return ret;
}
-static int game_fetch_preset(int i, char **name, game_params **params)
-{
- return FALSE;
-}
-
static void free_params(game_params *params)
{
sfree(params);
return ret;
}
+static const struct {
+ char *name;
+ game_params params;
+} guess_presets[] = {
+ {"Standard", {6, 4, 10, FALSE, TRUE}},
+ {"Super", {8, 5, 12, FALSE, TRUE}},
+};
+
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ if (i < 0 || i >= lenof(guess_presets))
+ return FALSE;
+
+ *name = dupstr(guess_presets[i].name);
+ /*
+ * get round annoying const issues
+ */
+ {
+ game_params tmp = guess_presets[i].params;
+ *params = dup_params(&tmp);
+ }
+
+ return TRUE;
+}
+
static void decode_params(game_params *params, char const *string)
{
char const *p = string;
static pegrow dup_pegrow(pegrow pegs)
{
- pegrow newpegs = snew(struct pegrow);
+ pegrow newpegs = new_pegrow(pegs->npegs);
- newpegs->npegs = pegs->npegs;
- newpegs->pegs = snewn(newpegs->npegs, int);
memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
- newpegs->feedback = snewn(newpegs->npegs, int);
memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
return newpegs;
int i;
*ret = *state;
+
ret->guesses = snewn(state->params.nguesses, pegrow);
for (i = 0; i < state->params.nguesses; i++)
ret->guesses[i] = dup_pegrow(state->guesses[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;
}
#define PEGSZ (ds->pegsz)
#define HINTSZ (ds->hintsz)
#define HINTOFF (ds->hintsz + ds->gapsz)
+#define GAP (ds->gapsz)
+#define CGAP (ds->gapsz / 2)
+
#define PEGRAD (ds->pegrad)
#define HINTRAD (ds->hintrad)
#define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
#define HINT_X(g) HINT_OX
#define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
-#define HINT_W (ds->hintw*HINTOFF)
+#define HINT_W ((ds->hintw*HINTOFF) - GAP)
#define HINT_H GUESS_H
#define SOLN_OX GUESS_OX
pegrow solution; /* only displayed if state->solved */
pegrow colours; /* length ncolours, not npegs */
- int *holds;
-
int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
int pegrad, hintrad; /* radius of peg, hint */
int border;
int hintw; /* no. of hint tiles we're wide per row */
int w, h, started, solved;
- int colour_cur, peg_cur, display_cur; /* as in game_ui. */
int next_go;
blitter *blit_peg;
nrequired = params->allow_blank ? 1 : params->npegs;
for (i = 0; i < params->npegs; i++) {
- if (pegs->pegs[i] > 0) {
- colcount->pegs[pegs->pegs[i]]++;
+ int c = pegs->pegs[i];
+ if (c > 0) {
+ colcount->pegs[c-1]++;
nset++;
}
}
}
ui->drag_col = 0;
ui->drag_opeg = -1;
+ ui->display_cur = 0;
debug(("Stop dragging."));
ret = from;
} else if (button == RIGHT_BUTTON) {
ret = from;
} else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
button == '\n') {
+ ui->display_cur = 1;
if (ui->peg_cur == from->params.npegs) {
ret = mark_move(from, ui);
} else {
set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
ret = from;
}
+ } else if (button == 'H' || button == 'h') {
+ ui->display_cur = 1;
+ ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
+ ret = from;
}
return ret;
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
- float *ret = snewn(3 * NCOLOURS, float);
+ float *ret = snewn(3 * NCOLOURS, float), max;
+ int i;
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
ret[COL_HOLD * 3 + 1] = 0.5F;
ret[COL_HOLD * 3 + 2] = 0.5F;
- 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_CORRECTPLACE*3 + 0] = 0.0F;
ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
+ /* We want to make sure we can distinguish COL_CORRECTCOLOUR
+ * (which we hard-code as white) from COL_BACKGROUND (which
+ * could default to white on some platforms).
+ * Code borrowed from fifteen.c. */
+ max = ret[COL_BACKGROUND*3];
+ for (i = 1; i < 3; i++)
+ if (ret[COL_BACKGROUND*3+i] > max)
+ max = ret[COL_BACKGROUND*3+i];
+ if (max * 1.2F > 1.0F) {
+ for (i = 0; i < 3; i++)
+ ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
+ }
+
+ /* 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;
+
*ncolours = NCOLOURS;
return ret;
}
ds->hintw = (state->params.npegs+1)/2; /* must round up */
- ds->holds = snewn(state->params.npegs, int);
- memset(ds->holds, 0, state->params.npegs*sizeof(int));
-
ds->blit_peg = NULL;
return ds;
free_pegrow(ds->solution);
for (i = 0; i < ds->nguesses; i++)
free_pegrow(ds->guesses[i]);
- sfree(ds->holds);
sfree(ds->guesses);
sfree(ds);
}
* behind it.
