2 * flip.c: Puzzle involving lighting up all the squares on a grid,
3 * where each click toggles an overlapping set of lights.
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
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 )
40 #define ANIM_TIME 0.25F
41 #define FLASH_FRAME 0.07F
44 * Possible ways to decide which lights are toggled by each click.
45 * Essentially, each of these describes a means of inventing a
58 * This structure is shared between all the game_states describing
59 * a particular game, so it's reference-counted.
63 unsigned char *matrix
; /* array of (w*h) by (w*h) */
69 unsigned char *grid
; /* array of w*h */
70 struct matrix
*matrix
;
73 static game_params
*default_params(void)
75 game_params
*ret
= snew(game_params
);
78 ret
->matrix_type
= CROSSES
;
83 static const struct game_params flip_presets
[] = {
92 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
97 if (i
< 0 || i
>= lenof(flip_presets
))
100 ret
= snew(game_params
);
101 *ret
= flip_presets
[i
];
103 sprintf(str
, "%dx%d %s", ret
->w
, ret
->h
,
104 ret
->matrix_type
== CROSSES ?
"Crosses" : "Random");
111 static void free_params(game_params
*params
)
116 static game_params
*dup_params(game_params
*params
)
118 game_params
*ret
= snew(game_params
);
119 *ret
= *params
; /* structure copy */
123 static void decode_params(game_params
*ret
, char const *string
)
125 ret
->w
= ret
->h
= atoi(string
);
126 while (*string
&& isdigit(*string
)) string
++;
127 if (*string
== 'x') {
129 ret
->h
= atoi(string
);
130 while (*string
&& isdigit(*string
)) string
++;
132 if (*string
== 'r') {
134 ret
->matrix_type
= RANDOM
;
135 } else if (*string
== 'c') {
137 ret
->matrix_type
= CROSSES
;
141 static char *encode_params(game_params
*params
, int full
)
145 sprintf(data
, "%dx%d%s", params
->w
, params
->h
,
146 !full ?
"" : params
->matrix_type
== CROSSES ?
"c" : "r");
151 static config_item
*game_configure(game_params
*params
)
153 config_item
*ret
= snewn(4, config_item
);
156 ret
[0].name
= "Width";
157 ret
[0].type
= C_STRING
;
158 sprintf(buf
, "%d", params
->w
);
159 ret
[0].sval
= dupstr(buf
);
162 ret
[1].name
= "Height";
163 ret
[1].type
= C_STRING
;
164 sprintf(buf
, "%d", params
->h
);
165 ret
[1].sval
= dupstr(buf
);
168 ret
[2].name
= "Shape type";
169 ret
[2].type
= C_CHOICES
;
170 ret
[2].sval
= ":Crosses:Random";
171 ret
[2].ival
= params
->matrix_type
;
181 static game_params
*custom_params(config_item
*cfg
)
183 game_params
*ret
= snew(game_params
);
185 ret
->w
= atoi(cfg
[0].sval
);
186 ret
->h
= atoi(cfg
[1].sval
);
187 ret
->matrix_type
= cfg
[2].ival
;
192 static char *validate_params(game_params
*params
)
194 if (params
->w
<= 0 || params
->h
<= 0)
195 return "Width and height must both be greater than zero";
199 static char *encode_bitmap(unsigned char *bmp
, int len
)
201 int slen
= (len
+ 3) / 4;
205 ret
= snewn(slen
+ 1, char);
206 for (i
= 0; i
< slen
; i
++) {
209 for (j
= 0; j
< 4; j
++)
210 if (i
*4+j
< len
&& bmp
[i
*4+j
])
212 ret
[i
] = "0123456789abcdef"[v
];
218 static void decode_bitmap(unsigned char *bmp
, int len
, char *hex
)
220 int slen
= (len
+ 3) / 4;
223 for (i
= 0; i
< slen
; i
++) {
224 int j
, v
, c
= hex
[i
];
225 if (c
>= '0' && c
<= '9')
227 else if (c
>= 'A' && c
<= 'F')
229 else if (c
>= 'a' && c
<= 'f')
232 v
= 0; /* shouldn't happen */
233 for (j
= 0; j
< 4; j
++) {
245 * Structure used during random matrix generation, and a compare
246 * function to permit storage in a tree234.
