diff options
Diffstat (limited to 'apps/plugins/puzzles/guess.c')
-rw-r--r-- | apps/plugins/puzzles/guess.c | 1518 |
1 files changed, 1518 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/guess.c b/apps/plugins/puzzles/guess.c new file mode 100644 index 0000000000..d1187f3e3c --- /dev/null +++ b/apps/plugins/puzzles/guess.c | |||
@@ -0,0 +1,1518 @@ | |||
1 | /* | ||
2 | * guess.c: Mastermind clone. | ||
3 | */ | ||
4 | |||
5 | #include <stdio.h> | ||
6 | #include <stdlib.h> | ||
7 | #include <string.h> | ||
8 | #include "rbassert.h" | ||
9 | #include <ctype.h> | ||
10 | #include <math.h> | ||
11 | |||
12 | #include "puzzles.h" | ||
13 | |||
14 | #define FLASH_FRAME 0.5F | ||
15 | |||
16 | enum { | ||
17 | COL_BACKGROUND, | ||
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, | ||
22 | NCOLOURS | ||
23 | }; | ||
24 | |||
25 | struct game_params { | ||
26 | int ncolours, npegs, nguesses; | ||
27 | int allow_blank, allow_multiple; | ||
28 | }; | ||
29 | |||
30 | #define FEEDBACK_CORRECTPLACE 1 | ||
31 | #define FEEDBACK_CORRECTCOLOUR 2 | ||
32 | |||
33 | typedef struct pegrow { | ||
34 | int npegs; | ||
35 | int *pegs; /* 0 is 'empty' */ | ||
36 | int *feedback; /* may well be unused */ | ||
37 | } *pegrow; | ||
38 | |||
39 | struct game_state { | ||
40 | game_params params; | ||
41 | pegrow *guesses; /* length params->nguesses */ | ||
42 | int *holds; | ||
43 | pegrow solution; | ||
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 */ | ||
47 | }; | ||
48 | |||
49 | static game_params *default_params(void) | ||
50 | { | ||
51 | game_params *ret = snew(game_params); | ||
52 | |||
53 | /* AFAIK this is the canonical Mastermind ruleset. */ | ||
54 | ret->ncolours = 6; | ||
55 | ret->npegs = 4; | ||
56 | ret->nguesses = 10; | ||
57 | |||
58 | ret->allow_blank = 0; | ||
59 | ret->allow_multiple = 1; | ||
60 | |||
61 | return ret; | ||
62 | } | ||
63 | |||
64 | static void free_params(game_params *params) | ||
65 | { | ||
66 | sfree(params); | ||
67 | } | ||
68 | |||
69 | static game_params *dup_params(const game_params *params) | ||
70 | { | ||
71 | game_params *ret = snew(game_params); | ||
72 | *ret = *params; /* structure copy */ | ||
73 | return ret; | ||
74 | } | ||
75 | |||
76 | static const struct { | ||
77 | char *name; | ||
78 | game_params params; | ||
79 | } guess_presets[] = { | ||
80 | {"Standard", {6, 4, 10, FALSE, TRUE}}, | ||
81 | {"Super", {8, 5, 12, FALSE, TRUE}}, | ||
82 | }; | ||
83 | |||
84 | |||
85 | static int game_fetch_preset(int i, char **name, game_params **params) | ||
86 | { | ||
87 | if (i < 0 || i >= lenof(guess_presets)) | ||
88 | return FALSE; | ||
89 | |||
90 | *name = dupstr(guess_presets[i].name); | ||
91 | /* | ||
92 | * get round annoying const issues | ||
93 | */ | ||
94 | { | ||
95 | game_params tmp = guess_presets[i].params; | ||
96 | *params = dup_params(&tmp); | ||
97 | } | ||
98 | |||
99 | return TRUE; | ||
100 | } | ||
101 | |||
102 | static void decode_params(game_params *params, char const *string) | ||
103 | { | ||
104 | char const *p = string; | ||
105 | game_params *defs = default_params(); | ||
106 | |||
107 | *params = *defs; free_params(defs); | ||
108 | |||
109 | while (*p) { | ||
110 | switch (*p++) { | ||
111 | case 'c': | ||
112 | params->ncolours = atoi(p); | ||
113 | while (*p && isdigit((unsigned char)*p)) p++; | ||
114 | break; | ||
115 | |||
116 | case 'p': | ||
117 | params->npegs = atoi(p); | ||
118 | while (*p && isdigit((unsigned char)*p)) p++; | ||
119 | break; | ||
120 | |||
121 | case 'g': | ||
122 | params->nguesses = atoi(p); | ||
123 | while (*p && isdigit((unsigned char)*p)) p++; | ||
124 | break; | ||
125 | |||
126 | case 'b': | ||
127 | params->allow_blank = 1; | ||
128 | break; | ||
129 | |||
130 | case 'B': | ||
131 | params->allow_blank = 0; | ||
132 | break; | ||
133 | |||
134 | case 'm': | ||
135 | params->allow_multiple = 1; | ||
136 | break; | ||
137 | |||
138 | case 'M': | ||
139 | params->allow_multiple = 0; | ||
140 | break; | ||
141 | |||
142 | default: | ||
143 | ; | ||
144 | } | ||
145 | } | ||
146 | } | ||
147 | |||
148 | static char *encode_params(const game_params *params, int full) | ||
149 | { | ||
150 | char data[256]; | ||
151 | |||
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"); | ||
155 | |||
156 | return dupstr(data); | ||
157 | } | ||
158 | |||
159 | static config_item *game_configure(const game_params *params) | ||
160 | { | ||
161 | config_item *ret; | ||
162 | char buf[80]; | ||
163 | |||
164 | ret = snewn(6, config_item); | ||
165 | |||
166 | ret[0].name = "Colours"; | ||
167 | ret[0].type = C_STRING; | ||
168 | sprintf(buf, "%d", params->ncolours); | ||
169 | ret[0].sval = dupstr(buf); | ||
170 | ret[0].ival = 0; | ||
171 | |||
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); | ||
176 | ret[1].ival = 0; | ||
177 | |||
178 | ret[2].name = "Guesses"; | ||
179 | ret[2].type = C_STRING; | ||
180 | sprintf(buf, "%d", params->nguesses); | ||
181 | ret[2].sval = dupstr(buf); | ||
182 | ret[2].ival = 0; | ||
183 | |||
184 | ret[3].name = "Allow blanks"; | ||
