Rogue diagnostic!
[sgt/puzzles] / guess.c
CommitLineData
74476385 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#include <math.h>
11
12#include "puzzles.h"
13
14#define FLASH_FRAME 0.5F
15
16enum {
17 COL_BACKGROUND,
c6203e43 18 COL_FRAME, COL_CURSOR, COL_FLASH, COL_HOLD,
74476385 19 COL_EMPTY, /* must be COL_1 - 1 */
20 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10,
21 COL_CORRECTPLACE, COL_CORRECTCOLOUR,
22 NCOLOURS
23};
24
25struct game_params {
26 int ncolours, npegs, nguesses;
c6203e43 27 int allow_blank, allow_multiple;
74476385 28};
29
30#define FEEDBACK_CORRECTPLACE 1
31#define FEEDBACK_CORRECTCOLOUR 2
32
33typedef struct pegrow {
34 int npegs;
35 int *pegs; /* 0 is 'empty' */
36 int *feedback; /* may well be unused */
37} *pegrow;
38
39struct game_state {
40 game_params params;
41 pegrow *guesses; /* length params->nguesses */
42 pegrow solution;
43 int next_go; /* from 0 to nguesses-1;
44 if next_go == nguesses then they've lost. */
45 int solved;
46};
47
48static game_params *default_params(void)
49{
50 game_params *ret = snew(game_params);
51
52 /* AFAIK this is the canonical Mastermind ruleset. */
53 ret->ncolours = 6;
54 ret->npegs = 4;
55 ret->nguesses = 10;
56
c6203e43 57 ret->allow_blank = 0;
58 ret->allow_multiple = 1;
59
74476385 60 return ret;
61}
62
74476385 63static void free_params(game_params *params)
64{
65 sfree(params);
66}
67
68static game_params *dup_params(game_params *params)
69{
70 game_params *ret = snew(game_params);
71 *ret = *params; /* structure copy */
72 return ret;
73}
74
51cda7fe 75static const struct {
76 char *name;
77 game_params params;
78} guess_presets[] = {
79 {"Standard", {6, 4, 10, FALSE, TRUE}},
80 {"Super", {8, 5, 12, FALSE, TRUE}},
81};
82
83
84static int game_fetch_preset(int i, char **name, game_params **params)
85{
86 if (i < 0 || i >= lenof(guess_presets))
87 return FALSE;
88
89 *name = dupstr(guess_presets[i].name);
90 /*
91 * get round annoying const issues
92 */
93 {
94 game_params tmp = guess_presets[i].params;
95 *params = dup_params(&tmp);
96 }
97
98 return TRUE;
99}
100
74476385 101static void decode_params(game_params *params, char const *string)
102{
103 char const *p = string;
104 game_params *defs = default_params();
105
106 *params = *defs; free_params(defs);
107
108 while (*p) {
109 switch (*p++) {
110 case 'c':
111 params->ncolours = atoi(p);
112 while (*p && isdigit((unsigned char)*p)) p++;
113 break;
114
115 case 'p':
116 params->npegs = atoi(p);
117 while (*p && isdigit((unsigned char)*p)) p++;
118 break;
119
120 case 'g':
121 params->nguesses = atoi(p);
122 while (*p && isdigit((unsigned char)*p)) p++;
123 break;
124
c6203e43 125 case 'b':
126 params->allow_blank = 1;
127 break;
128
129 case 'B':
130 params->allow_blank = 0;
131 break;
132
133 case 'm':
134 params->allow_multiple = 1;
135 break;
136
137 case 'M':
138 params->allow_multiple = 0;
139 break;
140
74476385 141 default:
142 ;
143 }
144 }
145}
146
147static char *encode_params(game_params *params, int full)
148{
149 char data[256];
150
c6203e43 151 sprintf(data, "c%dp%dg%d%s%s",
152 params->ncolours, params->npegs, params->nguesses,
153 params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
74476385 154
155 return dupstr(data);
156}
157
158static config_item *game_configure(game_params *params)
159{
160 config_item *ret;
161 char buf[80];
162
c6203e43 163 ret = snewn(6, config_item);
74476385 164
c6203e43 165 ret[0].name = "Colours";
74476385 166 ret[0].type = C_STRING;
167 sprintf(buf, "%d", params->ncolours);
168 ret[0].sval = dupstr(buf);
169 ret[0].ival = 0;
170
c6203e43 171 ret[1].name = "Pegs per guess";
74476385 172 ret[1].type = C_STRING;
173 sprintf(buf, "%d", params->npegs);
174 ret[1].sval = dupstr(buf);
175 ret[1].ival = 0;
176
c6203e43 177 ret[2].name = "Guesses";
74476385 178 ret[2].type = C_STRING;
179 sprintf(buf, "%d", params->nguesses);
180 ret[2].sval = dupstr(buf);
181 ret[2].ival = 0;
182
c6203e43 183 ret[3].name = "Allow blanks";
184 ret[3].type = C_BOOLEAN;
74476385 185 ret[3].sval = NULL;
c6203e43 186 ret[3].ival = params->allow_blank;
187
188 ret[4].name = "Allow duplicates";
189 ret[4].type = C_BOOLEAN;
190 ret[4].sval = NULL;
191 ret[4].ival = params->allow_multiple;
192
193 ret[5].name = NULL;
194 ret[5].type = C_END;
195 ret[5].sval = NULL;
196 ret[5].ival = 0;
74476385 197
198 return ret;
199}
200
201static game_params *custom_params(config_item *cfg)
202{
203 game_params *ret = snew(game_params);
204
205 ret->ncolours = atoi(cfg[0].sval);
206 ret->npegs = atoi(cfg[1].sval);
207 ret->nguesses = atoi(cfg[2].sval);
208
c6203e43 209 ret->allow_blank = cfg[3].ival;
