| 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 | |
| 16 | enum { |
| 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 | |
| 25 | struct game_params { |
| 26 | int ncolours, npegs, nguesses; |
| 27 | }; |
| 28 | |
| 29 | #define FEEDBACK_CORRECTPLACE 1 |
| 30 | #define FEEDBACK_CORRECTCOLOUR 2 |
| 31 | |
| 32 | typedef struct pegrow { |
| 33 | int npegs; |
| 34 | int *pegs; /* 0 is 'empty' */ |
| 35 | int *feedback; /* may well be unused */ |
| 36 | } *pegrow; |
| 37 | |
| 38 | struct 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 | |
| 47 | static 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 | |
| 59 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 60 | { |
| 61 | return FALSE; |
| 62 | } |
| 63 | |
| 64 | static void free_params(game_params *params) |
| 65 | { |
| 66 | sfree(params); |
| 67 | } |
| 68 | |
| 69 | static 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 | |
| 76 | static 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 | |
| 106 | static 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 | |
| 115 | static 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 | |
| 148 | static 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 | |
| 159 | static 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 | |
| 172 | static 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 | |
| 185 | static 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 | |
| 198 | static 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 | |
| 204 | static void free_pegrow(pegrow pegs) |
| 205 | { |
| 206 | sfree(pegs->pegs); |
| 207 | sfree(pegs->feedback); |
| 208 | sfree(pegs); |
| 209 | } |
| 210 | |
| 211 | static 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 | |
| 227 | static void game_free_aux_info(game_aux_info *aux) |
| 228 | { |
| 229 | assert(!"Shouldn't happen"); |
| 230 | } |
| 231 | |
| 232 | static 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 | |
| 241 | static 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 | |
| 264 | static 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 | |
| 278 | static 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 | |
| 290 | static 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 | |
| 298 | static char *game_text_format(game_state *state) |
| 299 | { |
| 300 | return NULL; |
| 301 | } |
| 302 | |
| 303 | struct 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 | |
| 313 | static 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 | |
| 323 | static void free_ui(game_ui *ui) |
| 324 | { |
| 325 | free_pegrow(ui->curr_pegs); |
| 326 | sfree(ui->holds); |
| 327 | sfree(ui); |
| 328 | } |
| 329 | |
| 330 | static 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 | |
| 374 | struct 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 | |
| 398 | static 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 | |
| 412 | static 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 | |
| 452 | static 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 | |
| 486 | static 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 | |
| 604 | static 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 | |
| 642 | *x = (int)ceil((double)ds->pegsz * hmul); |
| 643 | *y = (int)ceil((double)ds->pegsz * vmul); |
| 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 | |
| 663 | static 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 | |
| 745 | static 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 | |