185 | ret[3].type = C_BOOLEAN; | ||
186 | ret[3].sval = NULL; | ||
187 | ret[3].ival = params->allow_blank; | ||
188 | |||
189 | ret[4].name = "Allow duplicates"; | ||
190 | ret[4].type = C_BOOLEAN; | ||
191 | ret[4].sval = NULL; | ||
192 | ret[4].ival = params->allow_multiple; | ||
193 | |||
194 | ret[5].name = NULL; | ||
195 | ret[5].type = C_END; | ||
196 | ret[5].sval = NULL; | ||
197 | ret[5].ival = 0; | ||
198 | |||
199 | return ret; | ||
200 | } | ||
201 | |||
202 | static game_params *custom_params(const config_item *cfg) | ||
203 | { | ||
204 | game_params *ret = snew(game_params); | ||
205 | |||
206 | ret->ncolours = atoi(cfg[0].sval); | ||
207 | ret->npegs = atoi(cfg[1].sval); | ||
208 | ret->nguesses = atoi(cfg[2].sval); | ||
209 | |||
210 | ret->allow_blank = cfg[3].ival; | ||
211 | ret->allow_multiple = cfg[4].ival; | ||
212 | |||
213 | return ret; | ||
214 | } | ||
215 | |||
216 | static char *validate_params(const game_params *params, int full) | ||
217 | { | ||
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"; | ||
228 | return NULL; | ||
229 | } | ||
230 | |||
231 | static pegrow new_pegrow(int npegs) | ||
232 | { | ||
233 | pegrow pegs = snew(struct pegrow); | ||
234 | |||
235 | pegs->npegs = npegs; | ||
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)); | ||
240 | |||
241 | return pegs; | ||
242 | } | ||
243 | |||
244 | static pegrow dup_pegrow(pegrow pegs) | ||
245 | { | ||
246 | pegrow newpegs = new_pegrow(pegs->npegs); | ||
247 | |||
248 | memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int)); | ||
249 | memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int)); | ||
250 | |||
251 | return newpegs; | ||
252 | } | ||
253 | |||
254 | static void invalidate_pegrow(pegrow pegs) | ||
255 | { | ||
256 | memset(pegs->pegs, -1, pegs->npegs * sizeof(int)); | ||
257 | memset(pegs->feedback, -1, pegs->npegs * sizeof(int)); | ||
258 | } | ||
259 | |||
260 | static void free_pegrow(pegrow pegs) | ||
261 | { | ||
262 | sfree(pegs->pegs); | ||
263 | sfree(pegs->feedback); | ||
264 | sfree(pegs); | ||
265 | } | ||
266 | |||
267 | static char *new_game_desc(const game_params *params, random_state *rs, | ||
268 | char **aux, int interactive) | ||
269 | { | ||
270 | unsigned char *bmp = snewn(params->npegs, unsigned char); | ||
271 | char *ret; | ||
272 | int i, c; | ||
273 | pegrow colcount = new_pegrow(params->ncolours); | ||
274 | |||
275 | for (i = 0; i < params->npegs; i++) { | ||
276 | newcol: | ||
277 | c = random_upto(rs, params->ncolours); | ||
278 | if (!params->allow_multiple && colcount->pegs[c]) goto newcol; | ||
279 | colcount->pegs[c]++; | ||
280 | bmp[i] = (unsigned char)(c+1); | ||
281 | } | ||
282 | obfuscate_bitmap(bmp, params->npegs*8, FALSE); | ||
283 | |||
284 | ret = bin2hex(bmp, params->npegs); | ||
285 | sfree(bmp); | ||
286 | free_pegrow(colcount); | ||
287 | return ret; | ||
288 | } | ||
289 | |||
290 | static char *validate_desc(const game_params *params, const char *desc) | ||
291 | { | ||
292 | unsigned char *bmp; | ||
293 | int i; | ||
294 | |||
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) { | ||
304 | sfree(bmp); | ||
305 | return "Game description is corrupted"; | ||
306 | } | ||
307 | } | ||
308 | sfree(bmp); | ||
309 | |||
310 | return NULL; | ||
311 | } | ||
312 | |||
313 | static game_state *new_game(midend *me, const game_params *params, | ||
314 | const char *desc) | ||
315 | { | ||
316 | game_state *state = snew(game_state); | ||
317 | unsigned char *bmp; | ||
318 | int i; | ||
319 | |||
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); | ||
326 | |||
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]; | ||
331 | sfree(bmp); | ||
332 | |||
333 | memset(state->holds, 0, sizeof(int) * params->npegs); | ||
334 | state->next_go = state->solved = 0; | ||
335 | |||
336 | return state; | ||
337 | } | ||
338 | |||
339 | static game_state *dup_game(const game_state *state) | ||
340 | { | ||
341 | game_state *ret = snew(game_state); | ||
342 | int i; | ||
343 | |||
344 | *ret = *state; | ||
345 | |||
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); | ||
352 | |||
353 | return ret; | ||
354 | } | ||
355 | |||
356 | static void free_game(game_state *state) | ||
357 | { | ||
358 | int i; | ||
359 | |||
360 | free_pegrow(state->solution); | ||
361 | for (i = 0; i < state->params.nguesses; i++) | ||
362 | free_pegrow(state->guesses[i]); | ||
363 | sfree(state->holds); | ||
364 | sfree(state->guesses); | ||
365 | |||
366 | sfree(state); | ||
367 | } | ||
368 | |||
369 | static char *solve_game(const game_state *state, const game_state *currstate, | ||
370 | const char *aux, char **error) | ||
371 | { | ||
372 | return dupstr("S"); | ||
373 | } | ||
374 | |||
375 | static int game_can_format_as_text_now(const game_params *params) | ||
376 | { | ||
377 | return TRUE; | ||
378 | } | ||
379 | |||
380 | static char *game_text_format(const game_state *state) | ||
381 | { | ||
382 | return NULL; | ||
383 | } | ||
384 | |||
385 | static int is_markable(const game_params *params, pegrow pegs) | ||
