Minimal (i.e., lame) update to Loopy documentation to match reality -- it's
[sgt/puzzles] / guess.c
diff --git a/guess.c b/guess.c
index aa37049..ead9280 100644 (file)
--- a/guess.c
+++ b/guess.c
@@ -39,6 +39,7 @@ typedef struct pegrow {
 struct game_state {
     game_params params;
     pegrow *guesses;  /* length params->nguesses */
+    int *holds;
     pegrow solution;
     int next_go; /* from 0 to nguesses-1;
                     if next_go == nguesses then they've lost. */
@@ -319,6 +320,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     state->guesses = snewn(params->nguesses, pegrow);
     for (i = 0; i < params->nguesses; i++)
        state->guesses[i] = new_pegrow(params->npegs);
+    state->holds = snewn(params->npegs, int);
     state->solution = new_pegrow(params->npegs);
 
     bmp = hex2bin(desc, params->npegs);
@@ -327,6 +329,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
        state->solution->pegs[i] = (int)bmp[i];
     sfree(bmp);
 
+    memset(state->holds, 0, sizeof(int) * params->npegs);
     state->next_go = state->solved = 0;
 
     return state;
@@ -342,6 +345,8 @@ static game_state *dup_game(game_state *state)
     ret->guesses = snewn(state->params.nguesses, pegrow);
     for (i = 0; i < state->params.nguesses; i++)
        ret->guesses[i] = dup_pegrow(state->guesses[i]);
+    ret->holds = snewn(state->params.npegs, int);
+    memcpy(ret->holds, state->holds, sizeof(int) * state->params.npegs);
     ret->solution = dup_pegrow(state->solution);
 
     return ret;
@@ -354,6 +359,7 @@ static void free_game(game_state *state)
     free_pegrow(state->solution);
     for (i = 0; i < state->params.nguesses; i++)
        free_pegrow(state->guesses[i]);
+    sfree(state->holds);
     sfree(state->guesses);
 
     sfree(state);
@@ -435,17 +441,19 @@ static char *encode_ui(game_ui *ui)
 
     /*
      * For this game it's worth storing the contents of the current
-     * guess.
+     * guess, and the current set of holds.
      */
     ret = snewn(40 * ui->curr_pegs->npegs, char);
     p = ret;
     sep = "";
     for (i = 0; i < ui->curr_pegs->npegs; i++) {
-        p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
+        p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
+                     ui->holds[i] ? "_" : "");
         sep = ",";
     }
+    *p++ = '\0';
     assert(p - ret < 40 * ui->curr_pegs->npegs);
-    return sresize(ret, p - ret + 1, char);
+    return sresize(ret, p - ret, char);
 }
 
 static void decode_ui(game_ui *ui, char *encoding)
@@ -455,6 +463,12 @@ static void decode_ui(game_ui *ui, char *encoding)
     for (i = 0; i < ui->curr_pegs->npegs; i++) {
         ui->curr_pegs->pegs[i] = atoi(p);
         while (*p && isdigit((unsigned char)*p)) p++;
+        if (*p == '_') {
+            /* NB: old versions didn't store holds */
+            ui->holds[i] = 1;
+            p++;
+        } else
+            ui->holds[i] = 0;
         if (*p == ',') p++;
     }
     ui->markable = is_markable(&ui->params, ui->curr_pegs);
@@ -465,10 +479,24 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
 {
     int i;
 
-    /* just clear the row-in-progress when we have an undo/redo. */
-    for (i = 0; i < ui->curr_pegs->npegs; i++)
-       ui->curr_pegs->pegs[i] = 0;
-    ui->markable = FALSE;
+    /* Implement holds, clear other pegs.
+     * This does something that is arguably the Right Thing even
+     * for undo. */
+    for (i = 0; i < newstate->solution->npegs; i++) {
+        if (newstate->solved)
+            ui->holds[i] = 0;
+        else
+            ui->holds[i] = newstate->holds[i];
+       if (newstate->solved || (newstate->next_go == 0) || !ui->holds[i]) {
+           ui->curr_pegs->pegs[i] = 0;
+       } else
+            ui->curr_pegs->pegs[i] =
+                newstate->guesses[newstate->next_go-1]->pegs[i];
+    }
+    ui->markable = is_markable(&newstate->params, ui->curr_pegs);
+    /* Clean up cursor position */
+    if (!ui->markable && ui->peg_cur == newstate->solution->npegs)
+       ui->peg_cur--;
 }
 
