2 * flip.c: Puzzle involving lighting up all the squares on a grid,
3 * where each click toggles an overlapping set of lights.
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 )
32 #define ANIM_TIME 0.25F
33 #define FLASH_FRAME 0.07F
36 * Possible ways to decide which lights are toggled by each click.
37 * Essentially, each of these describes a means of inventing a
50 * This structure is shared between all the game_states describing
51 * a particular game, so it's reference-counted.
55 unsigned char *matrix; /* array of (w*h) by (w*h) */
60 int moves, completed, cheated, hints_active;
61 unsigned char *grid; /* array of w*h */
62 struct matrix *matrix;
65 static game_params *default_params(void)
67 game_params *ret = snew(game_params);
70 ret->matrix_type = CROSSES;
75 static const struct game_params flip_presets[] = {
84 static int game_fetch_preset(int i, char **name, game_params **params)
89 if (i < 0 || i >= lenof(flip_presets))
92 ret = snew(game_params);
93 *ret = flip_presets[i];
95 sprintf(str, "%dx%d %s", ret->w, ret->h,
96 ret->matrix_type == CROSSES ? "Crosses" : "Random");
103 static void free_params(game_params *params)
108 static game_params *dup_params(game_params *params)
110 game_params *ret = snew(game_params);
111 *ret = *params; /* structure copy */
115 static void decode_params(game_params *ret, char const *string)
117 ret->w = ret->h = atoi(string);
118 while (*string && isdigit(*string)) string++;
119 if (*string == 'x') {
121 ret->h = atoi(string);
122 while (*string && isdigit(*string)) string++;
124 if (*string == 'r') {
126 ret->matrix_type = RANDOM;
127 } else if (*string == 'c') {
129 ret->matrix_type = CROSSES;
133 static char *encode_params(game_params *params, int full)
137 sprintf(data, "%dx%d%s", params->w, params->h,
138 !full ? "" : params->matrix_type == CROSSES ? "c" : "r");
143 static config_item *game_configure(game_params *params)
145 config_item *ret = snewn(4, config_item);
148 ret[0].name = "Width";
149 ret[0].type = C_STRING;
150 sprintf(buf, "%d", params->w);
151 ret[0].sval = dupstr(buf);
154 ret[1].name = "Height";
155 ret[1].type = C_STRING;
156 sprintf(buf, "%d", params->h);
157 ret[1].sval = dupstr(buf);
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;
173 static game_params *custom_params(config_item *cfg)
175 game_params *ret = snew(game_params);
177 ret->w = atoi(cfg[0].sval);
178 ret->h = atoi(cfg[1].sval);
179 ret->matrix_type = cfg[2].ival;
184 static char *validate_params(game_params *params)
186 if (params->w <= 0 || params->h <= 0)
187 return "Width and height must both be greater than zero";
191 static char *encode_bitmap(unsigned char *bmp, int len)
193 int slen = (len + 3) / 4;
197 ret = snewn(slen + 1, char);
198 for (i = 0; i < slen; i++) {
201 for (j = 0; j < 4; j++)
202 if (i*4+j < len && bmp[i*4+j])
204 ret[i] = "0123456789abcdef"[v];
210 static void decode_bitmap(unsigned char *bmp, int len, char *hex)
212 int slen = (len + 3) / 4;
215 for (i = 0; i < slen; i++) {
216 int j, v, c = hex[i];
217 if (c >= '0' && c <= '9')
219 else if (c >= 'A' && c <= 'F')
221 else if (c >= 'a' && c <= 'f')
224 v = 0; /* shouldn't happen */
225 for (j = 0; j < 4; j++) {
237 * Structure used during random matrix generation, and a compare
238 * function to permit storage in a tree234.
241 int cx, cy; /* coords of click square */
242 int x, y; /* coords of output square */
244 * Number of click squares which currently affect this output
249 * Number of output squares currently affected by this click
254 #define SORT(field) do { \
255 if (a->field < b->field) \
257 else if (a->field > b->field) \
261 * Compare function for choosing the next square to add. We must
262 * sort by coverage, then by omino size, then everything else.
