A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita
audio
rust
zig
deno
mpris
rockbox
mpd
1/*
2 * guess.c: Mastermind clone.
3 */
4
5#include <stdio.h>
6#include <stdlib.h>
7#include <string.h>
8#include <assert.h>
9#include <ctype.h>
10#ifdef NO_TGMATH_H
11# include <math.h>
12#else
13# include <tgmath.h>
14#endif
15
16#include "puzzles.h"
17
18#define FLASH_FRAME 0.5F
19
20enum {
21 COL_BACKGROUND,
22 COL_FRAME, COL_CURSOR, COL_FLASH, COL_HOLD,
23 COL_EMPTY, /* must be COL_1 - 1 */
24 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10,
25 COL_CORRECTPLACE, COL_CORRECTCOLOUR,
26 NCOLOURS
27};
28
29enum {
30 PREF_SHOW_LABELS,
31 N_PREF_ITEMS
32};
33
34struct game_params {
35 int ncolours, npegs, nguesses;
36 bool allow_blank, allow_multiple;
37};
38
39#define FEEDBACK_CORRECTPLACE 1
40#define FEEDBACK_CORRECTCOLOUR 2
41
42typedef struct pegrow {
43 int npegs;
44 int *pegs; /* 0 is 'empty' */
45 int *feedback; /* may well be unused */
46} *pegrow;
47/* Pegs can have these flags OR'ed into them. */
48#define PEG_CURSOR 0x1000
49#define PEG_HOLD 0x2000
50#define PEG_LABELLED 0x4000
51#define PEG_FLAGS (PEG_CURSOR | PEG_HOLD | PEG_LABELLED)
52
53struct game_state {
54 game_params params;
55 pegrow *guesses; /* length params->nguesses */
56 bool *holds;
57 pegrow solution;
58 int next_go; /* from 0 to nguesses-1;
59 if next_go == nguesses then they've lost. */
60 int solved; /* +1 = win, -1 = lose, 0 = still playing */
61};
62
63static game_params *default_params(void)
64{
65 game_params *ret = snew(game_params);
66
67 /* AFAIK this is the canonical Mastermind ruleset. */
68 ret->ncolours = 6;
69 ret->npegs = 4;
70 ret->nguesses = 10;
71
72 ret->allow_blank = false;
73 ret->allow_multiple = true;
74
75 return ret;
76}
77
78static void free_params(game_params *params)
79{
80 sfree(params);
81}
82
83static game_params *dup_params(const game_params *params)
84{
85 game_params *ret = snew(game_params);
86 *ret = *params; /* structure copy */
87 return ret;
88}
89
90static const struct {
91 const char *name;
92 game_params params;
93} guess_presets[] = {
94 {"Standard", {6, 4, 10, false, true}},
95 {"Super", {8, 5, 12, false, true}},
96};
97
98
99static bool game_fetch_preset(int i, char **name, game_params **params)
100{
101 if (i < 0 || i >= lenof(guess_presets))
102 return false;
103
104 *name = dupstr(guess_presets[i].name);
105 *params = dup_params(&guess_presets[i].params);
106
107 return true;
108}
109
110static void decode_params(game_params *params, char const *string)
111{
112 char const *p = string;
113 game_params *defs = default_params();
114
115 *params = *defs; free_params(defs);
116
117 while (*p) {
118 switch (*p++) {
119 case 'c':
120 params->ncolours = atoi(p);
121 while (*p && isdigit((unsigned char)*p)) p++;
122 break;
123
124 case 'p':
125 params->npegs = atoi(p);
126 while (*p && isdigit((unsigned char)*p)) p++;
127 break;
128
129 case 'g':
130 params->nguesses = atoi(p);
131 while (*p && isdigit((unsigned char)*p)) p++;
132 break;
133
134 case 'b':
135 params->allow_blank = true;
136 break;
137
138 case 'B':
139 params->allow_blank = false;
140 break;
141
142 case 'm':
143 params->allow_multiple = true;
144 break;
145
146 case 'M':
147 params->allow_multiple = false;
148 break;
149
150 default:
151 ;
152 }
153 }
154}
155
156static char *encode_params(const game_params *params, bool full)
157{
158 char data[256];
159
160 sprintf(data, "c%dp%dg%d%s%s",
161 params->ncolours, params->npegs, params->nguesses,
162 params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
163
164 return dupstr(data);
165}
166
167static config_item *game_configure(const game_params *params)
168{
169 config_item *ret;
170 char buf[80];
171
172 ret = snewn(6, config_item);
173
174 ret[0].name = "Colours";
175 ret[0].type = C_STRING;
176 sprintf(buf, "%d", params->ncolours);
177 ret[0].u.string.sval = dupstr(buf);
178
179 ret[1].name = "Pegs per guess";
180 ret[1].type = C_STRING;
181 sprintf(buf, "%d", params->npegs);
182 ret[1].u.string.sval = dupstr(buf);
183
184 ret[2].name = "Guesses";
185 ret[2].type = C_STRING;
186 sprintf(buf, "%d", params->nguesses);
187 ret[2].u.string.sval = dupstr(buf);
188
189 ret[3].name = "Allow blanks";
190 ret[3].type = C_BOOLEAN;
191 ret[3].u.boolean.bval = params->allow_blank;
192
193 ret[4].name = "Allow duplicates";
194 ret[4].type = C_BOOLEAN;
195 ret[4].u.boolean.bval = params->allow_multiple;
196
197 ret[5].name = NULL;
198 ret[5].type = C_END;
199
200 return ret;
201}
202
203static game_params *custom_params(const config_item *cfg)
204{
205 game_params *ret = snew(game_params);
206
207 ret->ncolours = atoi(cfg[0].u.string.sval);
208 ret->npegs = atoi(cfg[1].u.string.sval);
209 ret->nguesses = atoi(cfg[2].u.string.sval);
210
211 ret->allow_blank = cfg[3].u.boolean.bval;
212 ret->allow_multiple = cfg[4].u.boolean.bval;
213
214 return ret;
215}
216
217static const char *validate_params(const game_params *params, bool full)
218{
219 if (params->ncolours < 2 || params->npegs < 2)
220 return "Trivial solutions are uninteresting";
221 /* NB as well as the no. of colours we define, max(ncolours) must
222 * also fit in an unsigned char; see new_game_desc. */
223 if (params->ncolours > 10)
224 return "Too many colours";
225 if (params->nguesses < 1)
226 return "Must have at least one guess";
227 if (!params->allow_multiple && params->ncolours < params->npegs)
228 return "Disallowing multiple colours requires at least as many colours as pegs";
229 return NULL;
230}
231
232static pegrow new_pegrow(int npegs)
233{
234 pegrow pegs = snew(struct pegrow);
235
236 pegs->npegs = npegs;
237 pegs->pegs = snewn(pegs->npegs, int);
238 memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
239 pegs->feedback = snewn(pegs->npegs, int);
240 memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
241
242 return pegs;
243}
244
245static pegrow dup_pegrow(pegrow pegs)
246{
247 pegrow newpegs = new_pegrow(pegs->npegs);
248
249 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
