enum {
COL_BACKGROUND,
- COL_HIGHLIGHT, COL_LOWLIGHT, COL_FRAME, COL_FLASH, COL_HOLD,
+ COL_FRAME, COL_CURSOR, COL_FLASH, COL_HOLD,
COL_EMPTY, /* must be COL_1 - 1 */
COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10,
COL_CORRECTPLACE, COL_CORRECTCOLOUR,
struct game_params {
int ncolours, npegs, nguesses;
+ int allow_blank, allow_multiple;
};
#define FEEDBACK_CORRECTPLACE 1
ret->npegs = 4;
ret->nguesses = 10;
+ ret->allow_blank = 0;
+ ret->allow_multiple = 1;
+
return ret;
}
while (*p && isdigit((unsigned char)*p)) p++;
break;
+ case 'b':
+ params->allow_blank = 1;
+ break;
+
+ case 'B':
+ params->allow_blank = 0;
+ break;
+
+ case 'm':
+ params->allow_multiple = 1;
+ break;
+
+ case 'M':
+ params->allow_multiple = 0;
+ break;
+
default:
;
}
{
char data[256];
- sprintf(data, "c%dp%dg%d", params->ncolours, params->npegs, params->nguesses);
+ sprintf(data, "c%dp%dg%d%s%s",
+ params->ncolours, params->npegs, params->nguesses,
+ params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
return dupstr(data);
}
config_item *ret;
char buf[80];
- ret = snewn(4, config_item);
+ ret = snewn(6, config_item);
- ret[0].name = "No. of colours";
+ ret[0].name = "Colours";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->ncolours);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
- ret[1].name = "No. of pegs per row";
+ ret[1].name = "Pegs per guess";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->npegs);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
- ret[2].name = "No. of guesses";
+ ret[2].name = "Guesses";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->nguesses);
ret[2].sval = dupstr(buf);
ret[2].ival = 0;
- ret[3].name = NULL;
- ret[3].type = C_END;
+ ret[3].name = "Allow blanks";
+ ret[3].type = C_BOOLEAN;
ret[3].sval = NULL;
- ret[3].ival = 0;
+ ret[3].ival = params->allow_blank;
+
+ ret[4].name = "Allow duplicates";
+ ret[4].type = C_BOOLEAN;
+ ret[4].sval = NULL;
+ ret[4].ival = params->allow_multiple;
+
+ ret[5].name = NULL;
+ ret[5].type = C_END;
+ ret[5].sval = NULL;
+ ret[5].ival = 0;
return ret;
}
ret->npegs = atoi(cfg[1].sval);
ret->nguesses = atoi(cfg[2].sval);
+ ret->allow_blank = cfg[3].ival;
+ ret->allow_multiple = cfg[4].ival;
+
return ret;
}
return "Too many colours";
if (params->nguesses < 1)
return "Must have at least one guess";
+ if (!params->allow_multiple && params->ncolours < params->npegs)
+ return "Disallowing multiple colours requires at least as many colours as pegs";
return NULL;
}
{
unsigned char *bmp = snewn(params->npegs, unsigned char);
char *ret;
- int i;
-
- for (i = 0; i < params->npegs; i++)
- bmp[i] = (unsigned char)(random_upto(rs, params->ncolours)+1);
+ int i, c;
+ pegrow colcount = new_pegrow(params->ncolours);
+
+ for (i = 0; i < params->npegs; i++) {
+newcol:
+ c = random_upto(rs, params->ncolours);
+ if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
+ colcount->pegs[c]++;
+ bmp[i] = (unsigned char)(c+1);
+ }
obfuscate_bitmap(bmp, params->npegs*8, FALSE);
ret = bin2hex(bmp, params->npegs);
sfree(bmp);
+ free_pegrow(colcount);
return ret;
}
static char *validate_desc(game_params *params, char *desc)
{
- /* desc is just an (obfuscated) bitmap of the solution; all we
- * care is that it's the correct length. */
+ unsigned char *bmp;
+ int i;
+
+ /* desc is just an (obfuscated) bitmap of the solution; check that
+ * it's the correct length and (when unobfuscated) contains only
+ * sensible colours. */
if (strlen(desc) != params->npegs * 2)
return "Game description is wrong length";
+ bmp = hex2bin(desc, params->npegs);
+ obfuscate_bitmap(bmp, params->npegs*8, TRUE);
+ for (i = 0; i < params->npegs; i++) {
+ if (bmp[i] < 1 || bmp[i] > params->ncolours) {
+ sfree(bmp);
+ return "Game description is corrupted";
+ }
+ }
+ sfree(bmp);
+
return NULL;
}
int display_cur, markable;
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 */
};
static game_ui *new_ui(game_state *state)