*/
if (!moving)
- draw_rect(fe, cx-1, cy-1, PEGSZ+2, PEGSZ+2, COL_BACKGROUND);
+ draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
+ COL_BACKGROUND);
if (PEGRAD > 0) {
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
} else
draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
- draw_update(fe, cx, cy, PEGSZ, PEGSZ);
+ draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
+}
+
+static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
+{
+ draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
+
+ draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
}
static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
- pegrow src, int force)
+ pegrow src, int *holds, int cur_col, int force)
{
pegrow dest;
int rowx, rowy, i, scol;
for (i = 0; i < dest->npegs; i++) {
scol = src ? src->pegs[i] : 0;
- if ((dest->pegs[i] != scol) || force)
- draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol);
+ if (i == cur_col)
+ scol |= 0x1000;
+ if (holds && holds[i])
+ scol |= 0x2000;
+ if ((dest->pegs[i] != scol) || force) {
+ draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
+ /*
+ * Hold marker.
+ */
+ draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
+ PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
+ draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
+ PEGSZ, 2);
+ if (scol & 0x1000)
+ draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
+ }
dest->pegs[i] = scol;
}
}
static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
- pegrow src, int force, int emptycol)
+ pegrow src, int force, int cursor, int markable)
{
pegrow dest = ds->guesses[guess];
int rowx, rowy, i, scol, col, hintlen;
+ int need_redraw;
+ int emptycol = (markable ? COL_FLASH : COL_EMPTY);
if (src) assert(src->npegs == dest->npegs);
hintlen = (dest->npegs + 1)/2;
+ /*
+ * Because of the possible presence of the cursor around this
+ * entire section, we redraw all or none of it but never part.
+ */
+ need_redraw = FALSE;
+
for (i = 0; i < dest->npegs; i++) {
scol = src ? src->feedback[i] : 0;
- col = (scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
- (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : emptycol;
+ if (i == 0 && cursor)
+ scol |= 0x1000;
+ if (i == 0 && markable)
+ scol |= 0x2000;
if ((scol != dest->feedback[i]) || force) {
+ need_redraw = TRUE;
+ }
+ dest->feedback[i] = scol;
+ }
+
+ if (need_redraw) {
+ int hinth = HINTSZ + GAP + HINTSZ;
+ int hx,hy,hw,hh;
+
+ hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
+ hw = HINT_W+GAP*2; hh = hinth+GAP*2;
+
+ /* erase a large background rectangle */
+ draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND);
+
+ for (i = 0; i < dest->npegs; i++) {
+ scol = src ? src->feedback[i] : 0;
+ col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
+ (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
+ emptycol);
+
rowx = HINT_X(guess);
rowy = HINT_Y(guess);
if (i < hintlen) {
rowx += HINTOFF * (i - hintlen);
rowy += HINTOFF;
}
- /* erase background for antialiasing platforms */
- draw_rect(fe, rowx-1, rowy-1, HINTSZ+2, HINTSZ+2, COL_BACKGROUND);
if (HINTRAD > 0) {
draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
} else {
draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
}
- draw_update(fe, rowx, rowy, HINTSZ, HINTSZ);
}
- dest->feedback[i] = scol;
- }
-}
-
-static void hold_redraw(frontend *fe, game_drawstate *ds, int guess, int *src, int force)
-{
- int shold, col, ox, oy, i;
-
- if (guess >= ds->nguesses)
- return;
-
- for (i = 0; i < ds->solution->npegs; i++) {
- shold = src ? src[i] : 0;
- col = shold ? COL_HOLD : COL_BACKGROUND;
- if ((shold != ds->holds[i]) || force) {
- ox = GUESS_X(guess, i);
- oy = GUESS_Y(guess, i) + PEGSZ + ds->gapsz/2;
-
- draw_rect(fe, ox, oy, PEGSZ, 2, col);
