X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/4189cd756f42c72355411aba9c66c8bd1a517c79..HEAD:/guess.c diff --git a/guess.c b/guess.c index 888901f..15cf0d9 100644 --- a/guess.c +++ b/guess.c @@ -15,7 +15,7 @@ enum { COL_BACKGROUND, - COL_HIGHLIGHT, COL_LOWLIGHT, COL_FRAME, COL_FLASH, COL_HOLD, + COL_FRAME, COL_CURSOR, COL_FLASH, COL_HOLD, COL_EMPTY, /* must be COL_1 - 1 */ COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10, COL_CORRECTPLACE, COL_CORRECTCOLOUR, @@ -24,6 +24,7 @@ enum { struct game_params { int ncolours, npegs, nguesses; + int allow_blank, allow_multiple; }; #define FEEDBACK_CORRECTPLACE 1 @@ -38,10 +39,11 @@ typedef struct pegrow { 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. */ - int solved; + int solved; /* +1 = win, -1 = lose, 0 = still playing */ }; static game_params *default_params(void) @@ -53,12 +55,10 @@ static game_params *default_params(void) ret->npegs = 4; ret->nguesses = 10; - return ret; -} + ret->allow_blank = 0; + ret->allow_multiple = 1; -static int game_fetch_preset(int i, char **name, game_params **params) -{ - return FALSE; + return ret; } static void free_params(game_params *params) @@ -73,6 +73,32 @@ static game_params *dup_params(game_params *params) return ret; } +static const struct { + char *name; + game_params params; +} guess_presets[] = { + {"Standard", {6, 4, 10, FALSE, TRUE}}, + {"Super", {8, 5, 12, FALSE, TRUE}}, +}; + + +static int game_fetch_preset(int i, char **name, game_params **params) +{ + if (i < 0 || i >= lenof(guess_presets)) + return FALSE; + + *name = dupstr(guess_presets[i].name); + /* + * get round annoying const issues + */ + { + game_params tmp = guess_presets[i].params; + *params = dup_params(&tmp); + } + + return TRUE; +} + static void decode_params(game_params *params, char const *string) { char const *p = string; @@ -97,6 +123,22 @@ static void decode_params(game_params *params, char const *string) while (*p && isdigit((unsigned char)*p)) p++; break; + case 'b': + params->allow_blank = 1; + break; + + case 'B': + params->allow_blank = 0; + break; + + case 'm': + params->allow_multiple = 1; + break; + + case 'M': + params->allow_multiple = 0; + break; + default: ; } @@ -107,7 +149,9 @@ static char *encode_params(game_params *params, int full) { char data[256]; - sprintf(data, "c%dp%dg%d", params->ncolours, params->npegs, params->nguesses); + sprintf(data, "c%dp%dg%d%s%s", + params->ncolours, params->npegs, params->nguesses, + params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M"); return dupstr(data); } @@ -117,30 +161,40 @@ static config_item *game_configure(game_params *params) config_item *ret; char buf[80]; - ret = snewn(4, config_item); + ret = snewn(6, config_item); - ret[0].name = "No. of colours"; + ret[0].name = "Colours"; ret[0].type = C_STRING; sprintf(buf, "%d", params->ncolours); ret[0].sval = dupstr(buf); ret[0].ival = 0; - ret[1].name = "No. of pegs per row"; + ret[1].name = "Pegs per guess"; ret[1].type = C_STRING; sprintf(buf, "%d", params->npegs); ret[1].sval = dupstr(buf); ret[1].ival = 0; - ret[2].name = "No. of guesses"; + ret[2].name = "Guesses"; ret[2].type = C_STRING; sprintf(buf, "%d", params->nguesses); ret[2].sval = dupstr(buf); ret[2].ival = 0; - ret[3].name = NULL; - ret[3].type = C_END; + ret[3].name = "Allow blanks"; + ret[3].type = C_BOOLEAN; ret[3].sval = NULL; - ret[3].ival = 0; + ret[3].ival = params->allow_blank; + + ret[4].name = "Allow duplicates"; + ret[4].type = C_BOOLEAN; + ret[4].sval = NULL; + ret[4].ival = params->allow_multiple; + + ret[5].name = NULL; + ret[5].type = C_END; + ret[5].sval = NULL; + ret[5].ival = 0; return ret; } @@ -153,10 +207,13 @@ static game_params *custom_params(config_item *cfg) ret->npegs = atoi(cfg[1].sval); ret->nguesses = atoi(cfg[2].sval); + ret->allow_blank = cfg[3].ival; + ret->allow_multiple = cfg[4].ival; + 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"; @@ -166,6 +223,8 @@ static char *validate_params(game_params *params) return "Too many colours"; if (params->nguesses < 1) return "Must have at least one guess"; + if (!params->allow_multiple && params->ncolours < params->npegs) + return "Disallowing multiple colours