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 void free_params(game_params
*params
)
68 static game_params
*dup_params(game_params
*params
)
70 game_params
*ret
= snew(game_params
);
71 *ret
= *params
; /* structure copy */
79 {"Standard", {6, 4, 10, FALSE
, TRUE
}},
80 {"Super", {8, 5, 12, FALSE
, TRUE
}},
84 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
86 if (i
< 0 || i
>= lenof(guess_presets
))
89 *name
= dupstr(guess_presets
[i
].name
);
91 * get round annoying const issues
94 game_params tmp
= guess_presets
[i
].params
;
95 *params
= dup_params(&tmp
);
101 static void decode_params(game_params
*params
, char const *string
)
103 char const *p
= string
;
104 game_params
*defs
= default_params();
106 *params
= *defs
; free_params(defs
);
111 params
->ncolours
= atoi(p
);
112 while (*p
&& isdigit((unsigned char)*p
)) p
++;
116 params
->npegs
= atoi(p
);
117 while (*p
&& isdigit((unsigned char)*p
)) p
++;
121 params
->nguesses
= atoi(p
);
122 while (*p
&& isdigit((unsigned char)*p
)) p
++;
126 params
->allow_blank
= 1;
130 params
->allow_blank
= 0;
134 params
->allow_multiple
= 1;
138 params
->allow_multiple
= 0;
147 static char *encode_params(game_params
*params
, int full
)
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");
158 static config_item
*game_configure(game_params
*params
)
163 ret
= snewn(6, config_item
);
165 ret
[0].name
= "Colours";
166 ret
[0].type
= C_STRING
;
167 sprintf(buf
, "%d", params
->ncolours
);
168 ret
[0].sval
= dupstr(buf
);
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
);
177 ret
[2].name
= "Guesses";
178 ret
[2].type
= C_STRING
;
179 sprintf(buf
, "%d", params
->nguesses
);
180 ret
[2].sval
= dupstr(buf
);
183 ret
[3].name
= "Allow blanks";
184 ret
[3].type
= C_BOOLEAN
;
186 ret
[3].ival
= params
->allow_blank
;
188 ret
[4].name
= "Allow duplicates";
189 ret
[4].type
= C_BOOLEAN
;
191 ret
[4].ival
= params
->allow_multiple
;
201 static game_params
*custom_params(config_item
*cfg
)
203 game_params
*ret
= snew(game_params
);
205 ret
->ncolours
= atoi(cfg
[0].sval
);
206 ret
->npegs
= atoi(cfg
[1].sval
);
207 ret
->nguesses
= atoi(cfg
[2].sval
);
209 ret
->allow_blank
= cfg
[3].ival
;
210 ret
->allow_multiple
= cfg
[4].ival
;
215 static char *validate_params(game_params
*params
)
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";
230 static pegrow
new_pegrow(int npegs
)
232 pegrow pegs
= snew(struct pegrow
);
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));
243 static pegrow
dup_pegrow(pegrow pegs
)
245 pegrow newpegs
= new_pegrow(pegs
->npegs
);
247 memcpy(newpegs
->pegs
, pegs
->pegs
, newpegs
->npegs
* sizeof(int));
248 memcpy(newpegs
->feedback
, pegs
->feedback
, newpegs
->npegs
* sizeof(int));
253 static void invalidate_pegrow(pegrow pegs
)
255 memset(pegs
->pegs
, -1, pegs
->npegs
* sizeof(int));
256 memset(pegs
->feedback
, -1, pegs
->npegs
* sizeof(int));
259 static void free_pegrow(pegrow pegs
)
262 sfree(pegs
->feedback
);
266 static char *new_game_desc(game_params
*params
, random_state
*rs
,
267 game_aux_info
**aux
, int interactive
)
269 unsigned char *bmp
= snewn(params
->npegs
, unsigned char);
272 pegrow colcount
= new_pegrow(params
->ncolours
);
274 for (i
= 0; i
< params
->npegs
; i
++) {
276 c
= random_upto(rs
, params
->ncolours
);
277 if (!params
->allow_multiple
&& colcount
->pegs
[c
]) goto newcol
;
279 bmp
[i
] = (unsigned char)(c
+1);
281 obfuscate_bitmap(bmp
, params
->npegs
*8, FALSE
);
283 ret
= bin2hex(bmp
, params
->npegs
);
285 free_pegrow(colcount
);
289 static void game_free_aux_info(game_aux_info
*aux
)
291 assert(!"Shouldn't happen");
294 static char *validate_desc(game_params
