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- /*
- * flip.c: Puzzle involving lighting up all the squares on a grid,
- * where each click toggles an overlapping set of lights.
- */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- #include <ctype.h>
- #include <limits.h>
- #ifdef NO_TGMATH_H
- # include <math.h>
- #else
- # include <tgmath.h>
- #endif
- #include "puzzles.h"
- #include "tree234.h"
- enum {
- COL_BACKGROUND,
- COL_WRONG,
- COL_RIGHT,
- COL_GRID,
- COL_DIAG,
- COL_HINT,
- COL_CURSOR,
- 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 ANIM_TIME 0.25F
- #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;
- bool completed, cheated, hints_active;
- 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 bool 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(const 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((unsigned char)*string)) string++;
- if (*string == 'x') {
- string++;
- ret->h = atoi(string);
- while (*string && isdigit((unsigned char)*string)) string++;
- }
- if (*string == 'r') {
- string++;
- ret->matrix_type = RANDOM;
- } else if (*string == 'c') {
- string++;
- ret->matrix_type = CROSSES;
- }
- }
- static char *encode_params(const game_params *params, bool 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(const 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].u.string.sval = dupstr(buf);
- ret[1].name = "Height";
- ret[1].type = C_STRING;
- sprintf(buf, "%d", params->h);
- ret[1].u.string.sval = dupstr(buf);
- ret[2].name = "Shape type";
- ret[2].type = C_CHOICES;
- ret[2].u.choices.choicenames = ":Crosses:Random";
- ret[2].u.choices.selected = params->matrix_type;
- ret[3].name = NULL;
- ret[3].type = C_END;
- return ret;
- }
- static game_params *custom_params(const config_item *cfg)
- {
- game_params *ret = snew(game_params);
- ret->w = atoi(cfg[0].u.string.sval);
- ret->h = atoi(cfg[1].u.string.sval);
- ret->matrix_type = cfg[2].u.choices.selected;
- return ret;
- }
- static const char *validate_params(const game_params *params, bool full)
- {
- int wh;
- if (params->w <= 0 || params->h <= 0)
- return "Width and height must both be greater than zero";
- if (params->w > (INT_MAX - 3) / params->h)
- return "Width times height must not be unreasonably large";
- wh = params->w * params->h;
- if (wh > (INT_MAX - 3) / wh)
- return "Width times height is too large";
- 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, const 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(const game_params *params, random_state *rs,
- char **aux, bool 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);
- sfree(matrix);
- sfree(grid);
- return ret;
- }
- static const char *validate_desc(const game_params *params, const 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 *me, const game_params *params,
- const 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->cheated = false;
- state->hints_active = 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(const game_state *state)
- {
- game_state *ret = snew(game_state);
- ret->w = state->w;
- ret->h = state->h;
- ret->completed = state->completed;
- ret->cheated = state->cheated;
- ret->hints_active = state->hints_active;
- 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 void rowxor(unsigned char *row1, unsigned char *row2, int len)
- {
- int i;
- for (i = 0; i < len; i++)
- row1[i] ^= row2[i];
- }
- static char *solve_game(const game_state *state, const game_state *currstate,
- const char *aux, const char **error)
- {
- int w = state->w, h = state->h, wh = w * h;
- unsigned char *equations, *solution, *shortest;
- int *und, nund;
- int rowsdone, colsdone;
- int i, j, k, len, bestlen;
- char *ret;
- /*
- * Set up a list of simultaneous equations. Each one is of
- * length (wh+1) and has wh coefficients followed by a value.
- */
- equations = snewn((wh + 1) * wh, unsigned char);
- for (i = 0; i < wh; i++) {
- for (j = 0; j < wh; j++)
- equations[i * (wh+1) + j] = currstate->matrix->matrix[j*wh+i];
- equations[i * (wh+1) + wh] = currstate->grid[i] & 1;
- }
- /*
- * Perform Gaussian elimination over GF(2).
- */
- rowsdone = colsdone = 0;
- nund = 0;
- und = snewn(wh, int);
- do {
- /*
- * Find the leftmost column which has a 1 in it somewhere
- * outside the first `rowsdone' rows.
