Two small fixes: add some ceil() calls to stop the puzzle shrinking
[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,
18 COL_HIGHLIGHT, COL_LOWLIGHT, COL_FRAME, COL_FLASH, COL_HOLD,
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;
27};
28
29#define FEEDBACK_CORRECTPLACE 1
30#define FEEDBACK_CORRECTCOLOUR 2
31
32typedef struct pegrow {
33 int npegs;
34 int *pegs; /* 0 is 'empty' */
35 int *feedback; /* may well be unused */
36} *pegrow;
37
38struct game_state {
39 game_params params;
40 pegrow *guesses; /* length params->nguesses */
41 pegrow solution;
42 int next_go; /* from 0 to nguesses-1;
43 if next_go == nguesses then they've lost. */
44 int solved;
45};
46
47static game_params *default_params(void)
48{
49 game_params *ret = snew(game_params);
50
51 /* AFAIK this is the canonical Mastermind ruleset. */
52 ret->ncolours = 6;
53 ret->npegs = 4;
54 ret->nguesses = 10;
55
56 return ret;
57}
58
59static int game_fetch_preset(int i, char **name, game_params **params)
60{
61 return FALSE;
62}
63
64static void free_params(game_params *params)
65{
66 sfree(params);
67}
68
69static game_params *dup_params(game_params *params)
70{
71 game_params *ret = snew(game_params);
72 *ret = *params; /* structure copy */
73 return ret;
74}
75
76static void decode_params(game_params *params, char const *string)
77{
78 char const *p = string;
79 game_params *defs = default_params();
80
81 *params = *defs; free_params(defs);
82
83 while (*p) {
84 switch (*p++) {
85 case 'c':
86 params->ncolours = atoi(p);
87 while (*p && isdigit((unsigned char)*p)) p++;
88 break;
89
90 case 'p':
91 params->npegs = atoi(p);
92 while (*p && isdigit((unsigned char)*p)) p++;
93 break;
94
95 case 'g':
96 params->nguesses = atoi(p);
97 while (*p && isdigit((unsigned char)*p)) p++;
98 break;
99
100 default:
101 ;
102 }
103 }
104}
105
106static char *encode_params(game_params *params, int full)
107{
108 char data[256];
109
110 sprintf(data, "c%dp%dg%d", params->ncolours, params->npegs, params->nguesses);
111
112 return dupstr(data);
113}
114
115static config_item *game_configure(game_params *params)
116{
117 config_item *ret;
118 char buf[80];
119
120 ret = snewn(4, config_item);
121
122 ret[0].name = "No. of colours";
123 ret[0].type = C_STRING;
124 sprintf(buf, "%d", params->ncolours);
125 ret[0].sval = dupstr(buf);
126 ret[0].ival = 0;
127
128 ret[1].name = "No. of pegs per row";
129 ret[1].type = C_STRING;
130 sprintf(buf, "%d", params->npegs);
131 ret[1].sval = dupstr(buf);
132 ret[1].ival = 0;
133
134 ret[2].name = "No. of guesses";
135 ret[2].type = C_STRING;
136 sprintf(buf, "%d", params->nguesses);
137 ret[2].sval = dupstr(buf);
138 ret[2].ival = 0;
139
140 ret[3].name = NULL;
141 ret[3].type = C_END;
142 ret[3].sval = NULL;
143 ret[3].ival = 0;
144
145 return ret;
146}
147
148static game_params *custom_params(config_item *cfg)
149{
150 game_params *ret = snew(game_params);
151
152 ret->ncolours = atoi(cfg[0].sval);
153 ret->npegs = atoi(cfg[1].sval);
154 ret->nguesses = atoi(cfg[2].sval);
155
156 return ret;
157}
158
159static char *validate_params(game_params *params)
160{
161 if (params->ncolours < 2 || params->npegs < 2)
162 return "Trivial solutions are uninteresting";
163 /* NB as well as the no. of colours we define, max(ncolours) must
164 * also fit in an unsigned char; see new_game_desc. */
165 if (params->ncolours > 10)
166 return "Too many colours";
167 if (params->nguesses < 1)
168 return "Must have at least one guess";
169 return NULL;
170}
171
172static pegrow new_pegrow(int npegs)
173{
174 pegrow pegs = snew(struct pegrow);
175
