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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. | |
| */ | |
| enum { | |
| COL_BACKGROUND, | |
| COL_WRONG, | |
| COL_RIGHT, | |
| COL_GRID, | |
| COL_DIAG, | |
| COL_HINT, | |
| COL_CURSOR, | |
| NCOLOURS | |
| }; | |
| /* | |
| * 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; | |
| }; | |
| /* | |
| * 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; | |
| } | |
| 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; | |
| } | |
| 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 char *encode_ui(const game_ui *ui) | |
| { | |
| return NULL; | |
| } | |
| static void decode_ui(game_ui *ui, const char *encoding) | |
| { | |
| } | |
| 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 = NULL; | |
| 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 = 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 NULL; | |
| } | |
| } | |
| } | |
| 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 = 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, | |
| 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; | |
| } | |
| 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, | |
| new_ui, | |
| free_ui, | |
| encode_ui, | |
| 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 */ | |
| }; | |