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. */
46 int solved
; /* +1 = win, -1 = lose, 0 = still playing */
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(const 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(const 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(const 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(const 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(const 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(const 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(const game_params
*params
, const 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
, const game_params
*params
,
316 game_state
*state
= snew(game_state
);
320 state
->params
= *params
;
321 state
->guesses
= snewn(params
->nguesses
, pegrow
);
322 for (i
= 0; i
< params
->nguesses
; i
++)
323 state
->guesses
[i
] = new_pegrow(params
->npegs
);
324 state
->holds
= snewn(params
->npegs
, int);
325 state
->solution
= new_pegrow(params
->npegs
);
327 bmp
= hex2bin(desc
, params
->npegs
);
328 obfuscate_bitmap(bmp
, params
->npegs
*8, TRUE
);
329 for (i
= 0; i
< params
->npegs
; i
++)
330 state
->solution
->pegs
[i
] = (int)bmp
[i
];
333 memset(state
->holds
, 0, sizeof(int) * params
->npegs
);
334 state
->next_go
= state
->solved
= 0;
339 static game_state
*dup_game(const game_state
*state
)
341 game_state
*ret
= snew(game_state
);
346 ret
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
347 for (i
= 0; i
< state
->params
.nguesses
; i
++)
348 ret
->guesses
[i
] = dup_pegrow(state
->guesses
[i
]);
349 ret
->holds
= snewn(state
->params
.npegs
, int);
350 memcpy(ret
->holds
, state
->holds
, sizeof(int) * state
->params
.npegs
);
351 ret
->solution
= dup_pegrow(state
->solution
);
356 static void free_game(game_state
*state
)
360 free_pegrow(state
->solution
);
361 for (i
= 0; i
< state
->params
.nguesses
; i
++)
362 free_pegrow(state
->guesses
[i
]);
364 sfree(state
->guesses
);
369 static char *solve_game(const game_state
*state
, const game_state
*currstate
,
370 const char *aux
, char **error
)
375 static int game_can_format_as_text_now(const game_params
*params
)
380 static char *game_text_format(const game_state
*state
)
385 static int is_markable(const game_params
*params
, pegrow pegs
)
387 int i
, nset
= 0, nrequired
, ret
= 0;
388 pegrow colcount
= new_pegrow(params
->ncolours
);
390 nrequired
= params
->allow_blank
? 1 : params
->npegs
;
392 for (i
= 0; i
< params
->npegs
; i
++) {
393 int c
= pegs
->pegs
[i
];
395 colcount
->pegs
[c
-1]++;
399 if (nset
< nrequired
) goto done
;
401 if (!params
->allow_multiple
) {
402 for (i
= 0; i
< params
->ncolours
; i
++) {
403 if (colcount
->pegs
[i
] > 1) goto done
;
408 free_pegrow(colcount
);
414 pegrow curr_pegs
; /* half-finished current move */
416 int colour_cur
; /* position of up-down colour picker cursor */
417 int peg_cur
; /* position of left-right peg picker cursor */
418 int display_cur
, markable
;
420 int drag_col
, drag_x
, drag_y
; /* x and y are *center* of peg! */
421 int drag_opeg
; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
423 int show_labels
; /* label the colours with letters */
427 static game_ui
*new_ui(const game_state
*state
)
429 game_ui
*ui
= snew(game_ui
);
430 memset(ui
, 0, sizeof(game_ui
));
431 ui
->params
= state
->params
; /* structure copy */
432 ui
->curr_pegs
= new_pegrow(state
->params
.npegs
);
433 ui
->holds
= snewn(state
->params
.npegs
, int);
434 memset(ui
->holds
, 0, sizeof(int)*state
->params
.npegs
);
439 static void free_ui(game_ui
*ui
)
442 free_pegrow(ui
->hint
);
443 free_pegrow(ui
->curr_pegs
);
448 static char *encode_ui(const game_ui
*ui
)
454 * For this game it's worth storing the contents of the current
455 * guess, and the current set of holds.
457 ret
= snewn(40 * ui
->curr_pegs
->npegs
, char);
460 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
461 p
+= sprintf(p
, "%s%d%s", sep
, ui
->curr_pegs
->pegs
[i
],
462 ui
->holds
[i
] ? "_" : "");
466 assert(p
- ret
< 40 * ui
->curr_pegs
->npegs
);
467 return sresize(ret
, p
- ret
, char);
470 static void decode_ui(game_ui
*ui
, const char *encoding
)
473 const char *p
= encoding
;
474 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
475 ui
->curr_pegs
->pegs
[i
] = atoi(p
);
476 while (*p
&& isdigit((unsigned char)*p
)) p
++;
478 /* NB: old versions didn't store holds */
485 ui
->markable
= is_markable(&ui
->params
, ui
->curr_pegs
);
488 static void game_changed_state(game_ui
*ui
, const game_state
*oldstate
,
489 const game_state
*newstate
)
493 if (newstate
->next_go
< oldstate
->next_go
) {
498 /* Implement holds, clear other pegs.