| 773 | static 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 | |
| 787 | static 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 | draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col); |
| 792 | } else |
| 793 | draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); |
| 794 | draw_update(fe, cx, cy, PEGSZ, PEGSZ); |
| 795 | } |
| 796 | |
| 797 | static void guess_redraw(frontend *fe, game_drawstate *ds, int guess, |
| 798 | pegrow src, int force) |
| 799 | { |
| 800 | pegrow dest; |
| 801 | int rowx, rowy, i, scol; |
| 802 | |
| 803 | if (guess == -1) { |
| 804 | dest = ds->solution; |
| 805 | rowx = SOLN_OX; |
| 806 | rowy = SOLN_OY; |
| 807 | } else { |
| 808 | dest = ds->guesses[guess]; |
| 809 | rowx = GUESS_X(guess,0); |
| 810 | rowy = GUESS_Y(guess,0); |
| 811 | } |
| 812 | if (src) assert(src->npegs == dest->npegs); |
| 813 | |
| 814 | for (i = 0; i < dest->npegs; i++) { |
| 815 | scol = src ? src->pegs[i] : 0; |
| 816 | if ((dest->pegs[i] != scol) || force) |
| 817 | draw_peg(fe, ds, rowx + PEGOFF * i, rowy, scol); |
| 818 | dest->pegs[i] = scol; |
| 819 | } |
| 820 | } |
| 821 | |
| 822 | static void hint_redraw(frontend *fe, game_drawstate *ds, int guess, |
| 823 | pegrow src, int force, int emptycol) |
| 824 | { |
| 825 | pegrow dest = ds->guesses[guess]; |
| 826 | int rowx, rowy, i, scol, col, hintlen; |
| 827 | |
| 828 | if (src) assert(src->npegs == dest->npegs); |
| 829 | |
| 830 | hintlen = (dest->npegs + 1)/2; |
| 831 | |
| 832 | for (i = 0; i < dest->npegs; i++) { |
| 833 | scol = src ? src->feedback[i] : 0; |
| 834 | col = (scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE : |
| 835 | (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : emptycol; |
| 836 | if ((scol != dest->feedback[i]) || force) { |
| 837 | rowx = HINT_X(guess); |
| 838 | rowy = HINT_Y(guess); |
| 839 | if (i < hintlen) { |
| 840 | rowx += HINTOFF * i; |
| 841 | } else { |
| 842 | rowx += HINTOFF * (i - hintlen); |
| 843 | rowy += HINTOFF; |
| 844 | } |
| 845 | if (HINTRAD > 0) { |
| 846 | draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col); |
| 847 | draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col); |
| 848 | } else { |
| 849 | draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col); |
| 850 | } |
| 851 | draw_update(fe, rowx, rowy, HINTSZ, HINTSZ); |
| 852 | } |
| 853 | dest->feedback[i] = scol; |
| 854 | } |
| 855 | } |
| 856 | |
| 857 | static void hold_redraw(frontend *fe, game_drawstate *ds, int guess, int *src, int force) |
| 858 | { |
| 859 | int shold, col, ox, oy, i; |
| 860 | |
| 861 | if (guess >= ds->nguesses) |
| 862 | return; |
| 863 | |
| 864 | for (i = 0; i < ds->solution->npegs; i++) { |
| 865 | shold = src ? src[i] : 0; |
| 866 | col = shold ? COL_HOLD : COL_BACKGROUND; |
| 867 | if ((shold != ds->holds[i]) || force) { |
| 868 | ox = GUESS_X(guess, i); |
| 869 | oy = GUESS_Y(guess, i) + PEGSZ + ds->gapsz/2; |
| 870 | |
| 871 | draw_rect(fe, ox, oy, PEGSZ, 2, col); |
| 872 | draw_update(fe, ox, oy, PEGSZ, 2); |
| 873 | } |
| 874 | if (src) ds->holds[i] = shold; |
| 875 | } |
| 876 | } |
| 877 | |
| 878 | static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col) |
| 879 | { |
| 880 | int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4; |
| 881 | |
| 882 | draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col); |
| 883 | draw_update(fe, ox-off-1, oy, 2, PEGSZ); |
| 884 | } |
| 885 | |
| 886 | static void cur_redraw(frontend *fe, game_drawstate *ds, |
