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 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 guess_ox = GUESS_X(from->next_go, 0);
int guess_oy = GUESS_Y(from->next_go, 0);
int guess_ox = GUESS_X(from->next_go, 0);
int guess_oy = GUESS_Y(from->next_go, 0);
y >= GUESS_OY && y < guess_oy) {
over_past_guess_y = (y - GUESS_OY) / PEGOFF;
over_past_guess_x = (x - guess_ox) / PEGOFF;
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_past_guess (%d,%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,
ui->display_cur = 1;
if (ui->peg_cur == from->params.npegs) {
ret = encode_move(from, ui);
ui->display_cur = 1;
if (ui->peg_cur == from->params.npegs) {
ret = encode_move(from, ui);
nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
if (nc_place == ret->solution->npegs) {
nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
if (nc_place == ret->solution->npegs) {
- 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;
/* We also want to be able to tell the difference between BACKGROUND
* and EMPTY, for similar distinguishing-hint reasons. */
/* 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;
}
static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
}
static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
} else
draw_rect(dr, cx, cy, PEGSZ, PEGSZ, 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);
}
draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
}
}
static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
}
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)
- draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
+ draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled,
+ scol &~ 0x7000);
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
if (!ds->started) {
draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
if (!ds->started) {
draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
- 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;
if (val & 0x1000)
draw_cursor(dr, ds, COL_X(i), COL_Y(i));
ds->colours->pegs[i] = val;
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 */
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,
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. */
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);
}
}
hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
}
}
currmove_redraw(dr, ds, state->next_go, COL_HOLD);
/* draw the solution (or the big rectangle) */
currmove_redraw(dr, ds, state->next_go, COL_HOLD);
/* draw the solution (or the big rectangle) */
draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
state->solved ? COL_BACKGROUND : COL_EMPTY);
draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
}
if (state->solved)
draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
state->solved ? COL_BACKGROUND : COL_EMPTY);
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);
int oy = ui->drag_y - (PEGSZ/2);
debug(("Saving to blitter at (%d,%d)", ox, oy));
blitter_save(dr, ds->blit_peg, ox, oy);
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);
+static int game_status(game_state *state)
+{
+ /*
+ * We return nonzero whenever the solution has been revealed, even
+ * (on spoiler grounds) if it wasn't guessed correctly. The
+ * correct return value from this function is already in
+ * state->solved.
+ */
+ return state->solved;
+}
+
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,