| 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 | #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 | |
| 16 | enum { |
| 17 | COL_BACKGROUND, |
| 18 | COL_WRONG, |
| 19 | COL_RIGHT, |
| 20 | COL_GRID, |
| 21 | COL_DIAG, |
| 22 | COL_HINT, |
| 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 | |
| 32 | #define ANIM_TIME 0.25F |
| 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 | */ |
| 40 | enum { |
| 41 | CROSSES, RANDOM |
| 42 | }; |
| 43 | |
| 44 | struct 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 | */ |
| 53 | struct matrix { |
| 54 | int refcount; |
| 55 | unsigned char *matrix; /* array of (w*h) by (w*h) */ |
| 56 | }; |
| 57 | |
| 58 | struct game_state { |
| 59 | int w, h; |
| 60 | int moves, completed, cheated, hints_active; |
| 61 | unsigned char *grid; /* array of w*h */ |
| 62 | struct matrix *matrix; |
| 63 | }; |
| 64 | |
| 65 | static 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 | |
| 75 | static 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 | |
| 84 | static 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 | |
| 103 | static void free_params(game_params *params) |
| 104 | { |
| 105 | sfree(params); |
| 106 | } |
| 107 | |
| 108 | static 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 | |
| 115 | static 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 | |
| 133 | static 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 | |
| 143 | static 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 | |
| 173 | static 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 | |
| 184 | static 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 | |
| 191 | static 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 | |
| 210 | static 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 | */ |
| 240 | struct 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 | */ |
| 264 | static 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 | */ |
| 281 | static 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 | */ |
| 298 | static 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 | } |
| 310 | static 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 | } |
| 340 | static 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 | |
| 349 | static char *new_game_desc(game_params *params, random_state *rs, |
| 350 | game_aux_info **aux, int interactive) |
| 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); |
| 593 | sfree(matrix); |
| 594 | sfree(grid); |
| 595 | return ret; |
| 596 | } |
| 597 | |
| 598 | static void game_free_aux_info(game_aux_info *aux) |
| 599 | { |
| 600 | assert(!"Shouldn't happen"); |
| 601 | } |
| 602 | |
| 603 | static char *validate_desc(game_params *params, char *desc) |
| 604 | { |
| 605 | int w = params->w, h = params->h, wh = w * h; |
| 606 | int mlen = (wh*wh+3)/4, glen = (wh+3)/4; |
| 607 | |
| 608 | if (strspn(desc, "0123456789abcdefABCDEF") != mlen) |
| 609 | return "Matrix description is wrong length"; |
| 610 | if (desc[mlen] != ',') |
| 611 | return "Expected comma after matrix description"; |
| 612 | if (strspn(desc+mlen+1, "0123456789abcdefABCDEF") != glen) |
| 613 | return "Grid description is wrong length"; |
| 614 | if (desc[mlen+1+glen]) |
| 615 | return "Unexpected data after grid description"; |
| 616 | |
| 617 | return NULL; |
| 618 | } |
| 619 | |
| 620 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
| 621 | { |
| 622 | int w = params->w, h = params->h, wh = w * h; |
| 623 | int mlen = (wh*wh+3)/4; |
| 624 | |
| 625 | game_state *state = snew(game_state); |
| 626 | |
| 627 | state->w = w; |
| 628 | state->h = h; |
| 629 | state->completed = FALSE; |
| 630 | state->cheated = FALSE; |
| 631 | state->hints_active = FALSE; |
| 632 | state->moves = 0; |
