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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Add hinting feature to Guess.
Pressing H now suggests the lexicographically first row consistent with all previous feedback. The previous function of the H key to toggle a hold marker on the current peg is now performed by Space / CURSOR_SELECT2, which is more in line with other puzzles anyway.
This commit is contained in:

committed by
Simon Tatham

parent
cd67072556
commit
ef5c017a5f
134
guess.c
134
guess.c
@ -421,6 +421,7 @@ struct game_ui {
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int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
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int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
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int show_labels; /* label the colours with letters */
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int show_labels; /* label the colours with letters */
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pegrow hint;
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};
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};
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static game_ui *new_ui(const game_state *state)
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static game_ui *new_ui(const game_state *state)
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@ -437,6 +438,8 @@ static game_ui *new_ui(const game_state *state)
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static void free_ui(game_ui *ui)
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static void free_ui(game_ui *ui)
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{
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{
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if (ui->hint)
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free_pegrow(ui->hint);
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free_pegrow(ui->curr_pegs);
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free_pegrow(ui->curr_pegs);
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sfree(ui->holds);
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sfree(ui->holds);
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sfree(ui);
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sfree(ui);
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@ -487,6 +490,11 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
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{
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{
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int i;
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int i;
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if (newstate->next_go < oldstate->next_go) {
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sfree(ui->hint);
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ui->hint = NULL;
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}
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/* Implement holds, clear other pegs.
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/* Implement holds, clear other pegs.
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* This does something that is arguably the Right Thing even
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* This does something that is arguably the Right Thing even
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* for undo. */
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* for undo. */
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@ -571,7 +579,7 @@ static void set_peg(const game_params *params, game_ui *ui, int peg, int col)
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ui->markable = is_markable(params, ui->curr_pegs);
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ui->markable = is_markable(params, ui->curr_pegs);
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}
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}
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static int mark_pegs(pegrow guess, pegrow solution, int ncols)
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static int mark_pegs(pegrow guess, const pegrow solution, int ncols)
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{
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{
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int nc_place = 0, nc_colour = 0, i, j;
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int nc_place = 0, nc_colour = 0, i, j;
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@ -633,6 +641,125 @@ static char *encode_move(const game_state *from, game_ui *ui)
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return buf;
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return buf;
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}
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}
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static void compute_hint(const game_state *state, game_ui *ui)
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{
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/* Suggest the lexicographically first row consistent with all
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* previous feedback. This is not only a useful hint, but also
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* a reasonable strategy if applied consistently. If the user
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* uses hints in every turn, they may be able to intuit this
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* strategy, or one similar to it. I (Jonas Kölker) came up
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* with something close to it without seeing it in action. */
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/* Some performance characteristics: I want to ask for each n,
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* how many solutions are guessed in exactly n guesses if you
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* use the hint in each turn.
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*
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* With 4 pegs and 6 colours you get the following histogram:
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*
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* 1 guesses: 1 solution
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* 2 guesses: 4 solutions
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* 3 guesses: 25 solutions
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* 4 guesses: 108 solutions
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* 5 guesses: 305 solutions
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* 6 guesses: 602 solutions
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* 7 guesses: 196 solutions
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* 8 guesses: 49 solutions
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* 9 guesses: 6 solutions
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* (note: the tenth guess is never necessary.)
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*
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* With 5 pegs and 8 colours you get the following histogram:
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*
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* 1 guesses: 1 solution
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* 2 guesses: 5 solutions
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* 3 guesses: 43 solutions
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* 4 guesses: 278 solutions
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* 5 guesses: 1240 solutions
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* 6 guesses: 3515 solutions
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* 7 guesses: 7564 solutions
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* 8 guesses: 14086 solutions
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* 9 guesses: 4614 solutions
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* 10 guesses: 1239 solutions
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* 11 guesses: 175 solutions
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* 12 guesses: 7 solutions
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* 13 guesses: 1 solution
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*
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* The solution which takes too many guesses is {8, 8, 5, 6, 7}.
