Black Box: fix "reveal" button location, explain what's meant by the
[sgt/puzzles] / guess.c
diff --git a/guess.c b/guess.c
index a6ef548..e9b0ca0 100644 (file)
--- a/guess.c
+++ b/guess.c
@@ -60,11 +60,6 @@ static game_params *default_params(void)
     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);
@@ -77,6 +72,32 @@ static game_params *dup_params(game_params *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;
@@ -191,7 +212,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
 {
     if (params->ncolours < 2 || params->npegs < 2)
        return "Trivial solutions are uninteresting";
@@ -243,7 +264,7 @@ static void free_pegrow(pegrow pegs)
 }
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux, int interactive)
+                          char **aux, int interactive)
 {
     unsigned char *bmp = snewn(params->npegs, unsigned char);
     char *ret;
@@ -265,11 +286,6 @@ newcol:
     return ret;
 }
 
-static void game_free_aux_info(game_aux_info *aux)
-{
-    assert(!"Shouldn't happen");
-}
-
 static char *validate_desc(game_params *params, char *desc)
 {
     unsigned char *bmp;
@@ -343,12 +359,10 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_state *currstate,
-                              game_aux_info *aux, char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
 {
-    game_state *ret = dup_game(currstate);
-    ret->solved = 1;
-    return ret;
+    return dupstr("S");
 }
 
 static char *game_text_format(game_state *state)
@@ -356,7 +370,35 @@ static char *game_text_format(game_state *state)
     return NULL;
 }
 
+static int is_markable(game_params *params, pegrow pegs)
+{
+    int i, nset = 0, nrequired, ret = 0;
+    pegrow colcount = new_pegrow(params->ncolours);
+
+    nrequired = params->allow_blank ? 1 : params->npegs;
+
+    for (i = 0; i < params->npegs; i++) {
+        int c = pegs->pegs[i];
+        if (c > 0) {
+            colcount->pegs[c-1]++;
+            nset++;
+        }
+    }
+    if (nset < nrequired) goto done;
+
+    if (!params->allow_multiple) {
+        for (i = 0; i < params->ncolours; i++) {
+            if (colcount->pegs[i] > 1) goto done;
+        }
+    }
+    ret = 1;
+done:
+    free_pegrow(colcount);
+    return ret;
+}
+
 struct game_ui {
+    game_params params;
     pegrow curr_pegs; /* half-finished current move */
     int *holds;
     int colour_cur;   /* position of up-down colour picker cursor */
@@ -371,6 +413,7 @@ static game_ui *new_ui(game_state *state)
 {
     game_ui *ui = snew(struct game_ui);
     memset(ui, 0, sizeof(struct game_ui));
+    ui->params = state->params;        /* structure copy */
     ui->curr_pegs = new_pegrow(state->params.npegs);
     ui->holds = snewn(state->params.npegs, int);
     memset(ui->holds, 0, sizeof(int)*state->params.npegs);
@@ -385,6 +428,38 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
+static char *encode_ui(game_ui *ui)
+{
+    char *ret, *p, *sep;
+    int i;
+
+    /*
+     * For this game it's worth storing the contents of the current
+     * guess.
+     */
+    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]);
+        sep = ",";
+    }
+    assert(p - ret < 40 * ui->curr_pegs->npegs);
+    return sresize(ret, p - ret + 1, char);
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+    int i;
+    char *p = 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 == ',') p++;
+    }
+    ui->markable = is_markable(&ui->params, ui->curr_pegs);
+}
+
 static void game_changed_state(game_ui *ui, game_state *oldstate,
                                game_state *newstate)
 {
@@ -393,6 +468,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
     /* 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)
@@ -400,6 +476,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
 #define HINTSZ  (ds->hintsz)
 #define HINTOFF (ds->hintsz + ds->gapsz)
 
+#define GAP     (ds->gapsz)
 #define CGAP    (ds->gapsz / 2)
 
 #define PEGRAD  (ds->pegrad)
@@ -423,7 +500,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
 #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
@@ -452,33 +529,6 @@ struct game_drawstate {
     int drag_col, blit_ox, blit_oy;
 };
 
