Couple of presets.
[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 pegrow solution;
43 int next_go; /* from 0 to nguesses-1;
44 if next_go == nguesses then they've lost. */
45 int solved;
46 };
47
48 static game_params *default_params(void)
49 {
50 game_params *ret = snew(game_params);
51
52 /* AFAIK this is the canonical Mastermind ruleset. */
53 ret->ncolours = 6;
54 ret->npegs = 4;
55 ret->nguesses = 10;
56
57 ret->allow_blank = 0;
58 ret->allow_multiple = 1;
59
60 return ret;
61 }
62
63 static void free_params(game_params *params)
64 {
65 sfree(params);
66 }
67
68 static game_params *dup_params(game_params *params)
69 {
70 game_params *ret = snew(game_params);
71 *ret = *params; /* structure copy */
72 return ret;
73 }
74
75 static const struct {
76 char *name;
77 game_params params;
78 } guess_presets[] = {
79 {"Standard", {6, 4, 10, FALSE, TRUE}},
80 {"Super", {8, 5, 12, FALSE, TRUE}},
81 };
82
83
84 static int game_fetch_preset(int i, char **name, game_params **params)
85 {
86 if (i < 0 || i >= lenof(guess_presets))
87 return FALSE;
88
89 *name = dupstr(guess_presets[i].name);
90 /*
91 * get round annoying const issues
92 */
93 {
94 game_params tmp = guess_presets[i].params;
95 *params = dup_params(&tmp);
96 }
97
98 return TRUE;
99 }
100
101 static void decode_params(game_params *params, char const *string)
102 {
103 char const *p = string;
104 game_params *defs = default_params();
105
106 *params = *defs; free_params(defs);
107
108 while (*p) {
109 switch (*p++) {
110 case 'c':
111 params->ncolours = atoi(p);
112 while (*p && isdigit((unsigned char)*p)) p++;
113 break;
114
115 case 'p':
116 params->npegs = atoi(p);
117 while (*p && isdigit((unsigned char)*p)) p++;
118 break;
119
120 case 'g':
121 params->nguesses = atoi(p);
122 while (*p && isdigit((unsigned char)*p)) p++;
123 break;
124
125 case 'b':
126 params->allow_blank = 1;
127 break;
128
129 case 'B':
130 params->allow_blank = 0;
131 break;
132
133 case 'm':
134 params->allow_multiple = 1;
135 break;
136
137 case 'M':
138 params->allow_multiple = 0;
139 break;
140
141 default:
142 ;
143 }
144 }
145 }
146
147 static char *encode_params(game_params *params, int full)
148 {
149 char data[256];
150
151 sprintf(data, "c%dp%dg%d%s%s",
152 params->ncolours, params->npegs, params->nguesses,
153 params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
154
155 return dupstr(data);
156 }
157
158 static config_item *game_configure(game_params *params)
159 {
160 config_item *ret;
161 char buf[80];
162
163 ret = snewn(6, config_item);
164
165 ret[0].name = "Colours";
166 ret[0].type = C_STRING;
167 sprintf(buf, "%d", params->ncolours);
168 ret[0].sval = dupstr(buf);
169 ret[0].ival = 0;
170
171 ret[1].name = "Pegs per guess";
172 ret[1].type = C_STRING;
173 sprintf(buf, "%d", params->npegs);
174 ret[1].sval = dupstr(buf);
175 ret[1].ival = 0;
176
177 ret[2].name = "Guesses";
178 ret[2].type = C_STRING;
179 sprintf(buf, "%d", params->nguesses);
180 ret[2].sval = dupstr(buf);
181 ret[2].ival = 0;
182
183 ret[3].name = "Allow blanks";
184 ret[3].type = C_BOOLEAN;
185 ret[3].sval = NULL;
186 ret[3].ival = params->allow_blank;
187
188 ret[4].name = "Allow duplicates";
189 ret[4].type = C_BOOLEAN;
190 ret[4].sval = NULL;
191 ret[4].ival = params->allow_multiple;
192
193 ret[5].name = NULL;
194 ret[5].type = C_END;
195 ret[5].sval = NULL;
196 ret[5].ival = 0;
197
198 return ret;
199 }
200
201 static game_params *custom_params(config_item *cfg)
202 {
203 game_params *ret = snew(game_params);
204
205 ret->ncolours = atoi(cfg[0].sval);
206 ret->npegs = atoi(cfg[1].sval);
207 ret->nguesses = atoi(cfg[2].sval);
208
209 ret->allow_blank = cfg[3].ival;
210 ret->allow_multiple = cfg[4].ival;
211
212 return ret;
213 }
214
215 static char *validate_params(game_params *params)
216 {
217 if (params->ncolours < 2 || params->npegs < 2)
218 return "Trivial solutions are uninteresting";
219 /* NB as well as the no. of colours we define, max(ncolours) must
220 * also fit in an unsigned char; see new_game_desc. */
221 if (params->ncolours > 10)
222 return "Too many colours";
223 if (params->nguesses < 1)
224 return "Must have at least one guess";