499 * This does something that is arguably the Right Thing even
501 for (i
= 0; i
< newstate
->solution
->npegs
; i
++) {
502 if (newstate
->solved
)
505 ui
->holds
[i
] = newstate
->holds
[i
];
506 if (newstate
->solved
|| (newstate
->next_go
== 0) || !ui
->holds
[i
]) {
507 ui
->curr_pegs
->pegs
[i
] = 0;
509 ui
->curr_pegs
->pegs
[i
] =
510 newstate
->guesses
[newstate
->next_go
-1]->pegs
[i
];
512 ui
->markable
= is_markable(&newstate
->params
, ui
->curr_pegs
);
513 /* Clean up cursor position */
514 if (!ui
->markable
&& ui
->peg_cur
== newstate
->solution
->npegs
)
518 #define PEGSZ (ds->pegsz)
519 #define PEGOFF (ds->pegsz + ds->gapsz)
520 #define HINTSZ (ds->hintsz)
521 #define HINTOFF (ds->hintsz + ds->gapsz)
523 #define GAP (ds->gapsz)
524 #define CGAP (ds->gapsz / 2)
526 #define PEGRAD (ds->pegrad)
527 #define HINTRAD (ds->hintrad)
529 #define COL_OX (ds->colx)
530 #define COL_OY (ds->coly)
531 #define COL_X(c) (COL_OX)
532 #define COL_Y(c) (COL_OY + (c)*PEGOFF)
534 #define COL_H (ds->colours->npegs*PEGOFF)
536 #define GUESS_OX (ds->guessx)
537 #define GUESS_OY (ds->guessy)
538 #define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF)
539 #define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF)
540 #define GUESS_W (ds->solution->npegs*PEGOFF)
541 #define GUESS_H (ds->nguesses*PEGOFF)
543 #define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz)
544 #define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2)
545 #define HINT_X(g) HINT_OX
546 #define HINT_Y(g) (HINT_OY + (g)*PEGOFF)
547 #define HINT_W ((ds->hintw*HINTOFF) - GAP)
548 #define HINT_H GUESS_H
550 #define SOLN_OX GUESS_OX
551 #define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2)
552 #define SOLN_W GUESS_W
553 #define SOLN_H PEGOFF
555 struct game_drawstate
{
557 pegrow
*guesses
; /* same size as state->guesses */
558 pegrow solution
; /* only displayed if state->solved */
559 pegrow colours
; /* length ncolours, not npegs */
561 int pegsz
, hintsz
, gapsz
; /* peg size (diameter), etc. */
562 int pegrad
, hintrad
; /* radius of peg, hint */
564 int colx
, coly
; /* origin of colours vertical bar */
565 int guessx
, guessy
; /* origin of guesses */
566 int solnx
, solny
; /* origin of solution */
567 int hintw
; /* no. of hint tiles we're wide per row */
568 int w
, h
, started
, solved
;
573 int drag_col
, blit_ox
, blit_oy
;
576 static void set_peg(const game_params
*params
, game_ui
*ui
, int peg
, int col
)
578 ui
->curr_pegs
->pegs
[peg
] = col
;
579 ui
->markable
= is_markable(params
, ui
->curr_pegs
);
582 static int mark_pegs(pegrow guess
, const pegrow solution
, int ncols
)
584 int nc_place
= 0, nc_colour
= 0, i
, j
;
586 assert(guess
&& solution
&& (guess
->npegs
== solution
->npegs
));
588 for (i
= 0; i
< guess
->npegs
; i
++) {
589 if (guess
->pegs
[i
] == solution
->pegs
[i
]) nc_place
++;
592 /* slight bit of cleverness: we have the following formula, from
593 * http://mathworld.wolfram.com/Mastermind.html that gives:
595 * nc_colour = sum(colours, min(#solution, #guess)) - nc_place
597 * I think this is due to Knuth.
599 for (i
= 1; i
<= ncols
; i
++) {
600 int n_guess
= 0, n_solution
= 0;
601 for (j
= 0; j
< guess
->npegs
; j
++) {
602 if (guess
->pegs
[j
] == i
) n_guess
++;
603 if (solution
->pegs
[j
] == i
) n_solution
++;
605 nc_colour
+= min(n_guess
, n_solution
);
607 nc_colour
-= nc_place
;
609 debug(("mark_pegs, %d pegs, %d right place, %d right colour",
610 guess
->npegs
, nc_place
, nc_colour
));
611 assert((nc_colour
+ nc_place
) <= guess
->npegs
);
613 memset(guess
->feedback
, 0, guess
->npegs
*sizeof(int));
614 for (i
= 0, j
= 0; i
< nc_place
; i
++)
615 guess
->feedback
[j
++] = FEEDBACK_CORRECTPLACE
;
616 for (i
= 0; i
< nc_colour
; i
++)
617 guess
->feedback
[j
++] = FEEDBACK_CORRECTCOLOUR
;
622 static char *encode_move(const game_state
*from
, game_ui
*ui
)
627 len
= ui
->curr_pegs
->npegs
* 20 + 2;
628 buf
= snewn(len
, char);
632 for (i
= 0; i
< ui
->curr_pegs
->npegs
; i
++) {
633 p
+= sprintf(p
, "%s%d%s", sep
, ui
->curr_pegs
->pegs
[i
],
634 ui
->holds
[i
] ? "_" : "");
638 assert(p
- buf
<= len
);
639 buf
= sresize(buf
, len
, char);
644 static void compute_hint(const game_state
*state
, game_ui
*ui
)
646 /* Suggest the lexicographically first row consistent with all
647 * previous feedback. This is not only a useful hint, but also
648 * a reasonable strategy if applied consistently. If the user
649 * uses hints in every turn, they may be able to intuit this
650 * strategy, or one similar to it. I (Jonas Kölker) came up
651 * with something close to it without seeing it in action. */
653 /* Some performance characteristics: I want to ask for each n,
654 * how many solutions are guessed in exactly n guesses if you
655 * use the hint in each turn.
