Black Box: fix "reveal" button location, explain what's meant by the
[sgt/puzzles] / guess.c
diff --git a/guess.c b/guess.c
index e681d16..e9b0ca0 100644 (file)
--- a/guess.c
+++ b/guess.c
@@ -212,7 +212,7 @@ static game_params *custom_params(config_item *cfg)
     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";
@@ -264,7 +264,7 @@ static void free_pegrow(pegrow pegs)
 }
 
 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;
@@ -286,11 +286,6 @@ newcol:
     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)
 {
     unsigned char *bmp;
@@ -365,7 +360,7 @@ static void free_game(game_state *state)
 }
 
 static char *solve_game(game_state *state, game_state *currstate,
-                       game_aux_info *aux, char **error)
+                       char *aux, char **error)
 {
     return dupstr("S");
 }
@@ -375,7 +370,35 @@ 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 */
@@ -390,6 +413,7 @@ 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);
@@ -404,13 +428,36 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-char *encode_ui(game_ui *ui)
+static char *encode_ui(game_ui *ui)
 {
-    return NULL;
+    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);
 }
 
-void decode_ui(game_ui *ui, char *encoding)
+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,
@@ -482,33 +529,6 @@ struct game_drawstate {
     int drag_col, blit_ox, blit_oy;
 };
 
-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;
-}
-
 static void set_peg(game_params *params, game_ui *ui, int peg, int col)
 {
     ui->curr_pegs->pegs[peg] = col;
@@ -617,7 +637,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
         } else {
             over_hint = 1;
         }
-    } else if (x >= guess_ox &&
+    } 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;
@@ -719,6 +739,10 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
             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];
@@ -781,18 +805,18 @@ static game_state *execute_move(game_state *from, char *move)
 
 #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 */
@@ -804,13 +828,16 @@ static void game_size(game_params *params, game_drawstate *ds,
 
     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);
@@ -819,25 +846,21 @@ static void game_size(game_params *params, game_drawstate *ds,
     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)
@@ -997,8 +1020,8 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
         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, 1, COL_EMPTY + col);
-        draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
+        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-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
@@ -1006,7 +1029,7 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
 
 static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
 {
-    draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
+    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);
 }
@@ -1105,8 +1128,7 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
                 rowy += HINTOFF;
             }
             if (HINTRAD > 0) {
-                draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
-                draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
+                draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col);
             } else {
                 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
             }
@@ -1240,7 +1262,7 @@ static int game_wants_statusbar(void)
     return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
@@ -1260,7 +1282,6 @@ const struct game thegame = {
     TRUE, game_configure, custom_params,
     validate_params,
     new_game_desc,
-    game_free_aux_info,
     validate_desc,
     new_game,
     dup_game,
@@ -1274,7 +1295,7 @@ const struct game thegame = {
     game_changed_state,
     interpret_move,
     execute_move,
-    game_size,
+    PEG_PREFER_SZ, game_compute_size, game_set_size,
     game_colours,
     game_new_drawstate,
     game_free_drawstate,