Patch from James H to centralise some generally useful cursor-
[sgt/puzzles] / guess.c
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_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,
22 NCOLOURS
23 };
24
25 struct game_params {
26 int ncolours, npegs, nguesses;
27 int allow_blank, allow_multiple;
28 };
29
30 #define FEEDBACK_CORRECTPLACE 1
31 #define FEEDBACK_CORRECTCOLOUR 2
32
33 typedef struct pegrow {
34 int npegs;
35 int *pegs; /* 0 is 'empty' */
36 int *feedback; /* may well be unused */
37 } *pegrow;
38
39 struct game_state {
40 game_params params;
41 pegrow *guesses; /* length params->nguesses */
42 int *holds;
43 pegrow solution;
44 int next_go; /* from 0 to nguesses-1;
45 if next_go == nguesses then they've lost. */
46 int solved;
47 };
48
49 static game_params *default_params(void)
50 {
51 game_params *ret = snew(game_params);
52
53 /* AFAIK this is the canonical Mastermind ruleset. */
54 ret->ncolours = 6;
55 ret->npegs = 4;
56 ret->nguesses = 10;
57
58 ret->allow_blank = 0;
59 ret->allow_multiple = 1;
60
61 return ret;
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 const struct {
77 char *name;
78 game_params params;
79 } guess_presets[] = {
80 {"Standard", {6, 4, 10, FALSE, TRUE}},
81 {"Super", {8, 5, 12, FALSE, TRUE}},
82 };
83
84
85 static int game_fetch_preset(int i, char **name, game_params **params)
86 {
87 if (i < 0 || i >= lenof(guess_presets))
88 return FALSE;
89
90 *name = dupstr(guess_presets[i].name);
91 /*
92 * get round annoying const issues
93 */
94 {
95 game_params tmp = guess_presets[i].params;
96 *params = dup_params(&tmp);
97 }
98
99 return TRUE;
100 }
101
102 static void decode_params(game_params *params, char const *string)
103 {
104 char const *p = string;
105 game_params *defs = default_params();
106
107 *params = *defs; free_params(defs);
108
109 while (*p) {
110 switch (*p++) {
111 case 'c':
112 params->ncolours = atoi(p);
113 while (*p && isdigit((unsigned char)*p)) p++;
114 break;
115
116 case 'p':
117 params->npegs = atoi(p);
118 while (*p && isdigit((unsigned char)*p)) p++;
119 break;
120
121 case 'g':
122 params->nguesses = atoi(p);
123 while (*p && isdigit((unsigned char)*p)) p++;
124 break;
125
126 case 'b':
127 params->allow_blank = 1;
128 break;
129
130 case 'B':
131 params->allow_blank = 0;
132 break;
133
134 case 'm':
135 params->allow_multiple = 1;
136 break;
137
138 case 'M':
139 params->allow_multiple = 0;
140 break;
141
142 default:
143 ;
144 }
145 }
146 }
147
148 static char *encode_params(game_params *params, int full)
149 {
150 char data[256];
151
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");
155
156 return dupstr(data);
157 }
158
159 static config_item *game_configure(game_params *params)
160 {
161 config_item *ret;
162 char buf[80];
163
164 ret = snewn(6, config_item);
165
166 ret[0].name = "Colours";
167 ret[0].type = C_STRING;
168 sprintf(buf, "%d", params->ncolours);
169 ret[0].sval = dupstr(buf);
170 ret[0].ival = 0;
171
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);
176 ret[1].ival = 0;
177
178 ret[2].name = "Guesses";
179 ret[2].type = C_STRING;
180 sprintf(buf, "%d", params->nguesses);
181 ret[2].sval = dupstr(buf);
182 ret[2].ival = 0;
183
184 ret[3].name = "Allow blanks";
185 ret[3].type = C_BOOLEAN;
186 ret[3].sval = NULL;
187 ret[3].ival = params->allow_blank;
188
189 ret[4].name = "Allow duplicates";
190 ret[4].type = C_BOOLEAN;
191 ret[4].sval = NULL;
192 ret[4].ival = params->allow_multiple;
193
194 ret[5].name = NULL;
195 ret[5].type = C_END;
196 ret[5].sval = NULL;
197 ret[5].ival = 0;
198
199 return ret;
200 }
201
202 static game_params *custom_params(config_item *cfg)
203 {
204 game_params *ret = snew(game_params);
205
206 ret->ncolours = atoi(cfg[0].sval);
207 ret->npegs = atoi(cfg[1].sval);
208 ret->nguesses = atoi(cfg[2].sval);
209
210 ret->allow_blank = cfg[3].ival;
211 ret->allow_multiple = cfg[4].ival;
212
213 return ret;
214 }
215
216 static char *validate_params(game_params *params, int full)
217 {
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";
228 return NULL;
229 }
230
231 static pegrow new_pegrow(int npegs)
232 {
233 pegrow pegs = snew(struct pegrow);
234
235 pegs->npegs = npegs;
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));
240
241 return pegs;
242 }
243
244 static pegrow dup_pegrow(pegrow pegs)
245 {
246 pegrow newpegs = new_pegrow(pegs->npegs);
247
