32ee875d |
1 | /* |
2 | * pegs.c: the classic Peg Solitaire game. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
9 | #include <ctype.h> |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | #include "tree234.h" |
14 | |
15 | #define GRID_HOLE 0 |
16 | #define GRID_PEG 1 |
17 | #define GRID_OBST 2 |
18 | |
19 | enum { |
20 | COL_BACKGROUND, |
21 | COL_HIGHLIGHT, |
22 | COL_LOWLIGHT, |
23 | COL_PEG, |
24 | NCOLOURS |
25 | }; |
26 | |
27 | /* |
28 | * Grid shapes. I do some macro ickery here to ensure that my enum |
29 | * and the various forms of my name list always match up. |
30 | */ |
31 | #define TYPELIST(A) \ |
32 | A(CROSS,Cross,cross) \ |
33 | A(OCTAGON,Octagon,octagon) \ |
34 | A(RANDOM,Random,random) |
35 | #define ENUM(upper,title,lower) TYPE_ ## upper, |
36 | #define TITLE(upper,title,lower) #title, |
37 | #define LOWER(upper,title,lower) #lower, |
38 | #define CONFIG(upper,title,lower) ":" #title |
39 | |
40 | enum { TYPELIST(ENUM) TYPECOUNT }; |
41 | static char const *const pegs_titletypes[] = { TYPELIST(TITLE) }; |
42 | static char const *const pegs_lowertypes[] = { TYPELIST(LOWER) }; |
43 | #define TYPECONFIG TYPELIST(CONFIG) |
44 | |
a8c8847b |
45 | #define FLASH_FRAME 0.13F |
46 | |
32ee875d |
47 | struct game_params { |
48 | int w, h; |
49 | int type; |
50 | }; |
51 | |
52 | struct game_state { |
53 | int w, h; |
a8c8847b |
54 | int completed; |
32ee875d |
55 | unsigned char *grid; |
56 | }; |
57 | |
58 | static game_params *default_params(void) |
59 | { |
60 | game_params *ret = snew(game_params); |
61 | |
62 | ret->w = ret->h = 7; |
63 | ret->type = TYPE_CROSS; |
64 | |
65 | return ret; |
66 | } |
67 | |
68 | static const struct game_params pegs_presets[] = { |
69 | {7, 7, TYPE_CROSS}, |
70 | {7, 7, TYPE_OCTAGON}, |
71 | {5, 5, TYPE_RANDOM}, |
72 | {7, 7, TYPE_RANDOM}, |
73 | {9, 9, TYPE_RANDOM}, |
74 | }; |
75 | |
76 | static int game_fetch_preset(int i, char **name, game_params **params) |
77 | { |
78 | game_params *ret; |
79 | char str[80]; |
80 | |
81 | if (i < 0 || i >= lenof(pegs_presets)) |
82 | return FALSE; |
83 | |
84 | ret = snew(game_params); |
85 | *ret = pegs_presets[i]; |
86 | |
87 | strcpy(str, pegs_titletypes[ret->type]); |
88 | if (ret->type == TYPE_RANDOM) |
89 | sprintf(str + strlen(str), " %dx%d", ret->w, ret->h); |
90 | |
91 | *name = dupstr(str); |
92 | *params = ret; |
93 | return TRUE; |
94 | } |
95 | |
96 | static void free_params(game_params *params) |
97 | { |
98 | sfree(params); |
99 | } |
100 | |
101 | static game_params *dup_params(game_params *params) |
102 | { |
103 | game_params *ret = snew(game_params); |
104 | *ret = *params; /* structure copy */ |
105 | return ret; |
106 | } |
107 | |
108 | static void decode_params(game_params *params, char const *string) |
109 | { |
110 | char const *p = string; |
111 | int i; |
112 | |
113 | params->w = atoi(p); |
114 | while (*p && isdigit((unsigned char)*p)) p++; |
115 | if (*p == 'x') { |
116 | p++; |
117 | params->h = atoi(p); |
118 | while (*p && isdigit((unsigned char)*p)) p++; |
119 | } else { |
120 | params->h = params->w; |
121 | } |
122 | |
123 | for (i = 0; i < lenof(pegs_lowertypes); i++) |
124 | if (!strcmp(p, pegs_lowertypes[i])) |
125 | params->type = i; |
126 | } |
127 | |
128 | static char *encode_params(game_params *params, int full) |
