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- /*
- * guess.c: Mastermind clone.
- */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- #include <ctype.h>
- #ifdef NO_TGMATH_H
- # include <math.h>
- #else
- # include <tgmath.h>
- #endif
- #include "puzzles.h"
- #define FLASH_FRAME 0.5F
- enum {
- COL_BACKGROUND,
- COL_FRAME, COL_CURSOR, COL_FLASH, COL_HOLD,
- COL_EMPTY, /* must be COL_1 - 1 */
- COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10,
- COL_CORRECTPLACE, COL_CORRECTCOLOUR,
- NCOLOURS
- };
- struct game_params {
- int ncolours, npegs, nguesses;
- bool allow_blank, allow_multiple;
- };
- #define FEEDBACK_CORRECTPLACE 1
- #define FEEDBACK_CORRECTCOLOUR 2
- typedef struct pegrow {
- int npegs;
- int *pegs; /* 0 is 'empty' */
- int *feedback; /* may well be unused */
- } *pegrow;
- struct game_state {
- game_params params;
- pegrow *guesses; /* length params->nguesses */
- bool *holds;
- pegrow solution;
- int next_go; /* from 0 to nguesses-1;
- if next_go == nguesses then they've lost. */
- int solved; /* +1 = win, -1 = lose, 0 = still playing */
- };
- static game_params *default_params(void)
- {
- game_params *ret = snew(game_params);
- /* AFAIK this is the canonical Mastermind ruleset. */
- ret->ncolours = 6;
- ret->npegs = 4;
- ret->nguesses = 10;
- ret->allow_blank = false;
- ret->allow_multiple = true;
- return ret;
- }
- 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 const struct {
- const char *name;
- game_params params;
- } guess_presets[] = {
- {"Standard", {6, 4, 10, false, true}},
- {"Super", {8, 5, 12, false, true}},
- };
- static bool game_fetch_preset(int i, char **name, game_params **params)
- {
- if (i < 0 || i >= lenof(guess_presets))
- return false;
- *name = dupstr(guess_presets[i].name);
- *params = dup_params(&guess_presets[i].params);
- return true;
- }
- static void decode_params(game_params *params, char const *string)
- {
- char const *p = string;
- game_params *defs = default_params();
- *params = *defs; free_params(defs);
- while (*p) {
- switch (*p++) {
- case 'c':
- params->ncolours = atoi(p);
- while (*p && isdigit((unsigned char)*p)) p++;
- break;
- case 'p':
- params->npegs = atoi(p);
- while (*p && isdigit((unsigned char)*p)) p++;
- break;
- case 'g':
- params->nguesses = atoi(p);
- while (*p && isdigit((unsigned char)*p)) p++;
- break;
- case 'b':
- params->allow_blank = true;
- break;
- case 'B':
- params->allow_blank = false;
- break;
- case 'm':
- params->allow_multiple = true;
- break;
- case 'M':
- params->allow_multiple = false;
- break;
- default:
- ;
- }
- }
- }
- static char *encode_params(const game_params *params, bool full)
- {
- char data[256];
- sprintf(data, "c%dp%dg%d%s%s",
- params->ncolours, params->npegs, params->nguesses,
- params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
- return dupstr(data);
- }
- static config_item *game_configure(const game_params *params)
- {
- config_item *ret;
- char buf[80];
- ret = snewn(6, config_item);
- ret[0].name = "Colours";
- ret[0].type = C_STRING;
- sprintf(buf, "%d", params->ncolours);
- ret[0].u.string.sval = dupstr(buf);
- ret[1].name = "Pegs per guess";
- ret[1].type = C_STRING;
- sprintf(buf, "%d", params->npegs);
- ret[1].u.string.sval = dupstr(buf);
- ret[2].name = "Guesses";
- ret[2].type = C_STRING;
- sprintf(buf, "%d", params->nguesses);
- ret[2].u.string.sval = dupstr(buf);
- ret[3].name = "Allow blanks";
- ret[3].type = C_BOOLEAN;
- ret[3].u.boolean.bval = params->allow_blank;
- ret[4].name = "Allow duplicates";
- ret[4].type = C_BOOLEAN;
- ret[4].u.boolean.bval = params->allow_multiple;
- ret[5].name = NULL;
- ret[5].type = C_END;
- return ret;
- }
- static game_params *custom_params(const config_item *cfg)
- {
- game_params *ret = snew(game_params);
- ret->ncolours = atoi(cfg[0].u.string.sval);
- ret->npegs = atoi(cfg[1].u.string.sval);
- ret->nguesses = atoi(cfg[2].u.string.sval);
- ret->allow_blank = cfg[3].u.boolean.bval;
- ret->allow_multiple = cfg[4].u.boolean.bval;
- return ret;
- }
- static const char *validate_params(const game_params *params, bool full)
- {
- if (params->ncolours < 2 || params->npegs < 2)
- return "Trivial solutions are uninteresting";
- /* NB as well as the no. of colours we define, max(ncolours) must
- * also fit in an unsigned char; see new_game_desc. */
- if (params->ncolours > 10)
- return "Too many colours";
- if (params->nguesses < 1)
- return "Must have at least one guess";
- if (!params->allow_multiple && params->ncolours < params->npegs)
- return "Disallowing multiple colours requires at least as many colours as pegs";
- return NULL;
- }
- static pegrow new_pegrow(int npegs)
- {
- pegrow pegs = snew(struct pegrow);
- pegs->npegs = npegs;
- pegs->pegs = snewn(pegs->npegs, int);
- memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
- pegs->feedback = snewn(pegs->npegs, int);
- memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
- return pegs;
- }
- static pegrow dup_pegrow(pegrow pegs)
- {
- pegrow newpegs = new_pegrow(pegs->npegs);
- memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
- memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
- return newpegs;
- }
- static void invalidate_pegrow(pegrow pegs)
- {
- memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
- memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
- }
- static void free_pegrow(pegrow pegs)
- {
- sfree(pegs->pegs);
- sfree(pegs->feedback);
- sfree(pegs);
- }
- static char *new_game_desc(const game_params *params, random_state *rs,
- char **aux, bool interactive)
- {
- unsigned char *bmp = snewn(params->npegs, unsigned char);
- char *ret;
- int i, c;
- pegrow colcount = new_pegrow(params->ncolours);
- for (i = 0; i < params->npegs; i++) {
- newcol:
- c = random_upto(rs, params->ncolours);
- if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
- colcount->pegs[c]++;
- bmp[i] = (unsigned char)(c+1);
- }
- obfuscate_bitmap(bmp, params->npegs*8, false);
- ret = bin2hex(bmp, params->npegs);
- sfree(bmp);
- free_pegrow(colcount);
- return ret;
- }
- static const char *validate_desc(const game_params *params, const char *desc)
- {
- unsigned char *bmp;
- int i;
- /* desc is just an (obfuscated) bitmap of the solution; check that
- * it's the correct length and (when unobfuscated) contains only
- * sensible colours. */
- if (strlen(desc) != params->npegs * 2)
- return "Game description is wrong length";
- bmp = hex2bin(desc, params->npegs);
- obfuscate_bitmap(bmp, params->npegs*8, true);
- for (i = 0; i < params->npegs; i++) {
- if (bmp[i] < 1 || bmp[i] > params->ncolours) {
- sfree(bmp);
- return "Game description is corrupted";
- }
- }
- sfree(bmp);
- return NULL;
- }
- static game_state *new_game(midend *me, const game_params *params,
- const char *desc)
- {
- game_state *state = snew(game_state);
- unsigned char *bmp;
- int i;
- state->params = *params;
- state->guesses = snewn(params->nguesses, pegrow);
- for (i = 0; i < params->nguesses; i++)
- state->guesses[i] = new_pegrow(params->npegs);
- state->holds = snewn(params->npegs, bool);
- state->solution = new_pegrow(params->npegs);
- bmp = hex2bin(desc, params->npegs);
- obfuscate_bitmap(bmp, params->npegs*8, true);
- for (i = 0; i < params->npegs; i++)
- state->solution->pegs[i] = (int)bmp[i];
- sfree(bmp);
- memset(state->holds, 0, sizeof(bool) * params->npegs);
- state->next_go = state->solved = 0;
- return state;
- }
- static game_state *dup_game(const game_state *state)
- {
- game_state *ret = snew(game_state);
- int i;
- *ret = *state;
- ret->guesses = snewn(state->params.nguesses, pegrow);
- for (i = 0; i < state->params.nguesses; i++)
- ret->guesses[i] = dup_pegrow(state->guesses[i]);
- ret->holds = snewn(state->params.npegs, bool);
- memcpy(ret->holds, state->holds, sizeof(bool) * state->params.npegs);
- ret->solution = dup_pegrow(state->solution);
- return ret;
- }
- static void free_game(game_state *state)
- {
- int i;
- free_pegrow(state->solution);
- for (i = 0; i < state->params.nguesses; i++)
- free_pegrow(state->guesses[i]);
- sfree(state->holds);
- sfree(state->guesses);
- sfree(state);
- }
- static char *solve_game(const game_state *state, const game_state *currstate,
- const char *aux, const char **error)
- {
- return dupstr("S");
- }
- static bool is_markable(const game_params *params, pegrow pegs)
- {
- int i, nset = 0, nrequired;
- bool ret = false;
- pegrow colcount = new_pegrow(params->ncolours);
- nrequired = params->allow_blank ? 1 : params->npegs;
- for (i = 0; i < params->npegs; i++) {
- int c = pegs->pegs[i];
- if (c > 0) {
- assert(c <= params->ncolours);
- colcount->pegs[c-1]++;
- nset++;
- }
- }
- if (nset < nrequired) goto done;
- if (!params->allow_multiple) {
- for (i = 0; i < params->ncolours; i++) {
- if (colcount->pegs[i] > 1) goto done;
- }
- }
- ret = true;
- done:
- free_pegrow(colcount);
- return ret;
- }
- struct game_ui {
- game_params params;
- pegrow curr_pegs; /* half-finished current move */
- bool *holds;
- int colour_cur; /* position of up-down colour picker cursor */
- int peg_cur; /* position of left-right peg picker cursor */
- bool display_cur, markable;
- int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
- int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
- bool show_labels; /* label the colours with numbers */
- pegrow hint;
- };
- static game_ui *new_ui(const game_state *state)
- {
- game_ui *ui = snew(game_ui);
- memset(ui, 0, sizeof(game_ui));
- if (state != NULL) {
- ui->params = state->params; /* structure copy */
- ui->curr_pegs = new_pegrow(state->params.npegs);
- ui->holds = snewn(state->params.npegs, bool);
- memset(ui->holds, 0, sizeof(bool)*state->params.npegs);
- }
- ui->display_cur = getenv_bool("PUZZLES_SHOW_CURSOR", false);
- ui->drag_opeg = -1;
- return ui;
- }
- static config_item *get_prefs(game_ui *ui)
- {
- config_item *ret;
- ret = snewn(2, config_item);
- ret[0].name = "Label colours with numbers";
- ret[0].kw = "show-labels";
- ret[0].type = C_BOOLEAN;
- ret[0].u.boolean.bval = ui->show_labels;
- ret[1].name = NULL;
- ret[1].type = C_END;
- return ret;
- }
- static void set_prefs(game_ui *ui, const config_item *cfg)
- {
- ui->show_labels = cfg[0].u.boolean.bval;
- }
- static void free_ui(game_ui *ui)
- {
- if (ui->hint)
- free_pegrow(ui->hint);
- if (ui->curr_pegs)
- free_pegrow(ui->curr_pegs);
- sfree(ui->holds);
- sfree(ui);
- }
- static char *encode_ui(const game_ui *ui)
- {
- char *ret, *p;
- const char *sep;
- int i;
- /*
- * For this game it's worth storing the contents of the current
- * guess, and the current set of holds.