requires at least as many colours as pegs"; return NULL; } @@ -184,12 +243,9 @@ static pegrow new_pegrow(int npegs) static pegrow dup_pegrow(pegrow pegs) { - pegrow newpegs = snew(struct pegrow); + pegrow newpegs = new_pegrow(pegs->npegs); - newpegs->npegs = pegs->npegs; - newpegs->pegs = snewn(newpegs->npegs, int); memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int)); - newpegs->feedback = snewn(newpegs->npegs, int); memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int)); return newpegs; @@ -209,36 +265,52 @@ 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; - int i; - - for (i = 0; i < params->npegs; i++) - bmp[i] = (unsigned char)(random_upto(rs, params->ncolours)+1); + int i, c; + pegrow colcount = new_pegrow(params->ncolours); + + for (i = 0; i < params->npegs; i++) { +newcol: + c = random_upto(rs, params->ncolours); + if (!params->allow_multiple && colcount->pegs[c]) goto newcol; + colcount->pegs[c]++; + bmp[i] = (unsigned char)(c+1); + } obfuscate_bitmap(bmp, params->npegs*8, FALSE); ret = bin2hex(bmp, params->npegs); sfree(bmp); + free_pegrow(colcount); 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) { - /* desc is just an (obfuscated) bitmap of the solution; all we - * care is that it's the correct length. */ + unsigned char *bmp; + int i; + + /* desc is just an (obfuscated) bitmap of the solution; check that + * it's the correct length and (when unobfuscated) contains only + * sensible colours. */ if (strlen(desc) != params->npegs * 2) return "Game description is wrong length"; + bmp = hex2bin(desc, params->npegs); + obfuscate_bitmap(bmp, params->npegs*8, TRUE); + for (i = 0; i < params->npegs; i++) { + if (bmp[i] < 1 || bmp[i] > params->ncolours) { + sfree(bmp); + return "Game description is corrupted"; + } + } + sfree(bmp); + return NULL; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, game_params *params, char *desc) { game_state *state = snew(game_state); unsigned char *bmp; @@ -248,6 +320,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) 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); @@ -256,6 +329,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) 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; @@ -267,9 +341,12 @@ static game_state *dup_game(game_state *state) int i; *ret = *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; @@ -282,17 +359,21 @@ static void free_game(game_state *state) 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); } -static game_state *solve_game(game_state *state, game_state *currstate, - game_aux_info *aux, char **error) +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) { - game_state *ret = dup_game(currstate); - ret->solved = 1; - return ret; + return dupstr("S"); +} + +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; } static char *game_text_format(game_state *state) @@ -300,7 +381,35 @@ 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 */ @@ -308,15 +417,20 @@ struct game_ui { int display_cur, markable; 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) { - game_ui *ui = snew(struct game_ui); - memset(ui, 0, sizeof(struct game_ui)); + game_ui *ui = snew(game_ui); + memset(ui, 0, sizeof(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); + ui->drag_opeg = -1; return ui; } @@ -327,14 +441,69 @@ static void free_ui(game_ui *ui) sfree(ui); } +static char *encode_ui(game_ui *ui) +{ + char *ret, *p, *sep; + int i; + + /* + * For this game it's worth storing the contents of the current + * 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%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, char); +} + +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 == '_') { + /* 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); +} + static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { 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; + /* 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) @@ -342,6 +511,9 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, #define HINTSZ (ds->hintsz) #define HINTOFF (ds->hintsz + ds->gapsz) +#define GAP (ds->gapsz) +#define CGAP (ds->gapsz / 2) + #define PEGRAD (ds->pegrad) #define HINTRAD (ds->hintrad) @@ -363,7 +535,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2) #define HINT_X(g) HINT_OX #define HINT_Y(g) (HINT_OY + (g)*PEGOFF) -#define HINT_W (ds->hintw*HINTOFF) +#define HINT_W ((ds->hintw*HINTOFF) - GAP) #define HINT_H GUESS_H #define SOLN_OX GUESS_OX @@ -377,8 +549,6 @@ struct game_drawstate { pegrow solution; /* only displayed if state->solved */ pegrow colours; /* length ncolours, not npegs */ - int *holds; - int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */ int pegrad, hintrad; /* radius of peg, hint */ int border; @@ -388,25 +558,16 @@ struct game_drawstate { int hintw; /* no. of hint tiles we're wide per row */ int w, h, started, solved; - int colour_cur, peg_cur, display_cur; /* as in game_ui. */ int next_go; blitter *blit_peg; int drag_col, blit_ox, blit_oy; }; -static void set_peg(game_ui *ui, int peg, int col) +static void set_peg(game_params *params, game_ui *ui, int peg, int col) { - int i; - ui->curr_pegs->pegs[peg] = col; - - /* set to 'markable' if all of our pegs are filled. */ - for (i = 0; i < ui->curr_pegs->npegs; i++) { - if (ui->curr_pegs->pegs[i] == 0) return; - } - debug(("UI is markable.")); - ui->markable = 1; + ui->markable = is_markable(params, ui->curr_pegs); } static int mark_pegs(pegrow guess, pegrow solution, int ncols) @@ -449,73 +610,73 @@ static int mark_pegs(pegrow guess, pegrow solution, int ncols) return nc_place; } -static game_state *mark_move(game_state *from, game_ui *ui) +static char *encode_move(game_state *from, game_ui *ui) { - int i, ncleared = 0, nc_place; - game_state *to = dup_game(from); - - for (i = 0; i < to->solution->npegs; i++) { - to->guesses[from->next_go]->pegs[i] = ui->curr_pegs->pegs[i]; - } - nc_place = mark_pegs(to->guesses[from->next_go], to->solution, to->params.ncolours); - - if (nc_place == to->solution->npegs) { - to->solved = 1; /* win! */ - } else { - to->next_go = from->next_go + 1; - if (to->next_go >= to->params.nguesses) - to->solved = 1; /* 'lose' so we show the pegs. */ - } - - for (i = 0; i < to->solution->npegs; i++) { - if (!ui->holds[i] || to->solved) { - ui->curr_pegs->pegs[i] = 0; - ncleared++; - } - if (to->solved) ui->holds[i] = 0; - } - if (ncleared) { - ui->markable = 0; - if (ui->peg_cur == to->solution->npegs) - ui->peg_cur--; + char *buf, *p, *sep; + int len, i; + + len = ui->curr_pegs->npegs * 20 + 2; + buf = snewn(len, char); + p = buf; + *p++ = 'G'; + sep = ""; + for (i = 0; i < ui->curr_pegs->npegs; 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); - return to; + return buf; } -static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +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 */ int over_guess = -1; /* zero-indexed */ int over_past_guess_y = -1; /* zero-indexed */ int over_past_guess_x = -1; /* zero-indexed */ int over_hint = 0; /* zero or one */ - game_state *ret = NULL; + char *ret = NULL; 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 && + } 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", over_col, over_guess, over_hint, - over_past_guess)); + " over_past_guess (%d,%d)", over_col, over_guess, over_hint, + over_past_guess_x, over_past_guess_y)); assert(ds->blit_peg); @@ -523,11 +684,13 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, if (button == LEFT_BUTTON) { if (over_col > 0) { ui->drag_col = over_col; + ui->drag_opeg = -1; debug(("Start dragging from colours")); } else if (over_guess > -1) { int col = ui->curr_pegs->pegs[over_guess]; if (col) { ui->drag_col = col; + ui->drag_opeg = over_guess; debug(("Start dragging from a guess")); } } else if (over_past_guess_y > -1) { @@ -535,6 +698,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, from->guesses[over_past_guess_y]->pegs[over_past_guess_x]; if (col) { ui->drag_col = col; + ui->drag_opeg = -1; debug(("Start dragging from a past guess")); } } @@ -543,33 +707,41 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, ui->drag_y = y; debug(("Start dragging, col = %d, (%d,%d)", ui->drag_col, ui->drag_x, ui->drag_y)); - ret = from; + ret = ""; } } else if (button == LEFT_DRAG && ui->drag_col) { ui->drag_x = x; ui->drag_y = y; debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y)); - ret = from; + ret = ""; } else if (button == LEFT_RELEASE && ui->drag_col) { if (over_guess > -1) { debug(("Dropping colour %d onto guess peg %d", ui->drag_col, over_guess)); - set_peg(ui, over_guess, ui->drag_col); + set_peg(&from->params, ui, over_guess, ui->drag_col); + } else { + if (ui->drag_opeg > -1) { + debug(("Removing colour %d from peg %d", + ui->drag_col, ui->drag_opeg)); + set_peg(&from->params, ui, ui->drag_opeg, 0); + } } ui->drag_col = 0; + ui->drag_opeg = -1; + ui->display_cur = 0; debug(("Stop dragging.")); - ret = from; + ret = ""; } else if (button == RIGHT_BUTTON) { if (over_guess > -1) { /* we use ths feedback in the game_ui to signify * 'carry this peg to the next guess as well'. */ ui->holds[over_guess] = 1 - ui->holds[over_guess]; - ret = from; + ret = ""; } } else if (button == LEFT_RELEASE && over_hint && ui->markable) { /* NB this won't trigger if on the end of a drag; that's on * purpose, in case you drop by mistake... */ - ret = mark_move(from, ui); + ret = encode_move(from, ui); } /* keyboard input */ @@ -579,7 +751,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, ui->colour_cur++; if (button == CURSOR_UP && ui->colour_cur > 0) ui->colour_cur--; - ret = from; + ret = ""; } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) { int maxcur = from->params.npegs; if (ui->markable) maxcur++; @@ -589,19 +761,74 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, ui->peg_cur++; if (button == CURSOR_LEFT && ui->peg_cur > 0) ui->peg_cur--; - ret = from; - } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' || - button == '\n') { + ret = ""; + } else if (IS_CURSOR_SELECT(button)) { + ui->display_cur = 1; if (ui->peg_cur == from->params.npegs) { - ret = mark_move(from, ui); + ret = encode_move(from, ui); } else { - set_peg(ui, ui->peg_cur, ui->colour_cur+1); - ret = from; + 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]; + ret = ""; } return ret; } +static game_state *execute_move(game_state *from, char *move) +{ + int i, nc_place; + game_state *ret; + char *p; + + if (!strcmp(move, "S")) { + ret = dup_game(from); + ret->solved = -1; + return ret; + } else if (move[0] == 'G') { + p = move+1; + + ret = dup_game(from); + + for (i = 0; i < from->solution->npegs; i++) { + int val = atoi(p); + int min_colour = from->params.allow_blank? 0 : 1; + if (val < min_colour || val > from->params.ncolours) { + free_game(ret); + return NULL; + } + 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++; + } + + nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours); + + if (nc_place == ret->solution->npegs) { + ret->solved = +1; /* win! */ + } else { + ret->next_go = from->next_go + 1; + if (ret->next_go >= ret->params.nguesses) + ret->solved = -1; /* lose, meaning we show the pegs. */ + } + + return ret; + } else + return NULL; +} + /* ---------------------------------------------------------------------- * Drawing routines. */ @@ -615,18 +842,18 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, #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 */ @@ -638,13 +865,16 @@ 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(drawing *dr, 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); @@ -653,30 +883,27 @@ 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); + assert(!ds->blit_peg); /* set_size is never called twice */ + ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2); } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { - float *ret = snewn(3 * NCOLOURS, float); + float *ret = snewn(3 * NCOLOURS, float), max; + int i; frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); @@ -685,19 +912,19 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) 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 */ @@ -711,19 +938,19 @@ static float *game_colours(frontend *fe, game_state *state, 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 */ - 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; @@ -734,13 +961,9 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) ret[COL_FRAME * 3 + 1] = 0.0F; ret[COL_FRAME * 3 + 2] = 0.0F; - ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; - ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; - ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; - - ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; + ret[COL_CURSOR * 3 + 0] = 0.0F; + ret[COL_CURSOR * 3 + 1] = 0.0F; + ret[COL_CURSOR * 3 + 2] = 0.0F; ret[COL_FLASH * 3 + 0] = 0.5F; ret[COL_FLASH * 3 + 1] = 1.0F; @@ -750,10 +973,6 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) ret[COL_HOLD * 3 + 1] = 0.5F; ret[COL_HOLD * 3 + 2] = 0.5F; - 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_CORRECTPLACE*3 + 0] = 0.0F; ret[COL_CORRECTPLACE*3 + 1] = 0.0F; ret[COL_CORRECTPLACE*3 + 2] = 0.0F; @@ -762,11 +981,30 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F; ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F; + /* We want to make sure we can distinguish COL_CORRECTCOLOUR + * (which we hard-code as white) from COL_BACKGROUND (which + * could default to white on some platforms). + * Code borrowed from fifteen.c. */ + max = ret[COL_BACKGROUND*3]; + for (i = 1; i < 3; i++) + if (ret[COL_BACKGROUND*3+i] > max) + max = ret[COL_BACKGROUND*3+i]; + if (max * 1.2F > 1.0F) { + for (i = 0; i < 3; i++) + ret[COL_BACKGROUND*3+i] /= (max * 1.2F); + } + + /* 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] * 2.0F / 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 game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int i; @@ -786,30 +1024,26 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->hintw = (state->params.npegs+1)/2; /* must round up */ - ds->holds = snewn(state->params.npegs, int); - memset(ds->holds, 0, state->params.npegs*sizeof(int)); - ds->blit_peg = NULL; return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { int i; - if (ds->blit_peg) blitter_free(ds->blit_peg); + if (ds->blit_peg) blitter_free(dr, ds->blit_peg); free_pegrow(ds->colours); free_pegrow(ds->solution); for (i = 0; i < ds->nguesses; i++) free_pegrow(ds->guesses[i]); - sfree(ds->holds); sfree(ds->guesses); sfree(ds); } -static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy, - int moving, int col) +static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy, + int moving, int labelled, int col) { /* * Some platforms antialias circles, which means we shouldn't @@ -820,17 +1054,35 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy, * behind it. */ if (!moving) - draw_rect(fe, cx-1, cy-1, PEGSZ+2, PEGSZ+2, COL_BACKGROUND); + draw_rect(dr, 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(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD, + COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY)); } else - draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); - draw_update(fe, cx, cy, PEGSZ, PEGSZ); + 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(frontend *fe, game_drawstate *ds, int guess, - pegrow src, int force) +static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y) +{ + draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR); + + draw_update(dr, x-CGAP, y-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, + int labelled) { pegrow dest; int rowx, rowy, i, scol; @@ -848,27 +1100,75 @@ static void guess_redraw(frontend *fe, game_drawstate *ds, int guess, for (i = 0; i < dest->npegs; i++) { scol = src ? src->pegs[i] : 0; - if ((dest->pegs[i] != scol) || force) - draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol); + if (i == cur_col) + 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, labelled, + scol &~ 0x7000); + /* + * Hold marker. + */ + draw_rect(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND)); + draw_update(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + PEGSZ, 2); + if (scol & 0x1000) + draw_cursor(dr, ds, rowx + PEGOFF * i, rowy); + } dest->pegs[i] = scol; } } -static void hint_redraw(frontend *fe, game_drawstate *ds, int guess, - pegrow src, int force, int emptycol) +static void hint_redraw(drawing *dr, game_drawstate *ds, int guess, + pegrow src, int force, int cursor, int markable) { pegrow dest = ds->guesses[guess]; int rowx, rowy, i, scol, col, hintlen; + int need_redraw; + int emptycol = (markable ? COL_FLASH : COL_EMPTY); if (src) assert(src->npegs == dest->npegs); hintlen = (dest->npegs + 1)/2; + /* + * Because of the possible presence of the cursor around