264 static int sqcmp_pick(void *av, void *bv)
266 struct sq *a = (struct sq *)av;
267 struct sq *b = (struct sq *)bv;
277 * Compare function for adjusting the coverage figures after a
278 * change. We sort first by coverage and output square, then by
281 static int sqcmp_cov(void *av, void *bv)
283 struct sq *a = (struct sq *)av;
284 struct sq *b = (struct sq *)bv;
294 * Compare function for adjusting the omino sizes after a change.
295 * We sort first by omino size and input square, then by everything
298 static int sqcmp_osize(void *av, void *bv)
300 struct sq *a = (struct sq *)av;
301 struct sq *b = (struct sq *)bv;
310 static void addsq(tree234 *t, int w, int h, int cx, int cy,
311 int x, int y, unsigned char *matrix)
317 if (x < 0 || x >= w || y < 0 || y >= h)
319 if (abs(x-cx) > 1 || abs(y-cy) > 1)
321 if (matrix[(cy*w+cx) * wh + y*w+x])
324 sq = snew(struct sq);
329 sq->coverage = sq->ominosize = 0;
330 for (i = 0; i < wh; i++) {
331 if (matrix[i * wh + y*w+x])
333 if (matrix[(cy*w+cx) * wh + i])
337 if (add234(t, sq) != sq)
338 sfree(sq); /* already there */
340 static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
341 int x, int y, unsigned char *matrix)
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);
349 static char *new_game_desc(game_params *params, random_state *rs,
350 game_aux_info **aux, int interactive)
352 int w = params->w, h = params->h, wh = w * h;
354 unsigned char *matrix, *grid;
355 char *mbmp, *gbmp, *ret;
357 matrix = snewn(wh * wh, unsigned char);
358 grid = snewn(wh, unsigned char);
361 * First set up the matrix.
363 switch (params->matrix_type) {
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)
378 tree234 *pick, *cov, *osize;
381 pick = newtree234(sqcmp_pick);
382 cov = newtree234(sqcmp_cov);
383 osize = newtree234(sqcmp_osize);
385 memset(matrix, 0, wh * wh);
386 for (i = 0; i < wh; i++) {
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);
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.
403 limit = 4*wh - 2*(w+h); /* centre squares already present */
405 while (limit-- > 0) {
406 struct sq *sq, *sq2, sqlocal;
410 * Find the lowest element in the pick tree.
412 sq = index234(pick, 0);
415 * Find the highest element with the same coverage
416 * and omino size, by setting all other elements to
420 sqlocal.cx = sqlocal.cy = sqlocal.x = sqlocal.y = wh;
421 sq = findrelpos234(pick, &sqlocal, NULL, REL234_LT, &k);
425 * Pick at random from all elements up to k of the
428 k = random_upto(rs, k+1);
429 sq = delpos234(pick, k);
434 * Add this square to the matrix.
436 matrix[(sq->cy * w + sq->cx) * wh + (sq->y * w + sq->x)] = 1;
439 * Correct the matrix coverage field of any sq
440 * which points at this output square.
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) {
458 * Correct the omino size field of any sq which
459 * points at this input square.
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) {
477 * The sq we actually picked out of the tree is
478 * finished with; but its neighbours now need to
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);
488 * Free all remaining sq structures.
492 while ((sq = delpos234(pick, 0)) != NULL)
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.
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.
518 for (i = 0; i < wh; i++) {
519 for (j = 0; j < wh; j++)
521 !memcmp(matrix + i * wh, matrix + j * wh, wh))
527 break; /* no matches found */
533 * Now invent a random initial set of lights.
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
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!).
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!
565 for (i = 0; i < wh; i++) {
566 int v = random_upto(rs, 2);
568 for (j = 0; j < wh; j++)
569 grid[j] ^= matrix[i*wh+j];
573 * Ensure we don't have the starting state already!