129 | { |
130 | char str[80]; |
131 | |
132 | sprintf(str, "%dx%d", params->w, params->h); |
133 | if (full) { |
134 | assert(params->type >= 0 && params->type < lenof(pegs_lowertypes)); |
135 | strcat(str, pegs_lowertypes[params->type]); |
136 | } |
137 | return dupstr(str); |
138 | } |
139 | |
140 | static config_item *game_configure(game_params *params) |
141 | { |
142 | config_item *ret = snewn(4, config_item); |
143 | char buf[80]; |
144 | |
145 | ret[0].name = "Width"; |
146 | ret[0].type = C_STRING; |
147 | sprintf(buf, "%d", params->w); |
148 | ret[0].sval = dupstr(buf); |
149 | ret[0].ival = 0; |
150 | |
151 | ret[1].name = "Height"; |
152 | ret[1].type = C_STRING; |
153 | sprintf(buf, "%d", params->h); |
154 | ret[1].sval = dupstr(buf); |
155 | ret[1].ival = 0; |
156 | |
157 | ret[2].name = "Board type"; |
158 | ret[2].type = C_CHOICES; |
159 | ret[2].sval = TYPECONFIG; |
160 | ret[2].ival = params->type; |
161 | |
162 | ret[3].name = NULL; |
163 | ret[3].type = C_END; |
164 | ret[3].sval = NULL; |
165 | ret[3].ival = 0; |
166 | |
167 | return ret; |
168 | } |
169 | |
170 | static game_params *custom_params(config_item *cfg) |
171 | { |
172 | game_params *ret = snew(game_params); |
173 | |
174 | ret->w = atoi(cfg[0].sval); |
175 | ret->h = atoi(cfg[1].sval); |
176 | ret->type = cfg[2].ival; |
177 | |
178 | return ret; |
179 | } |
180 | |
3ff276f2 |
181 | static char *validate_params(game_params *params, int full) |
32ee875d |
182 | { |
3ff276f2 |
183 | if (full && (params->w <= 3 || params->h <= 3)) |
32ee875d |
184 | return "Width and height must both be greater than three"; |
185 | |
186 | /* |
187 | * It might be possible to implement generalisations of Cross |
188 | * and Octagon, but only if I can find a proof that they're all |
189 | * soluble. For the moment, therefore, I'm going to disallow |
190 | * them at any size other than the standard one. |
191 | */ |
3ff276f2 |
192 | if (full && (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON)) { |
32ee875d |
193 | if (params->w != 7 || params->h != 7) |
194 | return "This board type is only supported at 7x7"; |
195 | } |
196 | return NULL; |
197 | } |
198 | |
199 | /* ---------------------------------------------------------------------- |
200 | * Beginning of code to generate random Peg Solitaire boards. |
201 | * |
202 | * This procedure is done with no aesthetic judgment, no effort at |
203 | * symmetry, no difficulty grading and generally no finesse |
204 | * whatsoever. We simply begin with an empty board containing a |
205 | * single peg, and repeatedly make random reverse moves until it's |
206 | * plausibly full. This typically yields a scrappy haphazard mess |
207 | * with several holes, an uneven shape, and no redeeming features |
208 | * except guaranteed solubility. |
209 | * |
210 | * My only concessions to sophistication are (a) to repeat the |
211 | * generation process until I at least get a grid that touches |
212 | * every edge of the specified board size, and (b) to try when |
213 | * selecting moves to reuse existing space rather than expanding |
214 | * into new space (so that non-rectangular board shape becomes a |
215 | * factor during play). |
216 | */ |
217 | |
218 | struct move { |
219 | /* |