ui->curr_pegs = new_pegrow(state->params.npegs);
ui->holds = snewn(state->params.npegs, int);
memset(ui->holds, 0, sizeof(int)*state->params.npegs);
+ ui->drag_opeg = -1;
return ui;
}
int drag_col, blit_ox, blit_oy;
};
-static void set_peg(game_ui *ui, int peg, int col)
+static int is_markable(game_params *params, pegrow pegs)
{
- int i;
+ int i, nset = 0, nrequired, ret = 0;
+ pegrow colcount = new_pegrow(params->ncolours);
- ui->curr_pegs->pegs[peg] = col;
+ nrequired = params->allow_blank ? 1 : params->npegs;
- /* set to 'markable' if all of our pegs are filled. */
- for (i = 0; i < ui->curr_pegs->npegs; i++) {
- if (ui->curr_pegs->pegs[i] == 0) return;
+ for (i = 0; i < params->npegs; i++) {
+ if (pegs->pegs[i] > 0) {
+ colcount->pegs[pegs->pegs[i]]++;
+ nset++;
+ }
}
- debug(("UI is markable."));
- ui->markable = 1;
+ 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;
+ ui->markable = is_markable(params, ui->curr_pegs);
}
static int mark_pegs(pegrow guess, pegrow solution, int ncols)
}
if (to->solved) ui->holds[i] = 0;
}
- if (ncleared) {
- ui->markable = 0;
- if (ui->peg_cur == to->solution->npegs)
- ui->peg_cur--;
- }
+ ui->markable = is_markable(&from->params, ui->curr_pegs);
+ if (!ui->markable && ui->peg_cur == to->solution->npegs)
+ ui->peg_cur--;
return to;
}
{
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;
} else {
over_hint = 1;
}
+ } else if (x >= guess_ox &&
+ y >= GUESS_OY && y < guess_oy) {
+ over_past_guess_y = (y - GUESS_OY) / PEGOFF;
+ over_past_guess_x = (x - guess_ox) / PEGOFF;
}
- debug(("make_move: over_col %d, over_guess %d, over_hint %d",
- over_col, over_guess, over_hint));
+ debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
+ " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
+ over_past_guess_x, over_past_guess_y));
assert(ds->blit_peg);
if (button == LEFT_BUTTON) {
if (over_col > 0) {
ui->drag_col = over_col;
+ ui->drag_opeg = -1;
debug(("Start dragging from colours"));
} else if (over_guess > -1) {
int col = ui->curr_pegs->pegs[over_guess];
if (col) {
ui->drag_col = col;
+ ui->drag_opeg = over_guess;
debug(("Start dragging from a guess"));
}
+ } else if (over_past_guess_y > -1) {
+ int col =
+ from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
+ if (col) {
+ ui->drag_col = col;
+ ui->drag_opeg = -1;
+ debug(("Start dragging from a past guess"));
+ }
}
if (ui->drag_col) {
ui->drag_x = x;
if (over_guess > -1) {
debug(("Dropping colour %d onto guess peg %d",
ui->drag_col, over_guess));
- set_peg(ui, over_guess, ui->drag_col);
+ set_peg(&from->params, ui, over_guess, ui->drag_col);
+ } else {
+ if (ui->drag_opeg > -1) {
+ debug(("Removing colour %d from peg %d",
+ ui->drag_col, ui->drag_opeg));
+ set_peg(&from->params, ui, ui->drag_opeg, 0);
+ }
}
ui->drag_col = 0;
+ ui->drag_opeg = -1;
debug(("Stop dragging."));
ret = from;
} else if (button == RIGHT_BUTTON) {
if (ui->peg_cur == from->params.npegs) {
ret = mark_move(from, ui);
} else {
- set_peg(ui, ui->peg_cur, ui->colour_cur+1);
+ set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
ret = from;
}
}
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- ret[COL_1 * 3 + 0] = 0.0F;
+ /* red */
+ ret[COL_1 * 3 + 0] = 1.0F;
ret[COL_1 * 3 + 1] = 0.0F;
- ret[COL_1 * 3 + 2] = 1.0F;
+ ret[COL_1 * 3 + 2] = 0.0F;
- ret[COL_2 * 3 + 0] = 0.0F;
- ret[COL_2 * 3 + 1] = 0.5F;
+ /* yellow (toned down a bit due to pale grey background) */
+ ret[COL_2 * 3 + 0] = 0.7F;
+ ret[COL_2 * 3 + 1] = 0.7F;
ret[COL_2 * 3 + 2] = 0.0F;
- ret[COL_3 * 3 + 0] = 1.0F;
- ret[COL_3 * 3 + 1] = 0.0F;
+ /* green (also toned down) */
+ ret[COL_3 * 3 + 0] = 0.0F;
+ ret[COL_3 * 3 + 1] = 0.5F;
ret[COL_3 * 3 + 2] = 0.0F;
- ret[COL_4 * 3 + 0] = 1.0F;
- ret[COL_4 * 3 + 1] = 1.0F;
- ret[COL_4 * 3 + 2] = 0.0F;
+ /* blue */
+ ret[COL_4 * 3 + 0] = 0.0F;
+ ret[COL_4 * 3 + 1] = 0.0F;
+ ret[COL_4 * 3 + 2] = 1.0F;
+ /* orange */
ret[COL_5 * 3 + 0] = 1.0F;
