--- /dev/null
+/*
+ * flip.c: Puzzle involving lighting up all the squares on a grid,
+ * where each click toggles an overlapping set of lights.
+ */
+
+/*
+ * TODO:
+ *
+ * - `Solve' could mark the squares you must click to solve
+ * + infrastructure change: this would mean the Solve operation
+ * must receive the current game_state as well as the initial
+ * one, which I've been wondering about for a while
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+#include "tree234.h"
+
+enum {
+ COL_BACKGROUND,
+ COL_WRONG,
+ COL_RIGHT,
+ COL_GRID,
+ COL_DIAG,
+ NCOLOURS
+};
+
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE / 2)
+#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
+
+#define FLASH_FRAME 0.07F
+
+/*
+ * Possible ways to decide which lights are toggled by each click.
+ * Essentially, each of these describes a means of inventing a
+ * matrix over GF(2).
+ */
+enum {
+ CROSSES, RANDOM
+};
+
+struct game_params {
+ int w, h;
+ int matrix_type;
+};
+
+/*
+ * This structure is shared between all the game_states describing
+ * a particular game, so it's reference-counted.
+ */
+struct matrix {
+ int refcount;
+ unsigned char *matrix; /* array of (w*h) by (w*h) */
+};
+
+struct game_state {
+ int w, h;
+ int moves, completed;
+ unsigned char *grid; /* array of w*h */
+ struct matrix *matrix;
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = ret->h = 5;
+ ret->matrix_type = CROSSES;
+
+ return ret;
+}
+
+static const struct game_params flip_presets[] = {
+ {3, 3, CROSSES},
+ {4, 4, CROSSES},
+ {5, 5, CROSSES},
+ {3, 3, RANDOM},
+ {4, 4, RANDOM},
+ {5, 5, RANDOM},
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char str[80];
+
+ if (i < 0 || i >= lenof(flip_presets))
+ return FALSE;
+
+ ret = snew(game_params);
+ *ret = flip_presets[i];
+
+ sprintf(str, "%dx%d %s", ret->w, ret->h,
+ ret->matrix_type == CROSSES ? "Crosses" : "Random");
+
+ *name = dupstr(str);
+ *params = ret;
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static void decode_params(game_params *ret, char const *string)
+{
+ ret->w = ret->h = atoi(string);
+ while (*string && isdigit(*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ while (*string && isdigit(*string)) string++;
+ }
+ if (*string == 'r') {
+ string++;
+ ret->matrix_type = RANDOM;
+ } else if (*string == 'c') {
+ string++;
+ ret->matrix_type = CROSSES;
+ }
+}
+
+static char *encode_params(game_params *params, int full)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d%s", params->w, params->h,
+ !full ? "" : params->matrix_type == CROSSES ? "c" : "r");
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(game_params *params)
+{
+ config_item *ret = snewn(4, config_item);
+ char buf[80];
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Shape type";
+ ret[2].type = C_CHOICES;
+ ret[2].sval = ":Crosses:Random";
+ ret[2].ival = params->matrix_type;
+
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+ ret->matrix_type = cfg[2].ival;
+
+ return ret;
+}
+
+static char *validate_params(game_params *params)
+{
+ if (params->w <= 0 || params->h <= 0)
+ return "Width and height must both be greater than zero";
+ return NULL;
+}
+
+static char *encode_bitmap(unsigned char *bmp, int len)
+{
+ int slen = (len + 3) / 4;
+ char *ret;
+ int i;
+
+ ret = snewn(slen + 1, char);
+ for (i = 0; i < slen; i++) {
+ int j, v;
+ v = 0;
+ for (j = 0; j < 4; j++)
+ if (i*4+j < len && bmp[i*4+j])
+ v |= 8 >> j;
+ ret[i] = "0123456789abcdef"[v];
+ }
+ ret[slen] = '\0';
+ return ret;
+}
+
+static void decode_bitmap(unsigned char *bmp, int len, char *hex)
+{
+ int slen = (len + 3) / 4;
+ int i;
+
+ for (i = 0; i < slen; i++) {
+ int j, v, c = hex[i];
+ if (c >= '0' && c <= '9')
+ v = c - '0';
+ else if (c >= 'A' && c <= 'F')
+ v = c - 'A' + 10;
+ else if (c >= 'a' && c <= 'f')
+ v = c - 'a' + 10;
+ else
+ v = 0; /* shouldn't happen */
+ for (j = 0; j < 4; j++) {
+ if (i*4+j < len) {
+ if (v & (8 >> j))
+ bmp[i*4+j] = 1;
+ else
+ bmp[i*4+j] = 0;
+ }
+ }
+ }
+}
+
+/*
+ * Structure used during random matrix generation, and a compare
+ * function to permit storage in a tree234.
