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 */
43 int next_go
; /* from 0 to nguesses-1;
44 if next_go == nguesses then they've lost. */
48 static game_params
*default_params(void)
50 game_params
*ret
= snew(game_params
);
52 /* AFAIK this is the canonical Mastermind ruleset. */
58 ret
->allow_multiple
= 1;
63 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
68 static void free_params(game_params
*params
)
73 static game_params
*dup_params(game_params
*params
)
75 game_params
*ret
= snew(game_params
);
76 *ret
= *params
; /* structure copy */
80 static void decode_params(game_params
*params
, char const *string
)
82 char const *p
= string
;
83 game_params
*defs
= default_params();
85 *params
= *defs
; free_params(defs
);
90 params
->ncolours
= atoi(p
);
91 while (*p
&& isdigit((unsigned char)*p
)) p
++;
95 params
->npegs
= atoi(p
);
96 while (*p
&& isdigit((unsigned char)*p
)) p
++;
100 params
->nguesses
= atoi(p
);
101 while (*p
&& isdigit((unsigned char)*p
)) p
++;
105 params
->allow_blank
= 1;
109 params
->allow_blank
= 0;
113 params
->allow_multiple
= 1;
117 params
->allow_multiple
= 0;
126 static char *encode_params(game_params
*params
, int full
)
130 sprintf(data
, "c%dp%dg%d%s%s",
131 params
->ncolours
, params
->npegs
, params
->nguesses
,
132 params
->allow_blank ?
"b" : "B", params
->allow_multiple ?
"m" : "M");
137 static config_item
*game_configure(game_params
*params
)
142 ret
= snewn(6, config_item
);
144 ret
[0].name
= "Colours";
145 ret
[0].type
= C_STRING
;
146 sprintf(buf
, "%d", params
->ncolours
);
147 ret
[0].sval
= dupstr(buf
);
150 ret
[1].name
= "Pegs per guess";
151 ret
[1].type
= C_STRING
;
152 sprintf(buf
, "%d", params
->npegs
);
153 ret
[1].sval
= dupstr(buf
);
156 ret
[2].name
= "Guesses";
157 ret
[2].type
= C_STRING
;
158 sprintf(buf
, "%d", params
->nguesses
);
159 ret
[2].sval
= dupstr(buf
);
162 ret
[3].name
= "Allow blanks";
163 ret
[3].type
= C_BOOLEAN
;
165 ret
[3].ival
= params
->allow_blank
;
167 ret
[4].name
= "Allow duplicates";
168 ret
[4].type
= C_BOOLEAN
;
170 ret
[4].ival
= params
->allow_multiple
;
180 static game_params
*custom_params(config_item
*cfg
)
182 game_params
*ret
= snew(game_params
);
184 ret
->ncolours
= atoi(cfg
[0].sval
);
185 ret
->npegs
= atoi(cfg
[1].sval
);
186 ret
->nguesses
= atoi(cfg
[2].sval
);
188 ret
->allow_blank
= cfg
[3].ival
;
189 ret
->allow_multiple
= cfg
[4].ival
;
194 static char *validate_params(game_params
*params
)
196 if (params
->ncolours
< 2 || params
->npegs
< 2)
197 return "Trivial solutions are uninteresting";
198 /* NB as well as the no. of colours we define, max(ncolours) must
199 * also fit in an unsigned char; see new_game_desc. */
200 if (params
->ncolours
> 10)
201 return "Too many colours";
202 if (params
->nguesses
< 1)
203 return "Must have at least one guess";
204 if (!params
->allow_multiple
&& params
->ncolours
< params
->npegs
)
205 return "Disallowing multiple colours requires at least as many colours as pegs";
209 static pegrow
new_pegrow(int npegs
)
211 pegrow pegs
= snew(struct pegrow
);
214 pegs
->pegs
= snewn(pegs
->npegs
, int);
215 memset(pegs
->pegs
, 0, pegs
->npegs
* sizeof(int));
216 pegs
->feedback
= snewn(pegs
->npegs
, int);
217 memset(pegs
->feedback
, 0, pegs
->npegs
* sizeof(int));
222 static pegrow
dup_pegrow(pegrow pegs
)
224 pegrow newpegs
= new_pegrow(pegs
->npegs
);
226 memcpy(newpegs
->pegs
, pegs
->pegs
, newpegs
->npegs
* sizeof(int));
227 memcpy(newpegs
->feedback
, pegs
->feedback
, newpegs
->npegs
* sizeof(int));
