Stop the analysis pass in Loopy's redraw routine from being
[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,
ce6af7f2 23 COL_CURSOR,
f4afe206 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
d1044751 33#define ANIM_TIME 0.25F
f4afe206 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 */
41enum {
42 CROSSES, RANDOM
43};
44
45struct 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 */
54struct matrix {
55 int refcount;
56 unsigned char *matrix; /* array of (w*h) by (w*h) */
57};
58
59struct game_state {
60 int w, h;
79cb09e9 61 int moves, completed, cheated, hints_active;
f4afe206 62 unsigned char *grid; /* array of w*h */
63 struct matrix *matrix;
64};
65
66static 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
76static 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
85static 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
104static void free_params(game_params *params)
105{
106 sfree(params);
107}
108
109static 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
116static 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++;
f4afe206 120 if (*string == 'x') {
121 string++;
122 ret->h = atoi(string);
89167dad 123 while (*string && isdigit((unsigned char)*string)) string++;
f4afe206 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
134static 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
144static 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
174static 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
3ff276f2 185static char *validate_params(game_params *params, int full)
f4afe206 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
192static 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
211static 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 */
241struct 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 */
265static 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 */
282static 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 */
299static 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}
311static 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}
341static 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
350static char *new_game_desc(game_params *params, random_state *rs,
c566778e 351 char **aux, int interactive)
f4afe206 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);
5d83d8f3 594 sfree(matrix);
595 sfree(grid);
f4afe206 596 return ret;
597}
598
f4afe206 599static 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
dafd6cf6 616static game_state *new_game(midend *me, game_params *params, char *desc)
f4afe206 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;
79cb09e9 626 state->cheated = FALSE;
627 state->hints_active = FALSE;
f4afe206 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
639static 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
657static 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 667static 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 674static 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
fa3abef5 856static int game_can_format_as_text_now(game_params *params)
857{
858 return TRUE;
859}
860
f4afe206 861static char *game_text_format(game_state *state)
862{
863 return NULL;
864}
865
ce6af7f2 866struct game_ui {
867 int cx, cy, cdraw;
868};
869
f4afe206 870static game_ui *new_ui(game_state *state)
871{
ce6af7f2 872 game_ui *ui = snew(game_ui);
873 ui->cx = ui->cy = ui->cdraw = 0;
874 return ui;
f4afe206 875}
876
877static void free_ui(game_ui *ui)
878{
ce6af7f2 879 sfree(ui);
f4afe206 880}
881
844f605f 882static char *encode_ui(game_ui *ui)
ae8290c6 883{
884 return NULL;
885}
886
844f605f 887static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 888{
889}
890
f4afe206 891static void game_changed_state(game_ui *ui, game_state *oldstate,
892 game_state *newstate)
893{
894}
895
896struct game_drawstate {
897 int w, h, started;
898 unsigned char *tiles;
899 int tilesize;
900};
901
e1f3c707 902static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
df11cd4e 903 int x, int y, int button)
f4afe206 904{
8a23df4e 905 int w = state->w, h = state->h, wh = w * h;
ce6af7f2 906 char buf[80], *nullret = NULL;
907
4a9957b6 908 if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
ce6af7f2 909 int tx, ty;
910 if (button == LEFT_BUTTON) {
911 tx = FROMCOORD(x), ty = FROMCOORD(y);
912 ui->cdraw = 0;
913 } else {
914 tx = ui->cx; ty = ui->cy;
915 ui->cdraw = 1;
916 }
917 nullret = "";
f4afe206 918
f4afe206 919 if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
8a23df4e 920 /*
921 * It's just possible that a manually entered game ID
922 * will have at least one square do nothing whatsoever.
923 * If so, we avoid encoding a move at all.
