Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / guess.c
diff --git a/guess.c b/guess.c
index d31d061..15cf0d9 100644 (file)
--- a/guess.c
+++ b/guess.c
@@ -39,10 +39,11 @@ 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. */
-    int solved;
+    int solved;   /* +1 = win, -1 = lose, 0 = still playing */
 };
 
 static game_params *default_params(void)
@@ -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);
@@ -365,6 +371,11 @@ static char *solve_game(game_state *state, game_state *currstate,
     return dupstr("S");
 }
 
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
+}
+
 static char *game_text_format(game_state *state)
 {
     return NULL;
@@ -407,6 +418,8 @@ struct game_ui {
 
     int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
     int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
+
+    int show_labels;                   /* label the colours with letters */
 };
 
 static game_ui *new_ui(game_state *state)
@@ -435,17 +448,19 @@ 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 +470,12 @@ 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 +486,24 @@ 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 +613,7 @@ 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);
@@ -587,32 +621,18 @@ 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;
 }
 
-static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *from, game_ui *ui, const game_drawstate *ds,
                            int x, int y, int button)
 {
     int over_col = 0;           /* one-indexed */
@@ -625,22 +645,34 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
     int guess_ox = GUESS_X(from->next_go, 0);
     int guess_oy = GUESS_Y(from->next_go, 0);
 
+    /*
+     * Enable or disable labels on colours.
+     */
+    if (button == 'l' || button == 'L') {
+        ui->show_labels = !ui->show_labels;
+        return "";
+    }
+
     if (from->solved) return NULL;
 
-    if (x >= COL_OX && x <= (COL_OX + COL_W) &&
-        y >= COL_OY && y <= (COL_OY + COL_H)) {
+    if (x >= COL_OX && x < (COL_OX + COL_W) &&
+        y >= COL_OY && y < (COL_OY + COL_H)) {
         over_col = ((y - COL_OY) / PEGOFF) + 1;
+        assert(over_col >= 1 && over_col <= ds->colours->npegs);
     } else if (x >= guess_ox &&
-               y >= guess_oy && y <= (guess_oy + GUESS_H)) {
-        if (x <= (guess_ox + GUESS_W)) {
+               y >= guess_oy && y < (guess_oy + GUESS_H)) {
+        if (x < (guess_ox + GUESS_W)) {
             over_guess = (x - guess_ox) / PEGOFF;
+            assert(over_guess >= 0 && over_guess < ds->solution->npegs);
         } else {
             over_hint = 1;
         }
-    } else if (x >= guess_ox && x <= (guess_ox + GUESS_W) &&
+    } else if (x >= guess_ox && x < (guess_ox + GUESS_W) &&
                y >= GUESS_OY && y < guess_oy) {
         over_past_guess_y = (y - GUESS_OY) / PEGOFF;
         over_past_guess_x = (x - guess_ox) / PEGOFF;
+        assert(over_past_guess_y >= 0 && over_past_guess_y < from->next_go);
+        assert(over_past_guess_x >= 0 && over_past_guess_x < ds->solution->npegs);
     }
     debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
            " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
@@ -730,8 +762,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
         if (button == CURSOR_LEFT && ui->peg_cur > 0)
             ui->peg_cur--;
         ret = "";
-    } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
-               button == '\n') {
+    } else if (IS_CURSOR_SELECT(button)) {
         ui->display_cur = 1;
         if (ui->peg_cur == from->params.npegs) {
             ret = encode_move(from, ui);
@@ -759,7 +790,7 @@ static game_state *execute_move(game_state *from, char *move)
 
     if (!strcmp(move, "S")) {
        ret = dup_game(from);
-       ret->solved = 1;
+       ret->solved = -1;
        return ret;
     } else if (move[0] == 'G') {
        p = move+1;
@@ -775,17 +806,22 @@ 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++;
        }
 
        nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
 
        if (nc_place == ret->solution->npegs) {
-           ret->solved = 1; /* win! */
+           ret->solved = +1; /* win! */
        } else {
            ret->next_go = from->next_go + 1;
            if (ret->next_go >= ret->params.nguesses)
-               ret->solved = 1; /* 'lose' so we show the pegs. */
+               ret->solved = -1; /* lose, meaning we show the pegs. */
        }
 
        return ret;
@@ -861,10 +897,10 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
 
     assert(ds->pegsz > 0);
     assert(!ds->blit_peg);             /* set_size is never called twice */
-    ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
+    ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2);
 }
 
-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;
@@ -876,19 +912,19 @@ 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 */
-    ret[COL_4 * 3 + 0] = 0.0F;
-    ret[COL_4 * 3 + 1] = 0.0F;
+    ret[COL_4 * 3 + 0] = 0.2F;
+    ret[COL_4 * 3 + 1] = 0.3F;
     ret[COL_4 * 3 + 2] = 1.0F;
 
     /* orange */
@@ -902,19 +938,19 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_6 * 3 + 2] = 0.7F;
 
     /* brown */
-    ret[COL_7 * 3 + 0] = 0.4F;
-    ret[COL_7 * 3 + 1] = 0.2F;
-    ret[COL_7 * 3 + 2] = 0.2F;
+    ret[COL_7 * 3 + 0] = 0.5F;
+    ret[COL_7 * 3 + 1] = 0.3F;
+    ret[COL_7 * 3 + 2] = 0.3F;
 
