Files
puzzles/guess.c
Simon Tatham eb2013efc0 Cleanup: it was absolutely stupid for game_wants_statusbar() to be a
function, since it took no parameters by which to vary its decision,
and in any case it's hard to imagine a game which only
_conditionally_ wants a status bar. Changed it into a boolean data
field in the backend structure.

[originally from svn r6417]
2005-10-22 16:52:16 +00:00

1316 lines
37 KiB
C

/*
* guess.c: Mastermind clone.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#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;
int 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 */
pegrow solution;
int next_go; /* from 0 to nguesses-1;
if next_go == nguesses then they've lost. */
int solved;
};
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 = 0;
ret->allow_multiple = 1;
return ret;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static const struct {
char *name;
game_params params;
} guess_presets[] = {
{"Standard", {6, 4, 10, FALSE, TRUE}},
{"Super", {8, 5, 12, FALSE, TRUE}},
};
static int 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);
/*
* get round annoying const issues
*/
{
game_params tmp = guess_presets[i].params;
*params = dup_params(&tmp);
}
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 = 1;
break;
case 'B':
params->allow_blank = 0;
break;
case 'm':
params->allow_multiple = 1;
break;
case 'M':
params->allow_multiple = 0;
break;
default:
;
}
}
}
static char *encode_params(game_params *params, int 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(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].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Pegs per guess";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->npegs);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[2].name = "Guesses";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->nguesses);
ret[2].sval = dupstr(buf);
ret[2].ival = 0;
ret[3].name = "Allow blanks";
ret[3].type = C_BOOLEAN;
ret[3].sval = NULL;
ret[3].ival = params->allow_blank;
ret[4].name = "Allow duplicates";
ret[4].type = C_BOOLEAN;
ret[4].sval = NULL;
ret[4].ival = params->allow_multiple;
ret[5].name = NULL;
ret[5].type = C_END;
ret[5].sval = NULL;
ret[5].ival = 0;
return ret;
}
static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
ret->ncolours = atoi(cfg[0].sval);
ret->npegs = atoi(cfg[1].sval);
ret->nguesses = atoi(cfg[2].sval);
ret->allow_blank = cfg[3].ival;
ret->allow_multiple = cfg[4].ival;
return ret;
}
static char *validate_params(game_params *params, int 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(game_params *params, random_state *rs,
char **aux, int 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 char *validate_desc(game_params *params, 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, game_params *params, 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->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);
state->next_go = state->solved = 0;
return state;
}
static game_state *dup_game(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->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->guesses);
sfree(state);
}
static char *solve_game(game_state *state, game_state *currstate,
char *aux, char **error)
{
return dupstr("S");
}
static char *game_text_format(game_state *state)
{
return NULL;
}
static int is_markable(game_params *params, pegrow pegs)
{
int i, nset = 0, nrequired, ret = 0;
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) {
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 = 1;
done:
free_pegrow(colcount);
return ret;
}
struct game_ui {
game_params params;
pegrow curr_pegs; /* half-finished current move */
int *holds;
int colour_cur; /* position of up-down colour picker cursor */
int peg_cur; /* position of left-right peg picker cursor */
int 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 */
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
memset(ui, 0, sizeof(game_ui));
ui->params = state->params; /* structure copy */
ui->curr_pegs = new_pegrow(state->params.npegs);
ui->holds = snewn(state->params.npegs, int);
memset(ui->holds, 0, sizeof(int)*state->params.npegs);
ui->drag_opeg = -1;
return ui;
}
static void free_ui(game_ui *ui)
{
free_pegrow(ui->curr_pegs);
sfree(ui->holds);
sfree(ui);
}
static char *encode_ui(game_ui *ui)
{
char *ret, *p, *sep;
int i;
/*
* For this game it's worth storing the contents of the current
* guess.
*/
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", sep, ui->curr_pegs->pegs[i]);
sep = ",";
}
assert(p - ret < 40 * ui->curr_pegs->npegs);
return sresize(ret, p - ret + 1, char);
}
static void decode_ui(game_ui *ui, char *encoding)
{
int i;
char *p = encoding;
for (i = 0; i < ui->curr_pegs->npegs; i++) {
ui->curr_pegs->pegs[i] = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
if (*p == ',') p++;
}
ui->markable = is_markable(&ui->params, ui->curr_pegs);
}
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
int i;
/* just clear the row-in-progress when we have an undo/redo. */
for (i = 0; i < ui->curr_pegs->npegs; i++)
ui->curr_pegs->pegs[i] = 0;
ui->markable = FALSE;
}
#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, started, solved;
int next_go;
blitter *blit_peg;
int drag_col, blit_ox, blit_oy;
};
static void set_peg(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, 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(game_state *from, game_ui *ui)
{
char *buf, *p, *sep;
int len, i, solved;
pegrow tmppegs;
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", sep, ui->curr_pegs->pegs[i]);
sep = ",";
}
*p++ = '\0';
assert(p - buf <= len);
buf = sresize(buf, len, char);
tmppegs = dup_pegrow(ui->curr_pegs);
solved = mark_pegs(tmppegs, from->solution, from->params.ncolours);
solved = (solved == from->params.ncolours);
free_pegrow(tmppegs);
for (i = 0; i < from->solution->npegs; i++) {
if (!ui->holds[i] || solved) {
ui->curr_pegs->pegs[i] = 0;
}
if (solved) ui->holds[i] = 0;
}
ui->markable = is_markable(&from->params, ui->curr_pegs);