220 | * x,y are the start point of the move during generation (hence |
221 | * its endpoint during normal play). |
222 | * |
223 | * dx,dy are the direction of the move during generation. |
224 | * Absolute value 1. Hence, for example, x=3,y=5,dx=1,dy=0 |
225 | * means that the move during generation starts at (3,5) and |
226 | * ends at (5,5), and vice versa during normal play. |
227 | */ |
228 | int x, y, dx, dy; |
229 | /* |
230 | * cost is 0, 1 or 2, depending on how many GRID_OBSTs we must |
231 | * turn into GRID_HOLEs to play this move. |
232 | */ |
233 | int cost; |
234 | }; |
235 | |
236 | static int movecmp(void *av, void *bv) |
237 | { |
238 | struct move *a = (struct move *)av; |
239 | struct move *b = (struct move *)bv; |
240 | |
241 | if (a->y < b->y) |
242 | return -1; |
243 | else if (a->y > b->y) |
244 | return +1; |
245 | |
246 | if (a->x < b->x) |
247 | return -1; |
248 | else if (a->x > b->x) |
249 | return +1; |
250 | |
251 | if (a->dy < b->dy) |
252 | return -1; |
253 | else if (a->dy > b->dy) |
254 | return +1; |
255 | |
256 | if (a->dx < b->dx) |
257 | return -1; |
258 | else if (a->dx > b->dx) |
259 | return +1; |
260 | |
261 | return 0; |
262 | } |
263 | |
264 | static int movecmpcost(void *av, void *bv) |
265 | { |
266 | struct move *a = (struct move *)av; |
267 | struct move *b = (struct move *)bv; |
268 | |
269 | if (a->cost < b->cost) |
270 | return -1; |
271 | else if (a->cost > b->cost) |
272 | return +1; |
273 | |
274 | return movecmp(av, bv); |
275 | } |
276 | |
277 | struct movetrees { |
278 | tree234 *bymove, *bycost; |
279 | }; |
280 | |
281 | static void update_moves(unsigned char *grid, int w, int h, int x, int y, |
282 | struct movetrees *trees) |
283 | { |
284 | struct move move; |
285 | int dir, pos; |
286 | |
287 | /* |
288 | * There are twelve moves that can include (x,y): three in each |
289 | * of four directions. Check each one to see if it's possible. |
290 | */ |
291 | for (dir = 0; dir < 4; dir++) { |
292 | int dx, dy; |
293 | |
294 | if (dir & 1) |
295 | dx = 0, dy = dir - 2; |
296 | else |
297 | dy = 0, dx = dir - 1; |
298 | |
299 | assert(abs(dx) + abs(dy) == 1); |
300 | |
301 | for (pos = 0; pos < 3; pos++) { |
302 | int v1, v2, v3; |
303 | |
304 | move.dx = dx; |
305 | move.dy = dy; |
306 | move.x = x - pos*dx; |
307 | move.y = y - pos*dy; |
308 | |
309 | if (move.x < 0 || move.x >= w || move.y < 0 || move.y >= h) |
310 | continue; /* completely invalid move */ |
311 | if (move.x+2*move.dx < 0 || move.x+2*move.dx >= w || |
312 | move.y+2*move.dy < 0 || move.y+2*move.dy >= h) |
313 | continue; /* completely invalid move */ |
314 | |
315 | v1 = grid[move.y * w + move.x]; |
316 | v2 = grid[(move.y+move.dy) * w + (move.x+move.dx)]; |
317 | v3 = grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)]; |
318 | if (v1 == GRID_PEG && v2 != GRID_PEG && v3 != GRID_PEG) { |
319 | struct move *m; |
320 | |
321 | move.cost = (v2 == GRID_OBST) + (v3 == GRID_OBST); |
322 | |
323 | /* |
324 | * This move is possible. See if it's already in |
325 | * the tree. |
326 | */ |
327 | m = find234(trees->bymove, &move, NULL); |
328 | if (m && m->cost != move.cost) { |
329 | /* |
330 | * It's in the tree but listed with the wrong |
331 | * cost. Remove the old version. |
332 | */ |
333 | #ifdef GENERATION_DIAGNOSTICS |
