2 * guess.c: Mastermind clone.
14 #define FLASH_FRAME 0.5F
18 COL_FRAME
, COL_CURSOR
, 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
,
26 int ncolours
, npegs
, nguesses
;
27 int allow_blank
, allow_multiple
;
30 #define FEEDBACK_CORRECTPLACE 1
31 #define FEEDBACK_CORRECTCOLOUR 2
33 typedef struct pegrow
{
35 int *pegs
; /* 0 is 'empty' */
36 int *feedback
; /* may well be unused */
41 pegrow
*guesses
; /* length params->nguesses */
44 int next_go
; /* from 0 to nguesses-1;
45 if next_go == nguesses then they've lost. */
49 static game_params
*default_params(void)
51 game_params
*ret
= snew(game_params
);
53 /* AFAIK this is the canonical Mastermind ruleset. */
59 ret
->allow_multiple
= 1;
64 static void free_params(game_params
*params
)
69 static game_params
*dup_params(game_params
*params
)
71 game_params
*ret
= snew(game_params
);
72 *ret
= *params
; /* structure copy */
80 {"Standard", {6, 4, 10, FALSE
, TRUE
}},
81 {"Super", {8, 5, 12, FALSE
, TRUE
}},
85 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
87 if (i
< 0 || i
>= lenof(guess_presets
))
90 *name
= dupstr(guess_presets
[i
].name
);
92 * get round annoying const issues
95 game_params tmp
= guess_presets
[i
].params
;
96 *params
= dup_params(&tmp
);
102 static void decode_params(game_params
*params
, char const *string
)
104 char const *p
= string
;
105 game_params
*defs
= default_params();
107 *params
= *defs
; free_params(defs
);
112 params
->ncolours
= atoi(p
);
113 while (*p
&& isdigit((unsigned char)*p
)) p
++;
117 params
->npegs
= atoi(p
);
118 while (*p
&& isdigit((unsigned char)*p
)) p
++;
122 params
->nguesses
= atoi(p
);
123 while (*p
&& isdigit((unsigned char)*p
)) p
++;
127 params
->allow_blank
= 1;
131 params
->allow_blank
= 0;
135 params
->allow_multiple
= 1;
139 params
->allow_multiple
= 0;
148 static char *encode_params(game_params
*params
, int full
)
152 sprintf(data
, "c%dp%dg%d%s%s",
153 params
->ncolours
, params
->npegs
, params
->nguesses
,
154 params
->allow_blank ?
"b" : "B", params
->allow_multiple ?
"m" : "M");
159 static config_item
*game_configure(game_params
*params
)
164 ret
= snewn(6, config_item
);
166 ret
[0].name
= "Colours";
167 ret
[0].type
= C_STRING
;
168 sprintf(buf
, "%d", params
->ncolours
);
169 ret
[0].sval
= dupstr(buf
);
172 ret
[1].name
= "Pegs per guess";
173 ret
[1].type
= C_STRING
;
174 sprintf(buf
, "%d", params
->npegs
);
175 ret
[1].sval
= dupstr(buf
);
178 ret
[2].name
= "Guesses";
179 ret
[2].type
= C_STRING
;
180 sprintf(buf
, "%d", params
->nguesses
);
181 ret
[2].sval
= dupstr(buf
);
184 ret
[3].name
= "Allow blanks";
185 ret
[3].type
= C_BOOLEAN
;
187 ret
[3].ival
= params
->allow_blank
;
189 ret
[4].name
= "Allow duplicates";
190 ret
[4].type
= C_BOOLEAN
;
192 ret
[4].ival
= params
->allow_multiple
;
202 static game_params
*custom_params(config_item
*cfg
)
204 game_params
*ret
= snew(game_params
);
206 ret
->ncolours
= atoi(cfg
[0].sval
);
207 ret
->npegs
= atoi(cfg
[1].sval
);
208 ret
->nguesses
= atoi(cfg
[2].sval
);
210 ret
->allow_blank
= cfg
[3].ival
;
211 ret
->allow_multiple
= cfg
[4].ival
;
216 static char *validate_params(game_params
*params
, int full
)
218 if (params
->ncolours
< 2 || params
->npegs
< 2)
219 return "Trivial solutions are uninteresting";
220 /* NB as well as the no. of colours we define, max(ncolours) must
221 * also fit in an unsigned char; see new_game_desc. */
222 if (params
->ncolours
> 10)
223 return "Too many colours";
224 if (params
->nguesses
< 1)
225 return "Must have at least one guess";
226 if (!params
->allow_multiple
&& params
->ncolours
< params
->npegs
)
227 return "Disallowing multiple colours requires at least as many colours as pegs";
231 static pegrow
new_pegrow(int npegs
)
233 pegrow pegs
= snew(struct pegrow
);
236 pegs
->pegs
= snewn(pegs
->npegs
, int);
237 memset(pegs
->pegs
, 0, pegs
->npegs
* sizeof(int));
238 pegs
->feedback
= snewn(pegs
->npegs
, int);
239 memset(pegs
->feedback
, 0, pegs
->npegs
* sizeof(int));
244 static pegrow
dup_pegrow(pegrow pegs
)
246 pegrow newpegs
= new_pegrow(pegs
->npegs
);
248 memcpy(newpegs
->pegs
, pegs
->pegs
, newpegs
->npegs
* sizeof(int));
249 memcpy(newpegs
->feedback
, pegs
->feedback
, newpegs
->npegs
* sizeof(int));
254 static void invalidate_pegrow(pegrow pegs
)
256 memset(pegs
->pegs
, -1, pegs