232 static void invalidate_pegrow(pegrow pegs
)
234 memset(pegs
->pegs
, -1, pegs
->npegs
* sizeof(int));
235 memset(pegs
->feedback
, -1, pegs
->npegs
* sizeof(int));
238 static void free_pegrow(pegrow pegs
)
241 sfree(pegs
->feedback
);
245 static char *new_game_desc(game_params
*params
, random_state
*rs
,
246 game_aux_info
**aux
, int interactive
)
248 unsigned char *bmp
= snewn(params
->npegs
, unsigned char);
251 pegrow colcount
= new_pegrow(params
->ncolours
);
253 for (i
= 0; i
< params
->npegs
; i
++) {
255 c
= random_upto(rs
, params
->ncolours
);
256 if (!params
->allow_multiple
&& colcount
->pegs
[c
]) goto newcol
;
258 bmp
[i
] = (unsigned char)(c
+1);
260 obfuscate_bitmap(bmp
, params
->npegs
*8, FALSE
);
262 ret
= bin2hex(bmp
, params
->npegs
);
264 free_pegrow(colcount
);
268 static void game_free_aux_info(game_aux_info
*aux
)
270 assert(!"Shouldn't happen");
273 static char *validate_desc(game_params
*params
, char *desc
)
278 /* desc is just an (obfuscated) bitmap of the solution; check that
279 * it's the correct length and (when unobfuscated) contains only
280 * sensible colours. */
281 if (strlen(desc
) != params
->npegs
* 2)
282 return "Game description is wrong length";
283 bmp
= hex2bin(desc
, params
->npegs
);
284 obfuscate_bitmap(bmp
, params
->npegs
*8, TRUE
);
285 for (i
= 0; i
< params
->npegs
; i
++) {
286 if (bmp
[i
] < 1 || bmp
[i
] > params
->ncolours
) {
288 return "Game description is corrupted";
296 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
298 game_state
*state
= snew(game_state
);
302 state
->params
= *params
;
303 state
->guesses
= snewn(params
->nguesses
, pegrow
);
304 for (i
= 0; i
< params
->nguesses
; i
++)
305 state
->guesses
[i
] = new_pegrow(params
->npegs
);
306 state
->solution
= new_pegrow(params
->npegs
);
308 bmp
= hex2bin(desc
, params
->npegs
);
309 obfuscate_bitmap(bmp
, params
->npegs
*8, TRUE
);
310 for (i
= 0; i
< params
->npegs
; i
++)
311 state
->solution
->pegs
[i
] = (int)bmp
[i
];
314 state
->next_go
= state
->solved
= 0;
319 static game_state
*dup_game(game_state
*state
)
321 game_state
*ret
= snew(game_state
);
326 ret
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
327 for (i
= 0; i
< state
->params
.nguesses
; i
++)
328 ret
->guesses
[i
] = dup_pegrow(state
->guesses
[i
]);
329 ret
->solution
= dup_pegrow(state
->solution
);
334 static void free_game(game_state
*state
)
338 free_pegrow(state
->solution
);
339 for (i
= 0; i
< state
->params
.nguesses
; i
++)
340 free_pegrow(state
->guesses
[i
]);
341 sfree(state
->guesses
);
346 static game_state
*solve_game(game_state
*state
, game_state
*currstate
,
347 game_aux_info
*aux
, char **error
)
349 game_state
*ret
= dup_game(currstate
);
354 static char *game_text_format(game_state
*state
)
360 pegrow curr_pegs
; /* half-finished current move */
362 int colour_cur
; /* position of up-down colour picker cursor */
363 int peg_cur
; /* position of left-right peg picker cursor */
364 int display_cur
, markable
;
366 int drag_col
, drag_x
, drag_y
; /* x and y are *center* of peg! */
367 int drag_opeg
; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
370 static game_ui
*new_ui(game_state
*state
)
372 game_ui
*ui
= snew(struct game_ui
);
373 memset(ui
, 0, sizeof(struct game_ui
));
374 ui
->curr_pegs
= new_pegrow(state
->params
.npegs
);
375 ui
->holds
= snewn(state
->params
.npegs
, int);
376 memset(ui
->holds
, 0, sizeof(int)*state
->params
.npegs
);
381 static void free_ui(game_ui
*ui
)
383 free_pegrow(ui
->curr_pegs
);
388 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
