| 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 | COL_CURSOR, |
| 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 | |
| 33 | #define ANIM_TIME 0.25F |
| 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 | */ |
| 41 | enum { |
| 42 | CROSSES, RANDOM |
| 43 | }; |
| 44 | |
| 45 | struct 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 | */ |
| 54 | struct matrix { |
| 55 | int refcount; |
| 56 | unsigned char *matrix; /* array of (w*h) by (w*h) */ |
| 57 | }; |
| 58 | |
| 59 | struct game_state { |
| 60 | int w, h; |
| 61 | int moves, completed, cheated, hints_active; |
| 62 | unsigned char *grid; /* array of w*h */ |
| 63 | struct matrix *matrix; |
| 64 | }; |
| 65 | |
| 66 | static 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 | |
| 76 | static 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 | |
| 85 | static 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 | |
| 104 | static void free_params(game_params *params) |
| 105 | { |
| 106 | sfree(params); |
| 107 | } |
| 108 | |
| 109 | static 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 | |
| 116 | static void decode_params(game_params *ret, char const *string) |
| 117 | { |
| 118 | ret->w = ret->h = atoi(string); |
| 119 | while (*string && isdigit((unsigned char)*string)) string++; |
| 120 | if (*string == 'x') { |
| 121 | string++; |
| 122 | ret->h = atoi(string); |
| 123 | while (*string && isdigit((unsigned char)*string)) string++; |
| 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 | |
| 134 | static 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 | |
| 144 | static 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 | |
| 174 | static 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 | |
| 185 | static char *validate_params(game_params *params, int full) |
| 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 | |
| 192 | static 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 | |
| 211 | static 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 | */ |
| 241 | struct 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 | */ |
| 265 | static 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 | */ |
| 282 | static 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 | */ |
| 299 | static 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 | } |
| 311 | static 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 | } |
| 341 | static 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 | |
| 350 | static char *new_game_desc(game_params *params, random_state *rs, |
| 351 | char **aux, int interactive) |
| 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); |
| 594 | sfree(matrix); |
| 595 | sfree(grid); |
| 596 | return ret; |
| 597 | } |
| 598 | |
| 599 | static 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 | |
| 616 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 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; |
| 626 | state->cheated = FALSE; |
| 627 | state->hints_active = FALSE; |
| 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 | |
| 639 | static 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; |
| 646 | ret->cheated = state->cheated; |
| 647 | ret->hints_active = state->hints_active; |
| 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 | |
| 657 | static 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 | |
| 667 | static 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 | |
| 674 | static char *solve_game(game_state *state, game_state *currstate, |
| 675 | char *aux, char **error) |
| 676 | { |
| 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; |
| 682 | char *ret; |
| 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); |
| 732 | sfree(und); |
| 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 | /* |
| 839 | * We have a solution. Produce a move string encoding the |
| 840 | * solution. |
| 841 | */ |
| 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'; |
| 847 | |
| 848 | sfree(shortest); |
| 849 | sfree(solution); |
| 850 | sfree(equations); |
| 851 | sfree(und); |
| 852 | |
| 853 | return ret; |
| 854 | } |
| 855 | |
| 856 | static int game_can_format_as_text_now(game_params *params) |
| 857 | { |
| 858 | return TRUE; |
| 859 | } |
| 860 | |
| 861 | static char *game_text_format(game_state *state) |
| 862 | { |
| 863 | return NULL; |
| 864 | } |
| 865 | |
| 866 | struct game_ui { |
| 867 | int cx, cy, cdraw; |
| 868 | }; |
| 869 | |
| 870 | static game_ui *new_ui(game_state *state) |