if (!ui->markable && ui->peg_cur == from->solution->npegs)
ui->peg_cur--;
return buf;
}
static char *interpret_move(game_state *from, game_ui *ui, 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 */
int over_hint = 0; /* zero or one */
char *ret = NULL;
int guess_ox = GUESS_X(from->next_go, 0);
int guess_oy = GUESS_Y(from->next_go, 0);
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;
} 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;
} else {
over_hint = 1;
}
} 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;
}
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 = "";
}
} 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 = "";
} 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 = 0;
debug(("Stop dragging."));
ret = "";
} 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 - ui->holds[over_guess];
ret = "";
}
} 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 = 1;
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 = "";
} else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
int maxcur = from->params.npegs;
if (ui->markable) maxcur++;
ui->display_cur = 1;
if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
ui->peg_cur++;
if (button == CURSOR_LEFT && ui->peg_cur > 0)
ui->peg_cur--;
ret = "";
} else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
button == '\n') {
ui->display_cur = 1;
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 = "";
}
} else if (button == 'D' || button == 'd' || button == '\b') {
ui->display_cur = 1;
set_peg(&from->params, ui, ui->peg_cur, 0);
ret = "";
} else if (button == 'H' || button == 'h') {
ui->display_cur = 1;
ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
ret = "";
}
return ret;
}
static game_state *execute_move(game_state *from, char *move)
{
int i, nc_place;
game_state *ret;
char *p;
if (!strcmp(move, "S")) {
ret = dup_game(from);
ret->solved = 1;
return ret;
} else if (move[0] == 'G') {
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 == ',') 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' so 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(game_params *params, int tilesize,
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,
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 */
game_compute_size(params, tilesize, &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, ds->pegsz);
}
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 (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;
/* 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;
/* 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] = 0.5F;
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] = 0.4F;
ret[COL_7 * 3 + 1] = 0.2F;
ret[COL_7 * 3 + 2] = 0.2F;
/* light blue */
ret[COL_8 * 3 + 0] = 0.4F;
ret[COL_8 * 3 + 1] = 0.7F;
ret[COL_8 * 3 + 2] = 1.0F;
/* 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] = 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] * 2.0 / 3.0;
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;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, 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,
int moving, 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_EMPTY + col);
} else
draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
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, int *holds, int cur_col, int force)
{
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 ((dest->pegs[i] != scol) || force) {
draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
/*
* 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, int force, int cursor, int markable)
{
pegrow dest = ds->guesses[guess];
int rowx, rowy, i, scol, col, hintlen;
int 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);
} 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, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
int i, new_move, last_go;
new_move = (state->next_go != ds->next_go) || !ds->started;
last_go = (state->next_go == state->params.nguesses-1);
if (!ds->started) {
draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
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 (ds->colours->pegs[i] != val) {
draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, 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 */
for (i = 0; i < state->params.nguesses; i++) {
if (state->next_go > i || state->solved) {
/* this info is stored in the game_state already */
guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0);
hint_redraw(dr, ds, i, state->guesses[i],
i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
} else if (state->next_go == i) {
/* this is the one we're on; the (incomplete) guess is
* stored in the game_ui. */
guess_redraw(dr, ds, i, ui->curr_pegs,
ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
hint_redraw(dr, ds, i, NULL, 1,
ui->display_cur && ui->peg_cur == state->params.npegs,
ui->markable);
} else {
/* we've not got here yet; it's blank. */
guess_redraw(dr, ds, i, NULL, NULL, -1, 0);
hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
}
}
/* 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);
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);
debug(("Saving to blitter at (%d,%d)", ox, oy));
blitter_save(dr, ds->blit_peg, ox, oy);
draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col);
ds->blit_ox = ox; ds->blit_oy = oy;
}
ds->drag_col = ui->drag_col;
ds->started = 1;
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
return 0.0F;
}
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
static void game_print_size(game_params *params, float *x, float *y)
{
}
static void game_print(drawing *dr, game_state *state, int tilesize)
{
}
#ifdef COMBINED
#define thegame guess
#endif
const struct game thegame = {
"Guess", "games.guess",
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,
FALSE, game_text_format,
new_ui,
free_ui,
encode_ui,
decode_ui,
game_changed_state,
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,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};
/* vim: set shiftwidth=4 tabstop=8: */