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 */
44 int next_go; /* from 0 to nguesses-1;
45 if next_go == nguesses then they've lost. */
49 static game_params *default_params(void)
51 game_params *ret = snew(game_params);
53 /* AFAIK this is the canonical Mastermind ruleset. */
59 ret->allow_multiple = 1;
64 static void free_params(game_params *params)
69 static game_params *dup_params(game_params *params)
71 game_params *ret = snew(game_params);
72 *ret = *params; /* structure copy */
80 {"Standard", {6, 4, 10, FALSE, TRUE}},
81 {"Super", {8, 5, 12, FALSE, TRUE}},
85 static int game_fetch_preset(int i, char **name, game_params **params)
87 if (i < 0 || i >= lenof(guess_presets))
90 *name = dupstr(guess_presets[i].name);
92 * get round annoying const issues
95 game_params tmp = guess_presets[i].params;
96 *params = dup_params(&tmp);
102 static void decode_params(game_params *params, char const *string)
104 char const *p = string;
105 game_params *defs = default_params();
107 *params = *defs; free_params(defs);
112 params->ncolours = atoi(p);
113 while (*p && isdigit((unsigned char)*p)) p++;
117 params->npegs = atoi(p);
118 while (*p && isdigit((unsigned char)*p)) p++;
122 params->nguesses = atoi(p);
123 while (*p && isdigit((unsigned char)*p)) p++;
127 params->allow_blank = 1;
131 params->allow_blank = 0;
135 params->allow_multiple = 1;
139 params->allow_multiple = 0;
148 static char *encode_params(game_params *params, int full)
152 sprintf(data, "c%dp%dg%d%s%s",
153 params->ncolours, params->npegs, params->nguesses,
154 params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M");
159 static config_item *game_configure(game_params *params)
164 ret = snewn(6, config_item);
166 ret[0].name = "Colours";
167 ret[0].type = C_STRING;
168 sprintf(buf, "%d", params->ncolours);
169 ret[0].sval = dupstr(buf);
172 ret[1].name = "Pegs per guess";
173 ret[1].type = C_STRING;
174 sprintf(buf, "%d", params->npegs);
175 ret[1].sval = dupstr(buf);
178 ret[2].name = "Guesses";
179 ret[2].type = C_STRING;
180 sprintf(buf, "%d", params->nguesses);
181 ret[2].sval = dupstr(buf);
184 ret[3].name = "Allow blanks";
185 ret[3].type = C_BOOLEAN;
187 ret[3].ival = params->allow_blank;
189 ret[4].name = "Allow duplicates";
190 ret[4].type = C_BOOLEAN;
192 ret[4].ival = params->allow_multiple;
202 static game_params *custom_params(config_item *cfg)
204 game_params *ret = snew(game_params);
206 ret->ncolours = atoi(cfg[0].sval);
207 ret->npegs = atoi(cfg[1].sval);
208 ret->nguesses = atoi(cfg[2].sval);
210 ret->allow_blank = cfg[3].ival;
211 ret->allow_multiple = cfg[4].ival;
216 static char *validate_params(game_params *params, int full)
218 if (params->ncolours < 2 || params->npegs < 2)
219 return "Trivial solutions are uninteresting";
220 /* NB as well as the no. of colours we define, max(ncolours) must
221 * also fit in an unsigned char; see new_game_desc. */
222 if (params->ncolours > 10)
223 return "Too many colours";
224 if (params->nguesses < 1)
225 return "Must have at least one guess";
226 if (!params->allow_multiple && params->ncolours < params->npegs)
227 return "Disallowing multiple colours requires at least as many colours as pegs";
231 static pegrow new_pegrow(int npegs)
233 pegrow pegs = snew(struct pegrow);
236 pegs->pegs = snewn(pegs->npegs, int);
237 memset(pegs->pegs, 0, pegs->npegs * sizeof(int));
238 pegs->feedback = snewn(pegs->npegs, int);
239 memset(pegs->feedback, 0, pegs->npegs * sizeof(int));
244 static pegrow dup_pegrow(pegrow pegs)
246 pegrow newpegs = new_pegrow(pegs->npegs);
248 memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int));
249 memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int));
254 static void invalidate_pegrow(pegrow pegs)
256 memset(pegs->pegs, -1, pegs->npegs * sizeof(int));
257 memset(pegs->feedback, -1, pegs->npegs * sizeof(int));
260 static void free_pegrow(pegrow pegs)