657 * With 4 pegs and 6 colours you get the following histogram:
659 * 1 guesses: 1 solution
660 * 2 guesses: 4 solutions
661 * 3 guesses: 25 solutions
662 * 4 guesses: 108 solutions
663 * 5 guesses: 305 solutions
664 * 6 guesses: 602 solutions
665 * 7 guesses: 196 solutions
666 * 8 guesses: 49 solutions
667 * 9 guesses: 6 solutions
668 * (note: the tenth guess is never necessary.)
670 * With 5 pegs and 8 colours you get the following histogram:
672 * 1 guesses: 1 solution
673 * 2 guesses: 5 solutions
674 * 3 guesses: 43 solutions
675 * 4 guesses: 278 solutions
676 * 5 guesses: 1240 solutions
677 * 6 guesses: 3515 solutions
678 * 7 guesses: 7564 solutions
679 * 8 guesses: 14086 solutions
680 * 9 guesses: 4614 solutions
681 * 10 guesses: 1239 solutions
682 * 11 guesses: 175 solutions
683 * 12 guesses: 7 solutions
684 * 13 guesses: 1 solution
686 * The solution which takes too many guesses is {8, 8, 5, 6, 7}.
687 * The game ID is c8p5g12Bm:4991e5e41a. */
689 int mincolour
= 1, maxcolour
= 0, i
, j
;
691 /* For large values of npegs and ncolours, the lexicographically
692 * next guess make take a while to find. Finding upper and
693 * lower limits on which colours we have to consider will speed
694 * this up, as will caching our progress from one invocation to
695 * the next. The latter strategy works, since if we have ruled
696 * out a candidate we will never reverse this judgment in the
697 * light of new information. Removing information, i.e. undo,
698 * will require us to backtrack somehow. We backtrack by fully
699 * forgetting our progress (and recomputing it if required). */
701 for (i
= 0; i
< state
->next_go
; ++i
)
702 for (j
= 0; j
< state
->params
.npegs
; ++j
)
703 if (state
->guesses
[i
]->pegs
[j
] > maxcolour
)
704 maxcolour
= state
->guesses
[i
]->pegs
[j
];
705 maxcolour
= min(maxcolour
+ 1, state
->params
.ncolours
);
708 for (i
= 0; i
< state
->next_go
; ++i
) {
709 if (state
->guesses
[i
]->feedback
[0])
711 for (j
= 0; j
< state
->params
.npegs
; ++j
)
712 if (state
->guesses
[i
]->pegs
[j
] != mincolour
)
715 goto increase_mincolour
;
721 ui
->hint
= new_pegrow(state
->params
.npegs
);
722 for (i
= 0; i
< state
->params
.npegs
; ++i
)
723 ui
->hint
->pegs
[i
] = 1;
726 while (ui
->hint
->pegs
[0] <= state
->params
.ncolours
) {
727 for (i
= 0; i
< state
->next_go
; ++i
) {
728 mark_pegs(ui
->hint
, state
->guesses
[i
], maxcolour
);
729 for (j
= 0; j
< state
->params
.npegs
; ++j
)
730 if (ui
->hint
->feedback
[j
] != state
->guesses
[i
]->feedback
[j
])
731 goto increment_pegrow
;
733 /* a valid guess was found; install it and return */
734 for (i
= 0; i
< state
->params
.npegs
; ++i
)
735 ui
->curr_pegs
->pegs
[i
] = ui
->hint
->pegs
[i
];
738 ui
->peg_cur
= state
->params
.npegs
;
743 for (i
= ui
->hint
->npegs
;
744 ++ui
->hint
->pegs
[--i
], i
&& ui
->hint
->pegs
[i
] > maxcolour
;
745 ui
->hint
->pegs
[i
] = mincolour
);
747 /* No solution is compatible with the given hints. Impossible! */
748 /* (hack new_game_desc to create invalid solutions to get here) */
750 /* For some values of npegs and ncolours, the hinting function takes a
751 * long time to complete. To visually indicate completion with failure,
752 * should it ever happen, update the ui in some trivial way. This gives
753 * the user a sense of broken(ish)ness and futility. */
754 if (!ui
->display_cur
) {
756 } else if (state
->params
.npegs
== 1) {
759 ui
->peg_cur
= (ui
->peg_cur
+ 1) % state
->params
.npegs
;
763 static char *interpret_move(const game_state
*from
, game_ui
*ui
,
764 const game_drawstate
*ds
,
765 int x
, int y
, int button
)
767 int over_col
= 0; /* one-indexed */
768 int over_guess
= -1; /* zero-indexed */
769 int over_past_guess_y
= -1; /* zero-indexed */
770 int over_past_guess_x
= -1; /* zero-indexed */
771 int over_hint
= 0; /* zero or one */
774 int guess_ox
= GUESS_X(from
->next_go
, 0);
775 int guess_oy
= GUESS_Y(from
->next_go
, 0);
778 * Enable or disable labels on colours.