924 */
925 int i = ty*w+tx, j, makemove = FALSE;
926 for (j = 0; j < wh; j++) {
927 if (state->matrix->matrix[i*wh+j])
928 makemove = TRUE;
929 }
930 if (makemove) {
931 sprintf(buf, "M%d,%d", tx, ty);
932 return dupstr(buf);
933 } else {
934 return NULL;
935 }
df11cd4e 936 }
937 }
4a9957b6 938 else if (IS_CURSOR_MOVE(button)) {
ce6af7f2 939 int dx = 0, dy = 0;
940 switch (button) {
941 case CURSOR_UP: dy = -1; break;
942 case CURSOR_DOWN: dy = 1; break;
943 case CURSOR_RIGHT: dx = 1; break;
944 case CURSOR_LEFT: dx = -1; break;
945 default: assert(!"shouldn't get here");
946 }
947 ui->cx += dx; ui->cy += dy;
8d6149b6 948 ui->cx = min(max(ui->cx, 0), state->w - 1);
949 ui->cy = min(max(ui->cy, 0), state->h - 1);
ce6af7f2 950 ui->cdraw = 1;
951 nullret = "";
952 }
df11cd4e 953
ce6af7f2 954 return nullret;
df11cd4e 955}
f4afe206 956
df11cd4e 957static game_state *execute_move(game_state *from, char *move)
958{
959 int w = from->w, h = from->h, wh = w * h;
960 game_state *ret;
961 int x, y;
962
963 if (move[0] == 'S' && strlen(move) == wh+1) {
964 int i;
965
966 ret = dup_game(from);
967 ret->hints_active = TRUE;
968 ret->cheated = TRUE;
969 for (i = 0; i < wh; i++) {
970 ret->grid[i] &= ~2;
971 if (move[i+1] != '0')
972 ret->grid[i] |= 2;
973 }
974 return ret;
975 } else if (move[0] == 'M' &&
976 sscanf(move+1, "%d,%d", &x, &y) == 2 &&
977 x >= 0 && x < w && y >= 0 && y < h) {
978 int i, j, done;
f4afe206 979
df11cd4e 980 ret = dup_game(from);
f4afe206 981
df11cd4e 982 if (!ret->completed)
983 ret->moves++;
f4afe206 984
df11cd4e 985 i = y * w + x;
f4afe206 986
df11cd4e 987 done = TRUE;
988 for (j = 0; j < wh; j++) {
989 ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
990 if (ret->grid[j] & 1)
991 done = FALSE;
992 }
993 ret->grid[i] ^= 2; /* toggle hint */
994 if (done) {
995 ret->completed = TRUE;
996 ret->hints_active = FALSE;
997 }
f4afe206 998
df11cd4e 999 return ret;
1000 } else
1001 return NULL; /* can't parse move string */
f4afe206 1002}
1003
1004/* ----------------------------------------------------------------------
1005 * Drawing routines.
1006 */
1007
1f3ee4ee 1008static void game_compute_size(game_params *params, int tilesize,
1009 int *x, int *y)
f4afe206 1010{
1f3ee4ee 1011 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1012 struct { int tilesize; } ads, *ds = &ads;
1013 ads.tilesize = tilesize;
f4afe206 1014
1015 *x = TILE_SIZE * params->w + 2 * BORDER;
1016 *y = TILE_SIZE * params->h + 2 * BORDER;
1017}
1018
dafd6cf6 1019static void game_set_size(drawing *dr, game_drawstate *ds,
1020 game_params *params, int tilesize)
1f3ee4ee 1021{
1022 ds->tilesize = tilesize;
1023}
1024
8266f3fc 1025static float *game_colours(frontend *fe, int *ncolours)
f4afe206 1026{
1027 float *ret = snewn(3 * NCOLOURS, float);
1028
1029 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1030
1031 ret[COL_WRONG * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 3;
1032 ret[COL_WRONG * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 3;
1033 ret[COL_WRONG * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 3;
1034
1035 ret[COL_RIGHT * 3 + 0] = 1.0F;
1036 ret[COL_RIGHT * 3 + 1] = 1.0F;
1037 ret[COL_RIGHT * 3 + 2] = 1.0F;
1038
1039 ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F;
1040 ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F;
1041 ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F;
1042
1043 ret[COL_DIAG * 3 + 0] = ret[COL_GRID * 3 + 0];
1044 ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1];
1045 ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2];
1046
79cb09e9 1047 ret[COL_HINT * 3 + 0] = 1.0F;
1048 ret[COL_HINT * 3 + 1] = 0.0F;
1049 ret[COL_HINT * 3 + 2] = 0.0F;
1050
ce6af7f2 1051 ret[COL_CURSOR * 3 + 0] = 0.8F;
1052 ret[COL_CURSOR * 3 + 1] = 0.0F;
1053 ret[COL_CURSOR * 3 + 2] = 0.0F;
1054
f4afe206 1055 *ncolours = NCOLOURS;
1056 return ret;
1057}
1058
dafd6cf6 1059static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
f4afe206 1060{
1061 struct game_drawstate *ds = snew(struct game_drawstate);
1062 int i;
1063
1064 ds->started = FALSE;
1065 ds->w = state->w;
1066 ds->h = state->h;
1067 ds->tiles = snewn(ds->w*ds->h, unsigned char);
1068 ds->tilesize = 0; /* haven't decided yet */
1069 for (i = 0; i < ds->w*ds->h; i++)
1070 ds->tiles[i] = -1;
1071
1072 return ds;
1073}
1074
dafd6cf6 1075static void game_free_drawstate(drawing *dr, game_drawstate *ds)
f4afe206 1076{
1077 sfree(ds->tiles);
1078 sfree(ds);
1079}
1080
dafd6cf6 1081static void draw_tile(drawing *dr, game_drawstate *ds,
d1044751 1082 game_state *state, int x, int y, int tile, int anim,
1083 float animtime)
f4afe206 1084{
1085 int w = ds->w, h = ds->h, wh = w * h;
1086 int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
ce6af7f2 1087 int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG;
f4afe206 1088
dafd6cf6 1089 clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
f4afe206 1090
dafd6cf6 1091 draw_rect(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
d1044751 1092 anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
1093 if (anim) {
1094 /*
1095 * Draw a polygon indicating that the square is diagonally
1096 * flipping over.
