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;
- return ret;
-}
+ ret->allow_blank = 0;
+ ret->allow_multiple = 1;
-static int game_fetch_preset(int i, char **name, game_params **params)
-{
- return FALSE;
+ return ret;
}
static void free_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;
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;
}
-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";
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;
}
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;
}
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;
- 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 void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
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 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]);
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 */
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)
{
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);
+ ui->drag_opeg = -1;
return 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)
{
/* 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;
int drag_col, blit_ox, blit_oy;
};
-static void set_peg(game_ui *ui, int peg, int col)
+static void set_peg(game_params *params, game_ui *ui, int peg, int col)
{
- int i;
-
ui->curr_pegs->pegs[peg] = col;
-
- /* 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;
- }
- debug(("UI is markable."));
- ui->markable = 1;
+ ui->markable = is_markable(params, ui->curr_pegs);
}
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];
- }
- 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;
+ 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 = ",";
}
- if (ncleared) {
- ui->markable = 0;
- if (ui->peg_cur == to->solution->npegs)
- ui->peg_cur--;
+ *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 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 && 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;
}
- 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;
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_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;
+ 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(ui, ui->peg_cur, ui->colour_cur+1);
- ret = from;
+ set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
+ 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 = "";
}
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);
+ int min_colour = from->params.allow_blank? 0 : 1;
+ if (val < min_colour || 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.
*/
#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 */
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);
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]);
- 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_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] = 1.0F;
+ 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);
}
-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)
- draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
- else
+ /*
+ * 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-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
+ COL_BACKGROUND);
+ if (PEGRAD > 0) {
+ 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, 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, -1, 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, 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;
}
- if (HINTRAD > 0)
- draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
- else
+ if (HINTRAD > 0) {
+ draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, 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;
- 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_update(fe, x1, y1, x2, y2);
-}
-
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) {
- draw_peg(fe, ds, COL_X(i), COL_Y(i), i+1);
- 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);
+ 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,
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;
}
return FALSE;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
#endif
const struct game thegame = {
- "Guess", NULL,
+ "Guess", "games.guess",
default_params,
game_fetch_preset,
decode_params,
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,
- game_size,
+ interpret_move,
+ execute_move,
+ PEG_PREFER_SZ, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,