More patches from James Harvey: enforce a maximum brightness in the
[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 int game_fetch_preset(int i, char **name, game_params **params)
64 {
65 return FALSE;
66 }
67
68 static void free_params(game_params *params)
69 {
70 sfree(params);
71 }
72
73 static game_params *dup_params(game_params *params)
74 {
75 game_params *ret = snew(game_params);
76 *ret = *params; /* structure copy */
77 return ret;
78 }
79
80 static void decode_params(game_params *params, char const *string)
81 {
82 char const *p = string;
83 game_params *defs = default_params();
84
85 *params = *defs; free_params(defs);
86
87 while (*p) {
88 switch (*p++) {
89 case 'c':
90 params->ncolours = atoi(p);
91 while (*p && isdigit((unsigned char)*p)) p++;
92 break;
93
94 case 'p':
95 params->npegs = atoi(p);
96 while (*p && isdigit((unsigned char)*p)) p++;
97 break;
98
99 case 'g':
100 params->nguesses = atoi(p);
101 while (*p && isdigit((unsigned char)*p)) p++;
102 break;
103
104 case 'b':
105 params->allow_blank = 1;
106 break;
107
108 case 'B':
109 params->allow_blank = 0;
110 break;
111
112 case 'm':
113 params->allow_multiple = 1;
114 break;
115
116 case 'M':
117 params->allow_multiple = 0;
118 break;
119
120 default:
121 ;
122 }
123 }
124 }
125
126 static char *encode_params(game_params *params, int full)
127 {
128 char data[256];
129
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");
133
134 return dupstr(data);
135 }
136
137 static config_item *game_configure(game_params *params)
138 {
139 config_item *ret;
140 char buf[80];
141
142 ret = snewn(6, config_item);
143
144 ret[0].name = "Colours";
145 ret[0].type = C_STRING;
146 sprintf(buf, "%d", params->ncolours);
147 ret[0].sval = dupstr(buf);
148 ret[0].ival = 0;
149
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);
154 ret[1].ival = 0;
155
156 ret[2].name = "Guesses";
157 ret[2].type = C_STRING;
158 sprintf(buf, "%d", params->nguesses);
159 ret[2].sval = dupstr(buf);
160 ret[2].ival = 0;
161
162 ret[3].name = "Allow blanks";
163 ret[3].type = C_BOOLEAN;
164 ret[3].sval = NULL;
165 ret[3].ival = params->allow_blank;
166
167 ret[4].name = "Allow duplicates";
168 ret[4].type = C_BOOLEAN;
169 ret[4].sval = NULL;
170 ret[4].ival = params->allow_multiple;
171
172 ret[5].name = NULL;
173 ret[5].type = C_END;
174 ret[5].sval = NULL;
175 ret[5].ival = 0;
176
177 return ret;
178 }
179
180 static game_params *custom_params(config_item *cfg)
181 {
182 game_params *ret = snew(game_params);
183
184 ret->ncolours = atoi(cfg[0].sval);
185 ret->npegs = atoi(cfg[1].sval);
186 ret->nguesses = atoi(cfg[2].sval);
187
188 ret->allow_blank = cfg[3].ival;
189 ret->allow_multiple = cfg[4].ival;
190
191 return ret;
192 }
193
194 static char *validate_params(game_params *params)
195 {
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";
206 return NULL;
207 }
208
209 static pegrow new_pegrow(int npegs)
210 {
211 pegrow pegs = snew(struct pegrow);
212
213 pegs->npegs = npegs;
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));
218
219 return pegs;
220 }
221
222 static pegrow dup_pegrow(pegrow pegs)
223 {
224 pegrow newpegs = new_pegrow(pegs->npegs);
225
226 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
227 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
228
229 return newpegs;
230 }
231
232 static void invalidate_pegrow(pegrow pegs)
233 {
234 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
235 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
236 }
237
238 static void free_pegrow(pegrow pegs)
239 {
240 sfree(pegs->pegs);
241 sfree(pegs->feedback);
242 sfree(pegs);
243 }
244
245 static char *new_game_desc(game_params *params, random_state *rs,
246 game_aux_info **aux, int interactive)
247 {
248 unsigned char *bmp = snewn(params->npegs, unsigned char);
249 char *ret;
250 int i, c;
251 pegrow colcount = new_pegrow(params->ncolours);
252
253 for (i = 0; i < params->npegs; i++) {