386 | { | ||
387 | int i, nset = 0, nrequired, ret = 0; | ||
388 | pegrow colcount = new_pegrow(params->ncolours); | ||
389 | |||
390 | nrequired = params->allow_blank ? 1 : params->npegs; | ||
391 | |||
392 | for (i = 0; i < params->npegs; i++) { | ||
393 | int c = pegs->pegs[i]; | ||
394 | if (c > 0) { | ||
395 | colcount->pegs[c-1]++; | ||
396 | nset++; | ||
397 | } | ||
398 | } | ||
399 | if (nset < nrequired) goto done; | ||
400 | |||
401 | if (!params->allow_multiple) { | ||
402 | for (i = 0; i < params->ncolours; i++) { | ||
403 | if (colcount->pegs[i] > 1) goto done; | ||
404 | } | ||
405 | } | ||
406 | ret = 1; | ||
407 | done: | ||
408 | free_pegrow(colcount); | ||
409 | return ret; | ||
410 | } | ||
411 | |||
412 | struct game_ui { | ||
413 | game_params params; | ||
414 | pegrow curr_pegs; /* half-finished current move */ | ||
415 | int *holds; | ||
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; | ||
419 | |||
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 */ | ||
422 | |||
423 | int show_labels; /* label the colours with letters */ | ||
424 | pegrow hint; | ||
425 | }; | ||
426 | |||
427 | static game_ui *new_ui(const game_state *state) | ||
428 | { | ||
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); | ||
435 | ui->drag_opeg = -1; | ||
436 | return ui; | ||
437 | } | ||
438 | |||
439 | static void free_ui(game_ui *ui) | ||
440 | { | ||
441 | if (ui->hint) | ||
442 | free_pegrow(ui->hint); | ||
443 | free_pegrow(ui->curr_pegs); | ||
444 | sfree(ui->holds); | ||
445 | sfree(ui); | ||
446 | } | ||
447 | |||
448 | static char *encode_ui(const game_ui *ui) | ||
449 | { | ||
450 | char *ret, *p, *sep; | ||
451 | int i; | ||
452 | |||
453 | /* | ||
454 | * For this game it's worth storing the contents of the current | ||
455 | * guess, and the current set of holds. | ||
456 | */ | ||
457 | ret = snewn(40 * ui->curr_pegs->npegs, char); | ||
458 | p = ret; | ||
459 | sep = ""; | ||
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] ? "_" : ""); | ||
463 | sep = ","; | ||
464 | } | ||
465 | *p++ = '\0'; | ||
466 | assert(p - ret < 40 * ui->curr_pegs->npegs); | ||
467 | return sresize(ret, p - ret, char); | ||
468 | } | ||
469 | |||
470 | static void decode_ui(game_ui *ui, const char *encoding) | ||
471 | { | ||
472 | int i; | ||
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++; | ||
477 | if (*p == '_') { | ||
478 | /* NB: old versions didn't store holds */ | ||
479 | ui->holds[i] = 1; | ||
480 | p++; | ||
481 | } else | ||
482 | ui->holds[i] = 0; | ||
483 | if (*p == ',') p++; | ||
484 | } | ||
485 | ui->markable = is_markable(&ui->params, ui->curr_pegs); | ||
486 | } | ||
487 | |||
488 | static void game_changed_state(game_ui *ui, const game_state *oldstate, | ||
489 | const game_state *newstate) | ||
490 | { | ||
491 | int i; | ||
492 | |||
493 | if (newstate->next_go < oldstate->next_go) { | ||
494 | sfree(ui->hint); | ||
495 | ui->hint = NULL; | ||
496 | } | ||
497 | |||
498 | /* Implement holds, clear other pegs. | ||
499 | * This does something that is arguably the Right Thing even | ||
500 | * for undo. */ | ||
501 | for (i = 0; i < newstate->solution->npegs; i++) { | ||
502 | if (newstate->solved) | ||
503 | ui->holds[i] = 0; | ||
504 | else | ||
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; | ||
508 | } else | ||
509 | ui->curr_pegs->pegs[i] = | ||
510 | newstate->guesses[newstate->next_go-1]->pegs[i]; | ||
511 | } | ||
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) | ||
515 | ui->peg_cur--; | ||
516 | } | ||
517 | |||
518 | #define PEGSZ (ds->pegsz) | ||
519 | #define PEGOFF (ds->pegsz + ds->gapsz) | ||
520 | #define HINTSZ (ds->hintsz) | ||
521 | #define HINTOFF (ds->hintsz + ds->gapsz) | ||
522 | |||
523 | #define GAP (ds->gapsz) | ||
524 | #define CGAP (ds->gapsz / 2) | ||
525 | |||
526 | #define PEGRAD (ds->pegrad) | ||
527 | #define HINTRAD (ds->hintrad) | ||
528 | |||
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) | ||
533 | #define COL_W PEGOFF | ||
534 | #define COL_H (ds->colours->npegs*PEGOFF) | ||
535 | |||
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) | ||
542 | |||
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 | ||
549 | |||
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 | ||
554 | |||
555 | struct game_drawstate { | ||
556 | int nguesses; | ||
557 | pegrow *guesses; /* same size as state->guesses */ | ||
558 | pegrow solution; /* only displayed if state->solved */ | ||
559 | pegrow colours; /* length ncolours, not npegs */ | ||
560 | |||
561 | int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */ | ||
562 | int pegrad, hintrad; /* radius of peg, hint */ | ||
563 | int border; | ||
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; | ||
569 | |||
570 | int next_go; | ||
571 | |||
572 | blitter *blit_peg; | ||
573 | int drag_col, blit_ox, blit_oy; | ||
574 | }; | ||
575 | |||
576 | static void set_peg(const game_params *params, game_ui *ui, int peg, int col) | ||
577 | { | ||
578 | ui->curr_pegs->pegs[peg] = col; | ||
579 | ui->markable = is_markable(params, ui->curr_pegs); | ||
