2 * guess.c: Mastermind clone.
14 #define FLASH_FRAME 0.5F
18 COL_FRAME, COL_CURSOR, COL_FLASH, COL_HOLD,
19 COL_EMPTY, /* must be COL_1 - 1 */
20 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10,
21 COL_CORRECTPLACE, COL_CORRECTCOLOUR,
26 int ncolours, npegs, nguesses;
27 int allow_blank, allow_multiple;
30 #define FEEDBACK_CORRECTPLACE 1
31 #define FEEDBACK_CORRECTCOLOUR 2
33 typedef struct pegrow {
35 int *pegs; /* 0 is 'empty' */
36 int *feedback; /* may well be unused */
41 pegrow *guesses; /* length params->nguesses */
43 int next_go; /* from 0 to nguesses-1;
44 if next_go == nguesses then they've lost. */
48 static game_params *default_params(void)
50 game_params *ret = snew(game_params);
52 /* AFAIK this is the canonical Mastermind ruleset. */
58 ret->allow_multiple = 1;
63 static void free_params(game_params *params)
68 static game_params *dup_params(game_params *params)
70 game_params *ret = snew(game_params);
71 *ret = *params; /* structure copy */
79 {"Standard", {6, 4, 10, FALSE, TRUE}},
80 {"Super", {8, 5, 12, FALSE, TRUE}},
84 static int game_fetch_preset(int i, char **name, game_params **params)
86 if (i < 0 || i >= lenof(guess_presets))
89 *name = dupstr(guess_presets[i].name);
91 * get round annoying const issues
94 game_params tmp = guess_presets[i].params;
95 *params = dup_params(&tmp);
101 static void decode_params(game_params *params, char const *string)
103 char const *p = string;
104 game_params *defs = default_params();
106 *params = *defs; free_params(defs);
111 params->ncolours = atoi(p);
112 while (*p && isdigit((unsigned char)*p)) p++;
116 params->npegs = atoi(p);
117 while (*p && isdigit((unsigned char)*p)) p++;
121 params->nguesses = atoi(p);
122 while (*p && isdigit((unsigned char)*p)) p++;
126 params->allow_blank = 1;
130 params->allow_blank = 0;
134 params->allow_multiple = 1;
138 params->allow_multiple = 0;
147 static char *encode_params(game_params *params, int full)
151 sprintf(data, "c%dp%dg%d%s%s",
152 params->ncolours, params->npegs, params->nguesses,
153 params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
158 static config_item *game_configure(game_params *params)
163 ret = snewn(6, config_item);
165 ret[0].name = "Colours";
166 ret[0].type = C_STRING;
167 sprintf(buf, "%d", params->ncolours);
168 ret[0].sval = dupstr(buf);
171 ret[1].name = "Pegs per guess";
172 ret[1].type = C_STRING;
173 sprintf(buf, "%d", params->npegs);
174 ret[1].sval = dupstr(buf);
177 ret[2].name = "Guesses";
178 ret[2].type = C_STRING;
179 sprintf(buf, "%d", params->nguesses);
180 ret[2].sval = dupstr(buf);
183 ret[3].name = "Allow blanks";
184 ret[3].type = C_BOOLEAN;
186 ret[3].ival = params->allow_blank;
188 ret[4].name = "Allow duplicates";
189 ret[4].type = C_BOOLEAN;
191 ret[4].ival = params->allow_multiple;
201 static game_params *custom_params(config_item *cfg)
203 game_params *ret = snew(game_params);
205 ret->ncolours = atoi(cfg[0].sval);
206 ret->npegs = atoi(cfg[1].sval);
207 ret->nguesses = atoi(cfg[2].sval);
209 ret->allow_blank = cfg[3].ival;
210 ret->allow_multiple = cfg[4].ival;
215 static char *validate_params(game_params *params, int full)
217 if (params->ncolours < 2 || params->npegs < 2)
218 return "Trivial solutions are uninteresting";
219 /* NB as well as the no. of colours we define, max(ncolours) must
220 * also fit in an unsigned char; see new_game_desc. */
221 if (params->ncolours > 10)
222 return "Too many colours";
223 if (params->nguesses < 1)
224 return "Must have at least one guess";
225 if (!params->allow_multiple && params->ncolours < params->npegs)
226 return "Disallowing multiple colours requires at least as many colours as pegs";
230 static pegrow new_pegrow(int npegs)
232 pegrow pegs = snew(struct pegrow);
