Factual and other corrections/additions to the Guess docs.
[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{
224 pegrow newpegs = snew(struct pegrow);
225
226 newpegs->npegs = pegs->npegs;
227 newpegs->pegs = snewn(newpegs->npegs, int);
228 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
229 newpegs->feedback = snewn(newpegs->npegs, int);
230 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
231
232 return newpegs;
233}
234
235static void invalidate_pegrow(pegrow pegs)
236{
237 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
238 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
239}
240
241static void free_pegrow(pegrow pegs)
242{
243 sfree(pegs->pegs);
244 sfree(pegs->feedback);
245 sfree(pegs);
246}
247
248static char *new_game_desc(game_params *params, random_state *rs,
249 game_aux_info **aux, int interactive)
250{
251 unsigned char *bmp = snewn(params->npegs, unsigned char);
252 char *ret;
c6203e43 253 int i, c;
254 pegrow colcount = new_pegrow(params->ncolours);
255
256 for (i = 0; i < params->npegs; i++) {
257newcol:
258 c = random_upto(rs, params->ncolours);
259 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
260 colcount->pegs[c]++;
261 bmp[i] = (unsigned char)(c+1);
262 }
74476385 263 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
264
265 ret = bin2hex(bmp, params->npegs);
266 sfree(bmp);
c6203e43 267 free_pegrow(colcount);
74476385 268 return ret;
269}
270
271static void game_free_aux_info(game_aux_info *aux)
272{
273 assert(!"Shouldn't happen");
274}
275
276static char *validate_desc(game_params *params, char *desc)
277{
c6203e43 278 unsigned char *bmp;
279 int i;
280
281 /* desc is just an (obfuscated) bitmap of the solution; check that
282 * it's the correct length and (when unobfuscated) contains only
283 * sensible colours. */
74476385 284 if (strlen(desc) != params->npegs * 2)
285 return "Game description is wrong length";
c6203e43 286 bmp = hex2bin(desc, params->npegs);
287 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
288 for (i = 0; i < params->npegs; i++) {
289 if (bmp[i] < 1 || bmp[i] > params->ncolours) {
290 sfree(bmp);
291 return "Game description is corrupted";
292 }
293 }
294 sfree(bmp);
295
74476385 296 return NULL;
297}
298
299static game_state *new_game(midend_data *me, game_params *params, char *desc)
300{
301 game_state *state = snew(game_state);
302 unsigned char *bmp;
303 int i;
304
305 state->params = *params;
306 state->guesses = snewn(params->nguesses, pegrow);
307 for (i = 0; i < params->nguesses; i++)
308 state->guesses[i] = new_pegrow(params->npegs);
309 state->solution = new_pegrow(params->npegs);
310
311 bmp = hex2bin(desc, params->npegs);
312 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
313 for (i = 0; i < params->npegs; i++)
314 state->solution->pegs[i] = (int)bmp[i];
315 sfree(bmp);
316
317 state->next_go = state->solved = 0;
318
319 return state;
320}
321
322static game_state *dup_game(game_state *state)
323{
324 game_state *ret = snew(game_state);
325 int i;
326
327 *ret = *state;
328 ret->guesses = snewn(state->params.nguesses, pegrow);
329 for (i = 0; i < state->params.nguesses; i++)
330 ret->guesses[i] = dup_pegrow(state->guesses[i]);
331 ret->solution = dup_pegrow(state->solution);
332
333 return ret;
334}
335
336static void free_game(game_state *state)
337{
338 int i;
339
340 free_pegrow(state->solution);
341 for (i = 0; i < state->params.nguesses; i++)
342 free_pegrow(state->guesses[i]);
343 sfree(state->guesses);
344
345 sfree(state);
346}
347
348static game_state *solve_game(game_state *state, game_state *currstate,
