X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/badb093da17186904490aa99fccd09fdf3925e79..f530be81787b6542b89211c2aff0a36b047e79c7:/guess.c diff --git a/guess.c b/guess.c index 3a53f4b..bf7a148 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; @@ -246,7 +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; @@ -268,11 +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; @@ -325,6 +338,7 @@ 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]); @@ -345,12 +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) @@ -358,7 +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 */ @@ -373,6 +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); @@ -387,6 +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) { @@ -395,6 +468,7 @@ 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 +476,9 @@ 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 +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 @@ -437,8 +514,6 @@ 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; @@ -448,39 +523,12 @@ 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 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++) { - if (pegs->pegs[i] > 0) { - colcount->pegs[pegs->pegs[i]]++; - 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; @@ -527,47 +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); @@ -622,13 +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", @@ -643,19 +696,20 @@ 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; + 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. */ @@ -765,7 +866,8 @@ 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 +937,6 @@ 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 +945,25 @@ 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 +988,6 @@ 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 +1002,6 @@ 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 +1018,25 @@ 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 +1054,72 @@ 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 +1128,24 @@ 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 +1157,11 @@ 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 +1180,14 @@ 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 +1195,24 @@ 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 +1226,9 @@ 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, @@ -1169,7 +1284,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1178,8 +1292,11 @@ const struct game thegame = { FALSE, game_text_format, new_ui, free_ui, + encode_ui, + decode_ui, game_changed_state, - make_move, + interpret_move, + execute_move, game_size, game_colours, game_new_drawstate,