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 char *solve_game(game_state
*state
, game_state
*currstate
,
368 game_aux_info
*aux
, char **error
)
373 static char *game_text_format(game_state
*state
)
379 pegrow curr_pegs
; /* half-finished current move */
381 int colour_cur
; /* position of up-down colour picker cursor */
382 int peg_cur
; /* position of left-right peg picker cursor */
383 int display_cur
, markable
;
385 int drag_col
, drag_x
, drag_y
; /* x and y are *center* of peg! */
386 int drag_opeg
; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
389 static game_ui
*new_ui(game_state
*state
)
391 game_ui
*ui
= snew(struct game_ui
);
392 memset(ui
, 0, sizeof(struct game_ui
));
393 ui
->curr_pegs
= new_pegrow(state
->params
.npegs
);
394 ui
->holds
= snewn(state
->params
.npegs
, int);
395 memset(ui
->holds
, 0, sizeof(int)*state
->params
.npegs
);
400 static void free_ui(game_ui
*ui
)
402 free_pegrow(ui
->curr_pegs
);
407 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
408 game_state
*newstate
)
412 /* just clear the row-in-progress when we have an undo/redo. */
413 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++)
414 ui
->curr_pegs
->pegs
[i
] = 0;
415 ui
->markable
= FALSE
;
418 #define PEGSZ (ds->pegsz)
419 #define PEGOFF (ds->pegsz + ds->gapsz)
420 #define HINTSZ (ds->hintsz)
421 #define HINTOFF (ds->hintsz + ds->gapsz)
423 #define GAP (ds->gapsz)
424 #define CGAP (ds->gapsz / 2)
426 #define PEGRAD (ds->pegrad)
427 #define HINTRAD (ds->hintrad)
429 #define COL_OX (ds->colx)
430 #define COL_OY (ds->coly)
431 #define COL_X(c) (COL_OX)
432 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
434 #define COL_H (ds->colours->npegs*PEGOFF)
436 #define GUESS_OX (ds->guessx)
437 #define GUESS_OY (ds->guessy)
438 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
439 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
440 #define GUESS_W (ds->solution->npegs*PEGOFF)
441 #define GUESS_H (ds->nguesses*PEGOFF)
443 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
444 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
445 #define HINT_X(g) HINT_OX
446 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
447 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
448 #define HINT_H GUESS_H
450 #define SOLN_OX GUESS_OX
451 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
452 #define SOLN_W GUESS_W
453 #define SOLN_H PEGOFF
455 struct game_drawstate
{
457 pegrow
*guesses
; /* same size as state->guesses */
458 pegrow solution
; /* only displayed if state->solved */
459 pegrow colours
; /* length ncolours, not npegs */
461 int pegsz
, hintsz
, gapsz
; /* peg size (diameter), etc. */
462 int pegrad
, hintrad
; /* radius of peg, hint */
464 int colx
, coly
; /* origin of colours vertical bar */
465 int guessx
, guessy
; /* origin of guesses */
466 int solnx
, solny
; /* origin of solution */
467 int hintw
; /* no. of hint tiles we're wide per row */
468 int w
, h
, started
, solved
;
473 int drag_col
, blit_ox
, blit_oy
;
476 static int is_markable(game_params
*params
, pegrow pegs
)
478 int i
, nset
= 0, nrequired
, ret
= 0;
479 pegrow colcount
= new_pegrow(params
->ncolours
);
481 nrequired
= params
->allow_blank ?