250 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
251
252 return newpegs;
253}
254
255static void invalidate_pegrow(pegrow pegs)
256{
257 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
258 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
259}
260
261static void free_pegrow(pegrow pegs)
262{
263 sfree(pegs->pegs);
264 sfree(pegs->feedback);
265 sfree(pegs);
266}
267
268static char *new_game_desc(const game_params *params, random_state *rs,
269 char **aux, bool interactive)
270{
271 unsigned char *bmp = snewn(params->npegs, unsigned char);
272 char *ret;
273 int i, c;
274 pegrow colcount = new_pegrow(params->ncolours);
275
276 for (i = 0; i < params->npegs; i++) {
277newcol:
278 c = random_upto(rs, params->ncolours);
279 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
280 colcount->pegs[c]++;
281 bmp[i] = (unsigned char)(c+1);
282 }
283 obfuscate_bitmap(bmp, params->npegs*8, false);
284
285 ret = bin2hex(bmp, params->npegs);
286 sfree(bmp);
287 free_pegrow(colcount);
288 return ret;
289}
290
291static const char *validate_desc(const game_params *params, const char *desc)
292{
293 unsigned char *bmp;
294 int i;
295
296 /* desc is just an (obfuscated) bitmap of the solution; check that
297 * it's the correct length and (when unobfuscated) contains only
298 * sensible colours. */
299 if (strlen(desc) != params->npegs * 2)
300 return "Game description is wrong length";
301 bmp = hex2bin(desc, params->npegs);
302 obfuscate_bitmap(bmp, params->npegs*8, true);
303 for (i = 0; i < params->npegs; i++) {
304 if (bmp[i] < 1 || bmp[i] > params->ncolours) {
305 sfree(bmp);
306 return "Game description is corrupted";
307 }
308 }
309 sfree(bmp);
310
311 return NULL;
312}
313
314static game_state *new_game(midend *me, const game_params *params,
315 const char *desc)
316{
317 game_state *state = snew(game_state);
318 unsigned char *bmp;
319 int i;
320
321 state->params = *params;
322 state->guesses = snewn(params->nguesses, pegrow);
323 for (i = 0; i < params->nguesses; i++)
324 state->guesses[i] = new_pegrow(params->npegs);
325 state->holds = snewn(params->npegs, bool);
326 state->solution = new_pegrow(params->npegs);
327
328 bmp = hex2bin(desc, params->npegs);
329 obfuscate_bitmap(bmp, params->npegs*8, true);
330 for (i = 0; i < params->npegs; i++)
331 state->solution->pegs[i] = (int)bmp[i];
332 sfree(bmp);
333
334 memset(state->holds, 0, sizeof(bool) * params->npegs);
335 state->next_go = state->solved = 0;
336
337 return state;
338}
339
340static game_state *dup_game(const game_state *state)
341{
342 game_state *ret = snew(game_state);
343 int i;
344
345 *ret = *state;
346
347 ret->guesses = snewn(state->params.nguesses, pegrow);
348 for (i = 0; i < state->params.nguesses; i++)
349 ret->guesses[i] = dup_pegrow(state->guesses[i]);
350 ret->holds = snewn(state->params.npegs, bool);
351 memcpy(ret->holds, state->holds, sizeof(bool) * state->params.npegs);
352 ret->solution = dup_pegrow(state->solution);
353
354 return ret;
355}
356
357static void free_game(game_state *state)
358{
359 int i;
360
361 free_pegrow(state->solution);
362 for (i = 0; i < state->params.nguesses; i++)
363 free_pegrow(state->guesses[i]);
364 sfree(state->holds);
365 sfree(state->guesses);
366
367 sfree(state);
368}
369
370static char *solve_game(const game_state *state, const game_state *currstate,
371 const char *aux, const char **error)
372{
373 return dupstr("S");
374}
375
376static bool is_markable(const game_params *params, pegrow pegs)
377{
378 int i, nset = 0, nrequired;
379 bool ret = false;
380 pegrow colcount = new_pegrow(params->ncolours);
381
382 nrequired = params->allow_blank ? 1 : params->npegs;
383
384 for (i = 0; i < params->npegs; i++) {
385 int c = pegs->pegs[i];
386 if (c > 0) {
387 assert(c <= params->ncolours);
388 colcount->pegs[c-1]++;
389 nset++;
390 }
391 }
392 if (nset < nrequired) goto done;
393
394 if (!params->allow_multiple) {
395 for (i = 0; i < params->ncolours; i++) {
396 if (colcount->pegs[i] > 1) goto done;
397 }
398 }
399 ret = true;
400done:
401 free_pegrow(colcount);
402 return ret;
403}
404
405struct game_ui {
406 game_params params;
407 pegrow curr_pegs; /* half-finished current move */
408 bool *holds;
409 int colour_cur; /* position of up-down colour picker cursor */
410 int peg_cur; /* position of left-right peg picker cursor */
411 bool display_cur, markable;
412
413 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
414 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
415
416 bool show_labels; /* label the colours with numbers */
417 pegrow hint;
418};
419
420static game_ui *new_ui(const game_state *state)
421{
422 game_ui *ui = snew(game_ui);
423 memset(ui, 0, sizeof(game_ui));
424 if (state != NULL) {
425 ui->params = state->params; /* structure copy */
426 ui->curr_pegs = new_pegrow(state->params.npegs);
427 ui->holds = snewn(state->params.npegs, bool);
428 memset(ui->holds, 0, sizeof(bool)*state->params.npegs);
429 }
430 ui->display_cur = getenv_bool("PUZZLES_SHOW_CURSOR", false);
431 ui->drag_opeg = -1;
432 return ui;
433}
434
435static config_item *get_prefs(game_ui *ui)
436{
437 config_item *ret;
438
439 ret = snewn(N_PREF_ITEMS+1, config_item);
440
441 ret[PREF_SHOW_LABELS].name = "Label colours with numbers";
442 ret[PREF_SHOW_LABELS].kw = "show-labels";
443 ret[PREF_SHOW_LABELS].type = C_BOOLEAN;
444 ret[PREF_SHOW_LABELS].u.boolean.bval = ui->show_labels;
445
446 ret[N_PREF_ITEMS].name = NULL;
447 ret[N_PREF_ITEMS].type = C_END;
448
449 return ret;
450}
451
452static void set_prefs(game_ui *ui, const config_item *cfg)
453{
454 ui->show_labels = cfg[PREF_SHOW_LABELS].u.boolean.bval;
455}
456
457static void free_ui(game_ui *ui)
458{
459 if (ui->hint)
460 free_pegrow(ui->hint);
461 if (ui->curr_pegs)
462 free_pegrow(ui->curr_pegs);
463 sfree(ui->holds);
464 sfree(ui);
465}
466
467static char *encode_ui(const game_ui *ui)
468{
469 char *ret, *p;
470 const char *sep;
471 int i;
472
473 /*
474 * For this game it's worth storing the contents of the current
475 * guess, and the current set of holds.