-static int is_markable(game_params *params, pegrow pegs)
-{
-    int i, nset = 0, nrequired, ret = 0;
-    pegrow colcount = new_pegrow(params->ncolours);
-
-    nrequired = params->allow_blank ? 1 : params->npegs;
-
-    for (i = 0; i < params->npegs; i++) {
-        int c = pegs->pegs[i];
-        if (c > 0) {
-            colcount->pegs[c-1]++;
-            nset++;
-        }
-    }
-    if (nset < nrequired) goto done;
-
-    if (!params->allow_multiple) {
-        for (i = 0; i < params->ncolours; i++) {
-            if (colcount->pegs[i] > 1) goto done;
-        }
-    }
-    ret = 1;
-done:
-    free_pegrow(colcount);
-    return ret;
-}
-
 static void set_peg(game_params *params, game_ui *ui, int peg, int col)
 {
     ui->curr_pegs->pegs[peg] = col;
@@ -525,47 +575,52 @@ static int mark_pegs(pegrow guess, pegrow solution, int ncols)
     return nc_place;
 }
 
-static game_state *mark_move(game_state *from, game_ui *ui)
+static char *encode_move(game_state *from, game_ui *ui)
 {
-    int i, ncleared = 0, nc_place;
-    game_state *to = dup_game(from);
-
-    for (i = 0; i < to->solution->npegs; i++) {
-        to->guesses[from->next_go]->pegs[i] = ui->curr_pegs->pegs[i];
+    char *buf, *p, *sep;
+    int len, i, solved;
+    pegrow tmppegs;
+
+    len = ui->curr_pegs->npegs * 20 + 2;
+    buf = snewn(len, char);
+    p = buf;
+    *p++ = 'G';
+    sep = "";
+    for (i = 0; i < ui->curr_pegs->npegs; i++) {
+       p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
+       sep = ",";
     }
-    nc_place = mark_pegs(to->guesses[from->next_go], to->solution, to->params.ncolours);
-
-    if (nc_place == to->solution->npegs) {
-        to->solved = 1; /* win! */
-    } else {
-        to->next_go = from->next_go + 1;
-        if (to->next_go >= to->params.nguesses)
-            to->solved = 1; /* 'lose' so we show the pegs. */
-    }
-
-    for (i = 0; i < to->solution->npegs; i++) {
-        if (!ui->holds[i] || to->solved) {
-            ui->curr_pegs->pegs[i] = 0;
-            ncleared++;
-        }
-        if (to->solved) ui->holds[i] = 0;
+    *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 == to->solution->npegs)
-        ui->peg_cur--;
+    if (!ui->markable && ui->peg_cur == from->solution->npegs)
+       ui->peg_cur--;
 
-    return to;
+    return buf;
 }
 
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
-                             int x, int y, int button)
+static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
+                           int x, int y, int button)
 {
     int over_col = 0;           /* one-indexed */
     int over_guess = -1;        /* zero-indexed */
     int over_past_guess_y = -1; /* zero-indexed */
     int over_past_guess_x = -1; /* zero-indexed */
     int over_hint = 0;          /* zero or one */
-    game_state *ret = NULL;
+    char *ret = NULL;
 
     int guess_ox = GUESS_X(from->next_go, 0);
     int guess_oy = GUESS_Y(from->next_go, 0);
@@ -582,7 +637,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
         } else {
             over_hint = 1;
         }
-    } else if (x >= guess_ox &&
+    } 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;
@@ -620,13 +675,13 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
             ui->drag_y = y;
             debug(("Start dragging, col = %d, (%d,%d)",
                    ui->drag_col, ui->drag_x, ui->drag_y));
-            ret = from;
+            ret = "";
         }
     } else if (button == LEFT_DRAG && ui->drag_col) {
         ui->drag_x = x;
         ui->drag_y = y;
         debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
-        ret = from;
+        ret = "";
     } else if (button == LEFT_RELEASE && ui->drag_col) {
         if (over_guess > -1) {
             debug(("Dropping colour %d onto guess peg %d",
@@ -641,19 +696,20 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
         }
         ui->drag_col = 0;
         ui->drag_opeg = -1;
+        ui->display_cur = 0;
         debug(("Stop dragging."));
-        ret = from;
+        ret = "";
     } else if (button == RIGHT_BUTTON) {
         if (over_guess > -1) {
             /* we use ths feedback in the game_ui to signify
              * 'carry this peg to the next guess as well'. */
             ui->holds[over_guess] = 1 - ui->holds[over_guess];
-            ret = from;
+            ret = "";
         }
     } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
         /* NB this won't trigger if on the end of a drag; that's on
          * purpose, in case you drop by mistake... */
-        ret = mark_move(from, ui);
+        ret = encode_move(from, ui);
     }
 
