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 char **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 char *validate_desc(game_params
*params
, char *desc
)
294 /* desc is just an (obfuscated) bitmap of the solution; check that
295 * it's the correct length and (when unobfuscated) contains only
296 * sensible colours. */
297 if (strlen(desc
) != params
->npegs
* 2)
298 return "Game description is wrong length";
299 bmp
= hex2bin(desc
, params
->npegs
);
300 obfuscate_bitmap(bmp
, params
->npegs
*8, TRUE
);
301 for (i
= 0; i
< params
->npegs
; i
++) {
302 if (bmp
[i
] < 1 || bmp
[i
] > params
->ncolours
) {
304 return "Game description is corrupted";
312 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
314 game_state
*state
= snew(game_state
);
318 state
->params
= *params
;
319 state
->guesses
= snewn(params
->nguesses
, pegrow
);
320 for (i
= 0; i
< params
->nguesses
; i
++)
321 state
->guesses
[i
] = new_pegrow(params
->npegs
);
322 state
->solution
= new_pegrow(params
->npegs
);
324 bmp
= hex2bin(desc
, params
->npegs
);
325 obfuscate_bitmap(bmp
, params
->npegs
*8, TRUE
);
326 for (i
= 0; i
< params
->npegs
; i
++)
327 state
->solution
->pegs
[i
] = (int)bmp
[i
];
330 state
->next_go
= state
->solved
= 0;
335 static game_state
*dup_game(game_state
*state
)
337 game_state
*ret
= snew(game_state
);
342 ret
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
343 for (i
= 0; i
< state
->params
.nguesses
; i
++)
344 ret
->guesses
[i
] = dup_pegrow(state
->guesses
[i
]);
345 ret
->solution
= dup_pegrow(state
->solution
);
350 static void free_game(game_state
*state
)
354 free_pegrow(state
->solution
);
355 for (i
= 0; i
< state
->params
.nguesses
; i
++)
356 free_pegrow(state
->guesses
[i
]);
357 sfree(state
->guesses
);
362 static char *solve_game(game_state
*state
, game_state
*currstate
,
363 char *aux
, char **error
)
368 static char *game_text_format(game_state
*state
)
373 static int is_markable(game_params
*params
, pegrow pegs
)
375 int i
, nset
= 0, nrequired
, ret
= 0;
376 pegrow colcount
= new_pegrow(params
->ncolours
);
378 nrequired
= params
->allow_blank ?
1 : params
->npegs
;
380 for (i
= 0; i
< params
->npegs
; i
++) {
381 int c
= pegs
->pegs
[i
];
383 colcount
->pegs
[c
-1]++;
387 if (nset
< nrequired
) goto done
;
389 if (!params
->allow_multiple
) {
390 for (i
= 0; i
< params
->ncolours
; i
++) {
391 if (colcount
->pegs
[i
] > 1) goto done
;
396 free_pegrow(colcount
);
402 pegrow curr_pegs
; /* half-finished current move */
404 int colour_cur
; /* position of up-down colour picker cursor */
405 int peg_cur
; /* position of left-right peg picker cursor */
406 int display_cur
, markable
;
408 int drag_col
, drag_x
, drag_y
; /* x and y are *center* of peg! */
409 int drag_opeg
; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
412 static game_ui
*new_ui(game_state
*state
)
414 game_ui
*ui
= snew(struct game_ui
);
415 memset(ui
, 0, sizeof(struct game_ui
));
416 ui
->params
= state
->params
; /* structure copy */
417 ui
->curr_pegs
= new_pegrow(state
->params
.npegs
);
418 ui
->holds
= snewn(state
->params
.npegs
, int);
419 memset(ui
->holds
, 0, sizeof(int)*state
->params
.npegs
);
424 static void free_ui(game_ui
*ui
)
426 free_pegrow(ui
->curr_pegs
);
431 static char *encode_ui(game_ui
*ui
)
437 * For this game it's worth storing the contents of the current
