Allow game backends to use even special keystrokes such as N and Q;
[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
f4afe206 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
16enum {
17 COL_BACKGROUND,
18 COL_WRONG,
19 COL_RIGHT,
20 COL_GRID,
21 COL_DIAG,
79cb09e9 22 COL_HINT,
f4afe206 23 NCOLOURS
24};
25
26#define PREFERRED_TILE_SIZE 48
27#define TILE_SIZE (ds->tilesize)
28#define BORDER (TILE_SIZE / 2)
29#define COORD(x) ( (x) * TILE_SIZE + BORDER )
30#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
31
d1044751 32#define ANIM_TIME 0.25F
f4afe206 33#define FLASH_FRAME 0.07F
34
35/*
36 * Possible ways to decide which lights are toggled by each click.
37 * Essentially, each of these describes a means of inventing a
38 * matrix over GF(2).
39 */
40enum {
41 CROSSES, RANDOM
42};
43
44struct game_params {
45 int w, h;
46 int matrix_type;
47};
48
49/*
50 * This structure is shared between all the game_states describing
51 * a particular game, so it's reference-counted.
52 */
53struct matrix {
54 int refcount;
55 unsigned char *matrix; /* array of (w*h) by (w*h) */
56};
57
58struct game_state {
59 int w, h;
79cb09e9 60 int moves, completed, cheated, hints_active;
f4afe206 61 unsigned char *grid; /* array of w*h */
62 struct matrix *matrix;
63};
64
65static game_params *default_params(void)
66{
67 game_params *ret = snew(game_params);
68
69 ret->w = ret->h = 5;
70 ret->matrix_type = CROSSES;
71
72 return ret;
73}
74
75static const struct game_params flip_presets[] = {
76 {3, 3, CROSSES},
77 {4, 4, CROSSES},
78 {5, 5, CROSSES},
79 {3, 3, RANDOM},
80 {4, 4, RANDOM},
81 {5, 5, RANDOM},
82};
83
84static int game_fetch_preset(int i, char **name, game_params **params)
85{
86 game_params *ret;
87 char str[80];
88
89 if (i < 0 || i >= lenof(flip_presets))
90 return FALSE;
91
92 ret = snew(game_params);
93 *ret = flip_presets[i];
94
95 sprintf(str, "%dx%d %s", ret->w, ret->h,
96 ret->matrix_type == CROSSES ? "Crosses" : "Random");
97
98 *name = dupstr(str);
99 *params = ret;
100 return TRUE;
101}
102
103static void free_params(game_params *params)
104{
105 sfree(params);
106}
107
108static game_params *dup_params(game_params *params)
109{
110 game_params *ret = snew(game_params);
111 *ret = *params; /* structure copy */
112 return ret;
113}
114
115static void decode_params(game_params *ret, char const *string)
116{
117 ret->w = ret->h = atoi(string);
118 while (*string && isdigit(*string)) string++;
119 if (*string == 'x') {
120 string++;
121 ret->h = atoi(string);
122 while (*string && isdigit(*string)) string++;
123 }
124 if (*string == 'r') {
125 string++;
126 ret->matrix_type = RANDOM;
127 } else if (*string == 'c') {
128 string++;
129 ret->matrix_type = CROSSES;
130 }
131}
132
133static char *encode_params(game_params *params, int full)
134{
135 char data[256];
136
137 sprintf(data, "%dx%d%s", params->w, params->h,
138 !full ? "" : params->matrix_type == CROSSES ? "c" : "r");
139
140 return dupstr(data);
141}
142
143static config_item *game_configure(game_params *params)
144{
145 config_item *ret = snewn(4, config_item);
146 char buf[80];
147
148 ret[0].name = "Width";
149 ret[0].type = C_STRING;
150 sprintf(buf, "%d", params->w);
151 ret[0].sval = dupstr(buf);
152 ret[0].ival = 0;
153
154 ret[1].name = "Height";
155 ret[1].type = C_STRING;
156 sprintf(buf, "%d", params->h);
157 ret[1].sval = dupstr(buf);
158 ret[1].ival = 0;
159
160 ret[2].name = "Shape type";
161 ret[2].type = C_CHOICES;
162 ret[2].sval = ":Crosses:Random";
163 ret[2].ival = params->matrix_type;
164
165 ret[3].name = NULL;
166 ret[3].type = C_END;
167 ret[3].sval = NULL;
168 ret[3].ival = 0;
169
170 return ret;
171}
172
173static game_params *custom_params(config_item *cfg)
174{
175 game_params *ret = snew(game_params);
176
177 ret->w = atoi(cfg[0].sval);
178 ret->h = atoi(cfg[1].sval);
179 ret->matrix_type = cfg[2].ival;
180
181 return ret;
182}
183
184static char *validate_params(game_params *params)
185{
186 if (params->w <= 0 || params->h <= 0)
187 return "Width and height must both be greater than zero";
188 return NULL;