263 sfree(pegs->feedback);
267 static char *new_game_desc(game_params *params, random_state *rs,
268 char **aux, int interactive)
270 unsigned char *bmp = snewn(params->npegs, unsigned char);
273 pegrow colcount = new_pegrow(params->ncolours);
275 for (i = 0; i < params->npegs; i++) {
277 c = random_upto(rs, params->ncolours);
278 if (!params->allow_multiple && colcount->pegs[c]) goto newcol;
280 bmp[i] = (unsigned char)(c+1);
282 obfuscate_bitmap(bmp, params->npegs*8, FALSE);
284 ret = bin2hex(bmp, params->npegs);
286 free_pegrow(colcount);
290 static char *validate_desc(game_params *params, char *desc)
295 /* desc is just an (obfuscated) bitmap of the solution; check that
296 * it's the correct length and (when unobfuscated) contains only
297 * sensible colours. */
298 if (strlen(desc) != params->npegs * 2)
299 return "Game description is wrong length";
300 bmp = hex2bin(desc, params->npegs);
301 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
302 for (i = 0; i < params->npegs; i++) {
303 if (bmp[i] < 1 || bmp[i] > params->ncolours) {
305 return "Game description is corrupted";
313 static game_state *new_game(midend *me, game_params *params, char *desc)
315 game_state *state = snew(game_state);
319 state->params = *params;
320 state->guesses = snewn(params->nguesses, pegrow);
321 for (i = 0; i < params->nguesses; i++)
322 state->guesses[i] = new_pegrow(params->npegs);
323 state->holds = snewn(params->npegs, int);
324 state->solution = new_pegrow(params->npegs);
326 bmp = hex2bin(desc, params->npegs);
327 obfuscate_bitmap(bmp, params->npegs*8, TRUE);
328 for (i = 0; i < params->npegs; i++)
329 state->solution->pegs[i] = (int)bmp[i];
332 memset(state->holds, 0, sizeof(int) * params->npegs);
333 state->next_go = state->solved = 0;
338 static game_state *dup_game(game_state *state)
340 game_state *ret = snew(game_state);
345 ret->guesses = snewn(state->params.nguesses, pegrow);
346 for (i = 0; i < state->params.nguesses; i++)
347 ret->guesses[i] = dup_pegrow(state->guesses[i]);
348 ret->holds = snewn(state->params.npegs, int);
349 memcpy(ret->holds, state->holds, sizeof(int) * state->params.npegs);
350 ret->solution = dup_pegrow(state->solution);
355 static void free_game(game_state *state)
359 free_pegrow(state->solution);
360 for (i = 0; i < state->params.nguesses; i++)
361 free_pegrow(state->guesses[i]);
363 sfree(state->guesses);
368 static char *solve_game(game_state *state, game_state *currstate,
369 char *aux, char **error)
374 static char *game_text_format(game_state *state)
379 static int is_markable(game_params *params, pegrow pegs)
381 int i, nset = 0, nrequired, ret = 0;
382 pegrow colcount = new_pegrow(params->ncolours);
384 nrequired = params->allow_blank ? 1 : params->npegs;
386 for (i = 0; i < params->npegs; i++) {
387 int c = pegs->pegs[i];
389 colcount->pegs[c-1]++;
393 if (nset < nrequired) goto done;
395 if (!params->allow_multiple) {
396 for (i = 0; i < params->ncolours; i++) {
397 if (colcount->pegs[i] > 1) goto done;
402 free_pegrow(colcount);
408 pegrow curr_pegs; /* half-finished current move */
410 int colour_cur; /* position of up-down colour picker cursor */
411 int peg_cur; /* position of left-right peg picker cursor */
412 int display_cur, markable;
414 int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
415 int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
418 static game_ui *new_ui(game_state *state)
420 game_ui *ui = snew(game_ui);
421 memset(ui, 0, sizeof(game_ui));
422 ui->params = state->params; /* structure copy */
423 ui->curr_pegs = new_pegrow(state->params.npegs);
424 ui->holds = snewn(state->params.npegs, int);
425 memset(ui->holds, 0, sizeof(int)*state->params.npegs);
430 static void free_ui(game_ui *ui)
432 free_pegrow(ui->curr_pegs);
437 static char *encode_ui(game_ui *ui)
443 * For this game it's worth storing the contents of the current
444 * guess, and the current set of holds.