235 pegs->pegs = snewn(pegs->npegs, int);
236 memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
237 pegs->feedback = snewn(pegs->npegs, int);
238 memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
243 static pegrow dup_pegrow(pegrow pegs)
245 pegrow newpegs = new_pegrow(pegs->npegs);
247 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
248 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
253 static void invalidate_pegrow(pegrow pegs)
255 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
256 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
259 static void free_pegrow(pegrow pegs)
262 sfree(pegs->feedback);
266 static char *new_game_desc(game_params *params, random_state *rs,
267 char **aux, int interactive)
269 unsigned char *bmp = snewn(params->npegs, unsigned char);
272 pegrow colcount = new_pegrow(params->ncolours);
274 for (i = 0; i < params->npegs; i++) {
276 c = random_upto(rs, params->ncolours);
277 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
279 bmp[i] = (unsigned char)(c+1);
281 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
283 ret = bin2hex(bmp, params->npegs);
285 free_pegrow(colcount);
289 static char *validate_desc(game_params *params, char *desc)
294 /* desc is just an (obfuscated) bitmap of the solution; check that
295 * it's the correct length and (when unobfuscated) contains only
296 * sensible colours. */
297 if (strlen(desc) != params->npegs * 2)
298 return "Game description is wrong length";
299 bmp = hex2bin(desc, params->npegs);
300 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
301 for (i = 0; i < params->npegs; i++) {
302 if (bmp[i] < 1 || bmp[i] > params->ncolours) {
304 return "Game description is corrupted";
312 static game_state *new_game(midend_data *me, game_params *params, char *desc)
314 game_state *state = snew(game_state);
318 state->params = *params;
319 state->guesses = snewn(params->nguesses, pegrow);
320 for (i = 0; i < params->nguesses; i++)
321 state->guesses[i] = new_pegrow(params->npegs);
322 state->solution = new_pegrow(params->npegs);
324 bmp = hex2bin(desc, params->npegs);
325 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
326 for (i = 0; i < params->npegs; i++)
327 state->solution->pegs[i] = (int)bmp[i];
330 state->next_go = state->solved = 0;
335 static game_state *dup_game(game_state *state)
337 game_state *ret = snew(game_state);
342 ret->guesses = snewn(state->params.nguesses, pegrow);
343 for (i = 0; i < state->params.nguesses; i++)
344 ret->guesses[i] = dup_pegrow(state->guesses[i]);
345 ret->solution = dup_pegrow(state->solution);
350 static void free_game(game_state *state)
354 free_pegrow(state->solution);
355 for (i = 0; i < state->params.nguesses; i++)
356 free_pegrow(state->guesses[i]);
357 sfree(state->guesses);
362 static char *solve_game(game_state *state, game_state *currstate,
363 char *aux, char **error)
368 static char *game_text_format(game_state *state)
373 static int is_markable(game_params *params, pegrow pegs)
375 int i, nset = 0, nrequired, ret = 0;
376 pegrow colcount = new_pegrow(params->ncolours);
378 nrequired = params->allow_blank ? 1 : params->npegs;
380 for (i = 0; i < params->npegs; i++) {
381 int c = pegs->pegs[i];
383 colcount->pegs[c-1]++;
387 if (nset < nrequired) goto done;
389 if (!params->allow_multiple) {
390 for (i = 0; i < params->ncolours; i++) {
391 if (colcount->pegs[i] > 1) goto done;
396 free_pegrow(colcount);
402 pegrow curr_pegs; /* half-finished current move */
404 int colour_cur; /* position of up-down colour picker cursor */
405 int peg_cur; /* position of left-right peg picker cursor */
406 int display_cur, markable;
408 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
409 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