176 pegs->npegs = npegs;
177 pegs->pegs = snewn(pegs->npegs, int);
178 memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
179 pegs->feedback = snewn(pegs->npegs, int);
180 memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
181
182 return pegs;
183}
184
185static pegrow dup_pegrow(pegrow pegs)
186{
187 pegrow newpegs = snew(struct pegrow);
188
189 newpegs->npegs = pegs->npegs;
190 newpegs->pegs = snewn(newpegs->npegs, int);
191 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
192 newpegs->feedback = snewn(newpegs->npegs, int);
193 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
194
195 return newpegs;
196}
197
198static void invalidate_pegrow(pegrow pegs)
199{
200 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
201 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
202}
203
204static void free_pegrow(pegrow pegs)
205{
206 sfree(pegs->pegs);
207 sfree(pegs->feedback);
208 sfree(pegs);
209}
210
211static char *new_game_desc(game_params *params, random_state *rs,
212 game_aux_info **aux, int interactive)
213{
214 unsigned char *bmp = snewn(params->npegs, unsigned char);
215 char *ret;
216 int i;
217
218 for (i = 0; i < params->npegs; i++)
219 bmp[i] = (unsigned char)(random_upto(rs, params->ncolours)+1);
220 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
221
222 ret = bin2hex(bmp, params->npegs);
223 sfree(bmp);
224 return ret;
225}
226
227static void game_free_aux_info(game_aux_info *aux)
228{
229 assert(!"Shouldn't happen");
230}
231
232static char *validate_desc(game_params *params, char *desc)
233{
234 /* desc is just an (obfuscated) bitmap of the solution; all we
235 * care is that it's the correct length. */
236 if (strlen(desc) != params->npegs * 2)
237 return "Game description is wrong length";
238 return NULL;
239}
240
241static game_state *new_game(midend_data *me, game_params *params, char *desc)
242{
243 game_state *state = snew(game_state);
244 unsigned char *bmp;
245 int i;
246
247 state->params = *params;
248 state->guesses = snewn(params->nguesses, pegrow);
249 for (i = 0; i < params->nguesses; i++)
250 state->guesses[i] = new_pegrow(params->npegs);
251 state->solution = new_pegrow(params->npegs);
252
253 bmp = hex2bin(desc, params->npegs);
254 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
255 for (i = 0; i < params->npegs; i++)
256 state->solution->pegs[i] = (int)bmp[i];
257 sfree(bmp);
258
259 state->next_go = state->solved = 0;
260
261 return state;
262}
263
264static game_state *dup_game(game_state *state)
265{
266 game_state *ret = snew(game_state);
267 int i;
268
269 *ret = *state;
270 ret->guesses = snewn(state->params.nguesses, pegrow);
271 for (i = 0; i < state->params.nguesses; i++)
272 ret->guesses[i] = dup_pegrow(state->guesses[i]);
273 ret->solution = dup_pegrow(state->solution);
274
275 return ret;
276}
277
278static void free_game(game_state *state)
279{
280 int i;
281
282 free_pegrow(state->solution);
283 for (i = 0; i < state->params.nguesses; i++)
284 free_pegrow(state->guesses[i]);
285 sfree(state->guesses);
286
287 sfree(state);
288}
289
290static game_state *solve_game(game_state *state, game_state *currstate,
291 game_aux_info *aux, char **error)
292{
293 game_state *ret = dup_game(currstate);
294 ret->solved = 1;
295 return ret;
296}
297
298static char *game_text_format(game_state *state)
299{
300 return NULL;
301}
302
303struct game_ui {
304 pegrow curr_pegs; /* half-finished current move */
305 int *holds;
306 int colour_cur; /* position of up-down colour picker cursor */
307 int peg_cur; /* position of left-right peg picker cursor */