349 game_aux_info *aux, char **error)
350{
351 game_state *ret = dup_game(currstate);
352 ret->solved = 1;
353 return ret;
354}
355
356static char *game_text_format(game_state *state)
357{
358 return NULL;
359}
360
361struct game_ui {
362 pegrow curr_pegs; /* half-finished current move */
363 int *holds;
364 int colour_cur; /* position of up-down colour picker cursor */
365 int peg_cur; /* position of left-right peg picker cursor */
366 int display_cur, markable;
367
368 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
c6203e43 369 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
74476385 370};
371
372static game_ui *new_ui(game_state *state)
373{
374 game_ui *ui = snew(struct game_ui);
375 memset(ui, 0, sizeof(struct game_ui));
376 ui->curr_pegs = new_pegrow(state->params.npegs);
377 ui->holds = snewn(state->params.npegs, int);
378 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
c6203e43 379 ui->drag_opeg = -1;
74476385 380 return ui;
381}
382
383static void free_ui(game_ui *ui)
384{
385 free_pegrow(ui->curr_pegs);
386 sfree(ui->holds);
387 sfree(ui);
388}
389
390static void game_changed_state(game_ui *ui, game_state *oldstate,
391 game_state *newstate)
392{
393 int i;
394
395 /* just clear the row-in-progress when we have an undo/redo. */
396 for (i = 0; i < ui->curr_pegs->npegs; i++)
397 ui->curr_pegs->pegs[i] = 0;
398}
399
400#define PEGSZ (ds->pegsz)
401#define PEGOFF (ds->pegsz + ds->gapsz)
402#define HINTSZ (ds->hintsz)
403#define HINTOFF (ds->hintsz + ds->gapsz)
404
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
440 int *holds;
441
442 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
443 int pegrad, hintrad; /* radius of peg, hint */
444 int border;
445 int colx, coly; /* origin of colours vertical bar */
446 int guessx, guessy; /* origin of guesses */
447 int solnx, solny; /* origin of solution */
448 int hintw; /* no. of hint tiles we're wide per row */
449 int w, h, started, solved;
450
451 int colour_cur, peg_cur, display_cur; /* as in game_ui. */
452 int next_go;
453
454 blitter *blit_peg;
455 int drag_col, blit_ox, blit_oy;
456};
457
c6203e43 458static int is_markable(game_params *params, pegrow pegs)
74476385 459{
c6203e43 460 int i, nset = 0, nrequired, ret = 0;
461 pegrow colcount = new_pegrow(params->ncolours);
74476385 462
c6203e43 463 nrequired = params->allow_blank ? 1 : params->npegs;
464
465 for (i = 0; i < params->npegs; i++) {
466 if (pegs->pegs[i] > 0) {
467 colcount->pegs[pegs->pegs[i]]++;
468 nset++;
469 }
470 }
471 if (nset < nrequired) goto done;
74476385 472
c6203e43 473 if (!params->allow_multiple) {
474 for (i = 0; i < params->ncolours; i++) {
475 if (colcount->pegs[i] > 1) goto done;
476 }
74476385 477 }
c6203e43 478 ret = 1;
479done:
480 free_pegrow(colcount);
481 return ret;
482}
483
484static void set_peg(game_params *params, game_ui *ui, int peg, int col)
485{
486 ui->curr_pegs->pegs[peg] = col;
487 ui->markable = is_markable(params, ui->curr_pegs);
74476385 488}
489
490static int mark_pegs(pegrow guess, pegrow solution, int ncols)
491{
492 int nc_place = 0, nc_colour = 0, i, j;
493
494 assert(guess && solution && (guess->npegs == solution->npegs));
495
496 for (i = 0; i < guess->npegs; i++) {
497 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
498 }
499
500 /* slight bit of cleverness: we have the following formula, from
501 * http://mathworld.wolfram.com/Mastermind.html that gives:
502 *
503 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
504 *
505 * I think this is due to Knuth.