     /* light blue */
     ret[COL_8 * 3 + 0] = 0.4F;
-    ret[COL_8 * 3 + 1] = 0.7F;
+    ret[COL_8 * 3 + 1] = 0.8F;
     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;
@@ -960,9 +996,9 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
 
     /* We also want to be able to tell the difference between BACKGROUND
      * and EMPTY, for similar distinguishing-hint reasons. */
-    ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
-    ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
-    ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
+    ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
+    ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
+    ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
 
     *ncolours = NCOLOURS;
     return ret;
@@ -1007,7 +1043,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 }
 
 static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
-                    int moving, int col)
+                    int moving, int labelled, int col)
 {
     /*
      * Some platforms antialias circles, which means we shouldn't
@@ -1022,9 +1058,18 @@ 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);
+
+    if (labelled && col) {
+        char buf[2];
+        buf[0] = 'a'-1 + col;
+        buf[1] = '\0';
+        draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD,
+                  ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf);
+    }
+
     draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
 }
 
@@ -1036,7 +1081,8 @@ static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
 }
 
 static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
-                         pegrow src, int *holds, int cur_col, int force)
+                         pegrow src, int *holds, int cur_col, int force,
+                         int labelled)
 {
     pegrow dest;
     int rowx, rowy, i, scol;
@@ -1058,8 +1104,11 @@ static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
             scol |= 0x1000;
         if (holds && holds[i])
             scol |= 0x2000;
+        if (labelled)
+            scol |= 0x4000;
         if ((dest->pegs[i] != scol) || force) {
-           draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
+           draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled,
+                     scol &~ 0x7000);
             /*
              * Hold marker.
              */
@@ -1129,7 +1178,8 @@ 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);
             }
@@ -1160,10 +1210,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                        game_state *state, int dir, game_ui *ui,
                        float animtime, float flashtime)
 {
-    int i, new_move, last_go;
+    int i, new_move;
 
     new_move = (state->next_go != ds->next_go) || !ds->started;
-    last_go = (state->next_go == state->params.nguesses-1);
 
     if (!ds->started) {
       draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
@@ -1182,32 +1231,37 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         int val = i+1;
         if (ui->display_cur && ui->colour_cur == i)
             val |= 0x1000;
+        if (ui->show_labels)
+            val |= 0x2000;
         if (ds->colours->pegs[i] != val) {
-           draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1);
+           draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1);
             if (val & 0x1000)
                 draw_cursor(dr, ds, COL_X(i), COL_Y(i));
             ds->colours->pegs[i] = val;
         }
     }
 
-    /* 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);
+            guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0,
+                         ui->show_labels);
             hint_redraw(dr, ds, i, state->guesses[i],
                         i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
         } else if (state->next_go == i) {
             /* this is the one we're on; the (incomplete) guess is
              * stored in the game_ui. */
             guess_redraw(dr, ds, i, ui->curr_pegs,
-                         ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
+                         ui->holds, ui->display_cur ? ui->peg_cur : -1, 0,
+                         ui->show_labels);
             hint_redraw(dr, ds, i, NULL, 1,
                         ui->display_cur && ui->peg_cur == state->params.npegs,
                         ui->markable);
         } else {
             /* we've not got here yet; it's blank. */
-            guess_redraw(dr, ds, i, NULL, NULL, -1, 0);
+            guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels);
             hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
         }
     }
@@ -1219,13 +1273,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         currmove_redraw(dr, ds, state->next_go, COL_HOLD);
 
     /* draw the solution (or the big rectangle) */
-    if ((state->solved != ds->solved) || !ds->started) {
+    if ((!state->solved ^ !ds->solved) || !ds->started) {
         draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
                   state->solved ? COL_BACKGROUND : COL_EMPTY);
         draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
     }
     if (state->solved)
-        guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved);
+        guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved,
+                     ui->show_labels);
     ds->solved = state->solved;
 
     ds->next_go = state->next_go;
@@ -1235,11 +1290,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     if (ui->drag_col != 0) {
         int ox = ui->drag_x - (PEGSZ/2);
         int oy = ui->drag_y - (PEGSZ/2);
-        debug(("Saving to blitter at (%d,%d)", ox, oy));
-        blitter_save(dr, ds->blit_peg, ox, oy);
-        draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col);
-
-        ds->blit_ox = ox; ds->blit_oy = oy;
+        ds->blit_ox = ox - 1; ds->blit_oy = oy - 1;
+        debug(("Saving to blitter at (%d,%d)", ds->blit_ox, ds->blit_oy));
+        blitter_save(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
+        draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col);
     }
     ds->drag_col = ui->drag_col;
 
@@ -1258,9 +1312,15 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_status(game_state *state)
 {
-    return FALSE;
+    /*
+     * We return nonzero whenever the solution has been revealed, even
+     * (on spoiler grounds) if it wasn't guessed correctly. The
+     * correct return value from this function is already in
+     * state->solved.
+     */
+    return state->solved;
 }
 
 static int game_timing_state(game_state *state, game_ui *ui)
@@ -1281,7 +1341,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 #endif
 
 const struct game thegame = {
-    "Guess", "games.guess",
+    "Guess", "games.guess", "guess",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1296,7 +1356,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    FALSE, game_text_format,
+    FALSE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -1311,8 +1371,9 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
-    game_wants_statusbar,
+    FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
     0,                                /* flags */
 };