Allow dragging of coloured pegs from previous guesses. Also

reorganise the colours so there are fewer of those terribly
computery cyan and magenta shades, and more good old-fashioned
colours with simple names like orange and purple. Finally, change
the `right place' marking peg colour from red to black, in line with
at least _my_ old Mastermind set (I faintly suspect red marker pegs
of being an Americanism) and also so that the marker pegs and the
coloured pegs have no colours in common.

[originally from svn r5995]
This commit is contained in:
Simon Tatham
2005-06-23 16:36:09 +00:00
parent 1aed44db0b
commit ebca9edc7b

76
guess.c
View File

@ -488,6 +488,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
{
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 */
int over_hint = 0; /* zero or one */
game_state *ret = NULL;
@ -506,9 +508,14 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
} else {
over_hint = 1;
}
} else if (x >= guess_ox &&
y >= GUESS_OY && y < guess_oy) {
over_past_guess_y = (y - GUESS_OY) / PEGOFF;
over_past_guess_x = (x - guess_ox) / PEGOFF;
}
debug(("make_move: over_col %d, over_guess %d, over_hint %d",
over_col, over_guess, over_hint));
debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
" over_past_guess %d", over_col, over_guess, over_hint,
over_past_guess));
assert(ds->blit_peg);
@ -523,6 +530,13 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
ui->drag_col = col;
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;
debug(("Start dragging from a past guess"));
}
}
if (ui->drag_col) {
ui->drag_x = x;
@ -666,44 +680,54 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
ret[COL_1 * 3 + 0] = 0.0F;
/* red */
ret[COL_1 * 3 + 0] = 1.0F;
ret[COL_1 * 3 + 1] = 0.0F;
ret[COL_1 * 3 + 2] = 1.0F;
ret[COL_1 * 3 + 2] = 0.0F;
ret[COL_2 * 3 + 0] = 0.0F;
ret[COL_2 * 3 + 1] = 0.5F;
/* yellow (toned down a bit due to pale grey background) */
ret[COL_2 * 3 + 0] = 0.7F;
ret[COL_2 * 3 + 1] = 0.7F;
ret[COL_2 * 3 + 2] = 0.0F;
ret[COL_3 * 3 + 0] = 1.0F;
ret[COL_3 * 3 + 1] = 0.0F;
/* green (also toned down) */
ret[COL_3 * 3 + 0] = 0.0F;
ret[COL_3 * 3 + 1] = 0.5F;
ret[COL_3 * 3 + 2] = 0.0F;
ret[COL_4 * 3 + 0] = 1.0F;
ret[COL_4 * 3 + 1] = 1.0F;
ret[COL_4 * 3 + 2] = 0.0F;
/* blue */
ret[COL_4 * 3 + 0] = 0.0F;
ret[COL_4 * 3 + 1] = 0.0F;
ret[COL_4 * 3 + 2] = 1.0F;
/* orange */
ret[COL_5 * 3 + 0] = 1.0F;
ret[COL_5 * 3 + 1] = 0.0F;
ret[COL_5 * 3 + 2] = 1.0F;
ret[COL_5 * 3 + 1] = 0.5F;
ret[COL_5 * 3 + 2] = 0.0F;
ret[COL_6 * 3 + 0] = 0.0F;
ret[COL_6 * 3 + 1] = 1.0F;
ret[COL_6 * 3 + 2] = 1.0F;
/* purple */
ret[COL_6 * 3 + 0] = 0.5F;
ret[COL_6 * 3 + 1] = 0.0F;
ret[COL_6 * 3 + 2] = 0.7F;
ret[COL_7 * 3 + 0] = 0.5F;
ret[COL_7 * 3 + 1] = 0.5F;
ret[COL_7 * 3 + 2] = 1.0F;
/* brown */
ret[COL_7 * 3 + 0] = 0.4F;
ret[COL_7 * 3 + 1] = 0.2F;
ret[COL_7 * 3 + 2] = 0.2F;
ret[COL_8 * 3 + 0] = 0.5F;
ret[COL_8 * 3 + 1] = 1.0F;
ret[COL_8 * 3 + 2] = 0.5F;
/* light blue */
ret[COL_8 * 3 + 0] = 0.4F;
ret[COL_8 * 3 + 1] = 0.7F;
ret[COL_8 * 3 + 2] = 1.0F;
ret[COL_9 * 3 + 0] = 1.0F;
ret[COL_9 * 3 + 1] = 0.5F;
/* light green */
ret[COL_9 * 3 + 0] = 0.5F;
ret[COL_9 * 3 + 1] = 0.8F;
ret[COL_9 * 3 + 2] = 0.5F;
/* pink */
ret[COL_10 * 3 + 0] = 1.0F;
ret[COL_10 * 3 + 1] = 1.0F;
ret[COL_10 * 3 + 1] = 0.6F;
ret[COL_10 * 3 + 2] = 1.0F;
ret[COL_FRAME * 3 + 0] = 0.0F;
@ -730,7 +754,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
ret[COL_CORRECTPLACE*3 + 0] = 1.0F;
ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
ret[COL_CORRECTPLACE*3 + 2] = 0.0F;