Change the preprocessor symbol `DEBUG' to `DEBUGGING', since the
[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
63static int game_fetch_preset(int i, char **name, game_params **params)
64{
65 return FALSE;
66}
67
68static void free_params(game_params *params)
69{
70 sfree(params);
71}
72
73static game_params *dup_params(game_params *params)
74{
75 game_params *ret = snew(game_params);
76 *ret = *params; /* structure copy */
77 return ret;
78}
79
80static void decode_params(game_params *params, char const *string)
81{
82 char const *p = string;
83 game_params *defs = default_params();
84
85 *params = *defs; free_params(defs);
86
87 while (*p) {
88 switch (*p++) {
89 case 'c':
90 params->ncolours = atoi(p);
91 while (*p && isdigit((unsigned char)*p)) p++;
92 break;
93
94 case 'p':
95 params->npegs = atoi(p);
96 while (*p && isdigit((unsigned char)*p)) p++;
97 break;
98
99 case 'g':
100 params->nguesses = atoi(p);
101 while (*p && isdigit((unsigned char)*p)) p++;
102 break;
103
c6203e43 104 case 'b':
105 params->allow_blank = 1;
106 break;
107
108 case 'B':
109 params->allow_blank = 0;
110 break;
111
112 case 'm':
113 params->allow_multiple = 1;
114 break;
115
116 case 'M':
117 params->allow_multiple = 0;
118 break;
119
74476385 120 default:
121 ;
122 }
123 }
124}
125
126static char *encode_params(game_params *params, int full)
127{
128 char data[256];
129
c6203e43 130 sprintf(data, "c%dp%dg%d%s%s",
131 params->ncolours, params->npegs, params->nguesses,
132 params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
74476385 133
134 return dupstr(data);
135}
136
137static config_item *game_configure(game_params *params)
138{
139 config_item *ret;
140 char buf[80];
141
c6203e43 142 ret = snewn(6, config_item);
74476385 143
c6203e43 144 ret[0].name = "Colours";
74476385 145 ret[0].type = C_STRING;
146 sprintf(buf, "%d", params->ncolours);
147 ret[0].sval = dupstr(buf);
148 ret[0].ival = 0;
149
c6203e43 150 ret[1].name = "Pegs per guess";
74476385 151 ret[1].type = C_STRING;
152 sprintf(buf, "%d", params->npegs);
153 ret[1].sval = dupstr(buf);
154 ret[1].ival = 0;
155
c6203e43 156 ret[2].name = "Guesses";
74476385 157 ret[2].type = C_STRING;
158 sprintf(buf, "%d", params->nguesses);
159 ret[2].sval = dupstr(buf);
160 ret[2].ival = 0;
161
c6203e43 162 ret[3].name = "Allow blanks";
163 ret[3].type = C_BOOLEAN;
74476385 164 ret[3].sval = NULL;
c6203e43 165 ret[3].ival = params->allow_blank;
166
167 ret[4].name = "Allow duplicates";
168 ret[4].type = C_BOOLEAN;
169 ret[4].sval = NULL;
170 ret[4].ival = params->allow_multiple;
171
172 ret[5].name = NULL;
173 ret[5].type = C_END;
174 ret[5].sval = NULL;
175 ret[5].ival = 0;
74476385 176
177 return ret;
178}
179
180static game_params *custom_params(config_item *cfg)
181{
182 game_params *ret = snew(game_params);
183
184 ret->ncolours = atoi(cfg[0].sval);
185 ret->npegs = atoi(cfg[1].sval);
186 ret->nguesses = atoi(cfg[2].sval);
187
c6203e43 188 ret->allow_blank = cfg[3].ival;
189 ret->allow_multiple = cfg[4].ival;
190
74476385 191 return ret;
192}
193
194static char *validate_params(game_params *params)
195{
196 if (params->ncolours < 2 || params->npegs < 2)
197 return "Trivial solutions are uninteresting";
198 /* NB as well as the no. of colours we define, max(ncolours) must
199 * also fit in an unsigned char; see new_game_desc. */
200 if (params->ncolours > 10)
201 return "Too many colours";
202 if (params->nguesses < 1)
203 return "Must have at least one guess";
c6203e43 204 if (!params->allow_multiple && params->ncolours < params->npegs)
205 return "Disallowing multiple colours requires at least as many colours as pegs";
74476385 206 return NULL;
207}
208
209static pegrow new_pegrow(int npegs)
210{
211 pegrow pegs = snew(struct pegrow);
212
213 pegs->npegs = npegs;
214 pegs->pegs = snewn(pegs->npegs, int);
215 memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
216 pegs->feedback = snewn(pegs->npegs, int);
217 memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
218
219 return pegs;
220}
221
222static pegrow dup_pegrow(pegrow pegs)