- */
- ret = snewn(40 * ui->curr_pegs->npegs, char);
- p = ret;
- sep = "";
- for (i = 0; i < ui->curr_pegs->npegs; i++) {
- p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
- ui->holds[i] ? "_" : "");
- sep = ",";
- }
- *p++ = '\0';
- assert(p - ret < 40 * ui->curr_pegs->npegs);
- return sresize(ret, p - ret, char);
- }
- static void decode_ui(game_ui *ui, const char *encoding,
- const game_state *state)
- {
- int i;
- const char *p = encoding;
- for (i = 0; i < ui->curr_pegs->npegs; i++) {
- ui->curr_pegs->pegs[i] = atoi(p);
- if (ui->curr_pegs->pegs[i] < 0 ||
- ui->curr_pegs->pegs[i] > ui->params.ncolours)
- ui->curr_pegs->pegs[i] = 0; /* Remove invalid pegs. */
- while (*p && isdigit((unsigned char)*p)) p++;
- if (*p == '_') {
- /* NB: old versions didn't store holds */
- ui->holds[i] = true;
- p++;
- } else
- ui->holds[i] = false;
- if (*p == ',') p++;
- }
- ui->markable = is_markable(&ui->params, ui->curr_pegs);
- }
- static void game_changed_state(game_ui *ui, const game_state *oldstate,
- const game_state *newstate)
- {
- int i;
- if (newstate->next_go < oldstate->next_go) {
- sfree(ui->hint);
- ui->hint = NULL;
- }
- /* Implement holds, clear other pegs.
- * This does something that is arguably the Right Thing even
- * for undo. */
- for (i = 0; i < newstate->solution->npegs; i++) {
- if (newstate->solved)
- ui->holds[i] = false;
- else
- ui->holds[i] = newstate->holds[i];
- if (newstate->solved || (newstate->next_go == 0) || !ui->holds[i]) {
- ui->curr_pegs->pegs[i] = 0;
- } else
- ui->curr_pegs->pegs[i] =
- newstate->guesses[newstate->next_go-1]->pegs[i];
- }
- ui->markable = is_markable(&newstate->params, ui->curr_pegs);
- /* Clean up cursor position */
- if (!ui->markable && ui->peg_cur == newstate->solution->npegs)
- ui->peg_cur = 0;
- }
- static const char *current_key_label(const game_ui *ui,
- const game_state *state, int button)
- {
- if (state->solved) return "";
- if (button == CURSOR_SELECT) {
- if (ui->peg_cur == state->params.npegs) return "Submit";
- return "Place";
- }
- if (button == CURSOR_SELECT2 && ui->peg_cur != state->params.npegs)
- return "Hold";
- return "";
- }
- #define PEGSZ (ds->pegsz)
- #define PEGOFF (ds->pegsz + ds->gapsz)
- #define HINTSZ (ds->hintsz)
- #define HINTOFF (ds->hintsz + ds->gapsz)
- #define GAP (ds->gapsz)
- #define CGAP (ds->gapsz / 2)
- #define PEGRAD (ds->pegrad)
- #define HINTRAD (ds->hintrad)
- #define COL_OX (ds->colx)
- #define COL_OY (ds->coly)
- #define COL_X(c) (COL_OX)
- #define COL_Y(c) (COL_OY + (c)*PEGOFF)
- #define COL_W PEGOFF
- #define COL_H (ds->colours->npegs*PEGOFF)
- #define GUESS_OX (ds->guessx)
- #define GUESS_OY (ds->guessy)
- #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
- #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
- #define GUESS_W (ds->solution->npegs*PEGOFF)
- #define GUESS_H (ds->nguesses*PEGOFF)
- #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
- #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
- #define HINT_X(g) HINT_OX
- #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
- #define HINT_W ((ds->hintw*HINTOFF) - GAP)
- #define HINT_H GUESS_H
- #define SOLN_OX GUESS_OX
- #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
- #define SOLN_W GUESS_W
- #define SOLN_H PEGOFF
- struct game_drawstate {
- int nguesses;
- pegrow *guesses; /* same size as state->guesses */
- pegrow solution; /* only displayed if state->solved */
- pegrow colours; /* length ncolours, not npegs */
- int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
- int pegrad, hintrad; /* radius of peg, hint */
- int border;
- int colx, coly; /* origin of colours vertical bar */
- int guessx, guessy; /* origin of guesses */
- int solnx, solny; /* origin of solution */
- int hintw; /* no. of hint tiles we're wide per row */
- int w, h;
- bool started;
- int solved;
- int next_go;
- blitter *blit_peg;
- int drag_col, blit_ox, blit_oy;
- };
- static void set_peg(const game_params *params, game_ui *ui, int peg, int col)
- {
- ui->curr_pegs->pegs[peg] = col;
- ui->markable = is_markable(params, ui->curr_pegs);
- }
- static int mark_pegs(pegrow guess, const pegrow solution, int ncols)
- {
- int nc_place = 0, nc_colour = 0, i, j;
- assert(guess && solution && (guess->npegs == solution->npegs));
- for (i = 0; i < guess->npegs; i++) {
- if (guess->pegs[i] == solution->pegs[i]) nc_place++;
- }
- /* slight bit of cleverness: we have the following formula, from
- * http://mathworld.wolfram.com/Mastermind.html that gives:
- *
- * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
- *
- * I think this is due to Knuth.