->npegs
* sizeof(int));
257 memset(pegs
->feedback
, -1, pegs
->npegs
* sizeof(int));
260 static void free_pegrow(pegrow pegs
)
263 sfree(pegs
->feedback
);
267 static char *new_game_desc(game_params
*params
, random_state
*rs
,
268 char **aux
, int interactive
)
270 unsigned char *bmp
= snewn(params
->npegs
, unsigned char);
273 pegrow colcount
= new_pegrow(params
->ncolours
);
275 for (i
= 0; i
< params
->npegs
; i
++) {
277 c
= random_upto(rs
, params
->ncolours
);
278 if (!params
->allow_multiple
&& colcount
->pegs
[c
]) goto newcol
;
280 bmp
[i
] = (unsigned char)(c
+1);
282 obfuscate_bitmap(bmp
, params
->npegs
*8, FALSE
);
284 ret
= bin2hex(bmp
, params
->npegs
);
286 free_pegrow(colcount
);
290 static char *validate_desc(game_params
*params
, char *desc
)
295 /* desc is just an (obfuscated) bitmap of the solution; check that
296 * it's the correct length and (when unobfuscated) contains only
297 * sensible colours. */
298 if (strlen(desc
) != params
->npegs
* 2)
299 return "Game description is wrong length";
300 bmp
= hex2bin(desc
, params
->npegs
);
301 obfuscate_bitmap(bmp
, params
->npegs
*8, TRUE
);
302 for (i
= 0; i
< params
->npegs
; i
++) {
303 if (bmp
[i
] < 1 || bmp
[i
] > params
->ncolours
) {
305 return "Game description is corrupted";
313 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
315 game_state
*state
= snew(game_state
);
319 state
->params
= *params
;
320 state
->guesses
= snewn(params
->nguesses
, pegrow
);
321 for (i
= 0; i
< params
->nguesses
; i
++)
322 state
->guesses
[i
] = new_pegrow(params
->npegs
);
323 state
->holds
= snewn(params
->npegs
, int);
324 state
->solution
= new_pegrow(params
->npegs
);
326 bmp
= hex2bin(desc
, params
->npegs
);
327 obfuscate_bitmap(bmp
, params
->npegs
*8, TRUE
);
328 for (i
= 0; i
< params
->npegs
; i
++)
329 state
->solution
->pegs
[i
] = (int)bmp
[i
];
332 memset(state
->holds
, 0, sizeof(int) * params
->npegs
);
333 state
->next_go
= state
->solved
= 0;
338 static game_state
*dup_game(game_state
*state
)
340 game_state
*ret
= snew(game_state
);
345 ret
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
346 for (i
= 0; i
< state
->params
.nguesses
; i
++)
347 ret
->guesses
[i
] = dup_pegrow(state
->guesses
[i
]);
348 ret
->holds
= snewn(state
->params
.npegs
, int);
349 memcpy(ret
->holds
, state
->holds
, sizeof(int) * state
->params
.npegs
);
350 ret
->solution
= dup_pegrow(state
->solution
);
355 static void free_game(game_state
*state
)
359 free_pegrow(state
->solution
);
360 for (i
= 0; i
< state
->params
.nguesses
; i
++)
361 free_pegrow(state
->guesses
[i
]);
363 sfree(state
->guesses
);
368 static char *solve_game(game_state
*state
, game_state
*currstate
,
369 char *aux
, char **error
)
374 static char *game_text_format(game_state
*state
)
379 static int is_markable(game_params
*params
, pegrow pegs
)
381 int i
, nset
= 0, nrequired
, ret
= 0;
382 pegrow colcount
= new_pegrow(params
->ncolours
);
384 nrequired
= params
->allow_blank ?
1 : params
->npegs
;
386 for (i
= 0; i
< params
->npegs
; i
++) {
387 int c
= pegs
->pegs
[i
];
389 colcount
->pegs
[c
-1]++;
393 if (nset
< nrequired
) goto done
;
395 if (!params
->allow_multiple
) {
396 for (i
= 0; i
< params
->ncolours
; i
++) {
397 if (colcount
->pegs
[i
] > 1) goto done
;
402 free_pegrow(colcount
);
408 pegrow curr_pegs
; /* half-finished current move */
410 int colour_cur
; /* position of up-down colour picker cursor */
411 int peg_cur
; /* position of left-right peg picker cursor */
412 int display_cur
, markable
;
414 int drag_col
, drag_x
, drag_y
; /* x and y are *center* of peg! */
415 int drag_opeg
; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
417 int show_labels
; /* label the colours with letters */
420 static game_ui
*new_ui(game_state
*state
)
422 game_ui
*ui
= snew(game_ui
);
423 memset(ui
, 0, sizeof(game_ui
));
424 ui
->params
= state
->params
; /* structure copy */
425 ui
->curr_pegs
= new_pegrow(state
->params
.npegs
);
426 ui
->holds
= snewn(state
->params
.npegs
, int);
427 memset(ui
->holds
, 0, sizeof(int)*state
->params
.npegs
);
432 static void free_ui(game_ui
*ui
)
434 free_pegrow(ui
->curr_pegs
);
439 static char *encode_ui(game_ui
*ui
)
445 * For this game it's worth storing the contents of the current
446 * guess, and the current set of holds.