248 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
249 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
250
251 return newpegs;
252 }
253
254 static void invalidate_pegrow(pegrow pegs)
255 {
256 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
257 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
258 }
259
260 static void free_pegrow(pegrow pegs)
261 {
262 sfree(pegs->pegs);
263 sfree(pegs->feedback);
264 sfree(pegs);
265 }
266
267 static char *new_game_desc(game_params *params, random_state *rs,
268 char **aux, int interactive)
269 {
270 unsigned char *bmp = snewn(params->npegs, unsigned char);
271 char *ret;
272 int i, c;
273 pegrow colcount = new_pegrow(params->ncolours);
274
275 for (i = 0; i < params->npegs; i++) {
276 newcol:
277 c = random_upto(rs, params->ncolours);
278 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
279 colcount->pegs[c]++;
280 bmp[i] = (unsigned char)(c+1);
281 }
282 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
283
284 ret = bin2hex(bmp, params->npegs);
285 sfree(bmp);
286 free_pegrow(colcount);
287 return ret;
288 }
289
290 static char *validate_desc(game_params *params, char *desc)
291 {
292 unsigned char *bmp;
293 int i;
294
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) {
304 sfree(bmp);
305 return "Game description is corrupted";
306 }
307 }
308 sfree(bmp);
309
310 return NULL;
311 }
312
313 static game_state *new_game(midend *me, game_params *params, char *desc)
314 {
315 game_state *state = snew(game_state);
316 unsigned char *bmp;
317 int i;
318
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);
325
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];
330 sfree(bmp);
331
332 memset(state->holds, 0, sizeof(int) * params->npegs);
333 state->next_go = state->solved = 0;
334
335 return state;
336 }
337
338 static game_state *dup_game(game_state *state)
339 {
340 game_state *ret = snew(game_state);
341 int i;
342
343 *ret = *state;
344
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);
351
352 return ret;
353 }
354
355 static void free_game(game_state *state)
356 {
357 int i;
358
359 free_pegrow(state->solution);
360 for (i = 0; i < state->params.nguesses; i++)
361 free_pegrow(state->guesses[i]);
362 sfree(state->holds);
363 sfree(state->guesses);
364
365 sfree(state);
366 }
367
368 static char *solve_game(game_state *state, game_state *currstate,
369 char *aux, char **error)
370 {
371 return dupstr("S");
372 }
373
374 static int game_can_format_as_text_now(game_params *params)
375 {
376 return TRUE;
377 }
378
379 static char *game_text_format(game_state *state)
380 {
381 return NULL;
382 }
383
384 static int is_markable(game_params *params, pegrow pegs)
385 {
386 int i, nset = 0, nrequired, ret = 0;
387 pegrow colcount = new_pegrow(params->ncolours);
388
389 nrequired = params->allow_blank ? 1 : params->npegs;
390
391 for (i = 0; i < params->npegs; i++) {
392 int c = pegs->pegs[i];
393 if (c > 0) {
394 colcount->pegs[c-1]++;
395 nset++;
396 }
397 }
398 if (nset < nrequired) goto done;
399
400 if (!params->allow_multiple) {
401 for (i = 0; i < params->ncolours; i++) {
402 if (colcount->pegs[i] > 1) goto done;
403 }
404 }
405 ret = 1;
406 done:
407 free_pegrow(colcount);
408 return ret;
409 }
410
411 struct game_ui {
412 game_params params;
413 pegrow curr_pegs; /* half-finished current move */
414 int *holds;
415 int colour_cur; /* position of up-down colour picker cursor */
416 int peg_cur; /* position of left-right peg picker cursor */
417 int display_cur, markable;
418
419 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
420 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
421
422 int show_labels; /* label the colours with letters */
423 };
424
425 static game_ui *new_ui(game_state *state)
426 {
427 game_ui *ui = snew(game_ui);
428 memset(ui, 0, sizeof(game_ui));
429 ui->params = state->params; /* structure copy */
430 ui->curr_pegs = new_pegrow(state->params.npegs);
431 ui->holds = snewn(state->params.npegs, int);
432 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
433 ui->drag_opeg = -1;
434 return ui;
435 }
436
437 static void free_ui(game_ui *ui)
438 {
439 free_pegrow(ui->curr_pegs);
440 sfree(ui->holds);
441 sfree(ui);
442 }
443
444 static char *encode_ui(game_ui *ui)
445 {
446 char *ret, *p, *sep;
447 int i;
448
449 /*
450 * For this game it's worth storing the contents of the current
451 * guess, and the current set of holds.