225 if (!params->allow_multiple && params->ncolours < params->npegs)
226 return "Disallowing multiple colours requires at least as many colours as pegs";
227 return NULL;
228 }
229
230 static pegrow new_pegrow(int npegs)
231 {
232 pegrow pegs = snew(struct pegrow);
233
234 pegs->npegs = npegs;
235 pegs->pegs = snewn(pegs->npegs, int);
236 memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
237 pegs->feedback = snewn(pegs->npegs, int);
238 memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
239
240 return pegs;
241 }
242
243 static pegrow dup_pegrow(pegrow pegs)
244 {
245 pegrow newpegs = new_pegrow(pegs->npegs);
246
247 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
248 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
249
250 return newpegs;
251 }
252
253 static void invalidate_pegrow(pegrow pegs)
254 {
255 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
256 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
257 }
258
259 static void free_pegrow(pegrow pegs)
260 {
261 sfree(pegs->pegs);
262 sfree(pegs->feedback);
263 sfree(pegs);
264 }
265
266 static char *new_game_desc(game_params *params, random_state *rs,
267 game_aux_info **aux, int interactive)
268 {
269 unsigned char *bmp = snewn(params->npegs, unsigned char);
270 char *ret;
271 int i, c;
272 pegrow colcount = new_pegrow(params->ncolours);
273
274 for (i = 0; i < params->npegs; i++) {
275 newcol:
276 c = random_upto(rs, params->ncolours);
277 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
278 colcount->pegs[c]++;
279 bmp[i] = (unsigned char)(c+1);
280 }
281 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
282
283 ret = bin2hex(bmp, params->npegs);
284 sfree(bmp);
285 free_pegrow(colcount);
286 return ret;
287 }
288
289 static void game_free_aux_info(game_aux_info *aux)
290 {
291 assert(!"Shouldn't happen");
292 }
293
294 static char *validate_desc(game_params *params, char *desc)
295 {
296 unsigned char *bmp;
297 int i;
298
299 /* desc is just an (obfuscated) bitmap of the solution; check that
300 * it's the correct length and (when unobfuscated) contains only
301 * sensible colours. */
302 if (strlen(desc) != params->npegs * 2)
303 return "Game description is wrong length";
304 bmp = hex2bin(desc, params->npegs);
305 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
306 for (i = 0; i < params->npegs; i++) {
307 if (bmp[i] < 1 || bmp[i] > params->ncolours) {
308 sfree(bmp);
309 return "Game description is corrupted";
310 }
311 }
312 sfree(bmp);
313
314 return NULL;
315 }
316
317 static game_state *new_game(midend_data *me, game_params *params, char *desc)
318 {
319 game_state *state = snew(game_state);
320 unsigned char *bmp;
321 int i;
322
323 state->params = *params;
324 state->guesses = snewn(params->nguesses, pegrow);
325 for (i = 0; i < params->nguesses; i++)
326 state->guesses[i] = new_pegrow(params->npegs);
327 state->solution = new_pegrow(params->npegs);
328
329 bmp = hex2bin(desc, params->npegs);
330 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
331 for (i = 0; i < params->npegs; i++)
332 state->solution->pegs[i] = (int)bmp[i];
333 sfree(bmp);
334
335 state->next_go = state->solved = 0;
336
337 return state;
338 }
339
340 static game_state *dup_game(game_state *state)
341 {
342 game_state *ret = snew(game_state);
343 int i;
344
345 *ret = *state;
346
347 ret->guesses = snewn(state->params.nguesses, pegrow);
348 for (i = 0; i < state->params.nguesses; i++)
349 ret->guesses[i] = dup_pegrow(state->guesses[i]);
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->guesses);
363
364 sfree(state);
365 }
366
367 static game_state *solve_game(game_state *state, game_state *currstate,
368 game_aux_info *aux, char **error)
369 {
370 game_state *ret = dup_game(currstate);
371 ret->solved = 1;
372 return ret;
373 }
374
375 static char *game_text_format(game_state *state)
376 {
377 return NULL;
378 }
379
380 struct game_ui {
381 pegrow curr_pegs; /* half-finished current move */
382 int *holds;
383 int colour_cur; /* position of up-down colour picker cursor */
384 int peg_cur; /* position of left-right peg picker cursor */
385 int display_cur, markable;