     /* keyboard input */
@@ -663,7 +719,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
             ui->colour_cur++;
         if (button == CURSOR_UP && ui->colour_cur > 0)
             ui->colour_cur--;
-        ret = from;
+        ret = "";
     } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
         int maxcur = from->params.npegs;
         if (ui->markable) maxcur++;
@@ -673,22 +729,69 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
             ui->peg_cur++;
         if (button == CURSOR_LEFT && ui->peg_cur > 0)
             ui->peg_cur--;
-        ret = from;
+        ret = "";
     } 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);
+            ret = encode_move(from, ui);
         } else {
             set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
-            ret = from;
+            ret = "";
         }
+    } else if (button == 'D' || button == 'd' || button == '\b') {
+        ui->display_cur = 1;
+        set_peg(&from->params, ui, ui->peg_cur, 0);
+        ret = "";
     } else if (button == 'H' || button == 'h') {
+        ui->display_cur = 1;
         ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
-        ret = from;
+        ret = "";
     }
     return ret;
 }
 
+static game_state *execute_move(game_state *from, char *move)
+{
+    int i, nc_place;
+    game_state *ret;
+    char *p;
+
+    if (!strcmp(move, "S")) {
+       ret = dup_game(from);
+       ret->solved = 1;
+       return ret;
+    } else if (move[0] == 'G') {
+       p = move+1;
+
+       ret = dup_game(from);
+
+       for (i = 0; i < from->solution->npegs; i++) {
+           int val = atoi(p);
+           if (val <= 0 || val > from->params.ncolours) {
+               free_game(ret);
+               return NULL;
+           }
+           ret->guesses[from->next_go]->pegs[i] = atoi(p);
+           while (*p && isdigit((unsigned char)*p)) p++;
+           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! */
+       } else {
+           ret->next_go = from->next_go + 1;
+           if (ret->next_go >= ret->params.nguesses)
+               ret->solved = 1; /* 'lose' so we show the pegs. */
+       }
+
+       return ret;
+    } else
+       return NULL;
+}
+
 /* ----------------------------------------------------------------------
  * Drawing routines.
  */
@@ -702,18 +805,18 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
 
 #define BORDER    0.5
 
-static void game_size(game_params *params, game_drawstate *ds,
-                      int *x, int *y, int expand)
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
 {
-    double hmul, vmul_c, vmul_g, vmul, szx, szy;
-    int sz, colh, guessh;
+    double hmul, vmul_c, vmul_g, vmul;
+    int hintw = (params->npegs+1)/2;
 
     hmul = BORDER   * 2.0 +               /* border */
            1.0      * 2.0 +               /* vertical colour bar */
            1.0      * params->npegs +     /* guess pegs */
            PEG_GAP  * params->npegs +     /* guess gaps */
-           PEG_HINT * ds->hintw +         /* hint pegs */
-           PEG_GAP  * (ds->hintw - 1);    /* hint gaps */
+           PEG_HINT * hintw +             /* hint pegs */
+           PEG_GAP  * (hintw - 1);        /* hint gaps */
 
     vmul_c = BORDER  * 2.0 +                    /* border */
              1.0     * params->ncolours +       /* colour pegs */
@@ -725,13 +828,16 @@ static void game_size(game_params *params, game_drawstate *ds,
 
     vmul = max(vmul_c, vmul_g);
 
-    szx = *x / hmul;
-    szy = *y / vmul;
-    sz = max(min((int)szx, (int)szy), 1);
-    if (expand)
-        ds->pegsz = sz;
-    else
-        ds->pegsz = min(sz, PEG_PREFER_SZ);
+    *x = (int)ceil((double)tilesize * hmul);
+    *y = (int)ceil((double)tilesize * vmul);
+}
+
+static void game_set_size(game_drawstate *ds, game_params *params,
+                         int tilesize)
+{
+    int colh, guessh;
+
+    ds->pegsz = tilesize;
 
     ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
     ds->gapsz  = (int)((double)ds->pegsz * PEG_GAP);
@@ -740,30 +846,27 @@ static void game_size(game_params *params, game_drawstate *ds,
     ds->pegrad  = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
     ds->hintrad = (ds->hintsz-1)/2;
 