580 | } | ||
581 | |||
582 | static int mark_pegs(pegrow guess, const pegrow solution, int ncols) | ||
583 | { | ||
584 | int nc_place = 0, nc_colour = 0, i, j; | ||
585 | |||
586 | assert(guess && solution && (guess->npegs == solution->npegs)); | ||
587 | |||
588 | for (i = 0; i < guess->npegs; i++) { | ||
589 | if (guess->pegs[i] == solution->pegs[i]) nc_place++; | ||
590 | } | ||
591 | |||
592 | /* slight bit of cleverness: we have the following formula, from | ||
593 | * http://mathworld.wolfram.com/Mastermind.html that gives: | ||
594 | * | ||
595 | * nc_colour = sum(colours, min(#solution, #guess)) - nc_place | ||
596 | * | ||
597 | * I think this is due to Knuth. | ||
598 | */ | ||
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++; | ||
604 | } | ||
605 | nc_colour += min(n_guess, n_solution); | ||
606 | } | ||
607 | nc_colour -= nc_place; | ||
608 | |||
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); | ||
612 | |||
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; | ||
618 | |||
619 | return nc_place; | ||
620 | } | ||
621 | |||
622 | static char *encode_move(const game_state *from, game_ui *ui) | ||
623 | { | ||
624 | char *buf, *p, *sep; | ||
625 | int len, i; | ||
626 | |||
627 | len = ui->curr_pegs->npegs * 20 + 2; | ||
628 | buf = snewn(len, char); | ||
629 | p = buf; | ||
630 | *p++ = 'G'; | ||
631 | sep = ""; | ||
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] ? "_" : ""); | ||
635 | sep = ","; | ||
636 | } | ||
637 | *p++ = '\0'; | ||
638 | assert(p - buf <= len); | ||
639 | buf = sresize(buf, len, char); | ||
640 | |||
641 | return buf; | ||
642 | } | ||
643 | |||
644 | static void compute_hint(const game_state *state, game_ui *ui) | ||
645 | { | ||
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. */ | ||
652 | |||
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. | ||
656 | * | ||
657 | * With 4 pegs and 6 colours you get the following histogram: | ||
658 | * | ||
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.) | ||
669 | * | ||
670 | * With 5 pegs and 8 colours you get the following histogram: | ||
671 | * | ||
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 | ||
685 | * | ||
686 | * The solution which takes too many guesses is {8, 8, 5, 6, 7}. | ||
687 | * The game ID is c8p5g12Bm:4991e5e41a. */ | ||
688 | |||
689 | int mincolour = 1, maxcolour = 0, i, j; | ||
690 | |||
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). */ | ||
700 | |||
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); | ||
706 | |||
707 | increase_mincolour: | ||
708 | for (i = 0; i < state->next_go; ++i) { | ||
709 | if (state->guesses[i]->feedback[0]) | ||
710 | goto next_iteration; | ||
711 | for (j = 0; j < state->params.npegs; ++j) | ||
712 | if (state->guesses[i]->pegs[j] != mincolour) | ||
713 | goto next_iteration; | ||
714 | ++mincolour; | ||
715 | goto increase_mincolour; | ||
716 | next_iteration: | ||
717 | ; | ||
718 | } | ||
719 | |||
720 | if (!ui->hint) { | ||
721 | ui->hint = new_pegrow(state->params.npegs); | ||
722 | for (i = 0; i < state->params.npegs; ++i) | ||
723 | ui->hint->pegs[i] = 1; | ||
724 | } | ||
725 | |||
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; | ||
732 | } | ||
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]; | ||
736 | |||
737 | ui->markable = TRUE; | ||
738 | ui->peg_cur = state->params.npegs; | ||
739 | ui->display_cur = 1; | ||
740 | return; | ||
741 | |||
742 | increment_pegrow: | ||
743 | for (i = ui->hint->npegs; | ||
744 | ++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour; | ||
745 | ui->hint->pegs[i] = mincolour); | ||
746 | } | ||
747 | /* No solution is compatible with the given hints. Impossible! */ | ||
748 | /* (hack new_game_desc to create invalid solutions to get here) */ | ||
749 | |||
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) { | ||
755 | ui->display_cur = 1; | ||
756 | } else if (state->params.npegs == 1) { | ||
757 | ui->display_cur = 0; | ||
758 | } else { | ||
759 | ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs; | ||
760 | } | ||
761 | } | ||
762 | |||
763 | static char *interpret_move(const game_state *from, game_ui *ui, | ||
764 | const game_drawstate *ds, | ||
765 | int x, int y, int button) | ||
766 | { | ||
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 */ | ||
772 | char *ret = NULL; | ||
773 | |||
774 | int guess_ox = GUESS_X(from->next_go, 0); | ||
775 | int guess_oy = GUESS_Y(from->next_go, 0); | ||
776 | |||
777 | /* | ||
778 | * Enable or disable labels on colours. | ||
779 | */ | ||
780 | if (button == 'l' || button == 'L') { | ||
781 | ui->show_labels = !ui->show_labels; | ||
782 | return ""; | ||
783 | } | ||
784 | |||
785 | if (from->solved) return NULL; | ||
786 | |||
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); | ||
796 | } else { | ||
797 | over_hint = 1; | ||
798 | } | ||
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); | ||
805 | } | ||
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)); | ||
809 | |||
810 | assert(ds->blit_peg); | ||
811 | |||