412 static game_ui *new_ui(game_state *state)
414 game_ui *ui = snew(struct game_ui);
415 memset(ui, 0, sizeof(struct game_ui));
416 ui->params = state->params; /* structure copy */
417 ui->curr_pegs = new_pegrow(state->params.npegs);
418 ui->holds = snewn(state->params.npegs, int);
419 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
424 static void free_ui(game_ui *ui)
426 free_pegrow(ui->curr_pegs);
431 static char *encode_ui(game_ui *ui)
437 * For this game it's worth storing the contents of the current
440 ret = snewn(40 * ui->curr_pegs->npegs, char);
443 for (i = 0; i < ui->curr_pegs->npegs; i++) {
444 p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
447 assert(p - ret < 40 * ui->curr_pegs->npegs);
448 return sresize(ret, p - ret + 1, char);
451 static void decode_ui(game_ui *ui, char *encoding)
455 for (i = 0; i < ui->curr_pegs->npegs; i++) {
456 ui->curr_pegs->pegs[i] = atoi(p);
457 while (*p && isdigit((unsigned char)*p)) p++;
460 ui->markable = is_markable(&ui->params, ui->curr_pegs);
463 static void game_changed_state(game_ui *ui, game_state *oldstate,
464 game_state *newstate)
468 /* just clear the row-in-progress when we have an undo/redo. */
469 for (i = 0; i < ui->curr_pegs->npegs; i++)
470 ui->curr_pegs->pegs[i] = 0;
471 ui->markable = FALSE;
474 #define PEGSZ (ds->pegsz)
475 #define PEGOFF (ds->pegsz + ds->gapsz)
476 #define HINTSZ (ds->hintsz)
477 #define HINTOFF (ds->hintsz + ds->gapsz)
479 #define GAP (ds->gapsz)
480 #define CGAP (ds->gapsz / 2)
482 #define PEGRAD (ds->pegrad)
483 #define HINTRAD (ds->hintrad)
485 #define COL_OX (ds->colx)
486 #define COL_OY (ds->coly)
487 #define COL_X(c) (COL_OX)
488 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
490 #define COL_H (ds->colours->npegs*PEGOFF)
492 #define GUESS_OX (ds->guessx)
493 #define GUESS_OY (ds->guessy)
494 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
495 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
496 #define GUESS_W (ds->solution->npegs*PEGOFF)
497 #define GUESS_H (ds->nguesses*PEGOFF)
499 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
500 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
501 #define HINT_X(g) HINT_OX
502 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
503 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
504 #define HINT_H GUESS_H
506 #define SOLN_OX GUESS_OX
507 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
508 #define SOLN_W GUESS_W
509 #define SOLN_H PEGOFF
511 struct game_drawstate {
513 pegrow *guesses; /* same size as state->guesses */
514 pegrow solution; /* only displayed if state->solved */
515 pegrow colours; /* length ncolours, not npegs */
517 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
518 int pegrad, hintrad; /* radius of peg, hint */
520 int colx, coly; /* origin of colours vertical bar */
521 int guessx, guessy; /* origin of guesses */
522 int solnx, solny; /* origin of solution */
523 int hintw; /* no. of hint tiles we're wide per row */
524 int w, h, started, solved;
529 int drag_col, blit_ox, blit_oy;
532 static void set_peg(game_params *params, game_ui *ui, int peg, int col)
534 ui->curr_pegs->pegs[peg] = col;
535 ui->markable = is_markable(params, ui->curr_pegs);
538 static int mark_pegs(pegrow guess, pegrow solution, int ncols)
540 int nc_place = 0, nc_colour = 0, i, j;
542 assert(guess && solution && (guess->npegs == solution->npegs));
544 for (i = 0; i < guess->npegs; i++) {
545 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
548 /* slight bit of cleverness: we have the following formula, from
549 * http://mathworld.wolfram.com/Mastermind.html that gives:
551 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
553 * I think this is due to Knuth.