254 newcol:
255 c = random_upto(rs, params->ncolours);
256 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
257 colcount->pegs[c]++;
258 bmp[i] = (unsigned char)(c+1);
259 }
260 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
261
262 ret = bin2hex(bmp, params->npegs);
263 sfree(bmp);
264 free_pegrow(colcount);
265 return ret;
266 }
267
268 static void game_free_aux_info(game_aux_info *aux)
269 {
270 assert(!"Shouldn't happen");
271 }
272
273 static char *validate_desc(game_params *params, char *desc)
274 {
275 unsigned char *bmp;
276 int i;
277
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) {
287 sfree(bmp);
288 return "Game description is corrupted";
289 }
290 }
291 sfree(bmp);
292
293 return NULL;
294 }
295
296 static game_state *new_game(midend_data *me, game_params *params, char *desc)
297 {
298 game_state *state = snew(game_state);
299 unsigned char *bmp;
300 int i;
301
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);
307
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];
312 sfree(bmp);
313
314 state->next_go = state->solved = 0;
315
316 return state;
317 }
318
319 static game_state *dup_game(game_state *state)
320 {
321 game_state *ret = snew(game_state);
322 int i;
323
324 *ret = *state;
325
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);
330
331 return ret;
332 }
333
334 static void free_game(game_state *state)
335 {
336 int i;
337
338 free_pegrow(state->solution);
339 for (i = 0; i < state->params.nguesses; i++)
340 free_pegrow(state->guesses[i]);
341 sfree(state->guesses);
342
343 sfree(state);
344 }
345
346 static game_state *solve_game(game_state *state, game_state *currstate,
347 game_aux_info *aux, char **error)
348 {
349 game_state *ret = dup_game(currstate);
350 ret->solved = 1;
351 return ret;
352 }
353
354 static char *game_text_format(game_state *state)
355 {
356 return NULL;
357 }
358
359 struct game_ui {
360 pegrow curr_pegs; /* half-finished current move */
361 int *holds;
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;
365
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 */
368 };
369
370 static game_ui *new_ui(game_state *state)
371 {
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);
377 ui->drag_opeg = -1;
378 return ui;
379 }
380
381 static void free_ui(game_ui *ui)
382 {
383 free_pegrow(ui->curr_pegs);
384 sfree(ui->holds);
385 sfree(ui);
386 }
387
388 static void game_changed_state(game_ui *ui, game_state *oldstate,
389 game_state *newstate)
390 {
391 int i;
392
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;
396 ui->markable = FALSE;
397 }
398
399 #define PEGSZ (ds->pegsz)
400 #define PEGOFF (ds->pegsz + ds->gapsz)
401 #define HINTSZ (ds->hintsz)
402 #define HINTOFF (ds->hintsz + ds->gapsz)
403
404 #define GAP (ds->gapsz)
405 #define CGAP (ds->gapsz / 2)
406
407 #define PEGRAD (ds->pegrad)
408 #define HINTRAD (ds->hintrad)
409
410 #define COL_OX (ds->colx)
411 #define COL_OY (ds->coly)
412 #define COL_X(c) (COL_OX)
413 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
414 #define COL_W PEGOFF
415 #define COL_H (ds->colours->npegs*PEGOFF)
416
417 #define GUESS_OX (ds->guessx)
418 #define GUESS_OY (ds->guessy)
419 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
420 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
421 #define GUESS_W (ds->solution->npegs*PEGOFF)
422 #define GUESS_H (ds->nguesses*PEGOFF)
423
424 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
425 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
426 #define HINT_X(g) HINT_OX
427 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
428 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
429 #define HINT_H GUESS_H
430
431 #define SOLN_OX GUESS_OX
432 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
433 #define SOLN_W GUESS_W
434 #define SOLN_H PEGOFF
435
436 struct game_drawstate {
437 int nguesses;
438 pegrow *guesses; /* same size as state->guesses */