210 ret->allow_multiple = cfg[4].ival;
211
74476385 212 return ret;
213}
214
215static char *validate_params(game_params *params)
216{
217 if (params->ncolours < 2 || params->npegs < 2)
218 return "Trivial solutions are uninteresting";
219 /* NB as well as the no. of colours we define, max(ncolours) must
220 * also fit in an unsigned char; see new_game_desc. */
221 if (params->ncolours > 10)
222 return "Too many colours";
223 if (params->nguesses < 1)
224 return "Must have at least one guess";
c6203e43 225 if (!params->allow_multiple && params->ncolours < params->npegs)
226 return "Disallowing multiple colours requires at least as many colours as pegs";
74476385 227 return NULL;
228}
229
230static pegrow new_pegrow(int npegs)
231{
232 pegrow pegs = snew(struct pegrow);
233
234 pegs->npegs = npegs;
235 pegs->pegs = snewn(pegs->npegs, int);
236 memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
237 pegs->feedback = snewn(pegs->npegs, int);
238 memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
239
240 return pegs;
241}
242
243static pegrow dup_pegrow(pegrow pegs)
244{
6b98d12c 245 pegrow newpegs = new_pegrow(pegs->npegs);
74476385 246
74476385 247 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
74476385 248 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
249
250 return newpegs;
251}
252
253static void invalidate_pegrow(pegrow pegs)
254{
255 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
256 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
257}
258
259static void free_pegrow(pegrow pegs)
260{
261 sfree(pegs->pegs);
262 sfree(pegs->feedback);
263 sfree(pegs);
264}
265
266static char *new_game_desc(game_params *params, random_state *rs,
267 game_aux_info **aux, int interactive)
268{
269 unsigned char *bmp = snewn(params->npegs, unsigned char);
270 char *ret;
c6203e43 271 int i, c;
272 pegrow colcount = new_pegrow(params->ncolours);
273
274 for (i = 0; i < params->npegs; i++) {
275newcol:
276 c = random_upto(rs, params->ncolours);
277 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
278 colcount->pegs[c]++;
279 bmp[i] = (unsigned char)(c+1);
280 }
74476385 281 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
282
283 ret = bin2hex(bmp, params->npegs);
284 sfree(bmp);
c6203e43 285 free_pegrow(colcount);
74476385 286 return ret;
287}
288
289static void game_free_aux_info(game_aux_info *aux)
290{
291 assert(!"Shouldn't happen");
292}
293
294static char *validate_desc(game_params *params, char *desc)
295{
c6203e43 296 unsigned char *bmp;
297 int i;
298
299 /* desc is just an (obfuscated) bitmap of the solution; check that
300 * it's the correct length and (when unobfuscated) contains only
301 * sensible colours. */
74476385 302 if (strlen(desc) != params->npegs * 2)
303 return "Game description is wrong length";
c6203e43 304 bmp = hex2bin(desc, params->npegs);
305 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
306 for (i = 0; i < params->npegs; i++) {
307 if (bmp[i] < 1 || bmp[i] > params->ncolours) {
308 sfree(bmp);
309 return "Game description is corrupted";
310 }
311 }
312 sfree(bmp);
313
74476385 314 return NULL;
315}
316
317static game_state *new_game(midend_data *me, game_params *params, char *desc)
318{
319 game_state *state = snew(game_state);
320 unsigned char *bmp;
321 int i;
322
323 state->params = *params;
324 state->guesses = snewn(params->nguesses, pegrow);
325 for (i = 0; i < params->nguesses; i++)
326 state->guesses[i] = new_pegrow(params->npegs);
327 state->solution = new_pegrow(params->npegs);
328
329 bmp = hex2bin(desc, params->npegs);
330 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
331 for (i = 0; i < params->npegs; i++)
332 state->solution->pegs[i] = (int)bmp[i];
333 sfree(bmp);
334
335 state->next_go = state->solved = 0;
336
337 return state;
338}
339
340static game_state *dup_game(game_state *state)
341{
342 game_state *ret = snew(game_state);
343 int i;
344
345 *ret = *state;
6b98d12c 346
74476385 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->solution = dup_pegrow(state->solution);
351
352 return ret;
353}
354
355static void free_game(game_state *state)
356{
357 int i;
358
359 free_pegrow(state->solution);
360 for (i = 0; i < state->params.nguesses; i++)
361 free_pegrow(state->guesses[i]);
362 sfree(state->guesses);
363
364 sfree(state);
365}
366
df11cd4e 367static char *solve_game(game_state *state, game_state *currstate,
368 game_aux_info *aux, char **error)
74476385 369{
df11cd4e 370 return dupstr("S");
74476385 371}
372
373static char *game_text_format(game_state *state)
374{
375 return NULL;
376}
377
378struct game_ui {
379 pegrow curr_pegs; /* half-finished current move */