- */
- for (i = 1; i <= ncols; i++) {
- int n_guess = 0, n_solution = 0;
- for (j = 0; j < guess->npegs; j++) {
- if (guess->pegs[j] == i) n_guess++;
- if (solution->pegs[j] == i) n_solution++;
- }
- nc_colour += min(n_guess, n_solution);
- }
- nc_colour -= nc_place;
- debug(("mark_pegs, %d pegs, %d right place, %d right colour",
- guess->npegs, nc_place, nc_colour));
- assert((nc_colour + nc_place) <= guess->npegs);
- memset(guess->feedback, 0, guess->npegs*sizeof(int));
- for (i = 0, j = 0; i < nc_place; i++)
- guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
- for (i = 0; i < nc_colour; i++)
- guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
- return nc_place;
- }
- static char *encode_move(const game_state *from, game_ui *ui)
- {
- char *buf, *p;
- const char *sep;
- int len, i;
- len = ui->curr_pegs->npegs * 20 + 2;
- buf = snewn(len, char);
- p = buf;
- *p++ = 'G';
- sep = "";
- for (i = 0; i < ui->curr_pegs->npegs; i++) {
- p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
- ui->holds[i] ? "_" : "");
- sep = ",";
- }
- *p++ = '\0';
- assert(p - buf <= len);
- buf = sresize(buf, len, char);
- return buf;
- }
- static void compute_hint(const game_state *state, game_ui *ui)
- {
- /* Suggest the lexicographically first row consistent with all
- * previous feedback. This is not only a useful hint, but also
- * a reasonable strategy if applied consistently. If the user
- * uses hints in every turn, they may be able to intuit this
- * strategy, or one similar to it. I (Jonas Kölker) came up
- * with something close to it without seeing it in action. */
- /* Some performance characteristics: I want to ask for each n,
- * how many solutions are guessed in exactly n guesses if you
- * use the hint in each turn.
- *
- * With 4 pegs and 6 colours you get the following histogram:
- *
- * 1 guesses: 1 solution
- * 2 guesses: 4 solutions
- * 3 guesses: 25 solutions
- * 4 guesses: 108 solutions
- * 5 guesses: 305 solutions
- * 6 guesses: 602 solutions
- * 7 guesses: 196 solutions
- * 8 guesses: 49 solutions
- * 9 guesses: 6 solutions
- * (note: the tenth guess is never necessary.)
- *
- * With 5 pegs and 8 colours you get the following histogram:
- *
- * 1 guesses: 1 solution
- * 2 guesses: 5 solutions
- * 3 guesses: 43 solutions
- * 4 guesses: 278 solutions
- * 5 guesses: 1240 solutions
- * 6 guesses: 3515 solutions
- * 7 guesses: 7564 solutions
- * 8 guesses: 14086 solutions
- * 9 guesses: 4614 solutions
- * 10 guesses: 1239 solutions
- * 11 guesses: 175 solutions
- * 12 guesses: 7 solutions
- * 13 guesses: 1 solution
- *
- * The solution which takes too many guesses is {8, 8, 5, 6, 7}.
- * The game ID is c8p5g12Bm:4991e5e41a. */
- int mincolour = 1, maxcolour = 0, i, j;
- /* For large values of npegs and ncolours, the lexicographically
- * next guess make take a while to find. Finding upper and
- * lower limits on which colours we have to consider will speed
- * this up, as will caching our progress from one invocation to
- * the next. The latter strategy works, since if we have ruled
- * out a candidate we will never reverse this judgment in the
- * light of new information. Removing information, i.e. undo,
- * will require us to backtrack somehow. We backtrack by fully
- * forgetting our progress (and recomputing it if required). */
- for (i = 0; i < state->next_go; ++i)
- for (j = 0; j < state->params.npegs; ++j)
- if (state->guesses[i]->pegs[j] > maxcolour)
- maxcolour = state->guesses[i]->pegs[j];
- if (state->params.allow_multiple)
- maxcolour = min(maxcolour + 1, state->params.ncolours);
- else
- maxcolour = min(maxcolour + state->params.npegs,
- state->params.ncolours);
- increase_mincolour:
- for (i = 0; i < state->next_go; ++i) {
- if (state->guesses[i]->feedback[0])
- goto next_iteration;
- for (j = 0; j < state->params.npegs; ++j)
- if (state->guesses[i]->pegs[j] != mincolour)
- goto next_iteration;
- ++mincolour;
- goto increase_mincolour;
- next_iteration:
- ;
- }
- if (!ui->hint) {
- ui->hint = new_pegrow(state->params.npegs);
- for (i = 0; i < state->params.npegs; ++i)
- ui->hint->pegs[i] = 1;
- }
- while (ui->hint->pegs[0] <= state->params.ncolours) {
- if (!is_markable(&state->params, ui->hint)) goto increment_pegrow;
- for (i = 0; i < state->next_go; ++i) {
- mark_pegs(ui->hint, state->guesses[i], maxcolour);
- for (j = 0; j < state->params.npegs; ++j)
- if (ui->hint->feedback[j] != state->guesses[i]->feedback[j])
- goto increment_pegrow;
- }
- /* a valid guess was found; install it and return */
- for (i = 0; i < state->params.npegs; ++i)
- ui->curr_pegs->pegs[i] = ui->hint->pegs[i];
- ui->markable = true;
- ui->peg_cur = state->params.npegs;
- ui->display_cur = true;
- return;
- increment_pegrow:
- for (i = ui->hint->npegs;
- ++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour;
- ui->hint->pegs[i] = mincolour);
- }
- /* No solution is compatible with the given hints. Impossible! */
- /* (hack new_game_desc to create invalid solutions to get here) */
- /* For some values of npegs and ncolours, the hinting function takes a
- * long time to complete. To visually indicate completion with failure,
- * should it ever happen, update the ui in some trivial way. This gives
- * the user a sense of broken(ish)ness and futility. */
- if (!ui->display_cur) {
- ui->display_cur = true;
- } else if (state->params.npegs == 1) {
- ui->display_cur = false;
- } else {
- ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs;
- }
- }
- static char *interpret_move(const game_state *from, game_ui *ui,
- const game_drawstate *ds,
- int x, int y, int button)
- {
- int over_col = 0; /* one-indexed */
- int over_guess = -1; /* zero-indexed */
- int over_past_guess_y = -1; /* zero-indexed */
- int over_past_guess_x = -1; /* zero-indexed */
- bool over_hint = false;
- char *ret = NULL;
- int guess_ox = GUESS_X(from->next_go, 0);
- int guess_oy = GUESS_Y(from->next_go, 0);
- /*
- * Enable or disable labels on colours.
