OS X frontend was directly calling the backend's wants_statusbar()
[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
3ff276f2 215static char *validate_params(game_params *params, int full)
74476385 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,
c566778e 267 char **aux, int interactive)
74476385 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
74476385 289static char *validate_desc(game_params *params, char *desc)
290{
c6203e43 291 unsigned char *bmp;
292 int i;
293
294 /* desc is just an (obfuscated) bitmap of the solution; check that
295 * it's the correct length and (when unobfuscated) contains only
296 * sensible colours. */
74476385 297 if (strlen(desc) != params->npegs * 2)
298 return "Game description is wrong length";
c6203e43 299 bmp = hex2bin(desc, params->npegs);
300 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
301 for (i = 0; i < params->npegs; i++) {
302 if (bmp[i] < 1 || bmp[i] > params->ncolours) {
303 sfree(bmp);
304 return "Game description is corrupted";
305 }
306 }
307 sfree(bmp);
308
74476385 309 return NULL;
310}
311
dafd6cf6 312static game_state *new_game(midend *me, game_params *params, char *desc)
74476385 313{
314 game_state *state = snew(game_state);
315 unsigned char *bmp;
316 int i;
317
318 state->params = *params;
319 state->guesses = snewn(params->nguesses, pegrow);
320 for (i = 0; i < params->nguesses; i++)
321 state->guesses[i] = new_pegrow(params->npegs);
322 state->solution = new_pegrow(params->npegs);
323
324 bmp = hex2bin(desc, params->npegs);
325 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
326 for (i = 0; i < params->npegs; i++)
327 state->solution->pegs[i] = (int)bmp[i];
328 sfree(bmp);
329
330 state->next_go = state->solved = 0;
331
332 return state;
333}
334
335static game_state *dup_game(game_state *state)
336{
337 game_state *ret = snew(game_state);
338 int i;
339
340 *ret = *state;
6b98d12c 341
74476385 342 ret->guesses = snewn(state->params.nguesses, pegrow);
343 for (i = 0; i < state->params.nguesses; i++)
344 ret->guesses[i] = dup_pegrow(state->guesses[i]);
345 ret->solution = dup_pegrow(state->solution);
346
347 return ret;
348}
349
350static void free_game(game_state *state)
351{
352 int i;
353
354 free_pegrow(state->solution);
355 for (i = 0; i < state->params.nguesses; i++)
356 free_pegrow(state->guesses[i]);
357 sfree(state->guesses);
358
359 sfree(state);
360}
361
df11cd4e 362static char *solve_game(game_state *state, game_state *currstate,
c566778e 363 char *aux, char **error)
74476385 364{
df11cd4e 365 return dupstr("S");
74476385 366}
367
368static char *game_text_format(game_state *state)
369{
370 return NULL;
371}
372
f530be81 373static int is_markable(game_params *params, pegrow pegs)
374{
375 int i, nset = 0, nrequired, ret = 0;
376 pegrow colcount = new_pegrow(params->ncolours);
377
378 nrequired = params->allow_blank ? 1 : params->npegs;
379
380 for (i = 0; i < params->npegs; i++) {
381 int c = pegs->pegs[i];
382 if (c > 0) {
383 colcount->pegs[c-1]++;
384 nset++;
385 }
386 }
387 if (nset < nrequired) goto done;
388
389 if (!params->allow_multiple) {
390 for (i = 0; i < params->ncolours; i++) {
391 if (colcount->pegs[i] > 1) goto done;
392 }
393 }
394 ret = 1;
395done:
396 free_pegrow(colcount);
397 return ret;
398}
399
74476385 400struct game_ui {
f530be81 401 game_params params;
74476385 402 pegrow curr_pegs; /* half-finished current move */
403 int *holds;
404 int colour_cur; /* position of up-down colour picker cursor */
405 int peg_cur; /* position of left-right peg picker cursor */
406 int display_cur, markable;
407
408 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
c6203e43 409 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
74476385 410};
411
412static game_ui *new_ui(game_state *state)
413{
dafd6cf6 414 game_ui *ui = snew(game_ui);
415 memset(ui, 0, sizeof(game_ui));
f530be81 416 ui->params = state->params; /* structure copy */
74476385 417 ui->curr_pegs = new_pegrow(state->params.npegs);
418 ui->holds = snewn(state->params.npegs, int);
419 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
c6203e43 420 ui->drag_opeg = -1;
74476385 421 return ui;
422}
423
424static void free_ui(game_ui *ui)
425{
426 free_pegrow(ui->curr_pegs);
427 sfree(ui->holds);
428 sfree(ui);
429}
430
844f605f 431static char *encode_ui(game_ui *ui)
ae8290c6 432{
f530be81 433 char *ret, *p, *sep;
434 int i;
435
436 /*
437 * For this game it's worth storing the contents of the current
438 * guess.