- */
- j = -1;
- for (i = colsdone; i < wh; i++) {
- for (j = rowsdone; j < wh; j++)
- if (equations[j * (wh+1) + i])
- break;
- if (j < wh)
- break; /* found one */
- /*
- * This is a column which will not have an equation
- * controlling it. Mark it as undetermined.
- */
- und[nund++] = i;
- }
- /*
- * If there wasn't one, then we've finished: all remaining
- * equations are of the form 0 = constant. Check to see if
- * any of them wants 0 to be equal to 1; this is the
- * condition which indicates an insoluble problem
- * (therefore _hopefully_ one typed in by a user!).
- */
- if (i == wh) {
- for (j = rowsdone; j < wh; j++)
- if (equations[j * (wh+1) + wh]) {
- *error = "No solution exists for this position";
- sfree(equations);
- sfree(und);
- return NULL;
- }
- break;
- }
- /*
- * We've found a 1. It's in column i, and the topmost 1 in
- * that column is in row j. Do a row-XOR to move it up to
- * the topmost row if it isn't already there.
- */
- assert(j != -1);
- if (j > rowsdone)
- rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1);
- /*
- * Do row-XORs to eliminate that 1 from all rows below the
- * topmost row.
- */
- for (j = rowsdone + 1; j < wh; j++)
- if (equations[j*(wh+1) + i])
- rowxor(equations + j*(wh+1),
- equations + rowsdone*(wh+1), wh+1);
- /*
- * Mark this row and column as done.
- */
- rowsdone++;
- colsdone = i+1;
- /*
- * If we've done all the rows, terminate.
- */
- } while (rowsdone < wh);
- /*
- * If we reach here, we have the ability to produce a solution.
- * So we go through _all_ possible solutions (each
- * corresponding to a set of arbitrary choices of those
- * components not directly determined by an equation), and pick
- * one requiring the smallest number of flips.
- */
- solution = snewn(wh, unsigned char);
- shortest = snewn(wh, unsigned char);
- memset(solution, 0, wh);
- bestlen = wh + 1;
- while (1) {
- /*
- * Find a solution based on the current values of the
- * undetermined variables.
- */
- for (j = rowsdone; j-- ;) {
- int v;
- /*
- * Find the leftmost set bit in this equation.
- */
- for (i = 0; i < wh; i++)
- if (equations[j * (wh+1) + i])
- break;
- assert(i < wh); /* there must have been one! */
- /*
- * Compute this variable using the rest.
- */
- v = equations[j * (wh+1) + wh];
- for (k = i+1; k < wh; k++)
- if (equations[j * (wh+1) + k])
- v ^= solution[k];
- solution[i] = v;
- }
- /*
- * Compare this solution to the current best one, and
- * replace the best one if this one is shorter.
- */
- len = 0;
- for (i = 0; i < wh; i++)
- if (solution[i])
- len++;
- if (len < bestlen) {
- bestlen = len;
- memcpy(shortest, solution, wh);
- }
- /*
- * Now increment the binary number given by the
- * undetermined variables: turn all 1s into 0s until we see
- * a 0, at which point we turn it into a 1.
- */
- for (i = 0; i < nund; i++) {
- solution[und[i]] = !solution[und[i]];
- if (solution[und[i]])
- break;
- }
- /*
- * If we didn't find a 0 at any point, we have wrapped
- * round and are back at the start, i.e. we have enumerated
- * all solutions.
- */
- if (i == nund)
- break;
- }
- /*
- * We have a solution. Produce a move string encoding the
- * solution.