308 int display_cur, markable;
309
310 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
311};
312
313static game_ui *new_ui(game_state *state)
314{
315 game_ui *ui = snew(struct game_ui);
316 memset(ui, 0, sizeof(struct game_ui));
317 ui->curr_pegs = new_pegrow(state->params.npegs);
318 ui->holds = snewn(state->params.npegs, int);
319 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
320 return ui;
321}
322
323static void free_ui(game_ui *ui)
324{
325 free_pegrow(ui->curr_pegs);
326 sfree(ui->holds);
327 sfree(ui);
328}
329
330static void game_changed_state(game_ui *ui, game_state *oldstate,
331 game_state *newstate)
332{
333 int i;
334
335 /* just clear the row-in-progress when we have an undo/redo. */
336 for (i = 0; i < ui->curr_pegs->npegs; i++)
337 ui->curr_pegs->pegs[i] = 0;
338}
339
340#define PEGSZ (ds->pegsz)
341#define PEGOFF (ds->pegsz + ds->gapsz)
342#define HINTSZ (ds->hintsz)
343#define HINTOFF (ds->hintsz + ds->gapsz)
344
345#define PEGRAD (ds->pegrad)
346#define HINTRAD (ds->hintrad)
347
348#define COL_OX (ds->colx)
349#define COL_OY (ds->coly)
350#define COL_X(c) (COL_OX)
351#define COL_Y(c) (COL_OY + (c)*PEGOFF)
352#define COL_W PEGOFF
353#define COL_H (ds->colours->npegs*PEGOFF)
354
355#define GUESS_OX (ds->guessx)
356#define GUESS_OY (ds->guessy)
357#define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
358#define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
359#define GUESS_W (ds->solution->npegs*PEGOFF)
360#define GUESS_H (ds->nguesses*PEGOFF)
361
362#define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
363#define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
364#define HINT_X(g) HINT_OX
365#define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
366#define HINT_W (ds->hintw*HINTOFF)
367#define HINT_H GUESS_H
368
369#define SOLN_OX GUESS_OX
370#define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
371#define SOLN_W GUESS_W
372#define SOLN_H PEGOFF
373
374struct game_drawstate {
375 int nguesses;
376 pegrow *guesses; /* same size as state->guesses */
377 pegrow solution; /* only displayed if state->solved */
378 pegrow colours; /* length ncolours, not npegs */
379
380 int *holds;
381
382 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
383 int pegrad, hintrad; /* radius of peg, hint */
384 int border;
385 int colx, coly; /* origin of colours vertical bar */
386 int guessx, guessy; /* origin of guesses */
387 int solnx, solny; /* origin of solution */
388 int hintw; /* no. of hint tiles we're wide per row */
389 int w, h, started, solved;
390
391 int colour_cur, peg_cur, display_cur; /* as in game_ui. */
392 int next_go;
393
394 blitter *blit_peg;
395 int drag_col, blit_ox, blit_oy;
396};
397
398static void set_peg(game_ui *ui, int peg, int col)
399{
400 int i;
401
402 ui->curr_pegs->pegs[peg] = col;
403
404 /* set to 'markable' if all of our pegs are filled. */
405 for (i = 0; i < ui->curr_pegs->npegs; i++) {
406 if (ui->curr_pegs->pegs[i] == 0) return;
407 }
408 debug(("UI is markable."));
409 ui->markable = 1;
410}
411
412static int mark_pegs(pegrow guess, pegrow solution, int ncols)
413{
414 int nc_place = 0, nc_colour = 0, i, j;
415
416 assert(guess && solution && (guess->npegs == solution->npegs));
417
418 for (i = 0; i < guess->npegs; i++) {
419 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
420 }
421
422 /* slight bit of cleverness: we have the following formula, from
423 * http://mathworld.wolfram.com/Mastermind.html that gives:
424 *
425 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
426 *
427 * I think this is due to Knuth.