- */
- if (button == 'l' || button == 'L') {
- ui->show_labels = !ui->show_labels;
- return MOVE_UI_UPDATE;
- }
- if (from->solved) return NULL;
- if (x >= COL_OX && x < (COL_OX + COL_W) &&
- y >= COL_OY && y < (COL_OY + COL_H)) {
- over_col = ((y - COL_OY) / PEGOFF) + 1;
- assert(over_col >= 1 && over_col <= ds->colours->npegs);
- } else if (x >= guess_ox &&
- y >= guess_oy && y < (guess_oy + GUESS_H)) {
- if (x < (guess_ox + GUESS_W)) {
- over_guess = (x - guess_ox) / PEGOFF;
- assert(over_guess >= 0 && over_guess < ds->solution->npegs);
- } else {
- over_hint = true;
- }
- } else if (x >= guess_ox && x < (guess_ox + GUESS_W) &&
- y >= GUESS_OY && y < guess_oy) {
- over_past_guess_y = (y - GUESS_OY) / PEGOFF;
- over_past_guess_x = (x - guess_ox) / PEGOFF;
- assert(over_past_guess_y >= 0 && over_past_guess_y < from->next_go);
- assert(over_past_guess_x >= 0 && over_past_guess_x < ds->solution->npegs);
- }
- debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
- " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
- over_past_guess_x, over_past_guess_y));
- assert(ds->blit_peg);
- /* mouse input */
- if (button == LEFT_BUTTON) {
- if (over_col > 0) {
- ui->drag_col = over_col;
- ui->drag_opeg = -1;
- debug(("Start dragging from colours"));
- } else if (over_guess > -1) {
- int col = ui->curr_pegs->pegs[over_guess];
- if (col) {
- ui->drag_col = col;
- ui->drag_opeg = over_guess;
- debug(("Start dragging from a guess"));
- }
- } else if (over_past_guess_y > -1) {
- int col =
- from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
- if (col) {
- ui->drag_col = col;
- ui->drag_opeg = -1;
- debug(("Start dragging from a past guess"));
- }
- }
- if (ui->drag_col) {
- ui->drag_x = x;
- ui->drag_y = y;
- debug(("Start dragging, col = %d, (%d,%d)",
- ui->drag_col, ui->drag_x, ui->drag_y));
- ret = MOVE_UI_UPDATE;
- }
- } else if (button == LEFT_DRAG && ui->drag_col) {
- ui->drag_x = x;
- ui->drag_y = y;
- debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
- ret = MOVE_UI_UPDATE;
- } else if (button == LEFT_RELEASE && ui->drag_col) {
- if (over_guess > -1) {
- debug(("Dropping colour %d onto guess peg %d",
- ui->drag_col, over_guess));
- set_peg(&from->params, ui, over_guess, ui->drag_col);
- } else {
- if (ui->drag_opeg > -1) {
- debug(("Removing colour %d from peg %d",
- ui->drag_col, ui->drag_opeg));
- set_peg(&from->params, ui, ui->drag_opeg, 0);
- }
- }
- ui->drag_col = 0;
- ui->drag_opeg = -1;
- ui->display_cur = false;
- debug(("Stop dragging."));
- ret = MOVE_UI_UPDATE;
- } else if (button == RIGHT_BUTTON) {
- if (over_guess > -1) {
- /* we use ths feedback in the game_ui to signify
- * 'carry this peg to the next guess as well'. */
- ui->holds[over_guess] ^= 1;
- ret = MOVE_UI_UPDATE;
- }
- } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
- /* NB this won't trigger if on the end of a drag; that's on
- * purpose, in case you drop by mistake... */
- ret = encode_move(from, ui);
- }
- /* keyboard input */
- if (button == CURSOR_UP || button == CURSOR_DOWN) {
- ui->display_cur = true;
- if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
- ui->colour_cur++;
- if (button == CURSOR_UP && ui->colour_cur > 0)
- ui->colour_cur--;
- ret = MOVE_UI_UPDATE;
- } else if (button == 'h' || button == 'H' || button == '?') {
- compute_hint(from, ui);
- ret = MOVE_UI_UPDATE;
- } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
- int maxcur = from->params.npegs;
- if (ui->markable) maxcur++;
- ui->display_cur = true;
- if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
- ui->peg_cur++;
- if (button == CURSOR_LEFT && ui->peg_cur > 0)
- ui->peg_cur--;
- ret = MOVE_UI_UPDATE;
- } else if (button == CURSOR_SELECT) {
- ui->display_cur = true;
- if (ui->peg_cur == from->params.npegs) {
- ret = encode_move(from, ui);
- } else {
- set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
- ret = MOVE_UI_UPDATE;
- }
- } else if (((button >= '1' && button <= '0' + from->params.ncolours) ||
- (button == '0' && from->params.ncolours == 10)) &&
- ui->peg_cur < from->params.npegs) {
- ui->display_cur = true;
- /* Number keys insert a peg and advance the cursor. */
- set_peg(&from->params, ui, ui->peg_cur,
- button == '0' ? 10 : button - '0');
- if (ui->peg_cur + 1 < from->params.npegs + ui->markable)
- ui->peg_cur++;
- ret = MOVE_UI_UPDATE;
- } else if (button == 'D' || button == 'd' || button == '\b') {
- ui->display_cur = true;
- set_peg(&from->params, ui, ui->peg_cur, 0);
- ret = MOVE_UI_UPDATE;
- } else if (button == CURSOR_SELECT2) {
- if (ui->peg_cur == from->params.npegs)
- return NULL;
- ui->display_cur = true;
- ui->holds[ui->peg_cur] ^= 1;
- ret = MOVE_UI_UPDATE;
- }
- return ret;
- }
- static game_state *execute_move(const game_state *from, const char *move)
- {
- int i, nc_place;
- game_state *ret;
- const char *p;
- if (!strcmp(move, "S")) {
- ret = dup_game(from);
- ret->solved = -1;
- return ret;
- } else if (move[0] == 'G') {
- /* No guesses are allowed once the game is solved. */
- if (from->solved) return NULL;
- p = move+1;
- ret = dup_game(from);
- for (i = 0; i < from->solution->npegs; i++) {
- int val = atoi(p);
- int min_colour = from->params.allow_blank? 0 : 1;
- if (val < min_colour || val > from->params.ncolours) {
- free_game(ret);
- return NULL;
- }
- ret->guesses[from->next_go]->pegs[i] = atoi(p);
- while (*p && isdigit((unsigned char)*p)) p++;
- if (*p == '_') {
- ret->holds[i] = true;
- p++;
- } else
- ret->holds[i] = false;
- if (*p == ',') p++;
- }
- nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
- if (nc_place == ret->solution->npegs) {
- ret->solved = +1; /* win! */
- } else {
- ret->next_go = from->next_go + 1;
- if (ret->next_go >= ret->params.nguesses)
- ret->solved = -1; /* lose, meaning we show the pegs. */
- }
- return ret;
- } else
- return NULL;
- }
- /* ----------------------------------------------------------------------
- * Drawing routines.