439 pegrow solution; /* only displayed if state->solved */
440 pegrow colours; /* length ncolours, not npegs */
441
442 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
443 int pegrad, hintrad; /* radius of peg, hint */
444 int border;
445 int colx, coly; /* origin of colours vertical bar */
446 int guessx, guessy; /* origin of guesses */
447 int solnx, solny; /* origin of solution */
448 int hintw; /* no. of hint tiles we're wide per row */
449 int w, h, started, solved;
450
451 int next_go;
452
453 blitter *blit_peg;
454 int drag_col, blit_ox, blit_oy;
455 };
456
457 static int is_markable(game_params *params, pegrow pegs)
458 {
459 int i, nset = 0, nrequired, ret = 0;
460 pegrow colcount = new_pegrow(params->ncolours);
461
462 nrequired = params->allow_blank ? 1 : params->npegs;
463
464 for (i = 0; i < params->npegs; i++) {
465 int c = pegs->pegs[i];
466 if (c > 0) {
467 colcount->pegs[c-1]++;
468 nset++;
469 }
470 }
471 if (nset < nrequired) goto done;
472
473 if (!params->allow_multiple) {
474 for (i = 0; i < params->ncolours; i++) {
475 if (colcount->pegs[i] > 1) goto done;
476 }
477 }
478 ret = 1;
479 done:
480 free_pegrow(colcount);
481 return ret;
482 }
483
484 static void set_peg(game_params *params, game_ui *ui, int peg, int col)
485 {
486 ui->curr_pegs->pegs[peg] = col;
487 ui->markable = is_markable(params, ui->curr_pegs);
488 }
489
490 static int mark_pegs(pegrow guess, pegrow solution, int ncols)
491 {
492 int nc_place = 0, nc_colour = 0, i, j;
493
494 assert(guess && solution && (guess->npegs == solution->npegs));
495
496 for (i = 0; i < guess->npegs; i++) {
497 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
498 }
499
500 /* slight bit of cleverness: we have the following formula, from
501 * http://mathworld.wolfram.com/Mastermind.html that gives:
502 *
503 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
504 *
505 * I think this is due to Knuth.
506 */
507 for (i = 1; i <= ncols; i++) {
508 int n_guess = 0, n_solution = 0;
509 for (j = 0; j < guess->npegs; j++) {
510 if (guess->pegs[j] == i) n_guess++;
511 if (solution->pegs[j] == i) n_solution++;
512 }
513 nc_colour += min(n_guess, n_solution);
514 }
515 nc_colour -= nc_place;
516
517 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
518 guess->npegs, nc_place, nc_colour));
519 assert((nc_colour + nc_place) <= guess->npegs);
520
521 memset(guess->feedback, 0, guess->npegs*sizeof(int));
522 for (i = 0, j = 0; i < nc_place; i++)
523 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
524 for (i = 0; i < nc_colour; i++)
525 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
526
527 return nc_place;
528 }
529
530 static game_state *mark_move(game_state *from, game_ui *ui)
531 {
532 int i, ncleared = 0, nc_place;
533 game_state *to = dup_game(from);
534
535 for (i = 0; i < to->solution->npegs; i++) {
536 to->guesses[from->next_go]->pegs[i] = ui->curr_pegs->pegs[i];
537 }
538 nc_place = mark_pegs(to->guesses[from->next_go], to->solution, to->params.ncolours);
539
540 if (nc_place == to->solution->npegs) {
541 to->solved = 1; /* win! */
542 } else {
543 to->next_go = from->next_go + 1;
544 if (to->next_go >= to->params.nguesses)
545 to->solved = 1; /* 'lose' so we show the pegs. */
546 }
547
548 for (i = 0; i < to->solution->npegs; i++) {
549 if (!ui->holds[i] || to->solved) {
550 ui->curr_pegs->pegs[i] = 0;
551 ncleared++;
552 }
553 if (to->solved) ui->holds[i] = 0;
554 }
555 ui->markable = is_markable(&from->params, ui->curr_pegs);
556 if (!ui->markable && ui->peg_cur == to->solution->npegs)
557 ui->peg_cur--;
558
559 return to;
560 }
561
562 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
563 int x, int y, int button)
564 {
565 int over_col = 0; /* one-indexed */
566 int over_guess = -1; /* zero-indexed */
567 int over_past_guess_y = -1; /* zero-indexed */
568 int over_past_guess_x = -1; /* zero-indexed */
569 int over_hint = 0; /* zero or one */
570 game_state *ret = NULL;