1 : params
->npegs
;
483 for (i
= 0; i
< params
->npegs
; i
++) {
484 int c
= pegs
->pegs
[i
];
486 colcount
->pegs
[c
-1]++;
490 if (nset
< nrequired
) goto done
;
492 if (!params
->allow_multiple
) {
493 for (i
= 0; i
< params
->ncolours
; i
++) {
494 if (colcount
->pegs
[i
] > 1) goto done
;
499 free_pegrow(colcount
);
503 static void set_peg(game_params
*params
, game_ui
*ui
, int peg
, int col
)
505 ui
->curr_pegs
->pegs
[peg
] = col
;
506 ui
->markable
= is_markable(params
, ui
->curr_pegs
);
509 static int mark_pegs(pegrow guess
, pegrow solution
, int ncols
)
511 int nc_place
= 0, nc_colour
= 0, i
, j
;
513 assert(guess
&& solution
&& (guess
->npegs
== solution
->npegs
));
515 for (i
= 0; i
< guess
->npegs
; i
++) {
516 if (guess
->pegs
[i
] == solution
->pegs
[i
]) nc_place
++;
519 /* slight bit of cleverness: we have the following formula, from
520 * http://mathworld.wolfram.com/Mastermind.html that gives:
522 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
524 * I think this is due to Knuth.
526 for (i
= 1; i
<= ncols
; i
++) {
527 int n_guess
= 0, n_solution
= 0;
528 for (j
= 0; j
< guess
->npegs
; j
++) {
529 if (guess
->pegs
[j
] == i
) n_guess
++;
530 if (solution
->pegs
[j
] == i
) n_solution
++;
532 nc_colour
+= min(n_guess
, n_solution
);
534 nc_colour
-= nc_place
;
536 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
537 guess
->npegs
, nc_place
, nc_colour
));
538 assert((nc_colour
+ nc_place
) <= guess
->npegs
);
540 memset(guess
->feedback
, 0, guess
->npegs
*sizeof(int));
541 for (i
= 0, j
= 0; i
< nc_place
; i
++)
542 guess
->feedback
[j
++] = FEEDBACK_CORRECTPLACE
;
543 for (i
= 0; i
< nc_colour
; i
++)
544 guess
->feedback
[j
++] = FEEDBACK_CORRECTCOLOUR
;
549 static char *encode_move(game_state
*from
, game_ui
*ui
)
555 len
= ui
->curr_pegs
->npegs
* 20 + 2;
556 buf
= snewn(len
, char);
560 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
561 p
+= sprintf(p
, "%s%d", sep
, ui
->curr_pegs
->pegs
[i
]);
565 assert(p
- buf
<= len
);
566 buf
= sresize(buf
, len
, char);
568 tmppegs
= dup_pegrow(ui
->curr_pegs
);
569 solved
= mark_pegs(tmppegs
, from
->solution
, from
->params
.ncolours
);
570 solved
= (solved
== from
->params
.ncolours
);
571 free_pegrow(tmppegs
);
573 for (i
= 0; i
< from
->solution
->npegs
; i
++) {
574 if (!ui
->holds
[i
] || solved
) {
575 ui
->curr_pegs
->pegs
[i
] = 0;
577 if (solved
) ui
->holds
[i
] = 0;
579 ui
->markable
= is_markable(&from
->params
, ui
->curr_pegs
);
580 if (!ui
->markable
&& ui
->peg_cur
== from
->solution
->npegs
)
586 static char *interpret_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
587 int x
, int y
, int button
)
589 int over_col
= 0; /* one-indexed */
590 int over_guess
= -1; /* zero-indexed */
591 int over_past_guess_y