446 ret = snewn(40 * ui->curr_pegs->npegs, char);
449 for (i = 0; i < ui->curr_pegs->npegs; i++) {
450 p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
451 ui->holds[i] ? "_" : "");
455 assert(p - ret < 40 * ui->curr_pegs->npegs);
456 return sresize(ret, p - ret, char);
459 static void decode_ui(game_ui *ui, char *encoding)
463 for (i = 0; i < ui->curr_pegs->npegs; i++) {
464 ui->curr_pegs->pegs[i] = atoi(p);
465 while (*p && isdigit((unsigned char)*p)) p++;
467 /* NB: old versions didn't store holds */
474 ui->markable = is_markable(&ui->params, ui->curr_pegs);
477 static void game_changed_state(game_ui *ui, game_state *oldstate,
478 game_state *newstate)
482 /* Implement holds, clear other pegs.
483 * This does something that is arguably the Right Thing even
485 for (i = 0; i < newstate->solution->npegs; i++) {
486 if (newstate->solved)
489 ui->holds[i] = newstate->holds[i];
490 if (newstate->solved || (newstate->next_go == 0) || !ui->holds[i]) {
491 ui->curr_pegs->pegs[i] = 0;
493 ui->curr_pegs->pegs[i] =
494 newstate->guesses[newstate->next_go-1]->pegs[i];
496 ui->markable = is_markable(&newstate->params, ui->curr_pegs);
497 /* Clean up cursor position */
498 if (!ui->markable && ui->peg_cur == newstate->solution->npegs)
502 #define PEGSZ (ds->pegsz)
503 #define PEGOFF (ds->pegsz + ds->gapsz)
504 #define HINTSZ (ds->hintsz)
505 #define HINTOFF (ds->hintsz + ds->gapsz)
507 #define GAP (ds->gapsz)
508 #define CGAP (ds->gapsz / 2)
510 #define PEGRAD (ds->pegrad)
511 #define HINTRAD (ds->hintrad)
513 #define COL_OX (ds->colx)
514 #define COL_OY (ds->coly)
515 #define COL_X(c) (COL_OX)
516 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
518 #define COL_H (ds->colours->npegs*PEGOFF)
520 #define GUESS_OX (ds->guessx)
521 #define GUESS_OY (ds->guessy)
522 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
523 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
524 #define GUESS_W (ds->solution->npegs*PEGOFF)
525 #define GUESS_H (ds->nguesses*PEGOFF)
527 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
528 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
529 #define HINT_X(g) HINT_OX
530 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
531 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
532 #define HINT_H GUESS_H
534 #define SOLN_OX GUESS_OX
535 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
536 #define SOLN_W GUESS_W
537 #define SOLN_H PEGOFF
539 struct game_drawstate {
541 pegrow *guesses; /* same size as state->guesses */
542 pegrow solution; /* only displayed if state->solved */
543 pegrow colours; /* length ncolours, not npegs */
545 int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
546 int pegrad, hintrad; /* radius of peg, hint */
548 int colx, coly; /* origin of colours vertical bar */
549 int guessx, guessy; /* origin of guesses */
550 int solnx, solny; /* origin of solution */
551 int hintw; /* no. of hint tiles we're wide per row */
552 int w, h, started, solved;
557 int drag_col, blit_ox, blit_oy;
560 static void set_peg(game_params *params, game_ui *ui, int peg, int col)
562 ui->curr_pegs->pegs[peg] = col;
563 ui->markable = is_markable(params, ui->curr_pegs);
566 static int mark_pegs(pegrow guess, pegrow solution, int ncols)
568 int nc_place = 0, nc_colour = 0, i, j;
570 assert(guess && solution && (guess->npegs == solution->npegs));
572 for (i = 0; i < guess->npegs; i++) {
573 if (guess->pegs[i] == solution->pegs[i]) nc_place++;
576 /* slight bit of cleverness: we have the following formula, from
577 * http://mathworld.wolfram.com/Mastermind.html that gives:
579 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
581 * I think this is due to Knuth.