448 ret
= snewn(40 * ui
->curr_pegs
->npegs
, char);
451 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
452 p
+= sprintf(p
, "%s%d%s", sep
, ui
->curr_pegs
->pegs
[i
],
453 ui
->holds
[i
] ?
"_" : "");
457 assert(p
- ret
< 40 * ui
->curr_pegs
->npegs
);
458 return sresize(ret
, p
- ret
, char);
461 static void decode_ui(game_ui
*ui
, char *encoding
)
465 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
466 ui
->curr_pegs
->pegs
[i
] = atoi(p
);
467 while (*p
&& isdigit((unsigned char)*p
)) p
++;
469 /* NB: old versions didn't store holds */
476 ui
->markable
= is_markable(&ui
->params
, ui
->curr_pegs
);
479 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
480 game_state
*newstate
)
484 /* Implement holds, clear other pegs.
485 * This does something that is arguably the Right Thing even
487 for (i
= 0; i
< newstate
->solution
->npegs
; i
++) {
488 if (newstate
->solved
)
491 ui
->holds
[i
] = newstate
->holds
[i
];
492 if (newstate
->solved
|| (newstate
->next_go
== 0) || !ui
->holds
[i
]) {
493 ui
->curr_pegs
->pegs
[i
] = 0;
495 ui
->curr_pegs
->pegs
[i
] =
496 newstate
->guesses
[newstate
->next_go
-1]->pegs
[i
];
498 ui
->markable
= is_markable(&newstate
->params
, ui
->curr_pegs
);
499 /* Clean up cursor position */
500 if (!ui
->markable
&& ui
->peg_cur
== newstate
->solution
->npegs
)
504 #define PEGSZ (ds->pegsz)
505 #define PEGOFF (ds->pegsz + ds->gapsz)
506 #define HINTSZ (ds->hintsz)
507 #define HINTOFF (ds->hintsz + ds->gapsz)
509 #define GAP (ds->gapsz)
510 #define CGAP (ds->gapsz / 2)
512 #define PEGRAD (ds->pegrad)
513 #define HINTRAD (ds->hintrad)
515 #define COL_OX (ds->colx)
516 #define COL_OY (ds->coly)
517 #define COL_X(c) (COL_OX)
518 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
520 #define COL_H (ds->colours->npegs*PEGOFF)
522 #define GUESS_OX (ds->guessx)
523 #define GUESS_OY (ds->guessy)
524 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
525 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
526 #define GUESS_W (ds->solution->npegs*PEGOFF)
527 #define GUESS_H (ds->nguesses*PEGOFF)
529 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
530 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
531 #define HINT_X(g) HINT_OX
532 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
533 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
534 #define HINT_H GUESS_H
536 #define SOLN_OX GUESS_OX
537 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
538 #define SOLN_W GUESS_W
539 #define SOLN_H PEGOFF
541 struct game_drawstate
{
543 pegrow
*guesses
; /* same size as state->guesses */
544 pegrow solution
; /* only displayed if state->solved */
545 pegrow colours
; /* length ncolours, not npegs */
547 int pegsz
, hintsz
, gapsz
; /* peg size (diameter), etc. */
548 int pegrad
, hintrad
; /* radius of peg, hint */
550 int colx
, coly
; /* origin of colours vertical bar */
551 int guessx
, guessy
; /* origin of guesses */
552 int solnx
, solny
; /* origin of solution */
553 int hintw
; /* no. of hint tiles we're wide per row */
554 int w
, h
, started
, solved
;
559 int drag_col
, blit_ox
, blit_oy
;
562 static void set_peg(game_params
*params
, game_ui
*ui
, int peg
, int col
)
564 ui
->curr_pegs
->pegs
[peg
] = col
;
565 ui
->markable
= is_markable(params
, ui
->curr_pegs
);
568 static int mark_pegs(pegrow guess
, pegrow solution
, int ncols
)
570 int nc_place
= 0, nc_colour
= 0, i
, j
;
572 assert(guess
&& solution
&& (guess
->npegs
== solution
->npegs
));
574 for (i
= 0; i
< guess
->npegs
; i
++) {
575 if (guess
->pegs
[i
] == solution
->pegs
[i
]) nc_place
++;
578 /* slight bit of cleverness: we have the following formula, from
579 * http://mathworld.wolfram.com/Mastermind.html that gives:
581 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
583 * I think this is due to Knuth.
585 for (i
= 1; i
<= ncols
; i
++) {
586 int n_guess
= 0, n_solution
= 0;
587 for (j
= 0; j
< guess
->npegs
; j
++) {
588 if (guess
->pegs
[j
] == i
) n_guess
++;
589 if (solution
->pegs
[j
] == i
) n_solution
++;
591 nc_colour
+= min(n_guess
, n_solution
);
593 nc_colour
-= nc_place
;
595 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
596 guess
->npegs
, nc_place
, nc_colour
));
597 assert((nc_colour
+ nc_place
) <= guess
->npegs
);
599 memset(guess
->feedback
, 0, guess
->npegs
*sizeof(int));
600 for (i
= 0, j
= 0; i
< nc_place
; i
++)
601 guess
->feedback
[j
++] = FEEDBACK_CORRECTPLACE
;
602 for (i
= 0; i
< nc_colour
; i
++)
603 guess
->feedback
[j
++] = FEEDBACK_CORRECTCOLOUR
;
608 static char *encode_move(game_state
*from
, game_ui
*ui
)
613 len
= ui
->curr_pegs
->npegs
* 20 + 2;
614 buf
= snewn(len
, char);
618 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
619 p
+= sprintf(p
, "%s%d%s", sep
, ui
->curr_pegs
->pegs
[i
],
620 ui
->holds
[i
] ?