= -1; /* zero-indexed */
592 int over_past_guess_x
= -1; /* zero-indexed */
593 int over_hint
= 0; /* zero or one */
596 int guess_ox
= GUESS_X(from
->next_go
, 0);
597 int guess_oy
= GUESS_Y(from
->next_go
, 0);
599 if (from
->solved
) return NULL
;
601 if (x
>= COL_OX
&& x
<= (COL_OX
+ COL_W
) &&
602 y
>= COL_OY
&& y
<= (COL_OY
+ COL_H
)) {
603 over_col
= ((y
- COL_OY
) / PEGOFF
) + 1;
604 } else if (x
>= guess_ox
&&
605 y
>= guess_oy
&& y
<= (guess_oy
+ GUESS_H
)) {
606 if (x
<= (guess_ox
+ GUESS_W
)) {
607 over_guess
= (x
- guess_ox
) / PEGOFF
;
611 } else if (x
>= guess_ox
&&
612 y
>= GUESS_OY
&& y
< guess_oy
) {
613 over_past_guess_y
= (y
- GUESS_OY
) / PEGOFF
;
614 over_past_guess_x
= (x
- guess_ox
) / PEGOFF
;
616 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
617 " over_past_guess (%d,%d)", over_col
, over_guess
, over_hint
,
618 over_past_guess_x
, over_past_guess_y
));
620 assert(ds
->blit_peg
);
623 if (button
== LEFT_BUTTON
) {
625 ui
->drag_col
= over_col
;
627 debug(("Start dragging from colours"));
628 } else if (over_guess
> -1) {
629 int col
= ui
->curr_pegs
->pegs
[over_guess
];
632 ui
->drag_opeg
= over_guess
;
633 debug(("Start dragging from a guess"));
635 } else if (over_past_guess_y
> -1) {
637 from
->guesses
[over_past_guess_y
]->pegs
[over_past_guess_x
];
641 debug(("Start dragging from a past guess"));
647 debug(("Start dragging, col = %d, (%d,%d)",
648 ui
->drag_col
, ui
->drag_x
, ui
->drag_y
));
651 } else if (button
== LEFT_DRAG
&& ui
->drag_col
) {
654 debug(("Keep dragging, (%d,%d)", ui
->drag_x
, ui
->drag_y
));
656 } else if (button
== LEFT_RELEASE
&& ui
->drag_col
) {
657 if (over_guess
> -1) {
658 debug(("Dropping colour %d onto guess peg %d",
659 ui
->drag_col
, over_guess
));
660 set_peg(&from
->params
, ui
, over_guess
, ui
->drag_col
);
662 if (ui
->drag_opeg
> -1) {
663 debug(("Removing colour %d from peg %d",
664 ui
->drag_col
, ui
->drag_opeg
));
665 set_peg(&from
->params
, ui
, ui
->drag_opeg
, 0);
671 debug(("Stop dragging."));
673 } else if (button
== RIGHT_BUTTON
) {
674 if (over_guess
> -1) {
675 /* we use ths feedback in the game_ui to signify
676 * 'carry this peg to the next guess as well'. */
677 ui
->holds
[over_guess
] = 1 - ui
->holds
[over_guess
];
680 } else if (button
== LEFT_RELEASE
&& over_hint
&& ui
->markable
) {
681 /* NB this won't trigger if on the end of a drag; that's on
682 * purpose, in case you drop by mistake... */
683 ret
= encode_move(from
, ui
);
687 if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
) {
689 if (button
== CURSOR_DOWN
&& (ui
->colour_cur
+1) < from
->params
.ncolours
)
691 if (button
== CURSOR_UP
&& ui
->colour_cur
> 0)
694 } else if (button
== CURSOR_LEFT
|| button
== CURSOR_RIGHT
) {
695 int maxcur
= from
->params
.npegs
;
696 if (ui