440 ret
= snewn(40 * ui
->curr_pegs
->npegs
, char);
443 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
444 p
+= sprintf(p
, "%s%d", sep
, ui
->curr_pegs
->pegs
[i
]);
447 assert(p
- ret
< 40 * ui
->curr_pegs
->npegs
);
448 return sresize(ret
, p
- ret
+ 1, char);
451 static void decode_ui(game_ui
*ui
, char *encoding
)
455 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
456 ui
->curr_pegs
->pegs
[i
] = atoi(p
);
457 while (*p
&& isdigit((unsigned char)*p
)) p
++;
460 ui
->markable
= is_markable(&ui
->params
, ui
->curr_pegs
);
463 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
464 game_state
*newstate
)
468 /* just clear the row-in-progress when we have an undo/redo. */
469 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++)
470 ui
->curr_pegs
->pegs
[i
] = 0;
471 ui
->markable
= FALSE
;
474 #define PEGSZ (ds->pegsz)
475 #define PEGOFF (ds->pegsz + ds->gapsz)
476 #define HINTSZ (ds->hintsz)
477 #define HINTOFF (ds->hintsz + ds->gapsz)
479 #define GAP (ds->gapsz)
480 #define CGAP (ds->gapsz / 2)
482 #define PEGRAD (ds->pegrad)
483 #define HINTRAD (ds->hintrad)
485 #define COL_OX (ds->colx)
486 #define COL_OY (ds->coly)
487 #define COL_X(c) (COL_OX)
488 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
490 #define COL_H (ds->colours->npegs*PEGOFF)
492 #define GUESS_OX (ds->guessx)
493 #define GUESS_OY (ds->guessy)
494 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
495 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
496 #define GUESS_W (ds->solution->npegs*PEGOFF)
497 #define GUESS_H (ds->nguesses*PEGOFF)
499 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
500 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
501 #define HINT_X(g) HINT_OX
502 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
503 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
504 #define HINT_H GUESS_H
506 #define SOLN_OX GUESS_OX
507 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
508 #define SOLN_W GUESS_W
509 #define SOLN_H PEGOFF
511 struct game_drawstate
{
513 pegrow
*guesses
; /* same size as state->guesses */
514 pegrow solution
; /* only displayed if state->solved */
515 pegrow colours
; /* length ncolours, not npegs */
517 int pegsz
, hintsz
, gapsz
; /* peg size (diameter), etc. */
518 int pegrad
, hintrad
; /* radius of peg, hint */
520 int colx
, coly
; /* origin of colours vertical bar */
521 int guessx
, guessy
; /* origin of guesses */
522 int solnx
, solny
; /* origin of solution */
523 int hintw
; /* no. of hint tiles we're wide per row */
524 int w
, h
, started
, solved
;
529 int drag_col
, blit_ox
, blit_oy
;
532 static void set_peg(game_params
*params
, game_ui
*ui
, int peg
, int col
)
534 ui
->curr_pegs
->pegs
[peg
] = col
;
535 ui
->markable
= is_markable(params
, ui
->curr_pegs
);
538 static int mark_pegs(pegrow guess
, pegrow solution
, int ncols
)
540 int nc_place
= 0, nc_colour
= 0, i
, j
;
542 assert(guess
&& solution
&& (guess
->npegs
== solution
->npegs
));
544 for (i
= 0; i
< guess
->npegs
; i
++) {
545 if (guess
->pegs
[i
] == solution
->pegs
[i
]) nc_place
++;
548 /* slight bit of cleverness: we have the following formula, from
549 * http://mathworld.wolfram.com/Mastermind.html that gives:
551 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
553 * I think this is due to Knuth.