476 */
477 ret = snewn(40 * ui->curr_pegs->npegs, char);
478 p = ret;
479 sep = "";
480 for (i = 0; i < ui->curr_pegs->npegs; i++) {
481 p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
482 ui->holds[i] ? "_" : "");
483 sep = ",";
484 }
485 *p++ = '\0';
486 assert(p - ret < 40 * ui->curr_pegs->npegs);
487 return sresize(ret, p - ret, char);
488}
489
490static void decode_ui(game_ui *ui, const char *encoding,
491 const game_state *state)
492{
493 int i;
494 const char *p = encoding;
495 for (i = 0; i < ui->curr_pegs->npegs; i++) {
496 ui->curr_pegs->pegs[i] = atoi(p);
497 if (ui->curr_pegs->pegs[i] < 0 ||
498 ui->curr_pegs->pegs[i] > ui->params.ncolours)
499 ui->curr_pegs->pegs[i] = 0; /* Remove invalid pegs. */
500 while (*p && isdigit((unsigned char)*p)) p++;
501 if (*p == '_') {
502 /* NB: old versions didn't store holds */
503 ui->holds[i] = true;
504 p++;
505 } else
506 ui->holds[i] = false;
507 if (*p == ',') p++;
508 }
509 ui->markable = is_markable(&ui->params, ui->curr_pegs);
510}
511
512static void game_changed_state(game_ui *ui, const game_state *oldstate,
513 const game_state *newstate)
514{
515 int i;
516
517 if (newstate->next_go < oldstate->next_go) {
518 sfree(ui->hint);
519 ui->hint = NULL;
520 }
521
522 /* Implement holds, clear other pegs.
523 * This does something that is arguably the Right Thing even
524 * for undo. */
525 for (i = 0; i < newstate->solution->npegs; i++) {
526 if (newstate->solved)
527 ui->holds[i] = false;
528 else
529 ui->holds[i] = newstate->holds[i];
530 if (newstate->solved || (newstate->next_go == 0) || !ui->holds[i]) {
531 ui->curr_pegs->pegs[i] = 0;
532 } else
533 ui->curr_pegs->pegs[i] =
534 newstate->guesses[newstate->next_go-1]->pegs[i];
535 }
536 ui->markable = is_markable(&newstate->params, ui->curr_pegs);
537 /* Clean up cursor position */
538 if (!ui->markable && ui->peg_cur == newstate->solution->npegs)
539 ui->peg_cur = 0;
540}
541
542static const char *current_key_label(const game_ui *ui,
543 const game_state *state, int button)
544{
545 if (state->solved) return "";
546 if (button == CURSOR_SELECT) {
547 if (ui->peg_cur == state->params.npegs) return "Submit";
548 return "Place";
549 }
550 if (button == CURSOR_SELECT2 && ui->peg_cur != state->params.npegs)
551 return "Hold";
552 return "";
553}
554
555#define PEGSZ (ds->pegsz)
556#define PEGOFF (ds->pegsz + ds->gapsz)
557#define HINTSZ (ds->hintsz)
558#define HINTOFF (ds->hintsz + ds->gapsz)
559
560#define GAP (ds->gapsz)
561#define CGAP max((ds->gapsz / 2), 1)
562
563#define PEGRAD (ds->pegrad)
564#define HINTRAD (ds->hintrad)
565
566#define COL_OX (ds->colx)
567#define COL_OY (ds->coly)
568#define COL_X(c) (COL_OX)
569#define COL_Y(c) (COL_OY + (c)*PEGOFF)
570#define COL_W PEGOFF
571#define COL_H (ds->colours->npegs*PEGOFF)
572
573#define GUESS_OX (ds->guessx)
574#define GUESS_OY (ds->guessy)
575#define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
576#define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
577#define GUESS_W (ds->solution->npegs*PEGOFF)
578#define GUESS_H (ds->nguesses*PEGOFF)
579
580#define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
581#define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
582#define HINT_X(g) HINT_OX
583#define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
584#define HINT_W ((ds->hintw*HINTOFF) - GAP)
585#define HINT_H GUESS_H
586
587#define SOLN_OX GUESS_OX
588#define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
589#define SOLN_W GUESS_W
590#define SOLN_H PEGOFF
591
592struct game_drawstate {
593 int nguesses;
594 pegrow *guesses; /* same size as state->guesses */
595 pegrow solution; /* only displayed if state->solved */
596 pegrow colours; /* length ncolours, not npegs */
597
598 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
599 int pegrad, hintrad; /* radius of peg, hint */
600 int border;
601 int colx, coly; /* origin of colours vertical bar */
602 int guessx, guessy; /* origin of guesses */
603 int solnx, solny; /* origin of solution */
604 int hintw; /* no. of hint tiles we're wide per row */
605 int w, h;
606 bool started;
607 int solved;
608
609 int next_go;
610
611 blitter *blit_peg;
612 int drag_col, blit_ox, blit_oy;
613};
614
615static void set_peg(const game_params *params, game_ui *ui, int peg, int col)
616{
617 ui->curr_pegs->pegs[peg] = col;
618 ui->markable = is_markable(params, ui->curr_pegs);
619}
620
621static int mark_pegs(pegrow guess, const pegrow solution, int ncols)
622{
623 int nc_place = 0, nc_colour = 0, i, j;
624
625 assert(guess && solution && (guess->npegs == solution->npegs));
626
627 for (i = 0; i < guess->npegs; i++) {
628 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
629 }
630
631 /* slight bit of cleverness: we have the following formula, from
632 * http://mathworld.wolfram.com/Mastermind.html that gives:
633 *
634 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
635 *
636 * I think this is due to Knuth.