223{
6b98d12c 224 pegrow newpegs = new_pegrow(pegs->npegs);
74476385 225
74476385 226 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
74476385 227 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
228
229 return newpegs;
230}
231
232static void invalidate_pegrow(pegrow pegs)
233{
234 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
235 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
236}
237
238static void free_pegrow(pegrow pegs)
239{
240 sfree(pegs->pegs);
241 sfree(pegs->feedback);
242 sfree(pegs);
243}
244
245static char *new_game_desc(game_params *params, random_state *rs,
246 game_aux_info **aux, int interactive)
247{
248 unsigned char *bmp = snewn(params->npegs, unsigned char);
249 char *ret;
c6203e43 250 int i, c;
251 pegrow colcount = new_pegrow(params->ncolours);
252
253 for (i = 0; i < params->npegs; i++) {
254newcol:
255 c = random_upto(rs, params->ncolours);
256 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
257 colcount->pegs[c]++;
258 bmp[i] = (unsigned char)(c+1);
259 }
74476385 260 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
261
262 ret = bin2hex(bmp, params->npegs);
263 sfree(bmp);
c6203e43 264 free_pegrow(colcount);
74476385 265 return ret;
266}
267
268static void game_free_aux_info(game_aux_info *aux)
269{
270 assert(!"Shouldn't happen");
271}
272
273static char *validate_desc(game_params *params, char *desc)
274{
c6203e43 275 unsigned char *bmp;
276 int i;
277
278 /* desc is just an (obfuscated) bitmap of the solution; check that
279 * it's the correct length and (when unobfuscated) contains only
280 * sensible colours. */
74476385 281 if (strlen(desc) != params->npegs * 2)
282 return "Game description is wrong length";
c6203e43 283 bmp = hex2bin(desc, params->npegs);
284 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
285 for (i = 0; i < params->npegs; i++) {
286 if (bmp[i] < 1 || bmp[i] > params->ncolours) {
287 sfree(bmp);
288 return "Game description is corrupted";
289 }
290 }
291 sfree(bmp);
292
74476385 293 return NULL;
294}
295
296static game_state *new_game(midend_data *me, game_params *params, char *desc)
297{
298 game_state *state = snew(game_state);
299 unsigned char *bmp;
300 int i;
301
302 state->params = *params;
303 state->guesses = snewn(params->nguesses, pegrow);
304 for (i = 0; i < params->nguesses; i++)
305 state->guesses[i] = new_pegrow(params->npegs);
306 state->solution = new_pegrow(params->npegs);
307
308 bmp = hex2bin(desc, params->npegs);
309 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
310 for (i = 0; i < params->npegs; i++)
311 state->solution->pegs[i] = (int)bmp[i];
312 sfree(bmp);
313
314 state->next_go = state->solved = 0;
315
316 return state;
317}
318
319static game_state *dup_game(game_state *state)
320{
321 game_state *ret = snew(game_state);
322 int i;
323
324 *ret = *state;
6b98d12c 325
74476385 326 ret->guesses = snewn(state->params.nguesses, pegrow);
327 for (i = 0; i < state->params.nguesses; i++)
328 ret->guesses[i] = dup_pegrow(state->guesses[i]);
329 ret->solution = dup_pegrow(state->solution);
330
331 return ret;
332}
333
334static void free_game(game_state *state)
335{
336 int i;
337
338 free_pegrow(state->solution);
339 for (i = 0; i < state->params.nguesses; i++)
340 free_pegrow(state->guesses[i]);
341 sfree(state->guesses);
342
343 sfree(state);
344}
345
346static game_state *solve_game(game_state *state, game_state *currstate,
347 game_aux_info *aux, char **error)
348{
349 game_state *ret = dup_game(currstate);
350 ret->solved = 1;
351 return ret;
352}
353
354static char *game_text_format(game_state *state)
355{
356 return NULL;
357}
358
359struct game_ui {
360 pegrow curr_pegs; /* half-finished current move */
361 int *holds;
362 int colour_cur; /* position of up-down colour picker cursor */
363 int peg_cur; /* position of left-right peg picker cursor */
364 int display_cur, markable;
365
366 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
c6203e43 367 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
74476385 368};
369