555 for (i
= 1; i
<= ncols
; i
++) {
556 int n_guess
= 0, n_solution
= 0;
557 for (j
= 0; j
< guess
->npegs
; j
++) {
558 if (guess
->pegs
[j
] == i
) n_guess
++;
559 if (solution
->pegs
[j
] == i
) n_solution
++;
561 nc_colour
+= min(n_guess
, n_solution
);
563 nc_colour
-= nc_place
;
565 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
566 guess
->npegs
, nc_place
, nc_colour
));
567 assert((nc_colour
+ nc_place
) <= guess
->npegs
);
569 memset(guess
->feedback
, 0, guess
->npegs
*sizeof(int));
570 for (i
= 0, j
= 0; i
< nc_place
; i
++)
571 guess
->feedback
[j
++] = FEEDBACK_CORRECTPLACE
;
572 for (i
= 0; i
< nc_colour
; i
++)
573 guess
->feedback
[j
++] = FEEDBACK_CORRECTCOLOUR
;
578 static char *encode_move(game_state
*from
, game_ui
*ui
)
584 len
= ui
->curr_pegs
->npegs
* 20 + 2;
585 buf
= snewn(len
, char);
589 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
590 p
+= sprintf(p
, "%s%d", sep
, ui
->curr_pegs
->pegs
[i
]);
594 assert(p
- buf
<= len
);
595 buf
= sresize(buf
, len
, char);
597 tmppegs
= dup_pegrow(ui
->curr_pegs
);
598 solved
= mark_pegs(tmppegs
, from
->solution
, from
->params
.ncolours
);
599 solved
= (solved
== from
->params
.ncolours
);
600 free_pegrow(tmppegs
);
602 for (i
= 0; i
< from
->solution
->npegs
; i
++) {
603 if (!ui
->holds
[i
] || solved
) {
604 ui
->curr_pegs
->pegs
[i
] = 0;
606 if (solved
) ui
->holds
[i
] = 0;
608 ui
->markable
= is_markable(&from
->params
, ui
->curr_pegs
);
609 if (!ui
->markable
&& ui
->peg_cur
== from
->solution
->npegs
)
615 static char *interpret_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
616 int x
, int y
, int button
)
618 int over_col
= 0; /* one-indexed */
619 int over_guess
= -1; /* zero-indexed */
620 int over_past_guess_y
= -1; /* zero-indexed */
621 int over_past_guess_x
= -1; /* zero-indexed */
622 int over_hint
= 0; /* zero or one */
625 int guess_ox
= GUESS_X(from
->next_go
, 0);
626 int guess_oy
= GUESS_Y(from
->next_go
, 0);
628 if (from
->solved
) return NULL
;
630 if (x
>= COL_OX
&& x
<= (COL_OX
+ COL_W
) &&
631 y
>= COL_OY
&& y
<= (COL_OY
+ COL_H
)) {
632 over_col
= ((y
- COL_OY
) / PEGOFF
) + 1;
633 } else if (x
>= guess_ox
&&
634 y
>= guess_oy
&& y
<= (guess_oy
+ GUESS_H
)) {
635 if (x
<= (guess_ox
+ GUESS_W
)) {
636 over_guess
= (x
- guess_ox
) / PEGOFF
;
640 } else if (x
>= guess_ox
&&
641 y
>= GUESS_OY
&& y
< guess_oy
) {
642 over_past_guess_y
= (y
- GUESS_OY
) / PEGOFF
;
643 over_past_guess_x
= (x
- guess_ox
) / PEGOFF
;
645 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
646 " over_past_guess (%d,%d)", over_col
, over_guess
, over_hint
,
647 over_past_guess_x
, over_past_guess_y
));
649 assert(ds
->blit_peg
);
652 if (button
== LEFT_BUTTON
) {
654 ui
->drag_col
= over_col
;
656 debug(("Start dragging from colours"));
657 } else if (over_guess
> -1) {
658 int col
= ui
->curr_pegs
->pegs
[over_guess
];
661 ui
->drag_opeg
= over_guess
;
662 debug(("Start dragging from a guess"));
664 } else if (over_past_guess_y
> -1) {
666 from
->guesses
[over_past_guess_y
]->pegs
[over_past_guess_x
];
670 debug(("Start dragging from a past guess"));
676 debug(("Start dragging, col = %d, (%d,%d)",
677 ui
->drag_col
, ui
->drag_x
, ui
->drag_y
));
680 } else if (button
== LEFT_DRAG
&& ui
->drag_col
) {
683 debug(("Keep dragging, (%d,%d)", ui
->drag_x
, ui
->drag_y
));
685 } else if (button
== LEFT_RELEASE
&& ui
->drag_col
) {
686 if (over_guess
