struct game_state {
game_params params;
pegrow *guesses; /* length params->nguesses */
+ int *holds;
pegrow solution;
int next_go; /* from 0 to nguesses-1;
if next_go == nguesses then they've lost. */
state->guesses = snewn(params->nguesses, pegrow);
for (i = 0; i < params->nguesses; i++)
state->guesses[i] = new_pegrow(params->npegs);
+ state->holds = snewn(params->npegs, int);
state->solution = new_pegrow(params->npegs);
bmp = hex2bin(desc, params->npegs);
state->solution->pegs[i] = (int)bmp[i];
sfree(bmp);
+ memset(state->holds, 0, sizeof(int) * params->npegs);
state->next_go = state->solved = 0;
return state;
ret->guesses = snewn(state->params.nguesses, pegrow);
for (i = 0; i < state->params.nguesses; i++)
ret->guesses[i] = dup_pegrow(state->guesses[i]);
+ ret->holds = snewn(state->params.npegs, int);
+ memcpy(ret->holds, state->holds, sizeof(int) * state->params.npegs);
ret->solution = dup_pegrow(state->solution);
return ret;
free_pegrow(state->solution);
for (i = 0; i < state->params.nguesses; i++)
free_pegrow(state->guesses[i]);
+ sfree(state->holds);
sfree(state->guesses);
sfree(state);
return dupstr("S");
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
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 */
+
+ int show_labels; /* label the colours with letters */
};
static game_ui *new_ui(game_state *state)
/*
* For this game it's worth storing the contents of the current
- * guess.
+ * guess, and the current set of holds.
*/
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]);
+ p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
+ ui->holds[i] ? "_" : "");
sep = ",";
}
+ *p++ = '\0';
assert(p - ret < 40 * ui->curr_pegs->npegs);
- return sresize(ret, p - ret + 1, char);
+ return sresize(ret, p - ret, char);
}
static void decode_ui(game_ui *ui, char *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 == '_') {
+ /* NB: old versions didn't store holds */
+ ui->holds[i] = 1;
+ p++;
+ } else
+ ui->holds[i] = 0;
if (*p == ',') p++;
}
ui->markable = is_markable(&ui->params, ui->curr_pegs);
{
int 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;
+ /* Implement holds, clear other pegs.
+ * This does something that is arguably the Right Thing even
+ * for undo. */
+ for (i = 0; i < newstate->solution->npegs; i++) {
+ if (newstate->solved)
+ ui->holds[i] = 0;
+ else
+ ui->holds[i] = newstate->holds[i];
+ if (newstate->solved || (newstate->next_go == 0) || !ui->holds[i]) {
+ ui->curr_pegs->pegs[i] = 0;
+ } else
+ ui->curr_pegs->pegs[i] =
+ newstate->guesses[newstate->next_go-1]->pegs[i];
+ }
+ ui->markable = is_markable(&newstate->params, ui->curr_pegs);
+ /* Clean up cursor position */
+ if (!ui->markable && ui->peg_cur == newstate->solution->npegs)
+ ui->peg_cur--;
}
#define PEGSZ (ds->pegsz)
static char *encode_move(game_state *from, game_ui *ui)
{
char *buf, *p, *sep;
- int len, i, solved;
- pegrow tmppegs;
+ int len, i;
len = ui->curr_pegs->npegs * 20 + 2;
buf = snewn(len, char);
*p++ = 'G';
sep = "";
for (i = 0; i < ui->curr_pegs->npegs; i++) {
- p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
+ p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
+ ui->holds[i] ? "_" : "");
sep = ",";
}
*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 buf;
}
int guess_ox = GUESS_X(from->next_go, 0);
int guess_oy = GUESS_Y(from->next_go, 0);
+ /*
+ * Enable or disable labels on colours.