439 */
440 ret = snewn(40 * ui->curr_pegs->npegs, char);
441 p = ret;
442 sep = "";
443 for (i = 0; i < ui->curr_pegs->npegs; i++) {
444 p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
445 sep = ",";
446 }
447 assert(p - ret < 40 * ui->curr_pegs->npegs);
448 return sresize(ret, p - ret + 1, char);
ae8290c6 449}
450
844f605f 451static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 452{
f530be81 453 int i;
454 char *p = encoding;
455 for (i = 0; i < ui->curr_pegs->npegs; i++) {
456 ui->curr_pegs->pegs[i] = atoi(p);
457 while (*p && isdigit((unsigned char)*p)) p++;
458 if (*p == ',') p++;
459 }
460 ui->markable = is_markable(&ui->params, ui->curr_pegs);
ae8290c6 461}
462
74476385 463static void game_changed_state(game_ui *ui, game_state *oldstate,
464 game_state *newstate)
465{
466 int i;
467
468 /* just clear the row-in-progress when we have an undo/redo. */
469 for (i = 0; i < ui->curr_pegs->npegs; i++)
470 ui->curr_pegs->pegs[i] = 0;
75953cd4 471 ui->markable = FALSE;
74476385 472}
473
474#define PEGSZ (ds->pegsz)
475#define PEGOFF (ds->pegsz + ds->gapsz)
476#define HINTSZ (ds->hintsz)
477#define HINTOFF (ds->hintsz + ds->gapsz)
478
74b36224 479#define GAP (ds->gapsz)
66732e7a 480#define CGAP (ds->gapsz / 2)
481
74476385 482#define PEGRAD (ds->pegrad)
483#define HINTRAD (ds->hintrad)
484
485#define COL_OX (ds->colx)
486#define COL_OY (ds->coly)
487#define COL_X(c) (COL_OX)
488#define COL_Y(c) (COL_OY + (c)*PEGOFF)
489#define COL_W PEGOFF
490#define COL_H (ds->colours->npegs*PEGOFF)
491
492#define GUESS_OX (ds->guessx)
493#define GUESS_OY (ds->guessy)
494#define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
495#define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
496#define GUESS_W (ds->solution->npegs*PEGOFF)
497#define GUESS_H (ds->nguesses*PEGOFF)
498
499#define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
500#define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
501#define HINT_X(g) HINT_OX
502#define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
74b36224 503#define HINT_W ((ds->hintw*HINTOFF) - GAP)
74476385 504#define HINT_H GUESS_H
505
506#define SOLN_OX GUESS_OX
507#define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
508#define SOLN_W GUESS_W
509#define SOLN_H PEGOFF
510
511struct game_drawstate {
512 int nguesses;
513 pegrow *guesses; /* same size as state->guesses */
514 pegrow solution; /* only displayed if state->solved */
515 pegrow colours; /* length ncolours, not npegs */
516
74476385 517 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
518 int pegrad, hintrad; /* radius of peg, hint */
519 int border;
520 int colx, coly; /* origin of colours vertical bar */
521 int guessx, guessy; /* origin of guesses */
522 int solnx, solny; /* origin of solution */
523 int hintw; /* no. of hint tiles we're wide per row */
524 int w, h, started, solved;
525
74476385 526 int next_go;
527
528 blitter *blit_peg;
529 int drag_col, blit_ox, blit_oy;
530};
531
c6203e43 532static void set_peg(game_params *params, game_ui *ui, int peg, int col)
533{
534 ui->curr_pegs->pegs[peg] = col;
535 ui->markable = is_markable(params, ui->curr_pegs);
74476385 536}
537
538static int mark_pegs(pegrow guess, pegrow solution, int ncols)
539{
540 int nc_place = 0, nc_colour = 0, i, j;
541
542 assert(guess && solution && (guess->npegs == solution->npegs));
543
544 for (i = 0; i < guess->npegs; i++) {
545 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
546 }
547
548 /* slight bit of cleverness: we have the following formula, from
549 * http://mathworld.wolfram.com/Mastermind.html that gives:
550 *
551 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
552 *
553 * I think this is due to Knuth.