389 game_state
*newstate
)
393 /* just clear the row-in-progress when we have an undo/redo. */
394 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++)
395 ui
->curr_pegs
->pegs
[i
] = 0;
398 #define PEGSZ (ds->pegsz)
399 #define PEGOFF (ds->pegsz + ds->gapsz)
400 #define HINTSZ (ds->hintsz)
401 #define HINTOFF (ds->hintsz + ds->gapsz)
403 #define CGAP (ds->gapsz / 2)
405 #define PEGRAD (ds->pegrad)
406 #define HINTRAD (ds->hintrad)
408 #define COL_OX (ds->colx)
409 #define COL_OY (ds->coly)
410 #define COL_X(c) (COL_OX)
411 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
413 #define COL_H (ds->colours->npegs*PEGOFF)
415 #define GUESS_OX (ds->guessx)
416 #define GUESS_OY (ds->guessy)
417 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
418 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
419 #define GUESS_W (ds->solution->npegs*PEGOFF)
420 #define GUESS_H (ds->nguesses*PEGOFF)
422 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
423 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
424 #define HINT_X(g) HINT_OX
425 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
426 #define HINT_W (ds->hintw*HINTOFF)
427 #define HINT_H GUESS_H
429 #define SOLN_OX GUESS_OX
430 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
431 #define SOLN_W GUESS_W
432 #define SOLN_H PEGOFF
434 struct game_drawstate
{
436 pegrow
*guesses
; /* same size as state->guesses */
437 pegrow solution
; /* only displayed if state->solved */
438 pegrow colours
; /* length ncolours, not npegs */
440 int pegsz
, hintsz
, gapsz
; /* peg size (diameter), etc. */
441 int pegrad
, hintrad
; /* radius of peg, hint */
443 int colx
, coly
; /* origin of colours vertical bar */
444 int guessx
, guessy
; /* origin of guesses */
445 int solnx
, solny
; /* origin of solution */
446 int hintw
; /* no. of hint tiles we're wide per row */
447 int w
, h
, started
, solved
;
452 int drag_col
, blit_ox
, blit_oy
;
455 static int is_markable(game_params
*params
, pegrow pegs
)
457 int i
, nset
= 0, nrequired
, ret
= 0;
458 pegrow colcount
= new_pegrow(params
->ncolours
);
460 nrequired
= params
->allow_blank ?
1 : params
->npegs
;
462 for (i
= 0; i
< params
->npegs
; i
++) {
463 int c
= pegs
->pegs
[i
];
465 colcount
->pegs
[c
-1]++;
469 if (nset
< nrequired
) goto done
;
471 if (!params
->allow_multiple
) {
472 for (i
= 0; i
< params
->ncolours
; i
++) {
473 if (colcount
->pegs
[i
] > 1) goto done
;
478 free_pegrow(colcount
);
482 static void set_peg(game_params
*params
, game_ui
*ui
, int peg
, int col
)
484 ui
->curr_pegs
->pegs
[peg
] = col
;
485 ui
->markable
= is_markable(params
, ui
->curr_pegs
);
488 static int mark_pegs(pegrow guess
, pegrow solution
, int ncols
)
490 int nc_place
= 0, nc_colour
= 0, i
, j
;
492 assert(guess
&& solution
&& (guess
->npegs
== solution
->npegs
));
494 for (i
= 0; i
< guess
->npegs
; i
++) {
495 if (guess
->pegs
[i
] == solution
->pegs
[i
]) nc_place
++;
498 /* slight bit of cleverness: we have the following formula, from
499 * http://mathworld.wolfram.com/Mastermind.html that gives:
501 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
503 * I think this is due to Knuth.
505 for (i
= 1; i
<= ncols
; i
++) {
506 int n_guess
= 0, n_solution
= 0;
507 for (j
= 0; j
< guess
->npegs
; j
++) {
508 if (guess
->pegs
[j
] == i
) n_guess
++;
509 if (solution
->pegs
[j
] == i
) n_solution
++;
511 nc_colour
+= min(n_guess
, n_solution
);
513 nc_colour
-= nc_place
;
515 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
516 guess
->npegs