+ */
+ if (button == 'l' || button == 'L') {
+ ui->show_labels = !ui->show_labels;
+ return "";
+ }
+
if (from->solved) return NULL;
if (x >= COL_OX && x <= (COL_OX + COL_W) &&
if (button == CURSOR_LEFT && ui->peg_cur > 0)
ui->peg_cur--;
ret = "";
- } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
- button == '\n') {
+ } else if (IS_CURSOR_SELECT(button)) {
ui->display_cur = 1;
if (ui->peg_cur == from->params.npegs) {
ret = encode_move(from, ui);
}
ret->guesses[from->next_go]->pegs[i] = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
+ if (*p == '_') {
+ ret->holds[i] = 1;
+ p++;
+ } else
+ ret->holds[i] = 0;
if (*p == ',') p++;
}
ret[COL_1 * 3 + 1] = 0.0F;
ret[COL_1 * 3 + 2] = 0.0F;
- /* yellow (toned down a bit due to pale grey background) */
- ret[COL_2 * 3 + 0] = 0.7F;
- ret[COL_2 * 3 + 1] = 0.7F;
+ /* yellow */
+ ret[COL_2 * 3 + 0] = 1.0F;
+ ret[COL_2 * 3 + 1] = 1.0F;
ret[COL_2 * 3 + 2] = 0.0F;
- /* green (also toned down) */
+ /* green */
ret[COL_3 * 3 + 0] = 0.0F;
- ret[COL_3 * 3 + 1] = 0.5F;
+ ret[COL_3 * 3 + 1] = 1.0F;
ret[COL_3 * 3 + 2] = 0.0F;
/* blue */
- ret[COL_4 * 3 + 0] = 0.0F;
- ret[COL_4 * 3 + 1] = 0.0F;
+ ret[COL_4 * 3 + 0] = 0.2F;
+ ret[COL_4 * 3 + 1] = 0.3F;
ret[COL_4 * 3 + 2] = 1.0F;
/* orange */
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;
+ ret[COL_7 * 3 + 0] = 0.5F;
+ ret[COL_7 * 3 + 1] = 0.3F;
+ ret[COL_7 * 3 + 2] = 0.3F;
/* light blue */
ret[COL_8 * 3 + 0] = 0.4F;
- ret[COL_8 * 3 + 1] = 0.7F;
+ ret[COL_8 * 3 + 1] = 0.8F;
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;
+ ret[COL_9 * 3 + 0] = 0.7F;
+ ret[COL_9 * 3 + 1] = 1.0F;
+ ret[COL_9 * 3 + 2] = 0.7F;
/* pink */
ret[COL_10 * 3 + 0] = 1.0F;
/* 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;
+ ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
+ ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
+ ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
*ncolours = NCOLOURS;
return ret;
}
static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
- int moving, int col)
+ int moving, int labelled, int col)
{
/*
* Some platforms antialias circles, which means we shouldn't
COL_BACKGROUND);
if (PEGRAD > 0) {
draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD,
- COL_EMPTY + col, COL_EMPTY + col);
+ COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
} else
draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
+
+ if (labelled && col) {
+ char buf[2];
+ buf[0] = 'a'-1 + col;
+ buf[1] = '\0';
+ draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD,
+ ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf);
+ }
+
draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
}
}
static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
- pegrow src, int *holds, int cur_col, int force)
+ pegrow src, int *holds, int cur_col, int force,
+ int labelled)
{
pegrow dest;
int rowx, rowy, i, scol;
scol |= 0x1000;
if (holds && holds[i])
scol |= 0x2000;
+ if (labelled)
+ scol |= 0x4000;
if ((dest->pegs[i] != scol) || force) {
- draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
+ draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled,
+ scol &~ 0x7000);
/*
* Hold marker.
*/
rowy += HINTOFF;
}
if (HINTRAD > 0) {
- draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col);
+ draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col,
+ (col == emptycol ? emptycol : COL_FRAME));
} else {
draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col);
}
int val = i+1;
if (ui->display_cur && ui->colour_cur == i)
val |= 0x1000;
+ if (ui->show_labels)
+ val |= 0x2000;
if (ds->colours->pegs[i] != val) {
- draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1);
+ draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1);
if (val & 0x1000)
draw_cursor(dr, ds, COL_X(i), COL_Y(i));
ds->colours->pegs[i] = val;
}
}
- /* draw the guesses (so far) and the hints */
- for (i = 0; i < state->params.nguesses; i++) {
+ /* draw the guesses (so far) and the hints
+ * (in reverse order to avoid trampling holds) */
+ for (i = state->params.nguesses - 1; i >= 0; i--) {
if (state->next_go > i || state->solved) {
/* this info is stored in the game_state already */
- guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0);
+ guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0,
+ ui->show_labels);
hint_redraw(dr, ds, i, state->guesses[i],
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(dr, ds, i, ui->curr_pegs,
- ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
+ ui->holds, ui->display_cur ? ui->peg_cur : -1, 0,
+ ui->show_labels);
hint_redraw(dr, 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(dr, ds, i, NULL, NULL, -1, 0);
+ guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels);
hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
}
}
draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
}
if (state->solved)
- guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved);
+ guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved,
+ ui->show_labels);
ds->solved = state->solved;
ds->next_go = state->next_go;
int oy = ui->drag_y - (PEGSZ/2);
debug(("Saving to blitter at (%d,%d)", ox, oy));
blitter_save(dr, ds->blit_peg, ox, oy);
- draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col);
+ draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col);
ds->blit_ox = ox; ds->blit_oy = oy;
}
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return FALSE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
#endif
const struct game thegame = {
- "Guess", "games.guess",
+ "Guess", "games.guess", "guess",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_anim_length,
game_flash_length,
FALSE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};