637 */
638 for (i = 1; i <= ncols; i++) {
639 int n_guess = 0, n_solution = 0;
640 for (j = 0; j < guess->npegs; j++) {
641 if (guess->pegs[j] == i) n_guess++;
642 if (solution->pegs[j] == i) n_solution++;
643 }
644 nc_colour += min(n_guess, n_solution);
645 }
646 nc_colour -= nc_place;
647
648 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
649 guess->npegs, nc_place, nc_colour));
650 assert((nc_colour + nc_place) <= guess->npegs);
651
652 memset(guess->feedback, 0, guess->npegs*sizeof(int));
653 for (i = 0, j = 0; i < nc_place; i++)
654 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
655 for (i = 0; i < nc_colour; i++)
656 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
657
658 return nc_place;
659}
660
661static char *encode_move(const game_state *from, game_ui *ui)
662{
663 char *buf, *p;
664 const char *sep;
665 int len, i;
666
667 len = ui->curr_pegs->npegs * 20 + 2;
668 buf = snewn(len, char);
669 p = buf;
670 *p++ = 'G';
671 sep = "";
672 for (i = 0; i < ui->curr_pegs->npegs; i++) {
673 p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
674 ui->holds[i] ? "_" : "");
675 sep = ",";
676 }
677 *p++ = '\0';
678 assert(p - buf <= len);
679 buf = sresize(buf, len, char);
680
681 return buf;
682}
683
684static void compute_hint(const game_state *state, game_ui *ui)
685{
686 /* Suggest the lexicographically first row consistent with all
687 * previous feedback. This is not only a useful hint, but also
688 * a reasonable strategy if applied consistently. If the user
689 * uses hints in every turn, they may be able to intuit this
690 * strategy, or one similar to it. I (Jonas Kölker) came up
691 * with something close to it without seeing it in action. */
692
693 /* Some performance characteristics: I want to ask for each n,
694 * how many solutions are guessed in exactly n guesses if you
695 * use the hint in each turn.
696 *
697 * With 4 pegs and 6 colours you get the following histogram:
698 *
699 * 1 guesses: 1 solution
700 * 2 guesses: 4 solutions
701 * 3 guesses: 25 solutions
702 * 4 guesses: 108 solutions
703 * 5 guesses: 305 solutions
704 * 6 guesses: 602 solutions
705 * 7 guesses: 196 solutions
706 * 8 guesses: 49 solutions
707 * 9 guesses: 6 solutions
708 * (note: the tenth guess is never necessary.)
709 *
710 * With 5 pegs and 8 colours you get the following histogram:
711 *
712 * 1 guesses: 1 solution
713 * 2 guesses: 5 solutions
714 * 3 guesses: 43 solutions
715 * 4 guesses: 278 solutions
716 * 5 guesses: 1240 solutions
717 * 6 guesses: 3515 solutions
718 * 7 guesses: 7564 solutions
719 * 8 guesses: 14086 solutions
720 * 9 guesses: 4614 solutions
721 * 10 guesses: 1239 solutions
722 * 11 guesses: 175 solutions
723 * 12 guesses: 7 solutions
724 * 13 guesses: 1 solution
725 *
726 * The solution which takes too many guesses is {8, 8, 5, 6, 7}.
727 * The game ID is c8p5g12Bm:4991e5e41a. */
728
729 int mincolour = 1, maxcolour = 0, i, j;
730
731 /* For large values of npegs and ncolours, the lexicographically
732 * next guess make take a while to find. Finding upper and
733 * lower limits on which colours we have to consider will speed
734 * this up, as will caching our progress from one invocation to
735 * the next. The latter strategy works, since if we have ruled
736 * out a candidate we will never reverse this judgment in the
737 * light of new information. Removing information, i.e. undo,
738 * will require us to backtrack somehow. We backtrack by fully
739 * forgetting our progress (and recomputing it if required). */
740
741 for (i = 0; i < state->next_go; ++i)
742 for (j = 0; j < state->params.npegs; ++j)
743 if (state->guesses[i]->pegs[j] > maxcolour)
744 maxcolour = state->guesses[i]->pegs[j];
745 if (state->params.allow_multiple)
746 maxcolour = min(maxcolour + 1, state->params.ncolours);
747 else
748 maxcolour = min(maxcolour + state->params.npegs,
749 state->params.ncolours);
750
751increase_mincolour:
752 for (i = 0; i < state->next_go; ++i) {
753 if (state->guesses[i]->feedback[0])
754 goto next_iteration;
755 for (j = 0; j < state->params.npegs; ++j)
756 if (state->guesses[i]->pegs[j] != mincolour)
757 goto next_iteration;
758 ++mincolour;
759 goto increase_mincolour;
760 next_iteration:
761 ;
762 }
763
764 if (!ui->hint) {
765 ui->hint = new_pegrow(state->params.npegs);
766 for (i = 0; i < state->params.npegs; ++i)
767 ui->hint->pegs[i] = 1;
768 }
769
770 while (ui->hint->pegs[0] <= state->params.ncolours) {
771 if (!is_markable(&state->params, ui->hint)) goto increment_pegrow;
772 for (i = 0; i < state->next_go; ++i) {
773 mark_pegs(ui->hint, state->guesses[i], maxcolour);
774 for (j = 0; j < state->params.npegs; ++j)
775 if (ui->hint->feedback[j] != state->guesses[i]->feedback[j])
776 goto increment_pegrow;
777 }
778 /* a valid guess was found; install it and return */
779 for (i = 0; i < state->params.npegs; ++i)
780 ui->curr_pegs->pegs[i] = ui->hint->pegs[i];
781
782 ui->markable = true;
783 ui->peg_cur = state->params.npegs;
784 ui->display_cur = true;
785 return;
786
787 increment_pegrow:
788 for (i = ui->hint->npegs;
789 ++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour;
790 ui->hint->pegs[i] = mincolour);
791 }
792 /* No solution is compatible with the given hints. Impossible! */
793 /* (hack new_game_desc to create invalid solutions to get here) */
794
795 /* For some values of npegs and ncolours, the hinting function takes a
796 * long time to complete. To visually indicate completion with failure,
797 * should it ever happen, update the ui in some trivial way. This gives
798 * the user a sense of broken(ish)ness and futility. */
799 if (!ui->display_cur) {
800 ui->display_cur = true;
801 } else if (state->params.npegs == 1) {
802 ui->display_cur = false;
803 } else {
804 ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs;
805 }
806}
807
808static char *interpret_move(const game_state *from, game_ui *ui,
809 const game_drawstate *ds,
810 int x, int y, int button)
811{
812 int over_col = 0; /* one-indexed */
813 int over_guess = -1; /* zero-indexed */
814 int over_past_guess_y = -1; /* zero-indexed */
815 int over_past_guess_x = -1; /* zero-indexed */
816 bool over_hint = false;
817 char *ret = NULL;
818
819 int guess_ox = GUESS_X(from->next_go, 0);
820 int guess_oy = GUESS_Y(from->next_go, 0);
821
822 /*
823 * Enable or disable labels on colours.