1097 */
1098 int coords[8], colour;
1099
1100 coords[0] = bx + TILE_SIZE;
1101 coords[1] = by;
5b502ae8 1102 coords[2] = bx + (int)((float)TILE_SIZE * animtime);
1103 coords[3] = by + (int)((float)TILE_SIZE * animtime);
d1044751 1104 coords[4] = bx;
1105 coords[5] = by + TILE_SIZE;
5b502ae8 1106 coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
1107 coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
d1044751 1108
1109 colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
1110 if (animtime < 0.5)
1111 colour = COL_WRONG + COL_RIGHT - colour;
1112
dafd6cf6 1113 draw_polygon(dr, coords, 4, colour, COL_GRID);
d1044751 1114 }
f4afe206 1115
1116 /*
1117 * Draw a little diagram in the tile which indicates which
1118 * surrounding tiles flip when this one is clicked.
1119 */
1120 for (i = 0; i < h; i++)
1121 for (j = 0; j < w; j++)
1122 if (state->matrix->matrix[(y*w+x)*wh + i*w+j]) {
1123 int ox = j - x, oy = i - y;
1124 int td = TILE_SIZE / 16;
1125 int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
1126 int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
1127 if (ox == 0 && oy == 0)
dafd6cf6 1128 draw_rect(dr, cx, cy, 2*td+1, 2*td+1, dcol);
f4afe206 1129 else {
dafd6cf6 1130 draw_line(dr, cx, cy, cx+2*td, cy, dcol);
1131 draw_line(dr, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
1132 draw_line(dr, cx, cy, cx, cy+2*td, dcol);
1133 draw_line(dr, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
f4afe206 1134 }
1135 }
1136
79cb09e9 1137 /*
5f6050b4 1138 * Draw a hint rectangle if required.
79cb09e9 1139 */
1140 if (tile & 2) {
5f6050b4 1141 int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20;
1142 int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
1143 int i = 3;
1144 while (i--) {
dafd6cf6 1145 draw_line(dr, x1, y1, x2, y1, COL_HINT);
1146 draw_line(dr, x1, y2, x2, y2, COL_HINT);
1147 draw_line(dr, x1, y1, x1, y2, COL_HINT);
1148 draw_line(dr, x2, y1, x2, y2, COL_HINT);
5f6050b4 1149 x1++, y1++, x2--, y2--;
1150 }
79cb09e9 1151 }
1152
dafd6cf6 1153 unclip(dr);
f4afe206 1154
dafd6cf6 1155 draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
f4afe206 1156}
1157
dafd6cf6 1158static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
f4afe206 1159 game_state *state, int dir, game_ui *ui,
1160 float animtime, float flashtime)
1161{
1162 int w = ds->w, h = ds->h, wh = w * h;
1163 int i, flashframe;
1164
1165 if (!ds->started) {
dafd6cf6 1166 draw_rect(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
f4afe206 1167 TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
1168
1169 /*
1170 * Draw the grid lines.
