ref: af052f26207d81aeca5c0cb090ec0a8b3e2ee60a
parent: 2ce863a76db65caa72245543041d56aa487d5337
author: Simon Tatham <anakin@pobox.com>
date: Thu Jun 23 14:50:58 EDT 2005
James Harvey's extensions to Guess: a couple of extra game settings plus a manual chapter. [originally from svn r5999]
--- a/guess.c
+++ b/guess.c
@@ -15,7 +15,7 @@
enum {
COL_BACKGROUND,
- COL_HIGHLIGHT, COL_LOWLIGHT, COL_FRAME, COL_FLASH, COL_HOLD,
+ 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,
@@ -24,6 +24,7 @@
struct game_params {
int ncolours, npegs, nguesses;
+ int allow_blank, allow_multiple;
};
#define FEEDBACK_CORRECTPLACE 1
@@ -53,6 +54,9 @@
ret->npegs = 4;
ret->nguesses = 10;
+ ret->allow_blank = 0;
+ ret->allow_multiple = 1;
+
return ret;
}
@@ -97,6 +101,22 @@
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:
;
}
@@ -107,7 +127,9 @@
{
char data[256];
- sprintf(data, "c%dp%dg%d", params->ncolours, params->npegs, params->nguesses);
+ 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);
}
@@ -117,31 +139,41 @@
config_item *ret;
char buf[80];
- ret = snewn(4, config_item);
+ ret = snewn(6, config_item);
- ret[0].name = "No. of colours";
+ 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 = "No. of pegs per row";
+ 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 = "No. of guesses";
+ 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 = NULL;
- ret[3].type = C_END;
+ ret[3].name = "Allow blanks";
+ ret[3].type = C_BOOLEAN;
ret[3].sval = NULL;
- ret[3].ival = 0;
+ 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;
}
@@ -153,6 +185,9 @@
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;
}
@@ -166,6 +201,8 @@
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;
}
@@ -213,14 +250,21 @@
{
unsigned char *bmp = snewn(params->npegs, unsigned char);
char *ret;
- int i;
+ int i, c;
+ pegrow colcount = new_pegrow(params->ncolours);
- for (i = 0; i < params->npegs; i++)
- bmp[i] = (unsigned char)(random_upto(rs, params->ncolours)+1);
+ 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;
}
@@ -231,10 +275,24 @@
static char *validate_desc(game_params *params, char *desc)
{
- /* desc is just an (obfuscated) bitmap of the solution; all we
- * care is that it's the correct length. */
+ 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;
}
@@ -308,6 +366,7 @@
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 */
};
static game_ui *new_ui(game_state *state)
@@ -317,6 +376,7 @@
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;
}
@@ -395,20 +455,38 @@
int drag_col, blit_ox, blit_oy;
};
-static void set_peg(game_ui *ui, int peg, int col)
+static int is_markable(game_params *params, pegrow pegs)
{
- int i;
+ int i, nset = 0, nrequired, ret = 0;
+ pegrow colcount = new_pegrow(params->ncolours);
- ui->curr_pegs->pegs[peg] = col;
+ nrequired = params->allow_blank ? 1 : params->npegs;
- /* set to 'markable' if all of our pegs are filled. */
- for (i = 0; i < ui->curr_pegs->npegs; i++) {
- if (ui->curr_pegs->pegs[i] == 0) return;
+ for (i = 0; i < params->npegs; i++) {
+ if (pegs->pegs[i] > 0) {
+ colcount->pegs[pegs->pegs[i]]++;
+ nset++;
+ }
}
- debug(("UI is markable."));
- ui->markable = 1;
+ 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;
}
+static void set_peg(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, pegrow solution, int ncols)
{
int nc_place = 0, nc_colour = 0, i, j;
@@ -474,11 +552,9 @@
}
if (to->solved) ui->holds[i] = 0;
}
- if (ncleared) {
- ui->markable = 0;
- if (ui->peg_cur == to->solution->npegs)
- ui->peg_cur--;
- }
+ ui->markable = is_markable(&from->params, ui->curr_pegs);
+ if (!ui->markable && ui->peg_cur == to->solution->npegs)
+ ui->peg_cur--;
return to;
}
@@ -514,8 +590,8 @@
over_past_guess_x = (x - guess_ox) / PEGOFF;
}
debug(("make_move: over_col %d, over_guess %d, over_hint %d,"
- " over_past_guess %d", over_col, over_guess, over_hint,
- over_past_guess));
+ " over_past_guess (%d,%d)", over_col, over_guess, over_hint,
+ over_past_guess_x, over_past_guess_y));
assert(ds->blit_peg);
@@ -523,11 +599,13 @@
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) {
@@ -535,6 +613,7 @@
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"));
}
}
@@ -554,9 +633,16 @@
if (over_guess > -1) {
debug(("Dropping colour %d onto guess peg %d",
ui->drag_col, over_guess));
- set_peg(ui, over_guess, ui->drag_col);