812 | /* mouse input */ | ||
813 | if (button == LEFT_BUTTON) { | ||
814 | if (over_col > 0) { | ||
815 | ui->drag_col = over_col; | ||
816 | ui->drag_opeg = -1; | ||
817 | debug(("Start dragging from colours")); | ||
818 | } else if (over_guess > -1) { | ||
819 | int col = ui->curr_pegs->pegs[over_guess]; | ||
820 | if (col) { | ||
821 | ui->drag_col = col; | ||
822 | ui->drag_opeg = over_guess; | ||
823 | debug(("Start dragging from a guess")); | ||
824 | } | ||
825 | } else if (over_past_guess_y > -1) { | ||
826 | int col = | ||
827 | from->guesses[over_past_guess_y]->pegs[over_past_guess_x]; | ||
828 | if (col) { | ||
829 | ui->drag_col = col; | ||
830 | ui->drag_opeg = -1; | ||
831 | debug(("Start dragging from a past guess")); | ||
832 | } | ||
833 | } | ||
834 | if (ui->drag_col) { | ||
835 | ui->drag_x = x; | ||
836 | ui->drag_y = y; | ||
837 | debug(("Start dragging, col = %d, (%d,%d)", | ||
838 | ui->drag_col, ui->drag_x, ui->drag_y)); | ||
839 | ret = ""; | ||
840 | } | ||
841 | } else if (button == LEFT_DRAG && ui->drag_col) { | ||
842 | ui->drag_x = x; | ||
843 | ui->drag_y = y; | ||
844 | debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y)); | ||
845 | ret = ""; | ||
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); | ||
851 | } else { | ||
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); | ||
856 | } | ||
857 | } | ||
858 | ui->drag_col = 0; | ||
859 | ui->drag_opeg = -1; | ||
860 | ui->display_cur = 0; | ||
861 | debug(("Stop dragging.")); | ||
862 | ret = ""; | ||
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]; | ||
868 | ret = ""; | ||
869 | } | ||
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); | ||
874 | } | ||
875 | |||
876 | /* keyboard input */ | ||
877 | if (button == CURSOR_UP || button == CURSOR_DOWN) { | ||
878 | ui->display_cur = 1; | ||
879 | if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours) | ||
880 | ui->colour_cur++; | ||
881 | if (button == CURSOR_UP && ui->colour_cur > 0) | ||
882 | ui->colour_cur--; | ||
883 | ret = ""; | ||
884 | } else if (button == 'h' || button == 'H' || button == '?') { | ||
885 | compute_hint(from, ui); | ||
886 | ret = ""; | ||
887 | } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) { | ||
888 | int maxcur = from->params.npegs; | ||
889 | if (ui->markable) maxcur++; | ||
890 | |||
891 | ui->display_cur = 1; | ||
892 | if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur) | ||
893 | ui->peg_cur++; | ||
894 | if (button == CURSOR_LEFT && ui->peg_cur > 0) | ||
895 | ui->peg_cur--; | ||
896 | ret = ""; | ||
897 | } else if (IS_CURSOR_SELECT(button)) { | ||
898 | ui->display_cur = 1; | ||
899 | if (ui->peg_cur == from->params.npegs) { | ||
900 | ret = encode_move(from, ui); | ||
901 | } else { | ||
902 | set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1); | ||
903 | ret = ""; | ||
904 | } | ||
905 | } else if (button == 'D' || button == 'd' || button == '\b') { | ||
906 | ui->display_cur = 1; | ||
907 | set_peg(&from->params, ui, ui->peg_cur, 0); | ||
908 | ret = ""; | ||
909 | } else if (button == CURSOR_SELECT2) { | ||
910 | if (ui->peg_cur == from->params.npegs) | ||
911 | return NULL; | ||
912 | ui->display_cur = 1; | ||
913 | ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur]; | ||
914 | ret = ""; | ||
915 | } | ||
916 | return ret; | ||
917 | } | ||
918 | |||
919 | static game_state *execute_move(const game_state *from, const char *move) | ||
920 | { | ||
921 | int i, nc_place; | ||
922 | game_state *ret; | ||
923 | const char *p; | ||
924 | |||
925 | if (!strcmp(move, "S")) { | ||
926 | ret = dup_game(from); | ||
927 | ret->solved = -1; | ||
928 | return ret; | ||
929 | } else if (move[0] == 'G') { | ||
930 | p = move+1; | ||
931 | |||
932 | ret = dup_game(from); | ||
933 | |||
934 | for (i = 0; i < from->solution->npegs; i++) { | ||
935 | int val = atoi(p); | ||
936 | int min_colour = from->params.allow_blank? 0 : 1; | ||
937 | if (val < min_colour || val > from->params.ncolours) { | ||
938 | free_game(ret); | ||
939 | return NULL; | ||
940 | } | ||
941 | ret->guesses[from->next_go]->pegs[i] = atoi(p); | ||
942 | while (*p && isdigit((unsigned char)*p)) p++; | ||
943 | if (*p == '_') { | ||
944 | ret->holds[i] = 1; | ||
945 | p++; | ||
946 | } else | ||
947 | ret->holds[i] = 0; | ||
948 | if (*p == ',') p++; | ||
949 | } | ||
950 | |||
951 | nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours); | ||
952 | |||
953 | if (nc_place == ret->solution->npegs) { | ||
954 | ret->solved = +1; /* win! */ | ||
955 | } else { | ||
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. */ | ||
959 | } | ||
960 | |||
961 | return ret; | ||
962 | } else | ||
963 | return NULL; | ||
964 | } | ||
965 | |||
966 | /* ---------------------------------------------------------------------- | ||
967 | * Drawing routines. | ||
968 | */ | ||
969 | |||
970 | #define PEG_PREFER_SZ 32 | ||
971 | |||
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. */ | ||
974 | #define PEG_GAP 0.10 | ||
975 | #define PEG_HINT 0.35 | ||
976 | |||
977 | #define BORDER 0.5 | ||
978 | |||