554 */
555 for (i = 1; i <= ncols; i++) {
556 int n_guess = 0, n_solution = 0;
557 for (j = 0; j < guess->npegs; j++) {
558 if (guess->pegs[j] == i) n_guess++;
559 if (solution->pegs[j] == i) n_solution++;
560 }
561 nc_colour += min(n_guess, n_solution);
562 }
563 nc_colour -= nc_place;
564
565 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
566 guess->npegs, nc_place, nc_colour));
567 assert((nc_colour + nc_place) <= guess->npegs);
568
569 memset(guess->feedback, 0, guess->npegs*sizeof(int));
570 for (i = 0, j = 0; i < nc_place; i++)
571 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
572 for (i = 0; i < nc_colour; i++)
573 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
574
575 return nc_place;
576}
577
df11cd4e 578static char *encode_move(game_state *from, game_ui *ui)
74476385 579{
df11cd4e 580 char *buf, *p, *sep;
581 int len, i, solved;
582 pegrow tmppegs;
583
584 len = ui->curr_pegs->npegs * 20 + 2;
585 buf = snewn(len, char);
586 p = buf;
587 *p++ = 'G';
588 sep = "";
589 for (i = 0; i < ui->curr_pegs->npegs; i++) {
590 p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
591 sep = ",";
74476385 592 }
df11cd4e 593 *p++ = '\0';
594 assert(p - buf <= len);
595 buf = sresize(buf, len, char);
596
597 tmppegs = dup_pegrow(ui->curr_pegs);
598 solved = mark_pegs(tmppegs, from->solution, from->params.ncolours);
599 solved = (solved == from->params.ncolours);
600 free_pegrow(tmppegs);
601
602 for (i = 0; i < from->solution->npegs; i++) {
603 if (!ui->holds[i] || solved) {
604 ui->curr_pegs->pegs[i] = 0;
605 }
606 if (solved) ui->holds[i] = 0;
74476385 607 }
c6203e43 608 ui->markable = is_markable(&from->params, ui->curr_pegs);
df11cd4e 609 if (!ui->markable && ui->peg_cur == from->solution->npegs)
610 ui->peg_cur--;
74476385 611
df11cd4e 612 return buf;
74476385 613}
614
df11cd4e 615static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
616 int x, int y, int button)
74476385 617{
618 int over_col = 0; /* one-indexed */
619 int over_guess = -1; /* zero-indexed */
e98cc9b7 620 int over_past_guess_y = -1; /* zero-indexed */
621 int over_past_guess_x = -1; /* zero-indexed */
74476385 622 int over_hint = 0; /* zero or one */
df11cd4e 623 char *ret = NULL;
74476385 624
625 int guess_ox = GUESS_X(from->next_go, 0);
626 int guess_oy = GUESS_Y(from->next_go, 0);
627
628 if (from->solved) return NULL;
629
630 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
631 y >= COL_OY && y <= (COL_OY + COL_H)) {
632 over_col = ((y - COL_OY) / PEGOFF) + 1;
633 } else if (x >= guess_ox &&
634 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
635 if (x <= (guess_ox + GUESS_W)) {
636 over_guess = (x - guess_ox) / PEGOFF;
637 } else {
638 over_hint = 1;
639 }
dbc6e45a 640 } else if (x >= guess_ox && x <= (guess_ox + GUESS_W) &&
e98cc9b7 641 y >= GUESS_OY && y < guess_oy) {
642 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
643 over_past_guess_x = (x - guess_ox) / PEGOFF;
74476385 644 }
e98cc9b7 645 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
c6203e43 646 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
647 over_past_guess_x, over_past_guess_y));
74476385 648
649 assert(ds->blit_peg);
650
651 /* mouse input */
652 if (button == LEFT_BUTTON) {
653 if (over_col > 0) {
654 ui->drag_col = over_col;
c6203e43 655 ui->drag_opeg = -1;
74476385 656 debug(("Start dragging from colours"));
657 } else if (over_guess > -1) {
658 int col = ui->curr_pegs->pegs[over_guess];
659 if (col) {
660 ui->drag_col = col;
c6203e43 661 ui->drag_opeg = over_guess;
74476385 662 debug(("Start dragging from a guess"));
663 }
e98cc9b7 664 } else if (over_past_guess_y > -1) {
665 int col =
666 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
667 if (col) {
668 ui->drag_col = col;
c6203e43 669 ui->drag_opeg = -1;
e98cc9b7 670 debug(("Start dragging from a past guess"));
671 }
74476385 672 }
673 if (ui->drag_col) {
674 ui->drag_x = x;
675 ui->drag_y = y;