780 if (button
== 'l' || button
== 'L') {
781 ui
->show_labels
= !ui
->show_labels
;
785 if (from
->solved
) return NULL
;
787 if (x
>= COL_OX
&& x
< (COL_OX
+ COL_W
) &&
788 y
>= COL_OY
&& y
< (COL_OY
+ COL_H
)) {
789 over_col
= ((y
- COL_OY
) / PEGOFF
) + 1;
790 assert(over_col
>= 1 && over_col
<= ds
->colours
->npegs
);
791 } else if (x
>= guess_ox
&&
792 y
>= guess_oy
&& y
< (guess_oy
+ GUESS_H
)) {
793 if (x
< (guess_ox
+ GUESS_W
)) {
794 over_guess
= (x
- guess_ox
) / PEGOFF
;
795 assert(over_guess
>= 0 && over_guess
< ds
->solution
->npegs
);
799 } else if (x
>= guess_ox
&& x
< (guess_ox
+ GUESS_W
) &&
800 y
>= GUESS_OY
&& y
< guess_oy
) {
801 over_past_guess_y
= (y
- GUESS_OY
) / PEGOFF
;
802 over_past_guess_x
= (x
- guess_ox
) / PEGOFF
;
803 assert(over_past_guess_y
>= 0 && over_past_guess_y
< from
->next_go
);
804 assert(over_past_guess_x
>= 0 && over_past_guess_x
< ds
->solution
->npegs
);
806 debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
807 " over_past_guess (%d,%d)", over_col
, over_guess
, over_hint
,
808 over_past_guess_x
, over_past_guess_y
));
810 assert(ds
->blit_peg
);
813 if (button
== LEFT_BUTTON
) {
815 ui
->drag_col
= over_col
;
817 debug(("Start dragging from colours"));
818 } else if (over_guess
> -1) {
819 int col
= ui
->curr_pegs
->pegs
[over_guess
];
822 ui
->drag_opeg
= over_guess
;
823 debug(("Start dragging from a guess"));
825 } else if (over_past_guess_y
> -1) {
827 from
->guesses
[over_past_guess_y
]->pegs
[over_past_guess_x
];
831 debug(("Start dragging from a past guess"));
837 debug(("Start dragging, col = %d, (%d,%d)",
838 ui
->drag_col
, ui
->drag_x
, ui
->drag_y
));
841 } else if (button
== LEFT_DRAG
&& ui
->drag_col
) {
844 debug(("Keep dragging, (%d,%d)", ui
->drag_x
, ui
->drag_y
));
846 } else if (button
== LEFT_RELEASE
&& ui
->drag_col
) {
847 if (over_guess
> -1) {
848 debug(("Dropping colour %d onto guess peg %d",
849 ui
->drag_col
, over_guess
));
850 set_peg(&from
->params
, ui
, over_guess
, ui
->drag_col
);
852 if (ui
->drag_opeg
> -1) {
853 debug(("Removing colour %d from peg %d",
854 ui
->drag_col
, ui
->drag_opeg
));
855 set_peg(&from
->params
, ui
, ui
->drag_opeg
, 0);
861 debug(("Stop dragging."));
863 } else if (button
== RIGHT_BUTTON
) {
864 if (over_guess
> -1) {
865 /* we use ths feedback in the game_ui to signify
866 * 'carry this peg to the next guess as well'. */
867 ui
->holds
[over_guess
] = 1 - ui
->holds
[over_guess
];
870 } else if (button
== LEFT_RELEASE
&& over_hint
&& ui
->markable
) {
871 /* NB this won't trigger if on the end of a drag; that's on
872 * purpose, in case you drop by mistake... */
873 ret
= encode_move(from
, ui
);
877 if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
) {
879 if (button
== CURSOR_DOWN
&& (ui
->colour_cur
+1) < from
->params
.ncolours
)
881 if (button
== CURSOR_UP
&& ui
->colour_cur
> 0)
884 } else if (button
== 'h' || button
== 'H' || button
== '?') {
885 compute_hint(from
, ui
);
887 } else if (button
== CURSOR_LEFT
|| button
== CURSOR_RIGHT
) {
888 int maxcur
= from
->params
.npegs
;
889 if (ui
->markable
) maxcur
++;
892 if (button
== CURSOR_RIGHT
&& (ui
->peg_cur
+1) < maxcur
)
894 if (button
== CURSOR_LEFT
&& ui
->peg_cur
> 0)
897 } else if (IS_CURSOR_SELECT(button
)) {
899 if (ui
->peg_cur
== from
->params
.npegs
) {
900 ret
= encode_move(from
, ui
);
902 set_peg(&from
->params
, ui
, ui
->peg_cur
, ui
->colour_cur
+1);
905 } else if (button
== 'D' || button
== 'd' || button
== '\b') {
907 set_peg(&from
->params
, ui
, ui
->peg_cur
, 0);
909 } else if (button
== CURSOR_SELECT2
) {
910 if (ui
->peg_cur
== from
->params
.npegs
)
913 ui
->holds
[ui
->peg_cur
] = 1 - ui
->holds
[ui
->peg_cur
];
919 static game_state
*execute_move(const game_state
*from
, const char *move
)
925 if (!strcmp(move
, "S")) {
926 ret
= dup_game(from
);
929 } else if (move
[0] == 'G') {
932 ret
= dup_game(from
);
934 for (i