824 */
825 if (button == 'l' || button == 'L') {
826 ui->show_labels = !ui->show_labels;
827 return MOVE_UI_UPDATE;
828 }
829
830 if (from->solved) return NULL;
831
832 if (x >= COL_OX && x < (COL_OX + COL_W) &&
833 y >= COL_OY && y < (COL_OY + COL_H)) {
834 over_col = ((y - COL_OY) / PEGOFF) + 1;
835 assert(over_col >= 1 && over_col <= ds->colours->npegs);
836 } else if (x >= guess_ox &&
837 y >= guess_oy && y < (guess_oy + GUESS_H)) {
838 if (x < (guess_ox + GUESS_W)) {
839 over_guess = (x - guess_ox) / PEGOFF;
840 assert(over_guess >= 0 && over_guess < ds->solution->npegs);
841 } else {
842 over_hint = true;
843 }
844 } else if (x >= guess_ox && x < (guess_ox + GUESS_W) &&
845 y >= GUESS_OY && y < guess_oy) {
846 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
847 over_past_guess_x = (x - guess_ox) / PEGOFF;
848 assert(over_past_guess_y >= 0 && over_past_guess_y < from->next_go);
849 assert(over_past_guess_x >= 0 && over_past_guess_x < ds->solution->npegs);
850 }
851 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
852 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
853 over_past_guess_x, over_past_guess_y));
854
855 assert(ds->blit_peg);
856
857 /* mouse input */
858 if (button == LEFT_BUTTON) {
859 if (over_col > 0) {
860 ui->drag_col = over_col;
861 ui->drag_opeg = -1;
862 debug(("Start dragging from colours"));
863 } else if (over_guess > -1) {
864 int col = ui->curr_pegs->pegs[over_guess];
865 if (col) {
866 ui->drag_col = col;
867 ui->drag_opeg = over_guess;
868 debug(("Start dragging from a guess"));
869 }
870 } else if (over_past_guess_y > -1) {
871 int col =
872 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
873 if (col) {
874 ui->drag_col = col;
875 ui->drag_opeg = -1;
876 debug(("Start dragging from a past guess"));
877 }
878 }
879 if (ui->drag_col) {
880 ui->drag_x = x;
881 ui->drag_y = y;
882 debug(("Start dragging, col = %d, (%d,%d)",
883 ui->drag_col, ui->drag_x, ui->drag_y));
884 ret = MOVE_UI_UPDATE;
885 }
886 } else if (button == LEFT_DRAG && ui->drag_col) {
887 ui->drag_x = x;
888 ui->drag_y = y;
889 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
890 ret = MOVE_UI_UPDATE;
891 } else if (button == LEFT_RELEASE && ui->drag_col) {
892 if (over_guess > -1) {
893 debug(("Dropping colour %d onto guess peg %d",
894 ui->drag_col, over_guess));
895 set_peg(&from->params, ui, over_guess, ui->drag_col);
896 } else {
897 if (ui->drag_opeg > -1) {
898 debug(("Removing colour %d from peg %d",
899 ui->drag_col, ui->drag_opeg));
900 set_peg(&from->params, ui, ui->drag_opeg, 0);
901 }
902 }
903 ui->drag_col = 0;
904 ui->drag_opeg = -1;
905 ui->display_cur = false;
906 debug(("Stop dragging."));
907 ret = MOVE_UI_UPDATE;
908 } else if (button == RIGHT_BUTTON) {
909 if (over_guess > -1) {
910 /* we use ths feedback in the game_ui to signify
911 * 'carry this peg to the next guess as well'. */
912 ui->holds[over_guess] ^= 1;
913 ret = MOVE_UI_UPDATE;
914 }
915 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
916 /* NB this won't trigger if on the end of a drag; that's on
917 * purpose, in case you drop by mistake... */
918 ret = encode_move(from, ui);
919 }
920
921 /* keyboard input */
922 if (IS_CURSOR_MOVE(button)) {
923 int maxcur = from->params.npegs;
924 if (ui->markable) maxcur++;
925
926 ret = move_cursor(button, &ui->peg_cur, &ui->colour_cur,
927 maxcur, from->params.ncolours,
928 false, &ui->display_cur);
929 } else if (button == 'h' || button == 'H' || button == '?') {
930 compute_hint(from, ui);
931 ret = MOVE_UI_UPDATE;
932 } else if (button == CURSOR_SELECT) {
933 ui->display_cur = true;
934 if (ui->peg_cur == from->params.npegs) {
935 ret = encode_move(from, ui);
936 } else {
937 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
938 ret = MOVE_UI_UPDATE;
939 }
940 } else if (((button >= '1' && button <= '0' + from->params.ncolours) ||
941 (button == '0' && from->params.ncolours == 10)) &&
942 ui->peg_cur < from->params.npegs) {
943 ui->display_cur = true;
944 /* Number keys insert a peg and advance the cursor. */
945 set_peg(&from->params, ui, ui->peg_cur,
946 button == '0' ? 10 : button - '0');
947 if (ui->peg_cur + 1 < from->params.npegs + ui->markable)
948 ui->peg_cur++;
949 ret = MOVE_UI_UPDATE;
950 } else if (button == 'D' || button == 'd' || button == '\b') {
951 if (!ui->display_cur || ui->curr_pegs->pegs[ui->peg_cur] != 0) {
952 ui->display_cur = true;
953 set_peg(&from->params, ui, ui->peg_cur, 0);
954 ret = MOVE_UI_UPDATE;
955 } else
956 ret = MOVE_NO_EFFECT;
957 } else if (button == CURSOR_SELECT2) {
958 if (ui->peg_cur == from->params.npegs)
959 return NULL;
960 ui->display_cur = true;
961 ui->holds[ui->peg_cur] ^= 1;
962 ret = MOVE_UI_UPDATE;
963 }
964 return ret;
965}
966
967static game_state *execute_move(const game_state *from, const char *move)
968{
969 int i, nc_place;
970 game_state *ret;
971 const char *p;
972
973 if (!strcmp(move, "S")) {
974 ret = dup_game(from);
975 ret->solved = -1;
976 return ret;
977 } else if (move[0] == 'G') {
978 /* No guesses are allowed once the game is solved. */
979 if (from->solved) return NULL;
980 p = move+1;
981
982 ret = dup_game(from);
983
984 for (i = 0; i < from->solution->npegs; i++) {
985 int val = atoi(p);
986 int min_colour = from->params.allow_blank? 0 : 1;
987 if (val < min_colour || val > from->params.ncolours) {
988 free_game(ret);
989 return NULL;
990 }
991 ret->guesses[from->next_go]->pegs[i] = atoi(p);
992 while (*p && isdigit((unsigned char)*p)) p++;
993 if (*p == '_') {
994 ret->holds[i] = true;
995 p++;
996 } else
997 ret->holds[i] = false;
998 if (*p == ',') p++;
999 }
1000
1001 nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
1002
1003 if (nc_place == ret->solution->npegs) {
1004 ret->solved = +1; /* win! */
1005 } else {
1006 ret->next_go = from->next_go + 1;
1007 if (ret->next_go >= ret->params.nguesses)
1008 ret->solved = -1; /* lose, meaning we show the pegs. */
1009 }
1010
1011 return ret;
1012 } else
1013 return NULL;
1014}
1015
1016/* ----------------------------------------------------------------------
1017 * Drawing routines.