386
387 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
388 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
389 };
390
391 static game_ui *new_ui(game_state *state)
392 {
393 game_ui *ui = snew(struct game_ui);
394 memset(ui, 0, sizeof(struct game_ui));
395 ui->curr_pegs = new_pegrow(state->params.npegs);
396 ui->holds = snewn(state->params.npegs, int);
397 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
398 ui->drag_opeg = -1;
399 return ui;
400 }
401
402 static void free_ui(game_ui *ui)
403 {
404 free_pegrow(ui->curr_pegs);
405 sfree(ui->holds);
406 sfree(ui);
407 }
408
409 static void game_changed_state(game_ui *ui, game_state *oldstate,
410 game_state *newstate)
411 {
412 int i;
413
414 /* just clear the row-in-progress when we have an undo/redo. */
415 for (i = 0; i < ui->curr_pegs->npegs; i++)
416 ui->curr_pegs->pegs[i] = 0;
417 ui->markable = FALSE;
418 }
419
420 #define PEGSZ (ds->pegsz)
421 #define PEGOFF (ds->pegsz + ds->gapsz)
422 #define HINTSZ (ds->hintsz)
423 #define HINTOFF (ds->hintsz + ds->gapsz)
424
425 #define GAP (ds->gapsz)
426 #define CGAP (ds->gapsz / 2)
427
428 #define PEGRAD (ds->pegrad)
429 #define HINTRAD (ds->hintrad)
430
431 #define COL_OX (ds->colx)
432 #define COL_OY (ds->coly)
433 #define COL_X(c) (COL_OX)
434 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
435 #define COL_W PEGOFF
436 #define COL_H (ds->colours->npegs*PEGOFF)
437
438 #define GUESS_OX (ds->guessx)
439 #define GUESS_OY (ds->guessy)
440 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
441 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
442 #define GUESS_W (ds->solution->npegs*PEGOFF)
443 #define GUESS_H (ds->nguesses*PEGOFF)
444
445 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
446 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
447 #define HINT_X(g) HINT_OX
448 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
449 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
450 #define HINT_H GUESS_H
451
452 #define SOLN_OX GUESS_OX
453 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
454 #define SOLN_W GUESS_W
455 #define SOLN_H PEGOFF
456
457 struct game_drawstate {
458 int nguesses;
459 pegrow *guesses; /* same size as state->guesses */
460 pegrow solution; /* only displayed if state->solved */
461 pegrow colours; /* length ncolours, not npegs */
462
463 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
464 int pegrad, hintrad; /* radius of peg, hint */
465 int border;
466 int colx, coly; /* origin of colours vertical bar */
467 int guessx, guessy; /* origin of guesses */
468 int solnx, solny; /* origin of solution */
469 int hintw; /* no. of hint tiles we're wide per row */
470 int w, h, started, solved;
471
472 int next_go;
473
474 blitter *blit_peg;
475 int drag_col, blit_ox, blit_oy;
476 };
477
478 static int is_markable(game_params *params, pegrow pegs)
479 {
480 int i, nset = 0, nrequired, ret = 0;
481 pegrow colcount = new_pegrow(params->ncolours);
482
483 nrequired = params->allow_blank ? 1 : params->npegs;
484
485 for (i = 0; i < params->npegs; i++) {
486 int c = pegs->pegs[i];
487 if (c > 0) {
488 colcount->pegs[c-1]++;
489 nset++;
490 }
491 }
492 if (nset < nrequired) goto done;
493
494 if (!params->allow_multiple) {
495 for (i = 0; i < params->ncolours; i++) {
496 if (colcount->pegs[i] > 1) goto done;
497 }
498 }
499 ret = 1;
500 done:
501 free_pegrow(colcount);
502 return ret;
503 }
504
505 static void set_peg(game_params *params, game_ui *ui, int peg, int col)
506 {
507 ui->curr_pegs->pegs[peg] = col;
508 ui->markable = is_markable(params, ui->curr_pegs);
509 }
510
511 static int mark_pegs(pegrow guess, pegrow solution, int ncols)
512 {
513 int nc_place = 0, nc_colour = 0, i, j;
514
515 assert(guess && solution && (guess->npegs == solution->npegs));
516
517 for (i = 0; i < guess->npegs; i++) {
518 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
519 }
520
521 /* slight bit of cleverness: we have the following formula, from
522 * http://mathworld.wolfram.com/Mastermind.html that gives:
523 *
524 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
525 *
526 * I think this is due to Knuth.