979 | static void game_compute_size(const game_params *params, int tilesize, | ||
980 | int *x, int *y) | ||
981 | { | ||
982 | double hmul, vmul_c, vmul_g, vmul; | ||
983 | int hintw = (params->npegs+1)/2; | ||
984 | |||
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 */ | ||
991 | |||
992 | vmul_c = BORDER * 2.0 + /* border */ | ||
993 | 1.0 * params->ncolours + /* colour pegs */ | ||
994 | PEG_GAP * (params->ncolours - 1); /* colour gaps */ | ||
995 | |||
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 */ | ||
999 | |||
1000 | vmul = max(vmul_c, vmul_g); | ||
1001 | |||
1002 | *x = (int)ceil((double)tilesize * hmul); | ||
1003 | *y = (int)ceil((double)tilesize * vmul); | ||
1004 | } | ||
1005 | |||
1006 | static void game_set_size(drawing *dr, game_drawstate *ds, | ||
1007 | const game_params *params, int tilesize) | ||
1008 | { | ||
1009 | int colh, guessh; | ||
1010 | |||
1011 | ds->pegsz = tilesize; | ||
1012 | |||
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); | ||
1016 | |||
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; | ||
1019 | |||
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 */ | ||
1023 | |||
1024 | game_compute_size(params, tilesize, &ds->w, &ds->h); | ||
1025 | ds->colx = ds->border; | ||
1026 | ds->coly = (ds->h - colh) / 2; | ||
1027 | |||
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; | ||
1031 | |||
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); | ||
1035 | } | ||
1036 | |||
1037 | static float *game_colours(frontend *fe, int *ncolours) | ||
1038 | { | ||
1039 | float *ret = snewn(3 * NCOLOURS, float), max; | ||
1040 | int i; | ||
1041 | |||
1042 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); | ||
1043 | |||
1044 | /* red */ | ||
1045 | ret[COL_1 * 3 + 0] = 1.0F; | ||
1046 | ret[COL_1 * 3 + 1] = 0.0F; | ||
1047 | ret[COL_1 * 3 + 2] = 0.0F; | ||
1048 | |||
1049 | /* yellow */ | ||
1050 | ret[COL_2 * 3 + 0] = 1.0F; | ||
1051 | ret[COL_2 * 3 + 1] = 1.0F; | ||
1052 | ret[COL_2 * 3 + 2] = 0.0F; | ||
1053 | |||
1054 | /* green */ | ||
1055 | ret[COL_3 * 3 + 0] = 0.0F; | ||
1056 | ret[COL_3 * 3 + 1] = 1.0F; | ||
1057 | ret[COL_3 * 3 + 2] = 0.0F; | ||
1058 | |||
1059 | /* blue */ | ||
1060 | ret[COL_4 * 3 + 0] = 0.2F; | ||
1061 | ret[COL_4 * 3 + 1] = 0.3F; | ||
1062 | ret[COL_4 * 3 + 2] = 1.0F; | ||
1063 | |||
1064 | /* orange */ | ||
1065 | ret[COL_5 * 3 + 0] = 1.0F; | ||
1066 | ret[COL_5 * 3 + 1] = 0.5F; | ||
1067 | ret[COL_5 * 3 + 2] = 0.0F; | ||
1068 | |||
1069 | /* purple */ | ||
1070 | ret[COL_6 * 3 + 0] = 0.5F; | ||
1071 | ret[COL_6 * 3 + 1] = 0.0F; | ||
1072 | ret[COL_6 * 3 + 2] = 0.7F; | ||
1073 | |||
1074 | /* brown */ | ||
1075 | ret[COL_7 * 3 + 0] = 0.5F; | ||
1076 | ret[COL_7 * 3 + 1] = 0.3F; | ||
1077 | ret[COL_7 * 3 + 2] = 0.3F; | ||
1078 | |||
1079 | /* light blue */ | ||
1080 | ret[COL_8 * 3 + 0] = 0.4F; | ||
1081 | ret[COL_8 * 3 + 1] = 0.8F; | ||
1082 | ret[COL_8 * 3 + 2] = 1.0F; | ||
1083 | |||
1084 | /* light green */ | ||
1085 | ret[COL_9 * 3 + 0] = 0.7F; | ||
1086 | ret[COL_9 * 3 + 1] = 1.0F; | ||
1087 | ret[COL_9 * 3 + 2] = 0.7F; | ||
1088 | |||
1089 | /* pink */ | ||
1090 | ret[COL_10 * 3 + 0] = 1.0F; | ||
1091 | ret[COL_10 * 3 + 1] = 0.6F; | ||
1092 | ret[COL_10 * 3 + 2] = 1.0F; | ||
1093 | |||
1094 | ret[COL_FRAME * 3 + 0] = 0.0F; | ||
1095 | ret[COL_FRAME * 3 + 1] = 0.0F; | ||
1096 | ret[COL_FRAME * 3 + 2] = 0.0F; | ||
1097 | |||
1098 | ret[COL_CURSOR * 3 + 0] = 0.0F; | ||
1099 | ret[COL_CURSOR * 3 + 1] = 0.0F; | ||
1100 | ret[COL_CURSOR * 3 + 2] = 0.0F; | ||
1101 | |||
1102 | ret[COL_FLASH * 3 + 0] = 0.5F; | ||
1103 | ret[COL_FLASH * 3 + 1] = 1.0F; | ||
1104 | ret[COL_FLASH * 3 + 2] = 1.0F; | ||
1105 | |||
1106 | ret[COL_HOLD * 3 + 0] = 1.0F; | ||
1107 | ret[COL_HOLD * 3 + 1] = 0.5F; | ||
1108 | ret[COL_HOLD * 3 + 2] = 0.5F; | ||
1109 | |||
1110 | ret[COL_CORRECTPLACE*3 + 0] = 0.0F; | ||
1111 | ret[COL_CORRECTPLACE*3 + 1] = 0.0F; | ||
1112 | ret[COL_CORRECTPLACE*3 + 2] = 0.0F; | ||
1113 | |||
1114 | ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F; | ||
1115 | ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F; | ||
1116 | ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F; | ||
1117 | |||
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); | ||
1129 | } | ||
1130 | |||
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; | ||
1136 | |||
1137 | *ncolours = NCOLOURS; | ||
1138 | return ret; | ||
1139 | } | ||
1140 | |||
1141 | static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) | ||
1142 | { | ||
1143 | struct game_drawstate *ds = snew(struct game_drawstate); | ||
1144 | int i; | ||
1145 | |||
1146 | memset(ds, 0, sizeof(struct game_drawstate)); | ||
1147 | |||
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]); | ||
1153 | } | ||
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); | ||
1158 | |||
1159 | ds->hintw = (state->params.npegs+1)/2; /* must round up */ | ||
1160 | |||
1161 | ds->blit_peg = NULL; | ||
1162 | |||
1163 | return ds; | ||
1164 | } | ||
1165 | |||
1166 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) | ||