= 0; i
< from
->solution
->npegs
; i
++) {
936 int min_colour
= from
->params
.allow_blank
? 0 : 1;
937 if (val
< min_colour
|| val
> from
->params
.ncolours
) {
941 ret
->guesses
[from
->next_go
]->pegs
[i
] = atoi(p
);
942 while (*p
&& isdigit((unsigned char)*p
)) p
++;
951 nc_place
= mark_pegs(ret
->guesses
[from
->next_go
], ret
->solution
, ret
->params
.ncolours
);
953 if (nc_place
== ret
->solution
->npegs
) {
954 ret
->solved
= +1; /* win! */
956 ret
->next_go
= from
->next_go
+ 1;
957 if (ret
->next_go
>= ret
->params
.nguesses
)
958 ret
->solved
= -1; /* lose, meaning we show the pegs. */
966 /* ----------------------------------------------------------------------
970 #define PEG_PREFER_SZ 32
972 /* next three are multipliers for pegsz. It will look much nicer if
973 * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */
975 #define PEG_HINT 0.35
979 static void game_compute_size(const game_params
*params
, int tilesize
,
982 double hmul
, vmul_c
, vmul_g
, vmul
;
983 int hintw
= (params
->npegs
+1)/2;
985 hmul
= BORDER
* 2.0 + /* border */
986 1.0 * 2.0 + /* vertical colour bar */
987 1.0 * params
->npegs
+ /* guess pegs */
988 PEG_GAP
* params
->npegs
+ /* guess gaps */
989 PEG_HINT
* hintw
+ /* hint pegs */
990 PEG_GAP
* (hintw
- 1); /* hint gaps */
992 vmul_c
= BORDER
* 2.0 + /* border */
993 1.0 * params
->ncolours
+ /* colour pegs */
994 PEG_GAP
* (params
->ncolours
- 1); /* colour gaps */
996 vmul_g
= BORDER
* 2.0 + /* border */
997 1.0 * (params
->nguesses
+ 1) + /* guesses plus solution */
998 PEG_GAP
* (params
->nguesses
+ 1); /* gaps plus gap above soln */
1000 vmul
= max(vmul_c
, vmul_g
);
1002 *x
= (int)ceil((double)tilesize
* hmul
);
1003 *y
= (int)ceil((double)tilesize
* vmul
);
1006 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1007 const game_params
*params
, int tilesize
)
1011 ds
->pegsz
= tilesize
;
1013 ds
->hintsz
= (int)((double)ds
->pegsz
* PEG_HINT
);
1014 ds
->gapsz
= (int)((double)ds
->pegsz
* PEG_GAP
);
1015 ds
->border
= (int)((double)ds
->pegsz
* BORDER
);
1017 ds
->pegrad
= (ds
->pegsz
-1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
1018 ds
->hintrad
= (ds
->hintsz
-1)/2;
1020 colh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->ncolours
) - ds
->gapsz
;
1021 guessh
= ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
); /* guesses */
1022 guessh
+= ds
->gapsz
+ ds
->pegsz
; /* solution */
1024 game_compute_size(params
, tilesize
, &ds
->w
, &ds
->h
);
1025 ds
->colx
= ds
->border
;
1026 ds
->coly
= (ds
->h
- colh
) / 2;
1028 ds
->guessx
= ds
->solnx
= ds
->border
+ ds
->pegsz
* 2; /* border + colours */
1029 ds
->guessy
= (ds
->h
- guessh
) / 2;
1030 ds
->solny
= ds
->guessy
+ ((ds
->pegsz
+ ds
->gapsz
) * params
->nguesses
) + ds
->gapsz
;
1032 assert(ds
->pegsz
> 0);
1033 assert(!ds
->blit_peg
); /* set_size is never called twice */
1034 ds
->blit_peg
= blitter_new(dr
, ds
->pegsz
+2, ds
->pegsz
+2);
1037 static float *game_colours(frontend
*fe
, int *ncolours
)
1039 float *ret
= snewn(3 * NCOLOURS
, float), max
;
1042 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1045 ret
[COL_1
* 3 + 0] = 1.0F
;
1046 ret
[COL_1
* 3 + 1] = 0.0F
;
1047 ret
[COL_1
* 3 + 2] = 0.0F
;
1050 ret
[COL_2
* 3 + 0] = 1.0F
;
1051 ret
[COL_2
* 3 + 1] = 1.0F
;
1052 ret
[COL_2
* 3 + 2] = 0.0F
;
1055 ret
[COL_3
* 3 + 0] = 0.0F
;
1056 ret
[COL_3
* 3 + 1] = 1.0F
;
1057 ret
[COL_3
* 3 + 2] = 0.0F
;
1060 ret
[COL_4
* 3 + 0] = 0.2F
;
1061 ret
[COL_4
* 3 + 1] = 0.3F
;
1062 ret
[COL_4
* 3 + 2] = 1.0F
;
1065 ret
[COL_5
* 3 + 0] = 1.0F
;
1066 ret
[COL_5
* 3 + 1] = 0.5F
;
1067 ret
[COL_5
* 3 + 2] = 0.0F
;
1070 ret
[COL_6
* 3 + 0] = 0.5F
;
1071 ret
[COL_6
* 3 + 1] = 0.0F
;
1072 ret
[COL_6
* 3 + 2] = 0.7F
;
1075 ret
[COL_7
* 3 + 0] = 0.5F
;
1076 ret
[COL_7
* 3 + 1] = 0.3F
;
1077 ret
[COL_7
* 3 + 2] = 0.3F
;
1080 ret
[COL_8
* 3 + 0] = 0.4F
;
1081 ret
[COL_8
* 3 + 1] = 0.8F
;
1082 ret
[COL_8
