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, int full)
+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 *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;
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;
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_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
int show_labels; /* label the colours with letters */
+ pegrow hint;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
memset(ui, 0, sizeof(game_ui));
static void free_ui(game_ui *ui)
{
+ if (ui->hint)
+ free_pegrow(ui->hint);
free_pegrow(ui->curr_pegs);
sfree(ui->holds);
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
char *ret, *p, *sep;
int i;
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++;
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;
+ if (newstate->next_go < oldstate->next_go) {
+ sfree(ui->hint);
+ ui->hint = NULL;
+ }
+
/* Implement holds, clear other pegs.
* This does something that is arguably the Right Thing even
* for undo. */
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);
}
-static int mark_pegs(pegrow guess, pegrow solution, int ncols)
+static int mark_pegs(pegrow guess, const pegrow solution, int ncols)
{
int nc_place = 0, nc_colour = 0, i, j;
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;
return buf;
}
-static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static void compute_hint(const game_state *state, game_ui *ui)
+{
+ /* Suggest the lexicographically first row consistent with all
+ * previous feedback. This is not only a useful hint, but also
+ * a reasonable strategy if applied consistently. If the user
+ * uses hints in every turn, they may be able to intuit this
+ * strategy, or one similar to it. I (Jonas Kölker) came up
+ * with something close to it without seeing it in action. */
+
+ /* Some performance characteristics: I want to ask for each n,
+ * how many solutions are guessed in exactly n guesses if you
+ * use the hint in each turn.
+ *
+ * With 4 pegs and 6 colours you get the following histogram:
+ *
+ * 1 guesses: 1 solution
+ * 2 guesses: 4 solutions
+ * 3 guesses: 25 solutions
+ * 4 guesses: 108 solutions
+ * 5 guesses: 305 solutions
+ * 6 guesses: 602 solutions
+ * 7 guesses: 196 solutions
+ * 8 guesses: 49 solutions
+ * 9 guesses: 6 solutions
+ * (note: the tenth guess is never necessary.)
+ *
+ * With 5 pegs and 8 colours you get the following histogram:
+ *
+ * 1 guesses: 1 solution
+ * 2 guesses: 5 solutions
+ * 3 guesses: 43 solutions
+ * 4 guesses: 278 solutions
+ * 5 guesses: 1240 solutions
+ * 6 guesses: 3515 solutions
+ * 7 guesses: 7564 solutions
+ * 8 guesses: 14086 solutions
+ * 9 guesses: 4614 solutions
+ * 10 guesses: 1239 solutions
+ * 11 guesses: 175 solutions
+ * 12 guesses: 7 solutions
+ * 13 guesses: 1 solution
+ *
+ * The solution which takes too many guesses is {8, 8, 5, 6, 7}.
+ * The game ID is c8p5g12Bm:4991e5e41a. */
+
+ int mincolour = 1, maxcolour = 0, i, j;
+
+ /* For large values of npegs and ncolours, the lexicographically
+ * next guess make take a while to find. Finding upper and
+ * lower limits on which colours we have to consider will speed
+ * this up, as will caching our progress from one invocation to
+ * the next. The latter strategy works, since if we have ruled
+ * out a candidate we will never reverse this judgment in the
+ * light of new information. Removing information, i.e. undo,
+ * will require us to backtrack somehow. We backtrack by fully
+ * forgetting our progress (and recomputing it if required). */
+
+ for (i = 0; i < state->next_go; ++i)
+ for (j = 0; j < state->params.npegs; ++j)
+ if (state->guesses[i]->pegs[j] > maxcolour)
+ maxcolour = state->guesses[i]->pegs[j];
+ maxcolour = min(maxcolour + 1, state->params.ncolours);
+
+increase_mincolour:
+ for (i = 0; i < state->next_go; ++i) {
+ if (state->guesses[i]->feedback[0])
+ goto next_iteration;
+ for (j = 0; j < state->params.npegs; ++j)
+ if (state->guesses[i]->pegs[j] != mincolour)
+ goto next_iteration;
+ ++mincolour;
+ goto increase_mincolour;
+ next_iteration:
+ ;
+ }
+
+ if (!ui->hint) {
+ ui->hint = new_pegrow(state->params.npegs);
+ for (i = 0; i < state->params.npegs; ++i)
+ ui->hint->pegs[i] = 1;
+ }
+
+ while (ui->hint->pegs[0] <= state->params.ncolours) {
+ for (i = 0; i < state->next_go; ++i) {
+ mark_pegs(ui->hint, state->guesses[i], maxcolour);
+ for (j = 0; j < state->params.npegs; ++j)
+ if (ui->hint->feedback[j] != state->guesses[i]->feedback[j])
+ goto increment_pegrow;
+ }
+ /* a valid guess was found; install it and return */
+ for (i = 0; i < state->params.npegs; ++i)
+ ui->curr_pegs->pegs[i] = ui->hint->pegs[i];
