From 881746789a489fad85aae8317555f73dbe261556 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 29 Apr 2017 18:21:56 -0400 Subject: puzzles: refactor and resync with upstream This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804 --- apps/plugins/puzzles/src/guess.c | 1518 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 1518 insertions(+) create mode 100644 apps/plugins/puzzles/src/guess.c (limited to 'apps/plugins/puzzles/src/guess.c') diff --git a/apps/plugins/puzzles/src/guess.c b/apps/plugins/puzzles/src/guess.c new file mode 100644 index 0000000000..8f058638da --- /dev/null +++ b/apps/plugins/puzzles/src/guess.c @@ -0,0 +1,1518 @@ +/* + * guess.c: Mastermind clone. + */ + +#include +#include +#include +#include +#include +#include + +#include "puzzles.h" + +#define FLASH_FRAME 0.5F + +enum { + COL_BACKGROUND, + COL_FRAME, COL_CURSOR, COL_FLASH, COL_HOLD, + COL_EMPTY, /* must be COL_1 - 1 */ + COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10, + COL_CORRECTPLACE, COL_CORRECTCOLOUR, + NCOLOURS +}; + +struct game_params { + int ncolours, npegs, nguesses; + int allow_blank, allow_multiple; +}; + +#define FEEDBACK_CORRECTPLACE 1 +#define FEEDBACK_CORRECTCOLOUR 2 + +typedef struct pegrow { + int npegs; + int *pegs; /* 0 is 'empty' */ + int *feedback; /* may well be unused */ +} *pegrow; + +struct game_state { + game_params params; + pegrow *guesses; /* length params->nguesses */ + int *holds; + pegrow solution; + int next_go; /* from 0 to nguesses-1; + if next_go == nguesses then they've lost. */ + int solved; /* +1 = win, -1 = lose, 0 = still playing */ +}; + +static game_params *default_params(void) +{ + game_params *ret = snew(game_params); + + /* AFAIK this is the canonical Mastermind ruleset. */ + ret->ncolours = 6; + ret->npegs = 4; + ret->nguesses = 10; + + ret->allow_blank = 0; + ret->allow_multiple = 1; + + return ret; +} + +static void free_params(game_params *params) +{ + sfree(params); +} + +static game_params *dup_params(const game_params *params) +{ + game_params *ret = snew(game_params); + *ret = *params; /* structure copy */ + return ret; +} + +static const struct { + char *name; + game_params params; +} guess_presets[] = { + {"Standard", {6, 4, 10, FALSE, TRUE}}, + {"Super", {8, 5, 12, FALSE, TRUE}}, +}; + + +static int game_fetch_preset(int i, char **name, game_params **params) +{ + if (i < 0 || i >= lenof(guess_presets)) + return FALSE; + + *name = dupstr(guess_presets[i].name); + /* + * get round annoying const issues + */ + { + game_params tmp = guess_presets[i].params; + *params = dup_params(&tmp); + } + + return TRUE; +} + +static void decode_params(game_params *params, char const *string) +{ + char const *p = string; + game_params *defs = default_params(); + + *params = *defs; free_params(defs); + + while (*p) { + switch (*p++) { + case 'c': + params->ncolours = atoi(p); + while (*p && isdigit((unsigned char)*p)) p++; + break; + + case 'p': + params->npegs = atoi(p); + while (*p && isdigit((unsigned char)*p)) p++; + break; + + case 'g': + params->nguesses = atoi(p); + while (*p && isdigit((unsigned char)*p)) p++; + break; + + case 'b': + params->allow_blank = 1; + break; + + case 'B': + params->allow_blank = 0; + break; + + case 'm': + params->allow_multiple = 1; + break; + + case 'M': + params->allow_multiple = 0; + break; + + default: + ; + } + } +} + +static char *encode_params(const game_params *params, int full) +{ + char data[256]; + + sprintf(data, "c%dp%dg%d%s%s", + params->ncolours, params->npegs, params->nguesses, + params->allow_blank ? "b" : "B", params->allow_multiple ? "m" : "M"); + + return dupstr(data); +} + +static config_item *game_configure(const game_params *params) +{ + config_item *ret; + char buf[80]; + + ret = snewn(6, config_item); + + ret[0].name = "Colours"; + ret[0].type = C_STRING; + sprintf(buf, "%d", params->ncolours); + ret[0].sval = dupstr(buf); + ret[0].ival = 0; + + ret[1].name = "Pegs per guess"; + ret[1].type = C_STRING; + sprintf(buf, "%d", params->npegs); + ret[1].sval = dupstr(buf); + ret[1].ival = 0; + + ret[2].name = "Guesses"; + ret[2].type = C_STRING; + sprintf(buf, "%d", params->nguesses); + ret[2].sval = dupstr(buf); + ret[2].ival = 0; + + ret[3].name = "Allow blanks"; + ret[3].type = C_BOOLEAN; + ret[3].sval = NULL; + ret[3].ival = params->allow_blank; + + ret[4].name = "Allow duplicates"; + ret[4].type = C_BOOLEAN; + ret[4].sval = NULL; + ret[4].ival = params->allow_multiple; + + ret[5].name = NULL; + ret[5].type = C_END; + ret[5].sval = NULL; + ret[5].ival = 0; + + return ret; +} + +static game_params *custom_params(const config_item *cfg) +{ + game_params *ret = snew(game_params); + + ret->ncolours = atoi(cfg[0].sval); + ret->npegs = atoi(cfg[1].sval); + ret->nguesses = atoi(cfg[2].sval); + + ret->allow_blank = cfg[3].ival; + ret->allow_multiple = cfg[4].ival; + + return ret; +} + +static char *validate_params(const game_params *params, int full) +{ + if (params->ncolours < 2 || params->npegs < 2) + return "Trivial solutions are uninteresting"; + /* NB as well as the no. of colours we define, max(ncolours) must + * also fit in