> -1) {
687 debug(("Dropping colour %d onto guess peg %d",
688 ui
->drag_col
, over_guess
));
689 set_peg(&from
->params
, ui
, over_guess
, ui
->drag_col
);
691 if (ui
->drag_opeg
> -1) {
692 debug(("Removing colour %d from peg %d",
693 ui
->drag_col
, ui
->drag_opeg
));
694 set_peg(&from
->params
, ui
, ui
->drag_opeg
, 0);
700 debug(("Stop dragging."));
702 } else if (button
== RIGHT_BUTTON
) {
703 if (over_guess
> -1) {
704 /* we use ths feedback in the game_ui to signify
705 * 'carry this peg to the next guess as well'. */
706 ui
->holds
[over_guess
] = 1 - ui
->holds
[over_guess
];
709 } else if (button
== LEFT_RELEASE
&& over_hint
&& ui
->markable
) {
710 /* NB this won't trigger if on the end of a drag; that's on
711 * purpose, in case you drop by mistake... */
712 ret
= encode_move(from
, ui
);
716 if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
) {
718 if (button
== CURSOR_DOWN
&& (ui
->colour_cur
+1) < from
->params
.ncolours
)
720 if (button
== CURSOR_UP
&& ui
->colour_cur
> 0)
723 } else if (button
== CURSOR_LEFT
|| button
== CURSOR_RIGHT
) {
724 int maxcur
= from
->params
.npegs
;
725 if (ui
->markable
) maxcur
++;
728 if (button
== CURSOR_RIGHT
&& (ui
->peg_cur
+1) < maxcur
)
730 if (button
== CURSOR_LEFT
&& ui
->peg_cur
> 0)
733 } else if (button
== CURSOR_SELECT
|| button
== ' ' || button
== '\r' ||
736 if (ui
->peg_cur
== from
->params
.npegs
) {
737 ret
= encode_move(from
, ui
);
739 set_peg(&from
->params
, ui
, ui
->peg_cur
, ui
->colour_cur
+1);
742 } else if (button
== 'D' || button
== 'd' || button
== '\b') {
744 set_peg(&from
->params
, ui
, ui
->peg_cur
, 0);
746 } else if (button
== 'H' || button
== 'h') {
748 ui
->holds
[ui
->peg_cur
] = 1 - ui
->holds
[ui
->peg_cur
];
754 static game_state
*execute_move(game_state
*from
, char *move
)
760 if (!strcmp(move
, "S")) {
761 ret
= dup_game(from
);
764 } else if (move
[0] == 'G') {
767 ret
= dup_game(from
);
769 for (i
= 0; i
< from
->solution
->npegs
; i
++) {
771 if (val
<= 0 || val
> from
->params
.ncolours
) {
775 ret
->guesses
[from
->next_go
]->pegs
[i
] = atoi(p
);
776 while (*p
&& isdigit((unsigned char)*p
)) p
++;
780 nc_place
= mark_pegs(ret
->guesses
[from
->next_go
], ret
->solution
, ret
->params
.ncolours
);
782 if (nc_place
== ret
->solution
->npegs
) {
783 ret
->solved
= 1; /* win! */
785 ret
->next_go
= from
->next_go
+ 1;
786 if (ret
->next_go
>= ret
->params
.nguesses
)
787 ret
->solved
= 1; /* 'lose' so we show the pegs. */
795 /* ----------------------------------------------------------------------
799 #define PEG_PREFER_SZ 32
801 /* next three are multipliers for pegsz. It will look much nicer if
802 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
804 #define PEG_HINT 0.35
808 static void game_size(game_params
*params
, game_drawstate
*ds
,
809 int *x
, int *y
, int expand
)
811 double hmul
, vmul_c
, vmul_g
, vmul
, szx
, szy
;
812 int sz
, colh
, guessh
;
814 hmul
= BORDER
* 2.0 + /* border */
815 1.0 * 2.0 + /* vertical colour bar */
816 1.0 * params
->npegs
+ /* guess pegs */
817 PEG_GAP
* params
->npegs
+ /* guess gaps */
818 PEG_HINT
* ds
->hintw
+ /* hint pegs */
819 PEG_GAP
* (ds
->hintw
- 1); /* hint gaps */
821 vmul_c
= BORDER
* 2.0 + /* border */
822 1.0 * params
->ncolours
+ /* colour pegs */
823 PEG_GAP
* (params
->ncolours
- 1); /* colour gaps */
825 vmul_g
= BORDER
* 2.0 + /* border */
826 1.0 * (params
->nguesses