249 int cx
, cy
; /* coords of click square */
250 int x
, y
; /* coords of output square */
252 * Number of click squares which currently affect this output
257 * Number of output squares currently affected by this click
262 #define SORT(field) do { \
263 if (a->field < b->field) \
265 else if (a->field > b->field) \
269 * Compare function for choosing the next square to add. We must
270 * sort by coverage, then by omino size, then everything else.
272 static int sqcmp_pick(void *av
, void *bv
)
274 struct sq
*a
= (struct sq
*)av
;
275 struct sq
*b
= (struct sq
*)bv
;
285 * Compare function for adjusting the coverage figures after a
286 * change. We sort first by coverage and output square, then by
289 static int sqcmp_cov(void *av
, void *bv
)
291 struct sq
*a
= (struct sq
*)av
;
292 struct sq
*b
= (struct sq
*)bv
;
302 * Compare function for adjusting the omino sizes after a change.
303 * We sort first by omino size and input square, then by everything
306 static int sqcmp_osize(void *av
, void *bv
)
308 struct sq
*a
= (struct sq
*)av
;
309 struct sq
*b
= (struct sq
*)bv
;
318 static void addsq(tree234
*t
, int w
, int h
, int cx
, int cy
,
319 int x
, int y
, unsigned char *matrix
)
325 if (x
< 0 || x
>= w
|| y
< 0 || y
>= h
)
327 if (abs(x
-cx
) > 1 || abs(y
-cy
) > 1)
329 if (matrix
[(cy
*w
+cx
) * wh
+ y
*w
+x
])
332 sq
= snew(struct sq
);
337 sq
->coverage
= sq
->ominosize
= 0;
338 for (i
= 0; i
< wh
; i
++) {
339 if (matrix
[i
* wh
+ y
*w
+x
])
341 if (matrix
[(cy
*w
+cx
) * wh
+ i
])
345 if (add234(t
, sq
) != sq
)
346 sfree(sq
); /* already there */
348 static void addneighbours(tree234
*t
, int w
, int h
, int cx
, int cy
,
349 int x
, int y
, unsigned char *matrix
)
351 addsq(t
, w
, h
, cx
, cy
, x
-1, y
, matrix
);
352 addsq(t
, w
, h
, cx
, cy
, x
+1, y
, matrix
);
353 addsq(t
, w
, h
, cx
, cy
, x
, y
-1, matrix
);
354 addsq(t
, w
, h
, cx
, cy
, x
, y
+1, matrix
);
357 static char *new_game_desc(game_params
*params
, random_state
*rs
,
358 game_aux_info
**aux
, int interactive
)
360 int w
= params
->w
, h
= params
->h
, wh
= w
* h
;
362 unsigned char *matrix
, *grid
;
363 char *mbmp
, *gbmp
, *ret
;
365 matrix
= snewn(wh
* wh
, unsigned char);
366 grid
= snewn(wh
, unsigned char);
369 * First set up the matrix.
371 switch (params
->matrix_type
) {
373 for (i
= 0; i
< wh
; i
++) {
374 int ix
= i
% w
, iy
= i
/ w
;
375 for (j
= 0; j
< wh
; j
++) {
376 int jx
= j
% w
, jy
= j
/ w
;
377 if (abs(jx
- ix
) + abs(jy
- iy
) <= 1)
386 tree234
*pick
, *cov
, *osize
;
389 pick
= newtree234(sqcmp_pick
);
390 cov
= newtree234(sqcmp_cov
);
391 osize
= newtree234(sqcmp_osize
);
393 memset(matrix
, 0, wh
* wh
);
394 for (i
= 0; i
< wh
; i
++) {
398 for (i
= 0; i
< wh
; i
++) {
399 int ix
= i
% w
, iy
= i
/ w
;
400 addneighbours(pick
, w
, h
, ix
, iy
, ix
, iy
, matrix
);
401 addneighbours(cov
, w
, h
, ix
, iy
, ix
, iy
, matrix
);
402 addneighbours(osize
, w
, h
, ix
, iy
, ix
, iy
, matrix
);
406 * Repeatedly choose a square to add to the matrix,
407 * until we have enough. I'll arbitrarily choose our
408 * limit to be the same as the total number of set bits
409 * in the crosses matrix.