527 */
528 for (i = 1; i <= ncols; i++) {
529 int n_guess = 0, n_solution = 0;
530 for (j = 0; j < guess->npegs; j++) {
531 if (guess->pegs[j] == i) n_guess++;
532 if (solution->pegs[j] == i) n_solution++;
533 }
534 nc_colour += min(n_guess, n_solution);
535 }
536 nc_colour -= nc_place;
537
538 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
539 guess->npegs, nc_place, nc_colour));
540 assert((nc_colour + nc_place) <= guess->npegs);
541
542 memset(guess->feedback, 0, guess->npegs*sizeof(int));
543 for (i = 0, j = 0; i < nc_place; i++)
544 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
545 for (i = 0; i < nc_colour; i++)
546 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
547
548 return nc_place;
549 }
550
551 static game_state *mark_move(game_state *from, game_ui *ui)
552 {
553 int i, ncleared = 0, nc_place;
554 game_state *to = dup_game(from);
555
556 for (i = 0; i < to->solution->npegs; i++) {
557 to->guesses[from->next_go]->pegs[i] = ui->curr_pegs->pegs[i];
558 }
559 nc_place = mark_pegs(to->guesses[from->next_go], to->solution, to->params.ncolours);
560
561 if (nc_place == to->solution->npegs) {
562 to->solved = 1; /* win! */
563 } else {
564 to->next_go = from->next_go + 1;
565 if (to->next_go >= to->params.nguesses)
566 to->solved = 1; /* 'lose' so we show the pegs. */
567 }
568
569 for (i = 0; i < to->solution->npegs; i++) {
570 if (!ui->holds[i] || to->solved) {
571 ui->curr_pegs->pegs[i] = 0;
572 ncleared++;
573 }
574 if (to->solved) ui->holds[i] = 0;
575 }
576 ui->markable = is_markable(&from->params, ui->curr_pegs);
577 if (!ui->markable && ui->peg_cur == to->solution->npegs)
578 ui->peg_cur--;
579
580 return to;
581 }
582
583 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
584 int x, int y, int button)
585 {
586 int over_col = 0; /* one-indexed */
587 int over_guess = -1; /* zero-indexed */
588 int over_past_guess_y = -1; /* zero-indexed */
589 int over_past_guess_x = -1; /* zero-indexed */
590 int over_hint = 0; /* zero or one */
591 game_state *ret = NULL;
592
593 int guess_ox = GUESS_X(from->next_go, 0);
594 int guess_oy = GUESS_Y(from->next_go, 0);
595
596 if (from->solved) return NULL;
597
598 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
599 y >= COL_OY && y <= (COL_OY + COL_H)) {
600 over_col = ((y - COL_OY) / PEGOFF) + 1;
601 } else if (x >= guess_ox &&
602 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
603 if (x <= (guess_ox + GUESS_W)) {
604 over_guess = (x - guess_ox) / PEGOFF;
605 } else {
606 over_hint = 1;
607 }
608 } else if (x >= guess_ox &&
609 y >= GUESS_OY && y < guess_oy) {
610 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
611 over_past_guess_x = (x - guess_ox) / PEGOFF;
612 }
613 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
614 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
615 over_past_guess_x, over_past_guess_y));
616
617 assert(ds->blit_peg);
618
619 /* mouse input */
620 if (button == LEFT_BUTTON) {
621 if (over_col > 0) {
622 ui->drag_col = over_col;
623 ui->drag_opeg = -1;
624 debug(("Start dragging from colours"));
625 } else if (over_guess > -1) {
626 int col = ui->curr_pegs->pegs[over_guess];
627 if (col) {
628 ui->drag_col = col;
629 ui->drag_opeg = over_guess;
630 debug(("Start dragging from a guess"));
631 }
632 } else if (over_past_guess_y > -1) {
633 int col =
634 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
635 if (col) {
636 ui->drag_col = col;
637 ui->drag_opeg = -1;
638 debug(("Start dragging from a past guess"));
639 }
640 }
641 if (ui->drag_col) {
642 ui->drag_x = x;
643 ui->drag_y = y;
644 debug(("Start dragging, col = %d, (%d,%d)",
645 ui->drag_col, ui->drag_x, ui->drag_y));
646 ret = from;
647 }
648 } else if (button == LEFT_DRAG && ui->drag_col) {
649 ui->drag_x = x;
650 ui->drag_y = y;
651 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
652 ret = from;
653 } else if (button == LEFT_RELEASE && ui->drag_col) {
654 if (over_guess > -1) {
655 debug(("Dropping colour %d onto guess peg %d",
656 ui->drag_col, over_guess));
657 set_peg(&from->params, ui, over_guess, ui->drag_col);
658 } else {
659 if (ui->drag_opeg > -1) {
660 debug(("Removing colour %d from peg %d",
661 ui->drag_col, ui->drag_opeg));