+ 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;
debug(("Stop dragging."));
ret = from;
} else if (button == RIGHT_BUTTON) {
@@ -595,7 +681,7 @@
if (ui->peg_cur == from->params.npegs) {
ret = mark_move(from, ui);
} else {
- set_peg(ui, ui->peg_cur, ui->colour_cur+1);
+ set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
ret = from;
}
}
@@ -734,14 +820,10 @@
ret[COL_FRAME * 3 + 1] = 0.0F;
ret[COL_FRAME * 3 + 2] = 0.0F;
- ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
- ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
- ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
+ ret[COL_CURSOR * 3 + 0] = 0.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.0F;
+ ret[COL_CURSOR * 3 + 2] = 0.0F;
- ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
- ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
- ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
-
ret[COL_FLASH * 3 + 0] = 0.5F;
ret[COL_FLASH * 3 + 1] = 1.0F;
ret[COL_FLASH * 3 + 2] = 1.0F;
@@ -924,19 +1006,11 @@
int x, int y, int erase)
{
int cgap = ds->gapsz / 2;
- int x1, y1, x2, y2, hi, lo;
- x1 = x-cgap; x2 = x+PEGSZ+cgap;
- y1 = y-cgap; y2 = y+PEGSZ+cgap;
- hi = erase ? COL_BACKGROUND : COL_HIGHLIGHT;
- lo = erase ? COL_BACKGROUND : COL_LOWLIGHT;
+ draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+cgap, 0,
+ erase ? COL_BACKGROUND : COL_CURSOR);
- draw_line(fe, x1, y1, x2, y1, hi);
- draw_line(fe, x2, y1, x2, y2, lo);
- draw_line(fe, x2, y2, x1, y2, lo);
- draw_line(fe, x1, y2, x1, y1, hi);
-
- draw_update(fe, x1, y1, x2, y2);
+ draw_update(fe, x-cgap, y-cgap, x+PEGSZ+cgap, y+PEGSZ+cgap);
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
--- a/puzzles.but
+++ b/puzzles.but
@@ -1038,6 +1038,80 @@
the game is different every time.
+\C{guess} \i{Guess}
+
+\cfg{winhelp-topic}{games.guess}
+
+You have a set of coloured pegs, and have to reproduce a
+predetermined sequence of them (chosen by the computer) within a
+certain number of guesses.
+
+Each guess gets marked with the number of correctly-coloured pegs
+in the correct places (in red), and also the number of
+correctly-coloured pegs in the wrong places.
+
+This game is also known (and marketed, by Hasbro, mainly) as
+a board game `Mastermind', with 6 colours, 4 pegs per row, and 10 guesses.
+However, this version allows custom settings of number of colours
+(up to 10), number of pegs per row, and number of guesses.
+
+\H{guess-controls} \i{Guess controls}
+
+\IM{Guess controls} controls, for Guess
+\IM{Guess controls} keys, for Guess
+\IM{Guess controls} shortcuts (keyboard), for Guess
+
+Drag a peg from the tray on the left-hand side to its required
+position in the current guess; pegs may also be dragged from the
+current guess to copy them elsewhere.
+
+Right-clicking in the current guess adds a 'hold' marker; pegs
+that have hold markers will be automatically added to the next guess
+after marking.
+
+When the guess is complete, the feedback pegs will be highlighted;
+clicking on these will mark the current guess, copy any held pegs
+to the next guess, and move the 'current guess' marker.
+
+If you correctly position all the pegs the solution will be displayed
+below; if you run out of guesses (or select 'Solve...') the solution
+will also be revealed.
+
+\H{guess-parameters} \I{parameters, for guess}Guess parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu. The default game matches the parameters for the
+board game 'Mastermind'.
+
+\dt \e{Colours}
+
+\dd Number of colours the solution is chosen from; from 2 to 10
+(more is harder).
+
+\dt \e{Pegs per guess}
+
+\dd Number of pegs per guess (more is harder).
+
+\dt \e{Guesses}
+
+\dd Number of guesses you have to find the solution in (fewer is harder).
+
+\dt \e{Allow blanks}
+
+\dd Allows blank pegs to be given as part of a guess (makes it easier, because
+you know that those will never be counted as part of the solution). This
+is turned off by default.
+
+Note that this doesn't allow blank pegs in the solution; if you really wanted
+that, use one extra colour.
+
+\dt \e{Allow duplicates}
+
+\dd Allows the solution (and the guesses) to contain colours more than once;
+this increases the search space (making things harder), and is turned on by
+default.
+
+
\A{licence} \I{MIT licence}\ii{Licence}
This software is \i{copyright} 2004-2005 Simon Tatham.