| 633 | state->matrix = snew(struct matrix); |
| 634 | state->matrix->refcount = 1; |
| 635 | state->matrix->matrix = snewn(wh*wh, unsigned char); |
| 636 | decode_bitmap(state->matrix->matrix, wh*wh, desc); |
| 637 | state->grid = snewn(wh, unsigned char); |
| 638 | decode_bitmap(state->grid, wh, desc + mlen + 1); |
| 639 | |
| 640 | return state; |
| 641 | } |
| 642 | |
| 643 | static game_state *dup_game(game_state *state) |
| 644 | { |
| 645 | game_state *ret = snew(game_state); |
| 646 | |
| 647 | ret->w = state->w; |
| 648 | ret->h = state->h; |
| 649 | ret->completed = state->completed; |
| 650 | ret->cheated = state->cheated; |
| 651 | ret->hints_active = state->hints_active; |
| 652 | ret->moves = state->moves; |
| 653 | ret->matrix = state->matrix; |
| 654 | state->matrix->refcount++; |
| 655 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
| 656 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
| 657 | |
| 658 | return ret; |
| 659 | } |
| 660 | |
| 661 | static void free_game(game_state *state) |
| 662 | { |
| 663 | sfree(state->grid); |
| 664 | if (--state->matrix->refcount <= 0) { |
| 665 | sfree(state->matrix->matrix); |
| 666 | sfree(state->matrix); |
| 667 | } |
| 668 | sfree(state); |
| 669 | } |
| 670 | |
| 671 | static void rowxor(unsigned char *row1, unsigned char *row2, int len) |
| 672 | { |
| 673 | int i; |
| 674 | for (i = 0; i < len; i++) |
| 675 | row1[i] ^= row2[i]; |
| 676 | } |
| 677 | |
| 678 | static game_state *solve_game(game_state *state, game_state *currstate, |
| 679 | game_aux_info *aux, char **error) |
| 680 | { |
| 681 | int w = state->w, h = state->h, wh = w * h; |
| 682 | unsigned char *equations, *solution, *shortest; |
| 683 | int *und, nund; |
| 684 | int rowsdone, colsdone; |
| 685 | int i, j, k, len, bestlen; |
| 686 | game_state *ret; |
| 687 | |
| 688 | /* |
| 689 | * Set up a list of simultaneous equations. Each one is of |
| 690 | * length (wh+1) and has wh coefficients followed by a value. |
| 691 | */ |
| 692 | equations = snewn((wh + 1) * wh, unsigned char); |
| 693 | for (i = 0; i < wh; i++) { |
| 694 | for (j = 0; j < wh; j++) |
| 695 | equations[i * (wh+1) + j] = currstate->matrix->matrix[j*wh+i]; |
| 696 | equations[i * (wh+1) + wh] = currstate->grid[i] & 1; |
| 697 | } |
| 698 | |
| 699 | /* |
| 700 | * Perform Gaussian elimination over GF(2). |
| 701 | */ |
| 702 | rowsdone = colsdone = 0; |
| 703 | nund = 0; |
| 704 | und = snewn(wh, int); |
| 705 | do { |
| 706 | /* |
| 707 | * Find the leftmost column which has a 1 in it somewhere |
| 708 | * outside the first `rowsdone' rows. |
| 709 | */ |
| 710 | j = -1; |
| 711 | for (i = colsdone; i < wh; i++) { |
| 712 | for (j = rowsdone; j < wh; j++) |
| 713 | if (equations[j * (wh+1) + i]) |
| 714 | break; |
| 715 | if (j < wh) |
| 716 | break; /* found one */ |
| 717 | /* |
| 718 | * This is a column which will not have an equation |
| 719 | * controlling it. Mark it as undetermined. |
| 720 | */ |
| 721 | und[nund++] = i; |
| 722 | } |
| 723 | |
| 724 | /* |
| 725 | * If there wasn't one, then we've finished: all remaining |
| 726 | * equations are of the form 0 = constant. Check to see if |
| 727 | * any of them wants 0 to be equal to 1; this is the |
| 728 | * condition which indicates an insoluble problem |
| 729 | * (therefore _hopefully_ one typed in by a user!). |
| 730 | */ |
| 731 | if (i == wh) { |
| 732 | for (j = rowsdone; j < wh; j++) |
| 733 | if (equations[j * (wh+1) + wh]) { |
| 734 | *error = "No solution exists for this position"; |
| 735 | sfree(equations); |
| 736 | sfree(und); |
| 737 | return NULL; |
| 738 | } |
| 739 | break; |
| 740 | } |
| 741 | |
| 742 | /* |
| 743 | * We've found a 1. It's in column i, and the topmost 1 in |