411 limit
= 4*wh
- 2*(w
+h
); /* centre squares already present */
413 while (limit
-- > 0) {
414 struct sq
*sq
, *sq2
, sqlocal
;
418 * Find the lowest element in the pick tree.
420 sq
= index234(pick
, 0);
423 * Find the highest element with the same coverage
424 * and omino size, by setting all other elements to
428 sqlocal
.cx
= sqlocal
.cy
= sqlocal
.x
= sqlocal
.y
= wh
;
429 sq
= findrelpos234(pick
, &sqlocal
, NULL
, REL234_LT
, &k
);
433 * Pick at random from all elements up to k of the
436 k
= random_upto(rs
, k
+1);
437 sq
= delpos234(pick
, k
);
442 * Add this square to the matrix.
444 matrix
[(sq
->cy
* w
+ sq
->cx
) * wh
+ (sq
->y
* w
+ sq
->x
)] = 1;
447 * Correct the matrix coverage field of any sq
448 * which points at this output square.
451 sqlocal
.cx
= sqlocal
.cy
= sqlocal
.ominosize
= -1;
452 while ((sq2
= findrel234(cov
, &sqlocal
, NULL
,
453 REL234_GT
)) != NULL
&&
454 sq2
->coverage
== sq
->coverage
&&
455 sq2
->x
== sq
->x
&& sq2
->y
== sq
->y
) {
466 * Correct the omino size field of any sq which
467 * points at this input square.
470 sqlocal
.x
= sqlocal
.y
= sqlocal
.coverage
= -1;
471 while ((sq2
= findrel234(osize
, &sqlocal
, NULL
,
472 REL234_GT
)) != NULL
&&
473 sq2
->ominosize
== sq
->ominosize
&&
474 sq2
->cx
== sq
->cx
&& sq2
->cy
== sq
->cy
) {
485 * The sq we actually picked out of the tree is
486 * finished with; but its neighbours now need to
489 addneighbours(pick
, w
,h
, sq
->cx
,sq
->cy
, sq
->x
,sq
->y
, matrix
);
490 addneighbours(cov
, w
,h
, sq
->cx
,sq
->cy
, sq
->x
,sq
->y
, matrix
);
491 addneighbours(osize
, w
,h
, sq
->cx
,sq
->cy
, sq
->x
,sq
->y
, matrix
);
496 * Free all remaining sq structures.
500 while ((sq
= delpos234(pick
, 0)) != NULL
)
508 * Finally, check to see if any two matrix rows are
509 * exactly identical. If so, this is not an acceptable
510 * matrix, and we give up and go round again.
512 * I haven't been immediately able to think of a
513 * plausible means of algorithmically avoiding this
514 * situation (by, say, making a small perturbation to
515 * an offending matrix), so for the moment I'm just
516 * going to deal with it by throwing the whole thing
517 * away. I suspect this will lead to scalability
518 * problems (since most of the things happening in
519 * these matrices are local, the chance of _some_
520 * neighbourhood having two identical regions will
521 * increase with the grid area), but so far this puzzle
522 * seems to be really hard at large sizes so I'm not
523 * massively worried yet. Anyone needs this done
524 * better, they're welcome to submit a patch.
526 for (i
= 0; i
< wh
; i
++) {
527 for (j
= 0; j
< wh
; j
++)
529 !memcmp(matrix
+ i
* wh
, matrix
+ j
* wh
, wh
))
535 break; /* no matches found */
541 * Now invent a random initial set of lights.
