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