571
572 int guess_ox = GUESS_X(from->next_go, 0);
573 int guess_oy = GUESS_Y(from->next_go, 0);
574
575 if (from->solved) return NULL;
576
577 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
578 y >= COL_OY && y <= (COL_OY + COL_H)) {
579 over_col = ((y - COL_OY) / PEGOFF) + 1;
580 } else if (x >= guess_ox &&
581 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
582 if (x <= (guess_ox + GUESS_W)) {
583 over_guess = (x - guess_ox) / PEGOFF;
584 } else {
585 over_hint = 1;
586 }
587 } else if (x >= guess_ox &&
588 y >= GUESS_OY && y < guess_oy) {
589 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
590 over_past_guess_x = (x - guess_ox) / PEGOFF;
591 }
592 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
593 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
594 over_past_guess_x, over_past_guess_y));
595
596 assert(ds->blit_peg);
597
598 /* mouse input */
599 if (button == LEFT_BUTTON) {
600 if (over_col > 0) {
601 ui->drag_col = over_col;
602 ui->drag_opeg = -1;
603 debug(("Start dragging from colours"));
604 } else if (over_guess > -1) {
605 int col = ui->curr_pegs->pegs[over_guess];
606 if (col) {
607 ui->drag_col = col;
608 ui->drag_opeg = over_guess;
609 debug(("Start dragging from a guess"));
610 }
611 } else if (over_past_guess_y > -1) {
612 int col =
613 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
614 if (col) {
615 ui->drag_col = col;
616 ui->drag_opeg = -1;
617 debug(("Start dragging from a past guess"));
618 }
619 }
620 if (ui->drag_col) {
621 ui->drag_x = x;
622 ui->drag_y = y;
623 debug(("Start dragging, col = %d, (%d,%d)",
624 ui->drag_col, ui->drag_x, ui->drag_y));
625 ret = from;
626 }
627 } else if (button == LEFT_DRAG && ui->drag_col) {
628 ui->drag_x = x;
629 ui->drag_y = y;
630 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
631 ret = from;
632 } else if (button == LEFT_RELEASE && ui->drag_col) {
633 if (over_guess > -1) {
634 debug(("Dropping colour %d onto guess peg %d",
635 ui->drag_col, over_guess));
636 set_peg(&from->params, ui, over_guess, ui->drag_col);
637 } else {
638 if (ui->drag_opeg > -1) {
639 debug(("Removing colour %d from peg %d",
640 ui->drag_col, ui->drag_opeg));
641 set_peg(&from->params, ui, ui->drag_opeg, 0);
642 }
643 }
644 ui->drag_col = 0;
645 ui->drag_opeg = -1;
646 ui->display_cur = 0;
647 debug(("Stop dragging."));
648 ret = from;
649 } else if (button == RIGHT_BUTTON) {
650 if (over_guess > -1) {
651 /* we use ths feedback in the game_ui to signify
652 * 'carry this peg to the next guess as well'. */
653 ui->holds[over_guess] = 1 - ui->holds[over_guess];
654 ret = from;
655 }
656 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
657 /* NB this won't trigger if on the end of a drag; that's on
658 * purpose, in case you drop by mistake... */
659 ret = mark_move(from, ui);
660 }
661
662 /* keyboard input */
663 if (button == CURSOR_UP || button == CURSOR_DOWN) {
664 ui->display_cur = 1;
665 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
666 ui->colour_cur++;
667 if (button == CURSOR_UP && ui->colour_cur > 0)
668 ui->colour_cur--;
669 ret = from;
670 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
671 int maxcur = from->params.npegs;
672 if (ui->markable) maxcur++;
673
674 ui->display_cur = 1;
675 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
676 ui->peg_cur++;
677 if (button == CURSOR_LEFT && ui->peg_cur > 0)
678 ui->peg_cur--;
679 ret = from;
680 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
681 button == '\n') {
682 if (ui->peg_cur == from->params.npegs) {
683 ret = mark_move(from, ui);
684 } else {
685 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
686 ret = from;
687 }
688 } else if (button == 'H' || button == 'h') {
689 ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
690 ret = from;
691 }
692 return ret;
693 }
694
695 /* ----------------------------------------------------------------------
696 * Drawing routines.