380 int *holds;
381 int colour_cur; /* position of up-down colour picker cursor */
382 int peg_cur; /* position of left-right peg picker cursor */
383 int display_cur, markable;
384
385 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
c6203e43 386 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
74476385 387};
388
389static game_ui *new_ui(game_state *state)
390{
391 game_ui *ui = snew(struct game_ui);
392 memset(ui, 0, sizeof(struct game_ui));
393 ui->curr_pegs = new_pegrow(state->params.npegs);
394 ui->holds = snewn(state->params.npegs, int);
395 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
c6203e43 396 ui->drag_opeg = -1;
74476385 397 return ui;
398}
399
400static void free_ui(game_ui *ui)
401{
402 free_pegrow(ui->curr_pegs);
403 sfree(ui->holds);
404 sfree(ui);
405}
406
ae8290c6 407char *encode_ui(game_ui *ui)
408{
409 return NULL;
410}
411
412void decode_ui(game_ui *ui, char *encoding)
413{
414}
415
74476385 416static void game_changed_state(game_ui *ui, game_state *oldstate,
417 game_state *newstate)
418{
419 int i;
420
421 /* just clear the row-in-progress when we have an undo/redo. */
422 for (i = 0; i < ui->curr_pegs->npegs; i++)
423 ui->curr_pegs->pegs[i] = 0;
75953cd4 424 ui->markable = FALSE;
74476385 425}
426
427#define PEGSZ (ds->pegsz)
428#define PEGOFF (ds->pegsz + ds->gapsz)
429#define HINTSZ (ds->hintsz)
430#define HINTOFF (ds->hintsz + ds->gapsz)
431
74b36224 432#define GAP (ds->gapsz)
66732e7a 433#define CGAP (ds->gapsz / 2)
434
74476385 435#define PEGRAD (ds->pegrad)
436#define HINTRAD (ds->hintrad)
437
438#define COL_OX (ds->colx)
439#define COL_OY (ds->coly)
440#define COL_X(c) (COL_OX)
441#define COL_Y(c) (COL_OY + (c)*PEGOFF)
442#define COL_W PEGOFF
443#define COL_H (ds->colours->npegs*PEGOFF)
444
445#define GUESS_OX (ds->guessx)
446#define GUESS_OY (ds->guessy)
447#define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
448#define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
449#define GUESS_W (ds->solution->npegs*PEGOFF)
450#define GUESS_H (ds->nguesses*PEGOFF)
451
452#define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
453#define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
454#define HINT_X(g) HINT_OX
455#define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
74b36224 456#define HINT_W ((ds->hintw*HINTOFF) - GAP)
74476385 457#define HINT_H GUESS_H
458
459#define SOLN_OX GUESS_OX
460#define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
461#define SOLN_W GUESS_W
462#define SOLN_H PEGOFF
463
464struct game_drawstate {
465 int nguesses;
466 pegrow *guesses; /* same size as state->guesses */
467 pegrow solution; /* only displayed if state->solved */
468 pegrow colours; /* length ncolours, not npegs */
469
74476385 470 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
471 int pegrad, hintrad; /* radius of peg, hint */
472 int border;
473 int colx, coly; /* origin of colours vertical bar */
474 int guessx, guessy; /* origin of guesses */
475 int solnx, solny; /* origin of solution */
476 int hintw; /* no. of hint tiles we're wide per row */
477 int w, h, started, solved;
478
74476385 479 int next_go;
480
481 blitter *blit_peg;
482 int drag_col, blit_ox, blit_oy;
483};
484
c6203e43 485static int is_markable(game_params *params, pegrow pegs)
74476385 486{
c6203e43 487 int i, nset = 0, nrequired, ret = 0;
488 pegrow colcount = new_pegrow(params->ncolours);
74476385 489
c6203e43 490 nrequired = params->allow_blank ? 1 : params->npegs;
491
492 for (i = 0; i < params->npegs; i++) {
6b98d12c 493 int c = pegs->pegs[i];
494 if (c > 0) {
495 colcount->pegs[c-1]++;
c6203e43 496 nset++;
497 }
498 }
499 if (nset < nrequired) goto done;
74476385 500
c6203e43 501 if (!params->allow_multiple) {
502 for (i = 0; i < params->ncolours; i++) {
503 if (colcount->pegs[i] > 1) goto done;
504 }
74476385 505 }
c6203e43 506 ret = 1;
507done:
508 free_pegrow(colcount);
509 return ret;
510}
511
512static void set_peg(game_params *params, game_ui *ui, int peg, int col)
513{
514 ui->curr_pegs->pegs[peg] = col;
515 ui->markable = is_markable(params, ui->curr_pegs);
74476385 516}
517
518static int mark_pegs(pegrow guess, pegrow solution, int ncols)
519{
520 int nc_place = 0, nc_colour = 0, i, j;
521
522 assert(guess && solution && (guess->npegs == solution->npegs));
523
524 for (i = 0; i < guess->npegs; i++) {
525 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
526 }
527
528 /* slight bit of cleverness: we have the following formula, from
529 * http://mathworld.wolfram.com/Mastermind.html that gives:
530 *
531 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
532 *
533 * I think this is due to Knuth.