583 for (i = 1; i <= ncols; i++) {
584 int n_guess = 0, n_solution = 0;
585 for (j = 0; j < guess->npegs; j++) {
586 if (guess->pegs[j] == i) n_guess++;
587 if (solution->pegs[j] == i) n_solution++;
589 nc_colour += min(n_guess, n_solution);
591 nc_colour -= nc_place;
593 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
594 guess->npegs, nc_place, nc_colour));
595 assert((nc_colour + nc_place) <= guess->npegs);
597 memset(guess->feedback, 0, guess->npegs*sizeof(int));
598 for (i = 0, j = 0; i < nc_place; i++)
599 guess->feedback[j++] = FEEDBACK_CORRECTPLACE;
600 for (i = 0; i < nc_colour; i++)
601 guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR;
606 static char *encode_move(game_state *from, game_ui *ui)
611 len = ui->curr_pegs->npegs * 20 + 2;
612 buf = snewn(len, char);
616 for (i = 0; i < ui->curr_pegs->npegs; i++) {
617 p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i],
618 ui->holds[i] ? "_" : "");
622 assert(p - buf <= len);
623 buf = sresize(buf, len, char);
628 static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
629 int x, int y, int button)
631 int over_col = 0; /* one-indexed */
632 int over_guess = -1; /* zero-indexed */
633 int over_past_guess_y = -1; /* zero-indexed */
634 int over_past_guess_x = -1; /* zero-indexed */
635 int over_hint = 0; /* zero or one */
638 int guess_ox = GUESS_X(from->next_go, 0);
639 int guess_oy = GUESS_Y(from->next_go, 0);
641 if (from->solved) return NULL;
643 if (x >= COL_OX && x <= (COL_OX + COL_W) &&
644 y >= COL_OY && y <= (COL_OY + COL_H)) {
645 over_col = ((y - COL_OY) / PEGOFF) + 1;
646 } else if (x >= guess_ox &&
647 y >= guess_oy && y <= (guess_oy + GUESS_H)) {
648 if (x <= (guess_ox + GUESS_W)) {
649 over_guess = (x - guess_ox) / PEGOFF;
653 } else if (x >= guess_ox && x <= (guess_ox + GUESS_W) &&
654 y >= GUESS_OY && y < guess_oy) {
655 over_past_guess_y = (y - GUESS_OY) / PEGOFF;
656 over_past_guess_x = (x - guess_ox) / PEGOFF;
658 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
659 " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
660 over_past_guess_x, over_past_guess_y));
662 assert(ds->blit_peg);
665 if (button == LEFT_BUTTON) {
667 ui->drag_col = over_col;
669 debug(("Start dragging from colours"));
670 } else if (over_guess > -1) {
671 int col = ui->curr_pegs->pegs[over_guess];
674 ui->drag_opeg = over_guess;
675 debug(("Start dragging from a guess"));
677 } else if (over_past_guess_y > -1) {
679 from->guesses[over_past_guess_y]->pegs[over_past_guess_x];
683 debug(("Start dragging from a past guess"));
689 debug(("Start dragging, col = %d, (%d,%d)",
690 ui->drag_col, ui->drag_x, ui->drag_y));
693 } else if (button == LEFT_DRAG && ui->drag_col) {
696 debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
698 } else if (button == LEFT_RELEASE && ui->drag_col) {
699 if (over_guess > -1) {
700 debug(("Dropping colour %d onto guess peg %d",
701 ui->drag_col, over_guess));
702 set_peg(&from->params, ui, over_guess, ui->drag_col);
704 if (ui->drag_opeg > -1) {
705 debug(("Removing colour %d from peg %d",
706 ui->drag_col, ui->drag_opeg));