555 for (i = 1; i <= ncols; i++) {
556 int n_guess = 0, n_solution = 0;
557 for (j = 0; j < guess->npegs; j++) {
558 if (guess->pegs[j] == i) n_guess++;
559 if (solution->pegs[j] == i) n_solution++;
561 nc_colour += min(n_guess, n_solution);
563 nc_colour -= nc_place;
565 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
566 guess->npegs, nc_place, nc_colour));
567 assert((nc_colour + nc_place) <= guess->npegs);
569 memset(guess->feedback, 0, guess->npegs*sizeof(int));
570 for (i = 0, j = 0; i < nc_place; i++)
571 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
572 for (i = 0; i < nc_colour; i++)
573 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
578 static char *encode_move(game_state *from, game_ui *ui)
584 len = ui->curr_pegs->npegs * 20 + 2;
585 buf = snewn(len, char);
589 for (i = 0; i < ui->curr_pegs->npegs; i++) {
590 p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
594 assert(p - buf <= len);
595 buf = sresize(buf, len, char);
597 tmppegs = dup_pegrow(ui->curr_pegs);
598 solved = mark_pegs(tmppegs, from->solution, from->params.ncolours);
599 solved = (solved == from->params.ncolours);
600 free_pegrow(tmppegs);
602 for (i = 0; i < from->solution->npegs; i++) {
603 if (!ui->holds[i] || solved) {
604 ui->curr_pegs->pegs[i] = 0;
606 if (solved) ui->holds[i] = 0;
608 ui->markable = is_markable(&from->params, ui->curr_pegs);
609 if (!ui->markable && ui->peg_cur == from->solution->npegs)
615 static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
616 int x, int y, int button)
618 int over_col = 0; /* one-indexed */
619 int over_guess = -1; /* zero-indexed */
620 int over_past_guess_y = -1; /* zero-indexed */
621 int over_past_guess_x = -1; /* zero-indexed */
622 int over_hint = 0; /* zero or one */
625 int guess_ox = GUESS_X(from->next_go, 0);
626 int guess_oy = GUESS_Y(from->next_go, 0);
628 if (from->solved) return NULL;
630 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
631 y >= COL_OY && y <= (COL_OY + COL_H)) {
632 over_col = ((y - COL_OY) / PEGOFF) + 1;
633 } else if (x >= guess_ox &&
634 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
635 if (x <= (guess_ox + GUESS_W)) {
636 over_guess = (x - guess_ox) / PEGOFF;
640 } else if (x >= guess_ox && x <= (guess_ox + GUESS_W) &&
641 y >= GUESS_OY && y < guess_oy) {
642 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
643 over_past_guess_x = (x - guess_ox) / PEGOFF;
645 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
646 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
647 over_past_guess_x, over_past_guess_y));
649 assert(ds->blit_peg);
652 if (button == LEFT_BUTTON) {
654 ui->drag_col = over_col;
656 debug(("Start dragging from colours"));
657 } else if (over_guess > -1) {
658 int col = ui->curr_pegs->pegs[over_guess];
661 ui->drag_opeg = over_guess;
662 debug(("Start dragging from a guess"));
664 } else if (over_past_guess_y > -1) {
666 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
670 debug(("Start dragging from a past guess"));
676 debug(("Start dragging, col = %d, (%d,%d)",
677 ui->drag_col, ui->drag_x, ui->drag_y));
680 } else if (button == LEFT_DRAG && ui->drag_col) {
683 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
685 } else if (button == LEFT_RELEASE && ui->drag_col) {