, nc_place
, nc_colour
));
517 assert((nc_colour
+ nc_place
) <= guess
->npegs
);
519 memset(guess
->feedback
, 0, guess
->npegs
*sizeof(int));
520 for (i
= 0, j
= 0; i
< nc_place
; i
++)
521 guess
->feedback
[j
++] = FEEDBACK_CORRECTPLACE
;
522 for (i
= 0; i
< nc_colour
; i
++)
523 guess
->feedback
[j
++] = FEEDBACK_CORRECTCOLOUR
;
528 static game_state
*mark_move(game_state
*from
, game_ui
*ui
)
530 int i
, ncleared
= 0, nc_place
;
531 game_state
*to
= dup_game(from
);
533 for (i
= 0; i
< to
->solution
->npegs
; i
++) {
534 to
->guesses
[from
->next_go
]->pegs
[i
] = ui
->curr_pegs
->pegs
[i
];
536 nc_place
= mark_pegs(to
->guesses
[from
->next_go
], to
->solution
, to
->params
.ncolours
);
538 if (nc_place
== to
->solution
->npegs
) {
539 to
->solved
= 1; /* win! */
541 to
->next_go
= from
->next_go
+ 1;
542 if (to
->next_go
>= to
->params
.nguesses
)
543 to
->solved
= 1; /* 'lose' so we show the pegs. */
546 for (i
= 0; i
< to
->solution
->npegs
; i
++) {
547 if (!ui
->holds
[i
] || to
->solved
) {
548 ui
->curr_pegs
->pegs
[i
] = 0;
551 if (to
->solved
) ui
->holds
[i
] = 0;
553 ui
->markable
= is_markable(&from
->params
, ui
->curr_pegs
);
554 if (!ui
->markable
&& ui
->peg_cur
== to
->solution
->npegs
)
560 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
561 int x
, int y
, int button
)
563 int over_col
= 0; /* one-indexed */
564 int over_guess
= -1; /* zero-indexed */
565 int over_past_guess_y
= -1; /* zero-indexed */
566 int over_past_guess_x
= -1; /* zero-indexed */
567 int over_hint
= 0; /* zero or one */
568 game_state
*ret
= NULL
;
570 int guess_ox
= GUESS_X(from
->next_go
, 0);
571 int guess_oy
= GUESS_Y(from
->next_go
, 0);
573 if (from
->solved
) return NULL
;
575 if (x
>= COL_OX
&& x
<= (COL_OX
+ COL_W
) &&
576 y
>= COL_OY
&& y
<= (COL_OY
+ COL_H
)) {
577 over_col
= ((y
- COL_OY
) / PEGOFF
) + 1;
578 } else if (x
>= guess_ox
&&
579 y
>= guess_oy
&& y
<= (guess_oy
+ GUESS_H
)) {
580 if (x
<= (guess_ox
+ GUESS_W
)) {
581 over_guess
= (x
- guess_ox
) / PEGOFF
;
585 } else if (x
>= guess_ox
&&
586 y
>= GUESS_OY
&& y
< guess_oy
) {
587 over_past_guess_y
= (y
- GUESS_OY
) / PEGOFF
;
588 over_past_guess_x
= (x
- guess_ox
) / PEGOFF
;
590 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
591 " over_past_guess (%d,%d)", over_col
, over_guess
, over_hint
,
592 over_past_guess_x
, over_past_guess_y
));
594 assert(ds
->blit_peg
);
597 if (button
== LEFT_BUTTON
) {
599 ui
->drag_col
= over_col
;
601 debug(("Start dragging from colours"));
602 } else if (over_guess
> -1) {
603 int col
= ui
->curr_pegs
->pegs
[over_guess
];
606 ui
->drag_opeg
= over_guess
;
607 debug(("Start dragging from a guess"));
609 } else if (over_past_guess_y
> -1) {
611 from
->guesses
[over_past_guess_y
]->pegs
[over_past_guess_x
];
615 debug(("Start dragging from a past guess"));
621 debug(("Start dragging, col = %d, (%d,%d)",
622 ui
->drag_col
, ui
->drag_x
, ui
->drag_y
));
625 } else if (button
== LEFT_DRAG
&& ui
->drag_col
) {
628 debug(("Keep dragging, (%d,%d)", ui
->drag_x
, ui
->drag_y
));
630 } else if (button
== LEFT_RELEASE
&& ui
->drag_col
) {
631 if (over_guess
> -1) {
632 debug(("Dropping colour %d onto guess peg %d",
633 ui
->drag_col
, over_guess
));
634 set_peg(&from
->params
, ui
, over_guess
, ui
->drag_col
);
636 if (ui
->drag_opeg
> -1) {
637 debug(("Removing colour %d from peg %d",
638 ui
->drag_col
, ui
->drag_opeg
));
639 set_peg(&from
->params
, ui
, ui
->drag_opeg
, 0);
644 debug(("Stop dragging."));
646 } else if (button
== RIGHT_BUTTON
) {
647 if (over_guess
