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guess.c
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guess.c
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/*
* guess.c: Mastermind clone.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#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);