- */
- #define PEG_PREFER_SZ 32
- /* next three are multipliers for pegsz. It will look much nicer if
- * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
- #define PEG_GAP 0.10
- #define PEG_HINT 0.35
- #define BORDER 0.5
- static void game_compute_size(const game_params *params, int tilesize,
- const game_ui *ui, int *x, int *y)
- {
- double hmul, vmul_c, vmul_g, vmul;
- int hintw = (params->npegs+1)/2;
- hmul = BORDER * 2.0 + /* border */
- 1.0 * 2.0 + /* vertical colour bar */
- 1.0 * params->npegs + /* guess pegs */
- PEG_GAP * params->npegs + /* guess gaps */
- PEG_HINT * hintw + /* hint pegs */
- PEG_GAP * (hintw - 1); /* hint gaps */
- vmul_c = BORDER * 2.0 + /* border */
- 1.0 * params->ncolours + /* colour pegs */
- PEG_GAP * (params->ncolours - 1); /* colour gaps */
- vmul_g = BORDER * 2.0 + /* border */
- 1.0 * (params->nguesses + 1) + /* guesses plus solution */
- PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
- vmul = max(vmul_c, vmul_g);
- *x = (int)ceil((double)tilesize * hmul);
- *y = (int)ceil((double)tilesize * vmul);
- }
- static void game_set_size(drawing *dr, game_drawstate *ds,
- const game_params *params, int tilesize)
- {
- int colh, guessh;
- ds->pegsz = tilesize;
- ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
- ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
- ds->border = (int)((double)ds->pegsz * BORDER);
- ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
- ds->hintrad = (ds->hintsz-1)/2;
- colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
- guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
- guessh += ds->gapsz + ds->pegsz; /* solution */
- /* We know we don't need anything from the game_ui we haven't got */
- game_compute_size(params, tilesize, NULL, &ds->w, &ds->h);
- ds->colx = ds->border;
- ds->coly = (ds->h - colh) / 2;
- ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
- ds->guessy = (ds->h - guessh) / 2;
- ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
- assert(ds->pegsz > 0);
- assert(!ds->blit_peg); /* set_size is never called twice */
- ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2);
- }
- static float *game_colours(frontend *fe, int *ncolours)
- {
- float *ret = snewn(3 * NCOLOURS, float), max;
- int i;
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- /* red */
- ret[COL_1 * 3 + 0] = 1.0F;
- ret[COL_1 * 3 + 1] = 0.0F;
- ret[COL_1 * 3 + 2] = 0.0F;
- /* yellow */
- ret[COL_2 * 3 + 0] = 1.0F;
- ret[COL_2 * 3 + 1] = 1.0F;
- ret[COL_2 * 3 + 2] = 0.0F;
- /* green */
- ret[COL_3 * 3 + 0] = 0.0F;
- ret[COL_3 * 3 + 1] = 1.0F;
- ret[COL_3 * 3 + 2] = 0.0F;
- /* blue */
- ret[COL_4 * 3 + 0] = 0.2F;
- ret[COL_4 * 3 + 1] = 0.3F;
- ret[COL_4 * 3 + 2] = 1.0F;
- /* orange */
- ret[COL_5 * 3 + 0] = 1.0F;
- ret[COL_5 * 3 + 1] = 0.5F;
- ret[COL_5 * 3 + 2] = 0.0F;
- /* purple */
- ret[COL_6 * 3 + 0] = 0.5F;
- ret[COL_6 * 3 + 1] = 0.0F;
- ret[COL_6 * 3 + 2] = 0.7F;
- /* brown */
- ret[COL_7 * 3 + 0] = 0.5F;
- ret[COL_7 * 3 + 1] = 0.3F;
- ret[COL_7 * 3 + 2] = 0.3F;
- /* light blue */
- ret[COL_8 * 3 + 0] = 0.4F;
- ret[COL_8 * 3 + 1] = 0.8F;
- ret[COL_8 * 3 + 2] = 1.0F;
- /* light green */
- ret[COL_9 * 3 + 0] = 0.7F;
- ret[COL_9 * 3 + 1] = 1.0F;
- ret[COL_9 * 3 + 2] = 0.7F;
- /* pink */
- ret[COL_10 * 3 + 0] = 1.0F;
- ret[COL_10 * 3 + 1] = 0.6F;
- ret[COL_10 * 3 + 2] = 1.0F;
- ret[COL_FRAME * 3 + 0] = 0.0F;
- ret[COL_FRAME * 3 + 1] = 0.0F;
- ret[COL_FRAME * 3 + 2] = 0.0F;
- ret[COL_CURSOR * 3 + 0] = 0.0F;
- ret[COL_CURSOR * 3 + 1] = 0.0F;
- ret[COL_CURSOR * 3 + 2] = 0.0F;
- ret[COL_FLASH * 3 + 0] = 0.5F;
- ret[COL_FLASH * 3 + 1] = 1.0F;
- ret[COL_FLASH * 3 + 2] = 1.0F;
- ret[COL_HOLD * 3 + 0] = 1.0F;
- ret[COL_HOLD * 3 + 1] = 0.5F;
- ret[COL_HOLD * 3 + 2] = 0.5F;
- ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
- ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
- ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
- ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
- ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
- ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
- /* We want to make sure we can distinguish COL_CORRECTCOLOUR
- * (which we hard-code as white) from COL_BACKGROUND (which
- * could default to white on some platforms).