506 */
507 for (i = 1; i <= ncols; i++) {
508 int n_guess = 0, n_solution = 0;
509 for (j = 0; j < guess->npegs; j++) {
510 if (guess->pegs[j] == i) n_guess++;
511 if (solution->pegs[j] == i) n_solution++;
512 }
513 nc_colour += min(n_guess, n_solution);
514 }
515 nc_colour -= nc_place;
516
517 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
518 guess->npegs, nc_place, nc_colour));
519 assert((nc_colour + nc_place) <= guess->npegs);
520
521 memset(guess->feedback, 0, guess->npegs*sizeof(int));
522 for (i = 0, j = 0; i < nc_place; i++)
523 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
524 for (i = 0; i < nc_colour; i++)
525 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
526
527 return nc_place;
528}
529
530static game_state *mark_move(game_state *from, game_ui *ui)
531{
532 int i, ncleared = 0, nc_place;
533 game_state *to = dup_game(from);
534
535 for (i = 0; i < to->solution->npegs; i++) {
536 to->guesses[from->next_go]->pegs[i] = ui->curr_pegs->pegs[i];
537 }
538 nc_place = mark_pegs(to->guesses[from->next_go], to->solution, to->params.ncolours);
539
540 if (nc_place == to->solution->npegs) {
541 to->solved = 1; /* win! */
542 } else {
543 to->next_go = from->next_go + 1;
544 if (to->next_go >= to->params.nguesses)
545 to->solved = 1; /* 'lose' so we show the pegs. */
546 }
547
548 for (i = 0; i < to->solution->npegs; i++) {
549 if (!ui->holds[i] || to->solved) {
550 ui->curr_pegs->pegs[i] = 0;
551 ncleared++;
552 }
553 if (to->solved) ui->holds[i] = 0;
554 }
c6203e43 555 ui->markable = is_markable(&from->params, ui->curr_pegs);
556 if (!ui->markable && ui->peg_cur == to->solution->npegs)
557 ui->peg_cur--;
74476385 558
559 return to;
560}
561
562static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
563 int x, int y, int button)
564{
565 int over_col = 0; /* one-indexed */
566 int over_guess = -1; /* zero-indexed */
e98cc9b7 567 int over_past_guess_y = -1; /* zero-indexed */
568 int over_past_guess_x = -1; /* zero-indexed */
74476385 569 int over_hint = 0; /* zero or one */
570 game_state *ret = NULL;
571
572 int guess_ox = GUESS_X(from->next_go, 0);
573 int guess_oy = GUESS_Y(from->next_go, 0);
574
575 if (from->solved) return NULL;
576
577 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
578 y >= COL_OY && y <= (COL_OY + COL_H)) {
579 over_col = ((y - COL_OY) / PEGOFF) + 1;
580 } else if (x >= guess_ox &&
581 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
582 if (x <= (guess_ox + GUESS_W)) {
583 over_guess = (x - guess_ox) / PEGOFF;
584 } else {
585 over_hint = 1;
586 }
e98cc9b7 587 } else if (x >= guess_ox &&
588 y >= GUESS_OY && y < guess_oy) {
589 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
590 over_past_guess_x = (x - guess_ox) / PEGOFF;
74476385 591 }
e98cc9b7 592 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
c6203e43 593 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
594 over_past_guess_x, over_past_guess_y));
74476385 595
596 assert(ds->blit_peg);
597
598 /* mouse input */
599 if (button == LEFT_BUTTON) {
600 if (over_col > 0) {
601 ui->drag_col = over_col;
c6203e43 602 ui->drag_opeg = -1;
74476385 603 debug(("Start dragging from colours"));
604 } else if (over_guess > -1) {
605 int col = ui->curr_pegs->pegs[over_guess];
606 if (col) {
607 ui->drag_col = col;
c6203e43 608 ui->drag_opeg = over_guess;
74476385 609 debug(("Start dragging from a guess"));
610 }
e98cc9b7 611 } else if (over_past_guess_y > -1) {
612 int col =
613 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
614 if (col) {
615 ui->drag_col = col;
c6203e43 616 ui->drag_opeg = -1;