676 debug(("Start dragging, col = %d, (%d,%d)",
677 ui->drag_col, ui->drag_x, ui->drag_y));
df11cd4e 678 ret = "";
74476385 679 }
680 } else if (button == LEFT_DRAG && ui->drag_col) {
681 ui->drag_x = x;
682 ui->drag_y = y;
683 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
df11cd4e 684 ret = "";
74476385 685 } else if (button == LEFT_RELEASE && ui->drag_col) {
686 if (over_guess > -1) {
687 debug(("Dropping colour %d onto guess peg %d",
688 ui->drag_col, over_guess));
c6203e43 689 set_peg(&from->params, ui, over_guess, ui->drag_col);
690 } else {
691 if (ui->drag_opeg > -1) {
692 debug(("Removing colour %d from peg %d",
693 ui->drag_col, ui->drag_opeg));
694 set_peg(&from->params, ui, ui->drag_opeg, 0);
695 }
74476385 696 }
697 ui->drag_col = 0;
c6203e43 698 ui->drag_opeg = -1;
eb6acfe7 699 ui->display_cur = 0;
74476385 700 debug(("Stop dragging."));
df11cd4e 701 ret = "";
74476385 702 } else if (button == RIGHT_BUTTON) {
703 if (over_guess > -1) {
704 /* we use ths feedback in the game_ui to signify
705 * 'carry this peg to the next guess as well'. */
706 ui->holds[over_guess] = 1 - ui->holds[over_guess];
df11cd4e 707 ret = "";
74476385 708 }
709 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
710 /* NB this won't trigger if on the end of a drag; that's on
711 * purpose, in case you drop by mistake... */
df11cd4e 712 ret = encode_move(from, ui);
74476385 713 }
714
715 /* keyboard input */
716 if (button == CURSOR_UP || button == CURSOR_DOWN) {
717 ui->display_cur = 1;
718 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
719 ui->colour_cur++;
720 if (button == CURSOR_UP && ui->colour_cur > 0)
721 ui->colour_cur--;
df11cd4e 722 ret = "";
74476385 723 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
724 int maxcur = from->params.npegs;
725 if (ui->markable) maxcur++;
726
727 ui->display_cur = 1;
728 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
729 ui->peg_cur++;
730 if (button == CURSOR_LEFT && ui->peg_cur > 0)
731 ui->peg_cur--;
df11cd4e 732 ret = "";
74476385 733 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
734 button == '\n') {
f467efad 735 ui->display_cur = 1;
74476385 736 if (ui->peg_cur == from->params.npegs) {
df11cd4e 737 ret = encode_move(from, ui);
74476385 738 } else {
c6203e43 739 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
df11cd4e 740 ret = "";
74476385 741 }
59dae0db 742 } else if (button == 'D' || button == 'd' || button == '\b') {
743 ui->display_cur = 1;
744 set_peg(&from->params, ui, ui->peg_cur, 0);
745 ret = "";
badb093d 746 } else if (button == 'H' || button == 'h') {
f467efad 747 ui->display_cur = 1;
badb093d 748 ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
df11cd4e 749 ret = "";
74476385 750 }
751 return ret;
752}
753
df11cd4e 754static game_state *execute_move(game_state *from, char *move)
755{
756 int i, nc_place;
757 game_state *ret;
758 char *p;
759
760 if (!strcmp(move, "S")) {
761 ret = dup_game(from);
762 ret->solved = 1;
763 return ret;
764 } else if (move[0] == 'G') {
765 p = move+1;
766
767 ret = dup_game(from);
768
769 for (i = 0; i < from->solution->npegs; i++) {
770 int val = atoi(p);
a69e2248 771 int min_colour = from->params.allow_blank? 0 : 1;
772 if (val < min_colour || val > from->params.ncolours) {
df11cd4e 773 free_game(ret);
774 return NULL;
775 }
776 ret->guesses[from->next_go]->pegs[i] = atoi(p);
777 while (*p && isdigit((unsigned char)*p)) p++;
778 if (*p == ',') p++;
779 }
780
781 nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
782
783 if (nc_place == ret->solution->npegs) {
784 ret->solved = 1; /* win! */
785 } else {
786 ret->next_go = from->next_go + 1;
787 if (ret->next_go >= ret->params.nguesses)
788 ret->solved = 1; /* 'lose' so we show the pegs. */
789 }
790
791 return ret;
792 } else
793 return NULL;
794}
795
74476385 796/* ----------------------------------------------------------------------
797 * Drawing routines.