370static game_ui *new_ui(game_state *state)
371{
372 game_ui *ui = snew(struct game_ui);
373 memset(ui, 0, sizeof(struct game_ui));
374 ui->curr_pegs = new_pegrow(state->params.npegs);
375 ui->holds = snewn(state->params.npegs, int);
376 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
c6203e43 377 ui->drag_opeg = -1;
74476385 378 return ui;
379}
380
381static void free_ui(game_ui *ui)
382{
383 free_pegrow(ui->curr_pegs);
384 sfree(ui->holds);
385 sfree(ui);
386}
387
388static void game_changed_state(game_ui *ui, game_state *oldstate,
389 game_state *newstate)
390{
391 int i;
392
393 /* just clear the row-in-progress when we have an undo/redo. */
394 for (i = 0; i < ui->curr_pegs->npegs; i++)
395 ui->curr_pegs->pegs[i] = 0;
396}
397
398#define PEGSZ (ds->pegsz)
399#define PEGOFF (ds->pegsz + ds->gapsz)
400#define HINTSZ (ds->hintsz)
401#define HINTOFF (ds->hintsz + ds->gapsz)
402
66732e7a 403#define CGAP (ds->gapsz / 2)
404
74476385 405#define PEGRAD (ds->pegrad)
406#define HINTRAD (ds->hintrad)
407
408#define COL_OX (ds->colx)
409#define COL_OY (ds->coly)
410#define COL_X(c) (COL_OX)
411#define COL_Y(c) (COL_OY + (c)*PEGOFF)
412#define COL_W PEGOFF
413#define COL_H (ds->colours->npegs*PEGOFF)
414
415#define GUESS_OX (ds->guessx)
416#define GUESS_OY (ds->guessy)
417#define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
418#define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
419#define GUESS_W (ds->solution->npegs*PEGOFF)
420#define GUESS_H (ds->nguesses*PEGOFF)
421
422#define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
423#define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
424#define HINT_X(g) HINT_OX
425#define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
426#define HINT_W (ds->hintw*HINTOFF)
427#define HINT_H GUESS_H
428
429#define SOLN_OX GUESS_OX
430#define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
431#define SOLN_W GUESS_W
432#define SOLN_H PEGOFF
433
434struct game_drawstate {
435 int nguesses;
436 pegrow *guesses; /* same size as state->guesses */
437 pegrow solution; /* only displayed if state->solved */
438 pegrow colours; /* length ncolours, not npegs */
439
74476385 440 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
441 int pegrad, hintrad; /* radius of peg, hint */
442 int border;
443 int colx, coly; /* origin of colours vertical bar */
444 int guessx, guessy; /* origin of guesses */
445 int solnx, solny; /* origin of solution */
446 int hintw; /* no. of hint tiles we're wide per row */
447 int w, h, started, solved;
448
74476385 449 int next_go;
450
451 blitter *blit_peg;
452 int drag_col, blit_ox, blit_oy;
453};
454
c6203e43 455static int is_markable(game_params *params, pegrow pegs)
74476385 456{
c6203e43 457 int i, nset = 0, nrequired, ret = 0;
458 pegrow colcount = new_pegrow(params->ncolours);
74476385 459
c6203e43 460 nrequired = params->allow_blank ? 1 : params->npegs;
461
462 for (i = 0; i < params->npegs; i++) {
6b98d12c 463 int c = pegs->pegs[i];
464 if (c > 0) {
465 colcount->pegs[c-1]++;
c6203e43 466 nset++;
467 }
468 }
469 if (nset < nrequired) goto done;
74476385 470
c6203e43 471 if (!params->allow_multiple) {
472 for (i = 0; i < params->ncolours; i++) {
473 if (colcount->pegs[i] > 1) goto done;
474 }
74476385 475 }
c6203e43 476 ret = 1;
477done:
478 free_pegrow(colcount);
479 return ret;
480}
481
482static void set_peg(game_params *params, game_ui *ui, int peg, int col)
483{
484 ui->curr_pegs->pegs[peg] = col;
485 ui->markable = is_markable(params, ui->curr_pegs);
74476385 486}
487
488static int mark_pegs(pegrow guess, pegrow solution, int ncols)
489{
490 int nc_place = 0, nc_colour = 0, i, j;
491
492 assert(guess && solution && (guess->npegs == solution->npegs));
493
494 for (i = 0; i < guess->npegs; i++) {
495 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
496 }
497
498 /* slight bit of cleverness: we have the following formula, from
499 * http://mathworld.wolfram.com/Mastermind.html that gives:
500 *
501 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
502 *
503 * I think this is due to Knuth.