e98cc9b7 617 debug(("Start dragging from a past guess"));
618 }
74476385 619 }
620 if (ui->drag_col) {
621 ui->drag_x = x;
622 ui->drag_y = y;
623 debug(("Start dragging, col = %d, (%d,%d)",
624 ui->drag_col, ui->drag_x, ui->drag_y));
625 ret = from;
626 }
627 } else if (button == LEFT_DRAG && ui->drag_col) {
628 ui->drag_x = x;
629 ui->drag_y = y;
630 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
631 ret = from;
632 } else if (button == LEFT_RELEASE && ui->drag_col) {
633 if (over_guess > -1) {
634 debug(("Dropping colour %d onto guess peg %d",
635 ui->drag_col, over_guess));
c6203e43 636 set_peg(&from->params, ui, over_guess, ui->drag_col);
637 } else {
638 if (ui->drag_opeg > -1) {
639 debug(("Removing colour %d from peg %d",
640 ui->drag_col, ui->drag_opeg));
641 set_peg(&from->params, ui, ui->drag_opeg, 0);
642 }
74476385 643 }
644 ui->drag_col = 0;
c6203e43 645 ui->drag_opeg = -1;
74476385 646 debug(("Stop dragging."));
647 ret = from;
648 } else if (button == RIGHT_BUTTON) {
649 if (over_guess > -1) {
650 /* we use ths feedback in the game_ui to signify
651 * 'carry this peg to the next guess as well'. */
652 ui->holds[over_guess] = 1 - ui->holds[over_guess];
653 ret = from;
654 }
655 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
656 /* NB this won't trigger if on the end of a drag; that's on
657 * purpose, in case you drop by mistake... */
658 ret = mark_move(from, ui);
659 }
660
661 /* keyboard input */
662 if (button == CURSOR_UP || button == CURSOR_DOWN) {
663 ui->display_cur = 1;
664 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
665 ui->colour_cur++;
666 if (button == CURSOR_UP && ui->colour_cur > 0)
667 ui->colour_cur--;
668 ret = from;
669 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
670 int maxcur = from->params.npegs;
671 if (ui->markable) maxcur++;
672
673 ui->display_cur = 1;
674 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
675 ui->peg_cur++;
676 if (button == CURSOR_LEFT && ui->peg_cur > 0)
677 ui->peg_cur--;
678 ret = from;
679 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
680 button == '\n') {
681 if (ui->peg_cur == from->params.npegs) {
682 ret = mark_move(from, ui);
683 } else {
c6203e43 684 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
74476385 685 ret = from;
686 }
687 }
688 return ret;
689}
690
691/* ----------------------------------------------------------------------
692 * Drawing routines.
693 */
694
695#define PEG_PREFER_SZ 32
696
697/* next three are multipliers for pegsz. It will look much nicer if
698 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
699#define PEG_GAP 0.10
700#define PEG_HINT 0.35
701
702#define BORDER 0.5
703
704static void game_size(game_params *params, game_drawstate *ds,
705 int *x, int *y, int expand)
706{
707 double hmul, vmul_c, vmul_g, vmul, szx, szy;
708 int sz, colh, guessh;
709
710 hmul = BORDER * 2.0 + /* border */
711 1.0 * 2.0 + /* vertical colour bar */
712 1.0 * params->npegs + /* guess pegs */
713 PEG_GAP * params->npegs + /* guess gaps */
714 PEG_HINT * ds->hintw + /* hint pegs */
715 PEG_GAP * (ds->hintw - 1); /* hint gaps */
716
717 vmul_c = BORDER * 2.0 + /* border */
718 1.0 * params->ncolours + /* colour pegs */
719 PEG_GAP * (params->ncolours - 1); /* colour gaps */
720
721 vmul_g = BORDER * 2.0 + /* border */
722 1.0 * (params->nguesses + 1) + /* guesses plus solution */
723 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
724
725 vmul = max(vmul_c, vmul_g);
726
727 szx = *x / hmul;
728 szy = *y / vmul;
729 sz = max(min((int)szx, (int)szy), 1);
