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puzzles: resync with upstream
There have been some improvements with regard to small screen sizes, which will be nice to have. Change-Id: I30c740514156258d2818fde325c1a751500f7611
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commit
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107 changed files with 4782 additions and 2368 deletions
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@ -74,7 +74,7 @@ static game_params *dup_params(const game_params *params)
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}
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static const struct {
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char *name;
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const char *name;
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game_params params;
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} guess_presets[] = {
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{"Standard", {6, 4, 10, FALSE, TRUE}},
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@ -166,35 +166,28 @@ static config_item *game_configure(const game_params *params)
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ret[0].name = "Colours";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->ncolours);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[0].u.string.sval = dupstr(buf);
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ret[1].name = "Pegs per guess";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->npegs);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[1].u.string.sval = dupstr(buf);
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ret[2].name = "Guesses";
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ret[2].type = C_STRING;
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sprintf(buf, "%d", params->nguesses);
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ret[2].sval = dupstr(buf);
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ret[2].ival = 0;
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ret[2].u.string.sval = dupstr(buf);
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ret[3].name = "Allow blanks";
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ret[3].type = C_BOOLEAN;
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ret[3].sval = NULL;
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ret[3].ival = params->allow_blank;
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ret[3].u.boolean.bval = params->allow_blank;
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ret[4].name = "Allow duplicates";
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ret[4].type = C_BOOLEAN;
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ret[4].sval = NULL;
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ret[4].ival = params->allow_multiple;
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ret[4].u.boolean.bval = params->allow_multiple;
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ret[5].name = NULL;
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ret[5].type = C_END;
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ret[5].sval = NULL;
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ret[5].ival = 0;
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return ret;
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}
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@ -203,17 +196,17 @@ static game_params *custom_params(const config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->ncolours = atoi(cfg[0].sval);
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ret->npegs = atoi(cfg[1].sval);
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ret->nguesses = atoi(cfg[2].sval);
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ret->ncolours = atoi(cfg[0].u.string.sval);
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ret->npegs = atoi(cfg[1].u.string.sval);
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ret->nguesses = atoi(cfg[2].u.string.sval);
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ret->allow_blank = cfg[3].ival;
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ret->allow_multiple = cfg[4].ival;
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ret->allow_blank = cfg[3].u.boolean.bval;
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ret->allow_multiple = cfg[4].u.boolean.bval;
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return ret;
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}
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static char *validate_params(const game_params *params, int full)
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static const char *validate_params(const game_params *params, int full)
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{
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if (params->ncolours < 2 || params->npegs < 2)
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return "Trivial solutions are uninteresting";
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@ -287,7 +280,7 @@ newcol:
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return ret;
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}
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static char *validate_desc(const game_params *params, const char *desc)
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static const char *validate_desc(const game_params *params, const char *desc)
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{
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unsigned char *bmp;
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int i;
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@ -367,7 +360,7 @@ static void free_game(game_state *state)
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}
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static char *solve_game(const game_state *state, const game_state *currstate,
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const char *aux, char **error)
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const char *aux, const char **error)
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{
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return dupstr("S");
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}
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@ -447,7 +440,8 @@ static void free_ui(game_ui *ui)
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static char *encode_ui(const game_ui *ui)
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{
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char *ret, *p, *sep;
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char *ret, *p;
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const char *sep;
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int i;
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/*
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@ -621,7 +615,8 @@ static int mark_pegs(pegrow guess, const pegrow solution, int ncols)
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static char *encode_move(const game_state *from, game_ui *ui)
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{
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char *buf, *p, *sep;
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char *buf, *p;
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const char *sep;
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int len, i;
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len = ui->curr_pegs->npegs * 20 + 2;
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@ -779,7 +774,7 @@ static char *interpret_move(const game_state *from, game_ui *ui,
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*/
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if (button == 'l' || button == 'L') {
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ui->show_labels = !ui->show_labels;
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return "";
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return UI_UPDATE;
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}
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if (from->solved) return NULL;
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@ -836,13 +831,13 @@ static char *interpret_move(const game_state *from, game_ui *ui,
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ui->drag_y = y;
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debug(("Start dragging, col = %d, (%d,%d)",
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ui->drag_col, ui->drag_x, ui->drag_y));
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ret = "";
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ret = UI_UPDATE;
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}
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} else if (button == LEFT_DRAG && ui->drag_col) {
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ui->drag_x = x;
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ui->drag_y = y;
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debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
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ret = "";
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ret = UI_UPDATE;
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} else if (button == LEFT_RELEASE && ui->drag_col) {
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if (over_guess > -1) {
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debug(("Dropping colour %d onto guess peg %d",
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@ -859,13 +854,13 @@ static char *interpret_move(const game_state *from, game_ui *ui,
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ui->drag_opeg = -1;
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ui->display_cur = 0;
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debug(("Stop dragging."));
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ret = "";
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ret = UI_UPDATE;
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} else if (button == RIGHT_BUTTON) {
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if (over_guess > -1) {
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/* we use ths feedback in the game_ui to signify
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* 'carry this peg to the next guess as well'. */
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ui->holds[over_guess] = 1 - ui->holds[over_guess];
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ret = "";
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ret = UI_UPDATE;
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}
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} else if (button == LEFT_RELEASE && over_hint && ui->markable) {
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/* NB this won't trigger if on the end of a drag; that's on
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@ -880,10 +875,10 @@ static char *interpret_move(const game_state *from, game_ui *ui,
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ui->colour_cur++;
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if (button == CURSOR_UP && ui->colour_cur > 0)
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ui->colour_cur--;
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ret = "";
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ret = UI_UPDATE;
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} else if (button == 'h' || button == 'H' || button == '?') {
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compute_hint(from, ui);
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ret = "";
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ret = UI_UPDATE;
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} else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
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int maxcur = from->params.npegs;
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if (ui->markable) maxcur++;
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@ -893,25 +888,25 @@ static char *interpret_move(const game_state *from, game_ui *ui,
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ui->peg_cur++;
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if (button == CURSOR_LEFT && ui->peg_cur > 0)
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ui->peg_cur--;
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ret = "";
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ret = UI_UPDATE;
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} else if (IS_CURSOR_SELECT(button)) {
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ui->display_cur = 1;
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if (ui->peg_cur == from->params.npegs) {
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ret = encode_move(from, ui);
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} else {
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set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
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ret = "";
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ret = UI_UPDATE;
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}
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} else if (button == 'D' || button == 'd' || button == '\b') {
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ui->display_cur = 1;
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set_peg(&from->params, ui, ui->peg_cur, 0);
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ret = "";
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ret = UI_UPDATE;
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} else if (button == CURSOR_SELECT2) {
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if (ui->peg_cur == from->params.npegs)
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return NULL;
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ui->display_cur = 1;
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ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
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ret = "";
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ret = UI_UPDATE;
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}
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return ret;
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}
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