452 */
453 ret = snewn(40 * ui->curr_pegs->npegs, char);
454 p = ret;
455 sep = "";
456 for (i = 0; i < ui->curr_pegs->npegs; i++) {
457 p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
458 ui->holds[i] ? "_" : "");
459 sep = ",";
460 }
461 *p++ = '\0';
462 assert(p - ret < 40 * ui->curr_pegs->npegs);
463 return sresize(ret, p - ret, char);
464 }
465
466 static void decode_ui(game_ui *ui, char *encoding)
467 {
468 int i;
469 char *p = encoding;
470 for (i = 0; i < ui->curr_pegs->npegs; i++) {
471 ui->curr_pegs->pegs[i] = atoi(p);
472 while (*p && isdigit((unsigned char)*p)) p++;
473 if (*p == '_') {
474 /* NB: old versions didn't store holds */
475 ui->holds[i] = 1;
476 p++;
477 } else
478 ui->holds[i] = 0;
479 if (*p == ',') p++;
480 }
481 ui->markable = is_markable(&ui->params, ui->curr_pegs);
482 }
483
484 static void game_changed_state(game_ui *ui, game_state *oldstate,
485 game_state *newstate)
486 {
487 int i;
488
489 /* Implement holds, clear other pegs.
490 * This does something that is arguably the Right Thing even
491 * for undo. */
492 for (i = 0; i < newstate->solution->npegs; i++) {
493 if (newstate->solved)
494 ui->holds[i] = 0;
495 else
496 ui->holds[i] = newstate->holds[i];
497 if (newstate->solved || (newstate->next_go == 0) || !ui->holds[i]) {
498 ui->curr_pegs->pegs[i] = 0;
499 } else
500 ui->curr_pegs->pegs[i] =
501 newstate->guesses[newstate->next_go-1]->pegs[i];
502 }
503 ui->markable = is_markable(&newstate->params, ui->curr_pegs);
504 /* Clean up cursor position */
505 if (!ui->markable && ui->peg_cur == newstate->solution->npegs)
506 ui->peg_cur--;
507 }
508
509 #define PEGSZ (ds->pegsz)
510 #define PEGOFF (ds->pegsz + ds->gapsz)
511 #define HINTSZ (ds->hintsz)
512 #define HINTOFF (ds->hintsz + ds->gapsz)
513
514 #define GAP (ds->gapsz)
515 #define CGAP (ds->gapsz / 2)
516
517 #define PEGRAD (ds->pegrad)
518 #define HINTRAD (ds->hintrad)
519
520 #define COL_OX (ds->colx)
521 #define COL_OY (ds->coly)
522 #define COL_X(c) (COL_OX)
523 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
524 #define COL_W PEGOFF
525 #define COL_H (ds->colours->npegs*PEGOFF)
526
527 #define GUESS_OX (ds->guessx)
528 #define GUESS_OY (ds->guessy)
529 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
530 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
531 #define GUESS_W (ds->solution->npegs*PEGOFF)
532 #define GUESS_H (ds->nguesses*PEGOFF)
533
534 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
535 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
536 #define HINT_X(g) HINT_OX
537 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
538 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
539 #define HINT_H GUESS_H
540
541 #define SOLN_OX GUESS_OX
542 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
543 #define SOLN_W GUESS_W
544 #define SOLN_H PEGOFF
545
546 struct game_drawstate {
547 int nguesses;
548 pegrow *guesses; /* same size as state->guesses */
549 pegrow solution; /* only displayed if state->solved */
550 pegrow colours; /* length ncolours, not npegs */
551
552 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
553 int pegrad, hintrad; /* radius of peg, hint */
554 int border;
555 int colx, coly; /* origin of colours vertical bar */
556 int guessx, guessy; /* origin of guesses */
557 int solnx, solny; /* origin of solution */
558 int hintw; /* no. of hint tiles we're wide per row */
559 int w, h, started, solved;
560
561 int next_go;
562
563 blitter *blit_peg;
564 int drag_col, blit_ox, blit_oy;
565 };
566
567 static void set_peg(game_params *params, game_ui *ui, int peg, int col)
568 {
569 ui->curr_pegs->pegs[peg] = col;
570 ui->markable = is_markable(params, ui->curr_pegs);
571 }
572
573 static int mark_pegs(pegrow guess, pegrow solution, int ncols)
574 {
575 int nc_place = 0, nc_colour = 0, i, j;
576
577 assert(guess && solution && (guess->npegs == solution->npegs));
578
579 for (i = 0; i < guess->npegs; i++) {
580 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
581 }
582
583 /* slight bit of cleverness: we have the following formula, from
584 * http://mathworld.wolfram.com/Mastermind.html that gives:
585 *
586 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
587 *
588 * I think this is due to Knuth.