730 if (expand)
731 ds->pegsz = sz;
732 else
733 ds->pegsz = min(sz, PEG_PREFER_SZ);
734
735 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
736 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
737 ds->border = (int)((double)ds->pegsz * BORDER);
738
739 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
740 ds->hintrad = (ds->hintsz-1)/2;
741
813ca264 742 *x = (int)ceil((double)ds->pegsz * hmul);
743 *y = (int)ceil((double)ds->pegsz * vmul);
74476385 744 ds->w = *x; ds->h = *y;
745
746 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
747 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
748 guessh += ds->gapsz + ds->pegsz; /* solution */
749
750 ds->colx = ds->border;
751 ds->coly = (*y - colh) / 2;
752
753 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
754 ds->guessy = (*y - guessh) / 2;
755 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
756
757 if (ds->pegsz > 0) {
758 if (ds->blit_peg) blitter_free(ds->blit_peg);
759 ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
760 }
761}
762
763static float *game_colours(frontend *fe, game_state *state, int *ncolours)
764{
765 float *ret = snewn(3 * NCOLOURS, float);
766
767 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
768
e98cc9b7 769 /* red */
770 ret[COL_1 * 3 + 0] = 1.0F;
74476385 771 ret[COL_1 * 3 + 1] = 0.0F;
e98cc9b7 772 ret[COL_1 * 3 + 2] = 0.0F;
74476385 773
e98cc9b7 774 /* yellow (toned down a bit due to pale grey background) */
775 ret[COL_2 * 3 + 0] = 0.7F;
776 ret[COL_2 * 3 + 1] = 0.7F;
74476385 777 ret[COL_2 * 3 + 2] = 0.0F;
778
e98cc9b7 779 /* green (also toned down) */
780 ret[COL_3 * 3 + 0] = 0.0F;
781 ret[COL_3 * 3 + 1] = 0.5F;
74476385 782 ret[COL_3 * 3 + 2] = 0.0F;
783
e98cc9b7 784 /* blue */
785 ret[COL_4 * 3 + 0] = 0.0F;
786 ret[COL_4 * 3 + 1] = 0.0F;
787 ret[COL_4 * 3 + 2] = 1.0F;
74476385 788
e98cc9b7 789 /* orange */
74476385 790 ret[COL_5 * 3 + 0] = 1.0F;
e98cc9b7 791 ret[COL_5 * 3 + 1] = 0.5F;
792 ret[COL_5 * 3 + 2] = 0.0F;
793
794 /* purple */
795 ret[COL_6 * 3 + 0] = 0.5F;
796 ret[COL_6 * 3 + 1] = 0.0F;
797 ret[COL_6 * 3 + 2] = 0.7F;
798
799 /* brown */
800 ret[COL_7 * 3 + 0] = 0.4F;
801 ret[COL_7 * 3 + 1] = 0.2F;
802 ret[COL_7 * 3 + 2] = 0.2F;
803
804 /* light blue */
805 ret[COL_8 * 3 + 0] = 0.4F;
806 ret[COL_8 * 3 + 1] = 0.7F;
807 ret[COL_8 * 3 + 2] = 1.0F;
808
809 /* light green */
810 ret[COL_9 * 3 + 0] = 0.5F;
811 ret[COL_9 * 3 + 1] = 0.8F;
74476385 812 ret[COL_9 * 3 + 2] = 0.5F;
813
e98cc9b7 814 /* pink */
74476385 815 ret[COL_10 * 3 + 0] = 1.0F;
e98cc9b7 816 ret[COL_10 * 3 + 1] = 0.6F;
74476385 817 ret[COL_10 * 3 + 2] = 1.0F;
818
819 ret[COL_FRAME * 3 + 0] = 0.0F;
820 ret[COL_FRAME * 3 + 1] = 0.0F;
821 ret[COL_FRAME * 3 + 2] = 0.0F;
822
c6203e43 823 ret[COL_CURSOR * 3 + 0] = 0.0F;
824 ret[COL_CURSOR * 3 + 1] = 0.0F;
825 ret[COL_CURSOR * 3 + 2] = 0.0F;
74476385 826
827 ret[COL_FLASH * 3 + 0] = 0.5F;
828 ret[COL_FLASH * 3 + 1] = 1.0F;
829 ret[COL_FLASH * 3 + 2] = 1.0F;
830
831 ret[COL_HOLD * 3 + 0] = 1.0F;
832 ret[COL_HOLD * 3 + 1] = 0.5F;
833 ret[COL_HOLD * 3 + 2] = 0.5F;
834
835 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
836 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
837 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
838
e98cc9b7 839 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
74476385 840 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
841 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
842
843 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
844 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