- draw_update(fe, ox, oy, PEGSZ, 2);
+ if (cursor) {
+ int x1,y1,x2,y2;
+ x1 = hx + CGAP; y1 = hy + CGAP;
+ x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
+ draw_line(fe, x1, y1, x2, y1, COL_CURSOR);
+ draw_line(fe, x2, y1, x2, y2, COL_CURSOR);
+ draw_line(fe, x2, y2, x1, y2, COL_CURSOR);
+ draw_line(fe, x1, y2, x1, y1, COL_CURSOR);
}
- if (src) ds->holds[i] = shold;
+
+ draw_update(fe, hx, hy, hw, hh);
}
}
draw_update(fe, ox-off-1, oy, 2, PEGSZ);
}
-static void cur_redraw(frontend *fe, game_drawstate *ds,
- int x, int y, int erase)
-{
- int cgap = ds->gapsz / 2;
-
- draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+cgap, 0,
- erase ? COL_BACKGROUND : COL_CURSOR);
-
- draw_update(fe, x-cgap, y-cgap, x+PEGSZ+cgap, y+PEGSZ+cgap);
-}
-
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
- int i, cur_erase = 0, cur_draw = 0, new_move, last_go;
+ int i, new_move, last_go;
new_move = (state->next_go != ds->next_go) || !ds->started;
last_go = (state->next_go == state->params.nguesses-1);
/* draw the colours */
for (i = 0; i < state->params.ncolours; i++) {
- if (ds->colours->pegs[i] != i+1) {
+ int val = i+1;
+ if (ui->display_cur && ui->colour_cur == i)
+ val |= 0x1000;
+ if (ds->colours->pegs[i] != val) {
draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
- ds->colours->pegs[i] = i+1;
+ if (val & 0x1000)
+ draw_cursor(fe, ds, COL_X(i), COL_Y(i));
+ ds->colours->pegs[i] = val;
}
}
for (i = 0; i < state->params.nguesses; i++) {
if (state->next_go > i || state->solved) {
/* this info is stored in the game_state already */
- guess_redraw(fe, ds, i, state->guesses[i], 0);
+ guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
hint_redraw(fe, ds, i, state->guesses[i],
- i == (state->next_go-1) ? 1 : 0, COL_EMPTY);
+ 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(fe, ds, i, ui->curr_pegs, 0);
- hint_redraw(fe, ds, i, NULL, 1, ui->markable ? COL_FLASH : COL_EMPTY);
+ guess_redraw(fe, ds, i, ui->curr_pegs,
+ ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
+ hint_redraw(fe, 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(fe, ds, i, NULL, 0);
- hint_redraw(fe, ds, i, NULL, 0, COL_EMPTY);
+ guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
+ hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE);
}
}
- /* draw the 'hold' markers */
- if (state->solved) {
- hold_redraw(fe, ds, state->next_go, NULL, 1);
- } else if (new_move) {
- hold_redraw(fe, ds, ds->next_go, NULL, 1);
- hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 1);
- } else
- hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 0);
-
/* draw the 'current move' and 'able to mark' sign. */
if (new_move)
currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
}
if (state->solved)
- guess_redraw(fe, ds, -1, state->solution, !ds->solved);
+ guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
ds->solved = state->solved;
- if (ui->display_cur && !ds->display_cur)
- cur_draw = 1;
- else if (!ui->display_cur && ds->display_cur)
- cur_erase = 1;
- else if (ui->display_cur) {
- if ((state->next_go != ds->next_go) ||
- (ui->peg_cur != ds->peg_cur) ||
- (ui->colour_cur != ds->colour_cur)) {
- cur_erase = 1;
- cur_draw = 1;
- }
- }
- if (cur_erase) {
- cur_redraw(fe, ds, COL_X(ds->colour_cur), COL_Y(ds->colour_cur), 1);
- cur_redraw(fe, ds,
- GUESS_X(ds->next_go, ds->peg_cur), GUESS_Y(ds->next_go, ds->peg_cur), 1);
- }
- if (cur_draw) {
- cur_redraw(fe, ds, COL_X(ui->colour_cur), COL_Y(ui->colour_cur), 0);
- cur_redraw(fe, ds,
- GUESS_X(state->next_go, ui->peg_cur), GUESS_Y(state->next_go, ui->peg_cur), 0);
- }
- ds->display_cur = ui->display_cur;
- ds->peg_cur = ui->peg_cur;
- ds->colour_cur = ui->colour_cur;
ds->next_go = state->next_go;
/* if ui->drag_col != 0, save the screen to the blitter,