| 744 | * that column is in row j. Do a row-XOR to move it up to |
| 745 | * the topmost row if it isn't already there. |
| 746 | */ |
| 747 | assert(j != -1); |
| 748 | if (j > rowsdone) |
| 749 | rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1); |
| 750 | |
| 751 | /* |
| 752 | * Do row-XORs to eliminate that 1 from all rows below the |
| 753 | * topmost row. |
| 754 | */ |
| 755 | for (j = rowsdone + 1; j < wh; j++) |
| 756 | if (equations[j*(wh+1) + i]) |
| 757 | rowxor(equations + j*(wh+1), |
| 758 | equations + rowsdone*(wh+1), wh+1); |
| 759 | |
| 760 | /* |
| 761 | * Mark this row and column as done. |
| 762 | */ |
| 763 | rowsdone++; |
| 764 | colsdone = i+1; |
| 765 | |
| 766 | /* |
| 767 | * If we've done all the rows, terminate. |
| 768 | */ |
| 769 | } while (rowsdone < wh); |
| 770 | |
| 771 | /* |
| 772 | * If we reach here, we have the ability to produce a solution. |
| 773 | * So we go through _all_ possible solutions (each |
| 774 | * corresponding to a set of arbitrary choices of those |
| 775 | * components not directly determined by an equation), and pick |
| 776 | * one requiring the smallest number of flips. |
| 777 | */ |
| 778 | solution = snewn(wh, unsigned char); |
| 779 | shortest = snewn(wh, unsigned char); |
| 780 | memset(solution, 0, wh); |
| 781 | bestlen = wh + 1; |
| 782 | while (1) { |
| 783 | /* |
| 784 | * Find a solution based on the current values of the |
| 785 | * undetermined variables. |
| 786 | */ |
| 787 | for (j = rowsdone; j-- ;) { |
| 788 | int v; |
| 789 | |
| 790 | /* |
| 791 | * Find the leftmost set bit in this equation. |
| 792 | */ |
| 793 | for (i = 0; i < wh; i++) |
| 794 | if (equations[j * (wh+1) + i]) |
| 795 | break; |
| 796 | assert(i < wh); /* there must have been one! */ |
| 797 | |
| 798 | /* |
| 799 | * Compute this variable using the rest. |
| 800 | */ |
| 801 | v = equations[j * (wh+1) + wh]; |
| 802 | for (k = i+1; k < wh; k++) |
| 803 | if (equations[j * (wh+1) + k]) |
| 804 | v ^= solution[k]; |
| 805 | |
| 806 | solution[i] = v; |
| 807 | } |
| 808 | |
| 809 | /* |
| 810 | * Compare this solution to the current best one, and |
| 811 | * replace the best one if this one is shorter. |
| 812 | */ |
| 813 | len = 0; |
| 814 | for (i = 0; i < wh; i++) |
| 815 | if (solution[i]) |
| 816 | len++; |
| 817 | if (len < bestlen) { |
| 818 | bestlen = len; |
| 819 | memcpy(shortest, solution, wh); |
| 820 | } |
| 821 | |
| 822 | /* |
| 823 | * Now increment the binary number given by the |
| 824 | * undetermined variables: turn all 1s into 0s until we see |
| 825 | * a 0, at which point we turn it into a 1. |
| 826 | */ |
| 827 | for (i = 0; i < nund; i++) { |
| 828 | solution[und[i]] = !solution[und[i]]; |
| 829 | if (solution[und[i]]) |
| 830 | break; |
| 831 | } |
| 832 | |
| 833 | /* |
| 834 | * If we didn't find a 0 at any point, we have wrapped |
| 835 | * round and are back at the start, i.e. we have enumerated |
| 836 | * all solutions. |
| 837 | */ |
| 838 | if (i == nund) |
| 839 | break; |
| 840 | } |
| 841 | |
| 842 | /* |
| 843 | * We have a solution. Produce a game state with the solution |
| 844 | * marked in annotations. |
| 845 | */ |
| 846 | ret = dup_game(currstate); |
| 847 | ret->hints_active = TRUE; |
| 848 | ret->cheated = TRUE; |
| 849 | for (i = 0; i < wh; i++) { |
| 850 | ret->grid[i] &= ~2; |
| 851 | if (shortest[i]) |
| 852 | ret->grid[i] |= 2; |
| 853 | } |
| 854 | |
| 855 | sfree(shortest); |
| 856 | sfree(solution); |
| 857 | sfree(equations); |
| 858 | sfree(und); |
| 859 | |
| 860 | return ret; |
| 861 | } |
| 862 | |
| 863 | static char *game_text_format(game_state *state) |
| 864 | { |
| 865 | return NULL; |
| 866 | } |
| 867 | |
| 868 | static game_ui *new_ui(game_state *state) |
| 869 | { |
| 870 | return NULL; |
