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 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;
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;
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)
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 */
{
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);
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)
{
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;
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];
- }
- 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. */
+ 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 = ",";
}
-
- 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);
} 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;
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",
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 */
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++;
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.
*/
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
FALSE, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
- make_move,
+ interpret_move,
+ execute_move,
game_size,
game_colours,
game_new_drawstate,