189}
190
191static char *encode_bitmap(unsigned char *bmp, int len)
192{
193 int slen = (len + 3) / 4;
194 char *ret;
195 int i;
196
197 ret = snewn(slen + 1, char);
198 for (i = 0; i < slen; i++) {
199 int j, v;
200 v = 0;
201 for (j = 0; j < 4; j++)
202 if (i*4+j < len && bmp[i*4+j])
203 v |= 8 >> j;
204 ret[i] = "0123456789abcdef"[v];
205 }
206 ret[slen] = '\0';
207 return ret;
208}
209
210static void decode_bitmap(unsigned char *bmp, int len, char *hex)
211{
212 int slen = (len + 3) / 4;
213 int i;
214
215 for (i = 0; i < slen; i++) {
216 int j, v, c = hex[i];
217 if (c >= '0' && c <= '9')
218 v = c - '0';
219 else if (c >= 'A' && c <= 'F')
220 v = c - 'A' + 10;
221 else if (c >= 'a' && c <= 'f')
222 v = c - 'a' + 10;
223 else
224 v = 0; /* shouldn't happen */
225 for (j = 0; j < 4; j++) {
226 if (i*4+j < len) {
227 if (v & (8 >> j))
228 bmp[i*4+j] = 1;
229 else
230 bmp[i*4+j] = 0;
231 }
232 }
233 }
234}
235
236/*
237 * Structure used during random matrix generation, and a compare
238 * function to permit storage in a tree234.
239 */
240struct sq {
241 int cx, cy; /* coords of click square */
242 int x, y; /* coords of output square */
243 /*
244 * Number of click squares which currently affect this output
245 * square.
246 */
247 int coverage;
248 /*
249 * Number of output squares currently affected by this click
250 * square.
251 */
252 int ominosize;
253};
254#define SORT(field) do { \
255 if (a->field < b->field) \
256 return -1; \
257 else if (a->field > b->field) \
258 return +1; \
259} while (0)
260/*
261 * Compare function for choosing the next square to add. We must
262 * sort by coverage, then by omino size, then everything else.
263 */
264static int sqcmp_pick(void *av, void *bv)
265{
266 struct sq *a = (struct sq *)av;
267 struct sq *b = (struct sq *)bv;
268 SORT(coverage);
269 SORT(ominosize);
270 SORT(cy);
271 SORT(cx);
272 SORT(y);
273 SORT(x);
274 return 0;
275}
276/*
277 * Compare function for adjusting the coverage figures after a
278 * change. We sort first by coverage and output square, then by
279 * everything else.
280 */
281static int sqcmp_cov(void *av, void *bv)
282{
283 struct sq *a = (struct sq *)av;
284 struct sq *b = (struct sq *)bv;
285 SORT(coverage);
286 SORT(y);
287 SORT(x);
288 SORT(ominosize);
289 SORT(cy);
290 SORT(cx);
291 return 0;
292}
293/*
294 * Compare function for adjusting the omino sizes after a change.
295 * We sort first by omino size and input square, then by everything
296 * else.
297 */
298static int sqcmp_osize(void *av, void *bv)
299{
300 struct sq *a = (struct sq *)av;
301 struct sq *b = (struct sq *)bv;
302 SORT(ominosize);
303 SORT(cy);
304 SORT(cx);
305 SORT(coverage);
306 SORT(y);
307 SORT(x);
308 return 0;
309}
310static void addsq(tree234 *t, int w, int h, int cx, int cy,
311 int x, int y, unsigned char *matrix)
312{
313 int wh = w * h;
314 struct sq *sq;
315 int i;
316
317 if (x < 0 || x >= w || y < 0 || y >= h)
318 return;
319 if (abs(x-cx) > 1 || abs(y-cy) > 1)
320 return;
321 if (matrix[(cy*w+cx) * wh + y*w+x])
322 return;
323
324 sq = snew(struct sq);
325 sq->cx = cx;
326 sq->cy = cy;
327 sq->x = x;
328 sq->y = y;
329 sq->coverage = sq->ominosize = 0;
330 for (i = 0; i < wh; i++) {
331 if (matrix[i * wh + y*w+x])
332 sq->coverage++;
333 if (matrix[(cy*w+cx) * wh + i])
334 sq->ominosize++;
335 }
336
337 if (add234(t, sq) != sq)
338 sfree(sq); /* already there */
339}
340static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
341 int x, int y, unsigned char *matrix)
342{
343 addsq(t, w, h, cx, cy, x-1, y, matrix);
344 addsq(t, w, h, cx, cy, x+1, y, matrix);
345 addsq(t, w, h, cx, cy, x, y-1, matrix);
346 addsq(t, w, h, cx, cy, x, y+1, matrix);
347}
348
349static char *new_game_desc(game_params *params, random_state *rs,
c566778e 350 char **aux, int interactive)
f4afe206 351{
352 int w = params->w, h = params->h, wh = w * h;
353 int i, j;
354 unsigned char *matrix, *grid;
355 char *mbmp, *gbmp, *ret;
356
357 matrix = snewn(wh * wh, unsigned char);
358 grid = snewn(wh, unsigned char);
359
360 /*
361 * First set up the matrix.