589 */
590 for (i = 1; i <= ncols; i++) {
591 int n_guess = 0, n_solution = 0;
592 for (j = 0; j < guess->npegs; j++) {
593 if (guess->pegs[j] == i) n_guess++;
594 if (solution->pegs[j] == i) n_solution++;
595 }
596 nc_colour += min(n_guess, n_solution);
597 }
598 nc_colour -= nc_place;
599
600 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
601 guess->npegs, nc_place, nc_colour));
602 assert((nc_colour + nc_place) <= guess->npegs);
603
604 memset(guess->feedback, 0, guess->npegs*sizeof(int));
605 for (i = 0, j = 0; i < nc_place; i++)
606 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
607 for (i = 0; i < nc_colour; i++)
608 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
609
610 return nc_place;
611 }
612
613 static char *encode_move(game_state *from, game_ui *ui)
614 {
615 char *buf, *p, *sep;
616 int len, i;
617
618 len = ui->curr_pegs->npegs * 20 + 2;
619 buf = snewn(len, char);
620 p = buf;
621 *p++ = 'G';
622 sep = "";
623 for (i = 0; i < ui->curr_pegs->npegs; i++) {
624 p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
625 ui->holds[i] ? "_" : "");
626 sep = ",";
627 }
628 *p++ = '\0';
629 assert(p - buf <= len);
630 buf = sresize(buf, len, char);
631
632 return buf;
633 }
634
635 static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
636 int x, int y, int button)
637 {
638 int over_col = 0; /* one-indexed */
639 int over_guess = -1; /* zero-indexed */
640 int over_past_guess_y = -1; /* zero-indexed */
641 int over_past_guess_x = -1; /* zero-indexed */
642 int over_hint = 0; /* zero or one */
643 char *ret = NULL;
644
645 int guess_ox = GUESS_X(from->next_go, 0);
646 int guess_oy = GUESS_Y(from->next_go, 0);
647
648 /*
649 * Enable or disable labels on colours.
650 */
651 if (button == 'l' || button == 'L') {
652 ui->show_labels = !ui->show_labels;
653 return "";
654 }
655
656 if (from->solved) return NULL;
657
658 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
659 y >= COL_OY && y <= (COL_OY + COL_H)) {
660 over_col = ((y - COL_OY) / PEGOFF) + 1;
661 } else if (x >= guess_ox &&
662 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
663 if (x <= (guess_ox + GUESS_W)) {
664 over_guess = (x - guess_ox) / PEGOFF;
665 } else {
666 over_hint = 1;
667 }
668 } else if (x >= guess_ox && x <= (guess_ox + GUESS_W) &&
669 y >= GUESS_OY && y < guess_oy) {
670 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
671 over_past_guess_x = (x - guess_ox) / PEGOFF;
672 }
673 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
674 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
675 over_past_guess_x, over_past_guess_y));
676
677 assert(ds->blit_peg);
678
679 /* mouse input */
680 if (button == LEFT_BUTTON) {
681 if (over_col > 0) {
682 ui->drag_col = over_col;
683 ui->drag_opeg = -1;
684 debug(("Start dragging from colours"));
685 } else if (over_guess > -1) {
686 int col = ui->curr_pegs->pegs[over_guess];
687 if (col) {
688 ui->drag_col = col;
689 ui->drag_opeg = over_guess;
690 debug(("Start dragging from a guess"));
691 }
692 } else if (over_past_guess_y > -1) {
693 int col =
694 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
695 if (col) {
696 ui->drag_col = col;
697 ui->drag_opeg = -1;
698 debug(("Start dragging from a past guess"));
699 }
700 }
701 if (ui->drag_col) {
702 ui->drag_x = x;
703 ui->drag_y = y;
704 debug(("Start dragging, col = %d, (%d,%d)",
705 ui->drag_col, ui->drag_x, ui->drag_y));
706 ret = "";
707 }
708 } else if (button == LEFT_DRAG && ui->drag_col) {
709 ui->drag_x = x;
710 ui->drag_y = y;
711 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
712 ret = "";
713 } else if (button == LEFT_RELEASE && ui->drag_col) {
714 if (over_guess > -1) {
715 debug(("Dropping colour %d onto guess peg %d",
716 ui->drag_col, over_guess));
717 set_peg(&from->params, ui, over_guess, ui->drag_col);
718 } else {
719 if (ui->drag_opeg > -1) {
720 debug(("Removing colour %d from peg %d",
721 ui->drag_col, ui->drag_opeg));
722 set_peg(&from->params, ui, ui->drag_opeg, 0);
723 }
724 }
725 ui->drag_col = 0;
726 ui->drag_opeg = -1;
727 ui->display_cur = 0;
728 debug(("Stop dragging."));
729 ret = "";
730 } else if (button == RIGHT_BUTTON) {
731 if (over_guess > -1) {
732 /* we use ths feedback in the game_ui to signify
733 * 'carry this peg to the next guess as well'. */
734 ui->holds[over_guess] = 1 - ui->holds[over_guess];
735 ret = "";
736 }
737 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
738 /* NB this won't trigger if on the end of a drag; that's on
739 * purpose, in case you drop by mistake... */
740 ret = encode_move(from, ui);