428 */
429 for (i = 1; i <= ncols; i++) {
430 int n_guess = 0, n_solution = 0;
431 for (j = 0; j < guess->npegs; j++) {
432 if (guess->pegs[j] == i) n_guess++;
433 if (solution->pegs[j] == i) n_solution++;
434 }
435 nc_colour += min(n_guess, n_solution);
436 }
437 nc_colour -= nc_place;
438
439 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
440 guess->npegs, nc_place, nc_colour));
441 assert((nc_colour + nc_place) <= guess->npegs);
442
443 memset(guess->feedback, 0, guess->npegs*sizeof(int));
444 for (i = 0, j = 0; i < nc_place; i++)
445 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
446 for (i = 0; i < nc_colour; i++)
447 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
448
449 return nc_place;
450}
451
452static game_state *mark_move(game_state *from, game_ui *ui)
453{
454 int i, ncleared = 0, nc_place;
455 game_state *to = dup_game(from);
456
457 for (i = 0; i < to->solution->npegs; i++) {
458 to->guesses[from->next_go]->pegs[i] = ui->curr_pegs->pegs[i];
459 }
460 nc_place = mark_pegs(to->guesses[from->next_go], to->solution, to->params.ncolours);
461
462 if (nc_place == to->solution->npegs) {
463 to->solved = 1; /* win! */
464 } else {
465 to->next_go = from->next_go + 1;
466 if (to->next_go >= to->params.nguesses)
467 to->solved = 1; /* 'lose' so we show the pegs. */
468 }
469
470 for (i = 0; i < to->solution->npegs; i++) {
471 if (!ui->holds[i] || to->solved) {
472 ui->curr_pegs->pegs[i] = 0;
473 ncleared++;
474 }
475 if (to->solved) ui->holds[i] = 0;
476 }
477 if (ncleared) {
478 ui->markable = 0;
479 if (ui->peg_cur == to->solution->npegs)
480 ui->peg_cur--;
481 }
482
483 return to;
484}
485
486static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
487 int x, int y, int button)
488{
489 int over_col = 0; /* one-indexed */
490 int over_guess = -1; /* zero-indexed */
491 int over_hint = 0; /* zero or one */
492 game_state *ret = NULL;
493
494 int guess_ox = GUESS_X(from->next_go, 0);
495 int guess_oy = GUESS_Y(from->next_go, 0);
496
497 if (from->solved) return NULL;
498
499 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
500 y >= COL_OY && y <= (COL_OY + COL_H)) {
501 over_col = ((y - COL_OY) / PEGOFF) + 1;
502 } else if (x >= guess_ox &&
503 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
504 if (x <= (guess_ox + GUESS_W)) {
505 over_guess = (x - guess_ox) / PEGOFF;
506 } else {
507 over_hint = 1;
508 }
509 }
510 debug(("make_move: over_col %d, over_guess %d, over_hint %d",
511 over_col, over_guess, over_hint));
512
513 assert(ds->blit_peg);
514
515 /* mouse input */
516 if (button == LEFT_BUTTON) {
517 if (over_col > 0) {
518 ui->drag_col = over_col;
519 debug(("Start dragging from colours"));
520 } else if (over_guess > -1) {
521 int col = ui->curr_pegs->pegs[over_guess];
522 if (col) {
523 ui->drag_col = col;
524 debug(("Start dragging from a guess"));
525 }
526 }
527 if (ui->drag_col) {
528 ui->drag_x = x;
529 ui->drag_y = y;
530 debug(("Start dragging, col = %d, (%d,%d)",
531 ui->drag_col, ui->drag_x, ui->drag_y));
532 ret = from;
533 }
534 } else if (button == LEFT_DRAG && ui->drag_col) {
535 ui->drag_x = x;
536 ui->drag_y = y;
537 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
538 ret = from;
539 } else if (button == LEFT_RELEASE && ui->drag_col) {
540 if (over_guess > -1) {
541 debug(("Dropping colour %d onto guess peg %d",
542 ui->drag_col, over_guess));
543 set_peg(ui, over_guess, ui->drag_col);
544 }
545 ui->drag_col = 0;
546 debug(("Stop dragging."));
547 ret = from;
548 } else if (button == RIGHT_BUTTON) {
549 if (over_guess > -1) {
550 /* we use ths feedback in the game_ui to signify
551 * 'carry this peg to the next guess as well'. */
552 ui->holds[over_guess] = 1 - ui->holds[over_guess];
553 ret = from;
554 }
555 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
556 /* NB this won't trigger if on the end of a drag; that's on
557 * purpose, in case you drop by mistake... */
558 ret = mark_move(from, ui);
559 }
560
561 /* keyboard input */
562 if (button == CURSOR_UP || button == CURSOR_DOWN) {
563 ui->display_cur = 1;
564 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
565 ui->colour_cur++;
566 if (button == CURSOR_UP && ui->colour_cur > 0)
567 ui->colour_cur--;
568 ret = from;
569 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
570 int maxcur = from->params.npegs;
571 if (ui->markable) maxcur++;
572
573 ui->display_cur = 1;
574 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
575 ui->peg_cur++;
576 if (button == CURSOR_LEFT && ui->peg_cur > 0)
577 ui->peg_cur--;
578 ret = from;
579 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
580 button == '\n') {
581 if (ui->peg_cur == from->params.npegs) {
582 ret = mark_move(from, ui);
583 } else {
584 set_peg(ui, ui->peg_cur, ui->colour_cur+1);
585 ret = from;
586 }
587 }
588 return ret;
589}
590
591/* ----------------------------------------------------------------------
592 * Drawing routines.