686 if (over_guess > -1) {
687 debug(("Dropping colour %d onto guess peg %d",
688 ui->drag_col, over_guess));
689 set_peg(&from->params, ui, over_guess, ui->drag_col);
691 if (ui->drag_opeg > -1) {
692 debug(("Removing colour %d from peg %d",
693 ui->drag_col, ui->drag_opeg));
694 set_peg(&from->params, ui, ui->drag_opeg, 0);
700 debug(("Stop dragging."));
702 } else if (button == RIGHT_BUTTON) {
703 if (over_guess > -1) {
704 /* we use ths feedback in the game_ui to signify
705 * 'carry this peg to the next guess as well'. */
706 ui->holds[over_guess] = 1 - ui->holds[over_guess];
709 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
710 /* NB this won't trigger if on the end of a drag; that's on
711 * purpose, in case you drop by mistake... */
712 ret = encode_move(from, ui);
716 if (button == CURSOR_UP || button == CURSOR_DOWN) {
718 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
720 if (button == CURSOR_UP && ui->colour_cur > 0)
723 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
724 int maxcur = from->params.npegs;
725 if (ui->markable) maxcur++;
728 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
730 if (button == CURSOR_LEFT && ui->peg_cur > 0)
733 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
736 if (ui->peg_cur == from->params.npegs) {
737 ret = encode_move(from, ui);
739 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
742 } else if (button == 'D' || button == 'd' || button == '\b') {
744 set_peg(&from->params, ui, ui->peg_cur, 0);
746 } else if (button == 'H' || button == 'h') {
748 ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
754 static game_state *execute_move(game_state *from, char *move)
760 if (!strcmp(move, "S")) {
761 ret = dup_game(from);
764 } else if (move[0] == 'G') {
767 ret = dup_game(from);
769 for (i = 0; i < from->solution->npegs; i++) {
771 int min_colour = from->params.allow_blank? 0 : 1;
772 if (val < min_colour || val > from->params.ncolours) {
776 ret->guesses[from->next_go]->pegs[i] = atoi(p);
777 while (*p && isdigit((unsigned char)*p)) p++;
781 nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
783 if (nc_place == ret->solution->npegs) {
784 ret->solved = 1; /* win! */
786 ret->next_go = from->next_go + 1;
787 if (ret->next_go >= ret->params.nguesses)
788 ret->solved = 1; /* 'lose' so we show the pegs. */
796 /* ----------------------------------------------------------------------
800 #define PEG_PREFER_SZ 32
802 /* next three are multipliers for pegsz. It will look much nicer if
803 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
805 #define PEG_HINT 0.35
809 static void game_compute_size(game_params *params, int tilesize,
812 double hmul, vmul_c, vmul_g, vmul;
813 int hintw = (params->npegs+1)/2;
815 hmul = BORDER * 2.0 + /* border */
816 1.0 * 2.0 + /* vertical colour bar */
817 1.0 * params->npegs + /* guess pegs */
818 PEG_GAP * params->npegs + /* guess gaps */
819 PEG_HINT * hintw + /* hint pegs */
820 PEG_GAP * (hintw - 1); /* hint gaps */
822 vmul_c = BORDER * 2.0 + /* border */
823 1.0 * params->ncolours + /* colour pegs */
824 PEG_GAP * (params->ncolours - 1); /* colour gaps */
826 vmul_g = BORDER * 2.0 + /* border */
827 1.0 * (params->nguesses + 1) + /* guesses plus solution */