*params
, char *desc
)
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
) {
309 return "Game description is corrupted";
317 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
319 game_state
*state
= snew(game_state
);
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
);
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
];
335 state
->next_go
= state
->solved
= 0;
340 static game_state
*dup_game(game_state
*state
)
342 game_state
*ret
= snew(game_state
);
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
);
355 static void free_game(game_state
*state
)
359 free_pegrow(state
->solution
);
360 for (i
= 0; i
< state
->params
.nguesses
; i
++)
361 free_pegrow(state
->guesses
[i
]);
362 sfree(state
->guesses
);
367 static game_state
*solve_game(game_state
*state
, game_state
*currstate
,
368 game_aux_info
*aux
, char **error
)
370 game_state
*ret
= dup_game(currstate
);
375 static char *game_text_format(game_state
*state
)
381 pegrow curr_pegs
; /* half-finished current move */
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
;
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 */
391 static game_ui
*new_ui(game_state
*state
)
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
);
402 static void free_ui(game_ui
*ui
)
404 free_pegrow(ui
->curr_pegs
);
409 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
410 game_state
*newstate
)
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
;
420 #define PEGSZ (ds->pegsz)
421 #define PEGOFF (ds->pegsz + ds->gapsz)
422 #define HINTSZ (ds->hintsz)
423 #define HINTOFF (ds->hintsz + ds->gapsz)
425 #define GAP (ds->gapsz)
426 #define CGAP (ds->gapsz / 2)
428 #define PEGRAD (ds->pegrad)
429 #define HINTRAD (ds->hintrad)
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)
436 #define COL_H (ds->colours->npegs*PEGOFF)
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)
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
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
457 struct game_drawstate
{
459 pegrow
*guesses
; /* same size as state->guesses */
460 pegrow solution
; /* only displayed if state->solved */
461 pegrow colours
; /* length ncolours, not npegs */
463 int pegsz
, hintsz
, gapsz
; /* peg size (diameter), etc. */
464 int pegrad
, hintrad
; /* radius of peg, hint */
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
;
475 int drag_col
, blit_ox
, blit_oy
;
478 static int is_markable(game_params
*params
, pegrow pegs
)
480 int i
, nset
= 0, nrequired
, ret
= 0;
481 pegrow colcount
= new_pegrow(params
->ncolours
);
483 nrequired
= params
->allow_blank ?
1 : params
->npegs
;
485 for (i
= 0; i
< params
->npegs
; i
++) {
486 int c
= pegs
->pegs
[i
];
488 colcount
->pegs
[c
-1]++;
492 if (nset
< nrequired
) goto done
;
494 if (!params
->allow_multiple
) {
495 for (i
= 0; i
< params
->ncolours
; i
++) {
496 if (colcount
->pegs
[i
] > 1) goto done
;
501 free_pegrow(colcount
);
505 static void set_peg(game_params
*params
, game_ui
*ui
, int peg
, int col
)
507 ui
->curr_pegs
->pegs
[peg
] = col
;
508 ui
->markable
= is_markable(params
, ui
->curr_pegs
);
511 static int mark_pegs(pegrow guess
, pegrow solution
, int ncols
)
513 int nc_place
= 0, nc_colour
= 0, i
, j
;
515 assert(guess
&& solution
&& (guess
->npegs
== solution
->npegs
));
517 for (i
= 0; i
< guess
->npegs
; i
++) {
518 if (guess
->pegs
[i
] == solution
->pegs
[i
]) nc_place
++;
521 /* slight bit of cleverness: we have the following formula, from
522 * http://mathworld.wolfram.com/Mastermind.html that gives:
524 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
526 * I think this is due to Knuth.