741 }
742
743 /* keyboard input */
744 if (button == CURSOR_UP || button == CURSOR_DOWN) {
745 ui->display_cur = 1;
746 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
747 ui->colour_cur++;
748 if (button == CURSOR_UP && ui->colour_cur > 0)
749 ui->colour_cur--;
750 ret = "";
751 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
752 int maxcur = from->params.npegs;
753 if (ui->markable) maxcur++;
754
755 ui->display_cur = 1;
756 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
757 ui->peg_cur++;
758 if (button == CURSOR_LEFT && ui->peg_cur > 0)
759 ui->peg_cur--;
760 ret = "";
761 } else if (IS_CURSOR_SELECT(button)) {
762 ui->display_cur = 1;
763 if (ui->peg_cur == from->params.npegs) {
764 ret = encode_move(from, ui);
765 } else {
766 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
767 ret = "";
768 }
769 } else if (button == 'D' || button == 'd' || button == '\b') {
770 ui->display_cur = 1;
771 set_peg(&from->params, ui, ui->peg_cur, 0);
772 ret = "";
773 } else if (button == 'H' || button == 'h') {
774 ui->display_cur = 1;
775 ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
776 ret = "";
777 }
778 return ret;
779 }
780
781 static game_state *execute_move(game_state *from, char *move)
782 {
783 int i, nc_place;
784 game_state *ret;
785 char *p;
786
787 if (!strcmp(move, "S")) {
788 ret = dup_game(from);
789 ret->solved = 1;
790 return ret;
791 } else if (move[0] == 'G') {
792 p = move+1;
793
794 ret = dup_game(from);
795
796 for (i = 0; i < from->solution->npegs; i++) {
797 int val = atoi(p);
798 int min_colour = from->params.allow_blank? 0 : 1;
799 if (val < min_colour || val > from->params.ncolours) {
800 free_game(ret);
801 return NULL;
802 }
803 ret->guesses[from->next_go]->pegs[i] = atoi(p);
804 while (*p && isdigit((unsigned char)*p)) p++;
805 if (*p == '_') {
806 ret->holds[i] = 1;
807 p++;
808 } else
809 ret->holds[i] = 0;
810 if (*p == ',') p++;
811 }
812
813 nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
814
815 if (nc_place == ret->solution->npegs) {
816 ret->solved = 1; /* win! */
817 } else {
818 ret->next_go = from->next_go + 1;
819 if (ret->next_go >= ret->params.nguesses)
820 ret->solved = 1; /* 'lose' so we show the pegs. */
821 }
822
823 return ret;
824 } else
825 return NULL;
826 }
827
828 /* ----------------------------------------------------------------------
829 * Drawing routines.
830 */
831
832 #define PEG_PREFER_SZ 32
833
834 /* next three are multipliers for pegsz. It will look much nicer if
835 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
836 #define PEG_GAP 0.10
837 #define PEG_HINT 0.35
838
839 #define BORDER 0.5
840
841 static void game_compute_size(game_params *params, int tilesize,
842 int *x, int *y)
843 {
844 double hmul, vmul_c, vmul_g, vmul;
845 int hintw = (params->npegs+1)/2;
846
847 hmul = BORDER * 2.0 + /* border */
848 1.0 * 2.0 + /* vertical colour bar */
849 1.0 * params->npegs + /* guess pegs */
850 PEG_GAP * params->npegs + /* guess gaps */
851 PEG_HINT * hintw + /* hint pegs */
852 PEG_GAP * (hintw - 1); /* hint gaps */
853
854 vmul_c = BORDER * 2.0 + /* border */
855 1.0 * params->ncolours + /* colour pegs */
856 PEG_GAP * (params->ncolours - 1); /* colour gaps */
857
858 vmul_g = BORDER * 2.0 + /* border */
859 1.0 * (params->nguesses + 1) + /* guesses plus solution */
860 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
861
862 vmul = max(vmul_c, vmul_g);
863
864 *x = (int)ceil((double)tilesize * hmul);
865 *y = (int)ceil((double)tilesize * vmul);
866 }
867
868 static void game_set_size(drawing *dr, game_drawstate *ds,
869 game_params *params, int tilesize)
870 {
871 int colh, guessh;
872
873 ds->pegsz = tilesize;
874
875 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
876 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
877 ds->border = (int)((double)ds->pegsz * BORDER);
878
879 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
880 ds->hintrad = (ds->hintsz-1)/2;
881
882 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
883 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
884 guessh += ds->gapsz + ds->pegsz; /* solution */
885
886 game_compute_size(params, tilesize, &ds->w, &ds->h);
887 ds->colx = ds->border;
888 ds->coly = (ds->h - colh) / 2;
889
890 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
891 ds->guessy = (ds->h - guessh) / 2;
892 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
893
894 assert(ds->pegsz > 0);
895 assert(!ds->blit_peg); /* set_size is never called twice */
896 ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