+ */
+struct sq {
+ int cx, cy; /* coords of click square */
+ int x, y; /* coords of output square */
+ /*
+ * Number of click squares which currently affect this output
+ * square.
+ */
+ int coverage;
+ /*
+ * Number of output squares currently affected by this click
+ * square.
+ */
+ int ominosize;
+};
+#define SORT(field) do { \
+ if (a->field < b->field) \
+ return -1; \
+ else if (a->field > b->field) \
+ return +1; \
+} while (0)
+/*
+ * Compare function for choosing the next square to add. We must
+ * sort by coverage, then by omino size, then everything else.
+ */
+static int sqcmp_pick(void *av, void *bv)
+{
+ struct sq *a = (struct sq *)av;
+ struct sq *b = (struct sq *)bv;
+ SORT(coverage);
+ SORT(ominosize);
+ SORT(cy);
+ SORT(cx);
+ SORT(y);
+ SORT(x);
+ return 0;
+}
+/*
+ * Compare function for adjusting the coverage figures after a
+ * change. We sort first by coverage and output square, then by
+ * everything else.
+ */
+static int sqcmp_cov(void *av, void *bv)
+{
+ struct sq *a = (struct sq *)av;
+ struct sq *b = (struct sq *)bv;
+ SORT(coverage);
+ SORT(y);
+ SORT(x);
+ SORT(ominosize);
+ SORT(cy);
+ SORT(cx);
+ return 0;
+}
+/*
+ * Compare function for adjusting the omino sizes after a change.
+ * We sort first by omino size and input square, then by everything
+ * else.
+ */
+static int sqcmp_osize(void *av, void *bv)
+{
+ struct sq *a = (struct sq *)av;
+ struct sq *b = (struct sq *)bv;
+ SORT(ominosize);
+ SORT(cy);
+ SORT(cx);
+ SORT(coverage);
+ SORT(y);
+ SORT(x);
+ return 0;
+}
+static void addsq(tree234 *t, int w, int h, int cx, int cy,
+ int x, int y, unsigned char *matrix)
+{
+ int wh = w * h;
+ struct sq *sq;
+ int i;
+
+ if (x < 0 || x >= w || y < 0 || y >= h)
+ return;
+ if (abs(x-cx) > 1 || abs(y-cy) > 1)
+ return;
+ if (matrix[(cy*w+cx) * wh + y*w+x])
+ return;
+
+ sq = snew(struct sq);
+ sq->cx = cx;
+ sq->cy = cy;
+ sq->x = x;
+ sq->y = y;
+ sq->coverage = sq->ominosize = 0;
+ for (i = 0; i < wh; i++) {
+ if (matrix[i * wh + y*w+x])
+ sq->coverage++;
+ if (matrix[(cy*w+cx) * wh + i])
+ sq->ominosize++;
+ }
+
+ if (add234(t, sq) != sq)
+ sfree(sq); /* already there */
+}
+static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
+ int x, int y, unsigned char *matrix)
+{
+ addsq(t, w, h, cx, cy, x-1, y, matrix);
+ addsq(t, w, h, cx, cy, x+1, y, matrix);
+ addsq(t, w, h, cx, cy, x, y-1, matrix);
+ addsq(t, w, h, cx, cy, x, y+1, matrix);
+}
+
+static char *new_game_desc(game_params *params, random_state *rs,
+ game_aux_info **aux, int interactive)
+{
+ int w = params->w, h = params->h, wh = w * h;
+ int i, j;
+ unsigned char *matrix, *grid;
+ char *mbmp, *gbmp, *ret;
+
+ matrix = snewn(wh * wh, unsigned char);
+ grid = snewn(wh, unsigned char);
+
+ /*
+ * First set up the matrix.