* 3 + 2] = 1.0F
;
1085 ret
[COL_9
* 3 + 0] = 0.7F
;
1086 ret
[COL_9
* 3 + 1] = 1.0F
;
1087 ret
[COL_9
* 3 + 2] = 0.7F
;
1090 ret
[COL_10
* 3 + 0] = 1.0F
;
1091 ret
[COL_10
* 3 + 1] = 0.6F
;
1092 ret
[COL_10
* 3 + 2] = 1.0F
;
1094 ret
[COL_FRAME
* 3 + 0] = 0.0F
;
1095 ret
[COL_FRAME
* 3 + 1] = 0.0F
;
1096 ret
[COL_FRAME
* 3 + 2] = 0.0F
;
1098 ret
[COL_CURSOR
* 3 + 0] = 0.0F
;
1099 ret
[COL_CURSOR
* 3 + 1] = 0.0F
;
1100 ret
[COL_CURSOR
* 3 + 2] = 0.0F
;
1102 ret
[COL_FLASH
* 3 + 0] = 0.5F
;
1103 ret
[COL_FLASH
* 3 + 1] = 1.0F
;
1104 ret
[COL_FLASH
* 3 + 2] = 1.0F
;
1106 ret
[COL_HOLD
* 3 + 0] = 1.0F
;
1107 ret
[COL_HOLD
* 3 + 1] = 0.5F
;
1108 ret
[COL_HOLD
* 3 + 2] = 0.5F
;
1110 ret
[COL_CORRECTPLACE
*3 + 0] = 0.0F
;
1111 ret
[COL_CORRECTPLACE
*3 + 1] = 0.0F
;
1112 ret
[COL_CORRECTPLACE
*3 + 2] = 0.0F
;
1114 ret
[COL_CORRECTCOLOUR
*3 + 0] = 1.0F
;
1115 ret
[COL_CORRECTCOLOUR
*3 + 1] = 1.0F
;
1116 ret
[COL_CORRECTCOLOUR
*3 + 2] = 1.0F
;
1118 /* We want to make sure we can distinguish COL_CORRECTCOLOUR
1119 * (which we hard-code as white) from COL_BACKGROUND (which
1120 * could default to white on some platforms).
1121 * Code borrowed from fifteen.c. */
1122 max
= ret
[COL_BACKGROUND
*3];
1123 for (i
= 1; i
< 3; i
++)
1124 if (ret
[COL_BACKGROUND
*3+i
] > max
)
1125 max
= ret
[COL_BACKGROUND
*3+i
];
1126 if (max
* 1.2F
> 1.0F
) {
1127 for (i
= 0; i
< 3; i
++)
1128 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
1131 /* We also want to be able to tell the difference between BACKGROUND
1132 * and EMPTY, for similar distinguishing-hint reasons. */
1133 ret
[COL_EMPTY
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0F
/ 3.0F
;
1134 ret
[COL_EMPTY
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0F
/ 3.0F
;
1135 ret
[COL_EMPTY
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0F
/ 3.0F
;
1137 *ncolours
= NCOLOURS
;
1141 static game_drawstate
*game_new_drawstate(drawing
*dr
, const game_state
*state
)
1143 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1146 memset(ds
, 0, sizeof(struct game_drawstate
));
1148 ds
->guesses
= snewn(state
->params
.nguesses
, pegrow
);
1149 ds
->nguesses
= state
->params
.nguesses
;
1150 for (i
= 0; i
< state
->params
.nguesses
; i
++) {
1151 ds
->guesses
[i
] = new_pegrow(state
->params
.npegs
);
1152 invalidate_pegrow(ds
->guesses
[i
]);
1154 ds
->solution
= new_pegrow(state
->params
.npegs
);
1155 invalidate_pegrow(ds
->solution
);
1156 ds
->colours
= new_pegrow(state
->params
.ncolours
);
1157 invalidate_pegrow(ds
->colours
);
1159 ds
->hintw
= (state
->params
.npegs
+1)/2; /* must round up */
1161 ds
->blit_peg
= NULL
;
1166 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1170 if (ds
->blit_peg
) blitter_free(dr
, ds
->blit_peg
);
1171 free_pegrow(ds
->colours
);
1172 free_pegrow(ds
->solution
);
1173 for (i
= 0; i
< ds
->nguesses
; i
++)
1174 free_pegrow(ds
->guesses
[i
]);
1179 static void draw_peg(drawing
*dr
, game_drawstate
*ds
, int cx
, int cy
,
1180 int moving
, int labelled
, int col
)
1183 * Some platforms antialias circles, which means we shouldn't
1184 * overwrite a circle of one colour with a circle of another
1185 * colour without erasing the background first. However, if the
1186 * peg is the one being dragged, we don't erase the background
1187 * because we _want_ it to alpha-blend nicely into whatever's
1191 draw_rect(dr
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2,
1194 draw_circle(dr
, cx
+PEGRAD
, cy
+PEGRAD
, PEGRAD
,
1195 COL_EMPTY
+ col
, (col
? COL_FRAME
: COL_EMPTY
));
1197 draw_rect(dr
, cx
, cy
, PEGSZ
, PEGSZ
, COL_EMPTY
+ col
);
1199 if (labelled
&& col
) {
1201 buf
[0] = 'a'-1 + col
;
1203 draw_text(dr
, cx
+PEGRAD
, cy
+PEGRAD
, FONT_VARIABLE
, PEGRAD
,
1204 ALIGN_HCENTRE
|ALIGN_VCENTRE
, COL_FRAME
, buf
);
1207 draw_update(dr
, cx
-CGAP
, cy
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
1210 static void draw_cursor(drawing