-    *x = (int)ceil((double)ds->pegsz * hmul);
-    *y = (int)ceil((double)ds->pegsz * vmul);
-    ds->w = *x; ds->h = *y;
-
     colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
     guessh = ((ds->pegsz + ds->gapsz) * params->nguesses);      /* guesses */
     guessh += ds->gapsz + ds->pegsz;                            /* solution */
 
+    game_compute_size(params, tilesize, &ds->w, &ds->h);
     ds->colx = ds->border;
-    ds->coly = (*y - colh) / 2;
+    ds->coly = (ds->h - colh) / 2;
 
     ds->guessx = ds->solnx = ds->border + ds->pegsz * 2;     /* border + colours */
-    ds->guessy = (*y - guessh) / 2;
+    ds->guessy = (ds->h - guessh) / 2;
     ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
 
-    if (ds->pegsz > 0) {
-        if (ds->blit_peg) blitter_free(ds->blit_peg);
-        ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
-    }
+    assert(ds->pegsz > 0);
+    if (ds->blit_peg) blitter_free(ds->blit_peg);
+    ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
 }
 
 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]);
 
@@ -833,10 +936,6 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     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;
@@ -845,6 +944,25 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     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;
 }
@@ -902,8 +1020,8 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
         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);
+        draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD,
+                   COL_EMPTY + col, COL_EMPTY + col);
     } else
         draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
     draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
@@ -911,7 +1029,7 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
 
 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_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR);
 
     draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
 }
@@ -956,11 +1074,12 @@ static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
 }
 
 static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
-                        pegrow src, int force, int cursor, 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);
 
@@ -976,6 +1095,8 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
         scol = src ? src->feedback[i] : 0;
         if (i == 0 && cursor)
             scol |= 0x1000;
+        if (i == 0 && markable)
+            scol |= 0x2000;
         if ((scol != dest->feedback[i]) || force) {
             need_redraw = TRUE;
         }
@@ -983,10 +1104,14 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
     }
 
     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, GUESS_X(guess, dest->npegs)-CGAP,
-                  GUESS_Y(guess, dest->npegs)-CGAP,
-                  PEGSZ+CGAP*2, PEGSZ+CGAP*2, COL_BACKGROUND);
+        draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND);
 
         for (i = 0; i < dest->npegs; i++) {
             scol = src ? src->feedback[i] : 0;
@@ -1003,19 +1128,22 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
                 rowy += HINTOFF;
             }
             if (HINTRAD > 0) {
-                draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
-                draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
+                draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col);
             } else {
                 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
             }
         }
-        if (cursor)
-            draw_cursor(fe, ds, GUESS_X(guess, dest->npegs),
-                        GUESS_Y(guess, dest->npegs));
+        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);
+        }
 
-        draw_update(fe, GUESS_X(guess, dest->npegs)-CGAP,
-                    GUESS_Y(guess, dest->npegs)-CGAP,
-                    PEGSZ+CGAP*2, PEGSZ+CGAP*2);
+        draw_update(fe, hx, hy, hw, hh);
     }
 }
 
@@ -1067,7 +1195,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
             /* this info is stored in the game_state already */
             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, FALSE, 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. */
@@ -1075,11 +1203,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                          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 ? COL_FLASH : COL_EMPTY);
+                        ui->markable);
         } else {
             /* we've not got here yet; it's blank. */
             guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
-            hint_redraw(fe, ds, i, NULL, 0, FALSE, COL_EMPTY);
+            hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE);
         }
     }
 
@@ -1134,7 +1262,7 @@ static int game_wants_statusbar(void)
     return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
@@ -1154,7 +1282,6 @@ const struct game thegame = {
     TRUE, game_configure, custom_params,
     validate_params,
     new_game_desc,
-    game_free_aux_info,
     validate_desc,
     new_game,
     dup_game,
@@ -1163,9 +1290,12 @@ const struct game thegame = {
     FALSE, game_text_format,
     new_ui,
     free_ui,
+    encode_ui,
+    decode_ui,
     game_changed_state,
-    make_move,
-    game_size,
+    interpret_move,
+    execute_move,
+    PEG_PREFER_SZ, game_compute_size, game_set_size,
     game_colours,
     game_new_drawstate,
     game_free_drawstate,