662 set_peg(&from->params, ui, ui->drag_opeg, 0);
663 }
664 }
665 ui->drag_col = 0;
666 ui->drag_opeg = -1;
667 ui->display_cur = 0;
668 debug(("Stop dragging."));
669 ret = from;
670 } else if (button == RIGHT_BUTTON) {
671 if (over_guess > -1) {
672 /* we use ths feedback in the game_ui to signify
673 * 'carry this peg to the next guess as well'. */
674 ui->holds[over_guess] = 1 - ui->holds[over_guess];
675 ret = from;
676 }
677 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
678 /* NB this won't trigger if on the end of a drag; that's on
679 * purpose, in case you drop by mistake... */
680 ret = mark_move(from, ui);
681 }
682
683 /* keyboard input */
684 if (button == CURSOR_UP || button == CURSOR_DOWN) {
685 ui->display_cur = 1;
686 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
687 ui->colour_cur++;
688 if (button == CURSOR_UP && ui->colour_cur > 0)
689 ui->colour_cur--;
690 ret = from;
691 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
692 int maxcur = from->params.npegs;
693 if (ui->markable) maxcur++;
694
695 ui->display_cur = 1;
696 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
697 ui->peg_cur++;
698 if (button == CURSOR_LEFT && ui->peg_cur > 0)
699 ui->peg_cur--;
700 ret = from;
701 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
702 button == '\n') {
703 if (ui->peg_cur == from->params.npegs) {
704 ret = mark_move(from, ui);
705 } else {
706 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
707 ret = from;
708 }
709 } else if (button == 'H' || button == 'h') {
710 ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
711 ret = from;
712 }
713 return ret;
714 }
715
716 /* ----------------------------------------------------------------------
717 * Drawing routines.
718 */
719
720 #define PEG_PREFER_SZ 32
721
722 /* next three are multipliers for pegsz. It will look much nicer if
723 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
724 #define PEG_GAP 0.10
725 #define PEG_HINT 0.35
726
727 #define BORDER 0.5
728
729 static void game_size(game_params *params, game_drawstate *ds,
730 int *x, int *y, int expand)
731 {
732 double hmul, vmul_c, vmul_g, vmul, szx, szy;
733 int sz, colh, guessh;
734
735 hmul = BORDER * 2.0 + /* border */
736 1.0 * 2.0 + /* vertical colour bar */
737 1.0 * params->npegs + /* guess pegs */
738 PEG_GAP * params->npegs + /* guess gaps */
739 PEG_HINT * ds->hintw + /* hint pegs */
740 PEG_GAP * (ds->hintw - 1); /* hint gaps */
741
742 vmul_c = BORDER * 2.0 + /* border */
743 1.0 * params->ncolours + /* colour pegs */
744 PEG_GAP * (params->ncolours - 1); /* colour gaps */
745
746 vmul_g = BORDER * 2.0 + /* border */
747 1.0 * (params->nguesses + 1) + /* guesses plus solution */
748 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
749
750 vmul = max(vmul_c, vmul_g);
751
752 szx = *x / hmul;
753 szy = *y / vmul;
754 sz = max(min((int)szx, (int)szy), 1);
755 if (expand)
756 ds->pegsz = sz;
757 else
758 ds->pegsz = min(sz, PEG_PREFER_SZ);
759
760 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
761 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
762 ds->border = (int)((double)ds->pegsz * BORDER);
763
764 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
765 ds->hintrad = (ds->hintsz-1)/2;
766
767 *x = (int)ceil((double)ds->pegsz * hmul);
768 *y = (int)ceil((double)ds->pegsz * vmul);
769 ds->w = *x; ds->h = *y;
770
771 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
772 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
773 guessh += ds->gapsz + ds->pegsz; /* solution */
774
775 ds->colx = ds->border;
776 ds->coly = (*y - colh) / 2;
777
778 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
779 ds->guessy = (*y - guessh) / 2;
780 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
781
782 if (ds->pegsz > 0) {
783 if (ds->blit_peg) blitter_free(ds->blit_peg);
784 ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
785 }
786 }
787
788 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
789 {
790 float *ret = snewn(3 * NCOLOURS, float), max;
791 int i;
792
793 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
794
795 /* red */
796 ret[COL_1 * 3 + 0] = 1.0F;
797 ret[COL_1 * 3 + 1] = 0.0F;
798 ret[COL_1 * 3 + 2] = 0.0F;
799
