Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / guess.c
diff --git a/guess.c b/guess.c
index ead9280..15cf0d9 100644 (file)
--- a/guess.c
+++ b/guess.c
@@ -43,7 +43,7 @@ struct game_state {
     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)
@@ -371,6 +371,11 @@ static char *solve_game(game_state *state, game_state *currstate,
     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;
@@ -413,6 +418,8 @@ struct game_ui {
 
     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)
@@ -625,7 +632,7 @@ static char *encode_move(game_state *from, game_ui *ui)
     return buf;
 }
 
-static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *from, game_ui *ui, const game_drawstate *ds,
                            int x, int y, int button)
 {
     int over_col = 0;           /* one-indexed */
@@ -638,22 +645,34 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
     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,
@@ -743,8 +762,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
         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);
@@ -772,7 +790,7 @@ static game_state *execute_move(game_state *from, char *move)
 
     if (!strcmp(move, "S")) {
        ret = dup_game(from);
-       ret->solved = 1;
+       ret->solved = -1;
        return ret;
     } else if (move[0] == 'G') {
        p = move+1;
@@ -799,11 +817,11 @@ static game_state *execute_move(game_state *from, char *move)
        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;
@@ -879,7 +897,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
 
     assert(ds->pegsz > 0);
     assert(!ds->blit_peg);             /* set_size is never called twice */
-    ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
+    ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2);
 }
 
 static float *game_colours(frontend *fe, int *ncolours)
@@ -905,8 +923,8 @@ static float *game_colours(frontend *fe, int *ncolours)
     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 */
@@ -920,13 +938,13 @@ static float *game_colours(frontend *fe, int *ncolours)
     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 */
@@ -978,9 +996,9 @@ static float *game_colours(frontend *fe, int *ncolours)
 
     /* 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;
@@ -1025,7 +1043,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 }
 
 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
@@ -1043,6 +1061,15 @@ 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);
+
+    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);
 }
 
@@ -1054,7 +1081,8 @@ static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
 }
 
 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;
@@ -1076,8 +1104,11 @@ static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
             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.
              */
@@ -1179,10 +1210,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                        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);
@@ -1201,8 +1231,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         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;
@@ -1214,20 +1246,22 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     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);
         }
     }
@@ -1239,13 +1273,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         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;
@@ -1255,11 +1290,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     if (ui->drag_col != 0) {
         int ox = ui->drag_x - (PEGSZ/2);
         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);
-
-        ds->blit_ox = ox; ds->blit_oy = oy;
+        ds->blit_ox = ox - 1; ds->blit_oy = oy - 1;
+        debug(("Saving to blitter at (%d,%d)", ds->blit_ox, ds->blit_oy));
+        blitter_save(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
+        draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col);
     }
     ds->drag_col = ui->drag_col;
 
@@ -1278,6 +1312,17 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     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;
@@ -1296,7 +1341,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 #endif
 
 const struct game thegame = {
-    "Guess", "games.guess",
+    "Guess", "games.guess", "guess",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1311,7 +1356,7 @@ const struct game thegame = {
     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,
@@ -1326,6 +1371,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,