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. */
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);
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;
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;
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);
/*
* 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)
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);
{
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)
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);
*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;
}
}
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++;
}
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;
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 */
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;
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);
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);
}
}
}
- /* 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);
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return FALSE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
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: */