362 */
363 switch (params->matrix_type) {
364 case CROSSES:
365 for (i = 0; i < wh; i++) {
366 int ix = i % w, iy = i / w;
367 for (j = 0; j < wh; j++) {
368 int jx = j % w, jy = j / w;
369 if (abs(jx - ix) + abs(jy - iy) <= 1)
370 matrix[i*wh+j] = 1;
371 else
372 matrix[i*wh+j] = 0;
373 }
374 }
375 break;
376 case RANDOM:
377 while (1) {
378 tree234 *pick, *cov, *osize;
379 int limit;
380
381 pick = newtree234(sqcmp_pick);
382 cov = newtree234(sqcmp_cov);
383 osize = newtree234(sqcmp_osize);
384
385 memset(matrix, 0, wh * wh);
386 for (i = 0; i < wh; i++) {
387 matrix[i*wh+i] = 1;
388 }
389
390 for (i = 0; i < wh; i++) {
391 int ix = i % w, iy = i / w;
392 addneighbours(pick, w, h, ix, iy, ix, iy, matrix);
393 addneighbours(cov, w, h, ix, iy, ix, iy, matrix);
394 addneighbours(osize, w, h, ix, iy, ix, iy, matrix);
395 }
396
397 /*
398 * Repeatedly choose a square to add to the matrix,
399 * until we have enough. I'll arbitrarily choose our
400 * limit to be the same as the total number of set bits
401 * in the crosses matrix.
402 */
403 limit = 4*wh - 2*(w+h); /* centre squares already present */
404
405 while (limit-- > 0) {
406 struct sq *sq, *sq2, sqlocal;
407 int k;
408
409 /*
410 * Find the lowest element in the pick tree.
411 */
412 sq = index234(pick, 0);
413
414 /*
415 * Find the highest element with the same coverage
416 * and omino size, by setting all other elements to
417 * lots.
418 */
419 sqlocal = *sq;
420 sqlocal.cx = sqlocal.cy = sqlocal.x = sqlocal.y = wh;
421 sq = findrelpos234(pick, &sqlocal, NULL, REL234_LT, &k);
422 assert(sq != 0);
423
424 /*
425 * Pick at random from all elements up to k of the
426 * pick tree.
427 */
428 k = random_upto(rs, k+1);
429 sq = delpos234(pick, k);
430 del234(cov, sq);
431 del234(osize, sq);
432
433 /*
434 * Add this square to the matrix.
435 */
436 matrix[(sq->cy * w + sq->cx) * wh + (sq->y * w + sq->x)] = 1;
437
438 /*
439 * Correct the matrix coverage field of any sq
440 * which points at this output square.
441 */
442 sqlocal = *sq;
443 sqlocal.cx = sqlocal.cy = sqlocal.ominosize = -1;
444 while ((sq2 = findrel234(cov, &sqlocal, NULL,
445 REL234_GT)) != NULL &&
446 sq2->coverage == sq->coverage &&
447 sq2->x == sq->x && sq2->y == sq->y) {
448 del234(pick, sq2);
449 del234(cov, sq2);
450 del234(osize, sq2);
451 sq2->coverage++;
452 add234(pick, sq2);
453 add234(cov, sq2);
454 add234(osize, sq2);
455 }
456
457 /*
458 * Correct the omino size field of any sq which
459 * points at this input square.
460 */
461 sqlocal = *sq;
462 sqlocal.x = sqlocal.y = sqlocal.coverage = -1;
463 while ((sq2 = findrel234(osize, &sqlocal, NULL,
464 REL234_GT)) != NULL &&
465 sq2->ominosize == sq->ominosize &&
466 sq2->cx == sq->cx && sq2->cy == sq->cy) {
467 del234(pick, sq2);
468 del234(cov, sq2);
469 del234(osize, sq2);
470 sq2->ominosize++;
471 add234(pick, sq2);
472 add234(cov, sq2);
473 add234(osize, sq2);
474 }
475
476 /*
477 * The sq we actually picked out of the tree is
478 * finished with; but its neighbours now need to
479 * appear.
480 */
481 addneighbours(pick, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
482 addneighbours(cov, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
483 addneighbours(osize, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
484 sfree(sq);
485 }
486
487 /*
488 * Free all remaining sq structures.