| 871 | { |
| 872 | game_ui *ui = snew(game_ui); |
| 873 | ui->cx = ui->cy = ui->cdraw = 0; |
| 874 | return ui; |
| 875 | } |
| 876 | |
| 877 | static void free_ui(game_ui *ui) |
| 878 | { |
| 879 | sfree(ui); |
| 880 | } |
| 881 | |
| 882 | static char *encode_ui(game_ui *ui) |
| 883 | { |
| 884 | return NULL; |
| 885 | } |
| 886 | |
| 887 | static void decode_ui(game_ui *ui, char *encoding) |
| 888 | { |
| 889 | } |
| 890 | |
| 891 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 892 | game_state *newstate) |
| 893 | { |
| 894 | } |
| 895 | |
| 896 | struct game_drawstate { |
| 897 | int w, h, started; |
| 898 | unsigned char *tiles; |
| 899 | int tilesize; |
| 900 | }; |
| 901 | |
| 902 | static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, |
| 903 | int x, int y, int button) |
| 904 | { |
| 905 | int w = state->w, h = state->h, wh = w * h; |
| 906 | char buf[80], *nullret = NULL; |
| 907 | |
| 908 | if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) { |
| 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 = ""; |
| 918 | |
| 919 | if (tx >= 0 && tx < w && ty >= 0 && ty < h) { |
| 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 | } |
| 936 | } |
| 937 | } |
| 938 | else if (IS_CURSOR_MOVE(button)) { |
| 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; |
| 948 | ui->cx = min(max(ui->cx, 0), state->w - 1); |
| 949 | ui->cy = min(max(ui->cy, 0), state->h - 1); |
| 950 | ui->cdraw = 1; |
| 951 | nullret = ""; |
| 952 | } |
| 953 | |
| 954 | return nullret; |
| 955 | } |
| 956 | |
| 957 | static 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; |
| 979 | |
| 980 | ret = dup_game(from); |
| 981 | |
| 982 | if (!ret->completed) |
| 983 | ret->moves++; |
| 984 | |
| 985 | i = y * w + x; |
| 986 | |
| 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 | } |
| 998 | |
| 999 | return ret; |
| 1000 | } else |
| 1001 | return NULL; /* can't parse move string */ |
| 1002 | } |
| 1003 | |
| 1004 | /* ---------------------------------------------------------------------- |
| 1005 | * Drawing routines. |
| 1006 | */ |
| 1007 | |
| 1008 | static void game_compute_size(game_params *params, int tilesize, |
| 1009 | int *x, int *y) |
| 1010 | { |
| 1011 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1012 | struct { int tilesize; } ads, *ds = &ads; |
| 1013 | ads.tilesize = tilesize; |
| 1014 | |
| 1015 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 1016 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 1017 | } |
| 1018 | |
| 1019 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1020 | game_params *params, int tilesize) |
| 1021 | { |
| 1022 | ds->tilesize = tilesize; |
| 1023 | } |
| 1024 | |
| 1025 | static float *game_colours(frontend *fe, int *ncolours) |
| 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 | |
| 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 | |
| 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 | |
| 1055 | *ncolours = NCOLOURS; |
| 1056 | return ret; |
| 1057 | } |
| 1058 | |
| 1059 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 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 | |
| 1075 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1076 | { |
| 1077 | sfree(ds->tiles); |
| 1078 | sfree(ds); |
| 1079 | } |
| 1080 | |
| 1081 | static void draw_tile(drawing *dr, game_drawstate *ds, |
| 1082 | game_state *state, int x, int y, int tile, int anim, |
| 1083 | float animtime) |
| 1084 | { |
| 1085 | int w = ds->w, h = ds->h, wh = w * h; |
| 1086 | int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER; |
| 1087 | int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG; |
| 1088 | |
| 1089 | clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1); |
| 1090 | |
| 1091 | draw_rect(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1, |
| 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; |
| 1102 | coords[2] = bx + (int)((float)TILE_SIZE * animtime); |
| 1103 | coords[3] = by + (int)((float)TILE_SIZE * animtime); |
| 1104 | coords[4] = bx; |
| 1105 | coords[5] = by + TILE_SIZE; |
| 1106 | coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime); |
| 1107 | coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime); |
| 1108 | |
| 1109 | colour = (tile & 1 ? COL_WRONG : COL_RIGHT); |
| 1110 | if (animtime < 0.5) |
| 1111 | colour = COL_WRONG + COL_RIGHT - colour; |
| 1112 | |
| 1113 | draw_polygon(dr, coords, 4, colour, COL_GRID); |
| 1114 | } |