504 */
505 for (i = 1; i <= ncols; i++) {
506 int n_guess = 0, n_solution = 0;
507 for (j = 0; j < guess->npegs; j++) {
508 if (guess->pegs[j] == i) n_guess++;
509 if (solution->pegs[j] == i) n_solution++;
510 }
511 nc_colour += min(n_guess, n_solution);
512 }
513 nc_colour -= nc_place;
514
515 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
516 guess->npegs, nc_place, nc_colour));
517 assert((nc_colour + nc_place) <= guess->npegs);
518
519 memset(guess->feedback, 0, guess->npegs*sizeof(int));
520 for (i = 0, j = 0; i < nc_place; i++)
521 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
522 for (i = 0; i < nc_colour; i++)
523 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
524
525 return nc_place;
526}
527
528static game_state *mark_move(game_state *from, game_ui *ui)
529{
530 int i, ncleared = 0, nc_place;
531 game_state *to = dup_game(from);
532
533 for (i = 0; i < to->solution->npegs; i++) {
534 to->guesses[from->next_go]->pegs[i] = ui->curr_pegs->pegs[i];
535 }
536 nc_place = mark_pegs(to->guesses[from->next_go], to->solution, to->params.ncolours);
537
538 if (nc_place == to->solution->npegs) {
539 to->solved = 1; /* win! */
540 } else {
541 to->next_go = from->next_go + 1;
542 if (to->next_go >= to->params.nguesses)
543 to->solved = 1; /* 'lose' so we show the pegs. */
544 }
545
546 for (i = 0; i < to->solution->npegs; i++) {
547 if (!ui->holds[i] || to->solved) {
548 ui->curr_pegs->pegs[i] = 0;
549 ncleared++;
550 }
551 if (to->solved) ui->holds[i] = 0;
552 }
c6203e43 553 ui->markable = is_markable(&from->params, ui->curr_pegs);
554 if (!ui->markable && ui->peg_cur == to->solution->npegs)
555 ui->peg_cur--;
74476385 556
557 return to;
558}
559
560static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
561 int x, int y, int button)
562{
563 int over_col = 0; /* one-indexed */
564 int over_guess = -1; /* zero-indexed */
e98cc9b7 565 int over_past_guess_y = -1; /* zero-indexed */
566 int over_past_guess_x = -1; /* zero-indexed */
74476385 567 int over_hint = 0; /* zero or one */
568 game_state *ret = NULL;
569
570 int guess_ox = GUESS_X(from->next_go, 0);
571 int guess_oy = GUESS_Y(from->next_go, 0);
572
573 if (from->solved) return NULL;
574
575 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
576 y >= COL_OY && y <= (COL_OY + COL_H)) {
577 over_col = ((y - COL_OY) / PEGOFF) + 1;
578 } else if (x >= guess_ox &&
579 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
580 if (x <= (guess_ox + GUESS_W)) {
581 over_guess = (x - guess_ox) / PEGOFF;
582 } else {
583 over_hint = 1;
584 }
e98cc9b7 585 } else if (x >= guess_ox &&
586 y >= GUESS_OY && y < guess_oy) {
587 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
588 over_past_guess_x = (x - guess_ox) / PEGOFF;
74476385 589 }
e98cc9b7 590 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
c6203e43 591 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
592 over_past_guess_x, over_past_guess_y));
74476385 593
594 assert(ds->blit_peg);
595
596 /* mouse input */
597 if (button == LEFT_BUTTON) {
598 if (over_col > 0) {
599 ui->drag_col = over_col;
c6203e43 600 ui->drag_opeg = -1;
74476385 601 debug(("Start dragging from colours"));
602 } else if (over_guess > -1) {
603 int col = ui->curr_pegs->pegs[over_guess];
604 if (col) {
605 ui->drag_col = col;
c6203e43 606 ui->drag_opeg = over_guess;
74476385 607 debug(("Start dragging from a guess"));
608 }
e98cc9b7 609 } else if (over_past_guess_y > -1) {
610 int col =
611 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
612 if (col) {
613 ui->drag_col = col;
c6203e43 614 ui->drag_opeg = -1;
e98cc9b7 615 debug(("Start dragging from a past guess"));
616 }
74476385 617 }
618 if (ui->drag_col) {
619 ui->drag_x = x;
620 ui->drag_y = y;
621 debug(("Start dragging, col = %d, (%d,%d)",
622 ui->drag_col, ui->drag_x, ui->drag_y));
623 ret = from;
624 }
625 } else if (button == LEFT_DRAG && ui->drag_col) {
626 ui->drag_x = x;
627 ui->drag_y = y;
628 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
629 ret = from;
630 } else if (button == LEFT_RELEASE && ui->drag_col) {
631 if (over_guess > -1) {
632 debug(("Dropping colour %d onto guess peg %d",