> -1) {
648 /* we use ths feedback in the game_ui to signify
649 * 'carry this peg to the next guess as well'. */
650 ui
->holds
[over_guess
] = 1 - ui
->holds
[over_guess
];
653 } else if (button
== LEFT_RELEASE
&& over_hint
&& ui
->markable
) {
654 /* NB this won't trigger if on the end of a drag; that's on
655 * purpose, in case you drop by mistake... */
656 ret
= mark_move(from
, ui
);
660 if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
) {
662 if (button
== CURSOR_DOWN
&& (ui
->colour_cur
+1) < from
->params
.ncolours
)
664 if (button
== CURSOR_UP
&& ui
->colour_cur
> 0)
667 } else if (button
== CURSOR_LEFT
|| button
== CURSOR_RIGHT
) {
668 int maxcur
= from
->params
.npegs
;
669 if (ui
->markable
) maxcur
++;
672 if (button
== CURSOR_RIGHT
&& (ui
->peg_cur
+1) < maxcur
)
674 if (button
== CURSOR_LEFT
&& ui
->peg_cur
> 0)
677 } else if (button
== CURSOR_SELECT
|| button
== ' ' || button
== '\r' ||
679 if (ui
->peg_cur
== from
->params
.npegs
) {
680 ret
= mark_move(from
, ui
);
682 set_peg(&from
->params
, ui
, ui
->peg_cur
, ui
->colour_cur
+1);
685 } else if (button
== 'H' || button
== 'h') {
686 ui
->holds
[ui
->peg_cur
] = 1 - ui
->holds
[ui
->peg_cur
];
692 /* ----------------------------------------------------------------------
696 #define PEG_PREFER_SZ 32
698 /* next three are multipliers for pegsz. It will look much nicer if
699 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
701 #define PEG_HINT 0.35
705 static void game_size(game_params
*params
, game_drawstate
*ds
,
706 int *x
, int *y
, int expand
)
708 double hmul
, vmul_c
, vmul_g
, vmul
, szx
, szy
;
709 int sz
, colh
, guessh
;
711 hmul
= BORDER
* 2.0 + /* border */
712 1.0 * 2.0 + /* vertical colour bar */
713 1.0 * params
->npegs
+ /* guess pegs */
714 PEG_GAP
* params
->npegs
+ /* guess gaps */
715 PEG_HINT
* ds
->hintw
+ /* hint pegs */
716 PEG_GAP
* (ds
->hintw
- 1); /* hint gaps */
718 vmul_c
= BORDER
* 2.0 + /* border */
719 1.0 * params
->ncolours
+ /* colour pegs */
720 PEG_GAP
* (params
->ncolours
- 1); /* colour gaps */
722 vmul_g
= BORDER
* 2.0 + /* border */
723 1.0 * (params
->nguesses
+ 1) + /* guesses plus solution */
724 PEG_GAP
* (params
->nguesses
+ 1); /* gaps plus gap above soln */
726 vmul
= max(vmul_c
, vmul_g
);
730 sz
= max(min((int)szx
, (int)szy
), 1);
734 ds
->pegsz
= min(sz
, PEG_PREFER_SZ
);
736 ds
->hintsz
= (int)((double)ds
->pegsz
* PEG_HINT
);
737 ds
->gapsz
= (int)((double)ds
->pegsz
* PEG_GAP
);
738 ds
->border
= (int)((double)ds
->pegsz
* BORDER
);
740 ds
->pegrad
= (ds
->pegsz
-1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
741 ds
->hintrad
= (ds
->hintsz
-1)/2;
743 *x
= (int)ceil((double)ds
->pegsz
* hmul
);
744 *y
= (int)ceil((double)ds
->pegsz
* vmul
);
745 ds
->w
= *x
; ds
->h
= *y
;
747 colh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->ncolours
) - ds
->gapsz
;
748 guessh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
); /* guesses */
749 guessh
+= ds
->gapsz
+ ds
->pegsz
; /* solution */
751 ds
->colx
= ds
->border
;
752 ds
->coly
= (*y
- colh
) / 2;
754 ds
->guessx
= ds
->solnx
= ds
->border
+ ds
->pegsz
* 2; /* border + colours */
755 ds
->guessy
= (*y
- guessh
) / 2;
756 ds
->solny
= ds
->guessy
+ ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
) + ds
->gapsz
;
759 if (ds
->blit_peg
) blitter_free(ds
->blit_peg
);
760 ds
->blit_peg
= blitter_new(ds
->pegsz
, ds
->pegsz
);
764 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
766 float *ret
= snewn(3 * NCOLOURS
, float);
768 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