593 */
594
595#define PEG_PREFER_SZ 32
596
597/* next three are multipliers for pegsz. It will look much nicer if
598 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
599#define PEG_GAP 0.10
600#define PEG_HINT 0.35
601
602#define BORDER 0.5
603
604static void game_size(game_params *params, game_drawstate *ds,
605 int *x, int *y, int expand)
606{
607 double hmul, vmul_c, vmul_g, vmul, szx, szy;
608 int sz, colh, guessh;
609
610 hmul = BORDER * 2.0 + /* border */
611 1.0 * 2.0 + /* vertical colour bar */
612 1.0 * params->npegs + /* guess pegs */
613 PEG_GAP * params->npegs + /* guess gaps */
614 PEG_HINT * ds->hintw + /* hint pegs */
615 PEG_GAP * (ds->hintw - 1); /* hint gaps */
616
617 vmul_c = BORDER * 2.0 + /* border */
618 1.0 * params->ncolours + /* colour pegs */
619 PEG_GAP * (params->ncolours - 1); /* colour gaps */
620
621 vmul_g = BORDER * 2.0 + /* border */
622 1.0 * (params->nguesses + 1) + /* guesses plus solution */
623 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
624
625 vmul = max(vmul_c, vmul_g);
626
627 szx = *x / hmul;
628 szy = *y / vmul;
629 sz = max(min((int)szx, (int)szy), 1);
630 if (expand)
631 ds->pegsz = sz;
632 else
633 ds->pegsz = min(sz, PEG_PREFER_SZ);
634
635 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
636 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
637 ds->border = (int)((double)ds->pegsz * BORDER);
638
639 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
640 ds->hintrad = (ds->hintsz-1)/2;
641
813ca264 642 *x = (int)ceil((double)ds->pegsz * hmul);
643 *y = (int)ceil((double)ds->pegsz * vmul);
74476385 644 ds->w = *x; ds->h = *y;
645
646 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
647 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
648 guessh += ds->gapsz + ds->pegsz; /* solution */
649
650 ds->colx = ds->border;
651 ds->coly = (*y - colh) / 2;
652
653 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
654 ds->guessy = (*y - guessh) / 2;
655 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
656
657 if (ds->pegsz > 0) {
658 if (ds->blit_peg) blitter_free(ds->blit_peg);
659 ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
660 }
661}
662
663static float *game_colours(frontend *fe, game_state *state, int *ncolours)
664{
665 float *ret = snewn(3 * NCOLOURS, float);
666
667 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
668
669 ret[COL_1 * 3 + 0] = 0.0F;
670 ret[COL_1 * 3 + 1] = 0.0F;
671 ret[COL_1 * 3 + 2] = 1.0F;
672
673 ret[COL_2 * 3 + 0] = 0.0F;
674 ret[COL_2 * 3 + 1] = 0.5F;
675 ret[COL_2 * 3 + 2] = 0.0F;
676
677 ret[COL_3 * 3 + 0] = 1.0F;
678 ret[COL_3 * 3 + 1] = 0.0F;
679 ret[COL_3 * 3 + 2] = 0.0F;
680
681 ret[COL_4 * 3 + 0] = 1.0F;
682 ret[COL_4 * 3 + 1] = 1.0F;
683 ret[COL_4 * 3 + 2] = 0.0F;
684
685 ret[COL_5 * 3 + 0] = 1.0F;
686 ret[COL_5 * 3 + 1] = 0.0F;
687 ret[COL_5 * 3 + 2] = 1.0F;
688
689 ret[COL_6 * 3 + 0] = 0.0F;
690 ret[COL_6 * 3 + 1] = 1.0F;
691 ret[COL_6 * 3 + 2] = 1.0F;
692
693 ret[COL_7 * 3 + 0] = 0.5F;
694 ret[COL_7 * 3 + 1] = 0.5F;
695 ret[COL_7 * 3 + 2] = 1.0F;
696
697 ret[COL_8 * 3 + 0] = 0.5F;
698 ret[COL_8 * 3 + 1] = 1.0F;
699 ret[COL_8 * 3 + 2] = 0.5F;
700
701 ret[COL_9 * 3 + 0] = 1.0F;
702 ret[COL_9 * 3 + 1] = 0.5F;
703 ret[COL_9 * 3 + 2] = 0.5F;
704
705 ret[COL_10 * 3 + 0] = 1.0F;
706 ret[COL_10 * 3 + 1] = 1.0F;
707 ret[COL_10 * 3 + 2] = 1.0F;
708
709 ret[COL_FRAME * 3 + 0] = 0.0F;
710 ret[COL_FRAME * 3 + 1] = 0.0F;
711 ret[COL_FRAME * 3 + 2] = 0.0F;
712
713 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
714 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