798 */
799
800#define PEG_PREFER_SZ 32
801
802/* next three are multipliers for pegsz. It will look much nicer if
803 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
804#define PEG_GAP 0.10
805#define PEG_HINT 0.35
806
807#define BORDER 0.5
808
1f3ee4ee 809static void game_compute_size(game_params *params, int tilesize,
810 int *x, int *y)
74476385 811{
1f3ee4ee 812 double hmul, vmul_c, vmul_g, vmul;
813 int hintw = (params->npegs+1)/2;
74476385 814
815 hmul = BORDER * 2.0 + /* border */
816 1.0 * 2.0 + /* vertical colour bar */
817 1.0 * params->npegs + /* guess pegs */
818 PEG_GAP * params->npegs + /* guess gaps */
1f3ee4ee 819 PEG_HINT * hintw + /* hint pegs */
820 PEG_GAP * (hintw - 1); /* hint gaps */
74476385 821
822 vmul_c = BORDER * 2.0 + /* border */
823 1.0 * params->ncolours + /* colour pegs */
824 PEG_GAP * (params->ncolours - 1); /* colour gaps */
825
826 vmul_g = BORDER * 2.0 + /* border */
827 1.0 * (params->nguesses + 1) + /* guesses plus solution */
828 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
829
830 vmul = max(vmul_c, vmul_g);
831
1f3ee4ee 832 *x = (int)ceil((double)tilesize * hmul);
833 *y = (int)ceil((double)tilesize * vmul);
834}
835
dafd6cf6 836static void game_set_size(drawing *dr, game_drawstate *ds,
837 game_params *params, int tilesize)
1f3ee4ee 838{
118473f5 839 int colh, guessh;
1f3ee4ee 840
841 ds->pegsz = tilesize;
74476385 842
843 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
844 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
845 ds->border = (int)((double)ds->pegsz * BORDER);
846
847 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
848 ds->hintrad = (ds->hintsz-1)/2;
849
74476385 850 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
851 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
852 guessh += ds->gapsz + ds->pegsz; /* solution */
853
118473f5 854 game_compute_size(params, tilesize, &ds->w, &ds->h);
74476385 855 ds->colx = ds->border;
118473f5 856 ds->coly = (ds->h - colh) / 2;
74476385 857
858 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
118473f5 859 ds->guessy = (ds->h - guessh) / 2;
74476385 860 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
861
1f3ee4ee 862 assert(ds->pegsz > 0);
05e50a96 863 assert(!ds->blit_peg); /* set_size is never called twice */
dafd6cf6 864 ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
74476385 865}
866
867static float *game_colours(frontend *fe, game_state *state, int *ncolours)
868{
74b36224 869 float *ret = snewn(3 * NCOLOURS, float), max;
870 int i;
74476385 871
872 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
873
e98cc9b7 874 /* red */
875 ret[COL_1 * 3 + 0] = 1.0F;
74476385 876 ret[COL_1 * 3 + 1] = 0.0F;
e98cc9b7 877 ret[COL_1 * 3 + 2] = 0.0F;
74476385 878
e98cc9b7 879 /* yellow (toned down a bit due to pale grey background) */
880 ret[COL_2 * 3 + 0] = 0.7F;
881 ret[COL_2 * 3 + 1] = 0.7F;
74476385 882 ret[COL_2 * 3 + 2] = 0.0F;
883
e98cc9b7 884 /* green (also toned down) */
885 ret[COL_3 * 3 + 0] = 0.0F;
886 ret[COL_3 * 3 + 1] = 0.5F;
74476385 887 ret[COL_3 * 3 + 2] = 0.0F;
888
e98cc9b7 889 /* blue */
890 ret[COL_4 * 3 + 0] = 0.0F;
891 ret[COL_4 * 3 + 1] = 0.0F;
892 ret[COL_4 * 3 + 2] = 1.0F;
74476385 893
e98cc9b7 894 /* orange */
74476385 895 ret[COL_5 * 3 + 0] = 1.0F;
e98cc9b7 896 ret[COL_5 * 3 + 1] = 0.5F;
897 ret[COL_5 * 3 + 2] = 0.0F;
898
899 /* purple */
900 ret[COL_6 * 3 + 0] = 0.5F;
901 ret[COL_6 * 3 + 1] = 0.0F;
902 ret[COL_6 * 3 + 2] = 0.7F;
903
904 /* brown */
905 ret[COL_7 * 3 + 0] = 0.4F;
906 ret[COL_7 * 3 + 1] = 0.2F;
907 ret[COL_7 * 3 + 2] = 0.2F;
908
909 /* light blue */
910 ret[COL_8 * 3 + 0] = 0.4F;
911 ret[COL_8 * 3 + 1] = 0.7F;
912 ret[COL_8 * 3 + 2] = 1.0F;
913
914 /* light green */
915 ret[COL_9 * 3 + 0] = 0.5F;
916 ret[COL_9 * 3 + 1] = 0.8F;
74476385 917 ret[COL_9 * 3 + 2] = 0.5F;
918
e98cc9b7 919 /* pink */
74476385 920 ret[COL_10 * 3 + 0] = 1.0F;
e98cc9b7 921 ret[COL_10 * 3 + 1] = 0.6F;
74476385 922 ret[COL_10 * 3 + 2] = 1.0F;
923
924 ret[COL_FRAME * 3 + 0] = 0.0F;
925 ret[COL_FRAME * 3 + 1] = 0.0F;
926 ret[COL_FRAME * 3 + 2] = 0.0F;
927
c6203e43 928 ret[COL_CURSOR * 3 + 0] = 0.0F;
929 ret[COL_CURSOR * 3 + 1] = 0.0F;
930 ret[COL_CURSOR * 3 + 2] = 0.0F;
74476385 931
932 ret[COL_FLASH * 3 + 0] = 0.5F;
933 ret[COL_FLASH * 3 + 1] = 1.0F;
934 ret[COL_FLASH * 3 + 2] = 1.0F;
935
936 ret[COL_HOLD * 3 + 0] = 1.0F;
937 ret[COL_HOLD * 3 + 1] = 0.5F;
938 ret[COL_HOLD * 3 + 2] = 0.5F;
939
e98cc9b7 940 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
74476385 941 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
942 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
943
944 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
945 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
946 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
947
74b36224 948 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
949 * (which we hard-code as white) from COL_BACKGROUND (which
950 * could default to white on some platforms).