| 887 | int x, int y, int erase) |
| 888 | { |
| 889 | int cgap = ds->gapsz / 2; |
| 890 | int x1, y1, x2, y2, hi, lo; |
| 891 | |
| 892 | x1 = x-cgap; x2 = x+PEGSZ+cgap; |
| 893 | y1 = y-cgap; y2 = y+PEGSZ+cgap; |
| 894 | hi = erase ? COL_BACKGROUND : COL_HIGHLIGHT; |
| 895 | lo = erase ? COL_BACKGROUND : COL_LOWLIGHT; |
| 896 | |
| 897 | draw_line(fe, x1, y1, x2, y1, hi); |
| 898 | draw_line(fe, x2, y1, x2, y2, lo); |
| 899 | draw_line(fe, x2, y2, x1, y2, lo); |
| 900 | draw_line(fe, x1, y2, x1, y1, hi); |
| 901 | |
| 902 | draw_update(fe, x1, y1, x2, y2); |
| 903 | } |
| 904 | |
| 905 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 906 | game_state *state, int dir, game_ui *ui, |
| 907 | float animtime, float flashtime) |
| 908 | { |
| 909 | int i, cur_erase = 0, cur_draw = 0, new_move, last_go; |
| 910 | |
| 911 | new_move = (state->next_go != ds->next_go) || !ds->started; |
| 912 | last_go = (state->next_go == state->params.nguesses-1); |
| 913 | |
| 914 | if (!ds->started) { |
| 915 | draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND); |
| 916 | draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME); |
| 917 | draw_update(fe, 0, 0, ds->w, ds->h); |
| 918 | } |
| 919 | |
| 920 | if (ds->drag_col != 0) { |
| 921 | debug(("Loading from blitter.")); |
| 922 | blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy); |
| 923 | draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ); |
| 924 | } |
| 925 | |
| 926 | /* draw the colours */ |
| 927 | for (i = 0; i < state->params.ncolours; i++) { |
| 928 | if (ds->colours->pegs[i] != i+1) { |
| 929 | draw_peg(fe, ds, COL_X(i), COL_Y(i), i+1); |
| 930 | ds->colours->pegs[i] = i+1; |
| 931 | } |
| 932 | } |
| 933 | |
| 934 | /* draw the guesses (so far) and the hints */ |
| 935 | for (i = 0; i < state->params.nguesses; i++) { |
| 936 | if (state->next_go > i || state->solved) { |
| 937 | /* this info is stored in the game_state already */ |
| 938 | guess_redraw(fe, ds, i, state->guesses[i], 0); |
| 939 | hint_redraw(fe, ds, i, state->guesses[i], |
| 940 | i == (state->next_go-1) ? 1 : 0, COL_EMPTY); |
| 941 | } else if (state->next_go == i) { |
| 942 | /* this is the one we're on; the (incomplete) guess is |
| 943 | * stored in the game_ui. */ |
| 944 | guess_redraw(fe, ds, i, ui->curr_pegs, 0); |
| 945 | hint_redraw(fe, ds, i, NULL, 1, ui->markable ? COL_FLASH : COL_EMPTY); |
| 946 | } else { |
| 947 | /* we've not got here yet; it's blank. */ |
| 948 | guess_redraw(fe, ds, i, NULL, 0); |
| 949 | hint_redraw(fe, ds, i, NULL, 0, COL_EMPTY); |
| 950 | } |
| 951 | } |
| 952 | |
| 953 | /* draw the 'hold' markers */ |
| 954 | if (state->solved) { |
| 955 | hold_redraw(fe, ds, state->next_go, NULL, 1); |
| 956 | } else if (new_move) { |
| 957 | hold_redraw(fe, ds, ds->next_go, NULL, 1); |
| 958 | hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 1); |
| 959 | } else |
| 960 | hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 0); |
| 961 | |
| 962 | /* draw the 'current move' and 'able to mark' sign. */ |
| 963 | if (new_move) |
| 964 | currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND); |
| 965 | if (!state->solved) |
| 966 | currmove_redraw(fe, ds, state->next_go, COL_HOLD); |
| 967 | |
| 968 | /* draw the solution (or the big rectangle) */ |
| 969 | if ((state->solved != ds->solved) || !ds->started) { |
| 970 | draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H, |
| 971 | state->solved ? COL_BACKGROUND : COL_EMPTY); |