1171 */
1172 for (i = 0; i <= w; i++)
dafd6cf6 1173 draw_line(dr, i * TILE_SIZE + BORDER, BORDER,
f4afe206 1174 i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
1175 COL_GRID);
1176 for (i = 0; i <= h; i++)
dafd6cf6 1177 draw_line(dr, BORDER, i * TILE_SIZE + BORDER,
f4afe206 1178 w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
1179 COL_GRID);
1180
dafd6cf6 1181 draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
f4afe206 1182 TILE_SIZE * h + 2 * BORDER);
1183
1184 ds->started = TRUE;
1185 }
1186
1187 if (flashtime)
5b502ae8 1188 flashframe = (int)(flashtime / FLASH_FRAME);
f4afe206 1189 else
1190 flashframe = -1;
1191
d1044751 1192 animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */
1193
f4afe206 1194 for (i = 0; i < wh; i++) {
1195 int x = i % w, y = i / w;
1196 int fx, fy, fd;
1197 int v = state->grid[i];
d1044751 1198 int vv;
f4afe206 1199
1200 if (flashframe >= 0) {
1201 fx = (w+1)/2 - min(x+1, w-x);
1202 fy = (h+1)/2 - min(y+1, h-y);
1203 fd = max(fx, fy);
1204 if (fd == flashframe)
1205 v |= 1;
1206 else if (fd == flashframe - 1)
1207 v &= ~1;
1208 }
d1044751 1209
3473ad8f 1210 if (!state->hints_active)
1211 v &= ~2;
ce6af7f2 1212 if (ui->cdraw && ui->cx == x && ui->cy == y)
1213 v |= 4;
79cb09e9 1214
3473ad8f 1215 if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
d1044751 1216 vv = 255; /* means `animated' */
1217 else
1218 vv = v;
1219
1220 if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
dafd6cf6 1221 draw_tile(dr, ds, state, x, y, v, vv == 255, animtime);
d1044751 1222 ds->tiles[i] = vv;
f4afe206 1223 }
1224 }
1225
1226 {
1227 char buf[256];
1228
79cb09e9 1229 sprintf(buf, "%sMoves: %d",
1230 (state->completed ?
1231 (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
1232 (state->cheated ? "Auto-solver used. " : "")),
f4afe206 1233 state->moves);
1234
dafd6cf6 1235 status_bar(dr, buf);
f4afe206 1236 }
1237}
1238
1239static float game_anim_length(game_state *oldstate, game_state *newstate,
1240 int dir, game_ui *ui)
1241{
d1044751 1242 return ANIM_TIME;
f4afe206 1243}
1244
1245static float game_flash_length(game_state *oldstate, game_state *newstate,
1246 int dir, game_ui *ui)
1247{
1248 if (!oldstate->completed && newstate->completed)
1249 return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
1250
1251 return 0.0F;
1252}
1253
1cea529f 1254static int game_status(game_state *state)
4496362f 1255{
1cea529f 1256 return state->completed ? +1 : 0;
4496362f 1257}
1258
4d08de49 1259static int game_timing_state(game_state *state, game_ui *ui)
f4afe206 1260{
1261 return TRUE;
1262}
1263
ca58cbd1 1264static void game_print_size(game_params *params, float *x, float *y)
1265{
1266}
1267
1268static void game_print(drawing *dr, game_state *state, int tilesize)
1269{
1270}
1271
f4afe206 1272#ifdef COMBINED
1273#define thegame flip
1274#endif
1275
1276const struct game thegame = {
750037d7 1277 "Flip", "games.flip", "flip",
f4afe206 1278 default_params,
1279 game_fetch_preset,
1280 decode_params,
1281 encode_params,
1282 free_params,
1283 dup_params,
1284 TRUE, game_configure, custom_params,
1285 validate_params,
1286 new_game_desc,
f4afe206 1287 validate_desc,
1288 new_game,
1289 dup_game,
1290 free_game,
79cb09e9 1291 TRUE, solve_game,
fa3abef5 1292 FALSE, game_can_format_as_text_now, game_text_format,
f4afe206 1293 new_ui,
1294 free_ui,
ae8290c6 1295 encode_ui,
1296 decode_ui,
f4afe206 1297 game_changed_state,
df11cd4e 1298 interpret_move,
1299 execute_move,
1f3ee4ee 1300 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
f4afe206 1301 game_colours,
1302 game_new_drawstate,
1303 game_free_drawstate,
1304 game_redraw,
1305 game_anim_length,
1306 game_flash_length,
1cea529f 1307 game_status,
dafd6cf6 1308 FALSE, FALSE, game_print_size, game_print,
ac9f41c4 1309 TRUE, /* wants_statusbar */
f4afe206 1310 FALSE, game_timing_state,
2705d374 1311 0, /* flags */
f4afe206 1312};