800 /* yellow (toned down a bit due to pale grey background) */
801 ret[COL_2 * 3 + 0] = 0.7F;
802 ret[COL_2 * 3 + 1] = 0.7F;
803 ret[COL_2 * 3 + 2] = 0.0F;
804
805 /* green (also toned down) */
806 ret[COL_3 * 3 + 0] = 0.0F;
807 ret[COL_3 * 3 + 1] = 0.5F;
808 ret[COL_3 * 3 + 2] = 0.0F;
809
810 /* blue */
811 ret[COL_4 * 3 + 0] = 0.0F;
812 ret[COL_4 * 3 + 1] = 0.0F;
813 ret[COL_4 * 3 + 2] = 1.0F;
814
815 /* orange */
816 ret[COL_5 * 3 + 0] = 1.0F;
817 ret[COL_5 * 3 + 1] = 0.5F;
818 ret[COL_5 * 3 + 2] = 0.0F;
819
820 /* purple */
821 ret[COL_6 * 3 + 0] = 0.5F;
822 ret[COL_6 * 3 + 1] = 0.0F;
823 ret[COL_6 * 3 + 2] = 0.7F;
824
825 /* brown */
826 ret[COL_7 * 3 + 0] = 0.4F;
827 ret[COL_7 * 3 + 1] = 0.2F;
828 ret[COL_7 * 3 + 2] = 0.2F;
829
830 /* light blue */
831 ret[COL_8 * 3 + 0] = 0.4F;
832 ret[COL_8 * 3 + 1] = 0.7F;
833 ret[COL_8 * 3 + 2] = 1.0F;
834
835 /* light green */
836 ret[COL_9 * 3 + 0] = 0.5F;
837 ret[COL_9 * 3 + 1] = 0.8F;
838 ret[COL_9 * 3 + 2] = 0.5F;
839
840 /* pink */
841 ret[COL_10 * 3 + 0] = 1.0F;
842 ret[COL_10 * 3 + 1] = 0.6F;
843 ret[COL_10 * 3 + 2] = 1.0F;
844
845 ret[COL_FRAME * 3 + 0] = 0.0F;
846 ret[COL_FRAME * 3 + 1] = 0.0F;
847 ret[COL_FRAME * 3 + 2] = 0.0F;
848
849 ret[COL_CURSOR * 3 + 0] = 0.0F;
850 ret[COL_CURSOR * 3 + 1] = 0.0F;
851 ret[COL_CURSOR * 3 + 2] = 0.0F;
852
853 ret[COL_FLASH * 3 + 0] = 0.5F;
854 ret[COL_FLASH * 3 + 1] = 1.0F;
855 ret[COL_FLASH * 3 + 2] = 1.0F;
856
857 ret[COL_HOLD * 3 + 0] = 1.0F;
858 ret[COL_HOLD * 3 + 1] = 0.5F;
859 ret[COL_HOLD * 3 + 2] = 0.5F;
860
861 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
862 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
863 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
864
865 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
866 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
867 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
868
869 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
870 * (which we hard-code as white) from COL_BACKGROUND (which
871 * could default to white on some platforms).
872 * Code borrowed from fifteen.c. */
873 max = ret[COL_BACKGROUND*3];
874 for (i = 1; i < 3; i++)
875 if (ret[COL_BACKGROUND*3+i] > max)
876 max = ret[COL_BACKGROUND*3+i];
877 if (max * 1.2F > 1.0F) {
878 for (i = 0; i < 3; i++)
879 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
880 }
881
882 /* We also want to be able to tell the difference between BACKGROUND
883 * and EMPTY, for similar distinguishing-hint reasons. */
884 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
885 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
886 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
887
888 *ncolours = NCOLOURS;
889 return ret;
890 }
891
892 static game_drawstate *game_new_drawstate(game_state *state)
893 {
894 struct game_drawstate *ds = snew(struct game_drawstate);
895 int i;
896
897 memset(ds, 0, sizeof(struct game_drawstate));
898
899 ds->guesses = snewn(state->params.nguesses, pegrow);
900 ds->nguesses = state->params.nguesses;
901 for (i = 0; i < state->params.nguesses; i++) {
902 ds->guesses[i] = new_pegrow(state->params.npegs);
903 invalidate_pegrow(ds->guesses[i]);
904 }
905 ds->solution = new_pegrow(state->params.npegs);
906 invalidate_pegrow(ds->solution);
907 ds->colours = new_pegrow(state->params.ncolours);
908 invalidate_pegrow(ds->colours);
909
910 ds->hintw = (state->params.npegs+1)/2; /* must round up */
911
912 ds->blit_peg = NULL;
913
914 return ds;
915 }
916
917 static void game_free_drawstate(game_drawstate *ds)
918 {
919 int i;
920
921 if (ds->blit_peg) blitter_free(ds->blit_peg);
922 free_pegrow(ds->colours);
923 free_pegrow(ds->solution);
924 for (i = 0; i < ds->nguesses; i++)
925 free_pegrow(ds->guesses[i]);
926 sfree(ds->guesses);
927 sfree(ds);
928 }
929
930 static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
931 int moving, int col)
932 {
933 /*
934 * Some platforms antialias circles, which means we shouldn't
935 * overwrite a circle of one colour with a circle of another
936 * colour without erasing the background first. However, if the
937 * peg is the one being dragged, we don't erase the background
938 * because we _want_ it to alpha-blend nicely into whatever's
939 * behind it.