697 */
698
699 #define PEG_PREFER_SZ 32
700
701 /* next three are multipliers for pegsz. It will look much nicer if
702 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
703 #define PEG_GAP 0.10
704 #define PEG_HINT 0.35
705
706 #define BORDER 0.5
707
708 static void game_size(game_params *params, game_drawstate *ds,
709 int *x, int *y, int expand)
710 {
711 double hmul, vmul_c, vmul_g, vmul, szx, szy;
712 int sz, colh, guessh;
713
714 hmul = BORDER * 2.0 + /* border */
715 1.0 * 2.0 + /* vertical colour bar */
716 1.0 * params->npegs + /* guess pegs */
717 PEG_GAP * params->npegs + /* guess gaps */
718 PEG_HINT * ds->hintw + /* hint pegs */
719 PEG_GAP * (ds->hintw - 1); /* hint gaps */
720
721 vmul_c = BORDER * 2.0 + /* border */
722 1.0 * params->ncolours + /* colour pegs */
723 PEG_GAP * (params->ncolours - 1); /* colour gaps */
724
725 vmul_g = BORDER * 2.0 + /* border */
726 1.0 * (params->nguesses + 1) + /* guesses plus solution */
727 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
728
729 vmul = max(vmul_c, vmul_g);
730
731 szx = *x / hmul;
732 szy = *y / vmul;
733 sz = max(min((int)szx, (int)szy), 1);
734 if (expand)
735 ds->pegsz = sz;
736 else
737 ds->pegsz = min(sz, PEG_PREFER_SZ);
738
739 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
740 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
741 ds->border = (int)((double)ds->pegsz * BORDER);
742
743 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
744 ds->hintrad = (ds->hintsz-1)/2;
745
746 *x = (int)ceil((double)ds->pegsz * hmul);
747 *y = (int)ceil((double)ds->pegsz * vmul);
748 ds->w = *x; ds->h = *y;
749
750 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
751 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
752 guessh += ds->gapsz + ds->pegsz; /* solution */
753
754 ds->colx = ds->border;
755 ds->coly = (*y - colh) / 2;
756
757 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
758 ds->guessy = (*y - guessh) / 2;
759 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
760
761 if (ds->pegsz > 0) {
762 if (ds->blit_peg) blitter_free(ds->blit_peg);
763 ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
764 }
765 }
766
767 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
768 {
769 float *ret = snewn(3 * NCOLOURS, float), max;
770 int i;
771
772 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
773
774 /* red */
775 ret[COL_1 * 3 + 0] = 1.0F;
776 ret[COL_1 * 3 + 1] = 0.0F;
777 ret[COL_1 * 3 + 2] = 0.0F;
778
779 /* yellow (toned down a bit due to pale grey background) */
780 ret[COL_2 * 3 + 0] = 0.7F;
781 ret[COL_2 * 3 + 1] = 0.7F;
782 ret[COL_2 * 3 + 2] = 0.0F;
783
784 /* green (also toned down) */
785 ret[COL_3 * 3 + 0] = 0.0F;
786 ret[COL_3 * 3 + 1] = 0.5F;
787 ret[COL_3 * 3 + 2] = 0.0F;
788
789 /* blue */
790 ret[COL_4 * 3 + 0] = 0.0F;
791 ret[COL_4 * 3 + 1] = 0.0F;
792 ret[COL_4 * 3 + 2] = 1.0F;
793
794 /* orange */
795 ret[COL_5 * 3 + 0] = 1.0F;
796 ret[COL_5 * 3 + 1] = 0.5F;
797 ret[COL_5 * 3 + 2] = 0.0F;
798
799 /* purple */
800 ret[COL_6 * 3 + 0] = 0.5F;
801 ret[COL_6 * 3 + 1] = 0.0F;
802 ret[COL_6 * 3 + 2] = 0.7F;
803
804 /* brown */
805 ret[COL_7 * 3 + 0] = 0.4F;
806 ret[COL_7 * 3 + 1] = 0.2F;
807 ret[COL_7 * 3 + 2] = 0.2F;
808
809 /* light blue */
810 ret[COL_8 * 3 + 0] = 0.4F;
811 ret[COL_8 * 3 + 1] = 0.7F;
812 ret[COL_8 * 3 + 2] = 1.0F;
813
814 /* light green */