534 */
535 for (i = 1; i <= ncols; i++) {
536 int n_guess = 0, n_solution = 0;
537 for (j = 0; j < guess->npegs; j++) {
538 if (guess->pegs[j] == i) n_guess++;
539 if (solution->pegs[j] == i) n_solution++;
540 }
541 nc_colour += min(n_guess, n_solution);
542 }
543 nc_colour -= nc_place;
544
545 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
546 guess->npegs, nc_place, nc_colour));
547 assert((nc_colour + nc_place) <= guess->npegs);
548
549 memset(guess->feedback, 0, guess->npegs*sizeof(int));
550 for (i = 0, j = 0; i < nc_place; i++)
551 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
552 for (i = 0; i < nc_colour; i++)
553 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
554
555 return nc_place;
556}
557
df11cd4e 558static char *encode_move(game_state *from, game_ui *ui)
74476385 559{
df11cd4e 560 char *buf, *p, *sep;
561 int len, i, solved;
562 pegrow tmppegs;
563
564 len = ui->curr_pegs->npegs * 20 + 2;
565 buf = snewn(len, char);
566 p = buf;
567 *p++ = 'G';
568 sep = "";
569 for (i = 0; i < ui->curr_pegs->npegs; i++) {
570 p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
571 sep = ",";
74476385 572 }
df11cd4e 573 *p++ = '\0';
574 assert(p - buf <= len);
575 buf = sresize(buf, len, char);
576
577 tmppegs = dup_pegrow(ui->curr_pegs);
578 solved = mark_pegs(tmppegs, from->solution, from->params.ncolours);
579 solved = (solved == from->params.ncolours);
580 free_pegrow(tmppegs);
581
582 for (i = 0; i < from->solution->npegs; i++) {
583 if (!ui->holds[i] || solved) {
584 ui->curr_pegs->pegs[i] = 0;
585 }
586 if (solved) ui->holds[i] = 0;
74476385 587 }
c6203e43 588 ui->markable = is_markable(&from->params, ui->curr_pegs);
df11cd4e 589 if (!ui->markable && ui->peg_cur == from->solution->npegs)
590 ui->peg_cur--;
74476385 591
df11cd4e 592 return buf;
74476385 593}
594
df11cd4e 595static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
596 int x, int y, int button)
74476385 597{
598 int over_col = 0; /* one-indexed */
599 int over_guess = -1; /* zero-indexed */
e98cc9b7 600 int over_past_guess_y = -1; /* zero-indexed */
601 int over_past_guess_x = -1; /* zero-indexed */
74476385 602 int over_hint = 0; /* zero or one */
df11cd4e 603 char *ret = NULL;
74476385 604
605 int guess_ox = GUESS_X(from->next_go, 0);
606 int guess_oy = GUESS_Y(from->next_go, 0);
607
608 if (from->solved) return NULL;
609
610 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
611 y >= COL_OY && y <= (COL_OY + COL_H)) {
612 over_col = ((y - COL_OY) / PEGOFF) + 1;
613 } else if (x >= guess_ox &&
614 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
615 if (x <= (guess_ox + GUESS_W)) {
616 over_guess = (x - guess_ox) / PEGOFF;
617 } else {
618 over_hint = 1;
619 }
e98cc9b7 620 } else if (x >= guess_ox &&
621 y >= GUESS_OY && y < guess_oy) {
622 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
623 over_past_guess_x = (x - guess_ox) / PEGOFF;
74476385 624 }
e98cc9b7 625 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
c6203e43 626 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
627 over_past_guess_x, over_past_guess_y));
74476385 628
629 assert(ds->blit_peg);
630
631 /* mouse input */
632 if (button == LEFT_BUTTON) {
633 if (over_col > 0) {
634 ui->drag_col = over_col;
c6203e43 635 ui->drag_opeg = -1;
74476385 636 debug(("Start dragging from colours"));
637 } else if (over_guess > -1) {
638 int col = ui->curr_pegs->pegs[over_guess];
639 if (col) {
640 ui->drag_col = col;
c6203e43 641 ui->drag_opeg = over_guess;
74476385 642 debug(("Start dragging from a guess"));
643 }
e98cc9b7 644 } else if (over_past_guess_y > -1) {
645 int col =
646 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
647 if (col) {
648 ui->drag_col = col;
c6203e43 649 ui->drag_opeg = -1;
e98cc9b7 650 debug(("Start dragging from a past guess"));
651 }
74476385 652 }
653 if (ui->drag_col) {
654 ui->drag_x = x;
655 ui->drag_y = y;
656 debug(("Start dragging, col = %d, (%d,%d)",
657 ui->drag_col, ui->drag_x, ui->drag_y));
df11cd4e 658 ret = "";
74476385 659 }
660 } else if (button == LEFT_DRAG && ui->drag_col) {
661 ui->drag_x = x;
662 ui->drag_y = y;
663 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
df11cd4e 664 ret = "";
74476385 665 } else if (button == LEFT_RELEASE && ui->drag_col) {
666 if (over_guess > -1) {
667 debug(("Dropping colour %d onto guess peg %d",
668 ui->drag_col, over_guess));
c6203e43 669 set_peg(&from->params, ui, over_guess, ui->drag_col);
670 } else {
671 if (ui->drag_opeg > -1) {
672 debug(("Removing colour %d from peg %d",
673 ui->drag_col, ui->drag_opeg));
674 set_peg(&from->params, ui, ui->drag_opeg, 0);
675 }
74476385 676 }
677 ui->drag_col = 0;
c6203e43 678 ui->drag_opeg = -1;
eb6acfe7 679 ui->display_cur = 0;
74476385 680 debug(("Stop dragging."));
df11cd4e 681 ret = "";
74476385 682 } else if (button == RIGHT_BUTTON) {
683 if (over_guess > -1) {