+ */
+ switch (params->matrix_type) {
+ case CROSSES:
+ for (i = 0; i < wh; i++) {
+ int ix = i % w, iy = i / w;
+ for (j = 0; j < wh; j++) {
+ int jx = j % w, jy = j / w;
+ if (abs(jx - ix) + abs(jy - iy) <= 1)
+ matrix[i*wh+j] = 1;
+ else
+ matrix[i*wh+j] = 0;
+ }
+ }
+ break;
+ case RANDOM:
+ while (1) {
+ tree234 *pick, *cov, *osize;
+ int limit;
+
+ pick = newtree234(sqcmp_pick);
+ cov = newtree234(sqcmp_cov);
+ osize = newtree234(sqcmp_osize);
+
+ memset(matrix, 0, wh * wh);
+ for (i = 0; i < wh; i++) {
+ matrix[i*wh+i] = 1;
+ }
+
+ for (i = 0; i < wh; i++) {
+ int ix = i % w, iy = i / w;
+ addneighbours(pick, w, h, ix, iy, ix, iy, matrix);
+ addneighbours(cov, w, h, ix, iy, ix, iy, matrix);
+ addneighbours(osize, w, h, ix, iy, ix, iy, matrix);
+ }
+
+ /*
+ * Repeatedly choose a square to add to the matrix,
+ * until we have enough. I'll arbitrarily choose our
+ * limit to be the same as the total number of set bits
+ * in the crosses matrix.
+ */
+ limit = 4*wh - 2*(w+h); /* centre squares already present */
+
+ while (limit-- > 0) {
+ struct sq *sq, *sq2, sqlocal;
+ int k;
+
+ /*
+ * Find the lowest element in the pick tree.
+ */
+ sq = index234(pick, 0);
+
+ /*
+ * Find the highest element with the same coverage
+ * and omino size, by setting all other elements to
+ * lots.
+ */
+ sqlocal = *sq;
+ sqlocal.cx = sqlocal.cy = sqlocal.x = sqlocal.y = wh;
+ sq = findrelpos234(pick, &sqlocal, NULL, REL234_LT, &k);
+ assert(sq != 0);
+
+ /*
+ * Pick at random from all elements up to k of the
+ * pick tree.
+ */
+ k = random_upto(rs, k+1);
+ sq = delpos234(pick, k);
+ del234(cov, sq);
+ del234(osize, sq);
+
+ /*
+ * Add this square to the matrix.
+ */
+ matrix[(sq->cy * w + sq->cx) * wh + (sq->y * w + sq->x)] = 1;
+
+ /*
+ * Correct the matrix coverage field of any sq
+ * which points at this output square.
+ */
+ sqlocal = *sq;
+ sqlocal.cx = sqlocal.cy = sqlocal.ominosize = -1;
+ while ((sq2 = findrel234(cov, &sqlocal, NULL,
+ REL234_GT)) != NULL &&
+ sq2->coverage == sq->coverage &&
+ sq2->x == sq->x && sq2->y == sq->y) {
+ del234(pick, sq2);
+ del234(cov, sq2);
+ del234(osize, sq2);
+ sq2->coverage++;
+ add234(pick, sq2);
+ add234(cov, sq2);
+ add234(osize, sq2);
+ }
+
+ /*
+ * Correct the omino size field of any sq which
+ * points at this input square.
+ */
+ sqlocal = *sq;
+ sqlocal.x = sqlocal.y = sqlocal.coverage = -1;
+ while ((sq2 = findrel234(osize, &sqlocal, NULL,
+ REL234_GT)) != NULL &&
+ sq2->ominosize == sq->ominosize &&
+ sq2->cx == sq->cx && sq2->cy == sq->cy) {
+ del234(pick, sq2);
+ del234(cov, sq2);
+ del234(osize, sq2);
+ sq2->ominosize++;
+ add234(pick, sq2);
+ add234(cov, sq2);
+ add234(osize, sq2);
+ }
+
+ /*
+ * The sq we actually picked out of the tree is
+ * finished with; but its neighbours now need to
+ * appear.