- */
- ret = snewn(wh + 2, char);
- ret[0] = 'S';
- for (i = 0; i < wh; i++)
- ret[i+1] = shortest[i] ? '1' : '0';
- ret[wh+1] = '\0';
- sfree(shortest);
- sfree(solution);
- sfree(equations);
- sfree(und);
- return ret;
- }
- static bool game_can_format_as_text_now(const game_params *params)
- {
- return true;
- }
- #define RIGHT 1
- #define DOWN gw
- static char *game_text_format(const game_state *state)
- {
- int w = state->w, h = state->h, wh = w*h, r, c, dx, dy;
- int cw = 4, ch = 4, gw = w * cw + 2, gh = h * ch + 1, len = gw * gh;
- char *board = snewn(len + 1, char);
- memset(board, ' ', len - 1);
- for (r = 0; r < h; ++r) {
- for (c = 0; c < w; ++c) {
- int cell = r*ch*gw + c*cw, center = cell+(ch/2)*DOWN + cw/2*RIGHT;
- char flip = (state->grid[r*w + c] & 1) ? '#' : '.';
- for (dy = -1 + (r == 0); dy <= 1 - (r == h - 1); ++dy)
- for (dx = -1 + (c == 0); dx <= 1 - (c == w - 1); ++dx)
- if (state->matrix->matrix[(r*w+c)*wh + ((r+dy)*w + c+dx)])
- board[center + dy*DOWN + dx*RIGHT] = flip;
- board[cell] = '+';
- for (dx = 1; dx < cw; ++dx) board[cell+dx*RIGHT] = '-';
- for (dy = 1; dy < ch; ++dy) board[cell+dy*DOWN] = '|';
- }
- board[r*ch*gw + gw - 2] = '+';
- board[r*ch*gw + gw - 1] = '\n';
- for (dy = 1; dy < ch; ++dy) {
- board[r*ch*gw + gw - 2 + dy*DOWN] = '|';
- board[r*ch*gw + gw - 1 + dy*DOWN] = '\n';
- }
- }
- memset(board + len - gw, '-', gw - 2);
- for (c = 0; c <= w; ++c) board[len - gw + cw*c] = '+';
- board[len - 1] = '\n';
- board[len] = '\0';
- return board;
- }
- #undef RIGHT
- #undef DOWN
- struct game_ui {
- int cx, cy;
- bool cdraw;
- };
- static game_ui *new_ui(const game_state *state)
- {
- game_ui *ui = snew(game_ui);
- ui->cx = ui->cy = 0;
- ui->cdraw = getenv_bool("PUZZLES_SHOW_CURSOR", false);
- return ui;
- }
- static void free_ui(game_ui *ui)
- {
- sfree(ui);
- }
- static void game_changed_state(game_ui *ui, const game_state *oldstate,
- const game_state *newstate)
- {
- }
- static const char *current_key_label(const game_ui *ui,
- const game_state *state, int button)
- {
- if (IS_CURSOR_SELECT(button)) return "Flip";
- return "";
- }
- struct game_drawstate {
- int w, h;
- bool started;
- unsigned char *tiles;
- int tilesize;
- };
- static char *interpret_move(const game_state *state, game_ui *ui,
- const game_drawstate *ds,
- int x, int y, int button)
- {
- int w = state->w, h = state->h, wh = w * h;
- char buf[80], *nullret = MOVE_UNUSED;
- if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
- int tx, ty;
- if (button == LEFT_BUTTON) {
- tx = FROMCOORD(x), ty = FROMCOORD(y);
- ui->cdraw = false;
- } else {
- tx = ui->cx; ty = ui->cy;
- ui->cdraw = true;
- }
- nullret = MOVE_UI_UPDATE;
- if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
- /*
- * It's just possible that a manually entered game ID
- * will have at least one square do nothing whatsoever.
- * If so, we avoid encoding a move at all.