1018 */
1019
1020#define PEG_PREFER_SZ 32
1021
1022/* next three are multipliers for pegsz. It will look much nicer if
1023 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
1024#define PEG_GAP 0.10
1025#define PEG_HINT 0.35
1026
1027#define BORDER 0.5
1028
1029static void game_compute_size(const game_params *params, int tilesize,
1030 const game_ui *ui, int *x, int *y)
1031{
1032 double hmul, vmul_c, vmul_g, vmul;
1033 int hintw = (params->npegs+1)/2;
1034
1035 hmul = BORDER * 2.0 + /* border */
1036 1.0 * 2.0 + /* vertical colour bar */
1037 1.0 * params->npegs + /* guess pegs */
1038 PEG_GAP * params->npegs + /* guess gaps */
1039 PEG_HINT * hintw + /* hint pegs */
1040 PEG_GAP * (hintw - 1); /* hint gaps */
1041
1042 vmul_c = BORDER * 2.0 + /* border */
1043 1.0 * params->ncolours + /* colour pegs */
1044 PEG_GAP * (params->ncolours - 1); /* colour gaps */
1045
1046 vmul_g = BORDER * 2.0 + /* border */
1047 1.0 * (params->nguesses + 1) + /* guesses plus solution */
1048 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
1049
1050 vmul = max(vmul_c, vmul_g);
1051
1052 *x = (int)ceil((double)tilesize * hmul);
1053 *y = (int)ceil((double)tilesize * vmul);
1054}
1055
1056static void game_set_size(drawing *dr, game_drawstate *ds,
1057 const game_params *params, int tilesize)
1058{
1059 int colh, guessh;
1060
1061 ds->pegsz = tilesize;
1062
1063 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
1064 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
1065 ds->border = (int)((double)ds->pegsz * BORDER);
1066
1067 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
1068 ds->hintrad = (ds->hintsz-1)/2;
1069
1070 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
1071 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
1072 guessh += ds->gapsz + ds->pegsz; /* solution */
1073
1074 /* We know we don't need anything from the game_ui we haven't got */
1075 game_compute_size(params, tilesize, NULL, &ds->w, &ds->h);
1076 ds->colx = ds->border;
1077 ds->coly = (ds->h - colh) / 2;
1078
1079 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
1080 ds->guessy = (ds->h - guessh) / 2;
1081 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
1082
1083 assert(ds->pegsz > 0);
1084 assert(!ds->blit_peg); /* set_size is never called twice */
1085 ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2);
1086}
1087
1088static float *game_colours(frontend *fe, int *ncolours)
1089{
1090 float *ret = snewn(3 * NCOLOURS, float), max;
1091 int i;
1092
1093 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1094
1095 /* red */
1096 ret[COL_1 * 3 + 0] = 1.0F;
1097 ret[COL_1 * 3 + 1] = 0.0F;
1098 ret[COL_1 * 3 + 2] = 0.0F;
1099
1100 /* yellow */
1101 ret[COL_2 * 3 + 0] = 1.0F;
1102 ret[COL_2 * 3 + 1] = 1.0F;
1103 ret[COL_2 * 3 + 2] = 0.0F;
1104
1105 /* green */
1106 ret[COL_3 * 3 + 0] = 0.0F;
1107 ret[COL_3 * 3 + 1] = 1.0F;
1108 ret[COL_3 * 3 + 2] = 0.0F;
1109
1110 /* blue */
1111 ret[COL_4 * 3 + 0] = 0.2F;
1112 ret[COL_4 * 3 + 1] = 0.3F;
1113 ret[COL_4 * 3 + 2] = 1.0F;
1114
1115 /* orange */
1116 ret[COL_5 * 3 + 0] = 1.0F;
1117 ret[COL_5 * 3 + 1] = 0.5F;
1118 ret[COL_5 * 3 + 2] = 0.0F;
1119
1120 /* purple */
1121 ret[COL_6 * 3 + 0] = 0.5F;
1122 ret[COL_6 * 3 + 1] = 0.0F;
1123 ret[COL_6 * 3 + 2] = 0.7F;
1124
1125 /* brown */
1126 ret[COL_7 * 3 + 0] = 0.5F;
1127 ret[COL_7 * 3 + 1] = 0.3F;
1128 ret[COL_7 * 3 + 2] = 0.3F;
1129
1130 /* light blue */
1131 ret[COL_8 * 3 + 0] = 0.4F;
1132 ret[COL_8 * 3 + 1] = 0.8F;
1133 ret[COL_8 * 3 + 2] = 1.0F;
1134
1135 /* light green */
1136 ret[COL_9 * 3 + 0] = 0.7F;
1137 ret[COL_9 * 3 + 1] = 1.0F;
1138 ret[COL_9 * 3 + 2] = 0.7F;
1139
1140 /* pink */
1141 ret[COL_10 * 3 + 0] = 1.0F;
1142 ret[COL_10 * 3 + 1] = 0.6F;
1143 ret[COL_10 * 3 + 2] = 1.0F;
1144
1145 ret[COL_FRAME * 3 + 0] = 0.0F;
1146 ret[COL_FRAME * 3 + 1] = 0.0F;
1147 ret[COL_FRAME * 3 + 2] = 0.0F;
1148
1149 ret[COL_CURSOR * 3 + 0] = 0.0F;
1150 ret[COL_CURSOR * 3 + 1] = 0.0F;
1151 ret[COL_CURSOR * 3 + 2] = 0.0F;
1152
1153 ret[COL_FLASH * 3 + 0] = 0.5F;
1154 ret[COL_FLASH * 3 + 1] = 1.0F;
1155 ret[COL_FLASH * 3 + 2] = 1.0F;
1156
1157 ret[COL_HOLD * 3 + 0] = 1.0F;
1158 ret[COL_HOLD * 3 + 1] = 0.5F;
1159 ret[COL_HOLD * 3 + 2] = 0.5F;
1160
1161 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
1162 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
1163 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
1164
1165 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
1166 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
1167 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
1168
1169 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
1170 * (which we hard-code as white) from COL_BACKGROUND (which
1171 * could default to white on some platforms).