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
++;
534 nc_colour
+= min(n_guess
, n_solution
);
536 nc_colour
-= nc_place
;
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
);
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
;
551 static game_state
*mark_move(game_state
*from
, game_ui
*ui
)
553 int i
, ncleared
= 0, nc_place
;
554 game_state
*to
= dup_game(from
);
556 for (i
= 0; i
< to
->solution
->npegs
; i
++) {
557 to
->guesses
[from
->next_go
]->pegs
[i
] = ui
->curr_pegs
->pegs
[i
];
559 nc_place
= mark_pegs(to
->guesses
[from
->next_go
], to
->solution
, to
->params
.ncolours
);
561 if (nc_place
== to
->solution
->npegs
) {
562 to
->solved
= 1; /* win! */
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. */
569 for (i
= 0; i
< to
->solution
->npegs
; i
++) {
570 if (!ui
->holds
[i
] || to
->solved
) {
571 ui
->curr_pegs
->pegs
[i
] = 0;
574 if (to
->solved
) ui
->holds
[i
] = 0;
576 ui
->markable
= is_markable(&from
->params
, ui
->curr_pegs
);
577 if (!ui
->markable
&& ui
->peg_cur
== to
->solution
->npegs
)
583 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
584 int x
, int y
, int button
)
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
;
593 int guess_ox
= GUESS_X(from
->next_go
, 0);
594 int guess_oy
= GUESS_Y(from
->next_go
, 0);
596 if (from
->solved
) return NULL
;
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
;
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
;
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
));
617 assert(ds
->blit_peg
);
620 if (button
== LEFT_BUTTON
) {
622 ui
->drag_col
= over_col
;
624 debug(("Start dragging from colours"));
625 } else if (over_guess
> -1) {
626 int col
= ui
->curr_pegs
->pegs
[over_guess
];
629 ui
->drag_opeg
= over_guess
;
630 debug(("Start dragging from a guess"));
632 } else if (over_past_guess_y
> -1) {
634 from
->guesses
[over_past_guess_y
]->pegs
[over_past_guess_x
];
638 debug(("Start dragging from a past guess"));
644 debug(("Start dragging, col = %d, (%d,%d)",
645 ui
->drag_col
, ui
->drag_x
, ui
->drag_y
));
648 } else if (button
== LEFT_DRAG
&& ui
->drag_col
) {
651 debug(("Keep dragging, (%d,%d)", ui
->drag_x
, ui
->drag_y
));
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
);
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);
668 debug(("Stop dragging."));
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
];
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
);
684 if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
) {
686 if (button
== CURSOR_DOWN
&& (ui
->colour_cur
+1) < from
->params
.ncolours
)
688 if (button
== CURSOR_UP
&& ui
->colour_cur
> 0)
691 } else if (button
== CURSOR_LEFT
|| button
== CURSOR_RIGHT
) {
692 int maxcur
= from
->params
.npegs
;
693 if (ui
->markable
) maxcur
++;
696 if (button
== CURSOR_RIGHT
&& (ui
->peg_cur
+1) < maxcur
)
698 if (button
== CURSOR_LEFT
&& ui
->peg_cur
> 0)
701 } else if (button
== CURSOR_SELECT
|| button
== ' ' || button
== '\r' ||
704 if (ui
->peg_cur
== from
->params
.npegs
) {
705 ret
= mark_move(from
, ui
);
707 set_peg(&from
->params
, ui
, ui
->peg_cur
, ui
->colour_cur
+1);
710 } else if (button
== 'H' || button
== 'h') {
712 ui
->holds
[ui
->peg_cur
] = 1 - ui
->holds
[ui
->peg_cur
];
718 /* ----------------------------------------------------------------------
722 #define PEG_PREFER_SZ 32
724 /* next three are multipliers for pegsz. It will look much nicer if
725 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
727 #define PEG_HINT 0.35
731 static void game_size(game_params
*params
, game_drawstate
*ds
,
732 int *x
, int *y
, int expand
)
734 double hmul
, vmul_c
, vmul_g
, vmul
, szx
, szy
;
735 int sz
, colh
, guessh
;
737 hmul
= BORDER
* 2.0 + /* border */
738 1.0 * 2.0 + /* vertical colour bar */
739 1.0 * params