633 ui->drag_col, over_guess));
c6203e43 634 set_peg(&from->params, ui, over_guess, ui->drag_col);
635 } else {
636 if (ui->drag_opeg > -1) {
637 debug(("Removing colour %d from peg %d",
638 ui->drag_col, ui->drag_opeg));
639 set_peg(&from->params, ui, ui->drag_opeg, 0);
640 }
74476385 641 }
642 ui->drag_col = 0;
c6203e43 643 ui->drag_opeg = -1;
74476385 644 debug(("Stop dragging."));
645 ret = from;
646 } else if (button == RIGHT_BUTTON) {
647 if (over_guess > -1) {
648 /* we use ths feedback in the game_ui to signify
649 * 'carry this peg to the next guess as well'. */
650 ui->holds[over_guess] = 1 - ui->holds[over_guess];
651 ret = from;
652 }
653 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
654 /* NB this won't trigger if on the end of a drag; that's on
655 * purpose, in case you drop by mistake... */
656 ret = mark_move(from, ui);
657 }
658
659 /* keyboard input */
660 if (button == CURSOR_UP || button == CURSOR_DOWN) {
661 ui->display_cur = 1;
662 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
663 ui->colour_cur++;
664 if (button == CURSOR_UP && ui->colour_cur > 0)
665 ui->colour_cur--;
666 ret = from;
667 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
668 int maxcur = from->params.npegs;
669 if (ui->markable) maxcur++;
670
671 ui->display_cur = 1;
672 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
673 ui->peg_cur++;
674 if (button == CURSOR_LEFT && ui->peg_cur > 0)
675 ui->peg_cur--;
676 ret = from;
677 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
678 button == '\n') {
679 if (ui->peg_cur == from->params.npegs) {
680 ret = mark_move(from, ui);
681 } else {
c6203e43 682 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
74476385 683 ret = from;
684 }
badb093d 685 } else if (button == 'H' || button == 'h') {
686 ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
687 ret = from;
74476385 688 }
689 return ret;
690}
691
692/* ----------------------------------------------------------------------
693 * Drawing routines.
694 */
695
696#define PEG_PREFER_SZ 32
697
698/* next three are multipliers for pegsz. It will look much nicer if
699 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
700#define PEG_GAP 0.10
701#define PEG_HINT 0.35
702
703#define BORDER 0.5
704
705static void game_size(game_params *params, game_drawstate *ds,
706 int *x, int *y, int expand)
707{
708 double hmul, vmul_c, vmul_g, vmul, szx, szy;
709 int sz, colh, guessh;
710
711 hmul = BORDER * 2.0 + /* border */
712 1.0 * 2.0 + /* vertical colour bar */
713 1.0 * params->npegs + /* guess pegs */
714 PEG_GAP * params->npegs + /* guess gaps */
715 PEG_HINT * ds->hintw + /* hint pegs */
716 PEG_GAP * (ds->hintw - 1); /* hint gaps */
717
718 vmul_c = BORDER * 2.0 + /* border */
719 1.0 * params->ncolours + /* colour pegs */
720 PEG_GAP * (params->ncolours - 1); /* colour gaps */
721
722 vmul_g = BORDER * 2.0 + /* border */
723 1.0 * (params->nguesses + 1) + /* guesses plus solution */
724 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
725
726 vmul = max(vmul_c, vmul_g);
727
728 szx = *x / hmul;
729 szy = *y / vmul;
730 sz = max(min((int)szx, (int)szy), 1);
731 if (expand)
732 ds->pegsz = sz;
733 else
734 ds->pegsz = min(sz, PEG_PREFER_SZ);
735
736 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
737 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
738 ds->border = (int)((double)ds->pegsz * BORDER);
739
740 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
741 ds->hintrad = (ds->hintsz-1)/2;
742
813ca264 743 *x = (int)ceil((double)ds->pegsz * hmul);
744 *y = (int)ceil((double)ds->pegsz * vmul);
74476385 745 ds->w = *x; ds->h = *y;
746
747 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
748 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
749 guessh += ds->gapsz + ds->pegsz; /* solution */
750
751 ds->colx = ds->border;
752 ds->coly = (*y - colh) / 2;
753
754 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
755 ds->guessy = (*y - guessh) / 2;
756 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
757
758 if (ds->pegsz > 0) {
759 if (ds->blit_peg) blitter_free(ds->blit_peg);
760 ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
761 }
762}
763
