2 * flip.c: Puzzle involving lighting up all the squares on a grid,
3 * where each click toggles an overlapping set of lights.
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 )
33 #define ANIM_TIME 0.25F
34 #define FLASH_FRAME 0.07F
37 * Possible ways to decide which lights are toggled by each click.
38 * Essentially, each of these describes a means of inventing a
51 * This structure is shared between all the game_states describing
52 * a particular game, so it's reference-counted.
56 unsigned char *matrix; /* array of (w*h) by (w*h) */
61 int moves, completed, cheated, hints_active;
62 unsigned char *grid; /* array of w*h */
63 struct matrix *matrix;
66 static game_params *default_params(void)
68 game_params *ret = snew(game_params);
71 ret->matrix_type = CROSSES;
76 static const struct game_params flip_presets[] = {
85 static int game_fetch_preset(int i, char **name, game_params **params)
90 if (i < 0 || i >= lenof(flip_presets))
93 ret = snew(game_params);
94 *ret = flip_presets[i];
96 sprintf(str, "%dx%d %s", ret->w, ret->h,
97 ret->matrix_type == CROSSES ? "Crosses" : "Random");
104 static void free_params(game_params *params)
109 static game_params *dup_params(const game_params *params)
111 game_params *ret = snew(game_params);
112 *ret = *params; /* structure copy */
116 static void decode_params(game_params *ret, char const *string)
118 ret->w = ret->h = atoi(string);
119 while (*string && isdigit((unsigned char)*string)) string++;
120 if (*string == 'x') {
122 ret->h = atoi(string);
123 while (*string && isdigit((unsigned char)*string)) string++;
125 if (*string == 'r') {
127 ret->matrix_type = RANDOM;
128 } else if (*string == 'c') {
130 ret->matrix_type = CROSSES;
134 static char *encode_params(const game_params *params, int full)
138 sprintf(data, "%dx%d%s", params->w, params->h,
139 !full ? "" : params->matrix_type == CROSSES ? "c" : "r");
144 static config_item *game_configure(const game_params *params)
146 config_item *ret = snewn(4, config_item);
149 ret[0].name = "Width";
150 ret[0].type = C_STRING;
151 sprintf(buf, "%d", params->w);
152 ret[0].u.string.sval = dupstr(buf);
154 ret[1].name = "Height";
155 ret[1].type = C_STRING;
156 sprintf(buf, "%d", params->h);
157 ret[1].u.string.sval = dupstr(buf);
159 ret[2].name = "Shape type";
160 ret[2].type = C_CHOICES;
161 ret[2].u.choices.choicenames = ":Crosses:Random";
162 ret[2].u.choices.selected = params->matrix_type;
170 static game_params *custom_params(const config_item *cfg)
172 game_params *ret = snew(game_params);
174 ret->w = atoi(cfg[0].u.string.sval);
175 ret->h = atoi(cfg[1].u.string.sval);
176 ret->matrix_type = cfg[2].u.choices.selected;
181 static char *validate_params(const game_params *params, int full)
183 if (params->w <= 0 || params->h <= 0)
184 return "Width and height must both be greater than zero";
188 static char *encode_bitmap(unsigned char *bmp, int len)
190 int slen = (len + 3) / 4;
194 ret = snewn(slen + 1, char);
195 for (i = 0; i < slen; i++) {
198 for (j = 0; j < 4; j++)
199 if (i*4+j < len && bmp[i*4+j])
201 ret[i] = "0123456789abcdef"[v];
207 static void decode_bitmap(unsigned char *bmp, int len, const char *hex)
209 int slen = (len + 3) / 4;
212 for (i = 0; i < slen; i++) {
213 int j, v, c = hex[i];
214 if (c >= '0' && c <= '9')
216 else if (c >= 'A' && c <= 'F')
218 else if (c >= 'a' && c <= 'f')
221 v = 0; /* shouldn't happen */
222 for (j = 0; j < 4; j++) {
234 * Structure used during random matrix generation, and a compare
235 * function to permit storage in a tree234.
238 int cx, cy; /* coords of click square */
239 int x, y; /* coords of output square */
241 * Number of click squares which currently affect this output
246 * Number of output squares currently affected by this click
251 #define SORT(field) do { \
252 if (a->field < b->field) \
254 else if (a->field > b->field) \
258 * Compare function for choosing the next square to add. We must
259 * sort by coverage, then by omino size, then everything else.