897 }
898
899 static float *game_colours(frontend *fe, int *ncolours)
900 {
901 float *ret = snewn(3 * NCOLOURS, float), max;
902 int i;
903
904 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
905
906 /* red */
907 ret[COL_1 * 3 + 0] = 1.0F;
908 ret[COL_1 * 3 + 1] = 0.0F;
909 ret[COL_1 * 3 + 2] = 0.0F;
910
911 /* yellow */
912 ret[COL_2 * 3 + 0] = 1.0F;
913 ret[COL_2 * 3 + 1] = 1.0F;
914 ret[COL_2 * 3 + 2] = 0.0F;
915
916 /* green */
917 ret[COL_3 * 3 + 0] = 0.0F;
918 ret[COL_3 * 3 + 1] = 1.0F;
919 ret[COL_3 * 3 + 2] = 0.0F;
920
921 /* blue */
922 ret[COL_4 * 3 + 0] = 0.2F;
923 ret[COL_4 * 3 + 1] = 0.3F;
924 ret[COL_4 * 3 + 2] = 1.0F;
925
926 /* orange */
927 ret[COL_5 * 3 + 0] = 1.0F;
928 ret[COL_5 * 3 + 1] = 0.5F;
929 ret[COL_5 * 3 + 2] = 0.0F;
930
931 /* purple */
932 ret[COL_6 * 3 + 0] = 0.5F;
933 ret[COL_6 * 3 + 1] = 0.0F;
934 ret[COL_6 * 3 + 2] = 0.7F;
935
936 /* brown */
937 ret[COL_7 * 3 + 0] = 0.5F;
938 ret[COL_7 * 3 + 1] = 0.3F;
939 ret[COL_7 * 3 + 2] = 0.3F;
940
941 /* light blue */
942 ret[COL_8 * 3 + 0] = 0.4F;
943 ret[COL_8 * 3 + 1] = 0.8F;
944 ret[COL_8 * 3 + 2] = 1.0F;
945
946 /* light green */
947 ret[COL_9 * 3 + 0] = 0.7F;
948 ret[COL_9 * 3 + 1] = 1.0F;
949 ret[COL_9 * 3 + 2] = 0.7F;
950
951 /* pink */
952 ret[COL_10 * 3 + 0] = 1.0F;
953 ret[COL_10 * 3 + 1] = 0.6F;
954 ret[COL_10 * 3 + 2] = 1.0F;
955
956 ret[COL_FRAME * 3 + 0] = 0.0F;
957 ret[COL_FRAME * 3 + 1] = 0.0F;
958 ret[COL_FRAME * 3 + 2] = 0.0F;
959
960 ret[COL_CURSOR * 3 + 0] = 0.0F;
961 ret[COL_CURSOR * 3 + 1] = 0.0F;
962 ret[COL_CURSOR * 3 + 2] = 0.0F;
963
964 ret[COL_FLASH * 3 + 0] = 0.5F;
965 ret[COL_FLASH * 3 + 1] = 1.0F;
966 ret[COL_FLASH * 3 + 2] = 1.0F;
967
968 ret[COL_HOLD * 3 + 0] = 1.0F;
969 ret[COL_HOLD * 3 + 1] = 0.5F;
970 ret[COL_HOLD * 3 + 2] = 0.5F;
971
972 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
973 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
974 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
975
976 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
977 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
978 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
979
980 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
981 * (which we hard-code as white) from COL_BACKGROUND (which
982 * could default to white on some platforms).
983 * Code borrowed from fifteen.c. */
984 max = ret[COL_BACKGROUND*3];
985 for (i = 1; i < 3; i++)
986 if (ret[COL_BACKGROUND*3+i] > max)
987 max = ret[COL_BACKGROUND*3+i];
988 if (max * 1.2F > 1.0F) {
989 for (i = 0; i < 3; i++)
990 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
991 }
992
993 /* We also want to be able to tell the difference between BACKGROUND
994 * and EMPTY, for similar distinguishing-hint reasons. */
995 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
996 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
997 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
998
999 *ncolours = NCOLOURS;
1000 return ret;
1001 }
1002
1003 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1004 {
1005 struct game_drawstate *ds = snew(struct game_drawstate);
1006 int i;
1007
1008 memset(ds, 0, sizeof(struct game_drawstate));
1009
1010 ds->guesses = snewn(state->params.nguesses, pegrow);
1011 ds->nguesses = state->params.nguesses;
1012 for (i = 0; i < state->params.nguesses; i++) {
1013 ds->guesses[i] = new_pegrow(state->params.npegs);
1014 invalidate_pegrow(ds->guesses[i]);
1015 }
1016 ds->solution = new_pegrow(state->params.npegs);
1017 invalidate_pegrow(ds->solution);
1018 ds->colours = new_pegrow(state->params.ncolours);
1019 invalidate_pegrow(ds->colours);
1020
1021 ds->hintw = (state->params.npegs+1)/2; /* must round up */
1022
1023 ds->blit_peg = NULL;
1024
1025 return ds;
1026 }
1027
1028 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1029 {
1030 int i;
1031
1032 if (ds->blit_peg) blitter_free(dr, ds->blit_peg);
1033 free_pegrow(ds->colours);
1034 free_pegrow(ds->solution);
1035 for (i = 0; i < ds->nguesses; i++)
1036 free_pegrow(ds->guesses[i]);
1037 sfree(ds->guesses);
1038 sfree(ds);
1039 }
1040
1041 static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
1042 int moving, int labelled, int col)
1043 {
1044 /*
1045 * Some platforms antialias circles, which means we shouldn't
1046 * overwrite a circle of one colour with a circle of another
1047 * colour without erasing the background first. However, if the
1048 * peg is the one being dragged, we don't erase the background
1049 * because we _want_ it to alpha-blend nicely into whatever's
1050 * behind it.
