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Files

All the other constants named UI_* are special key names that can be passed to midend_process_key(), but UI_UPDATE is a special return value from the back-end interpret_move() function instead. This renaming makes the distinction clear and provides a naming convention for future special return values from interpret_move().
1572 lines
47 KiB
C
1572 lines
47 KiB
C
/*
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* guess.c: Mastermind clone.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#ifdef NO_TGMATH_H
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# include <math.h>
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#else
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# include <tgmath.h>
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#endif
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#include "puzzles.h"
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#define FLASH_FRAME 0.5F
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enum {
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COL_BACKGROUND,
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COL_FRAME, COL_CURSOR, COL_FLASH, COL_HOLD,
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COL_EMPTY, /* must be COL_1 - 1 */
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COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10,
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COL_CORRECTPLACE, COL_CORRECTCOLOUR,
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NCOLOURS
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};
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struct game_params {
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int ncolours, npegs, nguesses;
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bool allow_blank, allow_multiple;
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};
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#define FEEDBACK_CORRECTPLACE 1
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#define FEEDBACK_CORRECTCOLOUR 2
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typedef struct pegrow {
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int npegs;
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int *pegs; /* 0 is 'empty' */
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int *feedback; /* may well be unused */
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} *pegrow;
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struct game_state {
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game_params params;
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pegrow *guesses; /* length params->nguesses */
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bool *holds;
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pegrow solution;
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int next_go; /* from 0 to nguesses-1;
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if next_go == nguesses then they've lost. */
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int solved; /* +1 = win, -1 = lose, 0 = still playing */
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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/* AFAIK this is the canonical Mastermind ruleset. */
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ret->ncolours = 6;
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ret->npegs = 4;
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ret->nguesses = 10;
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ret->allow_blank = false;
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ret->allow_multiple = true;
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return ret;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(const game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static const struct {
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const char *name;
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game_params params;
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} guess_presets[] = {
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{"Standard", {6, 4, 10, false, true}},
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{"Super", {8, 5, 12, false, true}},
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};
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static bool game_fetch_preset(int i, char **name, game_params **params)
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{
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if (i < 0 || i >= lenof(guess_presets))
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return false;
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*name = dupstr(guess_presets[i].name);
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*params = dup_params(&guess_presets[i].params);
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return true;
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}
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static void decode_params(game_params *params, char const *string)
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{
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char const *p = string;
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game_params *defs = default_params();
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*params = *defs; free_params(defs);
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while (*p) {
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switch (*p++) {
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case 'c':
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params->ncolours = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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break;
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case 'p':
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params->npegs = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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break;
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case 'g':
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params->nguesses = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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break;
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case 'b':
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params->allow_blank = true;
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break;
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case 'B':
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params->allow_blank = false;
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break;
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case 'm':
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params->allow_multiple = true;
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break;
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case 'M':
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params->allow_multiple = false;
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break;
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default:
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;
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}
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}
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}
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static char *encode_params(const game_params *params, bool full)
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{
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char data[256];
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sprintf(data, "c%dp%dg%d%s%s",
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params->ncolours, params->npegs, params->nguesses,
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params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
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return dupstr(data);
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}
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static config_item *game_configure(const game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(6, config_item);
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ret[0].name = "Colours";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->ncolours);
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ret[0].u.string.sval = dupstr(buf);
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ret[1].name = "Pegs per guess";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->npegs);
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ret[1].u.string.sval = dupstr(buf);
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ret[2].name = "Guesses";
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ret[2].type = C_STRING;
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sprintf(buf, "%d", params->nguesses);
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ret[2].u.string.sval = dupstr(buf);
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ret[3].name = "Allow blanks";
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ret[3].type = C_BOOLEAN;
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ret[3].u.boolean.bval = params->allow_blank;
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ret[4].name = "Allow duplicates";
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ret[4].type = C_BOOLEAN;
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ret[4].u.boolean.bval = params->allow_multiple;
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ret[5].name = NULL;
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ret[5].type = C_END;
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return ret;
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}
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static game_params *custom_params(const config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->ncolours = atoi(cfg[0].u.string.sval);
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ret->npegs = atoi(cfg[1].u.string.sval);
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ret->nguesses = atoi(cfg[2].u.string.sval);
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ret->allow_blank = cfg[3].u.boolean.bval;
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ret->allow_multiple = cfg[4].u.boolean.bval;
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return ret;
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}