707 set_peg(&from->params, ui, ui->drag_opeg, 0);
713 debug(("Stop dragging."));
715 } else if (button == RIGHT_BUTTON) {
716 if (over_guess > -1) {
717 /* we use ths feedback in the game_ui to signify
718 * 'carry this peg to the next guess as well'. */
719 ui->holds[over_guess] = 1 - ui->holds[over_guess];
722 } else if (button == LEFT_RELEASE && over_hint && ui->markable) {
723 /* NB this won't trigger if on the end of a drag; that's on
724 * purpose, in case you drop by mistake... */
725 ret = encode_move(from, ui);
729 if (button == CURSOR_UP || button == CURSOR_DOWN) {
731 if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours)
733 if (button == CURSOR_UP && ui->colour_cur > 0)
736 } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
737 int maxcur = from->params.npegs;
738 if (ui->markable) maxcur++;
741 if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur)
743 if (button == CURSOR_LEFT && ui->peg_cur > 0)
746 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
749 if (ui->peg_cur == from->params.npegs) {
750 ret = encode_move(from, ui);
752 set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
755 } else if (button == 'D' || button == 'd' || button == '\b') {
757 set_peg(&from->params, ui, ui->peg_cur, 0);
759 } else if (button == 'H' || button == 'h') {
761 ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
767 static game_state *execute_move(game_state *from, char *move)
773 if (!strcmp(move, "S")) {
774 ret = dup_game(from);
777 } else if (move[0] == 'G') {
780 ret = dup_game(from);
782 for (i = 0; i < from->solution->npegs; i++) {
784 int min_colour = from->params.allow_blank? 0 : 1;
785 if (val < min_colour || val > from->params.ncolours) {
789 ret->guesses[from->next_go]->pegs[i] = atoi(p);
790 while (*p && isdigit((unsigned char)*p)) p++;
799 nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
801 if (nc_place == ret->solution->npegs) {
802 ret->solved = 1; /* win! */
804 ret->next_go = from->next_go + 1;
805 if (ret->next_go >= ret->params.nguesses)
806 ret->solved = 1; /* 'lose' so we show the pegs. */
814 /* ----------------------------------------------------------------------
818 #define PEG_PREFER_SZ 32
820 /* next three are multipliers for pegsz. It will look much nicer if
821 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
823 #define PEG_HINT 0.35
827 static void game_compute_size(game_params *params, int tilesize,
830 double hmul, vmul_c, vmul_g, vmul;
831 int hintw = (params->npegs+1)/2;
833 hmul = BORDER * 2.0 + /* border */
834 1.0 * 2.0 + /* vertical colour bar */
835 1.0 * params->npegs + /* guess pegs */
836 PEG_GAP * params->npegs + /* guess gaps */
837 PEG_HINT * hintw + /* hint pegs */
838 PEG_GAP * (hintw - 1); /* hint gaps */
840 vmul_c = BORDER * 2.0 + /* border */
841 1.0 * params->ncolours + /* colour pegs */
842 PEG_GAP * (params->ncolours - 1); /* colour gaps */
844 vmul_g = BORDER * 2.0 + /* border */
845 1.0 * (params->nguesses + 1) + /* guesses plus solution */
846 PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */
848 vmul = max(vmul_c, vmul_g);