815 ret[COL_9 * 3 + 0] = 0.5F;
816 ret[COL_9 * 3 + 1] = 0.8F;
817 ret[COL_9 * 3 + 2] = 0.5F;
818
819 /* pink */
820 ret[COL_10 * 3 + 0] = 1.0F;
821 ret[COL_10 * 3 + 1] = 0.6F;
822 ret[COL_10 * 3 + 2] = 1.0F;
823
824 ret[COL_FRAME * 3 + 0] = 0.0F;
825 ret[COL_FRAME * 3 + 1] = 0.0F;
826 ret[COL_FRAME * 3 + 2] = 0.0F;
827
828 ret[COL_CURSOR * 3 + 0] = 0.0F;
829 ret[COL_CURSOR * 3 + 1] = 0.0F;
830 ret[COL_CURSOR * 3 + 2] = 0.0F;
831
832 ret[COL_FLASH * 3 + 0] = 0.5F;
833 ret[COL_FLASH * 3 + 1] = 1.0F;
834 ret[COL_FLASH * 3 + 2] = 1.0F;
835
836 ret[COL_HOLD * 3 + 0] = 1.0F;
837 ret[COL_HOLD * 3 + 1] = 0.5F;
838 ret[COL_HOLD * 3 + 2] = 0.5F;
839
840 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
841 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
842 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
843
844 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
845 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
846 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
847
848 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
849 * (which we hard-code as white) from COL_BACKGROUND (which
850 * could default to white on some platforms).
851 * Code borrowed from fifteen.c. */
852 max = ret[COL_BACKGROUND*3];
853 for (i = 1; i < 3; i++)
854 if (ret[COL_BACKGROUND*3+i] > max)
855 max = ret[COL_BACKGROUND*3+i];
856 if (max * 1.2F > 1.0F) {
857 for (i = 0; i < 3; i++)
858 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
859 }
860
861 /* We also want to be able to tell the difference between BACKGROUND
862 * and EMPTY, for similar distinguishing-hint reasons. */
863 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
864 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
865 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
866
867 *ncolours = NCOLOURS;
868 return ret;
869 }
870
871 static game_drawstate *game_new_drawstate(game_state *state)
872 {
873 struct game_drawstate *ds = snew(struct game_drawstate);
874 int i;
875
876 memset(ds, 0, sizeof(struct game_drawstate));
877
878 ds->guesses = snewn(state->params.nguesses, pegrow);
879 ds->nguesses = state->params.nguesses;
880 for (i = 0; i < state->params.nguesses; i++) {
881 ds->guesses[i] = new_pegrow(state->params.npegs);
882 invalidate_pegrow(ds->guesses[i]);
883 }
884 ds->solution = new_pegrow(state->params.npegs);
885 invalidate_pegrow(ds->solution);
886 ds->colours = new_pegrow(state->params.ncolours);
887 invalidate_pegrow(ds->colours);
888
889 ds->hintw = (state->params.npegs+1)/2; /* must round up */
890
891 ds->blit_peg = NULL;
892
893 return ds;
894 }
895
896 static void game_free_drawstate(game_drawstate *ds)
897 {
898 int i;
899
900 if (ds->blit_peg) blitter_free(ds->blit_peg);
901 free_pegrow(ds->colours);
902 free_pegrow(ds->solution);
903 for (i = 0; i < ds->nguesses; i++)
904 free_pegrow(ds->guesses[i]);
905 sfree(ds->guesses);
906 sfree(ds);
907 }
908
909 static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
910 int moving, int col)
911 {
912 /*
913 * Some platforms antialias circles, which means we shouldn't
914 * overwrite a circle of one colour with a circle of another
915 * colour without erasing the background first. However, if the
916 * peg is the one being dragged, we don't erase the background
917 * because we _want_ it to alpha-blend nicely into whatever's
918 * behind it.
