A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita audio rust zig deno mpris rockbox mpd
at master 1575 lines 48 kB view raw
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: */