X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/f530be81787b6542b89211c2aff0a36b047e79c7..5bcb1aa3360811546c15ae08405bae6a46c6e18c:/guess.c diff --git a/guess.c b/guess.c index bf7a148..dc1248c 100644 --- a/guess.c +++ b/guess.c @@ -212,7 +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"; @@ -309,7 +309,7 @@ static char *validate_desc(game_params *params, char *desc) 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; @@ -411,8 +411,8 @@ struct game_ui { 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); @@ -637,7 +637,7 @@ static char *interpret_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; @@ -768,7 +768,8 @@ static game_state *execute_move(game_state *from, char *move) for (i = 0; i < from->solution->npegs; i++) { int val = atoi(p); - if (val <= 0 || val > from->params.ncolours) { + int min_colour = from->params.allow_blank? 0 : 1; + if (val < min_colour || val > from->params.ncolours) { free_game(ret); return NULL; } @@ -805,18 +806,18 @@ static game_state *execute_move(game_state *from, char *move) #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 */ @@ -828,13 +829,16 @@ 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); @@ -843,28 +847,24 @@ 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, ds->pegsz); } -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), max; int i; @@ -968,7 +968,7 @@ static float *game_colours(frontend *fe, game_state *state, int *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; @@ -993,11 +993,11 @@ static game_drawstate *game_new_drawstate(game_state *state) 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++) @@ -1006,7 +1006,7 @@ static void game_free_drawstate(game_drawstate *ds) sfree(ds); } -static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy, +static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy, int moving, int col) { /* @@ -1018,24 +1018,24 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy, * behind it. */ if (!moving) - draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2, + 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_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); + draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); + draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); } -static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y) +static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y) { - draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR); + draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR); - draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); + draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); } -static void guess_redraw(frontend *fe, game_drawstate *ds, int guess, +static void guess_redraw(drawing *dr, game_drawstate *ds, int guess, pegrow src, int *holds, int cur_col, int force) { pegrow dest; @@ -1059,22 +1059,22 @@ static void guess_redraw(frontend *fe, game_drawstate *ds, int guess, if (holds && holds[i]) scol |= 0x2000; if ((dest->pegs[i] != scol) || force) { - draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000); + draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000); /* * Hold marker. */ - draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + draw_rect(dr, 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, + draw_update(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, PEGSZ, 2); if (scol & 0x1000) - draw_cursor(fe, ds, rowx + PEGOFF * i, rowy); + draw_cursor(dr, ds, rowx + PEGOFF * i, rowy); } dest->pegs[i] = scol; } } -static void hint_redraw(frontend *fe, game_drawstate *ds, int guess, +static void hint_redraw(drawing *dr, game_drawstate *ds, int guess, pegrow src, int force, int cursor, int markable) { pegrow dest = ds->guesses[guess]; @@ -1112,7 +1112,7 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess, hw = HINT_W+GAP*2; hh = hinth+GAP*2; /* erase a large background rectangle */ - draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND); + draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND); for (i = 0; i < dest->npegs; i++) { scol = src ? src->feedback[i] : 0; @@ -1129,35 +1129,34 @@ 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(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col); } else { - draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col); + draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col); } } 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_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); } - draw_update(fe, hx, hy, hw, hh); + 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 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) { @@ -1167,15 +1166,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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 */ @@ -1184,9 +1183,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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); + draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1); if (val & 0x1000) - draw_cursor(fe, ds, COL_X(i), COL_Y(i)); + draw_cursor(dr, ds, COL_X(i), COL_Y(i)); ds->colours->pegs[i] = val; } } @@ -1195,38 +1194,38 @@ 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], NULL, -1, 0); - hint_redraw(fe, ds, i, state->guesses[i], + guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0); + 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, + guess_redraw(dr, ds, i, ui->curr_pegs, ui->holds, ui->display_cur ? ui->peg_cur : -1, 0); - hint_redraw(fe, ds, i, NULL, 1, + 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, NULL, -1, 0); - hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE); + guess_redraw(dr, ds, i, NULL, NULL, -1, 0); + hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE); } } /* 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, + 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, NULL, -1, !ds->solved); + guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved); ds->solved = state->solved; ds->next_go = state->next_go; @@ -1237,8 +1236,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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); + 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; } @@ -1259,14 +1258,17 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_timing_state(game_state *state, game_ui *ui) { - return FALSE; + return TRUE; } -static int game_timing_state(game_state *state) +static void game_print_size(game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, game_state *state, int tilesize) { - return TRUE; } #ifdef COMBINED @@ -1297,16 +1299,17 @@ const struct game thegame = { game_changed_state, interpret_move, execute_move, - game_size, + 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, + 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: */