334 | printf("correcting %d%+d,%d%+d at cost %d\n", |
335 | m->x, m->dx, m->y, m->dy, m->cost); |
336 | #endif |
337 | del234(trees->bymove, m); |
338 | del234(trees->bycost, m); |
339 | sfree(m); |
340 | m = NULL; |
341 | } |
342 | if (!m) { |
343 | struct move *m, *m2; |
344 | m = snew(struct move); |
345 | *m = move; |
346 | m2 = add234(trees->bymove, m); |
347 | m2 = add234(trees->bycost, m); |
348 | assert(m2 == m); |
349 | #ifdef GENERATION_DIAGNOSTICS |
350 | printf("adding %d%+d,%d%+d at cost %d\n", |
351 | move.x, move.dx, move.y, move.dy, move.cost); |
352 | #endif |
353 | } else { |
354 | #ifdef GENERATION_DIAGNOSTICS |
355 | printf("not adding %d%+d,%d%+d at cost %d\n", |
356 | move.x, move.dx, move.y, move.dy, move.cost); |
357 | #endif |
358 | } |
359 | } else { |
360 | /* |
361 | * This move is impossible. If it is already in the |
362 | * tree, delete it. |
363 | * |
364 | * (We make use here of the fact that del234 |
365 | * doesn't have to be passed a pointer to the |
366 | * _actual_ element it's deleting: it merely needs |
367 | * one that compares equal to it, and it will |
368 | * return the one it deletes.) |
369 | */ |
370 | struct move *m = del234(trees->bymove, &move); |
371 | #ifdef GENERATION_DIAGNOSTICS |
372 | printf("%sdeleting %d%+d,%d%+d\n", m ? "" : "not ", |
373 | move.x, move.dx, move.y, move.dy); |
374 | #endif |
375 | if (m) { |
376 | del234(trees->bycost, m); |
377 | sfree(m); |
378 | } |
379 | } |
380 | } |
381 | } |
382 | } |
383 | |
384 | static void pegs_genmoves(unsigned char *grid, int w, int h, random_state *rs) |
385 | { |
386 | struct movetrees atrees, *trees = &atrees; |
387 | struct move *m; |
388 | int x, y, i, nmoves; |
389 | |
390 | trees->bymove = newtree234(movecmp); |
391 | trees->bycost = newtree234(movecmpcost); |
392 | |
393 | for (y = 0; y < h; y++) |
394 | for (x = 0; x < w; x++) |
395 | if (grid[y*w+x] == GRID_PEG) |
396 | update_moves(grid, w, h, x, y, trees); |
397 | |
398 | nmoves = 0; |
399 | |
400 | while (1) { |
401 | int limit, maxcost, index; |
402 | struct move mtmp, move, *m; |
403 | |
404 | /* |
405 | * See how many moves we can make at zero cost. Make one, |
406 | * if possible. Failing that, make a one-cost move, and |
407 | * then a two-cost one. |
408 | * |
409 | * After filling at least half the input grid, we no longer |
410 | * accept cost-2 moves: if that's our only option, we give |
411 | * up and finish. |
412 | */ |
413 | mtmp.y = h+1; |
414 | maxcost = (nmoves < w*h/2 ? 2 : 1); |
415 | m = NULL; /* placate optimiser */ |
416 | for (mtmp.cost = 0; mtmp.cost <= maxcost; mtmp.cost++) { |
417 | limit = -1; |
418 | m = findrelpos234(trees->bycost, &mtmp, NULL, REL234_LT, &limit); |
419 | #ifdef GENERATION_DIAGNOSTICS |
420 | printf("%d moves available with cost %d\n", limit+1, mtmp.cost); |
421 | #endif |
422 | if (m) |
423 | break; |
424 | } |
425 | if (!m) |
426 | break; |
427 | |
428 | index = random_upto(rs, limit+1); |
429 | move = *(struct move *)index234(trees->bycost, index); |
430 | |
431 | #ifdef GENERATION_DIAGNOSTICS |
432 | printf("selecting move %d%+d,%d%+d at cost %d\n", |
433 | move.x, move.dx, move.y, move.dy, move.cost); |
434 | #endif |
435 | |
436 | grid[move.y * w + move.x] = GRID_HOLE; |
437 | grid[(move.y+move.dy) * w + (move.x+move.dx)] = GRID_PEG; |