543 * At first glance it looks as if it might be quite difficult
544 * to choose equiprobably from all soluble light sets. After
545 * all, soluble light sets are those in the image space of the
546 * transformation matrix; so first we'd have to identify that
547 * space and its dimension, then pick a random coordinate for
548 * each basis vector and recombine. Lot of fiddly matrix
551 * However, vector spaces are nicely orthogonal and relieve us
552 * of all that difficulty. For every point in the image space,
553 * there are precisely as many points in the input space that
554 * map to it as there are elements in the kernel of the
555 * transformation matrix (because adding any kernel element to
556 * the input does not change the output, and because any two
557 * inputs mapping to the same output must differ by an element
558 * of the kernel because that's what the kernel _is_); and
559 * these cosets are all disjoint (obviously, since no input
560 * point can map to more than one output point) and cover the
561 * whole space (equally obviously, because no input point can
562 * map to fewer than one output point!).
564 * So the input space contains the same number of points for
565 * each point in the output space; thus, we can simply choose
566 * equiprobably from elements of the _input_ space, and filter
567 * the result through the transformation matrix in the obvious
568 * way, and we thereby guarantee to choose equiprobably from
569 * all the output points. Phew!
573 for (i
= 0; i
< wh
; i
++) {
574 int v
= random_upto(rs
, 2);
576 for (j
= 0; j
< wh
; j
++)
577 grid
[j
] ^= matrix
[i
*wh
+j
];
581 * Ensure we don't have the starting state already!
583 for (i
= 0; i
< wh
; i
++)
591 * Now encode the matrix and the starting grid as a game
592 * description. We'll do this by concatenating two great big
595 mbmp
= encode_bitmap(matrix
, wh
*wh
);
596 gbmp
= encode_bitmap(grid
, wh
);
597 ret
= snewn(strlen(mbmp
) + strlen(gbmp
) + 2, char);
598 sprintf(ret
, "%s,%s", mbmp
, gbmp
);
604 static void game_free_aux_info(game_aux_info
*aux
)
606 assert(!"Shouldn't happen");
609 static char *validate_desc(game_params
*params
, char *desc
)
611 int w
= params
->w
, h
= params
->h
, wh
= w
* h
;
612 int mlen
= (wh
*wh
+3)/4, glen
= (wh
+3)/4;
614 if (strspn(desc
, "0123456789abcdefABCDEF") != mlen
)
615 return "Matrix description is wrong length";
616 if (desc
[mlen
] != ',')
617 return "Expected comma after matrix description";
618 if (strspn(desc
+mlen
+1, "0123456789abcdefABCDEF") != glen
)
619 return "Grid description is wrong length";
620 if (desc
[mlen
+1+glen
])
621 return "Unexpected data after grid description";
626 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
628 int w
= params
->w
, h
= params
->h
, wh
= w
* h
;
629 int mlen
= (wh
*wh
+3)/4;
631 game_state
*state
= snew(game_state
);
635 state
->completed
= FALSE
;
637 state
->matrix
= snew(struct matrix
);
638 state
->matrix
->refcount
= 1;
639 state
->matrix
->matrix
= snewn(wh
*wh
, unsigned char);
640 decode_bitmap(state
->matrix
->matrix
, wh
*wh
, desc
);
641 state
->grid
= snewn(wh
, unsigned char);
642 decode_bitmap(state
->grid
, wh
, desc
+ mlen
+ 1);
647 static game_state
*dup_game(game_state
*state
)
649 game_state
*ret
= snew(game_state
);
653 ret
->completed
= state
->completed
;
654 ret
->moves
= state
->moves
;
655 ret
->matrix
= state
->matrix
;
656 state
->matrix
->refcount
++;
657 ret
->grid
= snewn(ret
->w
* ret
->h
, unsigned char);
658 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
663 static void free_game(game_state
*state
)
666 if (--state
->matrix
->refcount
<= 0) {
667 sfree(state
->matrix
->matrix
);
668 sfree(state
->matrix
);
673 static game_state
*solve_game(game_state