| 871 | } |
| 872 | |
| 873 | static void free_ui(game_ui *ui) |
| 874 | { |
| 875 | } |
| 876 | |
| 877 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 878 | game_state *newstate) |
| 879 | { |
| 880 | } |
| 881 | |
| 882 | struct game_drawstate { |
| 883 | int w, h, started; |
| 884 | unsigned char *tiles; |
| 885 | int tilesize; |
| 886 | }; |
| 887 | |
| 888 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
| 889 | int x, int y, int button) |
| 890 | { |
| 891 | int w = from->w, h = from->h, wh = w * h; |
| 892 | game_state *ret; |
| 893 | |
| 894 | if (button == LEFT_BUTTON) { |
| 895 | int tx = FROMCOORD(x), ty = FROMCOORD(y); |
| 896 | if (tx >= 0 && tx < w && ty >= 0 && ty < h) { |
| 897 | int i, j, done; |
| 898 | |
| 899 | ret = dup_game(from); |
| 900 | |
| 901 | if (!ret->completed) |
| 902 | ret->moves++; |
| 903 | |
| 904 | i = ty * w + tx; |
| 905 | |
| 906 | done = TRUE; |
| 907 | for (j = 0; j < wh; j++) { |
| 908 | ret->grid[j] ^= ret->matrix->matrix[i*wh+j]; |
| 909 | if (ret->grid[j] & 1) |
| 910 | done = FALSE; |
| 911 | } |
| 912 | ret->grid[i] ^= 2; /* toggle hint */ |
| 913 | if (done) { |
| 914 | ret->completed = TRUE; |
| 915 | ret->hints_active = FALSE; |
| 916 | } |
| 917 | |
| 918 | return ret; |
| 919 | } |
| 920 | } |
| 921 | |
| 922 | return NULL; |
| 923 | } |
| 924 | |
| 925 | /* ---------------------------------------------------------------------- |
| 926 | * Drawing routines. |
| 927 | */ |
| 928 | |
| 929 | static void game_size(game_params *params, game_drawstate *ds, |
| 930 | int *x, int *y, int expand) |
| 931 | { |
| 932 | int tsx, tsy, ts; |
| 933 | /* |
| 934 | * Each window dimension equals the tile size times one more |
| 935 | * than the grid dimension (the border is half the width of the |
| 936 | * tiles). |
| 937 | */ |
| 938 | tsx = *x / (params->w + 1); |
| 939 | tsy = *y / (params->h + 1); |
| 940 | ts = min(tsx, tsy); |
| 941 | if (expand) |
| 942 | ds->tilesize = ts; |
| 943 | else |
| 944 | ds->tilesize = min(ts, PREFERRED_TILE_SIZE); |
| 945 | |
| 946 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 947 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 948 | } |
| 949 | |
| 950 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 951 | { |
| 952 | float *ret = snewn(3 * NCOLOURS, float); |
| 953 | |
| 954 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 955 | |
| 956 | ret[COL_WRONG * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 3; |
| 957 | ret[COL_WRONG * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 3; |
| 958 | ret[COL_WRONG * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 3; |
| 959 | |
| 960 | ret[COL_RIGHT * 3 + 0] = 1.0F; |
| 961 | ret[COL_RIGHT * 3 + 1] = 1.0F; |
| 962 | ret[COL_RIGHT * 3 + 2] = 1.0F; |
| 963 | |
| 964 | ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F; |
| 965 | ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F; |
| 966 | ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F; |
| 967 | |
| 968 | ret[COL_DIAG * 3 + 0] = ret[COL_GRID * 3 + 0]; |
| 969 | ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1]; |
| 970 | ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2]; |
| 971 | |
| 972 | ret[COL_HINT * 3 + 0] = 1.0F; |
| 973 | ret[COL_HINT * 3 + 1] = 0.0F; |
| 974 | ret[COL_HINT * 3 + 2] = 0.0F; |
| 975 | |
| 976 | *ncolours = NCOLOURS; |
| 977 | return ret; |
| 978 | } |
| 979 | |
| 980 | static game_drawstate *game_new_drawstate(game_state *state) |
| 981 | { |
| 982 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 983 | int i; |
| 984 | |
| 985 | ds->started = FALSE; |
| 986 | ds->w = state->w; |
| 987 | ds->h = state->h; |
| 988 | ds->tiles = snewn(ds->w*ds->h, unsigned char); |
| 989 | ds->tilesize = 0; /* haven't decided yet */ |