771 ret
[COL_1
* 3 + 0] = 1.0F
;
772 ret
[COL_1
* 3 + 1] = 0.0F
;
773 ret
[COL_1
* 3 + 2] = 0.0F
;
775 /* yellow (toned down a bit due to pale grey background) */
776 ret
[COL_2
* 3 + 0] = 0.7F
;
777 ret
[COL_2
* 3 + 1] = 0.7F
;
778 ret
[COL_2
* 3 + 2] = 0.0F
;
780 /* green (also toned down) */
781 ret
[COL_3
* 3 + 0] = 0.0F
;
782 ret
[COL_3
* 3 + 1] = 0.5F
;
783 ret
[COL_3
* 3 + 2] = 0.0F
;
786 ret
[COL_4
* 3 + 0] = 0.0F
;
787 ret
[COL_4
* 3 + 1] = 0.0F
;
788 ret
[COL_4
* 3 + 2] = 1.0F
;
791 ret
[COL_5
* 3 + 0] = 1.0F
;
792 ret
[COL_5
* 3 + 1] = 0.5F
;
793 ret
[COL_5
* 3 + 2] = 0.0F
;
796 ret
[COL_6
* 3 + 0] = 0.5F
;
797 ret
[COL_6
* 3 + 1] = 0.0F
;
798 ret
[COL_6
* 3 + 2] = 0.7F
;
801 ret
[COL_7
* 3 + 0] = 0.4F
;
802 ret
[COL_7
* 3 + 1] = 0.2F
;
803 ret
[COL_7
* 3 + 2] = 0.2F
;
806 ret
[COL_8
* 3 + 0] = 0.4F
;
807 ret
[COL_8
* 3 + 1] = 0.7F
;
808 ret
[COL_8
* 3 + 2] = 1.0F
;
811 ret
[COL_9
* 3 + 0] = 0.5F
;
812 ret
[COL_9
* 3 + 1] = 0.8F
;
813 ret
[COL_9
* 3 + 2] = 0.5F
;
816 ret
[COL_10
* 3 + 0] = 1.0F
;
817 ret
[COL_10
* 3 + 1] = 0.6F
;
818 ret
[COL_10
* 3 + 2] = 1.0F
;
820 ret
[COL_FRAME
* 3 + 0] = 0.0F
;
821 ret
[COL_FRAME
* 3 + 1] = 0.0F
;
822 ret
[COL_FRAME
* 3 + 2] = 0.0F
;
824 ret
[COL_CURSOR
* 3 + 0] = 0.0F
;
825 ret
[COL_CURSOR
* 3 + 1] = 0.0F
;
826 ret
[COL_CURSOR
* 3 + 2] = 0.0F
;
828 ret
[COL_FLASH
* 3 + 0] = 0.5F
;
829 ret
[COL_FLASH
* 3 + 1] = 1.0F
;
830 ret
[COL_FLASH
* 3 + 2] = 1.0F
;
832 ret
[COL_HOLD
* 3 + 0] = 1.0F
;
833 ret
[COL_HOLD
* 3 + 1] = 0.5F
;
834 ret
[COL_HOLD
* 3 + 2] = 0.5F
;
836 ret
[COL_EMPTY
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
837 ret
[COL_EMPTY
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
838 ret
[COL_EMPTY
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
840 ret
[COL_CORRECTPLACE
*3 + 0] = 0.0F
;
841 ret
[COL_CORRECTPLACE
*3 + 1] = 0.0F
;
842 ret
[COL_CORRECTPLACE
*3 + 2] = 0.0F
;
844 ret
[COL_CORRECTCOLOUR
*3 + 0] = 1.0F
;
845 ret
[COL_CORRECTCOLOUR
*3 + 1] = 1.0F
;
846 ret
[COL_CORRECTCOLOUR
*3 + 2] = 1.0F
;
848 *ncolours
= NCOLOURS
;
852 static game_drawstate
*game_new_drawstate(game_state
*state
)
854 struct game_drawstate
*ds
= snew(struct game_drawstate
);
857 memset(ds
, 0, sizeof(struct game_drawstate
));
859 ds
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
860 ds
->nguesses
= state
->params
.nguesses
;
861 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
862 ds
->guesses
[i
] = new_pegrow(state
->params
.npegs
);
863 invalidate_pegrow(ds
->guesses
[i
]);
865 ds
->solution
= new_pegrow(state
->params
.npegs
);
866 invalidate_pegrow(ds
->solution
);
867 ds
->colours
= new_pegrow(state
->params
.ncolours
);
868 invalidate_pegrow(ds
->colours
);
870 ds
->hintw
= (state
->params
.npegs
+1)/2; /* must round up */
877 static void game_free_drawstate(game_drawstate
*ds
)
881 if (ds
->blit_peg
) blitter_free(ds
->blit_peg
);
882 free_pegrow(ds
->colours
);
883 free_pegrow(ds
->solution
);
884 for (i
= 0; i
< ds
->nguesses
; i
++)
885 free_pegrow(ds
->guesses
[i
]);
890 static void draw_peg(frontend
*fe
, game_drawstate
*ds
, int cx
, int cy
,
894 * Some platforms antialias circles, which means we shouldn't
895 * overwrite a circle of one colour with a circle of another
896 * colour without erasing the background first. However, if the
897 * peg is the one being dragged, we don't erase the background
898 * because we _want_ it to alpha-blend nicely into whatever's
902 draw_rect(fe
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2,
905 draw_circle(fe