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static const char *validate_params(const game_params *params, bool full)
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{
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if (params->ncolours < 2 || params->npegs < 2)
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return "Trivial solutions are uninteresting";
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/* NB as well as the no. of colours we define, max(ncolours) must
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* also fit in an unsigned char; see new_game_desc. */
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if (params->ncolours > 10)
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return "Too many colours";
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if (params->nguesses < 1)
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return "Must have at least one guess";
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if (!params->allow_multiple && params->ncolours < params->npegs)
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return "Disallowing multiple colours requires at least as many colours as pegs";
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return NULL;
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}
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static pegrow new_pegrow(int npegs)
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{
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pegrow pegs = snew(struct pegrow);
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pegs->npegs = npegs;
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pegs->pegs = snewn(pegs->npegs, int);
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memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
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pegs->feedback = snewn(pegs->npegs, int);
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memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
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return pegs;
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}
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static pegrow dup_pegrow(pegrow pegs)
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{
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pegrow newpegs = new_pegrow(pegs->npegs);
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memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
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memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
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return newpegs;
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}
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static void invalidate_pegrow(pegrow pegs)
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{
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memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
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memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
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}
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static void free_pegrow(pegrow pegs)
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{
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sfree(pegs->pegs);
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sfree(pegs->feedback);
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sfree(pegs);
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}
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static char *new_game_desc(const game_params *params, random_state *rs,
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char **aux, bool interactive)
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{
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unsigned char *bmp = snewn(params->npegs, unsigned char);
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char *ret;
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int i, c;
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pegrow colcount = new_pegrow(params->ncolours);
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for (i = 0; i < params->npegs; i++) {
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newcol:
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c = random_upto(rs, params->ncolours);
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if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
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colcount->pegs[c]++;
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bmp[i] = (unsigned char)(c+1);
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}
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obfuscate_bitmap(bmp, params->npegs*8, false);
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ret = bin2hex(bmp, params->npegs);
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sfree(bmp);
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free_pegrow(colcount);
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return ret;
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}
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static const char *validate_desc(const game_params *params, const char *desc)
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{
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unsigned char *bmp;
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int i;
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/* desc is just an (obfuscated) bitmap of the solution; check that
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* it's the correct length and (when unobfuscated) contains only
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* sensible colours. */
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if (strlen(desc) != params->npegs * 2)
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return "Game description is wrong length";
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bmp = hex2bin(desc, params->npegs);
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obfuscate_bitmap(bmp, params->npegs*8, true);
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for (i = 0; i < params->npegs; i++) {
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if (bmp[i] < 1 || bmp[i] > params->ncolours) {
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sfree(bmp);
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return "Game description is corrupted";
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}
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}
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sfree(bmp);
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return NULL;
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}
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static game_state *new_game(midend *me, const game_params *params,
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const char *desc)
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{
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game_state *state = snew(game_state);
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unsigned char *bmp;
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int i;
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state->params = *params;
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state->guesses = snewn(params->nguesses, pegrow);
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for (i = 0; i < params->nguesses; i++)
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state->guesses[i] = new_pegrow(params->npegs);
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state->holds = snewn(params->npegs, bool);
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state->solution = new_pegrow(params->npegs);
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bmp = hex2bin(desc, params->npegs);
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obfuscate_bitmap(bmp, params->npegs*8, true);
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for (i = 0; i < params->npegs; i++)
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state->solution->pegs[i] = (int)bmp[i];
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sfree(bmp);
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memset(state->holds, 0, sizeof(bool) * params->npegs);
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state->next_go = state->solved = 0;
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return state;
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}
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static game_state *dup_game(const game_state *state)
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{
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game_state *ret = snew(game_state);
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int i;
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*ret = *state;
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ret->guesses = snewn(state->params.nguesses, pegrow);
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for (i = 0; i < state->params.nguesses; i++)
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ret->guesses[i] = dup_pegrow(state->guesses[i]);
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ret->holds = snewn(state->params.npegs, bool);
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memcpy(ret->holds, state->holds, sizeof(bool) * state->params.npegs);
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ret->solution = dup_pegrow(state->solution);
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return ret;
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}
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static void free_game(game_state *state)
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{
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int i;
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free_pegrow(state->solution);
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for (i = 0; i < state->params.nguesses; i++)
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free_pegrow(state->guesses[i]);
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sfree(state->holds);
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sfree(state->guesses);
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sfree(state);
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}
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static char *solve_game(const game_state *state, const game_state *currstate,