828 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
830 vmul = max(vmul_c, vmul_g);
832 *x = (int)ceil((double)tilesize * hmul);
833 *y = (int)ceil((double)tilesize * vmul);
836 static void game_set_size(game_drawstate *ds, game_params *params,
841 ds->pegsz = tilesize;
843 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
844 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
845 ds->border = (int)((double)ds->pegsz * BORDER);
847 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
848 ds->hintrad = (ds->hintsz-1)/2;
850 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
851 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
852 guessh += ds->gapsz + ds->pegsz; /* solution */
854 game_compute_size(params, tilesize, &ds->w, &ds->h);
855 ds->colx = ds->border;
856 ds->coly = (ds->h - colh) / 2;
858 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
859 ds->guessy = (ds->h - guessh) / 2;
860 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
862 assert(ds->pegsz > 0);
863 if (ds->blit_peg) blitter_free(ds->blit_peg);
864 ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
867 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
869 float *ret = snewn(3 * NCOLOURS, float), max;
872 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
875 ret[COL_1 * 3 + 0] = 1.0F;
876 ret[COL_1 * 3 + 1] = 0.0F;
877 ret[COL_1 * 3 + 2] = 0.0F;
879 /* yellow (toned down a bit due to pale grey background) */
880 ret[COL_2 * 3 + 0] = 0.7F;
881 ret[COL_2 * 3 + 1] = 0.7F;
882 ret[COL_2 * 3 + 2] = 0.0F;
884 /* green (also toned down) */
885 ret[COL_3 * 3 + 0] = 0.0F;
886 ret[COL_3 * 3 + 1] = 0.5F;
887 ret[COL_3 * 3 + 2] = 0.0F;
890 ret[COL_4 * 3 + 0] = 0.0F;
891 ret[COL_4 * 3 + 1] = 0.0F;
892 ret[COL_4 * 3 + 2] = 1.0F;
895 ret[COL_5 * 3 + 0] = 1.0F;
896 ret[COL_5 * 3 + 1] = 0.5F;
897 ret[COL_5 * 3 + 2] = 0.0F;
900 ret[COL_6 * 3 + 0] = 0.5F;
901 ret[COL_6 * 3 + 1] = 0.0F;
902 ret[COL_6 * 3 + 2] = 0.7F;
905 ret[COL_7 * 3 + 0] = 0.4F;
906 ret[COL_7 * 3 + 1] = 0.2F;
907 ret[COL_7 * 3 + 2] = 0.2F;
910 ret[COL_8 * 3 + 0] = 0.4F;
911 ret[COL_8 * 3 + 1] = 0.7F;
912 ret[COL_8 * 3 + 2] = 1.0F;
915 ret[COL_9 * 3 + 0] = 0.5F;
916 ret[COL_9 * 3 + 1] = 0.8F;
917 ret[COL_9 * 3 + 2] = 0.5F;
920 ret[COL_10 * 3 + 0] = 1.0F;
921 ret[COL_10 * 3 + 1] = 0.6F;
922 ret[COL_10 * 3 + 2] = 1.0F;
924 ret[COL_FRAME * 3 + 0] = 0.0F;
925 ret[COL_FRAME * 3 + 1] = 0.0F;
926 ret[COL_FRAME * 3 + 2] = 0.0F;
928 ret[COL_CURSOR * 3 + 0] = 0.0F;
929 ret[COL_CURSOR * 3 + 1] = 0.0F;
930 ret[COL_CURSOR * 3 + 2] = 0.0F;
932 ret[COL_FLASH * 3 + 0] = 0.5F;
933 ret[COL_FLASH * 3 + 1] = 1.0F;
934 ret[COL_FLASH * 3 + 2] = 1.0F;
936 ret[COL_HOLD * 3 + 0] = 1.0F;
937 ret[COL_HOLD * 3 + 1] = 0.5F;
938 ret[COL_HOLD * 3 + 2] = 0.5F;
940 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
941 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
942 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
944 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
945 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
946 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
948 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
949 * (which we hard-code as white) from COL_BACKGROUND (which
950 * could default to white on some platforms).