1167 | { | ||
1168 | int i; | ||
1169 | |||
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]); | ||
1175 | sfree(ds->guesses); | ||
1176 | sfree(ds); | ||
1177 | } | ||
1178 | |||
1179 | static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy, | ||
1180 | int moving, int labelled, int col) | ||
1181 | { | ||
1182 | /* | ||
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 | ||
1188 | * behind it. | ||
1189 | */ | ||
1190 | if (!moving) | ||
1191 | draw_rect(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2, | ||
1192 | COL_BACKGROUND); | ||
1193 | if (PEGRAD > 0) { | ||
1194 | draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD, | ||
1195 | COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY)); | ||
1196 | } else | ||
1197 | draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); | ||
1198 | |||
1199 | if (labelled && col) { | ||
1200 | char buf[2]; | ||
1201 | buf[0] = 'a'-1 + col; | ||
1202 | buf[1] = '\0'; | ||
1203 | draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD, | ||
1204 | ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf); | ||
1205 | } | ||
1206 | |||
1207 | draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); | ||
1208 | } | ||
1209 | |||
1210 | static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y) | ||
1211 | { | ||
1212 | draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR); | ||
1213 | |||
1214 | draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); | ||
1215 | } | ||
1216 | |||
1217 | static void guess_redraw(drawing *dr, game_drawstate *ds, int guess, | ||
1218 | pegrow src, int *holds, int cur_col, int force, | ||
1219 | int labelled) | ||
1220 | { | ||
1221 | pegrow dest; | ||
1222 | int rowx, rowy, i, scol; | ||
1223 | |||
1224 | if (guess == -1) { | ||
1225 | dest = ds->solution; | ||
1226 | rowx = SOLN_OX; | ||
1227 | rowy = SOLN_OY; | ||
1228 | } else { | ||
1229 | dest = ds->guesses[guess]; | ||
1230 | rowx = GUESS_X(guess,0); | ||
1231 | rowy = GUESS_Y(guess,0); | ||
1232 | } | ||
1233 | if (src) assert(src->npegs == dest->npegs); | ||
1234 | |||
1235 | for (i = 0; i < dest->npegs; i++) { | ||
1236 | scol = src ? src->pegs[i] : 0; | ||
1237 | if (i == cur_col) | ||
1238 | scol |= 0x1000; | ||
1239 | if (holds && holds[i]) | ||
1240 | scol |= 0x2000; | ||
1241 | if (labelled) | ||
1242 | scol |= 0x4000; | ||
1243 | if ((dest->pegs[i] != scol) || force) { | ||
1244 | draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled, | ||
1245 | scol &~ 0x7000); | ||
1246 | /* | ||
1247 | * Hold marker. | ||
1248 | */ | ||
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, | ||
1252 | PEGSZ, 2); | ||
1253 | if (scol & 0x1000) | ||
1254 | draw_cursor(dr, ds, rowx + PEGOFF * i, rowy); | ||
1255 | } | ||
1256 | dest->pegs[i] = scol; | ||
1257 | } | ||
1258 | } | ||
1259 | |||
1260 | static void hint_redraw(drawing *dr, game_drawstate *ds, int guess, | ||
1261 | pegrow src, int force, int cursor, int markable) | ||
1262 | { | ||
1263 | pegrow dest = ds->guesses[guess]; | ||
1264 | int rowx, rowy, i, scol, col, hintlen; | ||
1265 | int need_redraw; | ||
1266 | int emptycol = (markable ? COL_FLASH : COL_EMPTY); | ||
1267 | |||
1268 | if (src) assert(src->npegs == dest->npegs); | ||
1269 | |||
1270 | hintlen = (dest->npegs + 1)/2; | ||
1271 | |||
1272 | /* | ||
1273 | * Because of the possible presence of the cursor around this | ||
1274 | * entire section, we redraw all or none of it but never part. | ||
1275 | */ | ||
1276 | need_redraw = FALSE; | ||
1277 | |||
1278 | for (i = 0; i < dest->npegs; i++) { | ||
1279 | scol = src ? src->feedback[i] : 0; | ||
1280 | if (i == 0 && cursor) | ||
1281 | scol |= 0x1000; | ||
1282 | if (i == 0 && markable) | ||
1283 | scol |= 0x2000; | ||
1284 | if ((scol != dest->feedback[i]) || force) { | ||
1285 | need_redraw = TRUE; | ||
1286 | } | ||
1287 | dest->feedback[i] = scol; | ||
1288 | } | ||
1289 | |||
1290 | if (need_redraw) { | ||
1291 | int hinth = HINTSZ + GAP + HINTSZ; | ||
1292 | int hx,hy,hw,hh; | ||
1293 | |||
1294 | hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP; | ||
1295 | hw = HINT_W+GAP*2; hh = hinth+GAP*2; | ||
1296 | |||
1297 | /* erase a large background rectangle */ | ||
1298 | draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND); | ||
1299 | |||
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 : | ||
1304 | emptycol); | ||
1305 | |||
1306 | rowx = HINT_X(guess); | ||
1307 | rowy = HINT_Y(guess); | ||
1308 | if (i < hintlen) { | ||
1309 | rowx += HINTOFF * i; | ||
1310 | } else { | ||
1311 | rowx += HINTOFF * (i - hintlen); | ||
1312 | rowy += HINTOFF; | ||
1313 | } | ||
1314 | if (HINTRAD > 0) { | ||
1315 | draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, | ||
1316 | (col == emptycol ? emptycol : COL_FRAME)); | ||
1317 | } else { | ||
1318 | draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col); | ||
1319 | } | ||
1320 | } | ||
1321 | if (cursor) { | ||
1322 | int x1,y1,x2,y2; | ||
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); | ||
1329 | } | ||
1330 | |||
1331 | draw_update(dr, hx, hy, hw, hh); | ||