*state
, game_state
*currstate
,
674 game_aux_info
*aux
, char **error
)
679 static char *game_text_format(game_state
*state
)
684 static game_ui
*new_ui(game_state
*state
)
689 static void free_ui(game_ui
*ui
)
693 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
694 game_state
*newstate
)
698 struct game_drawstate
{
700 unsigned char *tiles
;
704 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
705 int x
, int y
, int button
)
707 int w
= from
->w
, h
= from
->h
, wh
= w
* h
;
710 if (button
== LEFT_BUTTON
) {
711 int tx
= FROMCOORD(x
), ty
= FROMCOORD(y
);
712 if (tx
>= 0 && tx
< w
&& ty
>= 0 && ty
< h
) {
715 ret
= dup_game(from
);
723 for (j
= 0; j
< wh
; j
++) {
724 ret
->grid
[j
] ^= ret
->matrix
->matrix
[i
*wh
+j
];
725 if (ret
->grid
[j
] & 1)
729 ret
->completed
= TRUE
;
738 /* ----------------------------------------------------------------------
742 static void game_size(game_params
*params
, game_drawstate
*ds
,
743 int *x
, int *y
, int expand
)
747 * Each window dimension equals the tile size times one more
748 * than the grid dimension (the border is half the width of the
751 tsx
= *x
/ (params
->w
+ 1);
752 tsy
= *y
/ (params
->h
+ 1);
757 ds
->tilesize
= min(ts
, PREFERRED_TILE_SIZE
);
759 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
760 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
763 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
765 float *ret
= snewn(3 * NCOLOURS
, float);
767 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
769 ret
[COL_WRONG
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] / 3;
770 ret
[COL_WRONG
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] / 3;
771 ret
[COL_WRONG
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] / 3;
773 ret
[COL_RIGHT
* 3 + 0] = 1.0F
;
774 ret
[COL_RIGHT
* 3 + 1] = 1.0F
;
775 ret
[COL_RIGHT
* 3 + 2] = 1.0F
;
777 ret
[COL_GRID
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] / 1.5F
;
778 ret
[COL_GRID
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] / 1.5F
;
779 ret
[COL_GRID
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] / 1.5F
;
781 ret
[COL_DIAG
* 3 + 0] = ret
[COL_GRID
* 3 + 0];
782 ret
[COL_DIAG
* 3 + 1] = ret
[COL_GRID
* 3 + 1];
783 ret
[COL_DIAG
* 3 + 2] = ret
[COL_GRID
* 3 + 2];
785 *ncolours
= NCOLOURS
;
789 static game_drawstate
*game_new_drawstate(game_state
*state
)
791 struct game_drawstate
*ds
= snew(struct game_drawstate
);
797 ds
->tiles
= snewn(ds
->w
*ds
->h
, unsigned char);
798 ds
->tilesize
= 0; /* haven't decided yet */
799 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
805 static void game_free_drawstate(game_drawstate
*ds
)
811 static void draw_tile(frontend
*fe
, game_drawstate
*ds
,
812 game_state
*state
, int x
, int y
, int tile
, int anim
,
815 int w
= ds
->w
, h
= ds
->h
, wh
= w
* h
;
816 int bx
= x
* TILE_SIZE
+ BORDER
, by
= y
* TILE_SIZE
+ BORDER
;
819 clip(fe
, bx
+1, by
+1, TILE_SIZE
-1, TILE_SIZE
-1);
821 draw_rect(fe
, bx
+1, by
+1, TILE_SIZE
-1, TILE_SIZE
-1,
822 anim ? COL_BACKGROUND
: tile
& 1 ? COL_WRONG
: COL_RIGHT
);
825 * Draw a polygon indicating that the square is diagonally
828 int coords
[8], colour
;
830 coords
[0] = bx
+ TILE_SIZE
;
832 coords
[2] = bx
+ TILE_SIZE
* animtime
;
833 coords
[3] = by
+ TILE_SIZE
* animtime
;
835 coords
[5] = by
+ TILE_SIZE
;
836 coords
[6] = bx
+ TILE_SIZE
- TILE_SIZE
* animtime
;
837 coords
[7] = by
+ TILE_SIZE
- TILE_SIZE
* animtime
;
839 colour
= (tile
& 1 ? COL_WRONG
: COL_RIGHT
);
841 colour
= COL_WRONG
+ COL_RIGHT
- colour
;
843 draw_polygon(fe
, coords
, 4, TRUE
, colour
);
844 draw_polygon(fe
, coords
, 4, FALSE
, COL_GRID
);
848 * Draw a little diagram in the tile which indicates which
849 * surrounding tiles flip when this one is clicked.