715 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
716
717 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
718 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
719 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
720
721 ret[COL_FLASH * 3 + 0] = 0.5F;
722 ret[COL_FLASH * 3 + 1] = 1.0F;
723 ret[COL_FLASH * 3 + 2] = 1.0F;
724
725 ret[COL_HOLD * 3 + 0] = 1.0F;
726 ret[COL_HOLD * 3 + 1] = 0.5F;
727 ret[COL_HOLD * 3 + 2] = 0.5F;
728
729 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
730 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
731 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
732
733 ret[COL_CORRECTPLACE*3 + 0] = 1.0F;
734 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
735 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
736
737 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
738 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
739 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
740
741 *ncolours = NCOLOURS;
742 return ret;
743}
744
745static game_drawstate *game_new_drawstate(game_state *state)
746{
747 struct game_drawstate *ds = snew(struct game_drawstate);
748 int i;
749
750 memset(ds, 0, sizeof(struct game_drawstate));
751
752 ds->guesses = snewn(state->params.nguesses, pegrow);
753 ds->nguesses = state->params.nguesses;
754 for (i = 0; i < state->params.nguesses; i++) {
755 ds->guesses[i] = new_pegrow(state->params.npegs);
756 invalidate_pegrow(ds->guesses[i]);
757 }
758 ds->solution = new_pegrow(state->params.npegs);
759 invalidate_pegrow(ds->solution);
760 ds->colours = new_pegrow(state->params.ncolours);
761 invalidate_pegrow(ds->colours);
762
763 ds->hintw = (state->params.npegs+1)/2; /* must round up */
764
765 ds->holds = snewn(state->params.npegs, int);
766 memset(ds->holds, 0, state->params.npegs*sizeof(int));
767
768 ds->blit_peg = NULL;
769
770 return ds;
771}
772
773static void game_free_drawstate(game_drawstate *ds)
774{
775 int i;
776
777 if (ds->blit_peg) blitter_free(ds->blit_peg);
778 free_pegrow(ds->colours);
779 free_pegrow(ds->solution);
780 for (i = 0; i < ds->nguesses; i++)
781 free_pegrow(ds->guesses[i]);
782 sfree(ds->holds);
783 sfree(ds->guesses);
784 sfree(ds);
785}
786
787static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy, int col)
788{
789 if (PEGRAD > 0)
790 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
791 else
792 draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
793 draw_update(fe, cx, cy, PEGSZ, PEGSZ);
794}
795
796static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
797 pegrow src, int force)
798{
799 pegrow dest;
800 int rowx, rowy, i, scol;
801
802 if (guess == -1) {
803 dest = ds->solution;
804 rowx = SOLN_OX;
805 rowy = SOLN_OY;
806 } else {
807 dest = ds->guesses[guess];
808 rowx = GUESS_X(guess,0);
809 rowy = GUESS_Y(guess,0);
810 }
811 if (src) assert(src->npegs == dest->npegs);
812
813 for (i = 0; i < dest->npegs; i++) {
814 scol = src ? src->pegs[i] : 0;
815 if ((dest->pegs[i] != scol) || force)
816 draw_peg(fe, ds, rowx + PEGOFF * i, rowy, scol);
817 dest->pegs[i] = scol;
818 }
819}
820
821static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
822 pegrow src, int force, int emptycol)
823{
824 pegrow dest = ds->guesses[guess];
825 int rowx, rowy, i, scol, col, hintlen;
826
827 if (src) assert(src->npegs == dest->npegs);
828
829 hintlen = (dest->npegs + 1)/2;
830
831 for (i = 0; i < dest->npegs; i++) {
832 scol = src ? src->feedback[i] : 0;
833 col = (scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
834 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : emptycol;