951 * Code borrowed from fifteen.c. */
952 max = ret[COL_BACKGROUND*3];
953 for (i = 1; i < 3; i++)
954 if (ret[COL_BACKGROUND*3+i] > max)
955 max = ret[COL_BACKGROUND*3+i];
956 if (max * 1.2F > 1.0F) {
957 for (i = 0; i < 3; i++)
958 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
959 }
960
961 /* We also want to be able to tell the difference between BACKGROUND
962 * and EMPTY, for similar distinguishing-hint reasons. */
963 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
964 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
965 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
966
74476385 967 *ncolours = NCOLOURS;
968 return ret;
969}
970
dafd6cf6 971static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
74476385 972{
973 struct game_drawstate *ds = snew(struct game_drawstate);
974 int i;
975
976 memset(ds, 0, sizeof(struct game_drawstate));
977
978 ds->guesses = snewn(state->params.nguesses, pegrow);
979 ds->nguesses = state->params.nguesses;
980 for (i = 0; i < state->params.nguesses; i++) {
981 ds->guesses[i] = new_pegrow(state->params.npegs);
982 invalidate_pegrow(ds->guesses[i]);
983 }
984 ds->solution = new_pegrow(state->params.npegs);
985 invalidate_pegrow(ds->solution);
986 ds->colours = new_pegrow(state->params.ncolours);
987 invalidate_pegrow(ds->colours);
988
989 ds->hintw = (state->params.npegs+1)/2; /* must round up */
990
74476385 991 ds->blit_peg = NULL;
992
993 return ds;
994}
995
dafd6cf6 996static void game_free_drawstate(drawing *dr, game_drawstate *ds)
74476385 997{
998 int i;
999
dafd6cf6 1000 if (ds->blit_peg) blitter_free(dr, ds->blit_peg);
74476385 1001 free_pegrow(ds->colours);
1002 free_pegrow(ds->solution);
1003 for (i = 0; i < ds->nguesses; i++)
1004 free_pegrow(ds->guesses[i]);
74476385 1005 sfree(ds->guesses);
1006 sfree(ds);
1007}
1008
dafd6cf6 1009static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
385f402f 1010 int moving, int col)
74476385 1011{
385f402f 1012 /*
1013 * Some platforms antialias circles, which means we shouldn't
1014 * overwrite a circle of one colour with a circle of another
1015 * colour without erasing the background first. However, if the
1016 * peg is the one being dragged, we don't erase the background
1017 * because we _want_ it to alpha-blend nicely into whatever's
1018 * behind it.
1019 */
1020 if (!moving)
dafd6cf6 1021 draw_rect(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
66732e7a 1022 COL_BACKGROUND);
28094c81 1023 if (PEGRAD > 0) {
dafd6cf6 1024 draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD,
28b5987d 1025 COL_EMPTY + col, COL_EMPTY + col);
28094c81 1026 } else
dafd6cf6 1027 draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
1028 draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
66732e7a 1029}
1030
dafd6cf6 1031static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
66732e7a 1032{
dafd6cf6 1033 draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR);
66732e7a 1034
dafd6cf6 1035 draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
74476385 1036}
1037
dafd6cf6 1038static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
66732e7a 1039 pegrow src, int *holds, int cur_col, int force)
74476385 1040{
1041 pegrow dest;
1042 int rowx, rowy, i, scol;
1043
1044 if (guess == -1) {
1045 dest = ds->solution;
1046 rowx = SOLN_OX;
1047 rowy = SOLN_OY;
1048 } else {
1049 dest = ds->guesses[guess];
1050 rowx = GUESS_X(guess,0);
1051 rowy = GUESS_Y(guess,0);
1052 }
1053 if (src) assert(src->npegs == dest->npegs);
1054
1055 for (i = 0; i < dest->npegs; i++) {
1056 scol = src ? src->pegs[i] : 0;
66732e7a 1057 if (i == cur_col)
1058 scol |= 0x1000;
1059 if (holds && holds[i])
1060 scol |= 0x2000;
1061 if ((dest->pegs[i] != scol) || force) {
dafd6cf6 1062 draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
66732e7a 1063 /*
1064 * Hold marker.
