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)
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char data[256];
return dupstr(data);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
if (params->ncolours < 2 || params->npegs < 2)
return "Trivial solutions are uninteresting";
sfree(pegs);
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
unsigned char *bmp = snewn(params->npegs, unsigned char);
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
unsigned char *bmp;
int i;
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
unsigned char *bmp;
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);
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;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
int i;
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;
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);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
return dupstr("S");
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
return NULL;
}
-static int is_markable(game_params *params, pegrow pegs)
+static int is_markable(const game_params *params, pegrow pegs)
{
int i, nset = 0, nrequired, ret = 0;
pegrow colcount = new_pegrow(params->ncolours);
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)
+static game_ui *new_ui(const 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);
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
char *ret, *p, *sep;
int i;
/*
* 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)
+static void decode_ui(game_ui *ui, const char *encoding)
{
int i;
- char *p = encoding;
+ const 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 == '_') {
+ /* 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);
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
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)
int drag_col, blit_ox, blit_oy;
};
-static void set_peg(game_params *params, game_ui *ui, int peg, int col)
+static void set_peg(const game_params *params, game_ui *ui, int peg, int col)
{
ui->curr_pegs->pegs[peg] = col;
ui->markable = is_markable(params, ui->curr_pegs);
return nc_place;
}
-static char *encode_move(game_state *from, game_ui *ui)
+static char *encode_move(const 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);
*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,
- int x, int y, int button)
+static char *interpret_move(const game_state *from, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int over_col = 0; /* one-indexed */
int over_guess = -1; /* zero-indexed */
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,
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);
return ret;
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
int i, nc_place;
game_state *ret;
- char *p;
+ const char *p;
if (!strcmp(move, "S")) {
ret = dup_game(from);
- ret->solved = 1;
+ ret->solved = -1;
return ret;
} else if (move[0] == 'G') {
p = move+1;
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;
}
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;
#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(const 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 */
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,
+ const 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);
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+2, ds->pegsz+2);
}
-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;
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 */
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;
/* 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;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
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++)
sfree(ds);
}
-static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
- int moving, int col)
+static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
+ int moving, int labelled, int col)
{
/*
* Some platforms antialias circles, which means we shouldn't
* 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 ? COL_FRAME : COL_EMPTY));
} 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);
+
+ 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);
}
-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,
- pegrow src, int *holds, int cur_col, int force)
+static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
+ pegrow src, int *holds, int cur_col, int force,
+ int labelled)
{
pegrow dest;
int rowx, rowy, i, scol;
scol |= 0x1000;
if (holds && holds[i])
scol |= 0x2000;
+ if (labelled)
+ scol |= 0x4000;
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, labelled,
+ scol &~ 0x7000);
/*
* 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];
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;
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 == emptycol ? emptycol : COL_FRAME));
} 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,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const 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(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 */
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(fe, 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(fe, ds, COL_X(i), COL_Y(i));
+ 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(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,
+ 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(fe, ds, i, ui->curr_pegs,
- ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
- hint_redraw(fe, ds, i, NULL, 1,
+ guess_redraw(dr, ds, i, ui->curr_pegs,
+ 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(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, ui->show_labels);
+ 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,
+ 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(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,
+ ui->show_labels);
ds->solved = state->solved;
ds->next_go = state->next_go;
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(fe, ds->blit_peg, ox, oy);
- draw_peg(fe, 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;
ds->started = 1;
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const 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)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame guess
#endif
const struct game thegame = {
- "Guess", "games.guess",
+ "Guess", "games.guess", "guess",
default_params,
game_fetch_preset,
decode_params,
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,
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,
+ game_status,
+ 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: */