684 /* we use ths feedback in the game_ui to signify
685 * 'carry this peg to the next guess as well'. */
686 ui->holds[over_guess] = 1 - ui->holds[over_guess];
df11cd4e 687 ret = "";
74476385 688 }
689 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
690 /* NB this won't trigger if on the end of a drag; that's on
691 * purpose, in case you drop by mistake... */
df11cd4e 692 ret = encode_move(from, ui);
74476385 693 }
694
695 /* keyboard input */
696 if (button == CURSOR_UP || button == CURSOR_DOWN) {
697 ui->display_cur = 1;
698 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
699 ui->colour_cur++;
700 if (button == CURSOR_UP && ui->colour_cur > 0)
701 ui->colour_cur--;
df11cd4e 702 ret = "";
74476385 703 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
704 int maxcur = from->params.npegs;
705 if (ui->markable) maxcur++;
706
707 ui->display_cur = 1;
708 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
709 ui->peg_cur++;
710 if (button == CURSOR_LEFT && ui->peg_cur > 0)
711 ui->peg_cur--;
df11cd4e 712 ret = "";
74476385 713 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
714 button == '\n') {
f467efad 715 ui->display_cur = 1;
74476385 716 if (ui->peg_cur == from->params.npegs) {
df11cd4e 717 ret = encode_move(from, ui);
74476385 718 } else {
c6203e43 719 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
df11cd4e 720 ret = "";
74476385 721 }
badb093d 722 } else if (button == 'H' || button == 'h') {
f467efad 723 ui->display_cur = 1;
badb093d 724 ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
df11cd4e 725 ret = "";
74476385 726 }
727 return ret;
728}
729
df11cd4e 730static game_state *execute_move(game_state *from, char *move)
731{
732 int i, nc_place;
733 game_state *ret;
734 char *p;
735
736 if (!strcmp(move, "S")) {
737 ret = dup_game(from);
738 ret->solved = 1;
739 return ret;
740 } else if (move[0] == 'G') {
741 p = move+1;
742
743 ret = dup_game(from);
744
745 for (i = 0; i < from->solution->npegs; i++) {
746 int val = atoi(p);
747 if (val <= 0 || val > from->params.ncolours) {
748 free_game(ret);
749 return NULL;
750 }
751 ret->guesses[from->next_go]->pegs[i] = atoi(p);
752 while (*p && isdigit((unsigned char)*p)) p++;
753 if (*p == ',') p++;
754 }
755
756 nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
757
758 if (nc_place == ret->solution->npegs) {
759 ret->solved = 1; /* win! */
760 } else {
761 ret->next_go = from->next_go + 1;
762 if (ret->next_go >= ret->params.nguesses)
763 ret->solved = 1; /* 'lose' so we show the pegs. */
764 }
765
766 return ret;
767 } else
768 return NULL;
769}
770
74476385 771/* ----------------------------------------------------------------------
772 * Drawing routines.
773 */
774
775#define PEG_PREFER_SZ 32
776
777/* next three are multipliers for pegsz. It will look much nicer if
778 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
779#define PEG_GAP 0.10
780#define PEG_HINT 0.35
781
782#define BORDER 0.5
783
784static void game_size(game_params *params, game_drawstate *ds,
785 int *x, int *y, int expand)
786{
787 double hmul, vmul_c, vmul_g, vmul, szx, szy;
788 int sz, colh, guessh;
789
790 hmul = BORDER * 2.0 + /* border */
791 1.0 * 2.0 + /* vertical colour bar */
792 1.0 * params->npegs + /* guess pegs */
793 PEG_GAP * params->npegs + /* guess gaps */
794 PEG_HINT * ds->hintw + /* hint pegs */
795 PEG_GAP * (ds->hintw - 1); /* hint gaps */
796
797 vmul_c = BORDER * 2.0 + /* border */
798 1.0 * params->ncolours + /* colour pegs */
799 PEG_GAP * (params->ncolours - 1); /* colour gaps */
800
801 vmul_g = BORDER * 2.0 + /* border */
802 1.0 * (params->nguesses + 1) + /* guesses plus solution */
803 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
804
805 vmul = max(vmul_c, vmul_g);
806
807 szx = *x / hmul;
808 szy = *y / vmul;
809 sz = max(min((int)szx, (int)szy), 1);
810 if (expand)
811 ds->pegsz = sz;
812 else
813 ds->pegsz = min(sz, PEG_PREFER_SZ);
814
815 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
816 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
817 ds->border = (int)((double)ds->pegsz * BORDER);
818
819 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
820 ds->hintrad = (ds->hintsz-1)/2;
821
813ca264 822 *x = (int)ceil((double)ds->pegsz * hmul);
823 *y = (int)ceil((double)ds->pegsz * vmul);
74476385 824 ds->w = *x; ds->h = *y;
825
826 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
827 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
828 guessh += ds->gapsz + ds->pegsz; /* solution */
829
830 ds->colx = ds->border;
831 ds->coly = (*y - colh) / 2;
832
833 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
834 ds->guessy = (*y - guessh) / 2;
835 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
836
837 if (ds->pegsz > 0) {
838 if (ds->blit_peg) blitter_free(ds->blit_peg);
839 ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