261 static int sqcmp_pick(void *av, void *bv)
263 struct sq *a = (struct sq *)av;
264 struct sq *b = (struct sq *)bv;
274 * Compare function for adjusting the coverage figures after a
275 * change. We sort first by coverage and output square, then by
278 static int sqcmp_cov(void *av, void *bv)
280 struct sq *a = (struct sq *)av;
281 struct sq *b = (struct sq *)bv;
291 * Compare function for adjusting the omino sizes after a change.
292 * We sort first by omino size and input square, then by everything
295 static int sqcmp_osize(void *av, void *bv)
297 struct sq *a = (struct sq *)av;
298 struct sq *b = (struct sq *)bv;
307 static void addsq(tree234 *t, int w, int h, int cx, int cy,
308 int x, int y, unsigned char *matrix)
314 if (x < 0 || x >= w || y < 0 || y >= h)
316 if (abs(x-cx) > 1 || abs(y-cy) > 1)
318 if (matrix[(cy*w+cx) * wh + y*w+x])
321 sq = snew(struct sq);
326 sq->coverage = sq->ominosize = 0;
327 for (i = 0; i < wh; i++) {
328 if (matrix[i * wh + y*w+x])
330 if (matrix[(cy*w+cx) * wh + i])
334 if (add234(t, sq) != sq)
335 sfree(sq); /* already there */
337 static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
338 int x, int y, unsigned char *matrix)
340 addsq(t, w, h, cx, cy, x-1, y, matrix);
341 addsq(t, w, h, cx, cy, x+1, y, matrix);
342 addsq(t, w, h, cx, cy, x, y-1, matrix);
343 addsq(t, w, h, cx, cy, x, y+1, matrix);
346 static char *new_game_desc(const game_params *params, random_state *rs,
347 char **aux, int interactive)
349 int w = params->w, h = params->h, wh = w * h;
351 unsigned char *matrix, *grid;
352 char *mbmp, *gbmp, *ret;
354 matrix = snewn(wh * wh, unsigned char);
355 grid = snewn(wh, unsigned char);
358 * First set up the matrix.
360 switch (params->matrix_type) {
362 for (i = 0; i < wh; i++) {
363 int ix = i % w, iy = i / w;
364 for (j = 0; j < wh; j++) {
365 int jx = j % w, jy = j / w;
366 if (abs(jx - ix) + abs(jy - iy) <= 1)
375 tree234 *pick, *cov, *osize;
378 pick = newtree234(sqcmp_pick);
379 cov = newtree234(sqcmp_cov);
380 osize = newtree234(sqcmp_osize);
382 memset(matrix, 0, wh * wh);
383 for (i = 0; i < wh; i++) {
387 for (i = 0; i < wh; i++) {
388 int ix = i % w, iy = i / w;
389 addneighbours(pick, w, h, ix, iy, ix, iy, matrix);
390 addneighbours(cov, w, h, ix, iy, ix, iy, matrix);
391 addneighbours(osize, w, h, ix, iy, ix, iy, matrix);
395 * Repeatedly choose a square to add to the matrix,
396 * until we have enough. I'll arbitrarily choose our
397 * limit to be the same as the total number of set bits
398 * in the crosses matrix.
400 limit = 4*wh - 2*(w+h); /* centre squares already present */
402 while (limit-- > 0) {
403 struct sq *sq, *sq2, sqlocal;
407 * Find the lowest element in the pick tree.
409 sq = index234(pick, 0);
412 * Find the highest element with the same coverage
413 * and omino size, by setting all other elements to
417 sqlocal.cx = sqlocal.cy = sqlocal.x = sqlocal.y = wh;
418 sq = findrelpos234(pick, &sqlocal, NULL, REL234_LT, &k);
422 * Pick at random from all elements up to k of the
425 k = random_upto(rs, k+1);
426 sq = delpos234(pick, k);
431 * Add this square to the matrix.
433 matrix[(sq->cy * w + sq->cx) * wh + (sq->y * w + sq->x)] = 1;
436 * Correct the matrix coverage field of any sq
437 * which points at this output square.