"_" : "");
624 assert(p
- buf
<= len
);
625 buf
= sresize(buf
, len
, char);
630 static char *interpret_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
631 int x
, int y
, int button
)
633 int over_col
= 0; /* one-indexed */
634 int over_guess
= -1; /* zero-indexed */
635 int over_past_guess_y
= -1; /* zero-indexed */
636 int over_past_guess_x
= -1; /* zero-indexed */
637 int over_hint
= 0; /* zero or one */
640 int guess_ox
= GUESS_X(from
->next_go
, 0);
641 int guess_oy
= GUESS_Y(from
->next_go
, 0);
644 * Enable or disable labels on colours.
646 if (button
== 'l' || button
== 'L') {
647 ui
->show_labels
= !ui
->show_labels
;
651 if (from
->solved
) return NULL
;
653 if (x
>= COL_OX
&& x
<= (COL_OX
+ COL_W
) &&
654 y
>= COL_OY
&& y
<= (COL_OY
+ COL_H
)) {
655 over_col
= ((y
- COL_OY
) / PEGOFF
) + 1;
656 } else if (x
>= guess_ox
&&
657 y
>= guess_oy
&& y
<= (guess_oy
+ GUESS_H
)) {
658 if (x
<= (guess_ox
+ GUESS_W
)) {
659 over_guess
= (x
- guess_ox
) / PEGOFF
;
663 } else if (x
>= guess_ox
&& x
<= (guess_ox
+ GUESS_W
) &&
664 y
>= GUESS_OY
&& y
< guess_oy
) {
665 over_past_guess_y
= (y
- GUESS_OY
) / PEGOFF
;
666 over_past_guess_x
= (x
- guess_ox
) / PEGOFF
;
668 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
669 " over_past_guess (%d,%d)", over_col
, over_guess
, over_hint
,
670 over_past_guess_x
, over_past_guess_y
));
672 assert(ds
->blit_peg
);
675 if (button
== LEFT_BUTTON
) {
677 ui
->drag_col
= over_col
;
679 debug(("Start dragging from colours"));
680 } else if (over_guess
> -1) {
681 int col
= ui
->curr_pegs
->pegs
[over_guess
];
684 ui
->drag_opeg
= over_guess
;
685 debug(("Start dragging from a guess"));
687 } else if (over_past_guess_y
> -1) {
689 from
->guesses
[over_past_guess_y
]->pegs
[over_past_guess_x
];
693 debug(("Start dragging from a past guess"));
699 debug(("Start dragging, col = %d, (%d,%d)",
700 ui
->drag_col
, ui
->drag_x
, ui
->drag_y
));
703 } else if (button
== LEFT_DRAG
&& ui
->drag_col
) {
706 debug(("Keep dragging, (%d,%d)", ui
->drag_x
, ui
->drag_y
));
708 } else if (button
== LEFT_RELEASE
&& ui
->drag_col
) {
709 if (over_guess
> -1) {
710 debug(("Dropping colour %d onto guess peg %d",
711 ui
->drag_col
, over_guess
));
712 set_peg(&from
->params
, ui
, over_guess
, ui
->drag_col
);
714 if (ui
->drag_opeg
> -1) {
715 debug(("Removing colour %d from peg %d",
716 ui
->drag_col
, ui
->drag_opeg
));
717 set_peg(&from
->params
, ui
, ui
->drag_opeg
, 0);
723 debug(("Stop dragging."));
725 } else if (button
== RIGHT_BUTTON
) {
726 if (over_guess
> -1) {
727 /* we use ths feedback in the game_ui to signify
728 * 'carry this peg to the next guess as well'. */
729 ui
->holds
[over_guess
] = 1 - ui
->holds
[over_guess
];
732 } else if (button
== LEFT_RELEASE
&& over_hint
&& ui
->markable
) {
733 /* NB this won't trigger if on the end of a drag; that's on
734 * purpose, in case you drop by mistake... */
735 ret
= encode_move(from
, ui
);
739 if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
) {
741 if (button
== CURSOR_DOWN
&& (ui
->colour_cur
+1) < from
->params
.ncolours
)
743 if (button
== CURSOR_UP
&& ui
->colour_cur
> 0)
746 } else if (button
== CURSOR_LEFT
|| button
== CURSOR_RIGHT
) {
747 int maxcur
= from
->params
.npegs
;
748 if (ui
->markable
) maxcur
++;
751 if (button
== CURSOR_RIGHT
&& (ui
->peg_cur
+1) < maxcur
)
753 if (button
== CURSOR_LEFT
&& ui
->peg_cur
> 0)
756 } else if (button
== CURSOR_SELECT
|| button
== ' ' || button
== '\r' ||
759 if (ui
->peg_cur
== from
->params
.npegs
) {
760 ret
= encode_move(from
, ui
);
762 set_peg(&from
->params
, ui
, ui
->peg_cur
, ui
->colour_cur
+1);
765 } else if (button
== 'D' || button
== 'd' || button
== '\b') {
767 set_peg(&from
->params
, ui
, ui
->peg_cur
, 0);
769 } else if (button
== 'H' || button
== 'h') {
771 ui
->holds
[ui
->peg_cur
] = 1 - ui
->holds
[ui
->peg_cur
];
777 static game_state
*execute_move(game_state
*from
, char *move
)
783 if (!strcmp(move
, "S")) {
784 ret
= dup_game(from
);
787 } else if (move
[0] == 'G') {
790 ret
= dup_game(from
);
792 for (i
= 0; i
< from
->solution
->npegs
; i
++) {
794 int min_colour
= from
->params
.allow_blank?