840 }
841}
842
843static float *game_colours(frontend *fe, game_state *state, int *ncolours)
844{
74b36224 845 float *ret = snewn(3 * NCOLOURS, float), max;
846 int i;
74476385 847
848 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
849
e98cc9b7 850 /* red */
851 ret[COL_1 * 3 + 0] = 1.0F;
74476385 852 ret[COL_1 * 3 + 1] = 0.0F;
e98cc9b7 853 ret[COL_1 * 3 + 2] = 0.0F;
74476385 854
e98cc9b7 855 /* yellow (toned down a bit due to pale grey background) */
856 ret[COL_2 * 3 + 0] = 0.7F;
857 ret[COL_2 * 3 + 1] = 0.7F;
74476385 858 ret[COL_2 * 3 + 2] = 0.0F;
859
e98cc9b7 860 /* green (also toned down) */
861 ret[COL_3 * 3 + 0] = 0.0F;
862 ret[COL_3 * 3 + 1] = 0.5F;
74476385 863 ret[COL_3 * 3 + 2] = 0.0F;
864
e98cc9b7 865 /* blue */
866 ret[COL_4 * 3 + 0] = 0.0F;
867 ret[COL_4 * 3 + 1] = 0.0F;
868 ret[COL_4 * 3 + 2] = 1.0F;
74476385 869
e98cc9b7 870 /* orange */
74476385 871 ret[COL_5 * 3 + 0] = 1.0F;
e98cc9b7 872 ret[COL_5 * 3 + 1] = 0.5F;
873 ret[COL_5 * 3 + 2] = 0.0F;
874
875 /* purple */
876 ret[COL_6 * 3 + 0] = 0.5F;
877 ret[COL_6 * 3 + 1] = 0.0F;
878 ret[COL_6 * 3 + 2] = 0.7F;
879
880 /* brown */
881 ret[COL_7 * 3 + 0] = 0.4F;
882 ret[COL_7 * 3 + 1] = 0.2F;
883 ret[COL_7 * 3 + 2] = 0.2F;
884
885 /* light blue */
886 ret[COL_8 * 3 + 0] = 0.4F;
887 ret[COL_8 * 3 + 1] = 0.7F;
888 ret[COL_8 * 3 + 2] = 1.0F;
889
890 /* light green */
891 ret[COL_9 * 3 + 0] = 0.5F;
892 ret[COL_9 * 3 + 1] = 0.8F;
74476385 893 ret[COL_9 * 3 + 2] = 0.5F;
894
e98cc9b7 895 /* pink */
74476385 896 ret[COL_10 * 3 + 0] = 1.0F;
e98cc9b7 897 ret[COL_10 * 3 + 1] = 0.6F;
74476385 898 ret[COL_10 * 3 + 2] = 1.0F;
899
900 ret[COL_FRAME * 3 + 0] = 0.0F;
901 ret[COL_FRAME * 3 + 1] = 0.0F;
902 ret[COL_FRAME * 3 + 2] = 0.0F;
903
c6203e43 904 ret[COL_CURSOR * 3 + 0] = 0.0F;
905 ret[COL_CURSOR * 3 + 1] = 0.0F;
906 ret[COL_CURSOR * 3 + 2] = 0.0F;
74476385 907
908 ret[COL_FLASH * 3 + 0] = 0.5F;
909 ret[COL_FLASH * 3 + 1] = 1.0F;
910 ret[COL_FLASH * 3 + 2] = 1.0F;
911
912 ret[COL_HOLD * 3 + 0] = 1.0F;
913 ret[COL_HOLD * 3 + 1] = 0.5F;
914 ret[COL_HOLD * 3 + 2] = 0.5F;
915
e98cc9b7 916 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
74476385 917 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
918 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
919
920 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
921 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
922 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
923
74b36224 924 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
925 * (which we hard-code as white) from COL_BACKGROUND (which
926 * could default to white on some platforms).
927 * Code borrowed from fifteen.c. */
928 max = ret[COL_BACKGROUND*3];
929 for (i = 1; i < 3; i++)
930 if (ret[COL_BACKGROUND*3+i] > max)
931 max = ret[COL_BACKGROUND*3+i];
932 if (max * 1.2F > 1.0F) {
933 for (i = 0; i < 3; i++)
934 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
935 }
936
937 /* We also want to be able to tell the difference between BACKGROUND
938 * and EMPTY, for similar distinguishing-hint reasons. */
939 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
940 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
941 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
942
74476385 943 *ncolours = NCOLOURS;
944 return ret;
945}
946
947static game_drawstate *game_new_drawstate(game_state *state)
948{
949 struct game_drawstate *ds = snew(struct game_drawstate);
950 int i;
951
952 memset(ds, 0, sizeof(struct game_drawstate));
953
954 ds->guesses = snewn(state->params.nguesses, pegrow);
955 ds->nguesses = state->params.nguesses;
956 for (i = 0; i < state->params.nguesses; i++) {
957 ds->guesses[i] = new_pegrow(state->params.npegs);
958 invalidate_pegrow(ds->guesses[i]);
959 }
960 ds->solution = new_pegrow(state->params.npegs);
961 invalidate_pegrow(ds->solution);
962 ds->colours = new_pegrow(state->params.ncolours);
963 invalidate_pegrow(ds->colours);
964
965 ds->hintw = (state->params.npegs+1)/2; /* must round up */
966
74476385 967 ds->blit_peg = NULL;
968
969 return ds;
970}
971
972static void game_free_drawstate(game_drawstate *ds)
973{
974 int i;
975
976 if (ds->blit_peg) blitter_free(ds->blit_peg);
977 free_pegrow(ds->colours);
978 free_pegrow(ds->solution);
979 for (i = 0; i < ds->nguesses; i++)
980 free_pegrow(ds->guesses[i]);
74476385 981 sfree(ds->guesses);
982 sfree(ds);
983}
984
385f402f 985static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
986 int moving, int col)
74476385 987{
385f402f 988 /*
989 * Some platforms antialias circles, which means we shouldn't
990 * overwrite a circle of one colour with a circle of another
991 * colour without erasing the background first. However, if the
992 * peg is the one being dragged, we don't erase the background
993 * because we _want_ it to alpha-blend nicely into whatever's
994 * behind it.