835 if ((scol != dest->feedback[i]) || force) {
836 rowx = HINT_X(guess);
837 rowy = HINT_Y(guess);
838 if (i < hintlen) {
839 rowx += HINTOFF * i;
840 } else {
841 rowx += HINTOFF * (i - hintlen);
842 rowy += HINTOFF;
843 }
844 if (HINTRAD > 0)
845 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
846 else
847 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
848 draw_update(fe, rowx, rowy, HINTSZ, HINTSZ);
849 }
850 dest->feedback[i] = scol;
851 }
852}
853
854static void hold_redraw(frontend *fe, game_drawstate *ds, int guess, int *src, int force)
855{
856 int shold, col, ox, oy, i;
857
858 if (guess >= ds->nguesses)
859 return;
860
861 for (i = 0; i < ds->solution->npegs; i++) {
862 shold = src ? src[i] : 0;
863 col = shold ? COL_HOLD : COL_BACKGROUND;
864 if ((shold != ds->holds[i]) || force) {
865 ox = GUESS_X(guess, i);
866 oy = GUESS_Y(guess, i) + PEGSZ + ds->gapsz/2;
867
868 draw_rect(fe, ox, oy, PEGSZ, 2, col);
869 draw_update(fe, ox, oy, PEGSZ, 2);
870 }
871 if (src) ds->holds[i] = shold;
872 }
873}
874
875static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col)
876{
877 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
878
879 draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col);
880 draw_update(fe, ox-off-1, oy, 2, PEGSZ);
881}
882
883static void cur_redraw(frontend *fe, game_drawstate *ds,
884 int x, int y, int erase)
885{
886 int cgap = ds->gapsz / 2;
887 int x1, y1, x2, y2, hi, lo;
888
889 x1 = x-cgap; x2 = x+PEGSZ+cgap;
890 y1 = y-cgap; y2 = y+PEGSZ+cgap;
891 hi = erase ? COL_BACKGROUND : COL_HIGHLIGHT;
892 lo = erase ? COL_BACKGROUND : COL_LOWLIGHT;
893
894 draw_line(fe, x1, y1, x2, y1, hi);
895 draw_line(fe, x2, y1, x2, y2, lo);
896 draw_line(fe, x2, y2, x1, y2, lo);
897 draw_line(fe, x1, y2, x1, y1, hi);
898
899 draw_update(fe, x1, y1, x2, y2);
900}
901
902static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
903 game_state *state, int dir, game_ui *ui,
904 float animtime, float flashtime)
905{
906 int i, cur_erase = 0, cur_draw = 0, new_move, last_go;
907
908 new_move = (state->next_go != ds->next_go) || !ds->started;
909 last_go = (state->next_go == state->params.nguesses-1);
910
911 if (!ds->started) {
912 draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND);
913 draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
914 draw_update(fe, 0, 0, ds->w, ds->h);
915 }
916
917 if (ds->drag_col != 0) {
918 debug(("Loading from blitter."));
919 blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy);
920 draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
921 }
922
923 /* draw the colours */
924 for (i = 0; i < state->params.ncolours; i++) {
925 if (ds->colours->pegs[i] != i+1) {
926 draw_peg(fe, ds, COL_X(i), COL_Y(i), i+1);
927 ds->colours->pegs[i] = i+1;
928 }
929 }
930
931 /* draw the guesses (so far) and the hints */
932 for (i = 0; i < state->params.nguesses; i++) {
933 if (state->next_go > i || state->solved) {
934 /* this info is stored in the game_state already */
935 guess_redraw(fe, ds, i, state->guesses[i], 0);
936 hint_redraw(fe, ds, i, state->guesses[i],
937 i == (state->next_go-1) ? 1 : 0, COL_EMPTY);
938 } else if (state->next_go == i) {
939 /* this is the one we're on; the (incomplete) guess is
940 * stored in the game_ui. */
941 guess_redraw(fe, ds, i, ui->curr_pegs, 0);
942 hint_redraw(fe, ds, i, NULL, 1, ui->markable ? COL_FLASH : COL_EMPTY);
943 } else {
944 /* we've not got here yet; it's blank. */
945 guess_redraw(fe, ds, i, NULL, 0);
946 hint_redraw(fe, ds, i, NULL, 0, COL_EMPTY);
947 }
948 }
949
950 /* draw the 'hold' markers */