0 : 1;
795 if (val
< min_colour
|| val
> from
->params
.ncolours
) {
799 ret
->guesses
[from
->next_go
]->pegs
[i
] = atoi(p
);
800 while (*p
&& isdigit((unsigned char)*p
)) p
++;
809 nc_place
= mark_pegs(ret
->guesses
[from
->next_go
], ret
->solution
, ret
->params
.ncolours
);
811 if (nc_place
== ret
->solution
->npegs
) {
812 ret
->solved
= 1; /* win! */
814 ret
->next_go
= from
->next_go
+ 1;
815 if (ret
->next_go
>= ret
->params
.nguesses
)
816 ret
->solved
= 1; /* 'lose' so we show the pegs. */
824 /* ----------------------------------------------------------------------
828 #define PEG_PREFER_SZ 32
830 /* next three are multipliers for pegsz. It will look much nicer if
831 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
833 #define PEG_HINT 0.35
837 static void game_compute_size(game_params
*params
, int tilesize
,
840 double hmul
, vmul_c
, vmul_g
, vmul
;
841 int hintw
= (params
->npegs
+1)/2;
843 hmul
= BORDER
* 2.0 + /* border */
844 1.0 * 2.0 + /* vertical colour bar */
845 1.0 * params
->npegs
+ /* guess pegs */
846 PEG_GAP
* params
->npegs
+ /* guess gaps */
847 PEG_HINT
* hintw
+ /* hint pegs */
848 PEG_GAP
* (hintw
- 1); /* hint gaps */
850 vmul_c
= BORDER
* 2.0 + /* border */
851 1.0 * params
->ncolours
+ /* colour pegs */
852 PEG_GAP
* (params
->ncolours
- 1); /* colour gaps */
854 vmul_g
= BORDER
* 2.0 + /* border */
855 1.0 * (params
->nguesses
+ 1) + /* guesses plus solution */
856 PEG_GAP
* (params
->nguesses
+ 1); /* gaps plus gap above soln */
858 vmul
= max(vmul_c
, vmul_g
);
860 *x
= (int)ceil((double)tilesize
* hmul
);
861 *y
= (int)ceil((double)tilesize
* vmul
);
864 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
865 game_params
*params
, int tilesize
)
869 ds
->pegsz
= tilesize
;
871 ds
->hintsz
= (int)((double)ds
->pegsz
* PEG_HINT
);
872 ds
->gapsz
= (int)((double)ds
->pegsz
* PEG_GAP
);
873 ds
->border
= (int)((double)ds
->pegsz
* BORDER
);
875 ds
->pegrad
= (ds
->pegsz
-1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
876 ds
->hintrad
= (ds
->hintsz
-1)/2;
878 colh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->ncolours
) - ds
->gapsz
;
879 guessh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
); /* guesses */
880 guessh
+= ds
->gapsz
+ ds
->pegsz
; /* solution */
882 game_compute_size(params
, tilesize
, &ds
->w
, &ds
->h
);
883 ds
->colx
= ds
->border
;
884 ds
->coly
= (ds
->h
- colh
) / 2;
886 ds
->guessx
= ds
->solnx
= ds
->border
+ ds
->pegsz
* 2; /* border + colours */
887 ds
->guessy
= (ds
->h
- guessh
) / 2;
888 ds
->solny
= ds
->guessy
+ ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
) + ds
->gapsz
;
890 assert(ds
->pegsz
> 0);
891 assert(!ds
->blit_peg
); /* set_size is never called twice */
892 ds
->blit_peg
= blitter_new(dr
, ds
->pegsz
, ds
->pegsz
);
895 static float *game_colours(frontend
*fe
, int *ncolours
)
897 float *ret
= snewn(3 * NCOLOURS
, float), max
;
900 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
903 ret
[COL_1
* 3 + 0] = 1.0F
;
904 ret
[COL_1
* 3 + 1] = 0.0F
;
905 ret
[COL_1
* 3 + 2] = 0.0F
;
908 ret
[COL_2
* 3 + 0] = 1.0F
;
909 ret
[COL_2
* 3 + 1] = 1.0F
;
910 ret
[COL_2
* 3 + 2] = 0.0F
;
913 ret
[COL_3
* 3 + 0] = 0.0F
;
914 ret
[COL_3
* 3 + 1] = 1.0F
;
915 ret
[COL_3
* 3 + 2] = 0.0F
;
918 ret
[COL_4
* 3 + 0] = 0.2F
;
919 ret
[COL_4
* 3 + 1] = 0.3F
;
920 ret
[COL_4
* 3 + 2] = 1.0F
;
923 ret
[COL_5
* 3 + 0] = 1.0F
;
924 ret
[COL_5
* 3 + 1] = 0.5F
;
925 ret
[COL_5
* 3 + 2] = 0.0F
;
928 ret
[COL_6
* 3 + 0] = 0.5F
;
929 ret
[COL_6
* 3 + 1] = 0.0F
;
930 ret
[COL_6
* 3 + 2] = 0.7F
;
933 ret
[COL_7
* 3 + 0] = 0.5F
;
934 ret
[COL_7
* 3 + 1] = 0.3F
;
935 ret
[COL_7
* 3 + 2] = 0.3F
;
938 ret
[COL_8
* 3 + 0] = 0.4F
;
939 ret