1051 */
1052 if (!moving)
1053 draw_rect(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
1054 COL_BACKGROUND);
1055 if (PEGRAD > 0) {
1056 draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD,
1057 COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
1058 } else
1059 draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
1060
1061 if (labelled && col) {
1062 char buf[2];
1063 buf[0] = 'a'-1 + col;
1064 buf[1] = '\0';
1065 draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD,
1066 ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf);
1067 }
1068
1069 draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1070 }
1071
1072 static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
1073 {
1074 draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR);
1075
1076 draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1077 }
1078
1079 static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
1080 pegrow src, int *holds, int cur_col, int force,
1081 int labelled)
1082 {
1083 pegrow dest;
1084 int rowx, rowy, i, scol;
1085
1086 if (guess == -1) {
1087 dest = ds->solution;
1088 rowx = SOLN_OX;
1089 rowy = SOLN_OY;
1090 } else {
1091 dest = ds->guesses[guess];
1092 rowx = GUESS_X(guess,0);
1093 rowy = GUESS_Y(guess,0);
1094 }
1095 if (src) assert(src->npegs == dest->npegs);
1096
1097 for (i = 0; i < dest->npegs; i++) {
1098 scol = src ? src->pegs[i] : 0;
1099 if (i == cur_col)
1100 scol |= 0x1000;
1101 if (holds && holds[i])
1102 scol |= 0x2000;
1103 if (labelled)
1104 scol |= 0x4000;
1105 if ((dest->pegs[i] != scol) || force) {
1106 draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled,
1107 scol &~ 0x7000);
1108 /*
1109 * Hold marker.
1110 */
1111 draw_rect(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
1112 PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
1113 draw_update(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
1114 PEGSZ, 2);
1115 if (scol & 0x1000)
1116 draw_cursor(dr, ds, rowx + PEGOFF * i, rowy);
1117 }
1118 dest->pegs[i] = scol;
1119 }
1120 }
1121
1122 static void hint_redraw(drawing *dr, game_drawstate *ds, int guess,
1123 pegrow src, int force, int cursor, int markable)
1124 {
1125 pegrow dest = ds->guesses[guess];
1126 int rowx, rowy, i, scol, col, hintlen;
1127 int need_redraw;
1128 int emptycol = (markable ? COL_FLASH : COL_EMPTY);
1129
1130 if (src) assert(src->npegs == dest->npegs);
1131
1132 hintlen = (dest->npegs + 1)/2;
1133
1134 /*
1135 * Because of the possible presence of the cursor around this
1136 * entire section, we redraw all or none of it but never part.
1137 */
1138 need_redraw = FALSE;
1139
1140 for (i = 0; i < dest->npegs; i++) {
1141 scol = src ? src->feedback[i] : 0;
1142 if (i == 0 && cursor)
1143 scol |= 0x1000;
1144 if (i == 0 && markable)
1145 scol |= 0x2000;
1146 if ((scol != dest->feedback[i]) || force) {
1147 need_redraw = TRUE;
1148 }
1149 dest->feedback[i] = scol;
1150 }
1151
1152 if (need_redraw) {
1153 int hinth = HINTSZ + GAP + HINTSZ;
1154 int hx,hy,hw,hh;
1155
1156 hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
1157 hw = HINT_W+GAP*2; hh = hinth+GAP*2;
1158
1159 /* erase a large background rectangle */
1160 draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND);
1161
1162 for (i = 0; i < dest->npegs; i++) {
1163 scol = src ? src->feedback[i] : 0;
1164 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
1165 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
1166 emptycol);
1167
1168 rowx = HINT_X(guess);
1169 rowy = HINT_Y(guess);
1170 if (i < hintlen) {
1171 rowx += HINTOFF * i;
1172 } else {
1173 rowx += HINTOFF * (i - hintlen);
1174 rowy += HINTOFF;
1175 }
1176 if (HINTRAD > 0) {
1177 draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col,
1178 (col == emptycol ? emptycol : COL_FRAME));
1179 } else {
1180 draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col);
1181 }
1182 }
1183 if (cursor) {
1184 int x1,y1,x2,y2;
1185 x1 = hx + CGAP; y1 = hy + CGAP;
1186 x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
1187 draw_line(dr, x1, y1, x2, y1, COL_CURSOR);
1188 draw_line(dr, x2, y1, x2, y2, COL_CURSOR);
1189 draw_line(dr, x2, y2, x1, y2, COL_CURSOR);
1190 draw_line(dr, x1, y2, x1, y1, COL_CURSOR);
1191 }
1192
1193 draw_update(dr, hx, hy, hw, hh);
1194 }
1195 }
1196
1197 static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col)
1198 {
1199 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1200
1201 draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col);
1202 draw_update(dr, ox-off-1, oy, 2, PEGSZ);
1203 }
1204
1205 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1206 game_state *state, int dir, game_ui *ui,
1207 float animtime, float flashtime)
1208 {
1209 int i, new_move, last_go;
1210
1211 new_move = (state->next_go != ds->next_go) || !ds->started;
