X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/8266f3fccfd8621ac980d6209cbeac94e0a9c69b..HEAD:/guess.c diff --git a/guess.c b/guess.c index 67abe20..15cf0d9 100644 --- a/guess.c +++ b/guess.c @@ -39,10 +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) @@ -319,6 +320,7 @@ static game_state *new_game(midend *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); @@ -327,6 +329,7 @@ static game_state *new_game(midend *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; @@ -342,6 +345,8 @@ static game_state *dup_game(game_state *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; @@ -354,6 +359,7 @@ 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); @@ -365,6 +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; @@ -407,6 +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) @@ -435,17 +448,19 @@ static char *encode_ui(game_ui *ui) /* * For this game it's worth storing the contents of the current - * guess. + * 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", sep, ui->curr_pegs->pegs[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 + 1, char); + return sresize(ret, p - ret, char); } static void decode_ui(game_ui *ui, char *encoding) @@ -455,6 +470,12 @@ static void decode_ui(game_ui *ui, char *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); @@ -465,10 +486,24 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, { 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; - ui->markable = FALSE; + /* 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) @@ -578,8 +613,7 @@ static int mark_pegs(pegrow guess, pegrow solution, int ncols) static char *encode_move(game_state *from, game_ui *ui) { char *buf, *p, *sep; - int len, i, solved; - pegrow tmppegs; + int len, i; len = ui->curr_pegs->npegs * 20 + 2; buf = snewn(len, char); @@ -587,32 +621,18 @@ static char *encode_move(game_state *from, game_ui *ui) *p++ = 'G'; sep = ""; for (i = 0; i < ui->curr_pegs->npegs; i++) { - p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[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); - 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 == from->solution->npegs) - ui->peg_cur--; - 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 */ @@ -625,22 +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, @@ -730,8 +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); @@ -759,7 +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; @@ -775,17 +806,22 @@ static game_state *execute_move(game_state *from, char *move) } 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! */ + 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; @@ -861,7 +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) @@ -876,19 +912,19 @@ static float *game_colours(frontend *fe, 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 */ @@ -902,19 +938,19 @@ 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 */ - 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; @@ -960,9 +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; @@ -1007,7 +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 @@ -1022,9 +1058,18 @@ static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy, COL_BACKGROUND); if (PEGRAD > 0) { draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD, - COL_EMPTY + col, COL_EMPTY + col); + 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); } @@ -1036,7 +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; @@ -1058,8 +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. */ @@ -1129,7 +1178,8 @@ static void hint_redraw(drawing *dr, game_drawstate *ds, int guess, rowy += HINTOFF; } if (HINTRAD > 0) { - draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col); + draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, + (col == emptycol ? emptycol : COL_FRAME)); } else { draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col); } @@ -1160,10 +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); @@ -1182,32 +1231,37 @@ 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; } } - /* 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(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); } } @@ -1219,13 +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; @@ -1235,11 +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; @@ -1258,9 +1312,15 @@ 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, game_ui *ui) @@ -1281,7 +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, @@ -1296,7 +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, @@ -1311,8 +1371,9 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, FALSE, FALSE, game_print_size, game_print, - game_wants_statusbar, + FALSE, /* wants_statusbar */ FALSE, game_timing_state, 0, /* flags */ };