1332 | } | ||
1333 | } | ||
1334 | |||
1335 | static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col) | ||
1336 | { | ||
1337 | int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4; | ||
1338 | |||
1339 | draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col); | ||
1340 | draw_update(dr, ox-off-1, oy, 2, PEGSZ); | ||
1341 | } | ||
1342 | |||
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) | ||
1347 | { | ||
1348 | int i, new_move; | ||
1349 | |||
1350 | new_move = (state->next_go != ds->next_go) || !ds->started; | ||
1351 | |||
1352 | if (!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); | ||
1356 | } | ||
1357 | |||
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); | ||
1362 | } | ||
1363 | |||
1364 | /* draw the colours */ | ||
1365 | for (i = 0; i < state->params.ncolours; i++) { | ||
1366 | int val = i+1; | ||
1367 | if (ui->display_cur && ui->colour_cur == i) | ||
1368 | val |= 0x1000; | ||
1369 | if (ui->show_labels) | ||
1370 | val |= 0x2000; | ||
1371 | if (ds->colours->pegs[i] != val) { | ||
1372 | draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1); | ||
1373 | if (val & 0x1000) | ||
1374 | draw_cursor(dr, ds, COL_X(i), COL_Y(i)); | ||
1375 | ds->colours->pegs[i] = val; | ||
1376 | } | ||
1377 | } | ||
1378 | |||
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, | ||
1386 | ui->show_labels); | ||
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); | ||
1393 | } | ||
1394 | } | ||
1395 | if (!state->solved) { | ||
1396 | /* this is the one we're on; the (incomplete) guess is stored in | ||
1397 | * the game_ui. */ | ||
1398 | guess_redraw(dr, ds, state->next_go, ui->curr_pegs, | ||
1399 | ui->holds, ui->display_cur ? ui->peg_cur : -1, 0, | ||
1400 | ui->show_labels); | ||
1401 | hint_redraw(dr, ds, state->next_go, NULL, 1, | ||
1402 | ui->display_cur && ui->peg_cur == state->params.npegs, | ||
1403 | ui->markable); | ||
1404 | } | ||
1405 | |||
1406 | /* draw the 'current move' and 'able to mark' sign. */ | ||
1407 | if (new_move) | ||
1408 | currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND); | ||
1409 | if (!state->solved) | ||
1410 | currmove_redraw(dr, ds, state->next_go, COL_HOLD); | ||
1411 | |||
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); | ||
1417 | } | ||
1418 | if (state->solved) | ||
1419 | guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved, | ||
1420 | ui->show_labels); | ||
1421 | ds->solved = state->solved; | ||
1422 | |||
1423 | ds->next_go = state->next_go; | ||
1424 | |||
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); | ||
1434 | } | ||
1435 | ds->drag_col = ui->drag_col; | ||
1436 | |||
1437 | ds->started = 1; | ||
1438 | } | ||
1439 | |||
1440 | static float game_anim_length(const game_state *oldstate, | ||
1441 | const game_state *newstate, int dir, game_ui *ui) | ||
1442 | { | ||
1443 | return 0.0F; | ||
1444 | } | ||
1445 | |||
1446 | static float game_flash_length(const game_state *oldstate, | ||
1447 | const game_state *newstate, int dir, game_ui *ui) | ||
1448 | { | ||
1449 | return 0.0F; | ||
1450 | } | ||
1451 | |||
1452 | static int game_status(const game_state *state) | ||
1453 | { | ||
1454 | /* | ||
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 | ||
1458 | * state->solved. | ||
1459 | */ | ||
1460 | return state->solved; | ||
1461 | } | ||
1462 | |||
1463 | static int game_timing_state(const game_state *state, game_ui *ui) | ||
1464 | { | ||
1465 | return TRUE; | ||
1466 | } | ||
1467 | |||
1468 | static void game_print_size(const game_params *params, float *x, float *y) | ||
1469 | { | ||
1470 | } | ||
1471 | |||
1472 | static void game_print(drawing *dr, const game_state *state, int tilesize) | ||
1473 | { | ||
1474 | } | ||
1475 | |||
1476 | #ifdef COMBINED | ||
1477 | #define thegame guess | ||
1478 | #endif | ||
1479 | |||
1480 | const struct game thegame = { | ||
1481 | "Guess", "games.guess", "guess", | ||
1482 | default_params, | ||
1483 | game_fetch_preset, | ||
1484 | decode_params, | ||
1485 | encode_params, | ||
1486 | free_params, | ||
1487 | dup_params, | ||
1488 | TRUE, game_configure, custom_params, | ||
1489 | validate_params, | ||
1490 | new_game_desc, | ||
1491 | validate_desc, | ||
1492 | new_game, | ||
1493 | dup_game, | ||
1494 | free_game, | ||
1495 | TRUE, solve_game, | ||
1496 | FALSE, game_can_format_as_text_now, game_text_format, | ||
1497 | new_ui, | ||
1498 | free_ui, | ||
1499 | encode_ui, | ||
1500 | decode_ui, | ||
1501 | game_changed_state, | ||
1502 | interpret_move, | ||
1503 | execute_move, | ||
1504 | PEG_PREFER_SZ, game_compute_size, game_set_size, | ||
1505 | game_colours, | ||
1506 | game_new_drawstate, | ||
1507 | game_free_drawstate, | ||
1508 | game_redraw, | ||
1509 | game_anim_length, | ||
1510 | game_flash_length, | ||
1511 | game_status, | ||
1512 | FALSE, FALSE, game_print_size, game_print, | ||
1513 | FALSE, /* wants_statusbar */ | ||
1514 | FALSE, game_timing_state, | ||
1515 | 0, /* flags */ | ||
1516 | }; | ||
1517 | |||
1518 | /* vim: set shiftwidth=4 tabstop=8: */ | ||