438 | grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)] = GRID_PEG; |
439 | |
440 | for (i = 0; i <= 2; i++) { |
441 | int tx = move.x + i*move.dx; |
442 | int ty = move.y + i*move.dy; |
443 | update_moves(grid, w, h, tx, ty, trees); |
444 | } |
445 | |
446 | nmoves++; |
447 | } |
448 | |
449 | while ((m = delpos234(trees->bymove, 0)) != NULL) { |
450 | del234(trees->bycost, m); |
451 | sfree(m); |
452 | } |
453 | freetree234(trees->bymove); |
454 | freetree234(trees->bycost); |
455 | } |
456 | |
457 | static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs) |
458 | { |
459 | while (1) { |
460 | int x, y, extremes; |
461 | |
462 | memset(grid, GRID_OBST, w*h); |
463 | grid[(h/2) * w + (w/2)] = GRID_PEG; |
464 | #ifdef GENERATION_DIAGNOSTICS |
465 | printf("beginning move selection\n"); |
466 | #endif |
467 | pegs_genmoves(grid, w, h, rs); |
468 | #ifdef GENERATION_DIAGNOSTICS |
469 | printf("finished move selection\n"); |
470 | #endif |
471 | |
472 | extremes = 0; |
473 | for (y = 0; y < h; y++) { |
474 | if (grid[y*w+0] != GRID_OBST) |
475 | extremes |= 1; |
476 | if (grid[y*w+w-1] != GRID_OBST) |
477 | extremes |= 2; |
478 | } |
479 | for (x = 0; x < w; x++) { |
480 | if (grid[0*w+x] != GRID_OBST) |
481 | extremes |= 4; |
482 | if (grid[(h-1)*w+x] != GRID_OBST) |
483 | extremes |= 8; |
484 | } |
485 | |
486 | if (extremes == 15) |
487 | break; |
488 | #ifdef GENERATION_DIAGNOSTICS |
489 | printf("insufficient extent; trying again\n"); |
490 | #endif |
491 | } |
1b4fd2a2 |
492 | #ifdef GENERATION_DIAGNOSTICS |
32ee875d |
493 | fflush(stdout); |
1b4fd2a2 |
494 | #endif |
32ee875d |
495 | } |
496 | |
497 | /* ---------------------------------------------------------------------- |
498 | * End of board generation code. Now for the client code which uses |
499 | * it as part of the puzzle. |
500 | */ |
501 | |
502 | static char *new_game_desc(game_params *params, random_state *rs, |
503 | char **aux, int interactive) |
504 | { |
505 | int w = params->w, h = params->h; |
506 | unsigned char *grid; |
507 | char *ret; |
508 | int i; |
509 | |
510 | grid = snewn(w*h, unsigned char); |
511 | if (params->type == TYPE_RANDOM) { |
512 | pegs_generate(grid, w, h, rs); |
513 | } else { |
514 | int x, y, cx, cy, v; |
515 | |
516 | for (y = 0; y < h; y++) |
517 | for (x = 0; x < w; x++) { |
518 | v = GRID_OBST; /* placate optimiser */ |
519 | switch (params->type) { |
520 | case TYPE_CROSS: |
521 | cx = abs(x - w/2); |
522 | cy = abs(y - h/2); |
523 | if (cx == 0 && cy == 0) |
524 | v = GRID_HOLE; |
525 | else if (cx > 1 && cy > 1) |
526 | v = GRID_OBST; |
527 | else |
528 | v = GRID_PEG; |
529 | break; |
530 | case TYPE_OCTAGON: |
531 | cx = abs(x - w/2); |
532 | cy = abs(y - h/2); |
533 | if (cx == 0 && cy == 0) |
534 | v = GRID_HOLE; |
535 | else if (cx + cy > 1 + max(w,h)/2) |
536 | v = GRID_OBST; |
537 | else |
538 | v = GRID_PEG; |
539 | break; |
540 | } |
541 | grid[y*w+x] = v; |
542 | } |
543 | } |
544 | |
545 | /* |
546 | * Encode a game description which is simply a long list of P |
547 | * for peg, H for hole or O for obstacle. |
548 | */ |
549 | ret = snewn(w*h+1, char); |
550 | for (i = 0; i < w*h; i++) |
551 | ret[i] = (grid[i] == GRID_PEG ? 'P' : |
552 | grid[i] == GRID_HOLE ? 'H' : 'O'); |
553 | ret[w*h] = '\0'; |