1172 * Code borrowed from fifteen.c. */
1173 max = ret[COL_BACKGROUND*3];
1174 for (i = 1; i < 3; i++)
1175 if (ret[COL_BACKGROUND*3+i] > max)
1176 max = ret[COL_BACKGROUND*3+i];
1177 if (max * 1.2F > 1.0F) {
1178 for (i = 0; i < 3; i++)
1179 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
1180 }
1181
1182 /* We also want to be able to tell the difference between BACKGROUND
1183 * and EMPTY, for similar distinguishing-hint reasons. */
1184 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
1185 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
1186 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
1187
1188 *ncolours = NCOLOURS;
1189 return ret;
1190}
1191
1192static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1193{
1194 struct game_drawstate *ds = snew(struct game_drawstate);
1195 int i;
1196
1197 memset(ds, 0, sizeof(struct game_drawstate));
1198
1199 ds->guesses = snewn(state->params.nguesses, pegrow);
1200 ds->nguesses = state->params.nguesses;
1201 for (i = 0; i < state->params.nguesses; i++) {
1202 ds->guesses[i] = new_pegrow(state->params.npegs);
1203 invalidate_pegrow(ds->guesses[i]);
1204 }
1205 ds->solution = new_pegrow(state->params.npegs);
1206 invalidate_pegrow(ds->solution);
1207 ds->colours = new_pegrow(state->params.ncolours);
1208 invalidate_pegrow(ds->colours);
1209
1210 ds->hintw = (state->params.npegs+1)/2; /* must round up */
1211
1212 ds->blit_peg = NULL;
1213
1214 return ds;
1215}
1216
1217static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1218{
1219 int i;
1220
1221 if (ds->blit_peg) blitter_free(dr, ds->blit_peg);
1222 free_pegrow(ds->colours);
1223 free_pegrow(ds->solution);
1224 for (i = 0; i < ds->nguesses; i++)
1225 free_pegrow(ds->guesses[i]);
1226 sfree(ds->guesses);
1227 sfree(ds);
1228}
1229
1230static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
1231 bool moving, bool labelled, int col)
1232{
1233 /*
1234 * Some platforms antialias circles, which means we shouldn't
1235 * overwrite a circle of one colour with a circle of another
1236 * colour without erasing the background first. However, if the
1237 * peg is the one being dragged, we don't erase the background
1238 * because we _want_ it to alpha-blend nicely into whatever's
1239 * behind it.
1240 */
1241 if (!moving)
1242 draw_rect(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
1243 COL_BACKGROUND);
1244 if (PEGRAD > 0) {
1245 draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD,
1246 COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
1247 } else
1248 draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
1249
1250 if (labelled && col) {
1251 char buf[2];
1252 buf[0] = '0' + (col % 10);
1253 buf[1] = '\0';
1254 draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD,
1255 ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf);
1256 }
1257
1258 draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1259}
1260
1261static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
1262{
1263 draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR);
1264
1265 draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1266}
1267
1268static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
1269 pegrow src, bool *holds, int cur_col, bool force,
1270 bool labelled)
1271{
1272 pegrow dest;
1273 int rowx, rowy, i, scol;
1274
1275 if (guess == -1) {
1276 dest = ds->solution;
1277 rowx = SOLN_OX;
1278 rowy = SOLN_OY;
1279 } else {
1280 dest = ds->guesses[guess];
1281 rowx = GUESS_X(guess,0);
1282 rowy = GUESS_Y(guess,0);
1283 }
1284 if (src) assert(src->npegs == dest->npegs);
1285
1286 for (i = 0; i < dest->npegs; i++) {
1287 scol = src ? src->pegs[i] : 0;
1288 if (i == cur_col)
1289 scol |= PEG_CURSOR;
1290 if (holds && holds[i])
1291 scol |= PEG_HOLD;
1292 if (labelled)
1293 scol |= PEG_LABELLED;
1294 if ((dest->pegs[i] != scol) || force) {
1295 draw_peg(dr, ds, rowx + PEGOFF * i, rowy, false, labelled,
1296 scol &~ PEG_FLAGS);
1297 if (scol & PEG_CURSOR)
1298 draw_cursor(dr, ds, rowx + PEGOFF * i, rowy);
1299 /*
1300 * Hold marker.
1301 */
1302 if (scol & PEG_HOLD) {
1303 draw_rect(dr, rowx + PEGOFF * i,
1304 rowy + PEGSZ + ds->gapsz/2 - 2, PEGSZ, 2, COL_HOLD);
1305 }
1306 draw_update(dr, rowx + PEGOFF * i,
1307 rowy + PEGSZ + ds->gapsz/2 - 2, PEGSZ, 2);
1308 }
1309 dest->pegs[i] = scol;
1310 }
1311}
1312
1313static void hint_redraw(drawing *dr, game_drawstate *ds, int guess,
1314 pegrow src, bool force, bool cursor, bool markable)
1315{
1316 pegrow dest = ds->guesses[guess];
1317 int rowx, rowy, i, scol, col, hintlen;
1318 bool need_redraw;
1319 int emptycol = (markable ? COL_FLASH : COL_EMPTY);
1320
1321 if (src) assert(src->npegs == dest->npegs);
1322
1323 hintlen = (dest->npegs + 1)/2;
1324
1325 /*
1326 * Because of the possible presence of the cursor around this
1327 * entire section, we redraw all or none of it but never part.
