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authorFranklin Wei <frankhwei536@gmail.com>2016-11-20 15:16:41 -0500
committerFranklin Wei <frankhwei536@gmail.com>2016-11-24 16:23:09 -0500
commit56c9984511f016eab7e1278ba9e40d88bb59a162 (patch)
tree1bfa6d3aeb3bf2a6ffec71387ac073cd0b8b2a51 /apps/plugins/puzzles/flip.c
parent29648f817677b84c03c2bcfe89eb8cf53653e7db (diff)
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[WIP] Port of Simon Tatham's Puzzle Collectionpuzzles
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. The following games are at least partially broken for various reasons: Cube: crash with certain settings Galaxies: crash Inertia: crash Keen: input issues Loopy: weird stuff happens Map: crash on input Mines: weird stuff happens on target Palisade: input issues Signpost: crash on input Solo: input issues Towers: input and drawing issues Train Tracks: drawing issues Twiddle: weird animation on target Undead: input and drawing issues Unequal: input and drawing issues Untangle: input issues All in all, about 40% of the games are at least partially broken. Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
Diffstat (limited to 'apps/plugins/puzzles/flip.c')
-rw-r--r--apps/plugins/puzzles/flip.c1349
1 files changed, 1349 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/flip.c b/apps/plugins/puzzles/flip.c
new file mode 100644
index 0000000..ffa6c07
--- /dev/null
+++ b/apps/plugins/puzzles/flip.c
@@ -0,0 +1,1349 @@
+/*
+ * 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 "rbassert.h"
+#include <ctype.h>
+#include <math.h>
+
+#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, 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 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(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, 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(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].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(const 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(const game_params *params, int full)
+{
+ 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, 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, 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);
+ sfree(matrix);
+ sfree(grid);
+ return ret;
+}
+
+static 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, 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 int 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, cdraw;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cx = ui->cy = ui->cdraw = 0;
+ 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)
+{
+}
+
+struct game_drawstate {
+ int w, h, 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 = 0;
+ } else {
+ tx = ui->cx; ty = ui->cy;
+ ui->cdraw = 1;
+ }
+ nullret = "";
+
+ 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, 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 = 1;
+ nullret = "";
+ }
+
+ 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, 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, int 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 < 0.5)
+ 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;
+ 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_rect(dr, 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(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 int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
+#ifdef COMBINED
+#define thegame flip
+#endif
+
+const struct game thegame = {
+ "Flip", "games.flip", "flip",
+ default_params,
+ game_fetch_preset,
+ 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,
+ game_changed_state,
+ 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_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};