951 * Code borrowed from fifteen.c. */
952 max = ret[COL_BACKGROUND*3];
953 for (i = 1; i < 3; i++)
954 if (ret[COL_BACKGROUND*3+i] > max)
955 max = ret[COL_BACKGROUND*3+i];
956 if (max * 1.2F > 1.0F) {
957 for (i = 0; i < 3; i++)
958 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
961 /* We also want to be able to tell the difference between BACKGROUND
962 * and EMPTY, for similar distinguishing-hint reasons. */
963 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
964 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
965 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
967 *ncolours = NCOLOURS;
971 static game_drawstate *game_new_drawstate(game_state *state)
973 struct game_drawstate *ds = snew(struct game_drawstate);
976 memset(ds, 0, sizeof(struct game_drawstate));
978 ds->guesses = snewn(state->params.nguesses, pegrow);
979 ds->nguesses = state->params.nguesses;
980 for (i = 0; i < state->params.nguesses; i++) {
981 ds->guesses[i] = new_pegrow(state->params.npegs);
982 invalidate_pegrow(ds->guesses[i]);
984 ds->solution = new_pegrow(state->params.npegs);
985 invalidate_pegrow(ds->solution);
986 ds->colours = new_pegrow(state->params.ncolours);
987 invalidate_pegrow(ds->colours);
989 ds->hintw = (state->params.npegs+1)/2; /* must round up */
996 static void game_free_drawstate(game_drawstate *ds)
1000 if (ds->blit_peg) blitter_free(ds->blit_peg);
1001 free_pegrow(ds->colours);
1002 free_pegrow(ds->solution);
1003 for (i = 0; i < ds->nguesses; i++)
1004 free_pegrow(ds->guesses[i]);
1009 static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
1010 int moving, int col)
1013 * Some platforms antialias circles, which means we shouldn't
1014 * overwrite a circle of one colour with a circle of another
1015 * colour without erasing the background first. However, if the
1016 * peg is the one being dragged, we don't erase the background
1017 * because we _want_ it to alpha-blend nicely into whatever's
1021 draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
1024 draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD,
1025 COL_EMPTY + col, COL_EMPTY + col);
1027 draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
1028 draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1031 static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
1033 draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR);
1035 draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1038 static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
1039 pegrow src, int *holds, int cur_col, int force)
1042 int rowx, rowy, i, scol;
1045 dest = ds->solution;
1049 dest = ds->guesses[guess];
1050 rowx = GUESS_X(guess,0);
1051 rowy = GUESS_Y(guess,0);
1053 if (src) assert(src->npegs == dest->npegs);
1055 for (i = 0; i < dest->npegs; i++) {
1056 scol = src ? src->pegs[i] : 0;
1059 if (holds && holds[i])
1061 if ((dest->pegs[i] != scol) || force) {
1062 draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
1066 draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
1067 PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
1068 draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
1071 draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
1073 dest->pegs[i] = scol;
1077 static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
1078 pegrow src, int force, int cursor, int markable)
1080 pegrow dest = ds->guesses[guess];
1081 int rowx, rowy, i, scol, col, hintlen;
1083 int emptycol = (markable ? COL_FLASH : COL_EMPTY);
1085 if (src) assert(src->npegs == dest->npegs);
1087 hintlen = (dest->npegs + 1)/2;
1090 * Because of the possible presence of the cursor around this
1091 * entire section, we redraw all or none of it but never part.