850 *x = (int)ceil((double)tilesize * hmul);
851 *y = (int)ceil((double)tilesize * vmul);
854 static void game_set_size(drawing *dr, game_drawstate *ds,
855 game_params *params, int tilesize)
859 ds->pegsz = tilesize;
861 ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
862 ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
863 ds->border = (int)((double)ds->pegsz * BORDER);
865 ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
866 ds->hintrad = (ds->hintsz-1)/2;
868 colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
869 guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
870 guessh += ds->gapsz + ds->pegsz; /* solution */
872 game_compute_size(params, tilesize, &ds->w, &ds->h);
873 ds->colx = ds->border;
874 ds->coly = (ds->h - colh) / 2;
876 ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
877 ds->guessy = (ds->h - guessh) / 2;
878 ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
880 assert(ds->pegsz > 0);
881 assert(!ds->blit_peg); /* set_size is never called twice */
882 ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
885 static float *game_colours(frontend *fe, int *ncolours)
887 float *ret = snewn(3 * NCOLOURS, float), max;
890 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
893 ret[COL_1 * 3 + 0] = 1.0F;
894 ret[COL_1 * 3 + 1] = 0.0F;
895 ret[COL_1 * 3 + 2] = 0.0F;
898 ret[COL_2 * 3 + 0] = 1.0F;
899 ret[COL_2 * 3 + 1] = 1.0F;
900 ret[COL_2 * 3 + 2] = 0.0F;
903 ret[COL_3 * 3 + 0] = 0.0F;
904 ret[COL_3 * 3 + 1] = 1.0F;
905 ret[COL_3 * 3 + 2] = 0.0F;
908 ret[COL_4 * 3 + 0] = 0.0F;
909 ret[COL_4 * 3 + 1] = 0.0F;
910 ret[COL_4 * 3 + 2] = 1.0F;
913 ret[COL_5 * 3 + 0] = 1.0F;
914 ret[COL_5 * 3 + 1] = 0.5F;
915 ret[COL_5 * 3 + 2] = 0.0F;
918 ret[COL_6 * 3 + 0] = 0.5F;
919 ret[COL_6 * 3 + 1] = 0.0F;
920 ret[COL_6 * 3 + 2] = 0.7F;
923 ret[COL_7 * 3 + 0] = 0.4F;
924 ret[COL_7 * 3 + 1] = 0.2F;
925 ret[COL_7 * 3 + 2] = 0.2F;
928 ret[COL_8 * 3 + 0] = 0.4F;
929 ret[COL_8 * 3 + 1] = 0.7F;
930 ret[COL_8 * 3 + 2] = 1.0F;
933 ret[COL_9 * 3 + 0] = 0.7F;
934 ret[COL_9 * 3 + 1] = 1.0F;
935 ret[COL_9 * 3 + 2] = 0.7F;
938 ret[COL_10 * 3 + 0] = 1.0F;
939 ret[COL_10 * 3 + 1] = 0.6F;
940 ret[COL_10 * 3 + 2] = 1.0F;
942 ret[COL_FRAME * 3 + 0] = 0.0F;
943 ret[COL_FRAME * 3 + 1] = 0.0F;
944 ret[COL_FRAME * 3 + 2] = 0.0F;
946 ret[COL_CURSOR * 3 + 0] = 0.0F;
947 ret[COL_CURSOR * 3 + 1] = 0.0F;
948 ret[COL_CURSOR * 3 + 2] = 0.0F;
950 ret[COL_FLASH * 3 + 0] = 0.5F;
951 ret[COL_FLASH * 3 + 1] = 1.0F;
952 ret[COL_FLASH * 3 + 2] = 1.0F;
954 ret[COL_HOLD * 3 + 0] = 1.0F;
955 ret[COL_HOLD * 3 + 1] = 0.5F;
956 ret[COL_HOLD * 3 + 2] = 0.5F;
958 ret[COL_CORRECTPLACE*3 + 0] = 0.0F;
959 ret[COL_CORRECTPLACE*3 + 1] = 0.0F;
960 ret[COL_CORRECTPLACE*3 + 2] = 0.0F;
962 ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F;
963 ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F;
964 ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F;
966 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
967 * (which we hard-code as white) from COL_BACKGROUND (which
968 * could default to white on some platforms).