- */
- int i = ty*w+tx, j;
- bool makemove = false;
- for (j = 0; j < wh; j++) {
- if (state->matrix->matrix[i*wh+j])
- makemove = true;
- }
- if (makemove) {
- sprintf(buf, "M%d,%d", tx, ty);
- return dupstr(buf);
- } else {
- return MOVE_NO_EFFECT;
- }
- }
- }
- else if (IS_CURSOR_MOVE(button)) {
- int dx = 0, dy = 0;
- switch (button) {
- case CURSOR_UP: dy = -1; break;
- case CURSOR_DOWN: dy = 1; break;
- case CURSOR_RIGHT: dx = 1; break;
- case CURSOR_LEFT: dx = -1; break;
- default: assert(!"shouldn't get here");
- }
- ui->cx += dx; ui->cy += dy;
- ui->cx = min(max(ui->cx, 0), state->w - 1);
- ui->cy = min(max(ui->cy, 0), state->h - 1);
- ui->cdraw = true;
- nullret = MOVE_UI_UPDATE;
- }
- return nullret;
- }
- static game_state *execute_move(const game_state *from, const char *move)
- {
- int w = from->w, h = from->h, wh = w * h;
- game_state *ret;
- int x, y;
- if (move[0] == 'S' && strlen(move) == wh+1) {
- int i;
- ret = dup_game(from);
- ret->hints_active = true;
- ret->cheated = true;
- for (i = 0; i < wh; i++) {
- ret->grid[i] &= ~2;
- if (move[i+1] != '0')
- ret->grid[i] |= 2;
- }
- return ret;
- } else if (move[0] == 'M' &&
- sscanf(move+1, "%d,%d", &x, &y) == 2 &&
- x >= 0 && x < w && y >= 0 && y < h) {
- int i, j;
- bool done;
- ret = dup_game(from);
- if (!ret->completed)
- ret->moves++;
- i = y * w + x;
- done = true;
- for (j = 0; j < wh; j++) {
- ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
- if (ret->grid[j] & 1)
- done = false;
- }
- ret->grid[i] ^= 2; /* toggle hint */
- if (done) {
- ret->completed = true;
- ret->hints_active = false;
- }
- return ret;
- } else
- return NULL; /* can't parse move string */
- }
- /* ----------------------------------------------------------------------
- * Drawing routines.
- */
- static void game_compute_size(const game_params *params, int tilesize,
- const game_ui *ui, int *x, int *y)
- {
- /* Ick: fake up `ds->tilesize' for macro expansion purposes */
- struct { int tilesize; } ads, *ds = &ads;
- ads.tilesize = tilesize;
- *x = TILE_SIZE * params->w + 2 * BORDER;
- *y = TILE_SIZE * params->h + 2 * BORDER;
- }
- static void game_set_size(drawing *dr, game_drawstate *ds,
- const game_params *params, int tilesize)
- {
- ds->tilesize = tilesize;
- }
- static float *game_colours(frontend *fe, 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];
- ret[COL_HINT * 3 + 0] = 1.0F;
- ret[COL_HINT * 3 + 1] = 0.0F;
- ret[COL_HINT * 3 + 2] = 0.0F;
- ret[COL_CURSOR * 3 + 0] = 0.8F;
- ret[COL_CURSOR * 3 + 1] = 0.0F;
- ret[COL_CURSOR * 3 + 2] = 0.0F;
- *ncolours = NCOLOURS;
- return ret;
- }
- static game_drawstate *game_new_drawstate(drawing *dr, const 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(drawing *dr, game_drawstate *ds)
- {
- sfree(ds->tiles);
- sfree(ds);
- }
- static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
- int x, int y, int tile, bool anim, float animtime)
- {
- int w = ds->w, h = ds->h, wh = w * h;
- int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
- int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG;
- clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
- draw_rect(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
- anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
- if (anim) {
- /*
- * Draw a polygon indicating that the square is diagonally
- * flipping over.
- */
- int coords[8], colour;
- coords[0] = bx + TILE_SIZE;
- coords[1] = by;
- coords[2] = bx + (int)((float)TILE_SIZE * animtime);
- coords[3] = by + (int)((float)TILE_SIZE * animtime);
- coords[4] = bx;
- coords[5] = by + TILE_SIZE;
- coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
- coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
- colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
- if (animtime < 0.5F)
- colour = COL_WRONG + COL_RIGHT - colour;
- draw_polygon(dr, coords, 4, colour, COL_GRID);
- }
- /*
- * 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 ? TILE_SIZE / 16 : 1;
- 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(dr, cx, cy, 2*td+1, 2*td+1, dcol);
- else {
- draw_line(dr, cx, cy, cx+2*td, cy, dcol);
- draw_line(dr, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
- draw_line(dr, cx, cy, cx, cy+2*td, dcol);
- draw_line(dr, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
- }
- }
- /*
- * Draw a hint rectangle if required.