->npegs
+ /* guess pegs */
740 PEG_GAP
* params
->npegs
+ /* guess gaps */
741 PEG_HINT
* ds
->hintw
+ /* hint pegs */
742 PEG_GAP
* (ds
->hintw
- 1); /* hint gaps */
744 vmul_c
= BORDER
* 2.0 + /* border */
745 1.0 * params
->ncolours
+ /* colour pegs */
746 PEG_GAP
* (params
->ncolours
- 1); /* colour gaps */
748 vmul_g
= BORDER
* 2.0 + /* border */
749 1.0 * (params
->nguesses
+ 1) + /* guesses plus solution */
750 PEG_GAP
* (params
->nguesses
+ 1); /* gaps plus gap above soln */
752 vmul
= max(vmul_c
, vmul_g
);
756 sz
= max(min((int)szx
, (int)szy
), 1);
760 ds
->pegsz
= min(sz
, PEG_PREFER_SZ
);
762 ds
->hintsz
= (int)((double)ds
->pegsz
* PEG_HINT
);
763 ds
->gapsz
= (int)((double)ds
->pegsz
* PEG_GAP
);
764 ds
->border
= (int)((double)ds
->pegsz
* BORDER
);
766 ds
->pegrad
= (ds
->pegsz
-1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
767 ds
->hintrad
= (ds
->hintsz
-1)/2;
769 *x
= (int)ceil((double)ds
->pegsz
* hmul
);
770 *y
= (int)ceil((double)ds
->pegsz
* vmul
);
771 ds
->w
= *x
; ds
->h
= *y
;
773 colh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->ncolours
) - ds
->gapsz
;
774 guessh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
); /* guesses */
775 guessh
+= ds
->gapsz
+ ds
->pegsz
; /* solution */
777 ds
->colx
= ds
->border
;
778 ds
->coly
= (*y
- colh
) / 2;
780 ds
->guessx
= ds
->solnx
= ds
->border
+ ds
->pegsz
* 2; /* border + colours */
781 ds
->guessy
= (*y
- guessh
) / 2;
782 ds
->solny
= ds
->guessy
+ ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
) + ds
->gapsz
;
785 if (ds
->blit_peg
) blitter_free(ds
->blit_peg
);
786 ds
->blit_peg
= blitter_new(ds
->pegsz
, ds
->pegsz
);
790 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
792 float *ret
= snewn(3 * NCOLOURS
, float), max
;
795 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
798 ret
[COL_1
* 3 + 0] = 1.0F
;
799 ret
[COL_1
* 3 + 1] = 0.0F
;
800 ret
[COL_1
* 3 + 2] = 0.0F
;
802 /* yellow (toned down a bit due to pale grey background) */
803 ret
[COL_2
* 3 + 0] = 0.7F
;
804 ret
[COL_2
* 3 + 1] = 0.7F
;
805 ret
[COL_2
* 3 + 2] = 0.0F
;
807 /* green (also toned down) */
808 ret
[COL_3
* 3 + 0] = 0.0F
;
809 ret
[COL_3
* 3 + 1] = 0.5F
;
810 ret
[COL_3
* 3 + 2] = 0.0F
;
813 ret
[COL_4
* 3 + 0] = 0.0F
;
814 ret
[COL_4
* 3 + 1] = 0.0F
;
815 ret
[COL_4
* 3 + 2] = 1.0F
;
818 ret
[COL_5
* 3 + 0] = 1.0F
;
819 ret
[COL_5
* 3 + 1] = 0.5F
;
820 ret
[COL_5
* 3 + 2] = 0.0F
;
823 ret
[COL_6
* 3 + 0] = 0.5F
;
824 ret
[COL_6
* 3 + 1] = 0.0F
;
825 ret
[COL_6
* 3 + 2] = 0.7F
;
828 ret
[COL_7
* 3 + 0] = 0.4F
;
829 ret
[COL_7
* 3 + 1] = 0.2F
;
830 ret
[COL_7
* 3 + 2] = 0.2F
;
833 ret
[COL_8
* 3 + 0] = 0.4F
;
834 ret
[COL_8
* 3 + 1] = 0.7F
;
835 ret
[COL_8
* 3 + 2] = 1.0F
;
838 ret
[COL_9
* 3 + 0] = 0.5F
;
839 ret
[COL_9
* 3 + 1] = 0.8F
;
840 ret
[COL_9
* 3 + 2] = 0.5F
;
843 ret
[COL_10
* 3 + 0] = 1.0F
;
844 ret
[COL_10
* 3 + 1] = 0.6F
;
845 ret
[COL_10
* 3 + 2] = 1.0F
;
847 ret
[COL_FRAME
* 3 + 0] = 0.0F
;
848 ret
[COL_FRAME
* 3 + 1] = 0.0F
;
849 ret
[COL_FRAME
* 3 + 2] = 0.0F
;
851 ret
[COL_CURSOR
* 3 + 0] = 0.0F
;
852 ret
[COL_CURSOR
* 3 + 1] = 0.0F
;
853 ret
[COL_CURSOR
* 3 + 2] = 0.0F
;
855 ret
[COL_FLASH
* 3 + 0] = 0.5F
;
856 ret
[COL_FLASH
* 3 + 1] = 1.0F
;
857 ret
[COL_FLASH
* 3 + 2] = 1.0F
;
859 ret
[COL_HOLD
* 3 + 0] = 1.0F
;
860 ret
[COL_HOLD
* 3 + 1] = 0.5F
;
861 ret
[COL_HOLD
* 3 + 2] = 0.5F
;
863 ret
[COL_CORRECTPLACE
*3 + 0] = 0.0F
;
864 ret
[COL_CORRECTPLACE
*3 + 1] = 0.0F
;
865 ret
[COL_CORRECTPLACE
*3 + 2] = 0.0F
;
867 ret
[COL_CORRECTCOLOUR
*3 + 0] = 1.0F
;
868 ret
[COL_CORRECTCOLOUR
*3 + 1] = 1.0F
;
869 ret
[COL_CORRECTCOLOUR
*3 + 2] = 1.0F
;
871 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
872 * (which we hard-code as white) from COL_BACKGROUND (which
873 * could default to white on some platforms).