940 */
941 if (!moving)
942 draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
943 COL_BACKGROUND);
944 if (PEGRAD > 0) {
945 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
946 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
947 } else
948 draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
949 draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
950 }
951
952 static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
953 {
954 draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
955
956 draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
957 }
958
959 static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
960 pegrow src, int *holds, int cur_col, int force)
961 {
962 pegrow dest;
963 int rowx, rowy, i, scol;
964
965 if (guess == -1) {
966 dest = ds->solution;
967 rowx = SOLN_OX;
968 rowy = SOLN_OY;
969 } else {
970 dest = ds->guesses[guess];
971 rowx = GUESS_X(guess,0);
972 rowy = GUESS_Y(guess,0);
973 }
974 if (src) assert(src->npegs == dest->npegs);
975
976 for (i = 0; i < dest->npegs; i++) {
977 scol = src ? src->pegs[i] : 0;
978 if (i == cur_col)
979 scol |= 0x1000;
980 if (holds && holds[i])
981 scol |= 0x2000;
982 if ((dest->pegs[i] != scol) || force) {
983 draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
984 /*
985 * Hold marker.
986 */
987 draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
988 PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
989 draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
990 PEGSZ, 2);
991 if (scol & 0x1000)
992 draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
993 }
994 dest->pegs[i] = scol;
995 }
996 }
997
998 static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
999 pegrow src, int force, int cursor, int markable)
1000 {
1001 pegrow dest = ds->guesses[guess];
1002 int rowx, rowy, i, scol, col, hintlen;
1003 int need_redraw;
1004 int emptycol = (markable ? COL_FLASH : COL_EMPTY);
1005
1006 if (src) assert(src->npegs == dest->npegs);
1007
1008 hintlen = (dest->npegs + 1)/2;
1009
1010 /*
1011 * Because of the possible presence of the cursor around this
1012 * entire section, we redraw all or none of it but never part.
1013 */
1014 need_redraw = FALSE;
1015
1016 for (i = 0; i < dest->npegs; i++) {
1017 scol = src ? src->feedback[i] : 0;
1018 if (i == 0 && cursor)
1019 scol |= 0x1000;
1020 if (i == 0 && markable)
1021 scol |= 0x2000;
1022 if ((scol != dest->feedback[i]) || force) {
1023 need_redraw = TRUE;
1024 }
1025 dest->feedback[i] = scol;
1026 }
1027
1028 if (need_redraw) {
1029 int hinth = HINTSZ + GAP + HINTSZ;
1030 int hx,hy,hw,hh;
1031
1032 hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
1033 hw = HINT_W+GAP*2; hh = hinth+GAP*2;
1034
1035 /* erase a large background rectangle */
1036 draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND);
1037
1038 for (i = 0; i < dest->npegs; i++) {
1039 scol = src ? src->feedback[i] : 0;
1040 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
1041 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
1042 emptycol);
1043
1044 rowx = HINT_X(guess);
1045 rowy = HINT_Y(guess);
1046 if (i < hintlen) {
1047 rowx += HINTOFF * i;
1048 } else {
1049 rowx += HINTOFF * (i - hintlen);
1050 rowy += HINTOFF;
1051 }
1052 if (HINTRAD > 0) {
1053 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
1054 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
1055 } else {
1056 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
1057 }
1058 }
1059 if (cursor) {
1060 int x1,y1,x2,y2;
1061 x1 = hx + CGAP; y1 = hy + CGAP;
1062 x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
1063 draw_line(fe, x1, y1, x2, y1, COL_CURSOR);
1064 draw_line(fe, x2, y1, x2, y2, COL_CURSOR);
1065 draw_line(fe, x2, y2, x1, y2, COL_CURSOR);
1066 draw_line(fe, x1, y2, x1, y1, COL_CURSOR);
1067 }
1068
1069 draw_update(fe, hx, hy, hw, hh);
1070 }
1071 }
1072
1073 static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col)
1074 {
1075 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1076
1077 draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col);
1078 draw_update(fe, ox-off-1, oy, 2, PEGSZ);
1079 }
1080
1081 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1082 game_state *state, int dir, game_ui *ui,
1083 float animtime, float flashtime)
1084 {
1085 int i, new_move, last_go;
1086