764static float *game_colours(frontend *fe, game_state *state, int *ncolours)
765{
766 float *ret = snewn(3 * NCOLOURS, float);
767
768 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
769
e98cc9b7 770 /* red */
771 ret[COL_1 * 3 + 0] = 1.0F;
74476385 772 ret[COL_1 * 3 + 1] = 0.0F;
e98cc9b7 773 ret[COL_1 * 3 + 2] = 0.0F;
74476385 774
e98cc9b7 775 /* yellow (toned down a bit due to pale grey background) */
776 ret[COL_2 * 3 + 0] = 0.7F;
777 ret[COL_2 * 3 + 1] = 0.7F;
74476385 778 ret[COL_2 * 3 + 2] = 0.0F;
779
e98cc9b7 780 /* green (also toned down) */
781 ret[COL_3 * 3 + 0] = 0.0F;
782 ret[COL_3 * 3 + 1] = 0.5F;
74476385 783 ret[COL_3 * 3 + 2] = 0.0F;
784
e98cc9b7 785 /* blue */
786 ret[COL_4 * 3 + 0] = 0.0F;
787 ret[COL_4 * 3 + 1] = 0.0F;
788 ret[COL_4 * 3 + 2] = 1.0F;
74476385 789
e98cc9b7 790 /* orange */
74476385 791 ret[COL_5 * 3 + 0] = 1.0F;
e98cc9b7 792 ret[COL_5 * 3 + 1] = 0.5F;
793 ret[COL_5 * 3 + 2] = 0.0F;
794
795 /* purple */
796 ret[COL_6 * 3 + 0] = 0.5F;
797 ret[COL_6 * 3 + 1] = 0.0F;
798 ret[COL_6 * 3 + 2] = 0.7F;
799
800 /* brown */
801 ret[COL_7 * 3 + 0] = 0.4F;
802 ret[COL_7 * 3 + 1] = 0.2F;
803 ret[COL_7 * 3 + 2] = 0.2F;
804
805 /* light blue */
806 ret[COL_8 * 3 + 0] = 0.4F;
807 ret[COL_8 * 3 + 1] = 0.7F;
808 ret[COL_8 * 3 + 2] = 1.0F;
809
810 /* light green */
811 ret[COL_9 * 3 + 0] = 0.5F;
812 ret[COL_9 * 3 + 1] = 0.8F;
74476385 813 ret[COL_9 * 3 + 2] = 0.5F;
814
e98cc9b7 815 /* pink */
74476385 816 ret[COL_10 * 3 + 0] = 1.0F;
e98cc9b7 817 ret[COL_10 * 3 + 1] = 0.6F;
74476385 818 ret[COL_10 * 3 + 2] = 1.0F;
819
820 ret[COL_FRAME * 3 + 0] = 0.0F;
821 ret[COL_FRAME * 3 + 1] = 0.0F;
822 ret[COL_FRAME * 3 + 2] = 0.0F;
823
c6203e43 824 ret[COL_CURSOR * 3 + 0] = 0.0F;
825 ret[COL_CURSOR * 3 + 1] = 0.0F;
826 ret[COL_CURSOR * 3 + 2] = 0.0F;
74476385 827
828 ret[COL_FLASH * 3 + 0] = 0.5F;
829 ret[COL_FLASH * 3 + 1] = 1.0F;
830 ret[COL_FLASH * 3 + 2] = 1.0F;
831
832 ret[COL_HOLD * 3 + 0] = 1.0F;
833 ret[COL_HOLD * 3 + 1] = 0.5F;
834 ret[COL_HOLD * 3 + 2] = 0.5F;
835
836 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
837 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
838 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
839
e98cc9b7 840 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
74476385 841 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
842 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
843
844 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
845 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
846 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
847
848 *ncolours = NCOLOURS;
849 return ret;
850}
851
852static game_drawstate *game_new_drawstate(game_state *state)
853{
854 struct game_drawstate *ds = snew(struct game_drawstate);
855 int i;
856
857 memset(ds, 0, sizeof(struct game_drawstate));
858
859 ds->guesses = snewn(state->params.nguesses, pegrow);
860 ds->nguesses = state->params.nguesses;
861 for (i = 0; i < state->params.nguesses; i++) {
862 ds->guesses[i] = new_pegrow(state->params.npegs);
863 invalidate_pegrow(ds->guesses[i]);
864 }
865 ds->solution = new_pegrow(state->params.npegs);
866 invalidate_pegrow(ds->solution);
867 ds->colours = new_pegrow(state->params.ncolours);
868 invalidate_pegrow(ds->colours);
869
870 ds->hintw = (state->params.npegs+1)/2; /* must round up */
871
74476385 872 ds->blit_peg = NULL;
873
874 return ds;
875}
876
877static void game_free_drawstate(game_drawstate *ds)
878{
879 int i;
880
881 if (ds->blit_peg) blitter_free(ds->blit_peg);
882 free_pegrow(ds->colours);
883 free_pegrow(ds->solution);
884 for (i = 0; i < ds->nguesses; i++)
885 free_pegrow(ds->guesses[i]);
74476385 886 sfree(ds->guesses);
887 sfree(ds);
888}
889
385f402f 890static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
891 int moving, int col)
74476385 892{
385f402f 893 /*
894 * Some platforms antialias circles, which means we shouldn't
895 * overwrite a circle of one colour with a circle of another
896 * colour without erasing the background first. However, if the
897 * peg is the one being dragged, we don't erase the background
898 * because we _want_ it to alpha-blend nicely into whatever's
899 * behind it.