969 * Code borrowed from fifteen.c. */
970 max = ret[COL_BACKGROUND*3];
971 for (i = 1; i < 3; i++)
972 if (ret[COL_BACKGROUND*3+i] > max)
973 max = ret[COL_BACKGROUND*3+i];
974 if (max * 1.2F > 1.0F) {
975 for (i = 0; i < 3; i++)
976 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
979 /* We also want to be able to tell the difference between BACKGROUND
980 * and EMPTY, for similar distinguishing-hint reasons. */
981 ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
982 ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
983 ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
985 *ncolours = NCOLOURS;
989 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
991 struct game_drawstate *ds = snew(struct game_drawstate);
994 memset(ds, 0, sizeof(struct game_drawstate));
996 ds->guesses = snewn(state->params.nguesses, pegrow);
997 ds->nguesses = state->params.nguesses;
998 for (i = 0; i < state->params.nguesses; i++) {
999 ds->guesses[i] = new_pegrow(state->params.npegs);
1000 invalidate_pegrow(ds->guesses[i]);
1002 ds->solution = new_pegrow(state->params.npegs);
1003 invalidate_pegrow(ds->solution);
1004 ds->colours = new_pegrow(state->params.ncolours);
1005 invalidate_pegrow(ds->colours);
1007 ds->hintw = (state->params.npegs+1)/2; /* must round up */
1009 ds->blit_peg = NULL;
1014 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1018 if (ds->blit_peg) blitter_free(dr, ds->blit_peg);
1019 free_pegrow(ds->colours);
1020 free_pegrow(ds->solution);
1021 for (i = 0; i < ds->nguesses; i++)
1022 free_pegrow(ds->guesses[i]);
1027 static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
1028 int moving, int col)
1031 * Some platforms antialias circles, which means we shouldn't
1032 * overwrite a circle of one colour with a circle of another
1033 * colour without erasing the background first. However, if the
1034 * peg is the one being dragged, we don't erase the background
1035 * because we _want_ it to alpha-blend nicely into whatever's
1039 draw_rect(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
1042 draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD,
1043 COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
1045 draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
1046 draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1049 static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
1051 draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR);
1053 draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
1056 static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
1057 pegrow src, int *holds, int cur_col, int force)
1060 int rowx, rowy, i, scol;
1063 dest = ds->solution;
1067 dest = ds->guesses[guess];
1068 rowx = GUESS_X(guess,0);
1069 rowy = GUESS_Y(guess,0);
1071 if (src) assert(src->npegs == dest->npegs);
1073 for (i = 0; i < dest->npegs; i++) {
1074 scol = src ? src->pegs[i] : 0;
1077 if (holds && holds[i])
1079 if ((dest->pegs[i] != scol) || force) {
1080 draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
1084 draw_rect(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
1085 PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
1086 draw_update(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
1089 draw_cursor(dr, ds, rowx + PEGOFF * i, rowy);
1091 dest->pegs[i] = scol;
1095 static void hint_redraw(drawing *dr, game_drawstate *ds, int guess,
1096 pegrow src, int force, int cursor, int markable)
1098 pegrow dest = ds->guesses[guess];
1099 int rowx, rowy, i, scol, col, hintlen;
1101 int emptycol = (markable ? COL_FLASH : COL_EMPTY);
1103 if (src) assert(src->npegs == dest->npegs);
1105 hintlen = (dest->npegs + 1)/2;
1108 * Because of the possible presence of the cursor around this
1109 * entire section, we redraw all or none of it but never part.
1111 need_redraw = FALSE;
1113 for (i = 0; i < dest->npegs; i++) {
1114 scol = src ? src->feedback[i] : 0;
1115 if (i == 0 && cursor)
1117 if (i == 0 && markable)
1119 if ((scol != dest->feedback[i]) || force) {
1122 dest->feedback[i] = scol;
1126 int hinth = HINTSZ + GAP + HINTSZ;
1129 hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP;
1130 hw = HINT_W+GAP*2; hh = hinth+GAP*2;
1132 /* erase a large background rectangle */
1133 draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND);
1135 for (i = 0; i < dest->npegs; i++) {
1136 scol = src ? src->feedback[i] : 0;
1137 col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
1138 (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
1141 rowx = HINT_X(guess);
1142 rowy = HINT_Y(guess);
1144 rowx += HINTOFF * i;
1146 rowx += HINTOFF * (i - hintlen);