851 for (i
= 0; i
< h
; i
++)
852 for (j
= 0; j
< w
; j
++)
853 if (state
->matrix
->matrix
[(y
*w
+x
)*wh
+ i
*w
+j
]) {
854 int ox
= j
- x
, oy
= i
- y
;
855 int td
= TILE_SIZE
/ 16;
856 int cx
= (bx
+ TILE_SIZE
/2) + (2 * ox
- 1) * td
;
857 int cy
= (by
+ TILE_SIZE
/2) + (2 * oy
- 1) * td
;
858 if (ox
== 0 && oy
== 0)
859 draw_rect(fe
, cx
, cy
, 2*td
+1, 2*td
+1, COL_DIAG
);
861 draw_line(fe
, cx
, cy
, cx
+2*td
, cy
, COL_DIAG
);
862 draw_line(fe
, cx
, cy
+2*td
, cx
+2*td
, cy
+2*td
, COL_DIAG
);
863 draw_line(fe
, cx
, cy
, cx
, cy
+2*td
, COL_DIAG
);
864 draw_line(fe
, cx
+2*td
, cy
, cx
+2*td
, cy
+2*td
, COL_DIAG
);
870 draw_update(fe
, bx
+1, by
+1, TILE_SIZE
-1, TILE_SIZE
-1);
873 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
874 game_state
*state
, int dir
, game_ui
*ui
,
875 float animtime
, float flashtime
)
877 int w
= ds
->w
, h
= ds
->h
, wh
= w
* h
;
881 draw_rect(fe
, 0, 0, TILE_SIZE
* w
+ 2 * BORDER
,
882 TILE_SIZE
* h
+ 2 * BORDER
, COL_BACKGROUND
);
885 * Draw the grid lines.
887 for (i
= 0; i
<= w
; i
++)
888 draw_line(fe
, i
* TILE_SIZE
+ BORDER
, BORDER
,
889 i
* TILE_SIZE
+ BORDER
, h
* TILE_SIZE
+ BORDER
,
891 for (i
= 0; i
<= h
; i
++)
892 draw_line(fe
, BORDER
, i
* TILE_SIZE
+ BORDER
,
893 w
* TILE_SIZE
+ BORDER
, i
* TILE_SIZE
+ BORDER
,
896 draw_update(fe
, 0, 0, TILE_SIZE
* w
+ 2 * BORDER
,
897 TILE_SIZE
* h
+ 2 * BORDER
);
903 flashframe
= flashtime
/ FLASH_FRAME
;
907 animtime
/= ANIM_TIME
; /* scale it so it goes from 0 to 1 */
909 for (i
= 0; i
< wh
; i
++) {
910 int x
= i
% w
, y
= i
/ w
;
912 int v
= state
->grid
[i
];
915 if (flashframe
>= 0) {
916 fx
= (w
+1)/2 - min(x
+1, w
-x
);
917 fy
= (h
+1)/2 - min(y
+1, h
-y
);
919 if (fd
== flashframe
)
921 else if (fd
== flashframe
- 1)
925 if (oldstate
&& state
->grid
[i
] != oldstate
->grid
[i
])
926 vv
= 255; /* means `animated' */
930 if (ds
->tiles
[i
] == 255 || vv
== 255 || ds
->tiles
[i
] != vv
) {
931 draw_tile(fe
, ds
, state
, x
, y
, v
, vv
== 255, animtime
);
939 sprintf(buf
, "%sMoves: %d", state
->completed ?
"COMPLETED! " : "",
946 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
947 int dir
, game_ui
*ui
)
952 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
953 int dir
, game_ui
*ui
)
955 if (!oldstate
->completed
&& newstate
->completed
)
956 return FLASH_FRAME
* (max((newstate
->w
+1)/2, (newstate
->h
+1)/2)+1);
961 static int game_wants_statusbar(void)
966 static int game_timing_state(game_state
*state
)
975 const struct game thegame
= {
983 TRUE
, game_configure
, custom_params
,
992 FALSE
, game_text_format
,
1000 game_free_drawstate
,
1004 game_wants_statusbar
,
1005 FALSE
, game_timing_state
,
1006 0, /* mouse_priorities */