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* The game ID is c8p5g12Bm:4991e5e41a. */
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int mincolour = 1, maxcolour = 0, i, j;
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/* For large values of npegs and ncolours, the lexicographically
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* next guess make take a while to find. Finding upper and
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* lower limits on which colours we have to consider will speed
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* this up, as will caching our progress from one invocation to
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* the next. The latter strategy works, since if we have ruled
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* out a candidate we will never reverse this judgment in the
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* light of new information. Removing information, i.e. undo,
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* will require us to backtrack somehow. We backtrack by fully
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* forgetting our progress (and recomputing it if required). */
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for (i = 0; i < state->next_go; ++i)
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for (j = 0; j < state->params.npegs; ++j)
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if (state->guesses[i]->pegs[j] > maxcolour)
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maxcolour = state->guesses[i]->pegs[j];
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maxcolour = min(maxcolour + 1, state->params.ncolours);
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increase_mincolour:
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for (i = 0; i < state->next_go; ++i) {
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if (state->guesses[i]->feedback[0])
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goto next_iteration;
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for (j = 0; j < state->params.npegs; ++j)
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if (state->guesses[i]->pegs[j] != mincolour)
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goto next_iteration;
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++mincolour;
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goto increase_mincolour;
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next_iteration:
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;
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}
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if (!ui->hint) {
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ui->hint = new_pegrow(state->params.npegs);
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for (i = 0; i < state->params.npegs; ++i)
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ui->hint->pegs[i] = 1;
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}
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while (ui->hint->pegs[0] <= state->params.ncolours) {
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for (i = 0; i < state->next_go; ++i) {
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mark_pegs(ui->hint, state->guesses[i], maxcolour);
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for (j = 0; j < state->params.npegs; ++j)
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if (ui->hint->feedback[j] != state->guesses[i]->feedback[j])
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goto increment_pegrow;
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}
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/* a valid guess was found; install it and return */
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for (i = 0; i < state->params.npegs; ++i)
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ui->curr_pegs->pegs[i] = ui->hint->pegs[i];
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ui->markable = TRUE;
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ui->peg_cur = state->params.npegs;
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ui->display_cur = 1;
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return;
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increment_pegrow:
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for (i = ui->hint->npegs;
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++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour;
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ui->hint->pegs[i] = mincolour);
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}
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/* No solution is compatible with the given hints. Impossible! */
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/* (hack new_game_desc to create invalid solutions to get here) */
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/* For some values of npegs and ncolours, the hinting function takes a
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* long time to complete. To visually indicate completion with failure,
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* should it ever happen, update the ui in some trivial way. This gives
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* the user a sense of broken(ish)ness and futility. */
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if (!ui->display_cur) {
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ui->display_cur = 1;
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} else if (state->params.npegs == 1) {
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ui->display_cur = 0;
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} else {
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ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs;
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}
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}
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static char *interpret_move(const game_state *from, game_ui *ui,
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static char *interpret_move(const game_state *from, game_ui *ui,
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const game_drawstate *ds,
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const game_drawstate *ds,
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int x, int y, int button)
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int x, int y, int button)
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@ -754,6 +881,9 @@ static char *interpret_move(const game_state *from, game_ui *ui,
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if (button == CURSOR_UP && ui->colour_cur > 0)
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if (button == CURSOR_UP && ui->colour_cur > 0)
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ui->colour_cur--;
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ui->colour_cur--;
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ret = "";
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ret = "";
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} else if (button == 'h' || button == 'H' || button == '?') {
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compute_hint(from, ui);
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ret = "";
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} else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
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} else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
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int maxcur = from->params.npegs;
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int maxcur = from->params.npegs;
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if (ui->markable) maxcur++;
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if (ui->markable) maxcur++;
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@ -776,7 +906,7 @@ static char *interpret_move(const game_state *from, game_ui *ui,
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ui->display_cur = 1;
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ui->display_cur = 1;
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set_peg(&from->params, ui, ui->peg_cur, 0);
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set_peg(&from->params, ui, ui->peg_cur, 0);
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ret = "";
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ret = "";
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} else if (button == 'H' || button == 'h') {
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} else if (button == CURSOR_SELECT2) {
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if (ui->peg_cur == from->params.npegs)
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if (ui->peg_cur == from->params.npegs)
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return NULL;
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return NULL;
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ui->display_cur = 1;
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ui->display_cur = 1;
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@ -1324,7 +1324,11 @@ Alternatively, with the keyboard, the up and down cursor keys can be
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used to select a peg colour, the left and right keys to select a
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used to select a peg colour, the left and right keys to select a
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peg position, and the space bar or Enter key to place a peg of the
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peg position, and the space bar or Enter key to place a peg of the
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selected colour in the chosen position. \q{D} or Backspace removes a
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selected colour in the chosen position. \q{D} or Backspace removes a
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peg, and \q{H} adds a hold marker.
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peg, and Space adds a hold marker.
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Pressing \q{h} or \q{?} will fill the current guess with a suggested
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guess. Using this is not recommended for 10 or more pegs as it is
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slow.
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When the guess is complete, the smaller feedback pegs will be highlighted;
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When the guess is complete, the smaller feedback pegs will be highlighted;
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clicking on these (or moving the peg cursor to them with the arrow keys
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clicking on these (or moving the peg cursor to them with the arrow keys
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