554 | |
555 | sfree(grid); |
556 | |
557 | return ret; |
558 | } |
559 | |
560 | static char *validate_desc(game_params *params, char *desc) |
561 | { |
562 | int len = params->w * params->h; |
563 | |
564 | if (len != strlen(desc)) |
565 | return "Game description is wrong length"; |
566 | if (len != strspn(desc, "PHO")) |
567 | return "Invalid character in game description"; |
568 | |
569 | return NULL; |
570 | } |
571 | |
572 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
573 | { |
574 | int w = params->w, h = params->h; |
575 | game_state *state = snew(game_state); |
576 | int i; |
577 | |
578 | state->w = w; |
579 | state->h = h; |
a8c8847b |
580 | state->completed = 0; |
32ee875d |
581 | state->grid = snewn(w*h, unsigned char); |
582 | for (i = 0; i < w*h; i++) |
583 | state->grid[i] = (desc[i] == 'P' ? GRID_PEG : |
584 | desc[i] == 'H' ? GRID_HOLE : GRID_OBST); |
585 | |
586 | return state; |
587 | } |
588 | |
589 | static game_state *dup_game(game_state *state) |
590 | { |
591 | int w = state->w, h = state->h; |
592 | game_state *ret = snew(game_state); |
593 | |
594 | ret->w = state->w; |
595 | ret->h = state->h; |
a8c8847b |
596 | ret->completed = state->completed; |
32ee875d |
597 | ret->grid = snewn(w*h, unsigned char); |
598 | memcpy(ret->grid, state->grid, w*h); |
599 | |
600 | return ret; |
601 | } |
602 | |
603 | static void free_game(game_state *state) |
604 | { |
605 | sfree(state->grid); |
606 | sfree(state); |
607 | } |
608 | |
609 | static char *solve_game(game_state *state, game_state *currstate, |
610 | char *aux, char **error) |
611 | { |
612 | return NULL; |
613 | } |
614 | |
615 | static char *game_text_format(game_state *state) |
616 | { |
617 | int w = state->w, h = state->h; |
618 | int x, y; |
619 | char *ret; |
620 | |
621 | ret = snewn((w+1)*h + 1, char); |
622 | |
623 | for (y = 0; y < h; y++) { |
624 | for (x = 0; x < w; x++) |
625 | ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' : |
626 | state->grid[y*w+x] == GRID_PEG ? '*' : ' '); |
627 | ret[y*(w+1)+w] = '\n'; |
628 | } |
629 | ret[h*(w+1)] = '\0'; |
630 | |
631 | return ret; |
632 | } |
633 | |
634 | struct game_ui { |
635 | int dragging; /* boolean: is a drag in progress? */ |
636 | int sx, sy; /* grid coords of drag start cell */ |
637 | int dx, dy; /* pixel coords of current drag posn */ |
638 | }; |
639 | |
640 | static game_ui *new_ui(game_state *state) |
641 | { |
642 | game_ui *ui = snew(game_ui); |
643 | |
644 | ui->sx = ui->sy = ui->dx = ui->dy = 0; |
645 | ui->dragging = FALSE; |
646 | |
647 | return ui; |
648 | } |
649 | |
650 | static void free_ui(game_ui *ui) |
651 | { |
652 | sfree(ui); |
653 | } |
654 | |
655 | static char *encode_ui(game_ui *ui) |
656 | { |
657 | return NULL; |
658 | } |
659 | |
660 | static void decode_ui(game_ui *ui, char *encoding) |
661 | { |
662 | } |
663 | |
664 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
665 | game_state *newstate) |
666 | { |
667 | /* |
668 | * Cancel a drag, in case the source square has become |
669 | * unoccupied. |
670 | */ |
671 | ui->dragging = FALSE; |
672 | } |
673 | |
674 | #define PREFERRED_TILE_SIZE 33 |
675 | #define TILESIZE (ds->tilesize) |
676 | #define BORDER (TILESIZE / 2) |
677 | |
678 | #define HIGHLIGHT_WIDTH (TILESIZE / 16) |
679 | |