+ 1) + /* guesses plus solution */
827 PEG_GAP
* (params
->nguesses
+ 1); /* gaps plus gap above soln */
829 vmul
= max(vmul_c
, vmul_g
);
833 sz
= max(min((int)szx
, (int)szy
), 1);
837 ds
->pegsz
= min(sz
, PEG_PREFER_SZ
);
839 ds
->hintsz
= (int)((double)ds
->pegsz
* PEG_HINT
);
840 ds
->gapsz
= (int)((double)ds
->pegsz
* PEG_GAP
);
841 ds
->border
= (int)((double)ds
->pegsz
* BORDER
);
843 ds
->pegrad
= (ds
->pegsz
-1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
844 ds
->hintrad
= (ds
->hintsz
-1)/2;
846 *x
= (int)ceil((double)ds
->pegsz
* hmul
);
847 *y
= (int)ceil((double)ds
->pegsz
* vmul
);
848 ds
->w
= *x
; ds
->h
= *y
;
850 colh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->ncolours
) - ds
->gapsz
;
851 guessh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
); /* guesses */
852 guessh
+= ds
->gapsz
+ ds
->pegsz
; /* solution */
854 ds
->colx
= ds
->border
;
855 ds
->coly
= (*y
- colh
) / 2;
857 ds
->guessx
= ds
->solnx
= ds
->border
+ ds
->pegsz
* 2; /* border + colours */
858 ds
->guessy
= (*y
- guessh
) / 2;
859 ds
->solny
= ds
->guessy
+ ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
) + ds
->gapsz
;
862 if (ds
->blit_peg
) blitter_free(ds
->blit_peg
);
863 ds
->blit_peg
= blitter_new(ds
->pegsz
, ds
->pegsz
);
867 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
869 float *ret
= snewn(3 * NCOLOURS
, float), max
;
872 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
875 ret
[COL_1
* 3 + 0] = 1.0F
;
876 ret
[COL_1
* 3 + 1] = 0.0F
;
877 ret
[COL_1
* 3 + 2] = 0.0F
;
879 /* yellow (toned down a bit due to pale grey background) */
880 ret
[COL_2
* 3 + 0] = 0.7F
;
881 ret
[COL_2
* 3 + 1] = 0.7F
;
882 ret
[COL_2
* 3 + 2] = 0.0F
;
884 /* green (also toned down) */
885 ret
[COL_3
* 3 + 0] = 0.0F
;
886 ret
[COL_3
* 3 + 1] = 0.5F
;
887 ret
[COL_3
* 3 + 2] = 0.0F
;
890 ret
[COL_4
* 3 + 0] = 0.0F
;
891 ret
[COL_4
* 3 + 1] = 0.0F
;
892 ret
[COL_4
* 3 + 2] = 1.0F
;
895 ret
[COL_5
* 3 + 0] = 1.0F
;
896 ret
[COL_5
* 3 + 1] = 0.5F
;
897 ret
[COL_5
* 3 + 2] = 0.0F
;
900 ret
[COL_6
* 3 + 0] = 0.5F
;
901 ret
[COL_6
* 3 + 1] = 0.0F
;
902 ret
[COL_6
* 3 + 2] = 0.7F
;
905 ret
[COL_7
* 3 + 0] = 0.4F
;
906 ret
[COL_7
* 3 + 1] = 0.2F
;
907 ret
[COL_7
* 3 + 2] = 0.2F
;
910 ret
[COL_8
* 3 + 0] = 0.4F
;
911 ret
[COL_8
* 3 + 1] = 0.7F
;
912 ret
[COL_8
* 3 + 2] = 1.0F
;
915 ret
[COL_9
* 3 + 0] = 0.5F
;
916 ret
[COL_9
* 3 + 1] = 0.8F
;
917 ret
[COL_9
* 3 + 2] = 0.5F
;
920 ret
[COL_10
* 3 + 0] = 1.0F
;
921 ret
[COL_10
* 3 + 1] = 0.6F
;
922 ret
[COL_10
* 3 + 2] = 1.0F
;
924 ret
[COL_FRAME
* 3 + 0] = 0.0F
;
925 ret
[COL_FRAME
* 3 + 1] = 0.0F
;
926 ret
[COL_FRAME
* 3 + 2] = 0.0F
;
928 ret
[COL_CURSOR
* 3 + 0] = 0.0F
;
929 ret
[COL_CURSOR
* 3 + 1] = 0.0F
;
930 ret
[COL_CURSOR
* 3 + 2] = 0.0F
;
932 ret
[COL_FLASH
* 3 + 0] = 0.5F
;
933 ret
[COL_FLASH
* 3 + 1] = 1.0F
;
934 ret
[COL_FLASH
* 3 + 2] = 1.0F
;
936 ret
[COL_HOLD
* 3 + 0] = 1.0F
;
937 ret
[COL_HOLD
* 3 + 1] = 0.5F
;
938 ret
[COL_HOLD
* 3 + 2] = 0.5F
;
940 ret
[COL_CORRECTPLACE
*3 + 0] = 0.0F
;
941 ret
[COL_CORRECTPLACE
*3 + 1] = 0.0F
;
942 ret
[COL_CORRECTPLACE
*3 + 2] = 0.0F
;
944 ret
[COL_CORRECTCOLOUR
*3 + 0] = 1.0F
;
945 ret
[COL_CORRECTCOLOUR
*3 + 1] = 1.0F
;
946 ret
[COL_CORRECTCOLOUR
*3 + 2] = 1.0F
;
948 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
949 * (which we hard-code as white) from COL_BACKGROUND (which
950 * could default to white on some platforms).