874 * Code borrowed from fifteen.c. */
875 max
= ret
[COL_BACKGROUND
*3];
876 for (i
= 1; i
< 3; i
++)
877 if (ret
[COL_BACKGROUND
*3+i
] > max
)
878 max
= ret
[COL_BACKGROUND
*3+i
];
879 if (max
* 1.2F
> 1.0F
) {
880 for (i
= 0; i
< 3; i
++)
881 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
884 /* We also want to be able to tell the difference between BACKGROUND
885 * and EMPTY, for similar distinguishing-hint reasons. */
886 ret
[COL_EMPTY
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
887 ret
[COL_EMPTY
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
888 ret
[COL_EMPTY
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
890 *ncolours
= NCOLOURS
;
894 static game_drawstate
*game_new_drawstate(game_state
*state
)
896 struct game_drawstate
*ds
= snew(struct game_drawstate
);
899 memset(ds
, 0, sizeof(struct game_drawstate
));
901 ds
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
902 ds
->nguesses
= state
->params
.nguesses
;
903 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
904 ds
->guesses
[i
] = new_pegrow(state
->params
.npegs
);
905 invalidate_pegrow(ds
->guesses
[i
]);
907 ds
->solution
= new_pegrow(state
->params
.npegs
);
908 invalidate_pegrow(ds
->solution
);
909 ds
->colours
= new_pegrow(state
->params
.ncolours
);
910 invalidate_pegrow(ds
->colours
);
912 ds
->hintw
= (state
->params
.npegs
+1)/2; /* must round up */
919 static void game_free_drawstate(game_drawstate
*ds
)
923 if (ds
->blit_peg
) blitter_free(ds
->blit_peg
);
924 free_pegrow(ds
->colours
);
925 free_pegrow(ds
->solution
);
926 for (i
= 0; i
< ds
->nguesses
; i
++)
927 free_pegrow(ds
->guesses
[i
]);
932 static void draw_peg(frontend
*fe
, game_drawstate
*ds
, int cx
, int cy
,
936 * Some platforms antialias circles, which means we shouldn't
937 * overwrite a circle of one colour with a circle of another
938 * colour without erasing the background first. However, if the
939 * peg is the one being dragged, we don't erase the background
940 * because we _want_ it to alpha-blend nicely into whatever's
944 draw_rect(fe
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2,
947 draw_circle(fe
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
, 1, COL_EMPTY
+ col
);
948 draw_circle(fe
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
, 0, COL_EMPTY
+ col
);
950 draw_rect(fe
, cx
, cy
, PEGSZ
, PEGSZ
, COL_EMPTY
+ col
);
951 draw_update(fe
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
954 static void draw_cursor(frontend
*fe
, game_drawstate
*ds
, int x
, int y
)
956 draw_circle(fe
, x
+PEGRAD
, y
+PEGRAD
, PEGRAD
+CGAP
, 0, COL_CURSOR
);
958 draw_update(fe
, x
-CGAP
, y
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
961 static void guess_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
,
962 pegrow src
, int *holds
, int cur_col
, int force
)
965 int rowx
, rowy
, i
, scol
;
972 dest
= ds
->guesses
[guess
];
973 rowx
= GUESS_X(guess
,0);
974 rowy
= GUESS_Y(guess
,0);
976 if (src
) assert(src
->npegs
== dest
->npegs
);
978 for (i
= 0; i
< dest
->npegs
; i
++) {
979 scol
= src ? src
->pegs
[i
] : 0;
982 if (holds
&& holds
[i
])
984 if ((dest
->pegs
[i
] != scol
) || force
) {
985 draw_peg(fe
, ds
, rowx
+ PEGOFF
* i
, rowy
, FALSE
, scol
&~ 0x3000);
989 draw_rect(fe
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
990 PEGSZ
, 2, (scol
& 0x2000 ? COL_HOLD
: COL_BACKGROUND
));
991 draw_update(fe
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
994 draw_cursor(fe
, ds
, rowx
+ PEGOFF
* i
, rowy
);
996 dest
->pegs
[i
] = scol
;
1000 static void hint_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
,
1001 pegrow src
, int force
, int cursor
, int markable
)
1003 pegrow dest
= ds
->guesses
[guess
];
1004 int rowx
, rowy
, i
, scol
, col
, hintlen
;
1006 int emptycol
= (markable ? COL_FLASH
: COL_EMPTY
);
1008 if (src
) assert(src
->npegs
== dest
->npegs
);
1010 hintlen
= (dest
->npegs
+ 1)/2;
1013 * Because of the possible presence of the cursor around this
1014 * entire section, we redraw all or none of it but never part.