845 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
846
847 *ncolours = NCOLOURS;
848 return ret;
849}
850
851static game_drawstate *game_new_drawstate(game_state *state)
852{
853 struct game_drawstate *ds = snew(struct game_drawstate);
854 int i;
855
856 memset(ds, 0, sizeof(struct game_drawstate));
857
858 ds->guesses = snewn(state->params.nguesses, pegrow);
859 ds->nguesses = state->params.nguesses;
860 for (i = 0; i < state->params.nguesses; i++) {
861 ds->guesses[i] = new_pegrow(state->params.npegs);
862 invalidate_pegrow(ds->guesses[i]);
863 }
864 ds->solution = new_pegrow(state->params.npegs);
865 invalidate_pegrow(ds->solution);
866 ds->colours = new_pegrow(state->params.ncolours);
867 invalidate_pegrow(ds->colours);
868
869 ds->hintw = (state->params.npegs+1)/2; /* must round up */
870
871 ds->holds = snewn(state->params.npegs, int);
872 memset(ds->holds, 0, state->params.npegs*sizeof(int));
873
874 ds->blit_peg = NULL;
875
876 return ds;
877}
878
879static void game_free_drawstate(game_drawstate *ds)
880{
881 int i;
882
883 if (ds->blit_peg) blitter_free(ds->blit_peg);
884 free_pegrow(ds->colours);
885 free_pegrow(ds->solution);
886 for (i = 0; i < ds->nguesses; i++)
887 free_pegrow(ds->guesses[i]);
888 sfree(ds->holds);
889 sfree(ds->guesses);
890 sfree(ds);
891}
892
385f402f 893static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
894 int moving, int col)
74476385 895{
385f402f 896 /*
897 * Some platforms antialias circles, which means we shouldn't
898 * overwrite a circle of one colour with a circle of another
899 * colour without erasing the background first. However, if the
900 * peg is the one being dragged, we don't erase the background
901 * because we _want_ it to alpha-blend nicely into whatever's
902 * behind it.
903 */
904 if (!moving)
4189cd75 905 draw_rect(fe, cx-1, cy-1, PEGSZ+2, PEGSZ+2, COL_BACKGROUND);
28094c81 906 if (PEGRAD > 0) {
74476385 907 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
28094c81 908 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
909 } else
74476385 910 draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
911 draw_update(fe, cx, cy, PEGSZ, PEGSZ);
912}
913
914static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
915 pegrow src, int force)
916{
917 pegrow dest;
918 int rowx, rowy, i, scol;
919
920 if (guess == -1) {
921 dest = ds->solution;
922 rowx = SOLN_OX;
923 rowy = SOLN_OY;
924 } else {
925 dest = ds->guesses[guess];
926 rowx = GUESS_X(guess,0);
927 rowy = GUESS_Y(guess,0);
928 }
929 if (src) assert(src->npegs == dest->npegs);
930
931 for (i = 0; i < dest->npegs; i++) {
932 scol = src ? src->pegs[i] : 0;
933 if ((dest->pegs[i] != scol) || force)
385f402f 934 draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol);
74476385 935 dest->pegs[i] = scol;
936 }
937}
938
939static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
940 pegrow src, int force, int emptycol)
941{
942 pegrow dest = ds->guesses[guess];
943 int rowx, rowy, i, scol, col, hintlen;
944
945 if (src) assert(src->npegs == dest->npegs);
946
947 hintlen = (dest->npegs + 1)/2;
948
949 for (i = 0; i < dest->npegs; i++) {
950 scol = src ? src->feedback[i] : 0;
951 col = (scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
952 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : emptycol;
953 if ((scol != dest->feedback[i]) || force) {
954 rowx = HINT_X(guess);
955 rowy = HINT_Y(guess);
956 if (i < hintlen) {
957 rowx += HINTOFF * i;
958 } else {
959 rowx += HINTOFF * (i - hintlen);
960 rowy += HINTOFF;
961 }
385f402f 962 /* erase background for antialiasing platforms */