489 */
490 {
491 struct sq *sq;
492 while ((sq = delpos234(pick, 0)) != NULL)
493 sfree(sq);
494 }
495 freetree234(pick);
496 freetree234(cov);
497 freetree234(osize);
498
499 /*
500 * Finally, check to see if any two matrix rows are
501 * exactly identical. If so, this is not an acceptable
502 * matrix, and we give up and go round again.
503 *
504 * I haven't been immediately able to think of a
505 * plausible means of algorithmically avoiding this
506 * situation (by, say, making a small perturbation to
507 * an offending matrix), so for the moment I'm just
508 * going to deal with it by throwing the whole thing
509 * away. I suspect this will lead to scalability
510 * problems (since most of the things happening in
511 * these matrices are local, the chance of _some_
512 * neighbourhood having two identical regions will
513 * increase with the grid area), but so far this puzzle
514 * seems to be really hard at large sizes so I'm not
515 * massively worried yet. Anyone needs this done
516 * better, they're welcome to submit a patch.
517 */
518 for (i = 0; i < wh; i++) {
519 for (j = 0; j < wh; j++)
520 if (i != j &&
521 !memcmp(matrix + i * wh, matrix + j * wh, wh))
522 break;
523 if (j < wh)
524 break;
525 }
526 if (i == wh)
527 break; /* no matches found */
528 }
529 break;
530 }
531
532 /*
533 * Now invent a random initial set of lights.
534 *
535 * At first glance it looks as if it might be quite difficult
536 * to choose equiprobably from all soluble light sets. After
537 * all, soluble light sets are those in the image space of the
538 * transformation matrix; so first we'd have to identify that
539 * space and its dimension, then pick a random coordinate for
540 * each basis vector and recombine. Lot of fiddly matrix
541 * algebra there.
542 *
543 * However, vector spaces are nicely orthogonal and relieve us
544 * of all that difficulty. For every point in the image space,
545 * there are precisely as many points in the input space that
546 * map to it as there are elements in the kernel of the
547 * transformation matrix (because adding any kernel element to
548 * the input does not change the output, and because any two
549 * inputs mapping to the same output must differ by an element
550 * of the kernel because that's what the kernel _is_); and
551 * these cosets are all disjoint (obviously, since no input
552 * point can map to more than one output point) and cover the
553 * whole space (equally obviously, because no input point can
554 * map to fewer than one output point!).
555 *
556 * So the input space contains the same number of points for
557 * each point in the output space; thus, we can simply choose
558 * equiprobably from elements of the _input_ space, and filter
559 * the result through the transformation matrix in the obvious
560 * way, and we thereby guarantee to choose equiprobably from
561 * all the output points. Phew!
562 */
563 while (1) {
564 memset(grid, 0, wh);
565 for (i = 0; i < wh; i++) {
566 int v = random_upto(rs, 2);
567 if (v) {
568 for (j = 0; j < wh; j++)
569 grid[j] ^= matrix[i*wh+j];
570 }
571 }
572 /*
573 * Ensure we don't have the starting state already!
574 */
575 for (i = 0; i < wh; i++)
576 if (grid[i])
577 break;
578 if (i < wh)
579 break;
580 }
581
582 /*
583 * Now encode the matrix and the starting grid as a game
584 * description. We'll do this by concatenating two great big
585 * hex bitmaps.
586 */
587 mbmp = encode_bitmap(matrix, wh*wh);
588 gbmp = encode_bitmap(grid, wh);
589 ret = snewn(strlen(mbmp) + strlen(gbmp) + 2, char);
590 sprintf(ret, "%s,%s", mbmp, gbmp);
591 sfree(mbmp);
592 sfree(gbmp);
5d83d8f3 593 sfree(matrix);
594 sfree(grid);
f4afe206 595 return ret;
596}
597
f4afe206 598static char *validate_desc(game_params *params, char *desc)
599{
600 int w = params->w, h = params->h, wh = w * h;
601 int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
602
603 if (strspn(desc, "0123456789abcdefABCDEF") != mlen)
604 return "Matrix description is wrong length";
605 if (desc[mlen] != ',')
606 return "Expected comma after matrix description";
607 if (strspn(desc+mlen+1, "0123456789abcdefABCDEF") != glen)
608 return "Grid description is wrong length";
609 if (desc[mlen+1+glen])
610 return "Unexpected data after grid description";
611
612 return NULL;
613}
614
615static game_state *new_game(midend_data *me, game_params *params, char *desc)
616{