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
, 1, COL_EMPTY
+ col
);
906 draw_circle(fe
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
, 0, COL_EMPTY
+ col
);
908 draw_rect(fe
, cx
, cy
, PEGSZ
, PEGSZ
, COL_EMPTY
+ col
);
909 draw_update(fe
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
912 static void draw_cursor(frontend
*fe
, game_drawstate
*ds
, int x
, int y
)
914 draw_circle(fe
, x
+PEGRAD
, y
+PEGRAD
, PEGRAD
+CGAP
, 0, COL_CURSOR
);
916 draw_update(fe
, x
-CGAP
, y
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
919 static void guess_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
,
920 pegrow src
, int *holds
, int cur_col
, int force
)
923 int rowx
, rowy
, i
, scol
;
930 dest
= ds
->guesses
[guess
];
931 rowx
= GUESS_X(guess
,0);
932 rowy
= GUESS_Y(guess
,0);
934 if (src
) assert(src
->npegs
== dest
->npegs
);
936 for (i
= 0; i
< dest
->npegs
; i
++) {
937 scol
= src ? src
->pegs
[i
] : 0;
940 if (holds
&& holds
[i
])
942 if ((dest
->pegs
[i
] != scol
) || force
) {
943 draw_peg(fe
, ds
, rowx
+ PEGOFF
* i
, rowy
, FALSE
, scol
&~ 0x3000);
947 draw_rect(fe
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
948 PEGSZ
, 2, (scol
& 0x2000 ? COL_HOLD
: COL_BACKGROUND
));
949 draw_update(fe
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
952 draw_cursor(fe
, ds
, rowx
+ PEGOFF
* i
, rowy
);
954 dest
->pegs
[i
] = scol
;
958 static void hint_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
,
959 pegrow src
, int force
, int cursor
, int emptycol
)
961 pegrow dest
= ds
->guesses
[guess
];
962 int rowx
, rowy
, i
, scol
, col
, hintlen
;
965 if (src
) assert(src
->npegs
== dest
->npegs
);
967 hintlen
= (dest
->npegs
+ 1)/2;
970 * Because of the possible presence of the cursor around this
971 * entire section, we redraw all or none of it but never part.
975 for (i
= 0; i
< dest
->npegs
; i
++) {
976 scol
= src ? src
->feedback
[i
] : 0;
977 if (i
== 0 && cursor
)
979 if ((scol
!= dest
->feedback
[i
]) || force
) {
982 dest
->feedback
[i
] = scol
;
986 /* erase a large background rectangle */
987 draw_rect(fe
, GUESS_X(guess
, dest
->npegs
)-CGAP
,
988 GUESS_Y(guess
, dest
->npegs
)-CGAP
,
989 PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2, COL_BACKGROUND
);
991 for (i
= 0; i
< dest
->npegs
; i
++) {
992 scol
= src ? src
->feedback
[i
] : 0;
993 col
= ((scol
== FEEDBACK_CORRECTPLACE
) ? COL_CORRECTPLACE
:
994 (scol
== FEEDBACK_CORRECTCOLOUR
) ? COL_CORRECTCOLOUR
:
997 rowx
= HINT_X(guess
);
998 rowy
= HINT_Y(guess
);
1000 rowx
+= HINTOFF
* i
;
1002 rowx
+= HINTOFF
* (i
- hintlen
);
1006 draw_circle(fe
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, 1, col
);
1007 draw_circle(fe
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, 0, col
);
1009 draw_rect(fe
, rowx
, rowy
, HINTSZ
, HINTSZ
, col
);
1013 draw_cursor(fe
, ds
, GUESS_X(guess
, dest
->npegs
),
1014 GUESS_Y(guess
, dest
->npegs
));
1016 draw_update(fe
, GUESS_X(guess
, dest
->npegs
)-CGAP
,
1017 GUESS_Y(guess
, dest
->npegs
)-CGAP
,
1018 PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
1022 static void currmove_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
, int col
)
1024 int ox
= GUESS_X(guess
, 0), oy
= GUESS_Y(guess
, 0), off
= PEGSZ
/4;
1026 draw_rect(fe
, ox
-off
-1, oy
, 2, PEGSZ
, col
);
1027 draw_update(fe
, ox
-off
-1, oy
, 2, PEGSZ
);
1030 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1031 game_state
*state
, int dir
, game_ui
*ui
,
1032 float animtime
, float flashtime
)
1034 int i
, new_move
, last_go
;
1036 new_move
= (state