951 if (state->solved) {
952 hold_redraw(fe, ds, state->next_go, NULL, 1);
953 } else if (new_move) {
954 hold_redraw(fe, ds, ds->next_go, NULL, 1);
955 hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 1);
956 } else
957 hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 0);
958
959 /* draw the 'current move' and 'able to mark' sign. */
960 if (new_move)
961 currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
962 if (!state->solved)
963 currmove_redraw(fe, ds, state->next_go, COL_HOLD);
964
965 /* draw the solution (or the big rectangle) */
966 if ((state->solved != ds->solved) || !ds->started) {
967 draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
968 state->solved ? COL_BACKGROUND : COL_EMPTY);
969 draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
970 }
971 if (state->solved)
972 guess_redraw(fe, ds, -1, state->solution, !ds->solved);
973 ds->solved = state->solved;
974
975 if (ui->display_cur && !ds->display_cur)
976 cur_draw = 1;
977 else if (!ui->display_cur && ds->display_cur)
978 cur_erase = 1;
979 else if (ui->display_cur) {
980 if ((state->next_go != ds->next_go) ||
981 (ui->peg_cur != ds->peg_cur) ||
982 (ui->colour_cur != ds->colour_cur)) {
983 cur_erase = 1;
984 cur_draw = 1;
985 }
986 }
987 if (cur_erase) {
988 cur_redraw(fe, ds, COL_X(ds->colour_cur), COL_Y(ds->colour_cur), 1);
989 cur_redraw(fe, ds,
990 GUESS_X(ds->next_go, ds->peg_cur), GUESS_Y(ds->next_go, ds->peg_cur), 1);
991 }
992 if (cur_draw) {
993 cur_redraw(fe, ds, COL_X(ui->colour_cur), COL_Y(ui->colour_cur), 0);
994 cur_redraw(fe, ds,
995 GUESS_X(state->next_go, ui->peg_cur), GUESS_Y(state->next_go, ui->peg_cur), 0);
996 }
997 ds->display_cur = ui->display_cur;
998 ds->peg_cur = ui->peg_cur;
999 ds->colour_cur = ui->colour_cur;
1000 ds->next_go = state->next_go;
1001
1002 /* if ui->drag_col != 0, save the screen to the blitter,
1003 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1004 if (ui->drag_col != 0) {
1005 int ox = ui->drag_x - (PEGSZ/2);
1006 int oy = ui->drag_y - (PEGSZ/2);
1007 debug(("Saving to blitter at (%d,%d)", ox, oy));
1008 blitter_save(fe, ds->blit_peg, ox, oy);
1009 draw_peg(fe, ds, ox, oy, ui->drag_col);
1010
1011 ds->blit_ox = ox; ds->blit_oy = oy;
1012 }
1013 ds->drag_col = ui->drag_col;
1014
1015 ds->started = 1;
1016}
1017
1018static float game_anim_length(game_state *oldstate, game_state *newstate,
1019 int dir, game_ui *ui)
1020{
1021 return 0.0F;
1022}
1023
1024static float game_flash_length(game_state *oldstate, game_state *newstate,
1025 int dir, game_ui *ui)
1026{
1027 return 0.0F;
1028}
1029
1030static int game_wants_statusbar(void)
1031{
1032 return FALSE;
1033}
1034
1035static int game_timing_state(game_state *state)
1036{
1037 return TRUE;
1038}
1039
1040#ifdef COMBINED
1041#define thegame guess
1042#endif
1043
1044const struct game thegame = {
813ca264 1045 "Guess", NULL,
74476385 1046 default_params,
1047 game_fetch_preset,
1048 decode_params,
1049 encode_params,
1050 free_params,
1051 dup_params,
1052 TRUE, game_configure, custom_params,
1053 validate_params,
1054 new_game_desc,
1055 game_free_aux_info,
1056 validate_desc,
1057 new_game,
1058 dup_game,
1059 free_game,
1060 TRUE, solve_game,
1061 FALSE, game_text_format,
1062 new_ui,
1063 free_ui,
1064 game_changed_state,
1065 make_move,
1066 game_size,
1067 game_colours,
1068 game_new_drawstate,
1069 game_free_drawstate,
1070 game_redraw,
1071 game_anim_length,
1072 game_flash_length,
1073 game_wants_statusbar,
1074 FALSE, game_timing_state,
1075 0, /* mouse_priorities */
1076};
1077
1078/* vim: set shiftwidth=4 tabstop=8: */