pegrow solution;
int next_go; /* from 0 to nguesses-1;
if next_go == nguesses then they've lost. */
- int solved;
+ int solved; /* +1 = win, -1 = lose, 0 = still playing */
};
static game_params *default_params(void)
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)
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) &&
- y >= COL_OY && y <= (COL_OY + COL_H)) {
+ if (x >= COL_OX && x < (COL_OX + COL_W) &&
+ y >= COL_OY && y < (COL_OY + COL_H)) {
over_col = ((y - COL_OY) / PEGOFF) + 1;
+ assert(over_col >= 1 && over_col <= ds->colours->npegs);
} else if (x >= guess_ox &&
- y >= guess_oy && y <= (guess_oy + GUESS_H)) {
- if (x <= (guess_ox + GUESS_W)) {
+ y >= guess_oy && y < (guess_oy + GUESS_H)) {
+ if (x < (guess_ox + GUESS_W)) {
over_guess = (x - guess_ox) / PEGOFF;
+ assert(over_guess >= 0 && over_guess < ds->solution->npegs);
} else {
over_hint = 1;
}
- } else if (x >= guess_ox && x <= (guess_ox + GUESS_W) &&
+ } 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;
+ assert(over_past_guess_y >= 0 && over_past_guess_y < from->next_go);
+ assert(over_past_guess_x >= 0 && over_past_guess_x < ds->solution->npegs);
}
debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
" over_past_guess (%d,%d)", over_col, over_guess, over_hint,
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);
if (!strcmp(move, "S")) {
ret = dup_game(from);
- ret->solved = 1;
+ ret->solved = -1;
return ret;
} else if (move[0] == 'G') {
p = move+1;
nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
if (nc_place == ret->solution->npegs) {
- ret->solved = 1; /* win! */
+ 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. */
+ ret->solved = -1; /* lose, meaning we show the pegs. */
}
return ret;
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 */
/* 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_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.
*/
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
- int i, new_move, last_go;
+ int i, new_move;
new_move = (state->next_go != ds->next_go) || !ds->started;
- last_go = (state->next_go == state->params.nguesses-1);
if (!ds->started) {
draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
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;
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);
}
}
currmove_redraw(dr, ds, state->next_go, COL_HOLD);
/* draw the solution (or the big rectangle) */
- if ((state->solved != ds->solved) || !ds->started) {
+ if ((!state->solved ^ !ds->solved) || !ds->started) {
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);
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_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;
+}
+
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_redraw,
game_anim_length,
game_flash_length,
+ game_status,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,