this + * entire section, we redraw all or none of it but never part. + */ + need_redraw = FALSE; + for (i = 0; i < dest->npegs; i++) { scol = src ? src->feedback[i] : 0; - col = (scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE : - (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : emptycol; + if (i == 0 && cursor) + scol |= 0x1000; + if (i == 0 && markable) + scol |= 0x2000; if ((scol != dest->feedback[i]) || force) { + need_redraw = TRUE; + } + dest->feedback[i] = scol; + } + + if (need_redraw) { + int hinth = HINTSZ + GAP + HINTSZ; + int hx,hy,hw,hh; + + hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP; + hw = HINT_W+GAP*2; hh = hinth+GAP*2; + + /* erase a large background rectangle */ + draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND); + + for (i = 0; i < dest->npegs; i++) { + scol = src ? src->feedback[i] : 0; + col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE : + (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : + emptycol); + rowx = HINT_X(guess); rowy = HINT_Y(guess); if (i < hintlen) { @@ -877,166 +1177,112 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess, rowx += HINTOFF * (i - hintlen); rowy += HINTOFF; } - /* erase background for antialiasing platforms */ - draw_rect(fe, rowx-1, rowy-1, HINTSZ+2, HINTSZ+2, COL_BACKGROUND); 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(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, + (col == emptycol ? emptycol : COL_FRAME)); } else { - draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col); + draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col); } - draw_update(fe, rowx, rowy, HINTSZ, HINTSZ); } - dest->feedback[i] = scol; - } -} - -static void hold_redraw(frontend *fe, game_drawstate *ds, int guess, int *src, int force) -{ - int shold, col, ox, oy, i; - - if (guess >= ds->nguesses) - return; - - for (i = 0; i < ds->solution->npegs; i++) { - shold = src ? src[i] : 0; - col = shold ? COL_HOLD : COL_BACKGROUND; - if ((shold != ds->holds[i]) || force) { - ox = GUESS_X(guess, i); - oy = GUESS_Y(guess, i) + PEGSZ + ds->gapsz/2; - - draw_rect(fe, ox, oy, PEGSZ, 2, col); - draw_update(fe, ox, oy, PEGSZ, 2); + if (cursor) { + int x1,y1,x2,y2; + x1 = hx + CGAP; y1 = hy + CGAP; + x2 = hx + hw - CGAP; y2 = hy + hh - CGAP; + draw_line(dr, x1, y1, x2, y1, COL_CURSOR); + draw_line(dr, x2, y1, x2, y2, COL_CURSOR); + draw_line(dr, x2, y2, x1, y2, COL_CURSOR); + draw_line(dr, x1, y2, x1, y1, COL_CURSOR); } - if (src) ds->holds[i] = shold; + + draw_update(dr, hx, hy, hw, hh); } } -static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col) +static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col) { int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4; - draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col); - draw_update(fe, ox-off-1, oy, 2, PEGSZ); + draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col); + draw_update(dr, ox-off-1, oy, 2, PEGSZ); } -static void cur_redraw(frontend *fe, game_drawstate *ds, - int x, int y, int erase) -{ - int cgap = ds->gapsz / 2; - int x1, y1, x2, y2, hi, lo; - - x1 = x-cgap; x2 = x+PEGSZ+cgap; - y1 = y-cgap; y2 = y+PEGSZ+cgap; - hi = erase ? COL_BACKGROUND : COL_HIGHLIGHT; - lo = erase ? COL_BACKGROUND : COL_LOWLIGHT; - - draw_line(fe, x1, y1, x2, y1, hi); - draw_line(fe, x2, y1, x2, y2, lo); - draw_line(fe, x2, y2, x1, y2, lo); - draw_line(fe, x1, y2, x1, y1, hi); - - draw_update(fe, x1, y1, x2, y2); -} - -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +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, cur_erase = 0, cur_draw = 0, 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(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND); - draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME); - draw_update(fe, 0, 0, ds->w, ds->h); + draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND); + draw_rect(dr, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME); + draw_update(dr, 0, 0, ds->w, ds->h); } if (ds->drag_col != 0) { debug(("Loading from blitter.")); - blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy); - draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ); + blitter_load(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy); + draw_update(dr, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ); } /* draw the colours */ for (i = 0; i < state->params.ncolours; i++) { - if (ds->colours->pegs[i] != i+1) { - draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1); - ds->colours->pegs[i] = i+1; + 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, 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(fe, ds, i, state->guesses[i], 0); - hint_redraw(fe, ds, i, state->guesses[i], - i == (state->next_go-1) ? 