951 * Code borrowed from fifteen.c. */
952 max
= ret
[COL_BACKGROUND
*3];
953 for (i
= 1; i
< 3; i
++)
954 if (ret
[COL_BACKGROUND
*3+i
] > max
)
955 max
= ret
[COL_BACKGROUND
*3+i
];
956 if (max
* 1.2F
> 1.0F
) {
957 for (i
= 0; i
< 3; i
++)
958 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
961 /* We also want to be able to tell the difference between BACKGROUND
962 * and EMPTY, for similar distinguishing-hint reasons. */
963 ret
[COL_EMPTY
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
964 ret
[COL_EMPTY
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
965 ret
[COL_EMPTY
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
967 *ncolours
= NCOLOURS
;
971 static game_drawstate
*game_new_drawstate(game_state
*state
)
973 struct game_drawstate
*ds
= snew(struct game_drawstate
);
976 memset(ds
, 0, sizeof(struct game_drawstate
));
978 ds
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
979 ds
->nguesses
= state
->params
.nguesses
;
980 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
981 ds
->guesses
[i
] = new_pegrow(state
->params
.npegs
);
982 invalidate_pegrow(ds
->guesses
[i
]);
984 ds
->solution
= new_pegrow(state
->params
.npegs
);
985 invalidate_pegrow(ds
->solution
);
986 ds
->colours
= new_pegrow(state
->params
.ncolours
);
987 invalidate_pegrow(ds
->colours
);
989 ds
->hintw
= (state
->params
.npegs
+1)/2; /* must round up */
996 static void game_free_drawstate(game_drawstate
*ds
)
1000 if (ds
->blit_peg
) blitter_free(ds
->blit_peg
);
1001 free_pegrow(ds
->colours
);
1002 free_pegrow(ds
->solution
);
1003 for (i
= 0; i
< ds
->nguesses
; i
++)
1004 free_pegrow(ds
->guesses
[i
]);
1009 static void draw_peg(frontend
*fe
, game_drawstate
*ds
, int cx
, int cy
,
1010 int moving
, int col
)
1013 * Some platforms antialias circles, which means we shouldn't
1014 * overwrite a circle of one colour with a circle of another
1015 * colour without erasing the background first. However, if the
1016 * peg is the one being dragged, we don't erase the background
1017 * because we _want_ it to alpha-blend nicely into whatever's
1021 draw_rect(fe
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2,
1024 draw_circle(fe
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
, 1, COL_EMPTY
+ col
);
1025 draw_circle(fe
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
, 0, COL_EMPTY
+ col
);
1027 draw_rect(fe
, cx
, cy
, PEGSZ
, PEGSZ
, COL_EMPTY
+ col
);
1028 draw_update(fe
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
1031 static void draw_cursor(frontend
*fe
, game_drawstate
*ds
, int x
, int y
)
1033 draw_circle(fe
, x
+PEGRAD
, y
+PEGRAD
, PEGRAD
+CGAP
, 0, COL_CURSOR
);
1035 draw_update(fe
, x
-CGAP
, y
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
1038 static void guess_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
,
1039 pegrow src
, int *holds
, int cur_col
, int force
)
1042 int rowx
, rowy
, i
, scol
;
1045 dest
= ds
->solution
;
1049 dest
= ds
->guesses
[guess
];
1050 rowx
= GUESS_X(guess
,0);
1051 rowy
= GUESS_Y(guess
,0);
1053 if (src
) assert(src
->npegs
== dest
->npegs
);
1055 for (i
= 0; i
< dest
->npegs
; i
++) {
1056 scol
= src ? src
->pegs
[i
] : 0;
1059 if (holds
&& holds
[i
])
1061 if ((dest
->pegs
[i
] != scol
) || force
) {
1062 draw_peg(fe
, ds
, rowx
+ PEGOFF
* i
, rowy
, FALSE
, scol
&~ 0x3000);
1066 draw_rect(fe
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
1067 PEGSZ
, 2, (scol
& 0x2000 ? COL_HOLD
: COL_BACKGROUND
));
1068 draw_update(fe
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
1071 draw_cursor(fe
, ds
, rowx
+ PEGOFF
* i
, rowy
);
1073 dest
->pegs
[i
] = scol
;
1077 static void hint_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
,
1078 pegrow src
, int force
, int cursor
, int markable
)
1080 pegrow dest
= ds
->guesses
[guess
];
1081 int rowx
, rowy
, i
, scol
, col
, hintlen
;
1083 int emptycol
= (markable ? COL_FLASH
: COL_EMPTY
);
1085 if (src
) assert(src
->npegs
== dest
->npegs
);
1087 hintlen
= (dest
->npegs
+ 1)/2;
1090 * Because of the possible presence of the cursor around this
1091 * entire section, we redraw all or none of it but never part.