*dr
, game_drawstate
*ds
, int x
, int y
)
1212 draw_circle(dr
, x
+PEGRAD
, y
+PEGRAD
, PEGRAD
+CGAP
, -1, COL_CURSOR
);
1214 draw_update(dr
, x
-CGAP
, y
-CGAP
, PEGSZ
+CGAP
*2, PEGSZ
+CGAP
*2);
1217 static void guess_redraw(drawing
*dr
, game_drawstate
*ds
, int guess
,
1218 pegrow src
, int *holds
, int cur_col
, int force
,
1222 int rowx
, rowy
, i
, scol
;
1225 dest
= ds
->solution
;
1229 dest
= ds
->guesses
[guess
];
1230 rowx
= GUESS_X(guess
,0);
1231 rowy
= GUESS_Y(guess
,0);
1233 if (src
) assert(src
->npegs
== dest
->npegs
);
1235 for (i
= 0; i
< dest
->npegs
; i
++) {
1236 scol
= src
? src
->pegs
[i
] : 0;
1239 if (holds
&& holds
[i
])
1243 if ((dest
->pegs
[i
] != scol
) || force
) {
1244 draw_peg(dr
, ds
, rowx
+ PEGOFF
* i
, rowy
, FALSE
, labelled
,
1249 draw_rect(dr
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
1250 PEGSZ
, 2, (scol
& 0x2000 ? COL_HOLD
: COL_BACKGROUND
));
1251 draw_update(dr
, rowx
+ PEGOFF
* i
, rowy
+ PEGSZ
+ ds
->gapsz
/2,
1254 draw_cursor(dr
, ds
, rowx
+ PEGOFF
* i
, rowy
);
1256 dest
->pegs
[i
] = scol
;
1260 static void hint_redraw(drawing
*dr
, game_drawstate
*ds
, int guess
,
1261 pegrow src
, int force
, int cursor
, int markable
)
1263 pegrow dest
= ds
->guesses
[guess
];
1264 int rowx
, rowy
, i
, scol
, col
, hintlen
;
1266 int emptycol
= (markable
? COL_FLASH
: COL_EMPTY
);
1268 if (src
) assert(src
->npegs
== dest
->npegs
);
1270 hintlen
= (dest
->npegs
+ 1)/2;
1273 * Because of the possible presence of the cursor around this
1274 * entire section, we redraw all or none of it but never part.
1276 need_redraw
= FALSE
;
1278 for (i
= 0; i
< dest
->npegs
; i
++) {
1279 scol
= src
? src
->feedback
[i
] : 0;
1280 if (i
== 0 && cursor
)
1282 if (i
== 0 && markable
)
1284 if ((scol
!= dest
->feedback
[i
]) || force
) {
1287 dest
->feedback
[i
] = scol
;
1291 int hinth
= HINTSZ
+ GAP
+ HINTSZ
;
1294 hx
= HINT_X(guess
)-GAP
; hy
= HINT_Y(guess
)-GAP
;
1295 hw
= HINT_W
+GAP
*2; hh
= hinth
+GAP
*2;
1297 /* erase a large background rectangle */
1298 draw_rect(dr
, hx
, hy
, hw
, hh
, COL_BACKGROUND
);
1300 for (i
= 0; i
< dest
->npegs
; i
++) {
1301 scol
= src
? src
->feedback
[i
] : 0;
1302 col
= ((scol
== FEEDBACK_CORRECTPLACE
) ? COL_CORRECTPLACE
:
1303 (scol
== FEEDBACK_CORRECTCOLOUR
) ? COL_CORRECTCOLOUR
:
1306 rowx
= HINT_X(guess
);
1307 rowy
= HINT_Y(guess
);
1309 rowx
+= HINTOFF
* i
;
1311 rowx
+= HINTOFF
* (i
- hintlen
);
1315 draw_circle(dr
, rowx
+HINTRAD
, rowy
+HINTRAD
, HINTRAD
, col
,
1316 (col
== emptycol
? emptycol
: COL_FRAME
));
1318 draw_rect(dr
, rowx
, rowy
, HINTSZ
, HINTSZ
, col
);
1323 x1
= hx
+ CGAP
; y1
= hy
+ CGAP
;
1324 x2
= hx
+ hw
- CGAP
; y2
= hy
+ hh
- CGAP
;
1325 draw_line(dr
, x1
, y1
, x2
, y1
, COL_CURSOR
);
1326 draw_line(dr
, x2
, y1
, x2
, y2
, COL_CURSOR
);
1327 draw_line(dr
, x2
, y2
, x1
, y2
, COL_CURSOR
);
1328 draw_line(dr
, x1
, y2
, x1
, y1
, COL_CURSOR
);
1331 draw_update(dr
, hx
, hy
, hw
, hh
);
1335 static void currmove_redraw(drawing
*dr
, game_drawstate
*ds
, int guess
, int col
)
1337 int ox
= GUESS_X(guess
, 0), oy
= GUESS_Y(guess
, 0), off
= PEGSZ
/4;
1339 draw_rect(dr
, ox
-off
-1, oy
, 2, PEGSZ
, col
);
1340 draw_update(dr
, ox
-off
-1, oy
, 2, PEGSZ
);
1343 static void game_redraw(drawing
*dr
, game_drawstate
*ds
,
1344 const game_state
*oldstate
, const game_state
*state
,
1345 int dir
, const game_ui
*ui
,
1346 float animtime
, float flashtime
)
1350 new_move
= (state
->next_go
!= ds
->next_go
) || !ds
->started
;
1353 draw_rect(dr
, 0, 0, ds
->w
, ds
->h
, COL_BACKGROUND
);
1354 draw_rect(dr
, SOLN_OX
, SOLN_OY
- ds
->gapsz
- 1, SOLN_W
, 2, COL_FRAME
);
1355 draw_update(dr
, 0, 0, ds
->w
, ds
->h
);
1358 if (ds
->drag_col
!= 0) {
1359 debug(("Loading from blitter."));
1360 blitter_load(dr
, ds
->blit_peg
, ds
->blit_ox
, ds
->blit_oy
);
1361 draw_update(dr
, ds
->blit_ox
, ds
->blit_oy
, PEGSZ
, PEGSZ
);
