X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/75953cd4ad3ee93ea7bf949288592276e3edc352..a4c9750f8f338b67f47b13cacfc882b4f7c8479b:/guess.c diff --git a/guess.c b/guess.c index b58284f..e9b0ca0 100644 --- a/guess.c +++ b/guess.c @@ -60,11 +60,6 @@ static game_params *default_params(void) return ret; } -static int game_fetch_preset(int i, char **name, game_params **params) -{ - return FALSE; -} - static void free_params(game_params *params) { sfree(params); @@ -77,6 +72,32 @@ 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; @@ -191,7 +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"; @@ -243,7 +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; @@ -265,11 +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; @@ -343,12 +359,10 @@ static void free_game(game_state *state) 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 char *game_text_format(game_state *state) @@ -356,7 +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 */ @@ -371,6 +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); @@ -385,6 +428,38 @@ 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. + */ + 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); +} + +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, game_state *newstate) { @@ -401,6 +476,7 @@ 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) @@ -424,7 +500,7 @@ 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 @@ -453,33 +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; @@ -526,47 +575,52 @@ 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]; + char *buf, *p, *sep; + int len, i, solved; + pegrow tmppegs; + + 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", sep, ui->curr_pegs->pegs[i]); + sep = ","; } - 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; + *p++ = '\0'; + assert(p - buf <= len); + buf = sresize(buf, len, char); + + tmppegs = dup_pegrow(ui->curr_pegs); + solved = mark_pegs(tmppegs, from->solution, from->params.ncolours); + solved = (solved == from->params.ncolours); + free_pegrow(tmppegs); + + for (i = 0; i < from->solution->npegs; i++) { + if (!ui->holds[i] || solved) { + ui->curr_pegs->pegs[i] = 0; + } + if (solved) ui->holds[i] = 0; } ui->markable = is_markable(&from->params, ui->curr_pegs); - if (!ui->markable && ui->peg_cur == to->solution->npegs) - ui->peg_cur--; + if (!ui->markable && ui->peg_cur == from->solution->npegs) + ui->peg_cur--; - 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, 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); @@ -583,7 +637,7 @@ static game_state *make_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; @@ -621,13 +675,13 @@ 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", @@ -644,18 +698,18 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, 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 */ @@ -665,7 +719,7 @@ 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++; @@ -675,22 +729,69 @@ 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; + ret = ""; } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' || button == '\n') { + ui->display_cur = 1; if (ui->peg_cur == from->params.npegs) { - ret = mark_move(from, ui); + ret = encode_move(from, ui); } else { set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1); - ret = from; + 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 = from; + 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); + if (val <= 0 || 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 == ',') 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' so we show the pegs. */ + } + + return ret; + } else + return NULL; +} + /* ---------------------------------------------------------------------- * Drawing routines. */ @@ -704,18 +805,18 @@ 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 */ @@ -727,13 +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); @@ -742,30 +846,27 @@ 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); + 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) { - float *ret = snewn(3 * NCOLOURS, float); + float *ret = snewn(3 * NCOLOURS, float), max; + int i; frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); @@ -835,10 +936,6 @@ 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; @@ -847,6 +944,25 @@ 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] * 2.0 / 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; + *ncolours = NCOLOURS; return ret; } @@ -904,8 +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); @@ -913,7 +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); } @@ -988,10 +1104,14 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess, } 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(fe, GUESS_X(guess, dest->npegs)-CGAP, - GUESS_Y(guess, dest->npegs)-CGAP, - PEGSZ+CGAP*2, PEGSZ+CGAP*2, COL_BACKGROUND); + draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND); for (i = 0; i < dest->npegs; i++) { scol = src ? src->feedback[i] : 0; @@ -1008,19 +1128,22 @@ 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); } } - if (cursor) - draw_cursor(fe, ds, GUESS_X(guess, dest->npegs), - GUESS_Y(guess, dest->npegs)); + if (cursor) { + int x1,y1,x2,y2; + x1 = hx + CGAP; y1 = hy + CGAP; + x2 = hx + hw - CGAP; y2 = hy + hh - CGAP; + draw_line(fe, x1, y1, x2, y1, COL_CURSOR); + draw_line(fe, x2, y1, x2, y2, COL_CURSOR); + draw_line(fe, x2, y2, x1, y2, COL_CURSOR); + draw_line(fe, x1, y2, x1, y1, COL_CURSOR); + } - draw_update(fe, GUESS_X(guess, dest->npegs)-CGAP, - GUESS_Y(guess, dest->npegs)-CGAP, - PEGSZ+CGAP*2, PEGSZ+CGAP*2); + draw_update(fe, hx, hy, hw, hh); } } @@ -1139,7 +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; } @@ -1159,7 +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, @@ -1168,9 +1290,12 @@ const struct game thegame = { FALSE, 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,