1093 need_redraw
= FALSE
;
1095 for (i
= 0; i
< dest
->npegs
; i
++) {
1096 scol
= src ? src
->feedback
[i
] : 0;
1097 if (i
== 0 && cursor
)
1099 if (i
== 0 && markable
)
1101 if ((scol
!= dest
->feedback
[i
]) || force
) {
1104 dest
->feedback
[i
] = scol
;
1108 int hinth
= HINTSZ
+ GAP
+ HINTSZ
;
1111 hx
= HINT_X(guess
)-GAP
; hy
= HINT_Y(guess
)-GAP
;
1112 hw
= HINT_W
+GAP
*2; hh
= hinth
+GAP
*2;
1114 /* erase a large background rectangle */
1115 draw_rect(fe
, hx
, hy
, hw
, hh
, COL_BACKGROUND
);
1117 for (i
= 0; i
< dest
->npegs
; i
++) {
1118 scol
= src ? src
->feedback
[i
] : 0;
1119 col
= ((scol
== FEEDBACK_CORRECTPLACE
) ? COL_CORRECTPLACE
:
1120 (scol
== FEEDBACK_CORRECTCOLOUR
) ? COL_CORRECTCOLOUR
:
1123 rowx
= HINT_X(guess
);
1124 rowy
= HINT_Y(guess
);
1126 rowx
+= HINTOFF
* i
;
1128 rowx
+= HINTOFF
* (i
- hintlen
);
1132 draw_circle(fe
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, 1, col
);
1133 draw_circle(fe
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, 0, col
);
1135 draw_rect(fe
, rowx
, rowy
, HINTSZ
, HINTSZ
, col
);
1140 x1
= hx
+ CGAP
; y1
= hy
+ CGAP
;
1141 x2
= hx
+ hw
- CGAP
; y2
= hy
+ hh
- CGAP
;
1142 draw_line(fe
, x1
, y1
, x2
, y1
, COL_CURSOR
);
1143 draw_line(fe
, x2
, y1
, x2
, y2
, COL_CURSOR
);
1144 draw_line(fe
, x2
, y2
, x1
, y2
, COL_CURSOR
);
1145 draw_line(fe
, x1
, y2
, x1
, y1
, COL_CURSOR
);
1148 draw_update(fe
, hx
, hy
, hw
, hh
);
1152 static void currmove_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
, int col
)
1154 int ox
= GUESS_X(guess
, 0), oy
= GUESS_Y(guess
, 0), off
= PEGSZ
/4;
1156 draw_rect(fe
, ox
-off
-1, oy
, 2, PEGSZ
, col
);
1157 draw_update(fe
, ox
-off
-1, oy
, 2, PEGSZ
);
1160 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1161 game_state
*state
, int dir
, game_ui
*ui
,
1162 float animtime
, float flashtime
)
1164 int i
, new_move
, last_go
;
1166 new_move
= (state
->next_go
!= ds
->next_go
) || !ds
->started
;
1167 last_go
= (state
->next_go
== state
->params
.nguesses
-1);
1170 draw_rect(fe
, 0, 0, ds
->w
, ds
->h
, COL_BACKGROUND
);
1171 draw_rect(fe
, SOLN_OX
, SOLN_OY
- ds
->gapsz
- 1, SOLN_W
, 2, COL_FRAME
);
1172 draw_update(fe
, 0, 0, ds
->w
, ds
->h
);
1175 if (ds
->drag_col
!= 0) {
1176 debug(("Loading from blitter."));
1177 blitter_load(fe
, ds
->blit_peg
, ds
->blit_ox
, ds
->blit_oy
);
1178 draw_update(fe
, ds
->blit_ox
, ds
->blit_oy
, PEGSZ
, PEGSZ
);
1181 /* draw the colours */
1182 for (i
= 0; i
< state
->params
.ncolours
; i
++) {
1184 if (ui
->display_cur
&& ui
->colour_cur
== i
)
1186 if (ds
->colours
->pegs
[i
] != val
) {
1187 draw_peg(fe
, ds
, COL_X(i
), COL_Y(i
), FALSE
, i
+1);
1189 draw_cursor(fe
, ds
, COL_X(i