440 sqlocal.cx = sqlocal.cy = sqlocal.ominosize = -1;
441 while ((sq2 = findrel234(cov, &sqlocal, NULL,
442 REL234_GT)) != NULL &&
443 sq2->coverage == sq->coverage &&
444 sq2->x == sq->x && sq2->y == sq->y) {
455 * Correct the omino size field of any sq which
456 * points at this input square.
459 sqlocal.x = sqlocal.y = sqlocal.coverage = -1;
460 while ((sq2 = findrel234(osize, &sqlocal, NULL,
461 REL234_GT)) != NULL &&
462 sq2->ominosize == sq->ominosize &&
463 sq2->cx == sq->cx && sq2->cy == sq->cy) {
474 * The sq we actually picked out of the tree is
475 * finished with; but its neighbours now need to
478 addneighbours(pick, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
479 addneighbours(cov, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
480 addneighbours(osize, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
485 * Free all remaining sq structures.
489 while ((sq = delpos234(pick, 0)) != NULL)
497 * Finally, check to see if any two matrix rows are
498 * exactly identical. If so, this is not an acceptable
499 * matrix, and we give up and go round again.
501 * I haven't been immediately able to think of a
502 * plausible means of algorithmically avoiding this
503 * situation (by, say, making a small perturbation to
504 * an offending matrix), so for the moment I'm just
505 * going to deal with it by throwing the whole thing
506 * away. I suspect this will lead to scalability
507 * problems (since most of the things happening in
508 * these matrices are local, the chance of _some_
509 * neighbourhood having two identical regions will
510 * increase with the grid area), but so far this puzzle
511 * seems to be really hard at large sizes so I'm not
512 * massively worried yet. Anyone needs this done
513 * better, they're welcome to submit a patch.
515 for (i = 0; i < wh; i++) {
516 for (j = 0; j < wh; j++)
518 !memcmp(matrix + i * wh, matrix + j * wh, wh))
524 break; /* no matches found */
530 * Now invent a random initial set of lights.
532 * At first glance it looks as if it might be quite difficult
533 * to choose equiprobably from all soluble light sets. After
534 * all, soluble light sets are those in the image space of the
535 * transformation matrix; so first we'd have to identify that
536 * space and its dimension, then pick a random coordinate for
537 * each basis vector and recombine. Lot of fiddly matrix
540 * However, vector spaces are nicely orthogonal and relieve us
541 * of all that difficulty. For every point in the image space,
542 * there are precisely as many points in the input space that
543 * map to it as there are elements in the kernel of the
544 * transformation matrix (because adding any kernel element to
545 * the input does not change the output, and because any two
546 * inputs mapping to the same output must differ by an element
547 * of the kernel because that's what the kernel _is_); and
548 * these cosets are all disjoint (obviously, since no input
549 * point can map to more than one output point) and cover the
550 * whole space (equally obviously, because no input point can
551 * map to fewer than one output point!).
553 * So the input space contains the same number of points for
554 * each point in the output space; thus, we can simply choose
555 * equiprobably from elements of the _input_ space, and filter
556 * the result through the transformation matrix in the obvious
557 * way, and we thereby guarantee to choose equiprobably from
558 * all the output points. Phew!
562 for (i = 0; i < wh; i++) {
563 int v = random_upto(rs, 2);
565 for (j = 0; j < wh; j++)
566 grid[j] ^= matrix[i*wh+j];
570 * Ensure we don't have the starting state already!