1150 draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col,
1151 (col == emptycol ? emptycol : COL_FRAME));
1153 draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col);
1158 x1 = hx + CGAP; y1 = hy + CGAP;
1159 x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
1160 draw_line(dr, x1, y1, x2, y1, COL_CURSOR);
1161 draw_line(dr, x2, y1, x2, y2, COL_CURSOR);
1162 draw_line(dr, x2, y2, x1, y2, COL_CURSOR);
1163 draw_line(dr, x1, y2, x1, y1, COL_CURSOR);
1166 draw_update(dr, hx, hy, hw, hh);
1170 static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col)
1172 int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
1174 draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col);
1175 draw_update(dr, ox-off-1, oy, 2, PEGSZ);
1178 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1179 game_state *state, int dir, game_ui *ui,
1180 float animtime, float flashtime)
1182 int i, new_move, last_go;
1184 new_move = (state->next_go != ds->next_go) || !ds->started;
1185 last_go = (state->next_go == state->params.nguesses-1);
1188 draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
1189 draw_rect(dr, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
1190 draw_update(dr, 0, 0, ds->w, ds->h);
1193 if (ds->drag_col != 0) {
1194 debug(("Loading from blitter."));
1195 blitter_load(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
1196 draw_update(dr, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
1199 /* draw the colours */
1200 for (i = 0; i < state->params.ncolours; i++) {
1202 if (ui->display_cur && ui->colour_cur == i)
1204 if (ds->colours->pegs[i] != val) {
1205 draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1);
1207 draw_cursor(dr, ds, COL_X(i), COL_Y(i));
1208 ds->colours->pegs[i] = val;
1212 /* draw the guesses (so far) and the hints
1213 * (in reverse order to avoid trampling holds) */
1214 for (i = state->params.nguesses - 1; i >= 0; i--) {
1215 if (state->next_go > i || state->solved) {
1216 /* this info is stored in the game_state already */
1217 guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0);
1218 hint_redraw(dr, ds, i, state->guesses[i],
1219 i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
1220 } else if (state->next_go == i) {
1221 /* this is the one we're on; the (incomplete) guess is
1222 * stored in the game_ui. */
1223 guess_redraw(dr, ds, i, ui->curr_pegs,
1224 ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
1225 hint_redraw(dr, ds, i, NULL, 1,
1226 ui->display_cur && ui->peg_cur == state->params.npegs,
1229 /* we've not got here yet; it's blank. */
1230 guess_redraw(dr, ds, i, NULL, NULL, -1, 0);
1231 hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
1235 /* draw the 'current move' and 'able to mark' sign. */
1237 currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND);
1239 currmove_redraw(dr, ds, state->next_go, COL_HOLD);
1241 /* draw the solution (or the big rectangle) */
1242 if ((state->solved != ds->solved) || !ds->started) {
1243 draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
1244 state->solved ? COL_BACKGROUND : COL_EMPTY);
1245 draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
1248 guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved);
1249 ds->solved = state->solved;
1251 ds->next_go = state->next_go;
1253 /* if ui->drag_col != 0, save the screen to the blitter,
1254 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1255 if (ui->drag_col != 0) {
1256 int ox = ui->drag_x - (PEGSZ/2);
1257 int oy = ui->drag_y - (PEGSZ/2);
1258 debug(("Saving to blitter at (%d,%d)", ox, oy));
1259 blitter_save(dr, ds->blit_peg, ox, oy);
1260 draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col);
1262 ds->blit_ox = ox; ds->blit_oy = oy;
1264 ds->drag_col = ui->drag_col;
1269 static float game_anim_length(game_state *oldstate, game_state *newstate,
1270 int dir, game_ui *ui)
1275 static float game_flash_length(game_state *oldstate, game_state *newstate,
1276 int dir, game_ui *ui)
1281 static int game_timing_state(game_state *state, game_ui *ui)
1286 static void game_print_size(game_params *params, float *x, float *y)
1290 static void game_print(drawing *dr, game_state *state, int tilesize)
1295 #define thegame guess
1298 const struct game thegame = {
1299 "Guess", "games.guess",
1306 TRUE, game_configure, custom_params,
1314 FALSE, game_text_format,
1322 PEG_PREFER_SZ, game_compute_size, game_set_size,
1325 game_free_drawstate,
1329 FALSE, FALSE, game_print_size, game_print,
1330 FALSE, /* wants_statusbar */
1331 FALSE, game_timing_state,
1335 /* vim: set shiftwidth=4 tabstop=8: */