- ret[COL_5 * 3 + 1] = 0.0F;
- ret[COL_5 * 3 + 2] = 1.0F;
-
- ret[COL_6 * 3 + 0] = 0.0F;
- ret[COL_6 * 3 + 1] = 1.0F;
- ret[COL_6 * 3 + 2] = 1.0F;
-
- ret[COL_7 * 3 + 0] = 0.5F;
- ret[COL_7 * 3 + 1] = 0.5F;
- ret[COL_7 * 3 + 2] = 1.0F;
-
- ret[COL_8 * 3 + 0] = 0.5F;
- ret[COL_8 * 3 + 1] = 1.0F;
- ret[COL_8 * 3 + 2] = 0.5F;
-
- ret[COL_9 * 3 + 0] = 1.0F;
- ret[COL_9 * 3 + 1] = 0.5F;
+ ret[COL_5 * 3 + 1] = 0.5F;
+ ret[COL_5 * 3 + 2] = 0.0F;
+
+ /* purple */
+ ret[COL_6 * 3 + 0] = 0.5F;
+ ret[COL_6 * 3 + 1] = 0.0F;
+ 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;
+
+ /* light blue */
+ ret[COL_8 * 3 + 0] = 0.4F;
+ ret[COL_8 * 3 + 1] = 0.7F;
+ 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;
+ /* pink */
ret[COL_10 * 3 + 0] = 1.0F;
- ret[COL_10 * 3 + 1] = 1.0F;
+ ret[COL_10 * 3 + 1] = 0.6F;
ret[COL_10 * 3 + 2] = 1.0F;
ret[COL_FRAME * 3 + 0] = 0.0F;
ret[COL_FRAME * 3 + 1] = 0.0F;
ret[COL_FRAME * 3 + 2] = 0.0F;
- ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
- ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
- ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
-
- ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
- ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
- ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
+ ret[COL_CURSOR * 3 + 0] = 0.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.0F;
+ ret[COL_CURSOR * 3 + 2] = 0.0F;
ret[COL_FLASH * 3 + 0] = 0.5F;
ret[COL_FLASH * 3 + 1] = 1.0F;
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] = 1.0F;
+ ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
sfree(ds);
}
-static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy, int col)
+static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
+ int moving, int col)
{
- if (PEGRAD > 0)
+ /*
+ * Some platforms antialias circles, which means we shouldn't
+ * overwrite a circle of one colour with a circle of another
+ * colour without erasing the background first. However, if the
+ * peg is the one being dragged, we don't erase the background
+ * because we _want_ it to alpha-blend nicely into whatever's
+ * behind it.
+ */
+ if (!moving)
+ draw_rect(fe, cx-1, cy-1, PEGSZ+2, PEGSZ+2, COL_BACKGROUND);
+ if (PEGRAD > 0) {
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
- else
+ 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);
}
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, scol);
+ draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol);
dest->pegs[i] = scol;
}
}
rowx += HINTOFF * (i - hintlen);
rowy += HINTOFF;
}
- if (HINTRAD > 0)
+ /* 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);
- else
+ 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;
int x, int y, int erase)
{
int cgap = ds->gapsz / 2;
- int x1, y1, x2, y2, hi, lo;
-
- x1 = x-cgap; x2 = x+PEGSZ+cgap;
- y1 = y-cgap; y2 = y+PEGSZ+cgap;
- hi = erase ? COL_BACKGROUND : COL_HIGHLIGHT;
- lo = erase ? COL_BACKGROUND : COL_LOWLIGHT;
- draw_line(fe, x1, y1, x2, y1, hi);
- draw_line(fe, x2, y1, x2, y2, lo);
- draw_line(fe, x2, y2, x1, y2, lo);
- draw_line(fe, x1, y2, x1, y1, hi);
+ draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+cgap, 0,
+ erase ? COL_BACKGROUND : COL_CURSOR);
- draw_update(fe, x1, y1, x2, y2);
+ 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,
/* draw the colours */
for (i = 0; i < state->params.ncolours; i++) {
if (ds->colours->pegs[i] != i+1) {
- draw_peg(fe, ds, COL_X(i), COL_Y(i), i+1);
+ draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
ds->colours->pegs[i] = i+1;
}
}
int oy = ui->drag_y - (PEGSZ/2);
debug(("Saving to blitter at (%d,%d)", ox, oy));
blitter_save(fe, ds->blit_peg, ox, oy);
- draw_peg(fe, ds, ox, oy, ui->drag_col);
+ draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
ds->blit_ox = ox; ds->blit_oy = oy;
}
#endif
const struct game thegame = {
- "Guess", NULL,
+ "Guess", "games.guess",
default_params,
game_fetch_preset,
decode_params,