900 */
901 if (!moving)
66732e7a 902 draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
903 COL_BACKGROUND);
28094c81 904 if (PEGRAD > 0) {
74476385 905 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
28094c81 906 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
907 } else
74476385 908 draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
66732e7a 909 draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
910}
911
912static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
913{
914 draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
915
916 draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
74476385 917}
918
919static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
66732e7a 920 pegrow src, int *holds, int cur_col, int force)
74476385 921{
922 pegrow dest;
923 int rowx, rowy, i, scol;
924
925 if (guess == -1) {
926 dest = ds->solution;
927 rowx = SOLN_OX;
928 rowy = SOLN_OY;
929 } else {
930 dest = ds->guesses[guess];
931 rowx = GUESS_X(guess,0);
932 rowy = GUESS_Y(guess,0);
933 }
934 if (src) assert(src->npegs == dest->npegs);
935
936 for (i = 0; i < dest->npegs; i++) {
937 scol = src ? src->pegs[i] : 0;
66732e7a 938 if (i == cur_col)
939 scol |= 0x1000;
940 if (holds && holds[i])
941 scol |= 0x2000;
942 if ((dest->pegs[i] != scol) || force) {
943 draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
944 /*
945 * Hold marker.
946 */
947 draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
948 PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
949 draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
950 PEGSZ, 2);
951 if (scol & 0x1000)
952 draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
953 }
74476385 954 dest->pegs[i] = scol;
955 }
956}
957
958static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
66732e7a 959 pegrow src, int force, int cursor, int emptycol)
74476385 960{
961 pegrow dest = ds->guesses[guess];
962 int rowx, rowy, i, scol, col, hintlen;
66732e7a 963 int need_redraw;
74476385 964
965 if (src) assert(src->npegs == dest->npegs);
966
967 hintlen = (dest->npegs + 1)/2;
968
66732e7a 969 /*
970 * Because of the possible presence of the cursor around this
971 * entire section, we redraw all or none of it but never part.
972 */
973 need_redraw = FALSE;
974
74476385 975 for (i = 0; i < dest->npegs; i++) {
976 scol = src ? src->feedback[i] : 0;
66732e7a 977 if (i == 0 && cursor)
978 scol |= 0x1000;
74476385 979 if ((scol != dest->feedback[i]) || force) {
66732e7a 980 need_redraw = TRUE;
981 }
982 dest->feedback[i] = scol;
983 }
984
985 if (need_redraw) {
986 /* erase a large background rectangle */
987 draw_rect(fe, GUESS_X(guess, dest->npegs)-CGAP,
988 GUESS_Y(guess, dest->npegs)-CGAP,
989 PEGSZ+CGAP*2, PEGSZ+CGAP*2, COL_BACKGROUND);
990
991 for (i = 0; i < dest->npegs; i++) {
992 scol = src ? src->feedback[i] : 0;
993 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
994 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
995 emptycol);
996
74476385 997 rowx = HINT_X(guess);
998 rowy = HINT_Y(guess);
999 if (i < hintlen) {
1000 rowx += HINTOFF * i;
1001 } else {
1002 rowx += HINTOFF * (i - hintlen);
1003 rowy += HINTOFF;
1004 }
28094c81 1005 if (HINTRAD > 0) {
74476385 1006 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
28094c81 1007 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
1008 } else {
74476385 1009 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
28094c81 1010 }
74476385 1011 }
66732e7a 1012 if (cursor)
1013 draw_cursor(fe, ds, GUESS_X(guess, dest->npegs),
1014 GUESS_Y(guess, dest->npegs));
74476385 1015
66732e7a 1016 draw_update(fe, GUESS_X(guess, dest->npegs)-CGAP,
1017 GUESS_Y(guess, dest->npegs)-CGAP,
1018 PEGSZ+CGAP*2, PEGSZ+CGAP*2);
74476385 1019 }
1020}
1021
1022static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col)
1023{
1024 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1025
1026 draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col);
1027 draw_update(fe, ox-off-1, oy, 2, PEGSZ);
1028}
1029
74476385 1030static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1031 game_state *state, int dir, game_ui *ui,
1032 float animtime, float flashtime)
1033{
66732e7a 1034 int i, new_move, last_go;
74476385 1035
1036 new_move = (state->next_go != ds->next_go) || !ds->started;
1037 last_go = (state->next_go == state->params.nguesses-1);
1038
1039 if (!ds->started) {