[COL_8
* 3 + 1] = 0.8F
;
940 ret
[COL_8
* 3 + 2] = 1.0F
;
943 ret
[COL_9
* 3 + 0] = 0.7F
;
944 ret
[COL_9
* 3 + 1] = 1.0F
;
945 ret
[COL_9
* 3 + 2] = 0.7F
;
948 ret
[COL_10
* 3 + 0] = 1.0F
;
949 ret
[COL_10
* 3 + 1] = 0.6F
;
950 ret
[COL_10
* 3 + 2] = 1.0F
;
952 ret
[COL_FRAME
* 3 + 0] = 0.0F
;
953 ret
[COL_FRAME
* 3 + 1] = 0.0F
;
954 ret
[COL_FRAME
* 3 + 2] = 0.0F
;
956 ret
[COL_CURSOR
* 3 + 0] = 0.0F
;
957 ret
[COL_CURSOR
* 3 + 1] = 0.0F
;
958 ret
[COL_CURSOR
* 3 + 2] = 0.0F
;
960 ret
[COL_FLASH
* 3 + 0] = 0.5F
;
961 ret
[COL_FLASH
* 3 + 1] = 1.0F
;
962 ret
[COL_FLASH
* 3 + 2] = 1.0F
;
964 ret
[COL_HOLD
* 3 + 0] = 1.0F
;
965 ret
[COL_HOLD
* 3 + 1] = 0.5F
;
966 ret
[COL_HOLD
* 3 + 2] = 0.5F
;
968 ret
[COL_CORRECTPLACE
*3 + 0] = 0.0F
;
969 ret
[COL_CORRECTPLACE
*3 + 1] = 0.0F
;
970 ret
[COL_CORRECTPLACE
*3 + 2] = 0.0F
;
972 ret
[COL_CORRECTCOLOUR
*3 + 0] = 1.0F
;
973 ret
[COL_CORRECTCOLOUR
*3 + 1] = 1.0F
;
974 ret
[COL_CORRECTCOLOUR
*3 + 2] = 1.0F
;
976 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
977 * (which we hard-code as white) from COL_BACKGROUND (which
978 * could default to white on some platforms).
979 * Code borrowed from fifteen.c. */
980 max
= ret
[COL_BACKGROUND
*3];
981 for (i
= 1; i
< 3; i
++)
982 if (ret
[COL_BACKGROUND
*3+i
] > max
)
983 max
= ret
[COL_BACKGROUND
*3+i
];
984 if (max
* 1.2F
> 1.0F
) {
985 for (i
= 0; i
< 3; i
++)
986 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
989 /* We also want to be able to tell the difference between BACKGROUND
990 * and EMPTY, for similar distinguishing-hint reasons. */
991 ret
[COL_EMPTY
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
992 ret
[COL_EMPTY
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
993 ret
[COL_EMPTY
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
995 *ncolours
= NCOLOURS
;
999 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1001 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1004 memset(ds
, 0, sizeof(struct game_drawstate
));
1006 ds
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
1007 ds
->nguesses
= state
->params
.nguesses
;
1008 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
1009 ds
->guesses
[i
] = new_pegrow(state
->params
.npegs
);
1010 invalidate_pegrow(ds
->guesses
[i
]);
1012 ds
->solution
= new_pegrow(state
->params
.npegs
);
1013 invalidate_pegrow(ds
->solution
);
1014 ds
->colours
= new_pegrow(state
->params
.ncolours
);
1015 invalidate_pegrow(ds
->colours
);
1017 ds
->hintw
= (state
->params
.npegs
+1)/2; /* must round up */
1019 ds
->blit_peg
= NULL
;
1024 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1028 if (ds
->blit_peg
) blitter_free(dr
, ds
->blit_peg
);
1029 free_pegrow(ds
->colours
);
1030 free_pegrow(ds
->solution
);
1031 for (i
= 0; i
< ds
->nguesses
; i
++)
1032 free_pegrow(ds
->guesses
[i
]);
1037 static void draw_peg(drawing
*dr
, game_drawstate
*ds
, int cx
, int cy
,
1038 int moving
, int labelled
, int col
)
1041 * Some platforms antialias circles, which means we shouldn't
1042 * overwrite a circle of one colour with a circle of another
1043 * colour without erasing the background first. However, if the
1044 * peg is the one being dragged, we don't erase the background
1045 * because we _want_ it to alpha-blend nicely into whatever's
1049 draw_rect(dr
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2,
1052 draw_circle(dr
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
,
1053 COL_EMPTY
+ col
, (col ? COL_FRAME
: COL_EMPTY
));
1055 draw_rect(dr
, cx
, cy
, PEGSZ
, PEGSZ
, COL_EMPTY
+ col
);
1057 if (labelled
&& col
) {
1059 buf
[0] = 'a'-1 + col
;
1061 draw_text(dr
, cx
+PEGRAD
, cy
+PEGRAD
, FONT_VARIABLE
, PEGRAD
,
1062 ALIGN_HCENTRE
|ALIGN_VCENTRE