- * Code borrowed from fifteen.c. */
- max = ret[COL_BACKGROUND*3];
- for (i = 1; i < 3; i++)
- if (ret[COL_BACKGROUND*3+i] > max)
- max = ret[COL_BACKGROUND*3+i];
- if (max * 1.2F > 1.0F) {
- for (i = 0; i < 3; i++)
- ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
- }
- /* We also want to be able to tell the difference between BACKGROUND
- * and EMPTY, for similar distinguishing-hint reasons. */
- ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
- ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
- ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
- *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;
- memset(ds, 0, sizeof(struct game_drawstate));
- ds->guesses = snewn(state->params.nguesses, pegrow);
- ds->nguesses = state->params.nguesses;
- for (i = 0; i < state->params.nguesses; i++) {
- ds->guesses[i] = new_pegrow(state->params.npegs);
- invalidate_pegrow(ds->guesses[i]);
- }
- ds->solution = new_pegrow(state->params.npegs);
- invalidate_pegrow(ds->solution);
- ds->colours = new_pegrow(state->params.ncolours);
- invalidate_pegrow(ds->colours);
- ds->hintw = (state->params.npegs+1)/2; /* must round up */
- ds->blit_peg = NULL;
- return ds;
- }
- static void game_free_drawstate(drawing *dr, game_drawstate *ds)
- {
- int i;
- if (ds->blit_peg) blitter_free(dr, ds->blit_peg);
- free_pegrow(ds->colours);
- free_pegrow(ds->solution);
- for (i = 0; i < ds->nguesses; i++)
- free_pegrow(ds->guesses[i]);
- sfree(ds->guesses);
- sfree(ds);
- }
- static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
- bool moving, bool labelled, int col)
- {
- /*
- * Some platforms antialias circles, which means we shouldn't
- * overwrite a circle of one colour with a circle of another
- * colour without erasing the background first. However, if the
- * peg is the one being dragged, we don't erase the background
- * because we _want_ it to alpha-blend nicely into whatever's
- * behind it.
- */
- if (!moving)
- draw_rect(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
- COL_BACKGROUND);
- if (PEGRAD > 0) {
- draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD,
- COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
- } else
- draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
- if (labelled && col) {
- char buf[2];
- buf[0] = '0' + (col % 10);
- buf[1] = '\0';
- draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD,
- ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf);
- }
- draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
- }
- static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
- {
- draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR);
- draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
- }
- static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
- pegrow src, bool *holds, int cur_col, bool force,
- bool labelled)
- {
- pegrow dest;
- int rowx, rowy, i, scol;
- if (guess == -1) {
- dest = ds->solution;
- rowx = SOLN_OX;
- rowy = SOLN_OY;
- } else {
- dest = ds->guesses[guess];
- rowx = GUESS_X(guess,0);
- rowy = GUESS_Y(guess,0);
- }
- if (src) assert(src->npegs == dest->npegs);
- for (i = 0; i < dest->npegs; i++) {
- scol = src ? src->pegs[i] : 0;
- if (i == cur_col)
- scol |= 0x1000;
- if (holds && holds[i])
- scol |= 0x2000;
- if (labelled)
- scol |= 0x4000;
- if ((dest->pegs[i] != scol) || force) {
- draw_peg(dr, ds, rowx + PEGOFF * i, rowy, false, labelled,
- scol &~ 0x7000);
- /*
- * Hold marker.
- */
- draw_rect(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
- PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
- draw_update(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
- PEGSZ, 2);
- if (scol & 0x1000)
- draw_cursor(dr, ds, rowx + PEGOFF * i, rowy);
- }
- dest->pegs[i] = scol;
- }
- }
- static void hint_redraw(drawing *dr, game_drawstate *ds, int guess,
- pegrow src, bool force, bool cursor, bool markable)
- {
- pegrow dest = ds->guesses[guess];
- int rowx, rowy, i, scol, col, hintlen;
- bool need_redraw;
- int emptycol = (markable ? COL_FLASH : COL_EMPTY);
- if (src) assert(src->npegs == dest->npegs);
- hintlen = (dest->npegs + 1)/2;
- /*
- * Because of the possible presence of the cursor around this
- * entire section, we redraw all or none of it but never part.