680 | #define COORD(x) ( BORDER + (x) * TILESIZE ) |
681 | #define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 ) |
682 | |
683 | struct game_drawstate { |
684 | int tilesize; |
685 | blitter *drag_background; |
686 | int dragging, dragx, dragy; |
687 | int w, h; |
688 | unsigned char *grid; |
689 | int started; |
a8c8847b |
690 | int bgcolour; |
32ee875d |
691 | }; |
692 | |
693 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
694 | int x, int y, int button) |
695 | { |
696 | int w = state->w, h = state->h; |
697 | |
698 | if (button == LEFT_BUTTON) { |
699 | int tx, ty; |
700 | |
701 | /* |
702 | * Left button down: we attempt to start a drag. |
703 | */ |
704 | |
705 | /* |
706 | * There certainly shouldn't be a current drag in progress, |
707 | * unless the midend failed to send us button events in |
708 | * order; it has a responsibility to always get that right, |
709 | * so we can legitimately punish it by failing an |
710 | * assertion. |
711 | */ |
712 | assert(!ui->dragging); |
713 | |
714 | tx = FROMCOORD(x); |
715 | ty = FROMCOORD(y); |
716 | if (tx >= 0 && tx < w && ty >= 0 && ty < h && |
717 | state->grid[ty*w+tx] == GRID_PEG) { |
718 | ui->dragging = TRUE; |
719 | ui->sx = tx; |
720 | ui->sy = ty; |
721 | ui->dx = x; |
722 | ui->dy = y; |
723 | return ""; /* ui modified */ |
724 | } |
725 | } else if (button == LEFT_DRAG && ui->dragging) { |
726 | /* |
727 | * Mouse moved; just move the peg being dragged. |
728 | */ |
729 | ui->dx = x; |
730 | ui->dy = y; |
731 | return ""; /* ui modified */ |
732 | } else if (button == LEFT_RELEASE && ui->dragging) { |
733 | char buf[80]; |
734 | int tx, ty, dx, dy; |
735 | |
736 | /* |
737 | * Button released. Identify the target square of the drag, |
738 | * see if it represents a valid move, and if so make it. |
739 | */ |
740 | ui->dragging = FALSE; /* cancel the drag no matter what */ |
741 | tx = FROMCOORD(x); |
742 | ty = FROMCOORD(y); |
743 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
744 | return ""; /* target out of range */ |
745 | dx = tx - ui->sx; |
746 | dy = ty - ui->sy; |
747 | if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0) |
748 | return ""; /* move length was wrong */ |
749 | dx /= 2; |
750 | dy /= 2; |
751 | |
752 | if (state->grid[ty*w+tx] != GRID_HOLE || |
753 | state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG || |
754 | state->grid[ui->sy*w+ui->sx] != GRID_PEG) |
755 | return ""; /* grid contents were invalid */ |
756 | |
757 | /* |
758 | * We have a valid move. Encode it simply as source and |
759 | * destination coordinate pairs. |
760 | */ |
761 | sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty); |
762 | return dupstr(buf); |
763 | } |
764 | return NULL; |
765 | } |
766 | |
767 | static game_state *execute_move(game_state *state, char *move) |
768 | { |
769 | int w = state->w, h = state->h; |
770 | int sx, sy, tx, ty; |
771 | game_state *ret; |
772 | |
773 | if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty)) { |
774 | int mx, my, dx, dy; |
775 | |
776 | if (sx < 0 || sx >= w || sy < 0 || sy >= h) |
777 | return NULL; /* source out of range */ |
778 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
779 | return NULL; /* target out of range */ |
780 | |
781 | dx = tx - sx; |
782 | dy = ty - sy; |