- */
- if (tile & 2) {
- int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20;
- int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
- int i = 3;
- while (i--) {
- draw_line(dr, x1, y1, x2, y1, COL_HINT);
- draw_line(dr, x1, y2, x2, y2, COL_HINT);
- draw_line(dr, x1, y1, x1, y2, COL_HINT);
- draw_line(dr, x2, y1, x2, y2, COL_HINT);
- x1++, y1++, x2--, y2--;
- }
- }
- unclip(dr);
- draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
- }
- static void game_redraw(drawing *dr, game_drawstate *ds,
- const game_state *oldstate, const game_state *state,
- int dir, const game_ui *ui,
- float animtime, float flashtime)
- {
- int w = ds->w, h = ds->h, wh = w * h;
- int i, flashframe;
- if (!ds->started) {
- /*
- * Draw the grid lines.
- */
- for (i = 0; i <= w; i++)
- draw_line(dr, i * TILE_SIZE + BORDER, BORDER,
- i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
- COL_GRID);
- for (i = 0; i <= h; i++)
- draw_line(dr, BORDER, i * TILE_SIZE + BORDER,
- w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
- COL_GRID);
- draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
- TILE_SIZE * h + 2 * BORDER);
- ds->started = true;
- }
- if (flashtime)
- flashframe = (int)(flashtime / FLASH_FRAME);
- else
- flashframe = -1;
- animtime /= ANIM_TIME; /* scale it so it goes from 0 to 1 */
- for (i = 0; i < wh; i++) {
- int x = i % w, y = i / w;
- int fx, fy, fd;
- int v = state->grid[i];
- int vv;
- 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 (!state->hints_active)
- v &= ~2;
- if (ui->cdraw && ui->cx == x && ui->cy == y)
- v |= 4;
- if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
- vv = 255; /* means `animated' */
- else
- vv = v;
- if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
- draw_tile(dr, ds, state, x, y, v, vv == 255, animtime);
- ds->tiles[i] = vv;
- }
- }
- {
- char buf[256];
- sprintf(buf, "%sMoves: %d",
- (state->completed ?
- (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
- (state->cheated ? "Auto-solver used. " : "")),
- state->moves);
- status_bar(dr, buf);
- }
- }
- static float game_anim_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- return ANIM_TIME;
- }
- static float game_flash_length(const game_state *oldstate,
- const 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 void game_get_cursor_location(const game_ui *ui,
- const game_drawstate *ds,
- const game_state *state,
- const game_params *params,
- int *x, int *y, int *w, int *h)
- {
- if(ui->cdraw)
- {
- *x = COORD(ui->cx);
- *y = COORD(ui->cy);
- *w = *h = TILE_SIZE;
- }
- }
- static int game_status(const game_state *state)
- {
- return state->completed ? +1 : 0;
- }
- #ifdef COMBINED
- #define thegame flip
- #endif
- const struct game thegame = {
- "Flip", "games.flip", "flip",
- default_params,
- game_fetch_preset, NULL,
- decode_params,
- encode_params,
- free_params,
- dup_params,
- true, game_configure, custom_params,
- validate_params,
- new_game_desc,
- validate_desc,
- new_game,
- dup_game,
- free_game,
- true, solve_game,
- true, game_can_format_as_text_now, game_text_format,
- NULL, NULL, /* get_prefs, set_prefs */
- new_ui,
- free_ui,
- NULL, /* encode_ui */
- NULL, /* decode_ui */
- NULL, /* game_request_keys */
- game_changed_state,
- current_key_label,
- interpret_move,
- execute_move,
- PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
- game_colours,
- game_new_drawstate,
- game_free_drawstate,
- game_redraw,
- game_anim_length,
- game_flash_length,
- game_get_cursor_location,
- game_status,
- false, false, NULL, NULL, /* print_size, print */
- true, /* wants_statusbar */
- false, NULL, /* timing_state */
- 0, /* flags */
- };
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