), COL_Y(i
));
1190 ds
->colours
->pegs
[i
] = val
;
1194 /* draw the guesses (so far) and the hints */
1195 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
1196 if (state
->next_go
> i
|| state
->solved
) {
1197 /* this info is stored in the game_state already */
1198 guess_redraw(fe
, ds
, i
, state
->guesses
[i
], NULL
, -1, 0);
1199 hint_redraw(fe
, ds
, i
, state
->guesses
[i
],
1200 i
== (state
->next_go
-1) ?
1 : 0, FALSE
, FALSE
);
1201 } else if (state
->next_go
== i
) {
1202 /* this is the one we're on; the (incomplete) guess is
1203 * stored in the game_ui. */
1204 guess_redraw(fe
, ds
, i
, ui
->curr_pegs
,
1205 ui
->holds
, ui
->display_cur ? ui
->peg_cur
: -1, 0);
1206 hint_redraw(fe
, ds
, i
, NULL
, 1,
1207 ui
->display_cur
&& ui
->peg_cur
== state
->params
.npegs
,
1210 /* we've not got here yet; it's blank. */
1211 guess_redraw(fe
, ds
, i
, NULL
, NULL
, -1, 0);
1212 hint_redraw(fe
, ds
, i
, NULL
, 0, FALSE
, FALSE
);
1216 /* draw the 'current move' and 'able to mark' sign. */
1218 currmove_redraw(fe
, ds
, ds
->next_go
, COL_BACKGROUND
);
1220 currmove_redraw(fe
, ds
, state
->next_go
, COL_HOLD
);
1222 /* draw the solution (or the big rectangle) */
1223 if ((state
->solved
!= ds
->solved
) || !ds
->started
) {
1224 draw_rect(fe
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
,
1225 state
->solved ? COL_BACKGROUND
: COL_EMPTY
);
1226 draw_update(fe
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
);
1229 guess_redraw(fe
, ds
, -1, state
->solution
, NULL
, -1, !ds
->solved
);
1230 ds
->solved
= state
->solved
;
1232 ds
->next_go
= state
->next_go
;
1234 /* if ui->drag_col != 0, save the screen to the blitter,
1235 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1236 if (ui
->drag_col
!= 0) {
1237 int ox
= ui
->drag_x
- (PEGSZ
/2);
1238 int oy
= ui
->drag_y
- (PEGSZ
/2);
1239 debug(("Saving to blitter at (%d,%d)", ox
, oy
));
1240 blitter_save(fe
, ds
->blit_peg
, ox
, oy
);
1241 draw_peg(fe
, ds
, ox
, oy
, TRUE
, ui
->drag_col
);
1243 ds
->blit_ox
= ox
; ds
->blit_oy
= oy
;
1245 ds
->drag_col
= ui
->drag_col
;
1250 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1251 int dir
, game_ui
*ui
)
1256 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1257 int dir
, game_ui
*ui
)
1262 static int game_wants_statusbar(void)
1267 static int game_timing_state(game_state
*state
)
1273 #define thegame guess
1276 const struct game thegame
= {
1277 "Guess", "games.guess",
1284 TRUE
, game_configure
, custom_params
,
1292 FALSE
, game_text_format
,
1303 game_free_drawstate
,
1307 game_wants_statusbar
,
1308 FALSE
, game_timing_state
,
1309 0, /* mouse_priorities */
1312 /* vim: set shiftwidth=4 tabstop=8: */