617 int w = params->w, h = params->h, wh = w * h;
618 int mlen = (wh*wh+3)/4;
619
620 game_state *state = snew(game_state);
621
622 state->w = w;
623 state->h = h;
624 state->completed = FALSE;
79cb09e9 625 state->cheated = FALSE;
626 state->hints_active = FALSE;
f4afe206 627 state->moves = 0;
628 state->matrix = snew(struct matrix);
629 state->matrix->refcount = 1;
630 state->matrix->matrix = snewn(wh*wh, unsigned char);
631 decode_bitmap(state->matrix->matrix, wh*wh, desc);
632 state->grid = snewn(wh, unsigned char);
633 decode_bitmap(state->grid, wh, desc + mlen + 1);
634
635 return state;
636}
637
638static game_state *dup_game(game_state *state)
639{
640 game_state *ret = snew(game_state);
641
642 ret->w = state->w;
643 ret->h = state->h;
644 ret->completed = state->completed;
79cb09e9 645 ret->cheated = state->cheated;
646 ret->hints_active = state->hints_active;
f4afe206 647 ret->moves = state->moves;
648 ret->matrix = state->matrix;
649 state->matrix->refcount++;
650 ret->grid = snewn(ret->w * ret->h, unsigned char);
651 memcpy(ret->grid, state->grid, ret->w * ret->h);
652
653 return ret;
654}
655
656static void free_game(game_state *state)
657{
658 sfree(state->grid);
659 if (--state->matrix->refcount <= 0) {
660 sfree(state->matrix->matrix);
661 sfree(state->matrix);
662 }
663 sfree(state);
664}
665
79cb09e9 666static void rowxor(unsigned char *row1, unsigned char *row2, int len)
667{
668 int i;
669 for (i = 0; i < len; i++)
670 row1[i] ^= row2[i];
671}
672
df11cd4e 673static char *solve_game(game_state *state, game_state *currstate,
c566778e 674 char *aux, char **error)
f4afe206 675{
79cb09e9 676 int w = state->w, h = state->h, wh = w * h;
677 unsigned char *equations, *solution, *shortest;
678 int *und, nund;
679 int rowsdone, colsdone;
680 int i, j, k, len, bestlen;
df11cd4e 681 char *ret;
79cb09e9 682
683 /*
684 * Set up a list of simultaneous equations. Each one is of
685 * length (wh+1) and has wh coefficients followed by a value.
686 */
687 equations = snewn((wh + 1) * wh, unsigned char);
688 for (i = 0; i < wh; i++) {
689 for (j = 0; j < wh; j++)
690 equations[i * (wh+1) + j] = currstate->matrix->matrix[j*wh+i];
691 equations[i * (wh+1) + wh] = currstate->grid[i] & 1;
692 }
693
694 /*
695 * Perform Gaussian elimination over GF(2).
696 */
697 rowsdone = colsdone = 0;
698 nund = 0;
699 und = snewn(wh, int);
700 do {
701 /*
702 * Find the leftmost column which has a 1 in it somewhere
703 * outside the first `rowsdone' rows.
704 */
705 j = -1;
706 for (i = colsdone; i < wh; i++) {
707 for (j = rowsdone; j < wh; j++)
708 if (equations[j * (wh+1) + i])
709 break;
710 if (j < wh)
711 break; /* found one */
712 /*
713 * This is a column which will not have an equation
714 * controlling it. Mark it as undetermined.
715 */
716 und[nund++] = i;
717 }
718
719 /*
720 * If there wasn't one, then we've finished: all remaining
721 * equations are of the form 0 = constant. Check to see if
722 * any of them wants 0 to be equal to 1; this is the
723 * condition which indicates an insoluble problem
724 * (therefore _hopefully_ one typed in by a user!).
725 */
726 if (i == wh) {
727 for (j = rowsdone; j < wh; j++)
728 if (equations[j * (wh+1) + wh]) {
729 *error = "No solution exists for this position";
730 sfree(equations);
5d83d8f3 731 sfree(und);
79cb09e9 732 return NULL;
733 }
734 break;
735 }
736
737 /*
738 * We've found a 1. It's in column i, and the topmost 1 in
739 * that column is in row j. Do a row-XOR to move it up to
740 * the topmost row if it isn't already there.
741 */
742 assert(j != -1);
743 if (j > rowsdone)
744 rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1);
745
746 /*
747 * Do row-XORs to eliminate that 1 from all rows below the
748 * topmost row.
749 */
750 for (j = rowsdone + 1; j < wh; j++)
751 if (equations[j*(wh+1) + i])
752 rowxor(equations + j*(wh+1),
753 equations + rowsdone*(wh+1), wh+1);
754
755 /*
756 * Mark this row and column as done.
757 */
758 rowsdone++;
759 colsdone = i+1;
760
761 /*
762 * If we've done all the rows, terminate.
763 */
764 } while (rowsdone < wh);
765
766 /*
767 * If we reach here, we have the ability to produce a solution.
768 * So we go through _all_ possible solutions (each
769 * corresponding to a set of arbitrary choices of those
770 * components not directly determined by an equation), and pick
771 * one requiring the smallest number of flips.