->markable
) maxcur
++;
699 if (button
== CURSOR_RIGHT
&& (ui
->peg_cur
+1) < maxcur
)
701 if (button
== CURSOR_LEFT
&& ui
->peg_cur
> 0)
704 } else if (button
== CURSOR_SELECT
|| button
== ' ' || button
== '\r' ||
707 if (ui
->peg_cur
== from
->params
.npegs
) {
708 ret
= encode_move(from
, ui
);
710 set_peg(&from
->params
, ui
, ui
->peg_cur
, ui
->colour_cur
+1);
713 } else if (button
== 'H' || button
== 'h') {
715 ui
->holds
[ui
->peg_cur
] = 1 - ui
->holds
[ui
->peg_cur
];
721 static game_state
*execute_move(game_state
*from
, char *move
)
727 if (!strcmp(move
, "S")) {
728 ret
= dup_game(from
);
731 } else if (move
[0] == 'G') {
734 ret
= dup_game(from
);
736 for (i
= 0; i
< from
->solution
->npegs
; i
++) {
738 if (val
<= 0 || val
> from
->params
.ncolours
) {
742 ret
->guesses
[from
->next_go
]->pegs
[i
] = atoi(p
);
743 while (*p
&& isdigit((unsigned char)*p
)) p
++;
747 nc_place
= mark_pegs(ret
->guesses
[from
->next_go
], ret
->solution
, ret
->params
.ncolours
);
749 if (nc_place
== ret
->solution
->npegs
) {
750 ret
->solved
= 1; /* win! */
752 ret
->next_go
= from
->next_go
+ 1;
753 if (ret
->next_go
>= ret
->params
.nguesses
)
754 ret
->solved
= 1; /* 'lose' so we show the pegs. */
762 /* ----------------------------------------------------------------------
766 #define PEG_PREFER_SZ 32
768 /* next three are multipliers for pegsz. It will look much nicer if
769 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
771 #define PEG_HINT 0.35
775 static void game_size(game_params
*params
, game_drawstate
*ds
,
776 int *x
, int *y
, int expand
)
778 double hmul
, vmul_c
, vmul_g
, vmul
, szx
, szy
;
779 int sz
, colh
, guessh
;
781 hmul
= BORDER
* 2.0 + /* border */
782 1.0 * 2.0 + /* vertical colour bar */
783 1.0 * params
->npegs
+ /* guess pegs */
784 PEG_GAP
* params
->npegs
+ /* guess gaps */
785 PEG_HINT
* ds
->hintw
+ /* hint pegs */
786 PEG_GAP
* (ds
->hintw
- 1); /* hint gaps */
788 vmul_c
= BORDER
* 2.0 + /* border */
789 1.0 * params
->ncolours
+ /* colour pegs */
790 PEG_GAP
* (params
->ncolours
- 1); /* colour gaps */
792 vmul_g
= BORDER
* 2.0 + /* border */
793 1.0 * (params
->nguesses
+ 1) + /* guesses plus solution */
794 PEG_GAP
* (params
->nguesses
+ 1); /* gaps plus gap above soln */
796 vmul
= max(vmul_c
, vmul_g
);
800 sz
= max(min((int)szx
, (int)szy
), 1);
804 ds
->pegsz
= min(sz
, PEG_PREFER_SZ
);
806 ds
->hintsz
= (int)((double)ds
->pegsz
* PEG_HINT
);
807 ds
->gapsz
= (int)((double)ds
->pegsz
* PEG_GAP
);
808 ds
->border
= (int)((double)ds
->pegsz
* BORDER
);
810 ds
->pegrad
= (ds
->pegsz
-1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
811 ds
->hintrad
= (ds
->hintsz
-1)/2;
813 *x
= (int)ceil((double)ds
->pegsz
* hmul
);
814 *y
= (int)ceil((double)ds
->pegsz
* vmul
);
815 ds
->w
= *x