1016 need_redraw
= FALSE
;
1018 for (i
= 0; i
< dest
->npegs
; i
++) {
1019 scol
= src ? src
->feedback
[i
] : 0;
1020 if (i
== 0 && cursor
)
1022 if (i
== 0 && markable
)
1024 if ((scol
!= dest
->feedback
[i
]) || force
) {
1027 dest
->feedback
[i
] = scol
;
1031 int hinth
= HINTSZ
+ GAP
+ HINTSZ
;
1034 hx
= HINT_X(guess
)-GAP
; hy
= HINT_Y(guess
)-GAP
;
1035 hw
= HINT_W
+GAP
*2; hh
= hinth
+GAP
*2;
1037 /* erase a large background rectangle */
1038 draw_rect(fe
, hx
, hy
, hw
, hh
, COL_BACKGROUND
);
1040 for (i
= 0; i
< dest
->npegs
; i
++) {
1041 scol
= src ? src
->feedback
[i
] : 0;
1042 col
= ((scol
== FEEDBACK_CORRECTPLACE
) ? COL_CORRECTPLACE
:
1043 (scol
== FEEDBACK_CORRECTCOLOUR
) ? COL_CORRECTCOLOUR
:
1046 rowx
= HINT_X(guess
);
1047 rowy
= HINT_Y(guess
);
1049 rowx
+= HINTOFF
* i
;
1051 rowx
+= HINTOFF
* (i
- hintlen
);
1055 draw_circle(fe
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, 1, col
);
1056 draw_circle(fe
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, 0, col
);
1058 draw_rect(fe
, rowx
, rowy
, HINTSZ
, HINTSZ
, col
);
1063 x1
= hx
+ CGAP
; y1
= hy
+ CGAP
;
1064 x2
= hx
+ hw
- CGAP
; y2
= hy
+ hh
- CGAP
;
1065 draw_line(fe
, x1
, y1
, x2
, y1
, COL_CURSOR
);
1066 draw_line(fe
, x2
, y1
, x2
, y2
, COL_CURSOR
);
1067 draw_line(fe
, x2
, y2
, x1
, y2
, COL_CURSOR
);
1068 draw_line(fe
, x1
, y2
, x1
, y1
, COL_CURSOR
);
1071 draw_update(fe
, hx
, hy
, hw
, hh
);
1075 static void currmove_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
, int col
)
1077 int ox
= GUESS_X(guess
, 0), oy
= GUESS_Y(guess
, 0), off
= PEGSZ
/4;
1079 draw_rect(fe
, ox
-off
-1, oy
, 2, PEGSZ
, col
);
1080 draw_update(fe
, ox
-off
-1, oy
, 2, PEGSZ
);
1083 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1084 game_state
*state
, int dir
, game_ui
*ui
,
1085 float animtime
, float flashtime
)
1087 int i
, new_move
, last_go
;
1089 new_move
= (state
->next_go
!= ds
->next_go
) || !ds
->started
;
1090 last_go
= (state
->next_go
== state
->params
.nguesses
-1);
1093 draw_rect(fe
, 0, 0, ds
->w
, ds
->h
, COL_BACKGROUND
);
1094 draw_rect(fe
, SOLN_OX
, SOLN_OY
- ds
->gapsz
- 1, SOLN_W
, 2, COL_FRAME
);
1095 draw_update(fe
, 0, 0, ds
->w
, ds
->h
);
1098 if (ds
->drag_col
!= 0) {
1099 debug(("Loading from blitter."));
1100 blitter_load(fe
, ds
->blit_peg
, ds
->blit_ox
, ds
->blit_oy
);
1101 draw_update(fe
, ds
->blit_ox
, ds
->blit_oy
, PEGSZ
, PEGSZ
);
1104 /* draw the colours */
1105 for (i
= 0; i
< state
->params
.ncolours
; i
++) {
1107 if (ui
->display_cur
&& ui
->colour_cur
== i
)
1109 if (ds
->colours
->pegs
[i
] != val
) {
1110 draw_peg(fe
, ds
, COL_X(i
), COL_Y(i
), FALSE
, i
+1);
1112 draw_cursor(fe
, ds
, COL_X(i