772 */
773 solution = snewn(wh, unsigned char);
774 shortest = snewn(wh, unsigned char);
775 memset(solution, 0, wh);
776 bestlen = wh + 1;
777 while (1) {
778 /*
779 * Find a solution based on the current values of the
780 * undetermined variables.
781 */
782 for (j = rowsdone; j-- ;) {
783 int v;
784
785 /*
786 * Find the leftmost set bit in this equation.
787 */
788 for (i = 0; i < wh; i++)
789 if (equations[j * (wh+1) + i])
790 break;
791 assert(i < wh); /* there must have been one! */
792
793 /*
794 * Compute this variable using the rest.
795 */
796 v = equations[j * (wh+1) + wh];
797 for (k = i+1; k < wh; k++)
798 if (equations[j * (wh+1) + k])
799 v ^= solution[k];
800
801 solution[i] = v;
802 }
803
804 /*
805 * Compare this solution to the current best one, and
806 * replace the best one if this one is shorter.
807 */
808 len = 0;
809 for (i = 0; i < wh; i++)
810 if (solution[i])
811 len++;
812 if (len < bestlen) {
813 bestlen = len;
814 memcpy(shortest, solution, wh);
815 }
816
817 /*
818 * Now increment the binary number given by the
819 * undetermined variables: turn all 1s into 0s until we see
820 * a 0, at which point we turn it into a 1.
821 */
822 for (i = 0; i < nund; i++) {
823 solution[und[i]] = !solution[und[i]];
824 if (solution[und[i]])
825 break;
826 }
827
828 /*
829 * If we didn't find a 0 at any point, we have wrapped
830 * round and are back at the start, i.e. we have enumerated
831 * all solutions.
832 */
833 if (i == nund)
834 break;
835 }
836
837 /*
df11cd4e 838 * We have a solution. Produce a move string encoding the
839 * solution.
79cb09e9 840 */
df11cd4e 841 ret = snewn(wh + 2, char);
842 ret[0] = 'S';
843 for (i = 0; i < wh; i++)
844 ret[i+1] = shortest[i] ? '1' : '0';
845 ret[wh+1] = '\0';
79cb09e9 846
847 sfree(shortest);
848 sfree(solution);
849 sfree(equations);
5d83d8f3 850 sfree(und);
79cb09e9 851
852 return ret;
f4afe206 853}
854
855static char *game_text_format(game_state *state)
856{
857 return NULL;
858}
859
860static game_ui *new_ui(game_state *state)
861{
862 return NULL;
863}
864
865static void free_ui(game_ui *ui)
866{
867}
868
844f605f 869static char *encode_ui(game_ui *ui)
ae8290c6 870{
871 return NULL;
872}
873
844f605f 874static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 875{
876}
877
f4afe206 878static void game_changed_state(game_ui *ui, game_state *oldstate,
879 game_state *newstate)
880{
881}
882
883struct game_drawstate {
884 int w, h, started;
885 unsigned char *tiles;
886 int tilesize;
887};
888
df11cd4e 889static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
890 int x, int y, int button)
f4afe206 891{
df11cd4e 892 int w = state->w, h = state->h /*, wh = w * h */;
893 char buf[80];
f4afe206 894
895 if (button == LEFT_BUTTON) {
896 int tx = FROMCOORD(x), ty = FROMCOORD(y);
897 if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
df11cd4e 898 sprintf(buf, "M%d,%d", tx, ty);
899 return dupstr(buf);
900 }
901 }
902
903 return NULL;
904}
f4afe206 905
df11cd4e 906static game_state *execute_move(game_state *from, char *move)
907{
908 int w = from->w, h = from->h, wh = w * h;
909 game_state *ret;
910 int x, y;
911
912 if (move[0] == 'S' && strlen(move) == wh+1) {
913 int i;
914
915 ret = dup_game(from);
916 ret->hints_active = TRUE;
917 ret->cheated = TRUE;
918 for (i = 0; i < wh; i++) {
919 ret->grid[i] &= ~2;
920 if (move[i+1] != '0')
921 ret->grid[i] |= 2;
922 }
923 return ret;
924 } else if (move[0] == 'M' &&
925 sscanf(move+1, "%d,%d", &x, &y) == 2 &&
926 x >= 0 && x < w && y >= 0 && y < h) {
927 int i, j, done;
f4afe206 928
df11cd4e 929 ret = dup_game(from);
f4afe206 930
df11cd4e 931 if (!ret->completed)
932 ret->moves++;
f4afe206 933
df11cd4e 934 i = y * w + x;
f4afe206 935
df11cd4e 936 done = TRUE;
937 for (j = 0; j < wh; j++) {
938 ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
939 if (ret->grid[j] & 1)
940 done = FALSE;
941 }
942 ret->grid[i] ^= 2; /* toggle hint */
943 if (done) {
944 ret->completed = TRUE;
945 ret->hints_active = FALSE;
946 }
f4afe206 947
df11cd4e 948 return ret;
949 } else
950 return NULL; /* can't parse move string */
f4afe206 951}
952
953/* ----------------------------------------------------------------------
954 * Drawing routines.