, COL_FRAME
, buf
);
1065 draw_update(dr
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
1068 static void draw_cursor(drawing
*dr
, game_drawstate
*ds
, int x
, int y
)
1070 draw_circle(dr
, x
+PEGRAD
, y
+PEGRAD
, PEGRAD
+CGAP
, -1, COL_CURSOR
);
1072 draw_update(dr
, x
-CGAP
, y
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
1075 static void guess_redraw(drawing
*dr
, game_drawstate
*ds
, int guess
,
1076 pegrow src
, int *holds
, int cur_col
, int force
,
1080 int rowx
, rowy
, i
, scol
;
1083 dest
= ds
->solution
;
1087 dest
= ds
->guesses
[guess
];
1088 rowx
= GUESS_X(guess
,0);
1089 rowy
= GUESS_Y(guess
,0);
1091 if (src
) assert(src
->npegs
== dest
->npegs
);
1093 for (i
= 0; i
< dest
->npegs
; i
++) {
1094 scol
= src ? src
->pegs
[i
] : 0;
1097 if (holds
&& holds
[i
])
1101 if ((dest
->pegs
[i
] != scol
) || force
) {
1102 draw_peg(dr
, ds
, rowx
+ PEGOFF
* i
, rowy
, FALSE
, labelled
,
1107 draw_rect(dr
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
1108 PEGSZ
, 2, (scol
& 0x2000 ? COL_HOLD
: COL_BACKGROUND
));
1109 draw_update(dr
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
1112 draw_cursor(dr
, ds
, rowx
+ PEGOFF
* i
, rowy
);
1114 dest
->pegs
[i
] = scol
;
1118 static void hint_redraw(drawing
*dr
, game_drawstate
*ds
, int guess
,
1119 pegrow src
, int force
, int cursor
, int markable
)
1121 pegrow dest
= ds
->guesses
[guess
];
1122 int rowx
, rowy
, i
, scol
, col
, hintlen
;
1124 int emptycol
= (markable ? COL_FLASH
: COL_EMPTY
);
1126 if (src
) assert(src
->npegs
== dest
->npegs
);
1128 hintlen
= (dest
->npegs
+ 1)/2;
1131 * Because of the possible presence of the cursor around this
1132 * entire section, we redraw all or none of it but never part.
1134 need_redraw
= FALSE
;
1136 for (i
= 0; i
< dest
->npegs
; i
++) {
1137 scol
= src ? src
->feedback
[i
] : 0;
1138 if (i
== 0 && cursor
)
1140 if (i
== 0 && markable
)
1142 if ((scol
!= dest
->feedback
[i
]) || force
) {
1145 dest
->feedback
[i
] = scol
;
1149 int hinth
= HINTSZ
+ GAP
+ HINTSZ
;
1152 hx
= HINT_X(guess
)-GAP
; hy
= HINT_Y(guess
)-GAP
;
1153 hw
= HINT_W
+GAP
*2; hh
= hinth
+GAP
*2;
1155 /* erase a large background rectangle */
1156 draw_rect(dr
, hx
, hy
, hw
, hh
, COL_BACKGROUND
);
1158 for (i
= 0; i
< dest
->npegs
; i
++) {
1159 scol
= src ? src
->feedback
[i
] : 0;
1160 col
= ((scol
== FEEDBACK_CORRECTPLACE
) ? COL_CORRECTPLACE
:
1161 (scol
== FEEDBACK_CORRECTCOLOUR
) ? COL_CORRECTCOLOUR
:
1164 rowx
= HINT_X(guess
);
1165 rowy
= HINT_Y(guess
);
1167 rowx
+= HINTOFF
* i
;
1169 rowx
+= HINTOFF
* (i
- hintlen
);
1173 draw_circle(dr
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, col
,
1174 (col
== emptycol ? emptycol
: COL_FRAME
));
1176 draw_rect(dr
, rowx
, rowy
, HINTSZ
, HINTSZ
, col
);
1181 x1
= hx
+ CGAP
; y1
= hy
+ CGAP
;
1182 x2
= hx
+ hw
- CGAP
; y2
= hy
+ hh
- CGAP
;
1183 draw_line(dr
, x1
, y1
, x2
, y1
, COL_CURSOR
);
1184 draw_line(dr
, x2
, y1
, x2
, y2
, COL_CURSOR
);
1185 draw_line(dr
, x2
, y2
, x1
, y2
, COL_CURSOR
);
1186 draw_line(dr
, x1
, y2
, x1
, y1
, COL_CURSOR
);
1189 draw_update(dr
, hx
, hy
, hw
, hh
);
1193 static void currmove_redraw(drawing
*dr
, game_drawstate
*ds
, int guess
, int col
)
1195 int ox
= GUESS_X(guess
, 0), oy
= GUESS_Y(guess
, 0), off
= PEGSZ
/4;
1197 draw_rect(dr
, ox
-off
-1, oy
, 2, PEGSZ
, col
);
1198 draw_update(dr
, ox
-off
-1, oy
, 2, PEGSZ
);
1201 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1202 game_state
*state
, int dir
, game_ui
*ui
,
1203 float animtime
, float flashtime
)
1205 int i
, new_move
, last_go
;
1207 new_move
= (state
->next_go
!= ds
->next_go
) || !ds
->started
;
1208 last_go
= (state
->next_go
== state
->params
.nguesses
-1);