1065 */
dafd6cf6 1066 draw_rect(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
66732e7a 1067 PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
dafd6cf6 1068 draw_update(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
66732e7a 1069 PEGSZ, 2);
1070 if (scol & 0x1000)
dafd6cf6 1071 draw_cursor(dr, ds, rowx + PEGOFF * i, rowy);
66732e7a 1072 }
74476385 1073 dest->pegs[i] = scol;
1074 }
1075}
1076
dafd6cf6 1077static void hint_redraw(drawing *dr, game_drawstate *ds, int guess,
75953cd4 1078 pegrow src, int force, int cursor, int markable)
74476385 1079{
1080 pegrow dest = ds->guesses[guess];
1081 int rowx, rowy, i, scol, col, hintlen;
66732e7a 1082 int need_redraw;
75953cd4 1083 int emptycol = (markable ? COL_FLASH : COL_EMPTY);
74476385 1084
1085 if (src) assert(src->npegs == dest->npegs);
1086
1087 hintlen = (dest->npegs + 1)/2;
1088
66732e7a 1089 /*
1090 * Because of the possible presence of the cursor around this
1091 * entire section, we redraw all or none of it but never part.
1092 */
1093 need_redraw = FALSE;
1094
74476385 1095 for (i = 0; i < dest->npegs; i++) {
1096 scol = src ? src->feedback[i] : 0;
66732e7a 1097 if (i == 0 && cursor)
1098 scol |= 0x1000;
75953cd4 1099 if (i == 0 && markable)
1100 scol |= 0x2000;
74476385 1101 if ((scol != dest->feedback[i]) || force) {
66732e7a 1102 need_redraw = TRUE;
1103 }
1104 dest->feedback[i] = scol;
1105 }
1106
1107 if (need_redraw) {
74b36224 1108 int hinth = HINTSZ + GAP + HINTSZ;
1109 int hx,hy,hw,hh;
1110
1111 hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
1112 hw = HINT_W+GAP*2; hh = hinth+GAP*2;
1113
66732e7a 1114 /* erase a large background rectangle */
dafd6cf6 1115 draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND);
66732e7a 1116
1117 for (i = 0; i < dest->npegs; i++) {
1118 scol = src ? src->feedback[i] : 0;
1119 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
1120 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
1121 emptycol);
1122
74476385 1123 rowx = HINT_X(guess);
1124 rowy = HINT_Y(guess);
1125 if (i < hintlen) {
1126 rowx += HINTOFF * i;
1127 } else {
1128 rowx += HINTOFF * (i - hintlen);
1129 rowy += HINTOFF;
1130 }
28094c81 1131 if (HINTRAD > 0) {
dafd6cf6 1132 draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col);
28094c81 1133 } else {
dafd6cf6 1134 draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col);
28094c81 1135 }
74476385 1136 }
74b36224 1137 if (cursor) {
1138 int x1,y1,x2,y2;
1139 x1 = hx + CGAP; y1 = hy + CGAP;
1140 x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
dafd6cf6 1141 draw_line(dr, x1, y1, x2, y1, COL_CURSOR);
1142 draw_line(dr, x2, y1, x2, y2, COL_CURSOR);
1143 draw_line(dr, x2, y2, x1, y2, COL_CURSOR);
1144 draw_line(dr, x1, y2, x1, y1, COL_CURSOR);
74b36224 1145 }
74476385 1146
dafd6cf6 1147 draw_update(dr, hx, hy, hw, hh);
74476385 1148 }
1149}
1150
dafd6cf6 1151static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col)
74476385 1152{
1153 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1154
dafd6cf6 1155 draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col);
1156 draw_update(dr, ox-off-1, oy, 2, PEGSZ);
74476385 1157}
1158
dafd6cf6 1159static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
74476385 1160 game_state *state, int dir, game_ui *ui,
1161 float animtime, float flashtime)
1162{
66732e7a 1163 int i, new_move, last_go;
74476385 1164
1165 new_move = (state->next_go != ds->next_go) || !ds->started;
1166 last_go = (state->next_go == state->params.nguesses-1);
1167
1168 if (!ds->started) {
dafd6cf6 1169 draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1170 draw_rect(dr, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1171 draw_update(dr, 0, 0, ds->w, ds->h);
74476385 1172 }
1173
1174 if (ds->drag_col != 0) {
1175 debug(("Loading from blitter."));
dafd6cf6 1176 blitter_load(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1177 draw_update(dr, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
74476385 1178 }
1179
1180 /* draw the colours */
1181 for (i = 0; i < state->params.ncolours; i++) {
66732e7a 1182 int val = i+1;
1183 if (ui->display_cur && ui->colour_cur == i)
1184 val |= 0x1000;
1185 if (ds->colours->pegs[i] != val) {
dafd6cf6 1186 draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1);