919 */
920 if (!moving)
921 draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
922 COL_BACKGROUND);
923 if (PEGRAD > 0) {
924 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
925 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
926 } else
927 draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
928 draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
929 }
930
931 static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
932 {
933 draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
934
935 draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
936 }
937
938 static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
939 pegrow src, int *holds, int cur_col, int force)
940 {
941 pegrow dest;
942 int rowx, rowy, i, scol;
943
944 if (guess == -1) {
945 dest = ds->solution;
946 rowx = SOLN_OX;
947 rowy = SOLN_OY;
948 } else {
949 dest = ds->guesses[guess];
950 rowx = GUESS_X(guess,0);
951 rowy = GUESS_Y(guess,0);
952 }
953 if (src) assert(src->npegs == dest->npegs);
954
955 for (i = 0; i < dest->npegs; i++) {
956 scol = src ? src->pegs[i] : 0;
957 if (i == cur_col)
958 scol |= 0x1000;
959 if (holds && holds[i])
960 scol |= 0x2000;
961 if ((dest->pegs[i] != scol) || force) {
962 draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
963 /*
964 * Hold marker.
965 */
966 draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
967 PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
968 draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
969 PEGSZ, 2);
970 if (scol & 0x1000)
971 draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
972 }
973 dest->pegs[i] = scol;
974 }
975 }
976
977 static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
978 pegrow src, int force, int cursor, int markable)
979 {
980 pegrow dest = ds->guesses[guess];
981 int rowx, rowy, i, scol, col, hintlen;
982 int need_redraw;
983 int emptycol = (markable ? COL_FLASH : COL_EMPTY);
984
985 if (src) assert(src->npegs == dest->npegs);
986
987 hintlen = (dest->npegs + 1)/2;
988
989 /*
990 * Because of the possible presence of the cursor around this
991 * entire section, we redraw all or none of it but never part.
992 */
993 need_redraw = FALSE;
994
995 for (i = 0; i < dest->npegs; i++) {
996 scol = src ? src->feedback[i] : 0;
997 if (i == 0 && cursor)
998 scol |= 0x1000;
999 if (i == 0 && markable)
1000 scol |= 0x2000;
1001 if ((scol != dest->feedback[i]) || force) {
1002 need_redraw = TRUE;
1003 }
1004 dest->feedback[i] = scol;
1005 }
1006
1007 if (need_redraw) {
1008 int hinth = HINTSZ + GAP + HINTSZ;
1009 int hx,hy,hw,hh;
1010
1011 hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
1012 hw = HINT_W+GAP*2; hh = hinth+GAP*2;
1013
1014 /* erase a large background rectangle */
1015 draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND);
1016
1017 for (i = 0; i < dest->npegs; i++) {
1018 scol = src ? src->feedback[i] : 0;
1019 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
1020 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
1021 emptycol);
1022
1023 rowx = HINT_X(guess);
1024 rowy = HINT_Y(guess);
1025 if (i < hintlen) {
1026 rowx += HINTOFF * i;
1027 } else {
1028 rowx += HINTOFF * (i - hintlen);
1029 rowy += HINTOFF;
1030 }
1031 if (HINTRAD > 0) {
1032 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
1033 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
1034 } else {
1035 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
1036 }
1037 }
1038 if (cursor) {
1039 int x1,y1,x2,y2;
1040 x1 = hx + CGAP; y1 = hy + CGAP;
1041 x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
1042 draw_line(fe, x1, y1, x2, y1, COL_CURSOR);
1043 draw_line(fe, x2, y1, x2, y2, COL_CURSOR);
1044 draw_line(fe, x2, y2, x1, y2, COL_CURSOR);
1045 draw_line(fe, x1, y2, x1, y1, COL_CURSOR);
1046 }
1047
1048 draw_update(fe, hx, hy, hw, hh);
1049 }
1050 }
1051
1052 static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col)
1053 {
1054 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1055
1056 draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col);
1057 draw_update(fe, ox-off-1, oy, 2, PEGSZ);
1058 }
1059
1060 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1061 game_state *state, int dir, game_ui *ui,
1062 float animtime, float flashtime)
1063 {
1064 int i, new_move, last_go;
1065