+ */
+ addneighbours(pick, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
+ addneighbours(cov, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
+ addneighbours(osize, w,h, sq->cx,sq->cy, sq->x,sq->y, matrix);
+ sfree(sq);
+ }
+
+ /*
+ * Free all remaining sq structures.
+ */
+ {
+ struct sq *sq;
+ while ((sq = delpos234(pick, 0)) != NULL)
+ sfree(sq);
+ }
+ freetree234(pick);
+ freetree234(cov);
+ freetree234(osize);
+
+ /*
+ * Finally, check to see if any two matrix rows are
+ * exactly identical. If so, this is not an acceptable
+ * matrix, and we give up and go round again.
+ *
+ * I haven't been immediately able to think of a
+ * plausible means of algorithmically avoiding this
+ * situation (by, say, making a small perturbation to
+ * an offending matrix), so for the moment I'm just
+ * going to deal with it by throwing the whole thing
+ * away. I suspect this will lead to scalability
+ * problems (since most of the things happening in
+ * these matrices are local, the chance of _some_
+ * neighbourhood having two identical regions will
+ * increase with the grid area), but so far this puzzle
+ * seems to be really hard at large sizes so I'm not
+ * massively worried yet. Anyone needs this done
+ * better, they're welcome to submit a patch.
+ */
+ for (i = 0; i < wh; i++) {
+ for (j = 0; j < wh; j++)
+ if (i != j &&
+ !memcmp(matrix + i * wh, matrix + j * wh, wh))
+ break;
+ if (j < wh)
+ break;
+ }
+ if (i == wh)
+ break; /* no matches found */
+ }
+ break;
+ }
+
+ /*
+ * Now invent a random initial set of lights.
+ *
+ * At first glance it looks as if it might be quite difficult
+ * to choose equiprobably from all soluble light sets. After
+ * all, soluble light sets are those in the image space of the
+ * transformation matrix; so first we'd have to identify that
+ * space and its dimension, then pick a random coordinate for
+ * each basis vector and recombine. Lot of fiddly matrix
+ * algebra there.
+ *
+ * However, vector spaces are nicely orthogonal and relieve us
+ * of all that difficulty. For every point in the image space,
+ * there are precisely as many points in the input space that
+ * map to it as there are elements in the kernel of the
+ * transformation matrix (because adding any kernel element to
+ * the input does not change the output, and because any two
+ * inputs mapping to the same output must differ by an element
+ * of the kernel because that's what the kernel _is_); and
+ * these cosets are all disjoint (obviously, since no input
+ * point can map to more than one output point) and cover the
+ * whole space (equally obviously, because no input point can
+ * map to fewer than one output point!).
+ *
+ * So the input space contains the same number of points for
+ * each point in the output space; thus, we can simply choose
+ * equiprobably from elements of the _input_ space, and filter
+ * the result through the transformation matrix in the obvious
+ * way, and we thereby guarantee to choose equiprobably from
+ * all the output points. Phew!
+ */
+ while (1) {
+ memset(grid, 0, wh);
+ for (i = 0; i < wh; i++) {
+ int v = random_upto(rs, 2);
+ if (v) {
+ for (j = 0; j < wh; j++)
+ grid[j] ^= matrix[i*wh+j];
+ }
+ }
+ /*
+ * Ensure we don't have the starting state already!
+ */
+ for (i = 0; i < wh; i++)
+ if (grid[i])
+ break;
+ if (i < wh)
+ break;
+ }
+
+ /*
+ * Now encode the matrix and the starting grid as a game
+ * description. We'll do this by concatenating two great big
+ * hex bitmaps.