; ds
->h
= *y
;
817 colh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->ncolours
) - ds
->gapsz
;
818 guessh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
); /* guesses */
819 guessh
+= ds
->gapsz
+ ds
->pegsz
; /* solution */
821 ds
->colx
= ds
->border
;
822 ds
->coly
= (*y
- colh
) / 2;
824 ds
->guessx
= ds
->solnx
= ds
->border
+ ds
->pegsz
* 2; /* border + colours */
825 ds
->guessy
= (*y
- guessh
) / 2;
826 ds
->solny
= ds
->guessy
+ ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
) + ds
->gapsz
;
829 if (ds
->blit_peg
) blitter_free(ds
->blit_peg
);
830 ds
->blit_peg
= blitter_new(ds
->pegsz
, ds
->pegsz
);
834 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
836 float *ret
= snewn(3 * NCOLOURS
, float), max
;
839 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
842 ret
[COL_1
* 3 + 0] = 1.0F
;
843 ret
[COL_1
* 3 + 1] = 0.0F
;
844 ret
[COL_1
* 3 + 2] = 0.0F
;
846 /* yellow (toned down a bit due to pale grey background) */
847 ret
[COL_2
* 3 + 0] = 0.7F
;
848 ret
[COL_2
* 3 + 1] = 0.7F
;
849 ret
[COL_2
* 3 + 2] = 0.0F
;
851 /* green (also toned down) */
852 ret
[COL_3
* 3 + 0] = 0.0F
;
853 ret
[COL_3
* 3 + 1] = 0.5F
;
854 ret
[COL_3
* 3 + 2] = 0.0F
;
857 ret
[COL_4
* 3 + 0] = 0.0F
;
858 ret
[COL_4
* 3 + 1] = 0.0F
;
859 ret
[COL_4
* 3 + 2] = 1.0F
;
862 ret
[COL_5
* 3 + 0] = 1.0F
;
863 ret
[COL_5
* 3 + 1] = 0.5F
;
864 ret
[COL_5
* 3 + 2] = 0.0F
;
867 ret
[COL_6
* 3 + 0] = 0.5F
;
868 ret
[COL_6
* 3 + 1] = 0.0F
;
869 ret
[COL_6
* 3 + 2] = 0.7F
;
872 ret
[COL_7
* 3 + 0] = 0.4F
;
873 ret
[COL_7
* 3 + 1] = 0.2F
;
874 ret
[COL_7
* 3 + 2] = 0.2F
;
877 ret
[COL_8
* 3 + 0] = 0.4F
;
878 ret
[COL_8
* 3 + 1] = 0.7F
;
879 ret
[COL_8
* 3 + 2] = 1.0F
;
882 ret
[COL_9
* 3 + 0] = 0.5F
;
883 ret
[COL_9
* 3 + 1] = 0.8F
;
884 ret
[COL_9
* 3 + 2] = 0.5F
;
887 ret
[COL_10
* 3 + 0] = 1.0F
;
888 ret
[COL_10
* 3 + 1] = 0.6F
;
889 ret
[COL_10
* 3 + 2] = 1.0F
;
891 ret
[COL_FRAME
* 3 + 0] = 0.0F
;
892 ret
[COL_FRAME
* 3 + 1] = 0.0F
;
893 ret
[COL_FRAME
* 3 + 2] = 0.0F
;
895 ret
[COL_CURSOR
* 3 + 0] = 0.0F
;
896 ret
[COL_CURSOR
* 3 + 1] = 0.0F
;
897 ret
[COL_CURSOR
* 3 + 2] = 0.0F
;
899 ret
[COL_FLASH
* 3 + 0] = 0.5F
;
900 ret
[COL_FLASH
* 3 + 1] = 1.0F
;
901 ret
[COL_FLASH
* 3 + 2] = 1.0F
;
903 ret
[COL_HOLD
* 3 + 0] = 1.0F
;
904 ret
[COL_HOLD
* 3 + 1] = 0.5F
;
905 ret
[COL_HOLD
* 3 + 2] = 0.5F
;
907 ret
[COL_CORRECTPLACE
*3 + 0] = 0.0F
;
908 ret
[COL_CORRECTPLACE
*3 + 1] = 0.0F
;
909 ret
[COL_CORRECTPLACE
*3 + 2] = 0.0F
;
911 ret
[COL_CORRECTCOLOUR
*3 + 0] = 1.0F
;
912 ret
[COL_CORRECTCOLOUR
*3 + 1] = 1.0F
;
913 ret
[COL_CORRECTCOLOUR
*3 + 2] = 1.0F
;
915 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
916 * (which we hard-code as white) from COL_BACKGROUND (which
917 * could default to white on some platforms).
