
951
952static float game_flash_length(game_state *oldstate, game_state *newstate,
953 int dir, game_ui *ui)
954{
955 if (!oldstate->completed && newstate->completed)
956 return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
957
958 return 0.0F;
959}
960
961static int game_wants_statusbar(void)
962{
963 return TRUE;
964}
965
966static int game_timing_state(game_state *state)
967{
968 return TRUE;
969}
970
971#ifdef COMBINED
972#define thegame flip
973#endif
974
975const struct game thegame = {
976 "Flip", NULL,
977 default_params,
978 game_fetch_preset,
979 decode_params,
980 encode_params,
981 free_params,
982 dup_params,
983 TRUE, game_configure, custom_params,
984 validate_params,
985 new_game_desc,
986 game_free_aux_info,
987 validate_desc,
988 new_game,
989 dup_game,
990 free_game,
991 FALSE, solve_game,
992 FALSE, game_text_format,
993 new_ui,
994 free_ui,
995 game_changed_state,
996 make_move,
997 game_size,
998 game_colours,
999 game_new_drawstate,
1000 game_free_drawstate,
1001 game_redraw,
1002 game_anim_length,
1003 game_flash_length,
1004 game_wants_statusbar,
1005 FALSE, game_timing_state,
1006 0, /* mouse_priorities */
1007};