575 for (i = 0; i < wh; i++)
583 * Now encode the matrix and the starting grid as a game
584 * description. We'll do this by concatenating two great big
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);
598 static void game_free_aux_info(game_aux_info *aux)
600 assert(!"Shouldn't happen");
603 static char *validate_desc(game_params *params, char *desc)
605 int w = params->w, h = params->h, wh = w * h;
606 int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
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";
620 static game_state *new_game(midend_data *me, game_params *params, char *desc)
622 int w = params->w, h = params->h, wh = w * h;
623 int mlen = (wh*wh+3)/4;
625 game_state *state = snew(game_state);
629 state->completed = FALSE;
630 state->cheated = FALSE;
631 state->hints_active = FALSE;
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);
643 static game_state *dup_game(game_state *state)
645 game_state *ret = snew(game_state);
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);
661 static void free_game(game_state *state)
664 if (--state->matrix->refcount <= 0) {
665 sfree(state->matrix->matrix);
666 sfree(state->matrix);
671 static void rowxor(unsigned char *row1, unsigned char *row2, int len)
674 for (i = 0; i < len; i++)
678 static game_state *solve_game(game_state *state, game_state *currstate,
679 game_aux_info *aux, char **error)
681 int w = state->w, h = state->h, wh = w * h;
682 unsigned char *equations, *solution, *shortest;
684 int rowsdone, colsdone;
685 int i, j, k, len, bestlen;
689 * Set up a list of simultaneous equations. Each one is of
690 * length (wh+1) and has wh coefficients followed by a value.
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;
700 * Perform Gaussian elimination over GF(2).
702 rowsdone = colsdone = 0;
704 und = snewn(wh, int);
707 * Find the leftmost column which has a 1 in it somewhere
708 * outside the first `rowsdone' rows.
711 for (i = colsdone; i < wh; i++) {
712 for (j = rowsdone; j < wh; j++)
713 if (equations[j * (wh+1) + i])
716 break; /* found one */
718 * This is a column which will not have an equation
719 * controlling it. Mark it as undetermined.
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!).
732 for (j = rowsdone; j < wh; j++)
733 if (equations[j * (wh+1) + wh]) {
734 *error = "No solution exists for this position";
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.
749 rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1);
752 * Do row-XORs to eliminate that 1 from all rows below the
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);
761 * Mark this row and column as done.
767 * If we've done all the rows, terminate.
769 } while (rowsdone < wh);
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.
778 solution = snewn(wh, unsigned char);
779 shortest = snewn(wh, unsigned char);
780 memset(solution, 0, wh);
784 * Find a solution based on the current values of the
785 * undetermined variables.
787 for (j = rowsdone; j-- ;) {
791 * Find the leftmost set bit in this equation.
793 for (i = 0; i < wh; i++)
794 if (equations[j * (wh+1) + i])
796 assert(i < wh); /* there must have been one! */
799 * Compute this variable using the rest.
801 v = equations[j * (wh+1) + wh];
802 for (k = i+1; k < wh; k++)
803 if (equations[j * (wh+1) + k])
810 * Compare this solution to the current best one, and
811 * replace the best one if this one is shorter.
814 for (i = 0; i < wh; i++)
819 memcpy(shortest, solution, wh);
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.
827 for (i = 0; i < nund; i++) {
828 solution[und[i]] = !solution[und[i]];
829 if (solution[und[i]])
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
843 * We have a solution. Produce a game state with the solution
844 * marked in annotations.