| 990 | for (i = 0; i < ds->w*ds->h; i++) |
| 991 | ds->tiles[i] = -1; |
| 992 | |
| 993 | return ds; |
| 994 | } |
| 995 | |
| 996 | static void game_free_drawstate(game_drawstate *ds) |
| 997 | { |
| 998 | sfree(ds->tiles); |
| 999 | sfree(ds); |
| 1000 | } |
| 1001 | |
| 1002 | static void draw_tile(frontend *fe, game_drawstate *ds, |
| 1003 | game_state *state, int x, int y, int tile, int anim, |
| 1004 | float animtime) |
| 1005 | { |
| 1006 | int w = ds->w, h = ds->h, wh = w * h; |
| 1007 | int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER; |
| 1008 | int i, j; |
| 1009 | |
| 1010 | clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1); |
| 1011 | |
| 1012 | draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1, |
| 1013 | anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT); |
| 1014 | if (anim) { |
| 1015 | /* |
| 1016 | * Draw a polygon indicating that the square is diagonally |
| 1017 | * flipping over. |
| 1018 | */ |
| 1019 | int coords[8], colour; |
| 1020 | |
| 1021 | coords[0] = bx + TILE_SIZE; |
| 1022 | coords[1] = by; |
| 1023 | coords[2] = bx + TILE_SIZE * animtime; |
| 1024 | coords[3] = by + TILE_SIZE * animtime; |
| 1025 | coords[4] = bx; |
| 1026 | coords[5] = by + TILE_SIZE; |
| 1027 | coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime; |
| 1028 | coords[7] = by + TILE_SIZE - TILE_SIZE * animtime; |
| 1029 | |
| 1030 | colour = (tile & 1 ? COL_WRONG : COL_RIGHT); |
| 1031 | if (animtime < 0.5) |
| 1032 | colour = COL_WRONG + COL_RIGHT - colour; |
| 1033 | |
| 1034 | draw_polygon(fe, coords, 4, TRUE, colour); |
| 1035 | draw_polygon(fe, coords, 4, FALSE, COL_GRID); |
| 1036 | } |
| 1037 | |
| 1038 | /* |
| 1039 | * Draw a little diagram in the tile which indicates which |
| 1040 | * surrounding tiles flip when this one is clicked. |
| 1041 | */ |
| 1042 | for (i = 0; i < h; i++) |
| 1043 | for (j = 0; j < w; j++) |
| 1044 | if (state->matrix->matrix[(y*w+x)*wh + i*w+j]) { |
| 1045 | int ox = j - x, oy = i - y; |
| 1046 | int td = TILE_SIZE / 16; |
| 1047 | int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td; |
| 1048 | int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td; |
| 1049 | if (ox == 0 && oy == 0) |
| 1050 | draw_rect(fe, cx, cy, 2*td+1, 2*td+1, COL_DIAG); |
| 1051 | else { |
| 1052 | draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG); |
| 1053 | draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG); |
| 1054 | draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG); |
| 1055 | draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG); |
| 1056 | } |
| 1057 | } |
| 1058 | |
| 1059 | /* |
| 1060 | * Draw a hint rectangle if required. |
| 1061 | */ |
| 1062 | if (tile & 2) { |
| 1063 | int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20; |
| 1064 | int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20; |
| 1065 | int i = 3; |
| 1066 | while (i--) { |
| 1067 | draw_line(fe, x1, y1, x2, y1, COL_HINT); |
| 1068 | draw_line(fe, x1, y2, x2, y2, COL_HINT); |
| 1069 | draw_line(fe, x1, y1, x1, y2, COL_HINT); |
| 1070 | draw_line(fe, x2, y1, x2, y2, COL_HINT); |
| 1071 | x1++, y1++, x2--, y2--; |
| 1072 | } |
| 1073 | } |
| 1074 | |
| 1075 | unclip(fe); |
| 1076 | |
| 1077 | draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1); |
| 1078 | } |
| 1079 | |
| 1080 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 1081 | game_state *state, int dir, game_ui *ui, |
| 1082 | float animtime, float flashtime) |
| 1083 | { |
| 1084 | int w = ds->w, h = ds->h, wh = w * h; |
| 1085 | int i, flashframe; |
| 1086 | |
| 1087 | if (!ds->started) { |
| 1088 | draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER, |
| 1089 | TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND); |