918 * Code borrowed from fifteen.c. */
919 max
= ret
[COL_BACKGROUND
*3];
920 for (i
= 1; i
< 3; i
++)
921 if (ret
[COL_BACKGROUND
*3+i
] > max
)
922 max
= ret
[COL_BACKGROUND
*3+i
];
923 if (max
* 1.2F
> 1.0F
) {
924 for (i
= 0; i
< 3; i
++)
925 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
928 /* We also want to be able to tell the difference between BACKGROUND
929 * and EMPTY, for similar distinguishing-hint reasons. */
930 ret
[COL_EMPTY
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
931 ret
[COL_EMPTY
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
932 ret
[COL_EMPTY
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
934 *ncolours
= NCOLOURS
;
938 static game_drawstate
*game_new_drawstate(game_state
*state
)
940 struct game_drawstate
*ds
= snew(struct game_drawstate
);
943 memset(ds
, 0, sizeof(struct game_drawstate
));
945 ds
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
946 ds
->nguesses
= state
->params
.nguesses
;
947 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
948 ds
->guesses
[i
] = new_pegrow(state
->params
.npegs
);
949 invalidate_pegrow(ds
->guesses
[i
]);
951 ds
->solution
= new_pegrow(state
->params
.npegs
);
952 invalidate_pegrow(ds
->solution
);
953 ds
->colours
= new_pegrow(state
->params
.ncolours
);
954 invalidate_pegrow(ds
->colours
);
956 ds
->hintw
= (state
->params
.npegs
+1)/2; /* must round up */
963 static void game_free_drawstate(game_drawstate
*ds
)
967 if (ds
->blit_peg
) blitter_free(ds
->blit_peg
);
968 free_pegrow(ds
->colours
);
969 free_pegrow(ds
->solution
);
970 for (i
= 0; i
< ds
->nguesses
; i
++)
971 free_pegrow(ds
->guesses
[i
]);
976 static void draw_peg(frontend
*fe
, game_drawstate
*ds
, int cx
, int cy
,
980 * Some platforms antialias circles, which means we shouldn't
981 * overwrite a circle of one colour with a circle of another
982 * colour without erasing the background first. However, if the
983 * peg is the one being dragged, we don't erase the background
984 * because we _want_ it to alpha-blend nicely into whatever's
988 draw_rect(fe
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2,
991 draw_circle(fe
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
, 1, COL_EMPTY
+ col
);
992 draw_circle(fe
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
, 0, COL_EMPTY
+ col
);
994 draw_rect(fe
, cx
, cy
, PEGSZ
, PEGSZ
, COL_EMPTY
+ col
);
995 draw_update(fe
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
998 static void draw_cursor(frontend
*fe
, game_drawstate
*ds
, int x
, int y
)
1000 draw_circle(fe
, x
+PEGRAD
, y
+PEGRAD
, PEGRAD
+CGAP
, 0, COL_CURSOR
);
1002 draw_update(fe
, x
-CGAP
, y
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
1005 static void guess_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
,
1006 pegrow src
, int *holds
, int cur_col
, int force
)
1009 int rowx
, rowy
, i
, scol
;
1012 dest
= ds
->solution
;
1016 dest
= ds
->guesses
[guess
];
1017 rowx
= GUESS_X(guess
,0);
1018 rowy
= GUESS_Y(guess
,0);
1020 if (src
) assert(src
->npegs
== dest
->npegs
);
1022 for (i
= 0; i
< dest
->npegs
; i
++) {
1023 scol
= src ? src
->pegs
[i
] : 0;
1026 if (holds
&& holds
[i
])
1028 if ((dest
->pegs
[i
] != scol
) || force
) {
1029 draw_peg(fe
, ds
, rowx
+ PEGOFF
* i
, rowy
, FALSE
, scol
&~ 0x3000);
1033 draw_rect(fe
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
1034 PEGSZ
, 2, (scol
& 0x2000 ? COL_HOLD
: COL_BACKGROUND
));
1035 draw_update(fe
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
1038 draw_cursor(fe
, ds
, rowx
+ PEGOFF
* i
, rowy
);
1040 dest
->pegs
[i
] = scol
;
1044 static void hint_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
,
1045 pegrow src
, int force
, int cursor
, int markable
)
1047 pegrow dest
= ds
->guesses
[guess
];
1048 int rowx
, rowy
, i
, scol
, col
, hintlen
;
1050 int emptycol
= (markable ? COL_FLASH
: COL_EMPTY
);
1052 if (src
) assert(src
->npegs
== dest
->npegs
);
1054 hintlen
= (dest
->npegs
+ 1)/2;
1057 * Because of the possible presence of the cursor around this
1058 * entire section, we redraw all or none of it but never part.