572 for (i = 0; i < wh; i++)
580 * Now encode the matrix and the starting grid as a game
581 * description. We'll do this by concatenating two great big
584 mbmp = encode_bitmap(matrix, wh*wh);
585 gbmp = encode_bitmap(grid, wh);
586 ret = snewn(strlen(mbmp) + strlen(gbmp) + 2, char);
587 sprintf(ret, "%s,%s", mbmp, gbmp);
595 static char *validate_desc(const game_params *params, const char *desc)
597 int w = params->w, h = params->h, wh = w * h;
598 int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
600 if (strspn(desc, "0123456789abcdefABCDEF") != mlen)
601 return "Matrix description is wrong length";
602 if (desc[mlen] != ',')
603 return "Expected comma after matrix description";
604 if (strspn(desc+mlen+1, "0123456789abcdefABCDEF") != glen)
605 return "Grid description is wrong length";
606 if (desc[mlen+1+glen])
607 return "Unexpected data after grid description";
612 static game_state *new_game(midend *me, const game_params *params,
615 int w = params->w, h = params->h, wh = w * h;
616 int mlen = (wh*wh+3)/4;
618 game_state *state = snew(game_state);
622 state->completed = FALSE;
623 state->cheated = FALSE;
624 state->hints_active = FALSE;
626 state->matrix = snew(struct matrix);
627 state->matrix->refcount = 1;
628 state->matrix->matrix = snewn(wh*wh, unsigned char);
629 decode_bitmap(state->matrix->matrix, wh*wh, desc);
630 state->grid = snewn(wh, unsigned char);
631 decode_bitmap(state->grid, wh, desc + mlen + 1);
636 static game_state *dup_game(const game_state *state)
638 game_state *ret = snew(game_state);
642 ret->completed = state->completed;
643 ret->cheated = state->cheated;
644 ret->hints_active = state->hints_active;
645 ret->moves = state->moves;
646 ret->matrix = state->matrix;
647 state->matrix->refcount++;
648 ret->grid = snewn(ret->w * ret->h, unsigned char);
649 memcpy(ret->grid, state->grid, ret->w * ret->h);
654 static void free_game(game_state *state)
657 if (--state->matrix->refcount <= 0) {
658 sfree(state->matrix->matrix);
659 sfree(state->matrix);
664 static void rowxor(unsigned char *row1, unsigned char *row2, int len)
667 for (i = 0; i < len; i++)
671 static char *solve_game(const game_state *state, const game_state *currstate,
672 const char *aux, char **error)
674 int w = state->w, h = state->h, wh = w * h;
675 unsigned char *equations, *solution, *shortest;
677 int rowsdone, colsdone;
678 int i, j, k, len, bestlen;
682 * Set up a list of simultaneous equations. Each one is of
683 * length (wh+1) and has wh coefficients followed by a value.
685 equations = snewn((wh + 1) * wh, unsigned char);
686 for (i = 0; i < wh; i++) {
687 for (j = 0; j < wh; j++)
688 equations[i * (wh+1) + j] = currstate->matrix->matrix[j*wh+i];
689 equations[i * (wh+1) + wh] = currstate->grid[i] & 1;
693 * Perform Gaussian elimination over GF(2).
695 rowsdone = colsdone = 0;
697 und = snewn(wh, int);
700 * Find the leftmost column which has a 1 in it somewhere
701 * outside the first `rowsdone' rows.
704 for (i = colsdone; i < wh; i++) {
705 for (j = rowsdone; j < wh; j++)
706 if (equations[j * (wh+1) + i])
709 break; /* found one */
711 * This is a column which will not have an equation
712 * controlling it. Mark it as undetermined.
718 * If there wasn't one, then we've finished: all remaining
719 * equations are of the form 0 = constant. Check to see if
720 * any of them wants 0 to be equal to 1; this is the
721 * condition which indicates an insoluble problem
722 * (therefore _hopefully_ one typed in by a user!).
725 for (j = rowsdone; j < wh; j++)
726 if (equations[j * (wh+1) + wh]) {
727 *error = "No solution exists for this position";
736 * We've found a 1. It's in column i, and the topmost 1 in
737 * that column is in row j. Do a row-XOR to move it up to
738 * the topmost row if it isn't already there.
742 rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1);
745 * Do row-XORs to eliminate that 1 from all rows below the
748 for (j = rowsdone + 1; j < wh; j++)
749 if (equations[j*(wh+1) + i])
750 rowxor(equations + j*(wh+1),
751 equations + rowsdone*(wh+1), wh+1);
754 * Mark this row and column as done.
760 * If we've done all the rows, terminate.
762 } while (rowsdone < wh);
765 * If we reach here, we have the ability to produce a solution.
766 * So we go through _all_ possible solutions (each
767 * corresponding to a set of arbitrary choices of those
768 * components not directly determined by an equation), and pick
769 * one requiring the smallest number of flips.
