X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/badb093da17186904490aa99fccd09fdf3925e79..f467efadd6d03a2b7d3a7dfcd9ffa4a6eb144c5a:/guess.c diff --git a/guess.c b/guess.c index 3a53f4b..702a1ad 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; @@ -221,12 +242,9 @@ 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; @@ -325,6 +343,7 @@ 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]); @@ -395,6 +414,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, /* 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; } #define PEGSZ (ds->pegsz) @@ -402,6 +422,9 @@ 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) @@ -423,7 +446,7 @@ 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 @@ -437,8 +460,6 @@ 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; @@ -448,7 +469,6 @@ 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; @@ -463,8 +483,9 @@ static int is_markable(game_params *params, pegrow pegs) nrequired = params->allow_blank ? 1 : params->npegs; for (i = 0; i < params->npegs; i++) { - if (pegs->pegs[i] > 0) { - colcount->pegs[pegs->pegs[i]]++; + int c = pegs->pegs[i]; + if (c > 0) { + colcount->pegs[c-1]++; nset++; } } @@ -643,6 +664,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, } ui->drag_col = 0; ui->drag_opeg = -1; + ui->display_cur = 0; debug(("Stop dragging.")); ret = from; } else if (button == RIGHT_BUTTON) { @@ -678,6 +700,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, ret = from; } 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); } else { @@ -685,6 +708,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, ret = from; } } else if (button == 'H' || button == 'h') { + ui->display_cur = 1; ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur]; ret = from; } @@ -765,7 +789,8 @@ static void game_size(game_params *params, game_drawstate *ds, 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 +860,6 @@ 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 +868,25 @@ 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; } @@ -871,9 +911,6 @@ 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; @@ -888,7 +925,6 @@ static void game_free_drawstate(game_drawstate *ds) free_pegrow(ds->solution); for (i = 0; i < ds->nguesses; i++) free_pegrow(ds->guesses[i]); - sfree(ds->holds); sfree(ds->guesses); sfree(ds); } @@ -905,17 +941,25 @@ 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(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); } else draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); - draw_update(fe, cx, cy, PEGSZ, PEGSZ); + draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); +} + +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_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); } static void guess_redraw(frontend *fe, game_drawstate *ds, int guess, - pegrow src, int force) + pegrow src, int *holds, int cur_col, int force) { pegrow dest; int rowx, rowy, i, scol; @@ -933,27 +977,72 @@ 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 ((dest->pegs[i] != scol) || force) { + draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000); + /* + * Hold marker. + */ + draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND)); + draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + PEGSZ, 2); + if (scol & 0x1000) + draw_cursor(fe, 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) + 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(fe, 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) { @@ -962,38 +1051,24 @@ 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); } else { draw_rect(fe, 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(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); } - if (src) ds->holds[i] = shold; + + draw_update(fe, hx, hy, hw, hh); } } @@ -1005,22 +1080,11 @@ static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col draw_update(fe, 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; - - draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+cgap, 0, - erase ? COL_BACKGROUND : COL_CURSOR); - - draw_update(fe, x-cgap, y-cgap, x+PEGSZ+cgap, y+PEGSZ+cgap); -} - static void game_redraw(frontend *fe, 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, last_go; new_move = (state->next_go != ds->next_go) || !ds->started; last_go = (state->next_go == state->params.nguesses-1); @@ -1039,9 +1103,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, /* draw the colours */ for (i = 0; i < state->params.ncolours; i++) { - if (ds->colours->pegs[i] != i+1) { + int val = i+1; + if (ui->display_cur && ui->colour_cur == i) + val |= 0x1000; + if (ds->colours->pegs[i] != val) { draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1); - ds->colours->pegs[i] = i+1; + if (val & 0x1000) + draw_cursor(fe, ds, COL_X(i), COL_Y(i)); + ds->colours->pegs[i] = val; } } @@ -1049,30 +1118,24 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, for (i = 0; i < state->params.nguesses; 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); + guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0); hint_redraw(fe, ds, i, state->guesses[i], - i == (state->next_go-1) ? 1 : 0, COL_EMPTY); + 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(fe, ds, i, ui->curr_pegs, + ui->holds, ui->display_cur ? ui->peg_cur : -1, 0); + hint_redraw(fe, 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(fe, ds, i, NULL, NULL, -1, 0); + hint_redraw(fe, 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); @@ -1086,34 +1149,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); } if (state->solved) - guess_redraw(fe, ds, -1, state->solution, !ds->solved); + guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved); 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,