1060 need_redraw
= FALSE
;
1062 for (i
= 0; i
< dest
->npegs
; i
++) {
1063 scol
= src ? src
->feedback
[i
] : 0;
1064 if (i
== 0 && cursor
)
1066 if (i
== 0 && markable
)
1068 if ((scol
!= dest
->feedback
[i
]) || force
) {
1071 dest
->feedback
[i
] = scol
;
1075 int hinth
= HINTSZ
+ GAP
+ HINTSZ
;
1078 hx
= HINT_X(guess
)-GAP
; hy
= HINT_Y(guess
)-GAP
;
1079 hw
= HINT_W
+GAP
*2; hh
= hinth
+GAP
*2;
1081 /* erase a large background rectangle */
1082 draw_rect(fe
, hx
, hy
, hw
, hh
, COL_BACKGROUND
);
1084 for (i
= 0; i
< dest
->npegs
; i
++) {
1085 scol
= src ? src
->feedback
[i
] : 0;
1086 col
= ((scol
== FEEDBACK_CORRECTPLACE
) ? COL_CORRECTPLACE
:
1087 (scol
== FEEDBACK_CORRECTCOLOUR
) ? COL_CORRECTCOLOUR
:
1090 rowx
= HINT_X(guess
);
1091 rowy
= HINT_Y(guess
);
1093 rowx
+= HINTOFF
* i
;
1095 rowx
+= HINTOFF
* (i
- hintlen
);
1099 draw_circle(fe
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, 1, col
);
1100 draw_circle(fe
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, 0, col
);
1102 draw_rect(fe
, rowx
, rowy
, HINTSZ
, HINTSZ
, col
);
1107 x1
= hx
+ CGAP
; y1
= hy
+ CGAP
;
1108 x2
= hx
+ hw
- CGAP
; y2
= hy
+ hh
- CGAP
;
1109 draw_line(fe
, x1
, y1
, x2
, y1
, COL_CURSOR
);
1110 draw_line(fe
, x2
, y1
, x2
, y2
, COL_CURSOR
);
1111 draw_line(fe
, x2
, y2
, x1
, y2
, COL_CURSOR
);
1112 draw_line(fe
, x1
, y2
, x1
, y1
, COL_CURSOR
);
1115 draw_update(fe
, hx
, hy
, hw
, hh
);
1119 static void currmove_redraw(frontend
*fe
, game_drawstate
*ds
, int guess
, int col
)
1121 int ox
= GUESS_X(guess
, 0), oy
= GUESS_Y(guess
, 0), off
= PEGSZ
/4;
1123 draw_rect(fe
, ox
-off
-1, oy
, 2, PEGSZ
, col
);
1124 draw_update(fe
, ox
-off
-1, oy
, 2, PEGSZ
);
1127 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1128 game_state
*state
, int dir
, game_ui
*ui
,
1129 float animtime
, float flashtime
)
1131 int i
, new_move
, last_go
;
1133 new_move
= (state
->next_go
!= ds
->next_go
) || !ds
->started
;
1134 last_go
= (state
->next_go
== state
->params
.nguesses
-1);
1137 draw_rect(fe
, 0, 0, ds
->w
, ds
->h
, COL_BACKGROUND
);
1138 draw_rect(fe
, SOLN_OX
, SOLN_OY
- ds
->gapsz
- 1, SOLN_W
, 2, COL_FRAME
);
1139 draw_update(fe
, 0, 0, ds
->w
, ds
->h
);
1142 if (ds
->drag_col
!= 0) {
1143 debug(("Loading from blitter."));
1144 blitter_load(fe
, ds
->blit_peg
, ds
->blit_ox
, ds
->blit_oy
);
1145 draw_update(fe
, ds
->blit_ox
, ds
->blit_oy
, PEGSZ
, PEGSZ
);
1148 /* draw the colours */
1149 for (i
= 0; i
< state
->params
.ncolours
; i
++) {
1151 if (ui
->display_cur
&& ui
->colour_cur
== i
)
1153 if (ds
->colours
->pegs
[i
] != val
) {
1154 draw_peg(fe
, ds
, COL_X(i
), COL_Y(i
), FALSE
, i
+1);
1156 draw_cursor(fe
, ds
, COL_X(i
), COL_Y(i
));
1157 ds
->colours
->pegs
[i
] = val
;
1161 /* draw the guesses (so far) and the hints */
1162 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
1163 if (state
->next_go
> i
|| state
->solved
) {
1164 /* this info is stored in the game_state already */
1165 guess_redraw(fe
, ds
, i
, state
->guesses
[i
], NULL
, -1, 0);
1166 hint_redraw(fe
, ds
, i
, state
->guesses
[i
],
1167 i
== (state
->next_go
-1) ?