an unsigned char; see new_game_desc. */ + if (params->ncolours > 10) + return "Too many colours"; + if (params->nguesses < 1) + return "Must have at least one guess"; + if (!params->allow_multiple && params->ncolours < params->npegs) + return "Disallowing multiple colours requires at least as many colours as pegs"; + return NULL; +} + +static pegrow new_pegrow(int npegs) +{ + pegrow pegs = snew(struct pegrow); + + pegs->npegs = npegs; + pegs->pegs = snewn(pegs->npegs, int); + memset(pegs->pegs, 0, pegs->npegs * sizeof(int)); + pegs->feedback = snewn(pegs->npegs, int); + memset(pegs->feedback, 0, pegs->npegs * sizeof(int)); + + return pegs; +} + +static pegrow dup_pegrow(pegrow pegs) +{ + pegrow newpegs = new_pegrow(pegs->npegs); + + memcpy(newpegs->pegs, pegs->pegs, newpegs->npegs * sizeof(int)); + memcpy(newpegs->feedback, pegs->feedback, newpegs->npegs * sizeof(int)); + + return newpegs; +} + +static void invalidate_pegrow(pegrow pegs) +{ + memset(pegs->pegs, -1, pegs->npegs * sizeof(int)); + memset(pegs->feedback, -1, pegs->npegs * sizeof(int)); +} + +static void free_pegrow(pegrow pegs) +{ + sfree(pegs->pegs); + sfree(pegs->feedback); + sfree(pegs); +} + +static char *new_game_desc(const game_params *params, random_state *rs, + char **aux, int interactive) +{ + unsigned char *bmp = snewn(params->npegs, unsigned char); + char *ret; + int i, c; + pegrow colcount = new_pegrow(params->ncolours); + + for (i = 0; i < params->npegs; i++) { +newcol: + c = random_upto(rs, params->ncolours); + if (!params->allow_multiple && colcount->pegs[c]) goto newcol; + colcount->pegs[c]++; + bmp[i] = (unsigned char)(c+1); + } + obfuscate_bitmap(bmp, params->npegs*8, FALSE); + + ret = bin2hex(bmp, params->npegs); + sfree(bmp); + free_pegrow(colcount); + return ret; +} + +static char *validate_desc(const game_params *params, const char *desc) +{ + unsigned char *bmp; + int i; + + /* desc is just an (obfuscated) bitmap of the solution; check that + * it's the correct length and (when unobfuscated) contains only + * sensible colours. */ + if (strlen(desc) != params->npegs * 2) + return "Game description is wrong length"; + bmp = hex2bin(desc, params->npegs); + obfuscate_bitmap(bmp, params->npegs*8, TRUE); + for (i = 0; i < params->npegs; i++) { + if (bmp[i] < 1 || bmp[i] > params->ncolours) { + sfree(bmp); + return "Game description is corrupted"; + } + } + sfree(bmp); + + return NULL; +} + +static game_state *new_game(midend *me, const game_params *params, + const char *desc) +{ + game_state *state = snew(game_state); + unsigned char *bmp; + int i; + + state->params = *params; + state->guesses = snewn(params->nguesses, pegrow); + for (i = 0; i < params->nguesses; i++) + state->guesses[i] = new_pegrow(params->npegs); + state->holds = snewn(params->npegs, int); + state->solution = new_pegrow(params->npegs); + + bmp = hex2bin(desc, params->npegs); + obfuscate_bitmap(bmp, params->npegs*8, TRUE); + for (i = 0; i < params->npegs; i++) + state->solution->pegs[i] = (int)bmp[i]; + sfree(bmp); + + memset(state->holds, 0, sizeof(int) * params->npegs); + state->next_go = state->solved = 0; + + return state; +} + +static game_state *dup_game(const game_state *state) +{ + game_state *ret = snew(game_state); + int i; + + *ret = *state; + + ret->guesses = snewn(state->params.nguesses, pegrow); + for (i = 0; i < state->params.nguesses; i++) + ret->guesses[i] = dup_pegrow(state->guesses[i]); + ret->holds = snewn(state->params.npegs, int); + memcpy(ret->holds, state->holds, sizeof(int) * state->params.npegs); + ret->solution = dup_pegrow(state->solution); + + return ret; +} + +static void free_game(game_state *state) +{ + int i; + + free_pegrow(state->solution); + for (i = 0; i < state->params.nguesses; i++) + free_pegrow(state->guesses[i]); + sfree(state->holds); + sfree(state->guesses); + + sfree(state); +} + +static char *solve_game(const game_state *state, const game_state *currstate, + const char *aux, char **error) +{ + return dupstr("S"); +} + +static int game_can_format_as_text_now(const game_params *params) +{ + return TRUE; +} + +static char *game_text_format(const game_state *state) +{ + return NULL; +} + +static int is_markable(const game_params *params, pegrow pegs) +{ + int i, nset = 0, nrequired, ret = 0; + pegrow colcount = new_pegrow(params->ncolours); + + nrequired = params->allow_blank ? 1 : params->npegs; + + for (i = 0; i < params->npegs; i++) { + int c = pegs->pegs[i]; + if (c > 0) { + colcount->pegs[c-1]++; + nset++; + } + } + if (nset < nrequired) goto done; + + if (!params->allow_multiple) { + for (i = 0; i < params->ncolours; i++) { + if (colcount->pegs[i] > 1) goto done; + } + } + ret = 1; +done: + free_pegrow(colcount); + return ret; +} + +struct game_ui { + game_params params; + pegrow curr_pegs; /* half-finished current move */ + int *holds; + int colour_cur; /* position of up-down colour picker cursor */ + int peg_cur; /* position of left-right peg picker cursor */ + int display_cur, markable; + + int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */ + int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */ + + int show_labels; /* label the colours with letters */ + pegrow hint; +}; + +static game_ui *new_ui(const game_state *state) +{ + game_ui *ui = snew(game_ui); + memset(ui, 0, sizeof(game_ui)); + ui->params = state->params; /* structure copy */ + ui->curr_pegs = new_pegrow(state->params.npegs); + ui->holds = snewn(state->params.npegs, int); + memset(ui->holds, 0, sizeof(int)*state->params.npegs); + ui->drag_opeg = -1; + return ui; +} + +static void free_ui(game_ui *ui) +{ + if (ui->hint) + free_pegrow(ui->hint); + free_pegrow(ui->curr_pegs); + sfree(ui->holds); + sfree(ui); +} + +static char *encode_ui(const game_ui *ui) +{ + char *ret, *p, *sep; + int i; + + /* + * For this game it's worth storing the contents of the current + * guess, and the current set of holds. + */ + ret = snewn(40 * ui->curr_pegs->npegs, char); + p = ret; + sep = ""; + for (i = 0; i < ui->curr_pegs->npegs; i++) { + p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i], + ui->holds[i] ? "_" : ""); + sep = ","; + } + *p++ = '\0'; + assert(p - ret < 40 * ui->curr_pegs->npegs); + return sresize(ret, p - ret, char); +} + +static void decode_ui(game_ui *ui, const char *encoding) +{ + int i; + const char *p = encoding; + for (i = 0; i < ui->curr_pegs->npegs; i++) { + ui->curr_pegs->pegs[i] = atoi(p); + while (*p && isdigit((unsigned char)*p)) p++; + if (*p == '_') { + /* NB: old versions didn't store holds */ + ui->holds[i] = 1; + p++; + } else + ui->holds[i] = 0; + if (*p == ',') p++; + } + ui->markable = is_markable(&ui->params, ui->curr_pegs); +} + +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) +{ + int i; + + if (newstate->next_go < oldstate->next_go) { + sfree(ui->hint); + ui->hint = NULL; + } + + /* Implement holds, clear other pegs. + * This does something that is arguably the Right Thing even + * for undo. */ + for (i = 0; i < newstate->solution->npegs; i++) { + if (newstate->solved) + ui->holds[i] = 0; + else + ui->holds[i] = newstate->holds[i]; + if (newstate->solved || (newstate->next_go == 0) || !ui->holds[i]) { + ui->curr_pegs->pegs[i] = 0; + } else + ui->curr_pegs->pegs[i] = + newstate->guesses[newstate->next_go-1]->pegs[i]; + } + ui->markable = is_markable(&newstate->params, ui->curr_pegs); + /* Clean up cursor position */ + if (!ui->markable && ui->peg_cur == newstate->solution->npegs) + ui->peg_cur--; +} + +#define PEGSZ (ds->pegsz) +#define PEGOFF (ds->pegsz + ds->gapsz) +#define HINTSZ (ds->hintsz) +#define HINTOFF (ds->hintsz + ds->gapsz) + +#define GAP (ds->gapsz) +#define CGAP (ds->gapsz / 2) + +#define PEGRAD (ds->pegrad) +#define HINTRAD (ds->hintrad) + +#define COL_OX (ds->colx) +#define COL_OY (ds->coly) +#define COL_X(c) (COL_OX) +#define COL_Y(c) (COL_OY + (c)*PEGOFF) +#define COL_W PEGOFF +#define COL_H (ds->colours->npegs*PEGOFF) + +#define GUESS_OX (ds->guessx) +#define GUESS_OY (ds->guessy) +#define GUESS_X(g,p) (GUESS_OX + (p)*PEGOFF) +#define GUESS_Y(g,p) (GUESS_OY + (g)*PEGOFF) +#define GUESS_W (ds->solution->npegs*PEGOFF) +#define GUESS_H (ds->nguesses*PEGOFF) + +#define HINT_OX (GUESS_OX + GUESS_W + ds->gapsz) +#define HINT_OY (GUESS_OY + (PEGSZ - HINTOFF - HINTSZ) / 2) +#define HINT_X(g) HINT_OX +#define HINT_Y(g) (HINT_OY + (g)*PEGOFF) +#define HINT_W ((ds->hintw*HINTOFF) - GAP) +#define HINT_H GUESS_H + +#define SOLN_OX GUESS_OX +#define SOLN_OY (GUESS_OY + GUESS_H + ds->gapsz + 2) +#define SOLN_W GUESS_W +#define SOLN_H PEGOFF + +struct game_drawstate { + int nguesses; + pegrow *guesses; /* same size as state->guesses */ + pegrow solution; /* only displayed if state->solved */ + pegrow colours; /* length ncolours, not npegs */ + + int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */ + int pegrad, hintrad; /* radius of peg, hint */ + int border; + int colx, coly; /* origin of colours vertical bar */ + int guessx, guessy; /* origin of guesses */ + int solnx, solny; /* origin of solution */ + int hintw; /* no. of hint tiles we're wide per row */ + int w, h, started, solved; + + int next_go; + + blitter *blit_peg; + int drag_col, blit_ox, blit_oy; +}; + +static void set_peg(const game_params *params, game_ui *ui, int peg, int col) +{ + ui->curr_pegs->pegs[peg] = col; + ui->markable = is_markable(params, ui->curr_pegs); +} + +static int mark_pegs(pegrow guess, const pegrow solution, int ncols) +{ + int nc_place = 0, nc_colour = 0, i, j; + + assert(guess && solution && (guess->npegs == solution->npegs)); + + for (i = 0; i < guess->npegs; i++) { + if (guess->pegs[i] == solution->pegs[i]) nc_place++; + } + + /* slight bit of cleverness: we have the following formula, from + * http://mathworld.wolfram.com/Mastermind.html that gives: + * + * nc_colour = sum(colours, min(#solution, #guess)) - nc_place + * + * I think this is due to Knuth. + */ + for (i = 1; i <= ncols; i++) { + int n_guess = 0, n_solution = 0; + for (j = 0; j < guess->npegs; j++) { + if (guess->pegs[j] == i) n_guess++; + if (solution->pegs[j] == i) n_solution++; + } + nc_colour += min(n_guess, n_solution); + } + nc_colour -= nc_place; + + debug(("mark_pegs, %d pegs, %d right place, %d right colour", + guess->npegs, nc_place, nc_colour)); + assert((nc_colour + nc_place) <= guess->npegs); + + memset(guess->feedback, 0, guess->npegs*sizeof(int)); + for (i = 0, j = 0; i < nc_place; i++) + guess->feedback[j++] = FEEDBACK_CORRECTPLACE; + for (i = 0; i < nc_colour; i++) + guess->feedback[j++] = FEEDBACK_CORRECTCOLOUR; + + return nc_place; +} + +static char *encode_move(const game_state *from, game_ui *ui) +{ + char *buf, *p, *sep; + int len, i; + + len = ui->curr_pegs->npegs * 20 + 2; + buf = snewn(len, char); + p = buf; + *p++ = 'G'; + sep = ""; + for (i = 0; i < ui->curr_pegs->npegs; i++) { + p += sprintf(p, "%s%d%s", sep, ui->curr_pegs->pegs[i], + ui->holds[i] ? "_" : ""); + sep = ","; + } + *p++ = '\0'; + assert(p - buf <= len); + buf = sresize(buf, len, char); + + return buf; +} + +static void compute_hint(const game_state *state, game_ui *ui) +{ + /* Suggest the lexicographically first row consistent with all + * previous feedback. This is not only a useful hint, but also + * a reasonable strategy if applied consistently. If the user + * uses hints in every turn, they may be able to intuit this + * strategy, or one similar to it. I (Jonas Kölker) came up + * with something close to it without seeing it in action. */ + + /* Some performance characteristics: I want to ask for each n, + * how many solutions are guessed in exactly n guesses if you + * use the hint in each turn. + * + * With 4 pegs and 6 colours you get the following histogram: + * + * 1 guesses: 1 solution + * 2 guesses: 4 solutions + * 3 guesses: 25 solutions + * 4 guesses: 108 solutions + * 5 guesses: 305 solutions + * 6 guesses: 602 solutions + * 7 guesses: 196 solutions + * 8 guesses: 49 solutions + * 9 guesses: 6 solutions + * (note: the tenth guess is never necessary.) + * + * With 5 pegs and 8 colours you get the following histogram: + * + * 1 guesses: 1 solution + * 2 guesses: 5 solutions + * 3 guesses: 43 solutions + * 4 guesses: 278 solutions + * 5 guesses: 1240 solutions + * 6 guesses: 3515 solutions + * 7 guesses: 7564 solutions + * 8 guesses: 14086 solutions + * 9 guesses: 4614 solutions + * 10 guesses: 1239 solutions + * 11 guesses: 175 solutions + * 12 guesses: 7 solutions + * 13 guesses: 1 solution + * + * The solution which takes too many guesses is {8, 8, 5, 6, 7}. + * The game ID is c8p5g12Bm:4991e5e41a. */ + + int mincolour = 1, maxcolour = 0, i, j; + + /* For large values of npegs and ncolours, the lexicographically + * next guess make take a while to find. Finding upper and + * lower limits on which colours we have to consider will speed + * this up, as will caching our progress from one invocation to + * the next. The latter strategy works, since if we have ruled + * out a candidate we will never reverse this judgment in the + * light of new information. Removing information, i.e. undo, + * will require us to backtrack somehow. We backtrack by fully + * forgetting our progress (and recomputing it if required). */ + + for (i = 0; i < state->next_go; ++i) + for (j = 0; j < state->params.npegs; ++j) + if (state->guesses[i]->pegs[j] > maxcolour) + maxcolour = state->guesses[i]->pegs[j]; + maxcolour = min(maxcolour + 1, state->params.ncolours); + +increase_mincolour: + for (i = 0; i < state->next_go; ++i) { + if (state->guesses[i]->feedback[0]) + goto next_iteration; + for (j = 0; j < state->params.npegs; ++j) + if (state->guesses[i]->pegs[j] != mincolour) + goto next_iteration; + ++mincolour; + goto increase_mincolour; + next_iteration: + ; + } + + if (!ui->hint) { + ui->hint = new_pegrow(state->params.npegs); + for (i = 0; i < state->params.npegs; ++i) + ui->hint->pegs[i] = 1; + } + + while (ui->hint->pegs[0] <= state->params.ncolours) { + for (i = 0; i < state->next_go; ++i) { + mark_pegs(ui->hint, state->guesses[i], maxcolour); + for (j = 0; j < state->params.npegs; ++j) + if (ui->hint->feedback[j] != state->guesses[i]->feedback[j]) + goto increment_pegrow; + } + /* a valid guess was found; install it and return */ + for (i = 0; i < state->params.npegs; ++i) + ui->curr_pegs->pegs[i] = ui->hint->pegs[i]; + + ui->markable = TRUE; + ui->peg_cur = state->params.npegs; + ui->display_cur = 1; + return; + + increment_pegrow: + for (i = ui->hint->npegs; + ++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour; + ui->hint->pegs[i] = mincolour); + } + /* No solution is compatible with the given hints. Impossible! */ + /* (hack new_game_desc to create invalid solutions to get here) */ + + /* For some values of npegs and ncolours, the hinting function takes a + * long time to complete. To visually indicate completion with failure, + * should it ever happen, update the ui in some trivial way. This gives + * the user a sense of broken(ish)ness and futility. */ + if (!ui->display_cur) { + ui->display_cur = 1; + } else if (state->params.npegs == 1) { + ui->display_cur = 0; + } else { + ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs; + } +} + +static char *interpret_move(const game_state *from, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) +{ + int over_col = 0; /* one-indexed */ + int over_guess = -1; /* zero-indexed */ + int over_past_guess_y = -1; /* zero-indexed */ + int over_past_guess_x = -1; /* zero-indexed */ + int over_hint = 0; /* zero or one */ + char *ret = NULL; + + int guess_ox = GUESS_X(from->next_go, 0); + int guess_oy = GUESS_Y(from->next_go, 0); + + /* + * Enable or disable labels on colours. + */ + if (button == 'l' || button == 'L') { + ui->show_labels = !ui->show_labels; + return ""; + } + + if (from->solved) return NULL; + + if (x >= COL_OX && x < (COL_OX + COL_W) && + y >= COL_OY && y < (COL_OY + COL_H)) { + over_col = ((y - COL_OY) / PEGOFF) + 1; + assert(over_col >= 1 && over_col <= ds->colours->npegs); + } else if (x >= guess_ox && + y >= guess_oy && y < (guess_oy + GUESS_H)) { + if (x < (guess_ox + GUESS_W)) { + over_guess = (x - guess_ox) / PEGOFF; + assert(over_guess >= 0 && over_guess < ds->solution->npegs); + } else { + over_hint = 1; + } + } else if (x >= guess_ox && x < (guess_ox + GUESS_W) && + y >= GUESS_OY && y < guess_oy) { + over_past_guess_y = (y - GUESS_OY) / PEGOFF; + over_past_guess_x = (x - guess_ox) / PEGOFF; + assert(over_past_guess_y >= 0 && over_past_guess_y < from->next_go); + assert(over_past_guess_x >= 0 && over_past_guess_x < ds->solution->npegs); + } + debug(("make_move: over_col %d, over_guess %d, over_hint %d," + " over_past_guess (%d,%d)", over_col, over_guess, over_hint, + over_past_guess_x, over_past_guess_y)); + + assert(ds->blit_peg); + + /* mouse input */ + if (button == LEFT_BUTTON) { + if (over_col > 0) { + ui->drag_col = over_col; + ui->drag_opeg = -1; + debug(("Start dragging from colours")); + } else if (over_guess > -1) { + int col = ui->curr_pegs->pegs[over_guess]; + if (col) { + ui->drag_col = col; + ui->drag_opeg = over_guess; + debug(("Start dragging from a guess")); + } + } else if (over_past_guess_y > -1) { + int col = + from->guesses[over_past_guess_y]->pegs[over_past_guess_x]; + if (col) { + ui->drag_col = col; + ui->drag_opeg = -1; + debug(("Start dragging from a past guess")); + } + } + if (ui->drag_col) { + ui->drag_x = x; + ui->drag_y = y; + debug(("Start dragging, col = %d, (%d,%d)", + ui->drag_col, ui->drag_x, ui->drag_y)); + ret = ""; + } + } else if (button == LEFT_DRAG && ui->drag_col) { + ui->drag_x = x; + ui->drag_y = y; + debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y)); + ret = ""; + } else if (button == LEFT_RELEASE && ui->drag_col) { + if (over_guess > -1) { + debug(("Dropping colour %d onto guess peg %d", + ui->drag_col, over_guess)); + set_peg(&from->params, ui, over_guess, ui->drag_col); + } else { + if (ui->drag_opeg > -1) { + debug(("Removing colour %d from peg %d", + ui->drag_col, ui->drag_opeg)); + set_peg(&from->params, ui, ui->drag_opeg, 0); + } + } + ui->drag_col = 0; + ui->drag_opeg = -1; + ui->display_cur = 0; + debug(("Stop dragging.")); + ret = ""; + } else if (button == RIGHT_BUTTON) { + if (over_guess > -1) { + /* we use ths feedback in the game_ui to signify + * 'carry this peg to the next guess as well'. */ + ui->holds[over_guess] = 1 - ui->holds[over_guess]; + ret = ""; + } + } else if (button == LEFT_RELEASE && over_hint && ui->markable) { + /* NB this won't trigger if on the end of a drag; that's on + * purpose, in case you drop by mistake... */ + ret = encode_move(from, ui); + } + + /* keyboard input */ + if (button == CURSOR_UP || button == CURSOR_DOWN) { + ui->display_cur = 1; + if (button == CURSOR_DOWN && (ui->colour_cur+1) < from->params.ncolours) + ui->colour_cur++; + if (button == CURSOR_UP && ui->colour_cur > 0) + ui->colour_cur--; + ret = ""; + } else if (button == 'h' || button == 'H' || button == '?') { + compute_hint(from, ui); + ret = ""; + } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) { + int maxcur = from->params.npegs; + if (ui->markable) maxcur++; + + ui->display_cur = 1; + if (button == CURSOR_RIGHT && (ui->peg_cur+1) < maxcur) + ui->peg_cur++; + if (button == CURSOR_LEFT && ui->peg_cur > 0) + ui->peg_cur--; + ret = ""; + } else if (IS_CURSOR_SELECT(button)) { + ui->display_cur = 1; + if (ui->peg_cur == from->params.npegs) { + ret = encode_move(from, ui); + } else { + set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1); + ret = ""; + } + } else if (button == 'D' || button == 'd' || button == '\b') { + ui->display_cur = 1; + set_peg(&from->params, ui, ui->peg_cur, 0); + ret = ""; + } else if (button == CURSOR_SELECT2) { + if (ui->peg_cur == from->params.npegs) + return NULL; + ui->display_cur = 1; + ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur]; + ret = ""; + } + return ret; +} + +static game_state *execute_move(const game_state *from, const char *move) +{ + int i, nc_place; + game_state *ret; + const char *p; + + if (!strcmp(move, "S")) { + ret = dup_game(from); + ret->solved = -1; + return ret; + } else if (move[0] == 'G') { + p = move+1; + + ret = dup_game(from); + + for (i = 0; i < from->solution->npegs; i++) { + int val = atoi(p); + int min_colour = from->params.allow_blank? 