66732e7a 1187 if (val & 0x1000)
dafd6cf6 1188 draw_cursor(dr, ds, COL_X(i), COL_Y(i));
66732e7a 1189 ds->colours->pegs[i] = val;
74476385 1190 }
1191 }
1192
1193 /* draw the guesses (so far) and the hints */
1194 for (i = 0; i < state->params.nguesses; i++) {
1195 if (state->next_go > i || state->solved) {
1196 /* this info is stored in the game_state already */
dafd6cf6 1197 guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0);
1198 hint_redraw(dr, ds, i, state->guesses[i],
75953cd4 1199 i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
74476385 1200 } else if (state->next_go == i) {
1201 /* this is the one we're on; the (incomplete) guess is
1202 * stored in the game_ui. */
dafd6cf6 1203 guess_redraw(dr, ds, i, ui->curr_pegs,
66732e7a 1204 ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
dafd6cf6 1205 hint_redraw(dr, ds, i, NULL, 1,
66732e7a 1206 ui->display_cur && ui->peg_cur == state->params.npegs,
75953cd4 1207 ui->markable);
74476385 1208 } else {
1209 /* we've not got here yet; it's blank. */
dafd6cf6 1210 guess_redraw(dr, ds, i, NULL, NULL, -1, 0);
1211 hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
74476385 1212 }
1213 }
1214
74476385 1215 /* draw the 'current move' and 'able to mark' sign. */
1216 if (new_move)
dafd6cf6 1217 currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND);
74476385 1218 if (!state->solved)
dafd6cf6 1219 currmove_redraw(dr, ds, state->next_go, COL_HOLD);
74476385 1220
1221 /* draw the solution (or the big rectangle) */
1222 if ((state->solved != ds->solved) || !ds->started) {
dafd6cf6 1223 draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
74476385 1224 state->solved ? COL_BACKGROUND : COL_EMPTY);
dafd6cf6 1225 draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
74476385 1226 }
1227 if (state->solved)
dafd6cf6 1228 guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved);
74476385 1229 ds->solved = state->solved;
1230
74476385 1231 ds->next_go = state->next_go;
1232
1233 /* if ui->drag_col != 0, save the screen to the blitter,
1234 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1235 if (ui->drag_col != 0) {
1236 int ox = ui->drag_x - (PEGSZ/2);
1237 int oy = ui->drag_y - (PEGSZ/2);
1238 debug(("Saving to blitter at (%d,%d)", ox, oy));
dafd6cf6 1239 blitter_save(dr, ds->blit_peg, ox, oy);
1240 draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col);
74476385 1241
1242 ds->blit_ox = ox; ds->blit_oy = oy;
1243 }
1244 ds->drag_col = ui->drag_col;
1245
1246 ds->started = 1;
1247}
1248
1249static float game_anim_length(game_state *oldstate, game_state *newstate,
1250 int dir, game_ui *ui)
1251{
1252 return 0.0F;
1253}
1254
1255static float game_flash_length(game_state *oldstate, game_state *newstate,
1256 int dir, game_ui *ui)
1257{
1258 return 0.0F;
1259}
1260
1261static int game_wants_statusbar(void)
1262{
1263 return FALSE;
1264}
1265
4d08de49 1266static int game_timing_state(game_state *state, game_ui *ui)
74476385 1267{
1268 return TRUE;
1269}
1270
dafd6cf6 1271static void game_print_size(game_params *params, float *x, float *y)
1272{
1273}
1274
1275static void game_print(drawing *dr, game_state *state, int tilesize)
1276{
1277}
1278
74476385 1279#ifdef COMBINED
1280#define thegame guess
1281#endif
1282
1283const struct game thegame = {
61072f7b 1284 "Guess", "games.guess",
74476385 1285 default_params,
1286 game_fetch_preset,
1287 decode_params,
1288 encode_params,
1289 free_params,
1290 dup_params,
1291 TRUE, game_configure, custom_params,
1292 validate_params,
1293 new_game_desc,
74476385 1294 validate_desc,
1295 new_game,
1296 dup_game,
1297 free_game,
1298 TRUE, solve_game,
1299 FALSE, game_text_format,
1300 new_ui,
1301 free_ui,
ae8290c6 1302 encode_ui,
1303 decode_ui,
74476385 1304 game_changed_state,
df11cd4e 1305 interpret_move,
1306 execute_move,
1f3ee4ee 1307 PEG_PREFER_SZ, game_compute_size, game_set_size,
74476385 1308 game_colours,
1309 game_new_drawstate,
1310 game_free_drawstate,
1311 game_redraw,
1312 game_anim_length,
1313 game_flash_length,
dafd6cf6 1314 FALSE, FALSE, game_print_size, game_print,
74476385 1315 game_wants_statusbar,
1316 FALSE, game_timing_state,
1317 0, /* mouse_priorities */
1318};
1319
1320/* vim: set shiftwidth=4 tabstop=8: */