771 solution = snewn(wh, unsigned char);
772 shortest = snewn(wh, unsigned char);
773 memset(solution, 0, wh);
777 * Find a solution based on the current values of the
778 * undetermined variables.
780 for (j = rowsdone; j-- ;) {
784 * Find the leftmost set bit in this equation.
786 for (i = 0; i < wh; i++)
787 if (equations[j * (wh+1) + i])
789 assert(i < wh); /* there must have been one! */
792 * Compute this variable using the rest.
794 v = equations[j * (wh+1) + wh];
795 for (k = i+1; k < wh; k++)
796 if (equations[j * (wh+1) + k])
803 * Compare this solution to the current best one, and
804 * replace the best one if this one is shorter.
807 for (i = 0; i < wh; i++)
812 memcpy(shortest, solution, wh);
816 * Now increment the binary number given by the
817 * undetermined variables: turn all 1s into 0s until we see
818 * a 0, at which point we turn it into a 1.
820 for (i = 0; i < nund; i++) {
821 solution[und[i]] = !solution[und[i]];
822 if (solution[und[i]])
827 * If we didn't find a 0 at any point, we have wrapped
828 * round and are back at the start, i.e. we have enumerated
836 * We have a solution. Produce a move string encoding the
839 ret = snewn(wh + 2, char);
841 for (i = 0; i < wh; i++)
842 ret[i+1] = shortest[i] ? '1' : '0';
853 static int game_can_format_as_text_now(const game_params *params)
861 static char *game_text_format(const game_state *state)
863 int w = state->w, h = state->h, wh = w*h, r, c, dx, dy;
864 int cw = 4, ch = 4, gw = w * cw + 2, gh = h * ch + 1, len = gw * gh;
865 char *board = snewn(len + 1, char);
867 memset(board, ' ', len - 1);
869 for (r = 0; r < h; ++r) {
870 for (c = 0; c < w; ++c) {
871 int cell = r*ch*gw + c*cw, center = cell+(ch/2)*DOWN + cw/2*RIGHT;
872 char flip = (state->grid[r*w + c] & 1) ? '#' : '.';
873 for (dy = -1 + (r == 0); dy <= 1 - (r == h - 1); ++dy)
874 for (dx = -1 + (c == 0); dx <= 1 - (c == w - 1); ++dx)
875 if (state->matrix->matrix[(r*w+c)*wh + ((r+dy)*w + c+dx)])
876 board[center + dy*DOWN + dx*RIGHT] = flip;
878 for (dx = 1; dx < cw; ++dx) board[cell+dx*RIGHT] = '-';
879 for (dy = 1; dy < ch; ++dy) board[cell+dy*DOWN] = '|';
881 board[r*ch*gw + gw - 2] = '+';
882 board[r*ch*gw + gw - 1] = '\n';
883 for (dy = 1; dy < ch; ++dy) {
884 board[r*ch*gw + gw - 2 + dy*DOWN] = '|';
885 board[r*ch*gw + gw - 1 + dy*DOWN] = '\n';
888 memset(board + len - gw, '-', gw - 2);
889 for (c = 0; c <= w; ++c) board[len - gw + cw*c] = '+';
890 board[len - 1] = '\n';
902 static game_ui *new_ui(const game_state *state)
904 game_ui *ui = snew(game_ui);
905 ui->cx = ui->cy = ui->cdraw = 0;
909 static void free_ui(game_ui *ui)
914 static char *encode_ui(const game_ui *ui)
919 static void decode_ui(game_ui *ui, const char *encoding)
923 static void game_changed_state(game_ui *ui, const game_state *oldstate,
924 const game_state *newstate)
928 struct game_drawstate {
930 unsigned char *tiles;
934 static char *interpret_move(const game_state *state, game_ui *ui,
935 const game_drawstate *ds,
936 int x, int y, int button)
938 int w = state->w, h = state->h, wh = w * h;
939 char buf[80], *nullret = NULL;
941 if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
943 if (button == LEFT_BUTTON) {
944 tx = FROMCOORD(x), ty = FROMCOORD(y);
947 tx = ui->cx; ty = ui->cy;
952 if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
954 * It's just possible that a manually entered game ID
955 * will have at least one square do nothing whatsoever.
956 * If so, we avoid encoding a move at all.