1 : 0, COL_EMPTY); + 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(fe, ds, i, ui->curr_pegs, 0); - hint_redraw(fe, ds, i, NULL, 1, ui->markable ? COL_FLASH : COL_EMPTY); + guess_redraw(dr, ds, i, ui->curr_pegs, + 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(fe, ds, i, NULL, 0); - hint_redraw(fe, ds, i, NULL, 0, COL_EMPTY); + guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels); + hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE); } } - /* draw the 'hold' markers */ - if (state->solved) { - hold_redraw(fe, ds, state->next_go, NULL, 1); - } else if (new_move) { - hold_redraw(fe, ds, ds->next_go, NULL, 1); - hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 1); - } else - hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 0); - /* draw the 'current move' and 'able to mark' sign. */ if (new_move) - currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND); + currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND); if (!state->solved) - currmove_redraw(fe, ds, state->next_go, COL_HOLD); + currmove_redraw(dr, ds, state->next_go, COL_HOLD); /* draw the solution (or the big rectangle) */ - if ((state->solved != ds->solved) || !ds->started) { - draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H, + 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(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); + draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); } if (state->solved) - guess_redraw(fe, ds, -1, state->solution, !ds->solved); + guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved, + ui->show_labels); ds->solved = state->solved; - if (ui->display_cur && !ds->display_cur) - cur_draw = 1; - else if (!ui->display_cur && ds->display_cur) - cur_erase = 1; - else if (ui->display_cur) { - if ((state->next_go != ds->next_go) || - (ui->peg_cur != ds->peg_cur) || - (ui->colour_cur != ds->colour_cur)) { - cur_erase = 1; - cur_draw = 1; - } - } - if (cur_erase) { - cur_redraw(fe, ds, COL_X(ds->colour_cur), COL_Y(ds->colour_cur), 1); - cur_redraw(fe, ds, - GUESS_X(ds->next_go, ds->peg_cur), GUESS_Y(ds->next_go, ds->peg_cur), 1); - } - if (cur_draw) { - cur_redraw(fe, ds, COL_X(ui->colour_cur), COL_Y(ui->colour_cur), 0); - cur_redraw(fe, ds, - GUESS_X(state->next_go, ui->peg_cur), GUESS_Y(state->next_go, ui->peg_cur), 0); - } - ds->display_cur = ui->display_cur; - ds->peg_cur = ui->peg_cur; - ds->colour_cur = ui->colour_cur; ds->next_go = state->next_go; /* if ui->drag_col != 0, save the screen to the blitter, @@ -1044,11 +1290,10 @@ static void game_redraw(frontend *fe, 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(fe, ds->blit_peg, ox, oy); - draw_peg(fe, 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; @@ -1067,22 +1312,36 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(game_state *state) { - return FALSE; + /* + * 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) +static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } +static void game_print_size(game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ +} + #ifdef COMBINED #define thegame guess #endif const struct game thegame = { - "Guess", NULL, + "Guess", "games.guess", "guess", default_params, game_fetch_preset, decode_params, @@ -1092,27 +1351,31 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, 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, + decode_ui, game_changed_state, - make_move, - game_size, + interpret_move, + execute_move, + PEG_PREFER_SZ, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + game_status, + FALSE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ }; /* vim: set shiftwidth=4 tabstop=8: */