995 */
996 if (!moving)
66732e7a 997 draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
998 COL_BACKGROUND);
28094c81 999 if (PEGRAD > 0) {
74476385 1000 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
28094c81 1001 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
1002 } else
74476385 1003 draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
66732e7a 1004 draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1005}
1006
1007static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
1008{
1009 draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
1010
1011 draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
74476385 1012}
1013
1014static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
66732e7a 1015 pegrow src, int *holds, int cur_col, int force)
74476385 1016{
1017 pegrow dest;
1018 int rowx, rowy, i, scol;
1019
1020 if (guess == -1) {
1021 dest = ds->solution;
1022 rowx = SOLN_OX;
1023 rowy = SOLN_OY;
1024 } else {
1025 dest = ds->guesses[guess];
1026 rowx = GUESS_X(guess,0);
1027 rowy = GUESS_Y(guess,0);
1028 }
1029 if (src) assert(src->npegs == dest->npegs);
1030
1031 for (i = 0; i < dest->npegs; i++) {
1032 scol = src ? src->pegs[i] : 0;
66732e7a 1033 if (i == cur_col)
1034 scol |= 0x1000;
1035 if (holds && holds[i])
1036 scol |= 0x2000;
1037 if ((dest->pegs[i] != scol) || force) {
1038 draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
1039 /*
1040 * Hold marker.
1041 */
1042 draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
1043 PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
1044 draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
1045 PEGSZ, 2);
1046 if (scol & 0x1000)
1047 draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
1048 }
74476385 1049 dest->pegs[i] = scol;
1050 }
1051}
1052
1053static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
75953cd4 1054 pegrow src, int force, int cursor, int markable)
74476385 1055{
1056 pegrow dest = ds->guesses[guess];
1057 int rowx, rowy, i, scol, col, hintlen;
66732e7a 1058 int need_redraw;
75953cd4 1059 int emptycol = (markable ? COL_FLASH : COL_EMPTY);
74476385 1060
1061 if (src) assert(src->npegs == dest->npegs);
1062
1063 hintlen = (dest->npegs + 1)/2;
1064
66732e7a 1065 /*
1066 * Because of the possible presence of the cursor around this
1067 * entire section, we redraw all or none of it but never part.
1068 */
1069 need_redraw = FALSE;
1070
74476385 1071 for (i = 0; i < dest->npegs; i++) {
1072 scol = src ? src->feedback[i] : 0;
66732e7a 1073 if (i == 0 && cursor)
1074 scol |= 0x1000;
75953cd4 1075 if (i == 0 && markable)
1076 scol |= 0x2000;
74476385 1077 if ((scol != dest->feedback[i]) || force) {
66732e7a 1078 need_redraw = TRUE;
1079 }
1080 dest->feedback[i] = scol;
1081 }
1082
1083 if (need_redraw) {
74b36224 1084 int hinth = HINTSZ + GAP + HINTSZ;
1085 int hx,hy,hw,hh;
1086
1087 hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
1088 hw = HINT_W+GAP*2; hh = hinth+GAP*2;
1089
66732e7a 1090 /* erase a large background rectangle */
74b36224 1091 draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND);
66732e7a 1092
1093 for (i = 0; i < dest->npegs; i++) {
1094 scol = src ? src->feedback[i] : 0;
1095 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
1096 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
1097 emptycol);
1098
74476385 1099 rowx = HINT_X(guess);
1100 rowy = HINT_Y(guess);
1101 if (i < hintlen) {
1102 rowx += HINTOFF * i;
1103 } else {
1104 rowx += HINTOFF * (i - hintlen);
1105 rowy += HINTOFF;
1106 }
28094c81 1107 if (HINTRAD > 0) {
74476385 1108 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
28094c81 1109 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
1110 } else {
74476385 1111 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
28094c81 1112 }
74476385 1113 }
74b36224 1114 if (cursor) {
1115 int x1,y1,x2,y2;
1116 x1 = hx + CGAP; y1 = hy + CGAP;
1117 x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
1118 draw_line(fe, x1, y1, x2, y1, COL_CURSOR);
1119 draw_line(fe, x2, y1, x2, y2, COL_CURSOR);
1120 draw_line(fe, x2, y2, x1, y2, COL_CURSOR);
1121 draw_line(fe, x1, y2, x1, y1, COL_CURSOR);
1122 }
74476385 1123
74b36224 1124 draw_update(fe, hx, hy, hw, hh);
74476385 1125 }
1126}
1127
1128static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col)
1129{
1130 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1131
1132 draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col);
1133 draw_update(fe, ox-off-1, oy, 2, PEGSZ);
1134}
1135
74476385 1136static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1137 game_state *state, int dir, game_ui *ui,
1138 float animtime, float flashtime)
1139{