958 int i = ty*w+tx, j, makemove = FALSE;
959 for (j = 0; j < wh; j++) {
960 if (state->matrix->matrix[i*wh+j])
964 sprintf(buf, "M%d,%d", tx, ty);
971 else if (IS_CURSOR_MOVE(button)) {
974 case CURSOR_UP: dy = -1; break;
975 case CURSOR_DOWN: dy = 1; break;
976 case CURSOR_RIGHT: dx = 1; break;
977 case CURSOR_LEFT: dx = -1; break;
978 default: assert(!"shouldn't get here");
980 ui->cx += dx; ui->cy += dy;
981 ui->cx = min(max(ui->cx, 0), state->w - 1);
982 ui->cy = min(max(ui->cy, 0), state->h - 1);
990 static game_state *execute_move(const game_state *from, const char *move)
992 int w = from->w, h = from->h, wh = w * h;
996 if (move[0] == 'S' && strlen(move) == wh+1) {
999 ret = dup_game(from);
1000 ret->hints_active = TRUE;
1001 ret->cheated = TRUE;
1002 for (i = 0; i < wh; i++) {
1004 if (move[i+1] != '0')
1008 } else if (move[0] == 'M' &&
1009 sscanf(move+1, "%d,%d", &x, &y) == 2 &&
1010 x >= 0 && x < w && y >= 0 && y < h) {
1013 ret = dup_game(from);
1015 if (!ret->completed)
1021 for (j = 0; j < wh; j++) {
1022 ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
1023 if (ret->grid[j] & 1)
1026 ret->grid[i] ^= 2; /* toggle hint */
1028 ret->completed = TRUE;
1029 ret->hints_active = FALSE;
1034 return NULL; /* can't parse move string */
1037 /* ----------------------------------------------------------------------
1041 static void game_compute_size(const game_params *params, int tilesize,
1044 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1045 struct { int tilesize; } ads, *ds = &ads;
1046 ads.tilesize = tilesize;
1048 *x = TILE_SIZE * params->w + 2 * BORDER;
1049 *y = TILE_SIZE * params->h + 2 * BORDER;
1052 static void game_set_size(drawing *dr, game_drawstate *ds,
1053 const game_params *params, int tilesize)
1055 ds->tilesize = tilesize;
1058 static float *game_colours(frontend *fe, int *ncolours)
1060 float *ret = snewn(3 * NCOLOURS, float);
1062 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1064 ret[COL_WRONG * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 3;
1065 ret[COL_WRONG * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 3;
1066 ret[COL_WRONG * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 3;
1068 ret[COL_RIGHT * 3 + 0] = 1.0F;
1069 ret[COL_RIGHT * 3 + 1] = 1.0F;
1070 ret[COL_RIGHT * 3 + 2] = 1.0F;
1072 ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F;
1073 ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F;
1074 ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F;
1076 ret[COL_DIAG * 3 + 0] = ret[COL_GRID * 3 + 0];
1077 ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1];
1078 ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2];
1080 ret[COL_HINT * 3 + 0] = 1.0F;
1081 ret[COL_HINT * 3 + 1] = 0.0F;
1082 ret[COL_HINT * 3 + 2] = 0.0F;
1084 ret[COL_CURSOR * 3 + 0] = 0.8F;
1085 ret[COL_CURSOR * 3 + 1] = 0.0F;
1086 ret[COL_CURSOR * 3 + 2] = 0.0F;
1088 *ncolours = NCOLOURS;
1092 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1094 struct game_drawstate *ds = snew(struct game_drawstate);
1097 ds->started = FALSE;
1100 ds->tiles = snewn(ds->w*ds->h, unsigned char);
1101 ds->tilesize = 0; /* haven't decided yet */
1102 for (i = 0; i < ds->w*ds->h; i++)
1108 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1114 static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
1115 int x, int y, int tile, int anim, float animtime)
1117 int w = ds->w, h = ds->h, wh = w * h;
1118 int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
1119 int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG;
1121 clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
1123 draw_rect(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
1124 anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
1127 * Draw a polygon indicating that the square is diagonally
1130 int coords[8], colour;
1132 coords[0] = bx + TILE_SIZE;
1134 coords[2] = bx + (int)((float)TILE_SIZE * animtime);
1135 coords[3] = by + (int)((float)TILE_SIZE * animtime);
1137 coords[5] = by + TILE_SIZE;
1138 coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
1139 coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
1141 colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
1143 colour = COL_WRONG + COL_RIGHT - colour;
1145 draw_polygon(dr, coords, 4, colour, COL_GRID);
1149 * Draw a little diagram in the tile which indicates which
1150 * surrounding tiles flip when this one is clicked.