1364 /* draw the colours */
1365 for (i
= 0; i
< state
->params
.ncolours
; i
++) {
1367 if (ui
->display_cur
&& ui
->colour_cur
== i
)
1369 if (ui
->show_labels
)
1371 if (ds
->colours
->pegs
[i
] != val
) {
1372 draw_peg(dr
, ds
, COL_X(i
), COL_Y(i
), FALSE
, ui
->show_labels
, i
+1);
1374 draw_cursor(dr
, ds
, COL_X(i
), COL_Y(i
));
1375 ds
->colours
->pegs
[i
] = val
;
1379 /* draw the guesses (so far) and the hints
1380 * (in reverse order to avoid trampling holds, and postponing the
1381 * next_go'th to not overrender the top of the circular cursor) */
1382 for (i
= state
->params
.nguesses
- 1; i
>= 0; i
--) {
1383 if (i
< state
->next_go
|| state
->solved
) {
1384 /* this info is stored in the game_state already */
1385 guess_redraw(dr
, ds
, i
, state
->guesses
[i
], NULL
, -1, 0,
1387 hint_redraw(dr
, ds
, i
, state
->guesses
[i
],
1388 i
== (state
->next_go
-1) ? 1 : 0, FALSE
, FALSE
);
1389 } else if (i
> state
->next_go
) {
1390 /* we've not got here yet; it's blank. */
1391 guess_redraw(dr
, ds
, i
, NULL
, NULL
, -1, 0, ui
->show_labels
);
1392 hint_redraw(dr
, ds
, i
, NULL
, 0, FALSE
, FALSE
);
1395 if (!state
->solved
) {
1396 /* this is the one we're on; the (incomplete) guess is stored in
1398 guess_redraw(dr
, ds
, state
->next_go
, ui
->curr_pegs
,
1399 ui
->holds
, ui
->display_cur
? ui
->peg_cur
: -1, 0,
1401 hint_redraw(dr
, ds
, state
->next_go
, NULL
, 1,
1402 ui
->display_cur
&& ui
->peg_cur
== state
->params
.npegs
,
1406 /* draw the 'current move' and 'able to mark' sign. */
1408 currmove_redraw(dr
, ds
, ds
->next_go
, COL_BACKGROUND
);
1410 currmove_redraw(dr
, ds
, state
->next_go
, COL_HOLD
);
1412 /* draw the solution (or the big rectangle) */
1413 if ((!state
->solved
^ !ds
->solved
) || !ds
->started
) {
1414 draw_rect(dr
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
,
1415 state
->solved
? COL_BACKGROUND
: COL_EMPTY
);
1416 draw_update(dr
, SOLN_OX
, SOLN_OY
, SOLN_W
, SOLN_H
);
1419 guess_redraw(dr
, ds
, -1, state
->solution
, NULL
, -1, !ds
->solved
,
1421 ds
->solved
= state
->solved
;
1423 ds
->next_go
= state
->next_go
;
1425 /* if ui->drag_col != 0, save the screen to the blitter,
1426 * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */
1427 if (ui
->drag_col
!= 0) {
1428 int ox
= ui
->drag_x
- (PEGSZ
/2);
1429 int oy
= ui
->drag_y
- (PEGSZ
/2);
1430 ds
->blit_ox
= ox
- 1; ds
->blit_oy
= oy
- 1;
1431 debug(("Saving to blitter at (%d,%d)", ds
->blit_ox
, ds
->blit_oy
));
1432 blitter_save(dr
, ds
->blit_peg
, ds
->blit_ox
, ds
->blit_oy
);
1433 draw_peg(dr
, ds
, ox
, oy
, TRUE
, ui
->show_labels
, ui
->drag_col
);
1435 ds
->drag_col
= ui
->drag_col
;
1440 static float game_anim_length(const game_state
*oldstate
,
1441 const game_state
*newstate
, int dir
, game_ui
*ui
)
1446 static float game_flash_length(const game_state
*oldstate
,
1447 const game_state
*newstate
, int dir
, game_ui
*ui
)
1452 static int game_status(const game_state
*state
)
1455 * We return nonzero whenever the solution has been revealed, even
1456 * (on spoiler grounds) if it wasn't guessed correctly. The
1457 * correct return value from this function is already in
1460 return state
->solved
;
1463 static int game_timing_state(const game_state
*state
, game_ui
*ui
)
1468 static void game_print_size(const game_params
*params
, float *x
, float *y
)
1472 static void game_print(drawing
*dr
, const game_state
*state
, int tilesize
)
1477 #define thegame guess
1480 const struct game thegame
= {
1481 "Guess", "games.guess", "guess",
1483 game_fetch_preset
, NULL
,
1488 TRUE
, game_configure
, custom_params
,
1496 FALSE
, game_can_format_as_text_now
, game_text_format
,
1504 PEG_PREFER_SZ
, game_compute_size
, game_set_size
,
1507 game_free_drawstate
,
1512 FALSE
, FALSE
, game_print_size
, game_print
,
1513 FALSE
, /* wants_statusbar */
1514 FALSE
, game_timing_state
,
1518 /* vim: set shiftwidth=4 tabstop=8: */