4189cd75 963 draw_rect(fe, rowx-1, rowy-1, HINTSZ+2, HINTSZ+2, COL_BACKGROUND);
28094c81 964 if (HINTRAD > 0) {
74476385 965 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
28094c81 966 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
967 } else {
74476385 968 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
28094c81 969 }
74476385 970 draw_update(fe, rowx, rowy, HINTSZ, HINTSZ);
971 }
972 dest->feedback[i] = scol;
973 }
974}
975
976static void hold_redraw(frontend *fe, game_drawstate *ds, int guess, int *src, int force)
977{
978 int shold, col, ox, oy, i;
979
980 if (guess >= ds->nguesses)
981 return;
982
983 for (i = 0; i < ds->solution->npegs; i++) {
984 shold = src ? src[i] : 0;
985 col = shold ? COL_HOLD : COL_BACKGROUND;
986 if ((shold != ds->holds[i]) || force) {
987 ox = GUESS_X(guess, i);
988 oy = GUESS_Y(guess, i) + PEGSZ + ds->gapsz/2;
989
990 draw_rect(fe, ox, oy, PEGSZ, 2, col);
991 draw_update(fe, ox, oy, PEGSZ, 2);
992 }
993 if (src) ds->holds[i] = shold;
994 }
995}
996
997static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col)
998{
999 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1000
1001 draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col);
1002 draw_update(fe, ox-off-1, oy, 2, PEGSZ);
1003}
1004
1005static void cur_redraw(frontend *fe, game_drawstate *ds,
1006 int x, int y, int erase)
1007{
1008 int cgap = ds->gapsz / 2;
74476385 1009
c6203e43 1010 draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+cgap, 0,
1011 erase ? COL_BACKGROUND : COL_CURSOR);
74476385 1012
c6203e43 1013 draw_update(fe, x-cgap, y-cgap, x+PEGSZ+cgap, y+PEGSZ+cgap);
74476385 1014}
1015
1016static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1017 game_state *state, int dir, game_ui *ui,
1018 float animtime, float flashtime)
1019{
1020 int i, cur_erase = 0, cur_draw = 0, new_move, last_go;
1021
1022 new_move = (state->next_go != ds->next_go) || !ds->started;
1023 last_go = (state->next_go == state->params.nguesses-1);
1024
1025 if (!ds->started) {
1026 draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1027 draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1028 draw_update(fe, 0, 0, ds->w, ds->h);
1029 }
1030
1031 if (ds->drag_col != 0) {
1032 debug(("Loading from blitter."));
1033 blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1034 draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1035 }
1036
1037 /* draw the colours */
1038 for (i = 0; i < state->params.ncolours; i++) {
1039 if (ds->colours->pegs[i] != i+1) {
385f402f 1040 draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
74476385 1041 ds->colours->pegs[i] = i+1;
1042 }
1043 }
1044
1045 /* draw the guesses (so far) and the hints */
1046 for (i = 0; i < state->params.nguesses; i++) {
1047 if (state->next_go > i || state->solved) {
1048 /* this info is stored in the game_state already */
1049 guess_redraw(fe, ds, i, state->guesses[i], 0);
1050 hint_redraw(fe, ds, i, state->guesses[i],
1051 i == (state->next_go-1) ? 1 : 0, COL_EMPTY);
1052 } else if (state->next_go == i) {
1053 /* this is the one we're on; the (incomplete) guess is
1054 * stored in the game_ui. */
1055 guess_redraw(fe, ds, i, ui->curr_pegs, 0);
1056 hint_redraw(fe, ds, i, NULL, 1, ui->markable ? COL_FLASH : COL_EMPTY);
1057 } else {
1058 /* we've not got here yet; it's blank. */
1059 guess_redraw(fe, ds, i, NULL, 0);
1060 hint_redraw(fe, ds, i, NULL, 0, COL_EMPTY);
1061 }
1062 }
1063
1064 /* draw the 'hold' markers */
1065 if (state->solved) {
1066 hold_redraw(fe, ds, state->next_go, NULL, 1);
1067 } else if (new_move) {