- */
- need_redraw = false;
- for (i = 0; i < dest->npegs; i++) {
- scol = src ? src->feedback[i] : 0;
- if (i == 0 && cursor)
- scol |= 0x1000;
- if (i == 0 && markable)
- scol |= 0x2000;
- if ((scol != dest->feedback[i]) || force) {
- need_redraw = true;
- }
- dest->feedback[i] = scol;
- }
- if (need_redraw) {
- int hinth = HINTSZ + GAP + HINTSZ;
- int hx,hy,hw,hh;
- hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
- hw = HINT_W+GAP*2; hh = hinth+GAP*2;
- /* erase a large background rectangle */
- draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND);
- for (i = 0; i < dest->npegs; i++) {
- scol = src ? src->feedback[i] : 0;
- col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
- (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
- emptycol);
- rowx = HINT_X(guess);
- rowy = HINT_Y(guess);
- if (i < hintlen) {
- rowx += HINTOFF * i;
- } else {
- rowx += HINTOFF * (i - hintlen);
- rowy += HINTOFF;
- }
- if (HINTRAD > 0) {
- draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col,
- (col == emptycol ? emptycol : COL_FRAME));
- } else {
- draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col);
- }
- }
- if (cursor) {
- int x1,y1,x2,y2;
- x1 = hx + CGAP; y1 = hy + CGAP;
- x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
- draw_line(dr, x1, y1, x2, y1, COL_CURSOR);
- draw_line(dr, x2, y1, x2, y2, COL_CURSOR);
- draw_line(dr, x2, y2, x1, y2, COL_CURSOR);
- draw_line(dr, x1, y2, x1, y1, COL_CURSOR);
- }
- draw_update(dr, hx, hy, hw, hh);
- }
- }
- static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col)
- {
- int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
- draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col);
- draw_update(dr, ox-off-1, oy, 2, PEGSZ);
- }
- 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 i;
- bool new_move;
- new_move = (state->next_go != ds->next_go) || !ds->started;
- if (!ds->started) {
- draw_rect(dr, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
- draw_update(dr, 0, 0, ds->w, ds->h);
- }
- if (ds->drag_col != 0) {
- debug(("Loading from blitter."));
- blitter_load(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
- draw_update(dr, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
- }
- /* draw the colours */
- for (i = 0; i < state->params.ncolours; i++) {
- int val = i+1;
- if (ui->display_cur && ui->colour_cur == i)
- val |= 0x1000;
- if (ui->show_labels)
- val |= 0x2000;
- if (ds->colours->pegs[i] != val) {
- draw_peg(dr, ds, COL_X(i), COL_Y(i), false, ui->show_labels, i+1);
- if (val & 0x1000)
- draw_cursor(dr, ds, COL_X(i), COL_Y(i));
- ds->colours->pegs[i] = val;
- }
- }
- /* draw the guesses (so far) and the hints
- * (in reverse order to avoid trampling holds, and postponing the
- * next_go'th to not overrender the top of the circular cursor) */
- for (i = state->params.nguesses - 1; i >= 0; i--) {
- if (i < state->next_go || state->solved) {
- /* this info is stored in the game_state already */
- guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, false,
- ui->show_labels);
- hint_redraw(dr, ds, i, state->guesses[i],
- i == (state->next_go-1), false, false);
- } else if (i > state->next_go) {
- /* we've not got here yet; it's blank. */
- guess_redraw(dr, ds, i, NULL, NULL, -1, false, ui->show_labels);
- hint_redraw(dr, ds, i, NULL, false, false, false);
- }
- }
- if (!state->solved) {
- /* this is the one we're on; the (incomplete) guess is stored in
- * the game_ui. */
- guess_redraw(dr, ds, state->next_go, ui->curr_pegs,
- ui->holds, ui->display_cur ? ui->peg_cur : -1, false,
- ui->show_labels);
- hint_redraw(dr, ds, state->next_go, NULL, true,
- ui->display_cur && ui->peg_cur == state->params.npegs,
- ui->markable);
- }
- /* draw the 'current move' and 'able to mark' sign. */
- if (new_move)
- currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND);
- if (!state->solved)
- currmove_redraw(dr, ds, state->next_go, COL_HOLD);
- /* draw the solution (or the big rectangle) */
- if ((!state->solved ^ !ds->solved) || !ds->started) {
- draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
- state->solved ? COL_BACKGROUND : COL_EMPTY);
- draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
- }
- if (state->solved)
- guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved,
- ui->show_labels);
- ds->solved = state->solved;
- ds->next_go = state->next_go;
- /* if ui->drag_col != 0, save the screen to the blitter,
- * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
- if (ui->drag_col != 0) {
- int ox = ui->drag_x - (PEGSZ/2);
- int oy = ui->drag_y - (PEGSZ/2);
- ds->blit_ox = ox - 1; ds->blit_oy = oy - 1;
- debug(("Saving to blitter at (%d,%d)", ds->blit_ox, ds->blit_oy));
- blitter_save(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
- draw_peg(dr, ds, ox, oy, true, ui->show_labels, ui->drag_col);
- }
- ds->drag_col = ui->drag_col;
- ds->started = true;
- }
- static float game_anim_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- return 0.0F;
- }
- static float game_flash_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- 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->display_cur && !state->solved) {
- *x = GUESS_X(state->next_go, ui->peg_cur) - CGAP;
- *y = GUESS_Y(state->next_go, ui->peg_cur) - CGAP;
- *w = *h = 2 * (PEGRAD + CGAP) + 1;
- }
- }
- static int game_status(const game_state *state)
- {
- /*
- * We return nonzero whenever the solution has been revealed, even
- * (on spoiler grounds) if it wasn't guessed correctly. The
- * correct return value from this function is already in
- * state->solved.
- */
- return state->solved;
- }
- #ifdef COMBINED
- #define thegame guess
- #endif
- const struct game thegame = {
- "Guess", "games.guess", "guess",
- 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,
- false, NULL, NULL, /* can_format_as_text_now, text_format */
- get_prefs, set_prefs,
- new_ui,
- free_ui,
- encode_ui,
- decode_ui,
- NULL, /* game_request_keys */
- game_changed_state,
- current_key_label,
- interpret_move,
- execute_move,
- PEG_PREFER_SZ, 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 */
- false, /* wants_statusbar */
- false, NULL, /* timing_state */
- 0, /* flags */
- };
- /* vim: set shiftwidth=4 tabstop=8: */
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