1152 for (i = 0; i < h; i++)
1153 for (j = 0; j < w; j++)
1154 if (state->matrix->matrix[(y*w+x)*wh + i*w+j]) {
1155 int ox = j - x, oy = i - y;
1156 int td = TILE_SIZE / 16;
1157 int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
1158 int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
1159 if (ox == 0 && oy == 0)
1160 draw_rect(dr, cx, cy, 2*td+1, 2*td+1, dcol);
1162 draw_line(dr, cx, cy, cx+2*td, cy, dcol);
1163 draw_line(dr, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
1164 draw_line(dr, cx, cy, cx, cy+2*td, dcol);
1165 draw_line(dr, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
1170 * Draw a hint rectangle if required.
1173 int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20;
1174 int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
1177 draw_line(dr, x1, y1, x2, y1, COL_HINT);
1178 draw_line(dr, x1, y2, x2, y2, COL_HINT);
1179 draw_line(dr, x1, y1, x1, y2, COL_HINT);
1180 draw_line(dr, x2, y1, x2, y2, COL_HINT);
1181 x1++, y1++, x2--, y2--;
1187 draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
1190 static void game_redraw(drawing *dr, game_drawstate *ds,
1191 const game_state *oldstate, const game_state *state,
1192 int dir, const game_ui *ui,
1193 float animtime, float flashtime)
1195 int w = ds->w, h = ds->h, wh = w * h;
1199 draw_rect(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
1200 TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
1203 * Draw the grid lines.
1205 for (i = 0; i <= w; i++)
1206 draw_line(dr, i * TILE_SIZE + BORDER, BORDER,
1207 i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
1209 for (i = 0; i <= h; i++)
1210 draw_line(dr, BORDER, i * TILE_SIZE + BORDER,
1211 w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
1214 draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
1215 TILE_SIZE * h + 2 * BORDER);
1221 flashframe = (int)(flashtime / FLASH_FRAME);
1225 animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */
1227 for (i = 0; i < wh; i++) {
1228 int x = i % w, y = i / w;
1230 int v = state->grid[i];
1233 if (flashframe >= 0) {
1234 fx = (w+1)/2 - min(x+1, w-x);
1235 fy = (h+1)/2 - min(y+1, h-y);
1237 if (fd == flashframe)
1239 else if (fd == flashframe - 1)
1243 if (!state->hints_active)
1245 if (ui->cdraw && ui->cx == x && ui->cy == y)
1248 if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
1249 vv = 255; /* means `animated' */
1253 if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
1254 draw_tile(dr, ds, state, x, y, v, vv == 255, animtime);
1262 sprintf(buf, "%sMoves: %d",
1264 (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
1265 (state->cheated ? "Auto-solver used. " : "")),
1268 status_bar(dr, buf);
1272 static float game_anim_length(const game_state *oldstate,
1273 const game_state *newstate, int dir, game_ui *ui)
1278 static float game_flash_length(const game_state *oldstate,
1279 const game_state *newstate, int dir, game_ui *ui)
1281 if (!oldstate->completed && newstate->completed)
1282 return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
1287 static int game_status(const game_state *state)
1289 return state->completed ? +1 : 0;
1292 static int game_timing_state(const game_state *state, game_ui *ui)
1297 static void game_print_size(const game_params *params, float *x, float *y)
1301 static void game_print(drawing *dr, const game_state *state, int tilesize)
1306 #define thegame flip
1309 const struct game thegame = {
1310 "Flip", "games.flip", "flip",
1312 game_fetch_preset, NULL,
1317 TRUE, game_configure, custom_params,
1325 TRUE, game_can_format_as_text_now, game_text_format,
1333 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1336 game_free_drawstate,
1341 FALSE, FALSE, game_print_size, game_print,
1342 TRUE, /* wants_statusbar */
1343 FALSE, game_timing_state,