1066 new_move = (state->next_go != ds->next_go) || !ds->started;
1067 last_go = (state->next_go == state->params.nguesses-1);
1068
1069 if (!ds->started) {
1070 draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1071 draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1072 draw_update(fe, 0, 0, ds->w, ds->h);
1073 }
1074
1075 if (ds->drag_col != 0) {
1076 debug(("Loading from blitter."));
1077 blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1078 draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1079 }
1080
1081 /* draw the colours */
1082 for (i = 0; i < state->params.ncolours; i++) {
1083 int val = i+1;
1084 if (ui->display_cur && ui->colour_cur == i)
1085 val |= 0x1000;
1086 if (ds->colours->pegs[i] != val) {
1087 draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
1088 if (val & 0x1000)
1089 draw_cursor(fe, ds, COL_X(i), COL_Y(i));
1090 ds->colours->pegs[i] = val;
1091 }
1092 }
1093
1094 /* draw the guesses (so far) and the hints */
1095 for (i = 0; i < state->params.nguesses; i++) {
1096 if (state->next_go > i || state->solved) {
1097 /* this info is stored in the game_state already */
1098 guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
1099 hint_redraw(fe, ds, i, state->guesses[i],
1100 i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
1101 } else if (state->next_go == i) {
1102 /* this is the one we're on; the (incomplete) guess is
1103 * stored in the game_ui. */
1104 guess_redraw(fe, ds, i, ui->curr_pegs,
1105 ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
1106 hint_redraw(fe, ds, i, NULL, 1,
1107 ui->display_cur && ui->peg_cur == state->params.npegs,
1108 ui->markable);
1109 } else {
1110 /* we've not got here yet; it's blank. */
1111 guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
1112 hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE);
1113 }
1114 }
1115
1116 /* draw the 'current move' and 'able to mark' sign. */
1117 if (new_move)
1118 currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
1119 if (!state->solved)
1120 currmove_redraw(fe, ds, state->next_go, COL_HOLD);
1121
1122 /* draw the solution (or the big rectangle) */
1123 if ((state->solved != ds->solved) || !ds->started) {
1124 draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1125 state->solved ? COL_BACKGROUND : COL_EMPTY);
1126 draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1127 }
1128 if (state->solved)
1129 guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
1130 ds->solved = state->solved;
1131
1132 ds->next_go = state->next_go;
1133
1134 /* if ui->drag_col != 0, save the screen to the blitter,
1135 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1136 if (ui->drag_col != 0) {
1137 int ox = ui->drag_x - (PEGSZ/2);
1138 int oy = ui->drag_y - (PEGSZ/2);
1139 debug(("Saving to blitter at (%d,%d)", ox, oy));
1140 blitter_save(fe, ds->blit_peg, ox, oy);
1141 draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
1142
1143 ds->blit_ox = ox; ds->blit_oy = oy;
1144 }
1145 ds->drag_col = ui->drag_col;
1146
1147 ds->started = 1;
1148 }
1149
1150 static float game_anim_length(game_state *oldstate, game_state *newstate,
1151 int dir, game_ui *ui)
1152 {
1153 return 0.0F;
1154 }
1155
1156 static float game_flash_length(game_state *oldstate, game_state *newstate,
1157 int dir, game_ui *ui)
1158 {
1159 return 0.0F;
1160 }
1161
1162 static int game_wants_statusbar(void)
1163 {
1164 return FALSE;
1165 }
1166
1167 static int game_timing_state(game_state *state)
1168 {
1169 return TRUE;
1170 }
1171
1172 #ifdef COMBINED
1173 #define thegame guess
1174 #endif
1175
1176 const struct game thegame = {
1177 "Guess", "games.guess",
1178 default_params,
1179 game_fetch_preset,
1180 decode_params,
1181 encode_params,
1182 free_params,
1183 dup_params,
1184 TRUE, game_configure, custom_params,
1185 validate_params,
1186 new_game_desc,
1187 game_free_aux_info,
1188 validate_desc,
1189 new_game,
1190 dup_game,
1191 free_game,
1192 TRUE, solve_game,
1193 FALSE, game_text_format,
1194 new_ui,
1195 free_ui,
1196 game_changed_state,
1197 make_move,
1198 game_size,
1199 game_colours,
1200 game_new_drawstate,
1201 game_free_drawstate,
1202 game_redraw,
1203 game_anim_length,
1204 game_flash_length,
1205 game_wants_statusbar,
1206 FALSE, game_timing_state,
1207 0, /* mouse_priorities */
1208 };
1209
1210 /* vim: set shiftwidth=4 tabstop=8: */