| 1090 | |
| 1091 | /* |
| 1092 | * Draw the grid lines. |
| 1093 | */ |
| 1094 | for (i = 0; i <= w; i++) |
| 1095 | draw_line(fe, i * TILE_SIZE + BORDER, BORDER, |
| 1096 | i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER, |
| 1097 | COL_GRID); |
| 1098 | for (i = 0; i <= h; i++) |
| 1099 | draw_line(fe, BORDER, i * TILE_SIZE + BORDER, |
| 1100 | w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER, |
| 1101 | COL_GRID); |
| 1102 | |
| 1103 | draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER, |
| 1104 | TILE_SIZE * h + 2 * BORDER); |
| 1105 | |
| 1106 | ds->started = TRUE; |
| 1107 | } |
| 1108 | |
| 1109 | if (flashtime) |
| 1110 | flashframe = flashtime / FLASH_FRAME; |
| 1111 | else |
| 1112 | flashframe = -1; |
| 1113 | |
| 1114 | animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */ |
| 1115 | |
| 1116 | for (i = 0; i < wh; i++) { |
| 1117 | int x = i % w, y = i / w; |
| 1118 | int fx, fy, fd; |
| 1119 | int v = state->grid[i]; |
| 1120 | int vv; |
| 1121 | |
| 1122 | if (flashframe >= 0) { |
| 1123 | fx = (w+1)/2 - min(x+1, w-x); |
| 1124 | fy = (h+1)/2 - min(y+1, h-y); |
| 1125 | fd = max(fx, fy); |
| 1126 | if (fd == flashframe) |
| 1127 | v |= 1; |
| 1128 | else if (fd == flashframe - 1) |
| 1129 | v &= ~1; |
| 1130 | } |
| 1131 | |
| 1132 | if (!state->hints_active) |
| 1133 | v &= ~2; |
| 1134 | |
| 1135 | if (oldstate && state->grid[i] != oldstate->grid[i]) |
| 1136 | vv = 255; /* means `animated' */ |
| 1137 | else |
| 1138 | vv = v; |
| 1139 | |
| 1140 | if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) { |
| 1141 | draw_tile(fe, ds, state, x, y, v, vv == 255, animtime); |
| 1142 | ds->tiles[i] = vv; |
| 1143 | } |
| 1144 | } |
| 1145 | |
| 1146 | { |
| 1147 | char buf[256]; |
| 1148 | |
| 1149 | sprintf(buf, "%sMoves: %d", |
| 1150 | (state->completed ? |
| 1151 | (state->cheated ? "Auto-solved. " : "COMPLETED! ") : |
| 1152 | (state->cheated ? "Auto-solver used. " : "")), |
| 1153 | state->moves); |
| 1154 | |
| 1155 | status_bar(fe, buf); |
| 1156 | } |
| 1157 | } |
| 1158 | |
| 1159 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1160 | int dir, game_ui *ui) |
| 1161 | { |
| 1162 | return ANIM_TIME; |
| 1163 | } |
| 1164 | |
| 1165 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1166 | int dir, game_ui *ui) |
| 1167 | { |
| 1168 | if (!oldstate->completed && newstate->completed) |
| 1169 | return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1); |
| 1170 | |
| 1171 | return 0.0F; |
| 1172 | } |
| 1173 | |
| 1174 | static int game_wants_statusbar(void) |
| 1175 | { |
| 1176 | return TRUE; |
| 1177 | } |
| 1178 | |
| 1179 | static int game_timing_state(game_state *state) |
| 1180 | { |
| 1181 | return TRUE; |
| 1182 | } |
| 1183 | |
| 1184 | #ifdef COMBINED |
| 1185 | #define thegame flip |
| 1186 | #endif |
| 1187 | |
| 1188 | const struct game thegame = { |
| 1189 | "Flip", "games.flip", |
| 1190 | default_params, |
| 1191 | game_fetch_preset, |
| 1192 | decode_params, |
| 1193 | encode_params, |
| 1194 | free_params, |
| 1195 | dup_params, |
| 1196 | TRUE, game_configure, custom_params, |
| 1197 | validate_params, |
| 1198 | new_game_desc, |
| 1199 | game_free_aux_info, |
| 1200 | validate_desc, |
| 1201 | new_game, |
| 1202 | dup_game, |
| 1203 | free_game, |
| 1204 | TRUE, solve_game, |
| 1205 | FALSE, game_text_format, |
| 1206 | new_ui, |
| 1207 | free_ui, |
| 1208 | game_changed_state, |
| 1209 | make_move, |
| 1210 | game_size, |
| 1211 | game_colours, |
| 1212 | game_new_drawstate, |
| 1213 | game_free_drawstate, |
| 1214 | game_redraw, |
| 1215 | game_anim_length, |
| 1216 | game_flash_length, |
| 1217 | game_wants_statusbar, |
| 1218 | FALSE, game_timing_state, |
| 1219 | 0, /* mouse_priorities */ |
| 1220 | }; |