| 972 | draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); |
| 973 | } |
| 974 | if (state->solved) |
| 975 | guess_redraw(fe, ds, -1, state->solution, !ds->solved); |
| 976 | ds->solved = state->solved; |
| 977 | |
| 978 | if (ui->display_cur && !ds->display_cur) |
| 979 | cur_draw = 1; |
| 980 | else if (!ui->display_cur && ds->display_cur) |
| 981 | cur_erase = 1; |
| 982 | else if (ui->display_cur) { |
| 983 | if ((state->next_go != ds->next_go) || |
| 984 | (ui->peg_cur != ds->peg_cur) || |
| 985 | (ui->colour_cur != ds->colour_cur)) { |
| 986 | cur_erase = 1; |
| 987 | cur_draw = 1; |
| 988 | } |
| 989 | } |
| 990 | if (cur_erase) { |
| 991 | cur_redraw(fe, ds, COL_X(ds->colour_cur), COL_Y(ds->colour_cur), 1); |
| 992 | cur_redraw(fe, ds, |
| 993 | GUESS_X(ds->next_go, ds->peg_cur), GUESS_Y(ds->next_go, ds->peg_cur), 1); |
| 994 | } |
| 995 | if (cur_draw) { |
| 996 | cur_redraw(fe, ds, COL_X(ui->colour_cur), COL_Y(ui->colour_cur), 0); |
| 997 | cur_redraw(fe, ds, |
| 998 | GUESS_X(state->next_go, ui->peg_cur), GUESS_Y(state->next_go, ui->peg_cur), 0); |
| 999 | } |
| 1000 | ds->display_cur = ui->display_cur; |
| 1001 | ds->peg_cur = ui->peg_cur; |
| 1002 | ds->colour_cur = ui->colour_cur; |
| 1003 | ds->next_go = state->next_go; |
| 1004 | |
| 1005 | /* if ui->drag_col != 0, save the screen to the blitter, |
| 1006 | * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */ |
| 1007 | if (ui->drag_col != 0) { |
| 1008 | int ox = ui->drag_x - (PEGSZ/2); |
| 1009 | int oy = ui->drag_y - (PEGSZ/2); |
| 1010 | debug(("Saving to blitter at (%d,%d)", ox, oy)); |
| 1011 | blitter_save(fe, ds->blit_peg, ox, oy); |
| 1012 | draw_peg(fe, ds, ox, oy, ui->drag_col); |
| 1013 | |
| 1014 | ds->blit_ox = ox; ds->blit_oy = oy; |
| 1015 | } |
| 1016 | ds->drag_col = ui->drag_col; |
| 1017 | |
| 1018 | ds->started = 1; |
| 1019 | } |
| 1020 | |
| 1021 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1022 | int dir, game_ui *ui) |
| 1023 | { |
| 1024 | return 0.0F; |
| 1025 | } |
| 1026 | |
| 1027 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1028 | int dir, game_ui *ui) |
| 1029 | { |
| 1030 | return 0.0F; |
| 1031 | } |
| 1032 | |
| 1033 | static int game_wants_statusbar(void) |
| 1034 | { |
| 1035 | return FALSE; |
| 1036 | } |
| 1037 | |
| 1038 | static int game_timing_state(game_state *state) |
| 1039 | { |
| 1040 | return TRUE; |
| 1041 | } |
| 1042 | |
| 1043 | #ifdef COMBINED |
| 1044 | #define thegame guess |
| 1045 | #endif |
| 1046 | |
| 1047 | const struct game thegame = { |
| 1048 | "Guess", NULL, |
| 1049 | default_params, |
| 1050 | game_fetch_preset, |
| 1051 | decode_params, |
| 1052 | encode_params, |
| 1053 | free_params, |
| 1054 | dup_params, |
| 1055 | TRUE, game_configure, custom_params, |
| 1056 | validate_params, |
| 1057 | new_game_desc, |
| 1058 | game_free_aux_info, |
| 1059 | validate_desc, |
| 1060 | new_game, |
| 1061 | dup_game, |
| 1062 | free_game, |
| 1063 | TRUE, solve_game, |
| 1064 | FALSE, game_text_format, |
| 1065 | new_ui, |
| 1066 | free_ui, |
| 1067 | game_changed_state, |
| 1068 | make_move, |
| 1069 | game_size, |
| 1070 | game_colours, |
| 1071 | game_new_drawstate, |
| 1072 | game_free_drawstate, |
| 1073 | game_redraw, |
| 1074 | game_anim_length, |
| 1075 | game_flash_length, |
| 1076 | game_wants_statusbar, |
| 1077 | FALSE, game_timing_state, |
| 1078 | 0, /* mouse_priorities */ |
| 1079 | }; |
| 1080 | |
| 1081 | /* vim: set shiftwidth=4 tabstop=8: */ |