846 ret = dup_game(currstate);
847 ret->hints_active = TRUE;
849 for (i = 0; i < wh; i++) {
863 static char *game_text_format(game_state *state)
868 static game_ui *new_ui(game_state *state)
873 static void free_ui(game_ui *ui)
877 static void game_changed_state(game_ui *ui, game_state *oldstate,
878 game_state *newstate)
882 struct game_drawstate {
884 unsigned char *tiles;
888 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
889 int x, int y, int button)
891 int w = from->w, h = from->h, wh = w * h;
894 if (button == LEFT_BUTTON) {
895 int tx = FROMCOORD(x), ty = FROMCOORD(y);
896 if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
899 ret = dup_game(from);
907 for (j = 0; j < wh; j++) {
908 ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
909 if (ret->grid[j] & 1)
912 ret->grid[i] ^= 2; /* toggle hint */
914 ret->completed = TRUE;
915 ret->hints_active = FALSE;
925 /* ----------------------------------------------------------------------
929 static void game_size(game_params *params, game_drawstate *ds,
930 int *x, int *y, int expand)
934 * Each window dimension equals the tile size times one more
935 * than the grid dimension (the border is half the width of the
938 tsx = *x / (params->w + 1);
939 tsy = *y / (params->h + 1);
944 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
946 *x = TILE_SIZE * params->w + 2 * BORDER;
947 *y = TILE_SIZE * params->h + 2 * BORDER;
950 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
952 float *ret = snewn(3 * NCOLOURS, float);
954 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
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;
960 ret[COL_RIGHT * 3 + 0] = 1.0F;
961 ret[COL_RIGHT * 3 + 1] = 1.0F;
962 ret[COL_RIGHT * 3 + 2] = 1.0F;
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;
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];
972 ret[COL_HINT * 3 + 0] = 1.0F;
973 ret[COL_HINT * 3 + 1] = 0.0F;
974 ret[COL_HINT * 3 + 2] = 0.0F;
976 *ncolours = NCOLOURS;
980 static game_drawstate *game_new_drawstate(game_state *state)
982 struct game_drawstate *ds = snew(struct game_drawstate);
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++)
996 static void game_free_drawstate(game_drawstate *ds)
1002 static void draw_tile(frontend *fe, game_drawstate *ds,
1003 game_state *state, int x, int y, int tile, int anim,
1006 int w = ds->w, h = ds->h, wh = w * h;
1007 int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
1010 clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
1012 draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
1013 anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
1016 * Draw a polygon indicating that the square is diagonally
1019 int coords[8], colour;
1021 coords[0] = bx + TILE_SIZE;
1023 coords[2] = bx + TILE_SIZE * animtime;
1024 coords[3] = by + TILE_SIZE * animtime;
1026 coords[5] = by + TILE_SIZE;
1027 coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
1028 coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
1030 colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
1032 colour = COL_WRONG + COL_RIGHT - colour;
1034 draw_polygon(fe, coords, 4, TRUE, colour);
1035 draw_polygon(fe, coords, 4, FALSE, COL_GRID);
1039 * Draw a little diagram in the tile which indicates which
1040 * surrounding tiles flip when this one is clicked.
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);
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);
1060 * Draw a hint rectangle if required.
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;
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--;
1077 draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
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)
1084 int w = ds->w, h = ds->h, wh = w * h;
1088 draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
1089 TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
1092 * Draw the grid lines.
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,
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,
1103 draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
1104 TILE_SIZE * h + 2 * BORDER);
1110 flashframe = flashtime / FLASH_FRAME;
1114 animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */
1116 for (i = 0; i < wh; i++) {
1117 int x = i % w, y = i / w;
1119 int v = state->grid[i];
1122 if (flashframe >= 0) {
1123 fx = (w+1)/2 - min(x+1, w-x);
1124 fy = (h+1)/2 - min(y+1, h-y);
1126 if (fd == flashframe)
1128 else if (fd == flashframe - 1)
1132 if (!state->hints_active)
1135 if (oldstate && state->grid[i] != oldstate->grid[i])
1136 vv = 255; /* means `animated' */
1140 if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
1141 draw_tile(fe, ds, state, x, y, v, vv == 255, animtime);
1149 sprintf(buf, "%sMoves: %d",
1151 (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
1152 (state->cheated ? "Auto-solver used. " : "")),
1155 status_bar(fe, buf);
1159 static float game_anim_length(game_state *oldstate, game_state *newstate,
1160 int dir, game_ui *ui)
1165 static float game_flash_length(game_state *oldstate, game_state *newstate,
1166 int dir, game_ui *ui)
1168 if (!oldstate->completed && newstate->completed)
1169 return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
1174 static int game_wants_statusbar(void)
1179 static int game_timing_state(game_state *state)
1185 #define thegame flip
1188 const struct game thegame = {
1189 "Flip", "games.flip",
1196 TRUE, game_configure, custom_params,
1205 FALSE, game_text_format,
1213 game_free_drawstate,
1217 game_wants_statusbar,
1218 FALSE, game_timing_state,
1219 0, /* mouse_priorities */