+
+ ui->markable = TRUE;
+ ui->peg_cur = state->params.npegs;
+ ui->display_cur = 1;
+ return;
+
+ increment_pegrow:
+ for (i = ui->hint->npegs;
+ ++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour;
+ ui->hint->pegs[i] = mincolour);
+ }
+ /* No solution is compatible with the given hints. Impossible! */
+ /* (hack new_game_desc to create invalid solutions to get here) */
+
+ /* For some values of npegs and ncolours, the hinting function takes a
+ * long time to complete. To visually indicate completion with failure,
+ * should it ever happen, update the ui in some trivial way. This gives
+ * the user a sense of broken(ish)ness and futility. */
+ if (!ui->display_cur) {
+ ui->display_cur = 1;
+ } else if (state->params.npegs == 1) {
+ ui->display_cur = 0;
+ } else {
+ ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs;
+ }
+}
+
+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 */
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_UP && ui->colour_cur > 0)
ui->colour_cur--;
ret = "";
+ } else if (button == 'h' || button == 'H' || button == '?') {
+ compute_hint(from, ui);
+ ret = "";
} else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
int maxcur = from->params.npegs;
if (ui->markable) maxcur++;
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);
ui->display_cur = 1;
set_peg(&from->params, ui, ui->peg_cur, 0);
ret = "";
- } else if (button == 'H' || button == 'h') {
+ } else if (button == CURSOR_SELECT2) {
+ if (ui->peg_cur == from->params.npegs)
+ return NULL;
ui->display_cur = 1;
ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
ret = "";
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;
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_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
double hmul, vmul_c, vmul_g, vmul;
int hintw = (params->npegs+1)/2;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
int colh, guessh;
assert(ds->pegsz > 0);
assert(!ds->blit_peg); /* set_size is never called twice */
- ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
+ ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2);
}
static float *game_colours(frontend *fe, int *ncolours)
/* 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(drawing *dr, 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;
draw_update(dr, ox-off-1, oy, 2, PEGSZ);
}
-static void game_redraw(drawing *dr, 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(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
}
/* draw the guesses (so far) and the hints
- * (in reverse order to avoid trampling holds) */
+ * (in reverse order to avoid trampling holds, and postponing the
+ * next_go'th to not overrender the top of the circular cursor) */
for (i = state->params.nguesses - 1; i >= 0; i--) {
- if (state->next_go > i || state->solved) {
+ if (i < state->next_go || state->solved) {
/* this info is stored in the game_state already */
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(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 {
+ } else if (i > state->next_go) {
/* we've not got here yet; it's blank. */
guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels);
hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
}
}
+ if (!state->solved) {
+ /* this is the one we're on; the (incomplete) guess is stored in
+ * the game_ui. */
+ guess_redraw(dr, ds, state->next_go, ui->curr_pegs,
+ ui->holds, ui->display_cur ? ui->peg_cur : -1, 0,
+ ui->show_labels);
+ hint_redraw(dr, ds, state->next_go, NULL, 1,
+ ui->display_cur && ui->peg_cur == state->params.npegs,
+ ui->markable);
+ }
/* draw the 'current move' and 'able to mark' sign. */
if (new_move)
currmove_redraw(dr, ds, state->next_go, COL_HOLD);
/* draw the solution (or the big rectangle) */
- if ((state->solved != ds->solved) || !ds->started) {
+ 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(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
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(dr, ds->blit_peg, ox, 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->blit_ox = ox; ds->blit_oy = oy;
}
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_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+ /*
+ * 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(const game_state *state, game_ui *ui)
{
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
}
const struct game thegame = {
"Guess", "games.guess", "guess",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_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_redraw,
game_anim_length,
game_flash_length,
+ game_status,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,