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 | |
25 | enum { |
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 | */ |
48 | enum { |
49 | CROSSES, RANDOM |
50 | }; |
51 | |
52 | struct 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 | */ |
61 | struct matrix { |
62 | int refcount; |
63 | unsigned char *matrix; /* array of (w*h) by (w*h) */ |
64 | }; |
65 | |
66 | struct game_state { |
67 | int w, h; |
68 | int moves, completed; |
69 | unsigned char *grid; /* array of w*h */ |
70 | struct matrix *matrix; |
71 | }; |
72 | |
73 | static 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 | |
83 | static 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 | |
92 | static 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 | |
111 | static void free_params(game_params *params) |
112 | { |
113 | sfree(params); |
114 | } |
115 | |
116 | static 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 | |
123 | static 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 | |
141 | static 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 | |
151 | static 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 | |
181 | static 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 | |
192 | static 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 | |
199 | static 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 | |
218 | static 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 | */ |
248 | struct 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 | */ |
272 | static 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 | */ |
289 | static 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 | */ |
306 | static 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 | } |
318 | static 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 | } |
348 | static 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 | |
357 | static 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 | |
604 | static void game_free_aux_info(game_aux_info *aux) |
605 | { |
606 | assert(!"Shouldn't happen"); |
607 | } |
608 | |
609 | static 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 | |
626 | static 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 | |
647 | static 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 | |
663 | static 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 |
673 | static game_state *solve_game(game_state *state, game_state *currstate, |
674 | game_aux_info *aux, char **error) |
f4afe206 |
675 | { |
676 | return NULL; |
677 | } |
678 | |
679 | static char *game_text_format(game_state *state) |
680 | { |
681 | return NULL; |
682 | } |
683 | |
684 | static game_ui *new_ui(game_state *state) |
685 | { |
686 | return NULL; |
687 | } |
688 | |
689 | static void free_ui(game_ui *ui) |
690 | { |
691 | } |
692 | |
693 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
694 | game_state *newstate) |
695 | { |
696 | } |
697 | |
698 | struct game_drawstate { |
699 | int w, h, started; |
700 | unsigned char *tiles; |
701 | int tilesize; |
702 | }; |
703 | |
704 | static 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 | |
742 | static 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 | |
763 | static 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 | |
789 | static 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 | |
805 | static void game_free_drawstate(game_drawstate *ds) |
806 | { |
807 | sfree(ds->tiles); |
808 | sfree(ds); |
809 | } |
810 | |
811 | static 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 | |
873 | static 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 | |
946 | static 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 | |
952 | static 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 | |
961 | static int game_wants_statusbar(void) |
962 | { |
963 | return TRUE; |
964 | } |
965 | |
966 | static int game_timing_state(game_state *state) |
967 | { |
968 | return TRUE; |
969 | } |
970 | |
971 | #ifdef COMBINED |
972 | #define thegame flip |
973 | #endif |
974 | |
975 | const 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 | }; |