1328 */
1329 need_redraw = false;
1330
1331 for (i = 0; i < dest->npegs; i++) {
1332 scol = src ? src->feedback[i] : 0;
1333 if (i == 0 && cursor)
1334 scol |= PEG_CURSOR;
1335 if (i == 0 && markable)
1336 scol |= PEG_HOLD;
1337 if ((scol != dest->feedback[i]) || force) {
1338 need_redraw = true;
1339 }
1340 dest->feedback[i] = scol;
1341 }
1342
1343 if (need_redraw) {
1344 int hinth = HINTSZ + GAP + HINTSZ;
1345 int hx,hy,hw,hh;
1346
1347 hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
1348 hw = HINT_W+GAP*2; hh = hinth+GAP*2;
1349
1350 /* erase a large background rectangle */
1351 draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND);
1352
1353 for (i = 0; i < dest->npegs; i++) {
1354 scol = src ? src->feedback[i] : 0;
1355 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
1356 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
1357 emptycol);
1358
1359 rowx = HINT_X(guess);
1360 rowy = HINT_Y(guess);
1361 if (i < hintlen) {
1362 rowx += HINTOFF * i;
1363 } else {
1364 rowx += HINTOFF * (i - hintlen);
1365 rowy += HINTOFF;
1366 }
1367 if (HINTRAD > 0) {
1368 draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col,
1369 (col == emptycol ? emptycol : COL_FRAME));
1370 } else {
1371 draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col);
1372 }
1373 }
1374 if (cursor) {
1375 int x1,y1,x2,y2;
1376 x1 = hx + CGAP; y1 = hy + CGAP;
1377 x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
1378 draw_line(dr, x1, y1, x2, y1, COL_CURSOR);
1379 draw_line(dr, x2, y1, x2, y2, COL_CURSOR);
1380 draw_line(dr, x2, y2, x1, y2, COL_CURSOR);
1381 draw_line(dr, x1, y2, x1, y1, COL_CURSOR);
1382 }
1383
1384 draw_update(dr, hx, hy, hw, hh);
1385 }
1386}
1387
1388static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col)
1389{
1390 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1391
1392 draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col);
1393 draw_update(dr, ox-off-1, oy, 2, PEGSZ);
1394}
1395
1396static void game_redraw(drawing *dr, game_drawstate *ds,
1397 const game_state *oldstate, const game_state *state,
1398 int dir, const game_ui *ui,
1399 float animtime, float flashtime)
1400{
1401 int i;
1402 bool new_move;
1403
1404 new_move = (state->next_go != ds->next_go) || !ds->started;
1405
1406 if (!ds->started) {
1407 draw_rect(dr, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1408 draw_update(dr, 0, 0, ds->w, ds->h);
1409 }
1410
1411 if (ds->drag_col != 0) {
1412 debug(("Loading from blitter."));
1413 blitter_load(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1414 draw_update(dr, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1415 }
1416
1417 /* draw the colours */
1418 for (i = 0; i < state->params.ncolours; i++) {
1419 int val = i+1;
1420 if (ui->display_cur && ui->colour_cur == i)
1421 val |= PEG_CURSOR;
1422 if (ui->show_labels)
1423 val |= PEG_HOLD;
1424 if (ds->colours->pegs[i] != val) {
1425 draw_peg(dr, ds, COL_X(i), COL_Y(i), false, ui->show_labels, i+1);
1426 if (val & PEG_CURSOR)
1427 draw_cursor(dr, ds, COL_X(i), COL_Y(i));
1428 ds->colours->pegs[i] = val;
1429 }
1430 }
1431
1432 /* draw the guesses (so far) and the hints (postponing the
1433 * next_go'th to not overrender the top of the circular cursor) */
1434 for (i = state->params.nguesses - 1; i >= 0; i--) {
1435 if (i < state->next_go || state->solved) {
1436 /* this info is stored in the game_state already */
1437 guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, false,
1438 ui->show_labels);
1439 hint_redraw(dr, ds, i, state->guesses[i],
1440 i == (state->next_go-1), false, false);
1441 } else if (i > state->next_go) {
1442 /* we've not got here yet; it's blank. */
1443 guess_redraw(dr, ds, i, NULL, NULL, -1, false, ui->show_labels);
1444 hint_redraw(dr, ds, i, NULL, false, false, false);
1445 }
1446 }
1447 if (!state->solved) {
1448 /* this is the one we're on; the (incomplete) guess is stored in
1449 * the game_ui. */
1450 guess_redraw(dr, ds, state->next_go, ui->curr_pegs,
1451 ui->holds, ui->display_cur ? ui->peg_cur : -1, false,
1452 ui->show_labels);
1453 hint_redraw(dr, ds, state->next_go, NULL, true,
1454 ui->display_cur && ui->peg_cur == state->params.npegs,
1455 ui->markable);
1456 }
1457
1458 /* draw the 'current move' and 'able to mark' sign. */
1459 if (new_move)
1460 currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND);
1461 if (!state->solved)
1462 currmove_redraw(dr, ds, state->next_go, COL_HOLD);
1463
1464 /* draw the solution (or the big rectangle) */
1465 if ((!state->solved ^ !ds->solved) || !ds->started) {
1466 draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1467 state->solved ? COL_BACKGROUND : COL_EMPTY);
1468 draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1469 }
1470 if (state->solved)
1471 guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved,
1472 ui->show_labels);
1473 ds->solved = state->solved;
1474
1475 ds->next_go = state->next_go;
1476
1477 /* if ui->drag_col != 0, save the screen to the blitter,
1478 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1479 if (ui->drag_col != 0) {
1480 int ox = ui->drag_x - (PEGSZ/2);
1481 int oy = ui->drag_y - (PEGSZ/2);
1482 ds->blit_ox = ox - 1; ds->blit_oy = oy - 1;
1483 debug(("Saving to blitter at (%d,%d)", ds->blit_ox, ds->blit_oy));
1484 blitter_save(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1485 draw_peg(dr, ds, ox, oy, true, ui->show_labels, ui->drag_col);
1486 }
1487 ds->drag_col = ui->drag_col;
1488
1489 ds->started = true;
1490}
1491
1492static float game_anim_length(const game_state *oldstate,
1493 const game_state *newstate, int dir, game_ui *ui)
1494{
1495 return 0.0F;
1496}
1497
1498static float game_flash_length(const game_state *oldstate,
1499 const game_state *newstate, int dir, game_ui *ui)
1500{
1501 return 0.0F;
1502}
1503
1504static void game_get_cursor_location(const game_ui *ui,
1505 const game_drawstate *ds,
1506 const game_state *state,
1507 const game_params *params,
1508 int *x, int *y, int *w, int *h)
1509{
1510 if(ui->display_cur && !state->solved) {
1511 *x = GUESS_X(state->next_go, ui->peg_cur) - CGAP;
1512 *y = GUESS_Y(state->next_go, ui->peg_cur) - CGAP;
1513
1514 *w = *h = 2 * (PEGRAD + CGAP) + 1;
1515 }
1516}
1517
1518static int game_status(const game_state *state)
1519{
1520 /*
1521 * We return nonzero whenever the solution has been revealed, even
1522 * (on spoiler grounds) if it wasn't guessed correctly. The
1523 * correct return value from this function is already in
1524 * state->solved.
1525 */
1526 return state->solved;
1527}
1528
1529#ifdef COMBINED
1530#define thegame guess
1531#endif
1532
1533const struct game thegame = {
1534 "Guess", "games.guess", "guess",
1535 default_params,
1536 game_fetch_preset, NULL,
1537 decode_params,
1538 encode_params,
1539 free_params,
1540 dup_params,
1541 true, game_configure, custom_params,
1542 validate_params,
1543 new_game_desc,
1544 validate_desc,
1545 new_game,
1546 dup_game,
1547 free_game,
1548 true, solve_game,
1549 false, NULL, NULL, /* can_format_as_text_now, text_format */
1550 get_prefs, set_prefs,
1551 new_ui,
1552 free_ui,
1553 encode_ui,
1554 decode_ui,
1555 NULL, /* game_request_keys */
1556 game_changed_state,
1557 current_key_label,
1558 interpret_move,
1559 execute_move,
1560 PEG_PREFER_SZ, game_compute_size, game_set_size,
1561 game_colours,
1562 game_new_drawstate,
1563 game_free_drawstate,
1564 game_redraw,
1565 game_anim_length,
1566 game_flash_length,
1567 game_get_cursor_location,
1568 game_status,
1569 false, false, NULL, NULL, /* print_size, print */
1570 false, /* wants_statusbar */
1571 false, NULL, /* timing_state */
1572 0, /* flags */
1573};
1574
1575/* vim: set shiftwidth=4 tabstop=8: */