955 */
956
957static void game_size(game_params *params, game_drawstate *ds,
958 int *x, int *y, int expand)
959{
871bf294 960 double tsx, tsy, ts;
f4afe206 961 /*
962 * Each window dimension equals the tile size times one more
963 * than the grid dimension (the border is half the width of the
964 * tiles).
965 */
871bf294 966 tsx = (double)*x / ((double)params->w + 1.0);
967 tsy = (double)*y / ((double)params->h + 1);
f4afe206 968 ts = min(tsx, tsy);
969 if (expand)
871bf294 970 ds->tilesize = (int)(ts + 0.5);
f4afe206 971 else
871bf294 972 ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
f4afe206 973
974 *x = TILE_SIZE * params->w + 2 * BORDER;
975 *y = TILE_SIZE * params->h + 2 * BORDER;
976}
977
978static float *game_colours(frontend *fe, game_state *state, int *ncolours)
979{
980 float *ret = snewn(3 * NCOLOURS, float);
981
982 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
983
984 ret[COL_WRONG * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 3;
985 ret[COL_WRONG * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 3;
986 ret[COL_WRONG * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 3;
987
988 ret[COL_RIGHT * 3 + 0] = 1.0F;
989 ret[COL_RIGHT * 3 + 1] = 1.0F;
990 ret[COL_RIGHT * 3 + 2] = 1.0F;
991
992 ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F;
993 ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F;
994 ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F;
995
996 ret[COL_DIAG * 3 + 0] = ret[COL_GRID * 3 + 0];
997 ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1];
998 ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2];
999
79cb09e9 1000 ret[COL_HINT * 3 + 0] = 1.0F;
1001 ret[COL_HINT * 3 + 1] = 0.0F;
1002 ret[COL_HINT * 3 + 2] = 0.0F;
1003
f4afe206 1004 *ncolours = NCOLOURS;
1005 return ret;
1006}
1007
1008static game_drawstate *game_new_drawstate(game_state *state)
1009{
1010 struct game_drawstate *ds = snew(struct game_drawstate);
1011 int i;
1012
1013 ds->started = FALSE;
1014 ds->w = state->w;
1015 ds->h = state->h;
1016 ds->tiles = snewn(ds->w*ds->h, unsigned char);
1017 ds->tilesize = 0; /* haven't decided yet */
1018 for (i = 0; i < ds->w*ds->h; i++)
1019 ds->tiles[i] = -1;
1020
1021 return ds;
1022}
1023
1024static void game_free_drawstate(game_drawstate *ds)
1025{
1026 sfree(ds->tiles);
1027 sfree(ds);
1028}
1029
1030static void draw_tile(frontend *fe, game_drawstate *ds,
d1044751 1031 game_state *state, int x, int y, int tile, int anim,
1032 float animtime)
f4afe206 1033{
1034 int w = ds->w, h = ds->h, wh = w * h;
1035 int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
1036 int i, j;
1037
1038 clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
1039
1040 draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
d1044751 1041 anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
1042 if (anim) {
1043 /*
1044 * Draw a polygon indicating that the square is diagonally
1045 * flipping over.
1046 */
1047 int coords[8], colour;
1048
1049 coords[0] = bx + TILE_SIZE;
1050 coords[1] = by;
1051 coords[2] = bx + TILE_SIZE * animtime;
1052 coords[3] = by + TILE_SIZE * animtime;
1053 coords[4] = bx;
1054 coords[5] = by + TILE_SIZE;
1055 coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
1056 coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
1057
1058 colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
1059 if (animtime < 0.5)
1060 colour = COL_WRONG + COL_RIGHT - colour;
1061
28b5987d 1062 draw_polygon(fe, coords, 4, colour, COL_GRID);
d1044751 1063 }
f4afe206 1064
1065 /*
1066 * Draw a little diagram in the tile which indicates which
1067 * surrounding tiles flip when this one is clicked.
1068 */
1069 for (i = 0; i < h; i++)
1070 for (j = 0; j < w; j++)
1071 if (state->matrix->matrix[(y*w+x)*wh + i*w+j]) {
1072 int ox = j - x, oy = i - y;
1073 int td = TILE_SIZE / 16;
1074 int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
1075 int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
1076 if (ox == 0 && oy == 0)
1077 draw_rect(fe, cx, cy, 2*td+1, 2*td+1, COL_DIAG);
1078 else {
1079 draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG);
1080 draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG);
1081 draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG);
1082 draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG);
1083 }
1084 }
1085
79cb09e9 1086 /*
5f6050b4 1087 * Draw a hint rectangle if required.