1087 new_move = (state->next_go != ds->next_go) || !ds->started;
1088 last_go = (state->next_go == state->params.nguesses-1);
1089
1090 if (!ds->started) {
1091 draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1092 draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1093 draw_update(fe, 0, 0, ds->w, ds->h);
1094 }
1095
1096 if (ds->drag_col != 0) {
1097 debug(("Loading from blitter."));
1098 blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1099 draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1100 }
1101
1102 /* draw the colours */
1103 for (i = 0; i < state->params.ncolours; i++) {
1104 int val = i+1;
1105 if (ui->display_cur && ui->colour_cur == i)
1106 val |= 0x1000;
1107 if (ds->colours->pegs[i] != val) {
1108 draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
1109 if (val & 0x1000)
1110 draw_cursor(fe, ds, COL_X(i), COL_Y(i));
1111 ds->colours->pegs[i] = val;
1112 }
1113 }
1114
1115 /* draw the guesses (so far) and the hints */
1116 for (i = 0; i < state->params.nguesses; i++) {
1117 if (state->next_go > i || state->solved) {
1118 /* this info is stored in the game_state already */
1119 guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
1120 hint_redraw(fe, ds, i, state->guesses[i],
1121 i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
1122 } else if (state->next_go == i) {
1123 /* this is the one we're on; the (incomplete) guess is
1124 * stored in the game_ui. */
1125 guess_redraw(fe, ds, i, ui->curr_pegs,
1126 ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
1127 hint_redraw(fe, ds, i, NULL, 1,
1128 ui->display_cur && ui->peg_cur == state->params.npegs,
1129 ui->markable);
1130 } else {
1131 /* we've not got here yet; it's blank. */
1132 guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
1133 hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE);
1134 }
1135 }
1136
1137 /* draw the 'current move' and 'able to mark' sign. */
1138 if (new_move)
1139 currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
1140 if (!state->solved)
1141 currmove_redraw(fe, ds, state->next_go, COL_HOLD);
1142
1143 /* draw the solution (or the big rectangle) */
1144 if ((state->solved != ds->solved) || !ds->started) {
1145 draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1146 state->solved ? COL_BACKGROUND : COL_EMPTY);
1147 draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1148 }
1149 if (state->solved)
1150 guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
1151 ds->solved = state->solved;
1152
1153 ds->next_go = state->next_go;
1154
1155 /* if ui->drag_col != 0, save the screen to the blitter,
1156 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1157 if (ui->drag_col != 0) {
1158 int ox = ui->drag_x - (PEGSZ/2);
1159 int oy = ui->drag_y - (PEGSZ/2);
1160 debug(("Saving to blitter at (%d,%d)", ox, oy));
1161 blitter_save(fe, ds->blit_peg, ox, oy);
1162 draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
1163
1164 ds->blit_ox = ox; ds->blit_oy = oy;
1165 }
1166 ds->drag_col = ui->drag_col;
1167
1168 ds->started = 1;
1169 }
1170
1171 static float game_anim_length(game_state *oldstate, game_state *newstate,
1172 int dir, game_ui *ui)
1173 {
1174 return 0.0F;
1175 }
1176
1177 static float game_flash_length(game_state *oldstate, game_state *newstate,
1178 int dir, game_ui *ui)
1179 {
1180 return 0.0F;
1181 }
1182
1183 static int game_wants_statusbar(void)
1184 {
1185 return FALSE;
1186 }
1187
1188 static int game_timing_state(game_state *state)
1189 {
1190 return TRUE;
1191 }
1192
1193 #ifdef COMBINED
1194 #define thegame guess
1195 #endif
1196
1197 const struct game thegame = {
1198 "Guess", "games.guess",
1199 default_params,
1200 game_fetch_preset,
1201 decode_params,
1202 encode_params,
1203 free_params,
1204 dup_params,
1205 TRUE, game_configure, custom_params,
1206 validate_params,
1207 new_game_desc,
1208 game_free_aux_info,
1209 validate_desc,
1210 new_game,
1211 dup_game,
1212 free_game,
1213 TRUE, solve_game,
1214 FALSE, game_text_format,
1215 new_ui,
1216 free_ui,
1217 game_changed_state,
1218 make_move,
1219 game_size,
1220 game_colours,
1221 game_new_drawstate,
1222 game_free_drawstate,
1223 game_redraw,
1224 game_anim_length,
1225 game_flash_length,
1226 game_wants_statusbar,
1227 FALSE, game_timing_state,
1228 0, /* mouse_priorities */
1229 };
1230
1231 /* vim: set shiftwidth=4 tabstop=8: */