66732e7a 1140 int i, new_move, last_go;
74476385 1141
1142 new_move = (state->next_go != ds->next_go) || !ds->started;
1143 last_go = (state->next_go == state->params.nguesses-1);
1144
1145 if (!ds->started) {
1146 draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1147 draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1148 draw_update(fe, 0, 0, ds->w, ds->h);
1149 }
1150
1151 if (ds->drag_col != 0) {
1152 debug(("Loading from blitter."));
1153 blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1154 draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1155 }
1156
1157 /* draw the colours */
1158 for (i = 0; i < state->params.ncolours; i++) {
66732e7a 1159 int val = i+1;
1160 if (ui->display_cur && ui->colour_cur == i)
1161 val |= 0x1000;
1162 if (ds->colours->pegs[i] != val) {
385f402f 1163 draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
66732e7a 1164 if (val & 0x1000)
1165 draw_cursor(fe, ds, COL_X(i), COL_Y(i));
1166 ds->colours->pegs[i] = val;
74476385 1167 }
1168 }
1169
1170 /* draw the guesses (so far) and the hints */
1171 for (i = 0; i < state->params.nguesses; i++) {
1172 if (state->next_go > i || state->solved) {
1173 /* this info is stored in the game_state already */
66732e7a 1174 guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
74476385 1175 hint_redraw(fe, ds, i, state->guesses[i],
75953cd4 1176 i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
74476385 1177 } else if (state->next_go == i) {
1178 /* this is the one we're on; the (incomplete) guess is
1179 * stored in the game_ui. */
66732e7a 1180 guess_redraw(fe, ds, i, ui->curr_pegs,
1181 ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
1182 hint_redraw(fe, ds, i, NULL, 1,
1183 ui->display_cur && ui->peg_cur == state->params.npegs,
75953cd4 1184 ui->markable);
74476385 1185 } else {
1186 /* we've not got here yet; it's blank. */
66732e7a 1187 guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
75953cd4 1188 hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE);
74476385 1189 }
1190 }
1191
74476385 1192 /* draw the 'current move' and 'able to mark' sign. */
1193 if (new_move)
1194 currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
1195 if (!state->solved)
1196 currmove_redraw(fe, ds, state->next_go, COL_HOLD);
1197
1198 /* draw the solution (or the big rectangle) */
1199 if ((state->solved != ds->solved) || !ds->started) {
1200 draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1201 state->solved ? COL_BACKGROUND : COL_EMPTY);
1202 draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1203 }
1204 if (state->solved)
66732e7a 1205 guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
74476385 1206 ds->solved = state->solved;
1207
74476385 1208 ds->next_go = state->next_go;
1209
1210 /* if ui->drag_col != 0, save the screen to the blitter,
1211 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1212 if (ui->drag_col != 0) {
1213 int ox = ui->drag_x - (PEGSZ/2);
1214 int oy = ui->drag_y - (PEGSZ/2);
1215 debug(("Saving to blitter at (%d,%d)", ox, oy));
1216 blitter_save(fe, ds->blit_peg, ox, oy);
385f402f 1217 draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
74476385 1218
1219 ds->blit_ox = ox; ds->blit_oy = oy;
1220 }
1221 ds->drag_col = ui->drag_col;
1222
1223 ds->started = 1;
1224}
1225
1226static float game_anim_length(game_state *oldstate, game_state *newstate,
1227 int dir, game_ui *ui)
1228{
1229 return 0.0F;
1230}
1231
1232static float game_flash_length(game_state *oldstate, game_state *newstate,
1233 int dir, game_ui *ui)
1234{
1235 return 0.0F;
1236}
1237
1238static int game_wants_statusbar(void)
1239{
1240 return FALSE;
1241}
1242
1243static int game_timing_state(game_state *state)
1244{
1245 return TRUE;
1246}
1247
1248#ifdef COMBINED
1249#define thegame guess
1250#endif
1251
1252const struct game thegame = {
61072f7b 1253 "Guess", "games.guess",
74476385 1254 default_params,
1255 game_fetch_preset,
1256 decode_params,
1257 encode_params,
1258 free_params,
1259 dup_params,
1260 TRUE, game_configure, custom_params,
1261 validate_params,
1262 new_game_desc,
1263 game_free_aux_info,
1264 validate_desc,
1265 new_game,
1266 dup_game,
1267 free_game,
1268 TRUE, solve_game,
1269 FALSE, game_text_format,
1270 new_ui,
1271 free_ui,
ae8290c6 1272 encode_ui,
1273 decode_ui,
74476385 1274 game_changed_state,
df11cd4e 1275 interpret_move,
1276 execute_move,
74476385 1277 game_size,
1278 game_colours,
1279 game_new_drawstate,
1280 game_free_drawstate,
1281 game_redraw,
1282 game_anim_length,
1283 game_flash_length,
1284 game_wants_statusbar,
1285 FALSE, game_timing_state,
1286 0, /* mouse_priorities */
1287};
1288
1289/* vim: set shiftwidth=4 tabstop=8: */