1068 hold_redraw(fe, ds, ds->next_go, NULL, 1);
1069 hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 1);
1070 } else
1071 hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 0);
1072
1073 /* draw the 'current move' and 'able to mark' sign. */
1074 if (new_move)
1075 currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
1076 if (!state->solved)
1077 currmove_redraw(fe, ds, state->next_go, COL_HOLD);
1078
1079 /* draw the solution (or the big rectangle) */
1080 if ((state->solved != ds->solved) || !ds->started) {
1081 draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1082 state->solved ? COL_BACKGROUND : COL_EMPTY);
1083 draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1084 }
1085 if (state->solved)
1086 guess_redraw(fe, ds, -1, state->solution, !ds->solved);
1087 ds->solved = state->solved;
1088
1089 if (ui->display_cur && !ds->display_cur)
1090 cur_draw = 1;
1091 else if (!ui->display_cur && ds->display_cur)
1092 cur_erase = 1;
1093 else if (ui->display_cur) {
1094 if ((state->next_go != ds->next_go) ||
1095 (ui->peg_cur != ds->peg_cur) ||
1096 (ui->colour_cur != ds->colour_cur)) {
1097 cur_erase = 1;
1098 cur_draw = 1;
1099 }
1100 }
1101 if (cur_erase) {
1102 cur_redraw(fe, ds, COL_X(ds->colour_cur), COL_Y(ds->colour_cur), 1);
1103 cur_redraw(fe, ds,
1104 GUESS_X(ds->next_go, ds->peg_cur), GUESS_Y(ds->next_go, ds->peg_cur), 1);
1105 }
1106 if (cur_draw) {
1107 cur_redraw(fe, ds, COL_X(ui->colour_cur), COL_Y(ui->colour_cur), 0);
1108 cur_redraw(fe, ds,
1109 GUESS_X(state->next_go, ui->peg_cur), GUESS_Y(state->next_go, ui->peg_cur), 0);
1110 }
1111 ds->display_cur = ui->display_cur;
1112 ds->peg_cur = ui->peg_cur;
1113 ds->colour_cur = ui->colour_cur;
1114 ds->next_go = state->next_go;
1115
1116 /* if ui->drag_col != 0, save the screen to the blitter,
1117 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1118 if (ui->drag_col != 0) {
1119 int ox = ui->drag_x - (PEGSZ/2);
1120 int oy = ui->drag_y - (PEGSZ/2);
1121 debug(("Saving to blitter at (%d,%d)", ox, oy));
1122 blitter_save(fe, ds->blit_peg, ox, oy);
385f402f 1123 draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
74476385 1124
1125 ds->blit_ox = ox; ds->blit_oy = oy;
1126 }
1127 ds->drag_col = ui->drag_col;
1128
1129 ds->started = 1;
1130}
1131
1132static float game_anim_length(game_state *oldstate, game_state *newstate,
1133 int dir, game_ui *ui)
1134{
1135 return 0.0F;
1136}
1137
1138static float game_flash_length(game_state *oldstate, game_state *newstate,
1139 int dir, game_ui *ui)
1140{
1141 return 0.0F;
1142}
1143
1144static int game_wants_statusbar(void)
1145{
1146 return FALSE;
1147}
1148
1149static int game_timing_state(game_state *state)
1150{
1151 return TRUE;
1152}
1153
1154#ifdef COMBINED
1155#define thegame guess
1156#endif
1157
1158const struct game thegame = {
61072f7b 1159 "Guess", "games.guess",
74476385 1160 default_params,
1161 game_fetch_preset,
1162 decode_params,
1163 encode_params,
1164 free_params,
1165 dup_params,
1166 TRUE, game_configure, custom_params,
1167 validate_params,
1168 new_game_desc,
1169 game_free_aux_info,
1170 validate_desc,
1171 new_game,
1172 dup_game,
1173 free_game,
1174 TRUE, solve_game,
1175 FALSE, game_text_format,
1176 new_ui,
1177 free_ui,
1178 game_changed_state,
1179 make_move,
1180 game_size,
1181 game_colours,
1182 game_new_drawstate,
1183 game_free_drawstate,
1184 game_redraw,
1185 game_anim_length,
1186 game_flash_length,
1187 game_wants_statusbar,
1188 FALSE, game_timing_state,
1189 0, /* mouse_priorities */
1190};
1191
1192/* vim: set shiftwidth=4 tabstop=8: */