1212 last_go = (state->next_go == state->params.nguesses-1);
1213
1214 if (!ds->started) {
1215 draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1216 draw_rect(dr, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1217 draw_update(dr, 0, 0, ds->w, ds->h);
1218 }
1219
1220 if (ds->drag_col != 0) {
1221 debug(("Loading from blitter."));
1222 blitter_load(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1223 draw_update(dr, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1224 }
1225
1226 /* draw the colours */
1227 for (i = 0; i < state->params.ncolours; i++) {
1228 int val = i+1;
1229 if (ui->display_cur && ui->colour_cur == i)
1230 val |= 0x1000;
1231 if (ui->show_labels)
1232 val |= 0x2000;
1233 if (ds->colours->pegs[i] != val) {
1234 draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1);
1235 if (val & 0x1000)
1236 draw_cursor(dr, ds, COL_X(i), COL_Y(i));
1237 ds->colours->pegs[i] = val;
1238 }
1239 }
1240
1241 /* draw the guesses (so far) and the hints
1242 * (in reverse order to avoid trampling holds) */
1243 for (i = state->params.nguesses - 1; i >= 0; i--) {
1244 if (state->next_go > i || state->solved) {
1245 /* this info is stored in the game_state already */
1246 guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0,
1247 ui->show_labels);
1248 hint_redraw(dr, ds, i, state->guesses[i],
1249 i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
1250 } else if (state->next_go == i) {
1251 /* this is the one we're on; the (incomplete) guess is
1252 * stored in the game_ui. */
1253 guess_redraw(dr, ds, i, ui->curr_pegs,
1254 ui->holds, ui->display_cur ? ui->peg_cur : -1, 0,
1255 ui->show_labels);
1256 hint_redraw(dr, ds, i, NULL, 1,
1257 ui->display_cur && ui->peg_cur == state->params.npegs,
1258 ui->markable);
1259 } else {
1260 /* we've not got here yet; it's blank. */
1261 guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels);
1262 hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
1263 }
1264 }
1265
1266 /* draw the 'current move' and 'able to mark' sign. */
1267 if (new_move)
1268 currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND);
1269 if (!state->solved)
1270 currmove_redraw(dr, ds, state->next_go, COL_HOLD);
1271
1272 /* draw the solution (or the big rectangle) */
1273 if ((state->solved != ds->solved) || !ds->started) {
1274 draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1275 state->solved ? COL_BACKGROUND : COL_EMPTY);
1276 draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1277 }
1278 if (state->solved)
1279 guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved,
1280 ui->show_labels);
1281 ds->solved = state->solved;
1282
1283 ds->next_go = state->next_go;
1284
1285 /* if ui->drag_col != 0, save the screen to the blitter,
1286 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1287 if (ui->drag_col != 0) {
1288 int ox = ui->drag_x - (PEGSZ/2);
1289 int oy = ui->drag_y - (PEGSZ/2);
1290 debug(("Saving to blitter at (%d,%d)", ox, oy));
1291 blitter_save(dr, ds->blit_peg, ox, oy);
1292 draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col);
1293
1294 ds->blit_ox = ox; ds->blit_oy = oy;
1295 }
1296 ds->drag_col = ui->drag_col;
1297
1298 ds->started = 1;
1299 }
1300
1301 static float game_anim_length(game_state *oldstate, game_state *newstate,
1302 int dir, game_ui *ui)
1303 {
1304 return 0.0F;
1305 }
1306
1307 static float game_flash_length(game_state *oldstate, game_state *newstate,
1308 int dir, game_ui *ui)
1309 {
1310 return 0.0F;
1311 }
1312
1313 static int game_timing_state(game_state *state, game_ui *ui)
1314 {
1315 return TRUE;
1316 }
1317
1318 static void game_print_size(game_params *params, float *x, float *y)
1319 {
1320 }
1321
1322 static void game_print(drawing *dr, game_state *state, int tilesize)
1323 {
1324 }
1325
1326 #ifdef COMBINED
1327 #define thegame guess
1328 #endif
1329
1330 const struct game thegame = {
1331 "Guess", "games.guess", "guess",
1332 default_params,
1333 game_fetch_preset,
1334 decode_params,
1335 encode_params,
1336 free_params,
1337 dup_params,
1338 TRUE, game_configure, custom_params,
1339 validate_params,
1340 new_game_desc,
1341 validate_desc,
1342 new_game,
1343 dup_game,
1344 free_game,
1345 TRUE, solve_game,
1346 FALSE, game_can_format_as_text_now, game_text_format,
1347 new_ui,
1348 free_ui,
1349 encode_ui,
1350 decode_ui,
1351 game_changed_state,
1352 interpret_move,
1353 execute_move,
1354 PEG_PREFER_SZ, game_compute_size, game_set_size,
1355 game_colours,
1356 game_new_drawstate,
1357 game_free_drawstate,
1358 game_redraw,
1359 game_anim_length,
1360 game_flash_length,
1361 FALSE, FALSE, game_print_size, game_print,
1362 FALSE, /* wants_statusbar */
1363 FALSE, game_timing_state,
1364 0, /* flags */
1365 };
1366
1367 /* vim: set shiftwidth=4 tabstop=8: */