1211 draw_rect(dr
, 0, 0, ds
->w
, ds
->h
, COL_BACKGROUND
);
1212 draw_rect(dr
, SOLN_OX
, SOLN_OY
- ds
->gapsz
- 1, SOLN_W
, 2, COL_FRAME
);
1213 draw_update(dr
, 0, 0, ds
->w
, ds
->h
);
1216 if (ds
->drag_col
!= 0) {
1217 debug(("Loading from blitter."));
1218 blitter_load(dr
, ds
->blit_peg
, ds
->blit_ox
, ds
->blit_oy
);
1219 draw_update(dr
, ds
->blit_ox
, ds
->blit_oy
, PEGSZ
, PEGSZ
);
1222 /* draw the colours */
1223 for (i
= 0; i
< state
->params
.ncolours
; i
++) {
1225 if (ui
->display_cur
&& ui
->colour_cur
== i
)
1227 if (ui
->show_labels
)
1229 if (ds
->colours
->pegs
[i
] != val
) {
1230 draw_peg(dr
, ds
, COL_X(i
), COL_Y(i
), FALSE
, ui
->show_labels
, i
+1);
1232 draw_cursor(dr
, ds
, COL_X(i
), COL_Y(i
));
1233 ds
->colours
->pegs
[i
] = val
;
1237 /* draw the guesses (so far) and the hints
1238 * (in reverse order to avoid trampling holds) */
1239 for (i
= state
->params
.nguesses
- 1; i
>= 0; i
--) {
1240 if (state
->next_go
> i
|| state
->solved
) {
1241 /* this info is stored in the game_state already */
1242 guess_redraw(dr
, ds
, i
, state
->guesses
[i
], NULL
, -1, 0,
1244 hint_redraw(dr
, ds
, i
, state
->guesses
[i
],
1245 i
== (state
->next_go
-1) ?
1 : 0, FALSE
, FALSE
);
1246 } else if (state
->next_go
== i
) {
1247 /* this is the one we're on; the (incomplete) guess is
1248 * stored in the game_ui. */
1249 guess_redraw(dr
, ds
, i
, ui
->curr_pegs
,
1250 ui
->holds
, ui
->display_cur ? ui
->peg_cur
: -1, 0,
1252 hint_redraw(dr
, ds
, i
, NULL
, 1,
1253 ui
->display_cur
&& ui
->peg_cur
== state
->params
.npegs
,
1256 /* we've not got here yet; it's blank. */
1257 guess_redraw(dr
, ds
, i
, NULL
, NULL
, -1, 0, ui
->show_labels
);
1258 hint_redraw(dr
, ds
, i
, NULL
, 0, FALSE
, FALSE
);
1262 /* draw the 'current move' and 'able to mark' sign. */
1264 currmove_redraw(dr
, ds
, ds
->next_go
, COL_BACKGROUND
);
1266 currmove_redraw(dr
, ds
, state
->next_go
, COL_HOLD
);
1268 /* draw the solution (or the big rectangle) */
1269 if ((state
->solved
!= ds
->solved
) || !ds
->started
) {
1270 draw_rect(dr
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
,
1271 state
->solved ? COL_BACKGROUND
: COL_EMPTY
);
1272 draw_update(dr
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
);
1275 guess_redraw(dr
, ds
, -1, state
->solution
, NULL
, -1, !ds
->solved
,
1277 ds
->solved
= state
->solved
;
1279 ds
->next_go
= state
->next_go
;
1281 /* if ui->drag_col != 0, save the screen to the blitter,
1282 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1283 if (ui
->drag_col
!= 0) {
1284 int ox
= ui
->drag_x
- (PEGSZ
/2);
1285 int oy
= ui
->drag_y
- (PEGSZ
/2);
1286 debug(("Saving to blitter at (%d,%d)", ox
, oy
));
1287 blitter_save(dr
, ds
->blit_peg
, ox
, oy
);
1288 draw_peg(dr
, ds
, ox
, oy
, TRUE
, ui
->show_labels
, ui
->drag_col
);
1290 ds
->blit_ox
= ox
; ds
->blit_oy
= oy
;
1292 ds
->drag_col
= ui
->drag_col
;
1297 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1298 int dir
, game_ui
*ui
)
1303 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1304 int dir
, game_ui
*ui
)
1309 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1314 static void game_print_size(game_params
*params
, float *x
, float *y
)
1318 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1323 #define thegame guess
1326 const struct game thegame
= {
1327 "Guess", "games.guess", "guess",
1334 TRUE
, game_configure
, custom_params
,
1342 FALSE
, game_text_format
,
1350 PEG_PREFER_SZ
, game_compute_size
, game_set_size
,
1353 game_free_drawstate
,
1357 FALSE
, FALSE
, game_print_size
, game_print
,
1358 FALSE
, /* wants_statusbar */
1359 FALSE
, game_timing_state
,
1363 /* vim: set shiftwidth=4 tabstop=8: */