+ */
+ mbmp = encode_bitmap(matrix, wh*wh);
+ gbmp = encode_bitmap(grid, wh);
+ ret = snewn(strlen(mbmp) + strlen(gbmp) + 2, char);
+ sprintf(ret, "%s,%s", mbmp, gbmp);
+ sfree(mbmp);
+ sfree(gbmp);
+ return ret;
+}
+
+static void game_free_aux_info(game_aux_info *aux)
+{
+ assert(!"Shouldn't happen");
+}
+
+static char *validate_desc(game_params *params, char *desc)
+{
+ int w = params->w, h = params->h, wh = w * h;
+ int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
+
+ if (strspn(desc, "0123456789abcdefABCDEF") != mlen)
+ return "Matrix description is wrong length";
+ if (desc[mlen] != ',')
+ return "Expected comma after matrix description";
+ if (strspn(desc+mlen+1, "0123456789abcdefABCDEF") != glen)
+ return "Grid description is wrong length";
+ if (desc[mlen+1+glen])
+ return "Unexpected data after grid description";
+
+ return NULL;
+}
+
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
+{
+ int w = params->w, h = params->h, wh = w * h;
+ int mlen = (wh*wh+3)/4;
+
+ game_state *state = snew(game_state);
+
+ state->w = w;
+ state->h = h;
+ state->completed = FALSE;
+ state->moves = 0;
+ state->matrix = snew(struct matrix);
+ state->matrix->refcount = 1;
+ state->matrix->matrix = snewn(wh*wh, unsigned char);
+ decode_bitmap(state->matrix->matrix, wh*wh, desc);
+ state->grid = snewn(wh, unsigned char);
+ decode_bitmap(state->grid, wh, desc + mlen + 1);
+
+ return state;
+}
+
+static game_state *dup_game(game_state *state)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = state->w;
+ ret->h = state->h;
+ ret->completed = state->completed;
+ ret->moves = state->moves;
+ ret->matrix = state->matrix;
+ state->matrix->refcount++;
+ ret->grid = snewn(ret->w * ret->h, unsigned char);
+ memcpy(ret->grid, state->grid, ret->w * ret->h);
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->grid);
+ if (--state->matrix->refcount <= 0) {
+ sfree(state->matrix->matrix);
+ sfree(state->matrix);
+ }
+ sfree(state);
+}
+
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+ char **error)
+{
+ return NULL;
+}
+
+static char *game_text_format(game_state *state)
+{
+ return NULL;
+}
+
+static game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int w, h, started;
+ unsigned char *tiles;
+ int tilesize;
+};
+
+static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = from->w, h = from->h, wh = w * h;
+ game_state *ret;
+
+ if (button == LEFT_BUTTON) {
+ int tx = FROMCOORD(x), ty = FROMCOORD(y);
+ if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
+ int i, j, done;
+
+ ret = dup_game(from);
+
+ if (!ret->completed)
+ ret->moves++;
+
+ i = ty * w + tx;
+
+ done = TRUE;
+ for (j = 0; j < wh; j++) {
+ ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
+ if (ret->grid[j] & 1)
+ done = FALSE;
+ }
+ if (done)
+ ret->completed = TRUE;
+
+ return ret;
+ }
+ }
+
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_size(game_params *params, game_drawstate *ds,
+ int *x, int *y, int expand)
+{
+ int tsx, tsy, ts;
+ /*
+ * Each window dimension equals the tile size times one more
+ * than the grid dimension (the border is half the width of the
+ * tiles).