0 : 1; + if (val < min_colour || val > from->params.ncolours) { + free_game(ret); + return NULL; + } + ret->guesses[from->next_go]->pegs[i] = atoi(p); + while (*p && isdigit((unsigned char)*p)) p++; + if (*p == '_') { + ret->holds[i] = 1; + p++; + } else + ret->holds[i] = 0; + if (*p == ',') p++; + } + + nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours); + + if (nc_place == ret->solution->npegs) { + ret->solved = +1; /* win! */ + } else { + ret->next_go = from->next_go + 1; + if (ret->next_go >= ret->params.nguesses) + ret->solved = -1; /* lose, meaning we show the pegs. */ + } + + return ret; + } else + return NULL; +} + +/* ---------------------------------------------------------------------- + * Drawing routines. + */ + +#define PEG_PREFER_SZ 32 + +/* next three are multipliers for pegsz. It will look much nicer if + * (2*PEG_HINT) + PEG_GAP = 1.0 as the hints are formatted like that. */ +#define PEG_GAP 0.10 +#define PEG_HINT 0.35 + +#define BORDER 0.5 + +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) +{ + double hmul, vmul_c, vmul_g, vmul; + int hintw = (params->npegs+1)/2; + + hmul = BORDER * 2.0 + /* border */ + 1.0 * 2.0 + /* vertical colour bar */ + 1.0 * params->npegs + /* guess pegs */ + PEG_GAP * params->npegs + /* guess gaps */ + PEG_HINT * hintw + /* hint pegs */ + PEG_GAP * (hintw - 1); /* hint gaps */ + + vmul_c = BORDER * 2.0 + /* border */ + 1.0 * params->ncolours + /* colour pegs */ + PEG_GAP * (params->ncolours - 1); /* colour gaps */ + + vmul_g = BORDER * 2.0 + /* border */ + 1.0 * (params->nguesses + 1) + /* guesses plus solution */ + PEG_GAP * (params->nguesses + 1); /* gaps plus gap above soln */ + + vmul = max(vmul_c, vmul_g); + + *x = (int)ceil((double)tilesize * hmul); + *y = (int)ceil((double)tilesize * vmul); +} + +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) +{ + int colh, guessh; + + ds->pegsz = tilesize; + + ds->hintsz = (int)((double)ds->pegsz * PEG_HINT); + ds->gapsz = (int)((double)ds->pegsz * PEG_GAP); + ds->border = (int)((double)ds->pegsz * BORDER); + + ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */ + ds->hintrad = (ds->hintsz-1)/2; + + colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz; + guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */ + guessh += ds->gapsz + ds->pegsz; /* solution */ + + game_compute_size(params, tilesize, &ds->w, &ds->h); + ds->colx = ds->border; + ds->coly = (ds->h - colh) / 2; + + ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */ + ds->guessy = (ds->h - guessh) / 2; + ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz; + + assert(ds->pegsz > 0); + assert(!ds->blit_peg); /* set_size is never called twice */ + ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2); +} + +static float *game_colours(frontend *fe, int *ncolours) +{ + float *ret = snewn(3 * NCOLOURS, float), max; + int i; + + frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + + /* red */ + ret[COL_1 * 3 + 0] = 1.0F; + ret[COL_1 * 3 + 1] = 0.0F; + ret[COL_1 * 3 + 2] = 0.0F; + + /* yellow */ + ret[COL_2 * 3 + 0] = 1.0F; + ret[COL_2 * 3 + 1] = 1.0F; + ret[COL_2 * 3 + 2] = 0.0F; + + /* green */ + ret[COL_3 * 3 + 0] = 0.0F; + ret[COL_3 * 3 + 1] = 1.0F; + ret[COL_3 * 3 + 2] = 0.0F; + + /* blue */ + ret[COL_4 * 3 + 0] = 0.2F; + ret[COL_4 * 3 + 1] = 0.3F; + ret[COL_4 * 3 + 2] = 1.0F; + + /* orange */ + ret[COL_5 * 3 + 0] = 1.0F; + ret[COL_5 * 3 + 1] = 0.5F; + ret[COL_5 * 3 + 2] = 0.0F; + + /* purple */ + ret[COL_6 * 3 + 0] = 0.5F; + ret[COL_6 * 3 + 1] = 0.0F; + ret[COL_6 * 3 + 2] = 0.7F; + + /* brown */ + ret[COL_7 * 3 + 0] = 0.5F; + ret[COL_7 * 3 + 1] = 0.3F; + ret[COL_7 * 3 + 2] = 0.3F; + + /* light blue */ + ret[COL_8 * 3 + 0] = 0.4F; + ret[COL_8 * 3 + 1] = 0.8F; + ret[COL_8 * 3 + 2] = 1.0F; + + /* light green */ + ret[COL_9 * 3 + 0] = 0.7F; + ret[COL_9 * 3 + 1] = 1.0F; + ret[COL_9 * 3 + 2] = 0.7F; + + /* pink */ + ret[COL_10 * 3 + 0] = 1.0F; + ret[COL_10 * 3 + 1] = 0.6F; + ret[COL_10 * 3 + 2] = 1.0F; + + ret[COL_FRAME * 3 + 0] = 0.0F; + ret[COL_FRAME * 3 + 1] = 0.0F; + ret[COL_FRAME * 3 + 2] = 0.0F; + + ret[COL_CURSOR * 3 + 0] = 0.0F; + ret[COL_CURSOR * 3 + 1] = 0.0F; + ret[COL_CURSOR * 3 + 2] = 0.0F; + + ret[COL_FLASH * 3 + 0] = 0.5F; + ret[COL_FLASH * 3 + 1] = 1.0F; + ret[COL_FLASH * 3 + 2] = 1.0F; + + ret[COL_HOLD * 3 + 0] = 1.0F; + ret[COL_HOLD * 3 + 1] = 0.5F; + ret[COL_HOLD * 3 + 2] = 0.5F; + + ret[COL_CORRECTPLACE*3 + 0] = 0.0F; + ret[COL_CORRECTPLACE*3 + 1] = 0.0F; + ret[COL_CORRECTPLACE*3 + 2] = 0.0F; + + ret[COL_CORRECTCOLOUR*3 + 0] = 1.0F; + ret[COL_CORRECTCOLOUR*3 + 1] = 1.0F; + ret[COL_CORRECTCOLOUR*3 + 2] = 1.0F; + + /* We want to make sure we can distinguish COL_CORRECTCOLOUR + * (which we hard-code as white) from COL_BACKGROUND (which + * could default to white on some platforms). + * Code borrowed from fifteen.c. */ + max = ret[COL_BACKGROUND*3]; + for (i = 1; i < 3; i++) + if (ret[COL_BACKGROUND*3+i] > max) + max = ret[COL_BACKGROUND*3+i]; + if (max * 1.2F > 1.0F) { + for (i = 0; i < 3; i++) + ret[COL_BACKGROUND*3+i] /= (max * 1.2F); + } + + /* We also want to be able to tell the difference between BACKGROUND + * and EMPTY, for similar distinguishing-hint reasons. */ + ret[COL_EMPTY * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F; + ret[COL_EMPTY * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F; + ret[COL_EMPTY * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F; + + *ncolours = NCOLOURS; + return ret; +} + +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) +{ + struct game_drawstate *ds = snew(struct game_drawstate); + int i; + + memset(ds, 0, sizeof(struct game_drawstate)); + + ds->guesses = snewn(state->params.nguesses, pegrow); + ds->nguesses = state->params.nguesses; + for (i = 0; i < state->params.nguesses; i++) { + ds->guesses[i] = new_pegrow(state->params.npegs); + invalidate_pegrow(ds->guesses[i]); + } + ds->solution = new_pegrow(state->params.npegs); + invalidate_pegrow(ds->solution); + ds->colours = new_pegrow(state->params.ncolours); + invalidate_pegrow(ds->colours); + + ds->hintw = (state->params.npegs+1)/2; /* must round up */ + + ds->blit_peg = NULL; + + return ds; +} + +static void game_free_drawstate(drawing *dr, game_drawstate *ds) +{ + int i; + + if (ds->blit_peg) blitter_free(dr, ds->blit_peg); + free_pegrow(ds->colours); + free_pegrow(ds->solution); + for (i = 0; i < ds->nguesses; i++) + free_pegrow(ds->guesses[i]); + sfree(ds->guesses); + sfree(ds); +} + +static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy, + int moving, int labelled, int col) +{ + /* + * Some platforms antialias circles, which means we shouldn't + * overwrite a circle of one colour with a circle of another + * colour without erasing the background first. However, if the + * peg is the one being dragged, we don't erase the background + * because we _want_ it to alpha-blend nicely into whatever's + * behind it. + */ + if (!moving) + draw_rect(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2, + COL_BACKGROUND); + if (PEGRAD > 0) { + draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD, + COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY)); + } else + draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); + + if (labelled && col) { + char buf[2]; + buf[0] = 'a'-1 + col; + buf[1] = '\0'; + draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD, + ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf); + } + + draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); +} + +static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y) +{ + draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR); + + draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); +} + +static void guess_redraw(drawing *dr, game_drawstate *ds, int guess, + pegrow src, int *holds, int cur_col, int force, + int labelled) +{ + pegrow dest; + int rowx, rowy, i, scol; + + if (guess == -1) { + dest = ds->solution; + rowx = SOLN_OX; + rowy = SOLN_OY; + } else { + dest = ds->guesses[guess]; + rowx = GUESS_X(guess,0); + rowy = GUESS_Y(guess,0); + } + if (src) assert(src->npegs == dest->npegs); + + for (i = 0; i < dest->npegs; i++) { + scol = src ? src->pegs[i] : 0; + if (i == cur_col) + scol |= 0x1000; + if (holds && holds[i]) + scol |= 0x2000; + if (labelled) + scol |= 0x4000; + if ((dest->pegs[i] != scol) || force) { + draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled, + scol &~ 0x7000); + /* + * Hold marker. + */ + draw_rect(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND)); + draw_update(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + PEGSZ, 2); + if (scol & 0x1000) + draw_cursor(dr, ds, rowx + PEGOFF * i, rowy); + } + dest->pegs[i] = scol; + } +} + +static void hint_redraw(drawing *dr, game_drawstate *ds, int guess, + pegrow src, int force, int cursor, int markable) +{ + pegrow dest = ds->guesses[guess]; + int rowx, rowy, i, scol, col, hintlen; + int need_redraw; + int emptycol = (markable ? COL_FLASH : COL_EMPTY); + + if (src) assert(src->npegs == dest->npegs); + + hintlen = (dest->npegs + 1)/2; + + /* + * Because of the possible presence of the cursor around this + * entire section, we redraw all or none of it but never part. + */ + need_redraw = FALSE; + + for (i = 0; i < dest->npegs; i++) { + scol = src ? src->feedback[i] : 0; + if (i == 0 && cursor) + scol |= 0x1000; + if (i == 0 && markable) + scol |= 0x2000; + if ((scol != dest->feedback[i]) || force) { + need_redraw = TRUE; + } + dest->feedback[i] = scol; + } + + if (need_redraw) { + int hinth = HINTSZ + GAP + HINTSZ; + int hx,hy,hw,hh; + + hx = HINT_X(guess)-GAP; hy = HINT_Y(guess)-GAP; + hw = HINT_W+GAP*2; hh = hinth+GAP*2; + + /* erase a large background rectangle */ + draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND); + + for (i = 0; i < dest->npegs; i++) { + scol = src ? src->feedback[i] : 0; + col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE : + (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : + emptycol); + + rowx = HINT_X(guess); + rowy = HINT_Y(guess); + if (i < hintlen) { + rowx += HINTOFF * i; + } else { + rowx += HINTOFF * (i - hintlen); + rowy += HINTOFF; + } + if (HINTRAD > 0) { + draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, + (col == emptycol ? emptycol : COL_FRAME)); + } else { + draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col); + } + } + if (cursor) { + int x1,y1,x2,y2; + x1 = hx + CGAP; y1 = hy + CGAP; + x2 = hx + hw - CGAP; y2 = hy + hh - CGAP; + draw_line(dr, x1, y1, x2, y1, COL_CURSOR); + draw_line(dr, x2, y1, x2, y2, COL_CURSOR); + draw_line(dr, x2, y2, x1, y2, COL_CURSOR); + draw_line(dr, x1, y2, x1, y1, COL_CURSOR); + } + + draw_update(dr, hx, hy, hw, hh); + } +} + +static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col) +{ + int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4; + + draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col); + draw_update(dr, ox-off-1, oy, 2, PEGSZ); +} + +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, + float animtime, float flashtime) +{ + int i, new_move; + + new_move = (state->next_go != ds->next_go) || !ds->started; + + if (!ds->started) { + draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND); + draw_rect(dr, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME); + draw_update(dr, 0, 0, ds->w, ds->h); + } + + if (ds->drag_col != 0) { + debug(("Loading from blitter.")); + blitter_load(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy); + draw_update(dr, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ); + } + + /* draw the colours */ + for (i = 0; i < state->params.ncolours; i++) { + int val = i+1; + if (ui->display_cur && ui->colour_cur == i) + val |= 0x1000; + if (ui->show_labels) + val |= 0x2000; + if (ds->colours->pegs[i] != val) { + draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1); + if (val & 0x1000) + draw_cursor(dr, ds, COL_X(i), COL_Y(i)); + ds->colours->pegs[i] = val; + } + } + + /* draw the guesses (so far) and the hints + * (in reverse order to avoid trampling holds, and postponing the + * next_go'th to not overrender the top of the circular cursor) */ + for (i = state->params.nguesses - 1; i >= 0; i--) { + if (i < state->next_go || state->solved) { + /* this info is stored in the game_state already */ + guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0, + ui->show_labels); + hint_redraw(dr, ds, i, state->guesses[i], + i == (state->next_go-1) ? 1 : 0, FALSE, FALSE); + } else if (i > state->next_go) { + /* we've not got here yet; it's blank. */ + guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels); + hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE); + } + } + if (!state->solved) { + /* this is the one we're on; the (incomplete) guess is stored in + * the game_ui. */ + guess_redraw(dr, ds, state->next_go, ui->curr_pegs, + ui->holds, ui->display_cur ? ui->peg_cur : -1, 0, + ui->show_labels); + hint_redraw(dr, ds, state->next_go, NULL, 1, + ui->display_cur && ui->peg_cur == state->params.npegs, + ui->markable); + } + + /* draw the 'current move' and 'able to mark' sign. */ + if (new_move) + currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND); + if (!state->solved) + currmove_redraw(dr, ds, state->next_go, COL_HOLD); + + /* draw the solution (or the big rectangle) */ + if ((!state->solved ^ !ds->solved) || !ds->started) { + draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H, + state->solved ? COL_BACKGROUND : COL_EMPTY); + draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); + } + if (state->solved) + guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved, + ui->show_labels); + ds->solved = state->solved; + + ds->next_go = state->next_go; + + /* if ui->drag_col != 0, save the screen to the blitter, + * draw the peg where we saved, and set ds->drag_* == ui->drag_*. */ + if (ui->drag_col != 0) { + int ox = ui->drag_x - (PEGSZ/2); + int oy = ui->drag_y - (PEGSZ/2); + ds->blit_ox = ox - 1; ds->blit_oy = oy - 1; + debug(("Saving to blitter at (%d,%d)", ds->blit_ox, ds->blit_oy)); + blitter_save(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy); + draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col); + } + ds->drag_col = ui->drag_col; + + ds->started = 1; +} + +static float game_anim_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + return 0.0F; +} + +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + return 0.0F; +} + +static int game_status(const game_state *state) +{ + /* + * We return nonzero whenever the solution has been revealed, even + * (on spoiler grounds) if it wasn't guessed correctly. The + * correct return value from this function is already in + * state->solved. + */ + return state->solved; +} + +static int game_timing_state(const game_state *state, game_ui *ui) +{ + return TRUE; +} + +static void game_print_size(const game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, const game_state *state, int tilesize) +{ +} + +#ifdef COMBINED +#define thegame guess +#endif + +const struct game thegame = { + "Guess", "games.guess", "guess", + default_params, + game_fetch_preset, NULL, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_desc, + validate_desc, + new_game, + dup_game, + free_game, + TRUE, solve_game, + FALSE, game_can_format_as_text_now, game_text_format, + new_ui, + free_ui, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PEG_PREFER_SZ, game_compute_size, game_set_size, + game_colours, + game_new_drawstate, + game_free_drawstate, + game_redraw, + game_anim_length, + game_flash_length, + game_status, + FALSE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ + FALSE, game_timing_state, + 0, /* flags */ +}; + +/* vim: set shiftwidth=4 tabstop=8: */ -- cgit v1.2.3