 #define PEGSZ   (ds->pegsz)
@@ -578,8 +606,7 @@ static int mark_pegs(pegrow guess, pegrow solution, int ncols)
 static char *encode_move(game_state *from, game_ui *ui)
 {
     char *buf, *p, *sep;
-    int len, i, solved;
-    pegrow tmppegs;
+    int len, i;
 
     len = ui->curr_pegs->npegs * 20 + 2;
     buf = snewn(len, char);
@@ -587,28 +614,14 @@ static char *encode_move(game_state *from, game_ui *ui)
     *p++ = 'G';
     sep = "";
     for (i = 0; i < ui->curr_pegs->npegs; i++) {
-       p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
+       p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
+                     ui->holds[i] ? "_" : "");
        sep = ",";
     }
     *p++ = '\0';
     assert(p - buf <= len);
     buf = sresize(buf, len, char);
 
-    tmppegs = dup_pegrow(ui->curr_pegs);
-    solved = mark_pegs(tmppegs, from->solution, from->params.ncolours);
-    solved = (solved == from->params.ncolours);
-    free_pegrow(tmppegs);
-
-    for (i = 0; i < from->solution->npegs; i++) {
-       if (!ui->holds[i] || solved) {
-           ui->curr_pegs->pegs[i] = 0;
-       }
-       if (solved) ui->holds[i] = 0;
-    }
-    ui->markable = is_markable(&from->params, ui->curr_pegs);
-    if (!ui->markable && ui->peg_cur == from->solution->npegs)
-       ui->peg_cur--;
-
     return buf;
 }
 
@@ -775,6 +788,11 @@ static game_state *execute_move(game_state *from, char *move)
            }
            ret->guesses[from->next_go]->pegs[i] = atoi(p);
            while (*p && isdigit((unsigned char)*p)) p++;
+            if (*p == '_') {
+                ret->holds[i] = 1;
+                p++;
+            } else
+                ret->holds[i] = 0;
            if (*p == ',') p++;
        }
 
@@ -864,7 +882,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
     ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float), max;
     int i;
@@ -876,14 +894,14 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_1 * 3 + 1] = 0.0F;
     ret[COL_1 * 3 + 2] = 0.0F;
 
-    /* yellow (toned down a bit due to pale grey background) */
-    ret[COL_2 * 3 + 0] = 0.7F;
-    ret[COL_2 * 3 + 1] = 0.7F;
+    /* yellow */
+    ret[COL_2 * 3 + 0] = 1.0F;
+    ret[COL_2 * 3 + 1] = 1.0F;
     ret[COL_2 * 3 + 2] = 0.0F;
 
-    /* green (also toned down) */
+    /* green */
     ret[COL_3 * 3 + 0] = 0.0F;
-    ret[COL_3 * 3 + 1] = 0.5F;
+    ret[COL_3 * 3 + 1] = 1.0F;
     ret[COL_3 * 3 + 2] = 0.0F;
 
     /* blue */
@@ -912,9 +930,9 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_8 * 3 + 2] = 1.0F;
 
     /* light green */
-    ret[COL_9 * 3 + 0] = 0.5F;
-    ret[COL_9 * 3 + 1] = 0.8F;
-    ret[COL_9 * 3 + 2] = 0.5F;
+    ret[COL_9 * 3 + 0] = 0.7F;
+    ret[COL_9 * 3 + 1] = 1.0F;
+    ret[COL_9 * 3 + 2] = 0.7F;
 
     /* pink */
     ret[COL_10 * 3 + 0] = 1.0F;
@@ -1022,7 +1040,7 @@ static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
                   COL_BACKGROUND);
     if (PEGRAD > 0) {
         draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD,
-                   COL_EMPTY + col, COL_EMPTY + col);
+                   COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
     } else
         draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
     draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
@@ -1129,7 +1147,8 @@ static void hint_redraw(drawing *dr, game_drawstate *ds, int guess,
                 rowy += HINTOFF;
             }
             if (HINTRAD > 0) {
-                draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col);
+                draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col,
+                            (col == emptycol ? emptycol : COL_FRAME));
             } else {
                 draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col);
             }
@@ -1190,8 +1209,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         }
     }
 
-    /* draw the guesses (so far) and the hints */
-    for (i = 0; i < state->params.nguesses; i++) {
+    /* draw the guesses (so far) and the hints
+     * (in reverse order to avoid trampling holds) */
+    for (i = state->params.nguesses - 1; i >= 0; i--) {
         if (state->next_go > i || state->solved) {
             /* this info is stored in the game_state already */
             guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0);
@@ -1258,11 +1278,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
-{
-    return FALSE;
-}
-
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -1312,9 +1327,9 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     FALSE, FALSE, game_print_size, game_print,
-    game_wants_statusbar,
+    FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };
 
 /* vim: set shiftwidth=4 tabstop=8: */