1093 need_redraw = FALSE;
1095 for (i = 0; i < dest->npegs; i++) {
1096 scol = src ? src->feedback[i] : 0;
1097 if (i == 0 && cursor)
1099 if (i == 0 && markable)
1101 if ((scol != dest->feedback[i]) || force) {
1104 dest->feedback[i] = scol;
1108 int hinth = HINTSZ + GAP + HINTSZ;
1111 hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
1112 hw = HINT_W+GAP*2; hh = hinth+GAP*2;
1114 /* erase a large background rectangle */
1115 draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND);
1117 for (i = 0; i < dest->npegs; i++) {
1118 scol = src ? src->feedback[i] : 0;
1119 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
1120 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
1123 rowx = HINT_X(guess);
1124 rowy = HINT_Y(guess);
1126 rowx += HINTOFF * i;
1128 rowx += HINTOFF * (i - hintlen);
1132 draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col);
1134 draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
1139 x1 = hx + CGAP; y1 = hy + CGAP;
1140 x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
1141 draw_line(fe, x1, y1, x2, y1, COL_CURSOR);
1142 draw_line(fe, x2, y1, x2, y2, COL_CURSOR);
1143 draw_line(fe, x2, y2, x1, y2, COL_CURSOR);
1144 draw_line(fe, x1, y2, x1, y1, COL_CURSOR);
1147 draw_update(fe, hx, hy, hw, hh);
1151 static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col)
1153 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1155 draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col);
1156 draw_update(fe, ox-off-1, oy, 2, PEGSZ);
1159 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1160 game_state *state, int dir, game_ui *ui,
1161 float animtime, float flashtime)
1163 int i, new_move, last_go;
1165 new_move = (state->next_go != ds->next_go) || !ds->started;
1166 last_go = (state->next_go == state->params.nguesses-1);
1169 draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1170 draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1171 draw_update(fe, 0, 0, ds->w, ds->h);
1174 if (ds->drag_col != 0) {
1175 debug(("Loading from blitter."));
1176 blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1177 draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1180 /* draw the colours */
1181 for (i = 0; i < state->params.ncolours; i++) {
1183 if (ui->display_cur && ui->colour_cur == i)
1185 if (ds->colours->pegs[i] != val) {
1186 draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
1188 draw_cursor(fe, ds, COL_X(i), COL_Y(i));
1189 ds->colours->pegs[i] = val;
1193 /* draw the guesses (so far) and the hints */
1194 for (i = 0; i < state->params.nguesses; i++) {
1195 if (state->next_go > i || state->solved) {
1196 /* this info is stored in the game_state already */
1197 guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
1198 hint_redraw(fe, ds, i, state->guesses[i],
1199 i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
1200 } else if (state->next_go == i) {
1201 /* this is the one we're on; the (incomplete) guess is
1202 * stored in the game_ui. */
1203 guess_redraw(fe, ds, i, ui->curr_pegs,
1204 ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
1205 hint_redraw(fe, ds, i, NULL, 1,
1206 ui->display_cur && ui->peg_cur == state->params.npegs,
1209 /* we've not got here yet; it's blank. */
1210 guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
1211 hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE);
1215 /* draw the 'current move' and 'able to mark' sign. */
1217 currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
1219 currmove_redraw(fe, ds, state->next_go, COL_HOLD);
1221 /* draw the solution (or the big rectangle) */
1222 if ((state->solved != ds->solved) || !ds->started) {
1223 draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1224 state->solved ? COL_BACKGROUND : COL_EMPTY);
1225 draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1228 guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
1229 ds->solved = state->solved;
1231 ds->next_go = state->next_go;
1233 /* if ui->drag_col != 0, save the screen to the blitter,
1234 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1235 if (ui->drag_col != 0) {
1236 int ox = ui->drag_x - (PEGSZ/2);
1237 int oy = ui->drag_y - (PEGSZ/2);
1238 debug(("Saving to blitter at (%d,%d)", ox, oy));
1239 blitter_save(fe, ds->blit_peg, ox, oy);
1240 draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
1242 ds->blit_ox = ox; ds->blit_oy = oy;
1244 ds->drag_col = ui->drag_col;
1249 static float game_anim_length(game_state *oldstate, game_state *newstate,
1250 int dir, game_ui *ui)
1255 static float game_flash_length(game_state *oldstate, game_state *newstate,
1256 int dir, game_ui *ui)
1261 static int game_wants_statusbar(void)
1266 static int game_timing_state(game_state *state, game_ui *ui)
1272 #define thegame guess
1275 const struct game thegame = {
1276 "Guess", "games.guess",
1283 TRUE, game_configure, custom_params,
1291 FALSE, game_text_format,
1299 PEG_PREFER_SZ, game_compute_size, game_set_size,
1302 game_free_drawstate,
1306 game_wants_statusbar,
1307 FALSE, game_timing_state,
1308 0, /* mouse_priorities */
1311 /* vim: set shiftwidth=4 tabstop=8: */