79cb09e9 1088 */
1089 if (tile & 2) {
5f6050b4 1090 int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20;
1091 int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
1092 int i = 3;
1093 while (i--) {
1094 draw_line(fe, x1, y1, x2, y1, COL_HINT);
1095 draw_line(fe, x1, y2, x2, y2, COL_HINT);
1096 draw_line(fe, x1, y1, x1, y2, COL_HINT);
1097 draw_line(fe, x2, y1, x2, y2, COL_HINT);
1098 x1++, y1++, x2--, y2--;
1099 }
79cb09e9 1100 }
1101
f4afe206 1102 unclip(fe);
1103
1104 draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
1105}
1106
1107static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1108 game_state *state, int dir, game_ui *ui,
1109 float animtime, float flashtime)
1110{
1111 int w = ds->w, h = ds->h, wh = w * h;
1112 int i, flashframe;
1113
1114 if (!ds->started) {
1115 draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
1116 TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
1117
1118 /*
1119 * Draw the grid lines.
1120 */
1121 for (i = 0; i <= w; i++)
1122 draw_line(fe, i * TILE_SIZE + BORDER, BORDER,
1123 i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
1124 COL_GRID);
1125 for (i = 0; i <= h; i++)
1126 draw_line(fe, BORDER, i * TILE_SIZE + BORDER,
1127 w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
1128 COL_GRID);
1129
1130 draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
1131 TILE_SIZE * h + 2 * BORDER);
1132
1133 ds->started = TRUE;
1134 }
1135
1136 if (flashtime)
1137 flashframe = flashtime / FLASH_FRAME;
1138 else
1139 flashframe = -1;
1140
d1044751 1141 animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */
1142
f4afe206 1143 for (i = 0; i < wh; i++) {
1144 int x = i % w, y = i / w;
1145 int fx, fy, fd;
1146 int v = state->grid[i];
d1044751 1147 int vv;
f4afe206 1148
1149 if (flashframe >= 0) {
1150 fx = (w+1)/2 - min(x+1, w-x);
1151 fy = (h+1)/2 - min(y+1, h-y);
1152 fd = max(fx, fy);
1153 if (fd == flashframe)
1154 v |= 1;
1155 else if (fd == flashframe - 1)
1156 v &= ~1;
1157 }
d1044751 1158
79cb09e9 1159 if (!state->hints_active)
1160 v &= ~2;
1161
d1044751 1162 if (oldstate && state->grid[i] != oldstate->grid[i])
1163 vv = 255; /* means `animated' */
1164 else
1165 vv = v;
1166
1167 if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
1168 draw_tile(fe, ds, state, x, y, v, vv == 255, animtime);
1169 ds->tiles[i] = vv;
f4afe206 1170 }
1171 }
1172
1173 {
1174 char buf[256];
1175
79cb09e9 1176 sprintf(buf, "%sMoves: %d",
1177 (state->completed ?
1178 (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
1179 (state->cheated ? "Auto-solver used. " : "")),
f4afe206 1180 state->moves);
1181
1182 status_bar(fe, buf);
1183 }
1184}
1185
1186static float game_anim_length(game_state *oldstate, game_state *newstate,
1187 int dir, game_ui *ui)
1188{
d1044751 1189 return ANIM_TIME;
f4afe206 1190}
1191
1192static float game_flash_length(game_state *oldstate, game_state *newstate,
1193 int dir, game_ui *ui)
1194{
1195 if (!oldstate->completed && newstate->completed)
1196 return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
1197
1198 return 0.0F;
1199}
1200
1201static int game_wants_statusbar(void)
1202{
1203 return TRUE;
1204}
1205
1206static int game_timing_state(game_state *state)
1207{
1208 return TRUE;
1209}
1210
1211#ifdef COMBINED
1212#define thegame flip
1213#endif
1214
1215const struct game thegame = {
5d8c6c55 1216 "Flip", "games.flip",
f4afe206 1217 default_params,
1218 game_fetch_preset,
1219 decode_params,
1220 encode_params,
1221 free_params,
1222 dup_params,
1223 TRUE, game_configure, custom_params,
1224 validate_params,
1225 new_game_desc,
f4afe206 1226 validate_desc,
1227 new_game,
1228 dup_game,
1229 free_game,
79cb09e9 1230 TRUE, solve_game,
f4afe206 1231 FALSE, game_text_format,
1232 new_ui,
1233 free_ui,
ae8290c6 1234 encode_ui,
1235 decode_ui,
f4afe206 1236 game_changed_state,
df11cd4e 1237 interpret_move,
1238 execute_move,
f4afe206 1239 game_size,
1240 game_colours,
1241 game_new_drawstate,
1242 game_free_drawstate,
1243 game_redraw,
1244 game_anim_length,
1245 game_flash_length,
1246 game_wants_statusbar,
1247 FALSE, game_timing_state,
1248 0, /* mouse_priorities */
1249};