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const char *aux, const char **error)
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{
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return dupstr("S");
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}
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static bool is_markable(const game_params *params, pegrow pegs)
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{
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int i, nset = 0, nrequired;
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bool ret = false;
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pegrow colcount = new_pegrow(params->ncolours);
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nrequired = params->allow_blank ? 1 : params->npegs;
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for (i = 0; i < params->npegs; i++) {
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int c = pegs->pegs[i];
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if (c > 0) {
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assert(c <= params->ncolours);
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colcount->pegs[c-1]++;
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nset++;
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}
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}
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if (nset < nrequired) goto done;
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if (!params->allow_multiple) {
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for (i = 0; i < params->ncolours; i++) {
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if (colcount->pegs[i] > 1) goto done;
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}
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}
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ret = true;
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done:
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free_pegrow(colcount);
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return ret;
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}
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struct game_ui {
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game_params params;
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pegrow curr_pegs; /* half-finished current move */
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bool *holds;
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int colour_cur; /* position of up-down colour picker cursor */
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int peg_cur; /* position of left-right peg picker cursor */
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bool display_cur, markable;
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int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
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int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
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bool show_labels; /* label the colours with numbers */
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pegrow hint;
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};
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static game_ui *new_ui(const game_state *state)
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{
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game_ui *ui = snew(game_ui);
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memset(ui, 0, sizeof(game_ui));
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if (state != NULL) {
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ui->params = state->params; /* structure copy */
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ui->curr_pegs = new_pegrow(state->params.npegs);
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ui->holds = snewn(state->params.npegs, bool);
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memset(ui->holds, 0, sizeof(bool)*state->params.npegs);
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}
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ui->display_cur = getenv_bool("PUZZLES_SHOW_CURSOR", false);
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ui->drag_opeg = -1;
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return ui;
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}
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static config_item *get_prefs(game_ui *ui)
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{
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config_item *ret;
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ret = snewn(2, config_item);
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ret[0].name = "Label colours with numbers";
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ret[0].kw = "show-labels";
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ret[0].type = C_BOOLEAN;
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ret[0].u.boolean.bval = ui->show_labels;
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ret[1].name = NULL;
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ret[1].type = C_END;
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return ret;
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}
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static void set_prefs(game_ui *ui, const config_item *cfg)
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{
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ui->show_labels = cfg[0].u.boolean.bval;
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}
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static void free_ui(game_ui *ui)
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{
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if (ui->hint)
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free_pegrow(ui->hint);
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if (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);
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}
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static char *encode_ui(const game_ui *ui)
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{
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char *ret, *p;
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const char *sep;
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int i;
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/*
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* For this game it's worth storing the contents of the current
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* guess, and the current set of holds.
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*/
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ret = snewn(40 * ui->curr_pegs->npegs, char);
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p = ret;
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sep = "";
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for (i = 0; i < ui->curr_pegs->npegs; i++) {
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p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
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ui->holds[i] ? "_" : "");
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sep = ",";
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}
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*p++ = '\0';
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assert(p - ret < 40 * ui->curr_pegs->npegs);
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return sresize(ret, p - ret, char);
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}
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static void decode_ui(game_ui *ui, const char *encoding,
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const game_state *state)
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{
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int i;
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const char *p = encoding;
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for (i = 0; i < ui->curr_pegs->npegs; i++) {
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ui->curr_pegs->pegs[i] = atoi(p);
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if (ui->curr_pegs->pegs[i] < 0 ||
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ui->curr_pegs->pegs[i] > ui->params.ncolours)
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ui->curr_pegs->pegs[i] = 0; /* Remove invalid pegs. */
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while (*p && isdigit((unsigned char)*p)) p++;
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if (*p == '_') {
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/* NB: old versions didn't store holds */
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ui->holds[i] = true;
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p++;
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} else
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ui->holds[i] = false;
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if (*p == ',') p++;
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}
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ui->markable = is_markable(&ui->params, ui->curr_pegs);
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}
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static void game_changed_state(game_ui *ui, const game_state *oldstate,
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const game_state *newstate)
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{
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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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* This does something that is arguably the Right Thing even
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* for undo. */
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for (i = 0; i < newstate->solution->npegs; i++) {
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if (newstate->solved)
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ui->holds[i] = false;
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else
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ui->holds[i] = newstate->holds[i];
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if (newstate->solved || (newstate->next_go == 0) || !ui->holds[i]) {
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ui->curr_pegs->pegs[i] = 0;
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} 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: */
|