X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=guess.c;h=df9b7f628c9d117d614257d93b3f44794b20fed5;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=f3738c0eb44f75102d802fe145463cd0901a2d9f;hpb=76d50e69059aeebe8b47089615518a8b9e225d40;p=sgt-puzzles.git diff --git a/guess.c b/guess.c index f3738c0..df9b7f6 100644 --- a/guess.c +++ b/guess.c @@ -39,10 +39,11 @@ typedef struct pegrow { 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) @@ -65,7 +66,7 @@ static void free_params(game_params *params) 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 */ @@ -144,7 +145,7 @@ static void decode_params(game_params *params, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char data[256]; @@ -155,7 +156,7 @@ static char *encode_params(game_params *params, int full) 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]; @@ -198,7 +199,7 @@ static config_item *game_configure(game_params *params) 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); @@ -212,7 +213,7 @@ static game_params *custom_params(config_item *cfg) 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"; @@ -263,8 +264,8 @@ static void free_pegrow(pegrow pegs) sfree(pegs); } -static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux, int interactive) +static char *new_game_desc(const game_params *params, random_state *rs, + char **aux, int interactive) { unsigned char *bmp = snewn(params->npegs, unsigned char); char *ret; @@ -286,12 +287,7 @@ 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) +static char *validate_desc(const game_params *params, const char *desc) { unsigned char *bmp; int i; @@ -314,7 +310,8 @@ 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, const game_params *params, + const char *desc) { game_state *state = snew(game_state); unsigned char *bmp; @@ -324,6 +321,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) 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); @@ -332,12 +330,13 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) 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; @@ -347,6 +346,8 @@ static game_state *dup_game(game_state *state) 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; @@ -359,23 +360,57 @@ static void free_game(game_state *state) 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, - game_aux_info *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(const 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 */ @@ -384,12 +419,16 @@ struct game_ui { 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 */ + pegrow hint; }; -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); memset(ui->holds, 0, sizeof(int)*state->params.npegs); @@ -399,20 +438,81 @@ static game_ui *new_ui(game_state *state) 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 void game_changed_state(game_ui *ui, game_state *oldstate, - game_state *newstate) +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, 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%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, char); +} + +static void decode_ui(game_ui *ui, const char *encoding) +{ + int i; + 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, 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; + 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. */ + 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) @@ -473,40 +573,13 @@ struct game_drawstate { 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++) { - 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; -} - -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; @@ -546,11 +619,10 @@ static int mark_pegs(pegrow guess, pegrow solution, int ncols) 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); @@ -558,33 +630,139 @@ static char *encode_move(game_state *from, game_ui *ui) *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); + return buf; +} + +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: + ; + } - 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; + if (!ui->hint) { + ui->hint = new_pegrow(state->params.npegs); + for (i = 0; i < state->params.npegs; ++i) + ui->hint->pegs[i] = 1; } - ui->markable = is_markable(&from->params, ui->curr_pegs); - if (!ui->markable && ui->peg_cur == from->solution->npegs) - ui->peg_cur--; - return buf; + 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(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 */ @@ -596,22 +774,34 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, 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 && + } 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, @@ -691,6 +881,9 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, 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++; @@ -701,8 +894,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, 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); @@ -710,7 +902,13 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1); ret = ""; } - } else if (button == 'H' || button == 'h') { + } 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 == 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 = ""; @@ -718,15 +916,15 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, 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; @@ -735,23 +933,29 @@ 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; } 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; @@ -772,18 +976,18 @@ 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(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 */ @@ -795,13 +999,16 @@ 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, + 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); @@ -810,28 +1017,24 @@ 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+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; @@ -843,19 +1046,19 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) 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 */ @@ -869,19 +1072,19 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) 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; @@ -927,15 +1130,15 @@ static float *game_colours(frontend *fe, game_state *state, 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(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; @@ -960,11 +1163,11 @@ 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++) @@ -973,8 +1176,8 @@ static void game_free_drawstate(game_drawstate *ds) 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 @@ -985,25 +1188,35 @@ 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 ? 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; @@ -1025,23 +1238,26 @@ static void guess_redraw(frontend *fe, game_drawstate *ds, int guess, 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]; @@ -1079,7 +1295,7 @@ 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; @@ -1096,53 +1312,53 @@ 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 == 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 */ @@ -1150,50 +1366,58 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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++) { - if (state->next_go > i || state->solved) { + /* draw the guesses (so far) and the hints + * (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 (i < state->next_go || 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, - 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(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); } } + 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(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; @@ -1203,45 +1427,58 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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, @@ -1251,28 +1488,31 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, 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, + decode_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: */