), COL_Y(i
));
1113 ds
->colours
->pegs
[i
] = val
;
1117 /* draw the guesses (so far) and the hints */
1118 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
1119 if (state
->next_go
> i
|| state
->solved
) {
1120 /* this info is stored in the game_state already */
1121 guess_redraw(fe
, ds
, i
, state
->guesses
[i
], NULL
, -1, 0);
1122 hint_redraw(fe
, ds
, i
, state
->guesses
[i
],
1123 i
== (state
->next_go
-1) ?
1 : 0, FALSE
, FALSE
);
1124 } else if (state
->next_go
== i
) {
1125 /* this is the one we're on; the (incomplete) guess is
1126 * stored in the game_ui. */
1127 guess_redraw(fe
, ds
, i
, ui
->curr_pegs
,
1128 ui
->holds
, ui
->display_cur ? ui
->peg_cur
: -1, 0);
1129 hint_redraw(fe
, ds
, i
, NULL
, 1,
1130 ui
->display_cur
&& ui
->peg_cur
== state
->params
.npegs
,
1133 /* we've not got here yet; it's blank. */
1134 guess_redraw(fe
, ds
, i
, NULL
, NULL
, -1, 0);
1135 hint_redraw(fe
, ds
, i
, NULL
, 0, FALSE
, FALSE
);
1139 /* draw the 'current move' and 'able to mark' sign. */
1141 currmove_redraw(fe
, ds
, ds
->next_go
, COL_BACKGROUND
);
1143 currmove_redraw(fe
, ds
, state
->next_go
, COL_HOLD
);
1145 /* draw the solution (or the big rectangle) */
1146 if ((state
->solved
!= ds
->solved
) || !ds
->started
) {
1147 draw_rect(fe
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
,
1148 state
->solved ? COL_BACKGROUND
: COL_EMPTY
);
1149 draw_update(fe
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
);
1152 guess_redraw(fe
, ds
, -1, state
->solution
, NULL
, -1, !ds
->solved
);
1153 ds
->solved
= state
->solved
;
1155 ds
->next_go
= state
->next_go
;
1157 /* if ui->drag_col != 0, save the screen to the blitter,
1158 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1159 if (ui
->drag_col
!= 0) {
1160 int ox
= ui
->drag_x
- (PEGSZ
/2);
1161 int oy
= ui
->drag_y
- (PEGSZ
/2);
1162 debug(("Saving to blitter at (%d,%d)", ox
, oy
));
1163 blitter_save(fe
, ds
->blit_peg
, ox
, oy
);
1164 draw_peg(fe
, ds
, ox
, oy
, TRUE
, ui
->drag_col
);
1166 ds
->blit_ox
= ox
; ds
->blit_oy
= oy
;
1168 ds
->drag_col
= ui
->drag_col
;
1173 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1174 int dir
, game_ui
*ui
)
1179 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1180 int dir
, game_ui
*ui
)
1185 static int game_wants_statusbar(void)
1190 static int game_timing_state(game_state
*state
)
1196 #define thegame guess
1199 const struct game thegame
= {
1200 "Guess", "games.guess",
1207 TRUE
, game_configure
, custom_params
,
1216 FALSE
, game_text_format
,
1224 game_free_drawstate
,
1228 game_wants_statusbar
,
1229 FALSE
, game_timing_state
,
1230 0, /* mouse_priorities */
1233 /* vim: set shiftwidth=4 tabstop=8: */