| 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) |
| 1128 | draw_rect(dr, cx, cy, 2*td+1, 2*td+1, dcol); |
| 1129 | else { |
| 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); |
| 1134 | } |
| 1135 | } |
| 1136 | |
| 1137 | /* |
| 1138 | * Draw a hint rectangle if required. |
| 1139 | */ |
| 1140 | if (tile & 2) { |
| 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--) { |
| 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); |
| 1149 | x1++, y1++, x2--, y2--; |
| 1150 | } |
| 1151 | } |
| 1152 | |
| 1153 | unclip(dr); |
| 1154 | |
| 1155 | draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1); |
| 1156 | } |
| 1157 | |
| 1158 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 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) { |
| 1166 | draw_rect(dr, 0, 0, TILE_SIZE * w + 2 * BORDER, |
| 1167 | TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND); |
| 1168 | |
| 1169 | /* |
| 1170 | * Draw the grid lines. |
| 1171 | */ |
| 1172 | for (i = 0; i <= w; i++) |
| 1173 | draw_line(dr, i * TILE_SIZE + BORDER, BORDER, |
| 1174 | i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER, |
| 1175 | COL_GRID); |
| 1176 | for (i = 0; i <= h; i++) |
| 1177 | draw_line(dr, BORDER, i * TILE_SIZE + BORDER, |
| 1178 | w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER, |
| 1179 | COL_GRID); |
| 1180 | |
| 1181 | draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER, |
| 1182 | TILE_SIZE * h + 2 * BORDER); |
| 1183 | |
| 1184 | ds->started = TRUE; |
| 1185 | } |
| 1186 | |
| 1187 | if (flashtime) |
| 1188 | flashframe = (int)(flashtime / FLASH_FRAME); |
| 1189 | else |
| 1190 | flashframe = -1; |
| 1191 | |
| 1192 | animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */ |
| 1193 | |
| 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]; |
| 1198 | int vv; |
| 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 | } |
| 1209 | |
| 1210 | if (!state->hints_active) |
| 1211 | v &= ~2; |
| 1212 | if (ui->cdraw && ui->cx == x && ui->cy == y) |
| 1213 | v |= 4; |
| 1214 | |
| 1215 | if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2)) |
| 1216 | vv = 255; /* means `animated' */ |
| 1217 | else |
| 1218 | vv = v; |
| 1219 | |
| 1220 | if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) { |
| 1221 | draw_tile(dr, ds, state, x, y, v, vv == 255, animtime); |
| 1222 | ds->tiles[i] = vv; |
| 1223 | } |
| 1224 | } |
| 1225 | |
| 1226 | { |
| 1227 | char buf[256]; |
| 1228 | |
| 1229 | sprintf(buf, "%sMoves: %d", |
| 1230 | (state->completed ? |
| 1231 | (state->cheated ? "Auto-solved. " : "COMPLETED! ") : |
| 1232 | (state->cheated ? "Auto-solver used. " : "")), |
| 1233 | state->moves); |
| 1234 | |
| 1235 | status_bar(dr, buf); |
| 1236 | } |
| 1237 | } |
| 1238 | |
| 1239 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1240 | int dir, game_ui *ui) |
| 1241 | { |
| 1242 | return ANIM_TIME; |
| 1243 | } |
| 1244 | |
| 1245 | static 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 | |
| 1254 | static int game_status(game_state *state) |
| 1255 | { |
| 1256 | return state->completed ? +1 : 0; |
| 1257 | } |
| 1258 | |
| 1259 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1260 | { |
| 1261 | return TRUE; |
| 1262 | } |
| 1263 | |
| 1264 | static void game_print_size(game_params *params, float *x, float *y) |
| 1265 | { |
| 1266 | } |
| 1267 | |
| 1268 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1269 | { |
| 1270 | } |
| 1271 | |
| 1272 | #ifdef COMBINED |
| 1273 | #define thegame flip |
| 1274 | #endif |
| 1275 | |
| 1276 | const struct game thegame = { |
| 1277 | "Flip", "games.flip", "flip", |
| 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, |
| 1287 | validate_desc, |
| 1288 | new_game, |
| 1289 | dup_game, |
| 1290 | free_game, |
| 1291 | TRUE, solve_game, |
| 1292 | FALSE, game_can_format_as_text_now, game_text_format, |
| 1293 | new_ui, |
| 1294 | free_ui, |
| 1295 | encode_ui, |
| 1296 | decode_ui, |
| 1297 | game_changed_state, |
| 1298 | interpret_move, |
| 1299 | execute_move, |
| 1300 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 1301 | game_colours, |
| 1302 | game_new_drawstate, |
| 1303 | game_free_drawstate, |
| 1304 | game_redraw, |
| 1305 | game_anim_length, |
| 1306 | game_flash_length, |
| 1307 | game_status, |
| 1308 | FALSE, FALSE, game_print_size, game_print, |
| 1309 | TRUE, /* wants_statusbar */ |
| 1310 | FALSE, game_timing_state, |
| 1311 | 0, /* flags */ |
| 1312 | }; |