->next_go
!= ds
->next_go
) || !ds
->started
;
1037 last_go
= (state
->next_go
== state
->params
.nguesses
-1);
1040 draw_rect(fe
, 0, 0, ds
->w
, ds
->h
, COL_BACKGROUND
);
1041 draw_rect(fe
, SOLN_OX
, SOLN_OY
- ds
->gapsz
- 1, SOLN_W
, 2, COL_FRAME
);
1042 draw_update(fe
, 0, 0, ds
->w
, ds
->h
);
1045 if (ds
->drag_col
!= 0) {
1046 debug(("Loading from blitter."));
1047 blitter_load(fe
, ds
->blit_peg
, ds
->blit_ox
, ds
->blit_oy
);
1048 draw_update(fe
, ds
->blit_ox
, ds
->blit_oy
, PEGSZ
, PEGSZ
);
1051 /* draw the colours */
1052 for (i
= 0; i
< state
->params
.ncolours
; i
++) {
1054 if (ui
->display_cur
&& ui
->colour_cur
== i
)
1056 if (ds
->colours
->pegs
[i
] != val
) {
1057 draw_peg(fe
, ds
, COL_X(i
), COL_Y(i
), FALSE
, i
+1);
1059 draw_cursor(fe
, ds
, COL_X(i
), COL_Y(i
));
1060 ds
->colours
->pegs
[i
] = val
;
1064 /* draw the guesses (so far) and the hints */
1065 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
1066 if (state
->next_go
> i
|| state
->solved
) {
1067 /* this info is stored in the game_state already */
1068 guess_redraw(fe
, ds
, i
, state
->guesses
[i
], NULL
, -1, 0);
1069 hint_redraw(fe
, ds
, i
, state
->guesses
[i
],
1070 i
== (state
->next_go
-1) ?
1 : 0, FALSE
, COL_EMPTY
);
1071 } else if (state
->next_go
== i
) {
1072 /* this is the one we're on; the (incomplete) guess is
1073 * stored in the game_ui. */
1074 guess_redraw(fe
, ds
, i
, ui
->curr_pegs
,
1075 ui
->holds
, ui
->display_cur ? ui
->peg_cur
: -1, 0);
1076 hint_redraw(fe
, ds
, i
, NULL
, 1,
1077 ui
->display_cur
&& ui
->peg_cur
== state
->params
.npegs
,
1078 ui
->markable ? COL_FLASH
: COL_EMPTY
);
1080 /* we've not got here yet; it's blank. */
1081 guess_redraw(fe
, ds
, i
, NULL
, NULL
, -1, 0);
1082 hint_redraw(fe
, ds
, i
, NULL
, 0, FALSE
, COL_EMPTY
);
1086 /* draw the 'current move' and 'able to mark' sign. */
1088 currmove_redraw(fe
, ds
, ds
->next_go
, COL_BACKGROUND
);
1090 currmove_redraw(fe
, ds
, state
->next_go
, COL_HOLD
);
1092 /* draw the solution (or the big rectangle) */
1093 if ((state
->solved
!= ds
->solved
) || !ds
->started
) {
1094 draw_rect(fe
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
,
1095 state
->solved ? COL_BACKGROUND
: COL_EMPTY
);
1096 draw_update(fe
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
);
1099 guess_redraw(fe
, ds
, -1, state
->solution
, NULL
, -1, !ds
->solved
);
1100 ds
->solved
= state
->solved
;
1102 ds
->next_go
= state
->next_go
;
1104 /* if ui->drag_col != 0, save the screen to the blitter,
1105 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1106 if (ui
->drag_col
!= 0) {
1107 int ox
= ui
->drag_x
- (PEGSZ
/2);
1108 int oy
= ui
->drag_y
- (PEGSZ
/2);
1109 debug(("Saving to blitter at (%d,%d)", ox
, oy
));
1110 blitter_save(fe
, ds
->blit_peg
, ox
, oy
);
1111 draw_peg(fe
, ds
, ox
, oy
, TRUE
, ui
->drag_col
);
1113 ds
->blit_ox
= ox
; ds
->blit_oy
= oy
;
1115 ds
->drag_col
= ui
->drag_col
;
1120 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1121 int dir
, game_ui
*ui
)
1126 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1127 int dir
, game_ui
*ui
)
1132 static int game_wants_statusbar(void)
1137 static int game_timing_state(game_state
*state
)
1143 #define thegame guess
1146 const struct game thegame
= {
1147 "Guess", "games.guess",
1154 TRUE
, game_configure
, custom_params
,
1163 FALSE
, game_text_format
,
1171 game_free_drawstate
,
1175 game_wants_statusbar
,
1176 FALSE
, game_timing_state
,
1177 0, /* mouse_priorities */
1180 /* vim: set shiftwidth=4 tabstop=8: */