+ */
+ tsx = *x / (params->w + 1);
+ tsy = *y / (params->h + 1);
+ ts = min(tsx, tsy);
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
+ *x = TILE_SIZE * params->w + 2 * BORDER;
+ *y = TILE_SIZE * params->h + 2 * BORDER;
+}
+
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ ret[COL_WRONG * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 3;
+ ret[COL_WRONG * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 3;
+ ret[COL_WRONG * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 3;
+
+ ret[COL_RIGHT * 3 + 0] = 1.0F;
+ ret[COL_RIGHT * 3 + 1] = 1.0F;
+ ret[COL_RIGHT * 3 + 2] = 1.0F;
+
+ ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F;
+ ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F;
+ ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F;
+
+ ret[COL_DIAG * 3 + 0] = ret[COL_GRID * 3 + 0];
+ ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1];
+ ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2];
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
+
+ ds->started = FALSE;
+ ds->w = state->w;
+ ds->h = state->h;
+ ds->tiles = snewn(ds->w*ds->h, unsigned char);
+ ds->tilesize = 0; /* haven't decided yet */
+ for (i = 0; i < ds->w*ds->h; i++)
+ ds->tiles[i] = -1;
+
+ return ds;
+}
+
+static void game_free_drawstate(game_drawstate *ds)
+{
+ sfree(ds->tiles);
+ sfree(ds);
+}
+
+static void draw_tile(frontend *fe, game_drawstate *ds,
+ game_state *state, int x, int y, int tile)
+{
+ int w = ds->w, h = ds->h, wh = w * h;
+ int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
+ int i, j;
+
+ clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
+
+ draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
+ tile == 1 ? COL_WRONG : COL_RIGHT);
+
+ /*
+ * Draw a little diagram in the tile which indicates which
+ * surrounding tiles flip when this one is clicked.
+ */
+ for (i = 0; i < h; i++)
+ for (j = 0; j < w; j++)
+ if (state->matrix->matrix[(y*w+x)*wh + i*w+j]) {
+ int ox = j - x, oy = i - y;
+ int td = TILE_SIZE / 16;
+ int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
+ int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
+ if (ox == 0 && oy == 0)
+ draw_rect(fe, cx, cy, 2*td+1, 2*td+1, COL_DIAG);
+ else {
+ draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG);
+ draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG);
+ draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG);
+ draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG);
+ }
+ }
+
+ unclip(fe);
+
+ draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
+}
+
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
+{
+ int w = ds->w, h = ds->h, wh = w * h;
+ int i, flashframe;
+
+ if (!ds->started) {
+ draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
+ TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
+
+ /*
+ * Draw the grid lines.
+ */
+ for (i = 0; i <= w; i++)
+ draw_line(fe, i * TILE_SIZE + BORDER, BORDER,
+ i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
+ COL_GRID);
+ for (i = 0; i <= h; i++)
+ draw_line(fe, BORDER, i * TILE_SIZE + BORDER,
+ w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
+ COL_GRID);
+
+ draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
+ TILE_SIZE * h + 2 * BORDER);
+
+ ds->started = TRUE;
+ }
+
+ if (flashtime)
+ flashframe = flashtime / FLASH_FRAME;
+ else
+ flashframe = -1;
+
+ for (i = 0; i < wh; i++) {
+ int x = i % w, y = i / w;
+ int fx, fy, fd;
+ int v = state->grid[i];
+
+ if (flashframe >= 0) {
+ fx = (w+1)/2 - min(x+1, w-x);
+ fy = (h+1)/2 - min(y+1, h-y);
+ fd = max(fx, fy);
+ if (fd == flashframe)
+ v |= 1;
+ else if (fd == flashframe - 1)
+ v &= ~1;
+ }
+
+ if (ds->tiles[i] != v) {
+ draw_tile(fe, ds, state, x, y, v);
+ ds->tiles[i] = v;
+ }
+ }
+
+ {
+ char buf[256];
+
+ sprintf(buf, "%sMoves: %d", state->completed ? "COMPLETED! " : "",
+ state->moves);
+
+ status_bar(fe, buf);
+ }
+}
+
+static float game_anim_length(game_state *oldstate, game_state *newstate,
+ int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(game_state *oldstate, game_state *newstate,
+ int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed)
+ return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
+
+ return 0.0F;
+}
+
+static int game_wants_statusbar(void)
+{
+ return TRUE;
+}
+
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
+}
+
+#ifdef COMBINED
+#define thegame flip
+#endif
+
+const struct game thegame = {
+ "Flip", NULL,
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ game_free_aux_info,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ FALSE, solve_game,
+ FALSE, game_text_format,
+ new_ui,
+ free_ui,
+ game_changed_state,
+ make_move,
+ game_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
+};