1 : 0, FALSE
, FALSE
);
1168 } else if (state
->next_go
== i
) {
1169 /* this is the one we're on; the (incomplete) guess is
1170 * stored in the game_ui. */
1171 guess_redraw(fe
, ds
, i
, ui
->curr_pegs
,
1172 ui
->holds
, ui
->display_cur ? ui
->peg_cur
: -1, 0);
1173 hint_redraw(fe
, ds
, i
, NULL
, 1,
1174 ui
->display_cur
&& ui
->peg_cur
== state
->params
.npegs
,
1177 /* we've not got here yet; it's blank. */
1178 guess_redraw(fe
, ds
, i
, NULL
, NULL
, -1, 0);
1179 hint_redraw(fe
, ds
, i
, NULL
, 0, FALSE
, FALSE
);
1183 /* draw the 'current move' and 'able to mark' sign. */
1185 currmove_redraw(fe
, ds
, ds
->next_go
, COL_BACKGROUND
);
1187 currmove_redraw(fe
, ds
, state
->next_go
, COL_HOLD
);
1189 /* draw the solution (or the big rectangle) */
1190 if ((state
->solved
!= ds
->solved
) || !ds
->started
) {
1191 draw_rect(fe
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
,
1192 state
->solved ? COL_BACKGROUND
: COL_EMPTY
);
1193 draw_update(fe
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
);
1196 guess_redraw(fe
, ds
, -1, state
->solution
, NULL
, -1, !ds
->solved
);
1197 ds
->solved
= state
->solved
;
1199 ds
->next_go
= state
->next_go
;
1201 /* if ui->drag_col != 0, save the screen to the blitter,
1202 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1203 if (ui
->drag_col
!= 0) {
1204 int ox
= ui
->drag_x
- (PEGSZ
/2);
1205 int oy
= ui
->drag_y
- (PEGSZ
/2);
1206 debug(("Saving to blitter at (%d,%d)", ox
, oy
));
1207 blitter_save(fe
, ds
->blit_peg
, ox
, oy
);
1208 draw_peg(fe
, ds
, ox
, oy
, TRUE
, ui
->drag_col
);
1210 ds
->blit_ox
= ox
; ds
->blit_oy
= oy
;
1212 ds
->drag_col
= ui
->drag_col
;
1217 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1218 int dir
, game_ui
*ui
)
1223 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1224 int dir
, game_ui
*ui
)
1229 static int game_wants_statusbar(void)
1234 static int game_timing_state(game_state
*state
)
1240 #define thegame guess
1243 const struct game thegame
= {
1244 "Guess", "games.guess",
1251 TRUE
, game_configure
, custom_params
,
1260 FALSE
, game_text_format
,
1269 game_free_drawstate
,
1273 game_wants_statusbar
,
1274 FALSE
, game_timing_state
,
1275 0, /* mouse_priorities */
1278 /* vim: set shiftwidth=4 tabstop=8: */