1040 draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1041 draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1042 draw_update(fe, 0, 0, ds->w, ds->h);
1043 }
1044
1045 if (ds->drag_col != 0) {
1046 debug(("Loading from blitter."));
1047 blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1048 draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1049 }
1050
1051 /* draw the colours */
1052 for (i = 0; i < state->params.ncolours; i++) {
66732e7a 1053 int val = i+1;
1054 if (ui->display_cur && ui->colour_cur == i)
1055 val |= 0x1000;
1056 if (ds->colours->pegs[i] != val) {
385f402f 1057 draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
66732e7a 1058 if (val & 0x1000)
1059 draw_cursor(fe, ds, COL_X(i), COL_Y(i));
1060 ds->colours->pegs[i] = val;
74476385 1061 }
1062 }
1063
1064 /* draw the guesses (so far) and the hints */
1065 for (i = 0; i < state->params.nguesses; i++) {
1066 if (state->next_go > i || state->solved) {
1067 /* this info is stored in the game_state already */
66732e7a 1068 guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
74476385 1069 hint_redraw(fe, ds, i, state->guesses[i],
66732e7a 1070 i == (state->next_go-1) ? 1 : 0, FALSE, COL_EMPTY);
74476385 1071 } else if (state->next_go == i) {
1072 /* this is the one we're on; the (incomplete) guess is
1073 * stored in the game_ui. */
66732e7a 1074 guess_redraw(fe, ds, i, ui->curr_pegs,
1075 ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
1076 hint_redraw(fe, ds, i, NULL, 1,
1077 ui->display_cur && ui->peg_cur == state->params.npegs,
1078 ui->markable ? COL_FLASH : COL_EMPTY);
74476385 1079 } else {
1080 /* we've not got here yet; it's blank. */
66732e7a 1081 guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
1082 hint_redraw(fe, ds, i, NULL, 0, FALSE, COL_EMPTY);
74476385 1083 }
1084 }
1085
74476385 1086 /* draw the 'current move' and 'able to mark' sign. */
1087 if (new_move)
1088 currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
1089 if (!state->solved)
1090 currmove_redraw(fe, ds, state->next_go, COL_HOLD);
1091
1092 /* draw the solution (or the big rectangle) */
1093 if ((state->solved != ds->solved) || !ds->started) {
1094 draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1095 state->solved ? COL_BACKGROUND : COL_EMPTY);
1096 draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1097 }
1098 if (state->solved)
66732e7a 1099 guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
74476385 1100 ds->solved = state->solved;
1101
74476385 1102 ds->next_go = state->next_go;
1103
1104 /* if ui->drag_col != 0, save the screen to the blitter,
1105 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1106 if (ui->drag_col != 0) {
1107 int ox = ui->drag_x - (PEGSZ/2);
1108 int oy = ui->drag_y - (PEGSZ/2);
1109 debug(("Saving to blitter at (%d,%d)", ox, oy));
1110 blitter_save(fe, ds->blit_peg, ox, oy);
385f402f 1111 draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
74476385 1112
1113 ds->blit_ox = ox; ds->blit_oy = oy;
1114 }
1115 ds->drag_col = ui->drag_col;
1116
1117 ds->started = 1;
1118}
1119
1120static float game_anim_length(game_state *oldstate, game_state *newstate,
1121 int dir, game_ui *ui)
1122{
1123 return 0.0F;
1124}
1125
1126static float game_flash_length(game_state *oldstate, game_state *newstate,
1127 int dir, game_ui *ui)
1128{
1129 return 0.0F;
1130}
1131
1132static int game_wants_statusbar(void)
1133{
1134 return FALSE;
1135}
1136
1137static int game_timing_state(game_state *state)
1138{
1139 return TRUE;
1140}
1141
1142#ifdef COMBINED
1143#define thegame guess
1144#endif
1145
1146const struct game thegame = {
61072f7b 1147 "Guess", "games.guess",
74476385 1148 default_params,
1149 game_fetch_preset,
1150 decode_params,
1151 encode_params,
1152 free_params,
1153 dup_params,
1154 TRUE, game_configure, custom_params,
1155 validate_params,
1156 new_game_desc,
1157 game_free_aux_info,
1158 validate_desc,
1159 new_game,
1160 dup_game,
1161 free_game,
1162 TRUE, solve_game,
1163 FALSE, game_text_format,
1164 new_ui,
1165 free_ui,
1166 game_changed_state,
1167 make_move,
1168 game_size,
1169 game_colours,
1170 game_new_drawstate,
1171 game_free_drawstate,
1172 game_redraw,
1173 game_anim_length,
1174 game_flash_length,
1175 game_wants_statusbar,
1176 FALSE, game_timing_state,
1177 0, /* mouse_priorities */
1178};
1179
1180/* vim: set shiftwidth=4 tabstop=8: */