783 | if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0) |
784 | return NULL; /* move length was wrong */ |
785 | mx = sx + dx/2; |
786 | my = sy + dy/2; |
787 | |
788 | if (state->grid[sy*w+sx] != GRID_PEG || |
789 | state->grid[my*w+mx] != GRID_PEG || |
790 | state->grid[ty*w+tx] != GRID_HOLE) |
791 | return NULL; /* grid contents were invalid */ |
792 | |
793 | ret = dup_game(state); |
794 | ret->grid[sy*w+sx] = GRID_HOLE; |
795 | ret->grid[my*w+mx] = GRID_HOLE; |
796 | ret->grid[ty*w+tx] = GRID_PEG; |
797 | |
a8c8847b |
798 | /* |
799 | * Opinion varies on whether getting to a single peg counts as |
800 | * completing the game, or whether that peg has to be at a |
801 | * specific location (central in the classic cross game, for |
802 | * instance). For now we take the former, rather lax position. |
803 | */ |
804 | if (!ret->completed) { |
805 | int count = 0, i; |
806 | for (i = 0; i < w*h; i++) |
807 | if (ret->grid[i] == GRID_PEG) |
808 | count++; |
809 | if (count == 1) |
810 | ret->completed = 1; |
811 | } |
812 | |
32ee875d |
813 | return ret; |
814 | } |
815 | return NULL; |
816 | } |
817 | |
818 | /* ---------------------------------------------------------------------- |
819 | * Drawing routines. |
820 | */ |
821 | |
1f3ee4ee |
822 | static void game_compute_size(game_params *params, int tilesize, |
823 | int *x, int *y) |
32ee875d |
824 | { |
1f3ee4ee |
825 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
826 | struct { int tilesize; } ads, *ds = &ads; |
827 | ads.tilesize = tilesize; |
32ee875d |
828 | |
829 | *x = TILESIZE * params->w + 2 * BORDER; |
830 | *y = TILESIZE * params->h + 2 * BORDER; |
1f3ee4ee |
831 | } |
832 | |
833 | static void game_set_size(game_drawstate *ds, game_params *params, |
834 | int tilesize) |
835 | { |
836 | ds->tilesize = tilesize; |
837 | |
838 | assert(TILESIZE > 0); |
32ee875d |
839 | |
840 | if (ds->drag_background) |
841 | blitter_free(ds->drag_background); |
842 | ds->drag_background = blitter_new(TILESIZE, TILESIZE); |
843 | } |
844 | |
845 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
846 | { |
847 | float *ret = snewn(3 * NCOLOURS, float); |
848 | int i; |
849 | float max; |
850 | |
851 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
852 | |
853 | /* |
854 | * Drop the background colour so that the highlight is |
855 | * noticeably brighter than it while still being under 1. |
856 | */ |
857 | max = ret[COL_BACKGROUND*3]; |
858 | for (i = 1; i < 3; i++) |
859 | if (ret[COL_BACKGROUND*3+i] > max) |
860 | max = ret[COL_BACKGROUND*3+i]; |
861 | if (max * 1.2F > 1.0F) { |
862 | for (i = 0; i < 3; i++) |
863 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
864 | } |
865 | |
866 | for (i = 0; i < 3; i++) { |
867 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
868 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
869 | } |
870 | |
871 | ret[COL_PEG * 3 + 0] = 0.0F; |
872 | ret[COL_PEG * 3 + 1] = 0.0F; |
873 | ret[COL_PEG * 3 + 2] = 1.0F; |
874 | |
875 | *ncolours = NCOLOURS; |
876 | return ret; |
877 | } |
878 | |
879 | static game_drawstate *game_new_drawstate(game_state *state) |
880 | { |
881 | int w = state->w, h = state->h; |
882 | struct game_drawstate *ds = snew(struct game_drawstate); |
883 | |
884 | ds->tilesize = 0; /* not decided yet */ |
885 | |
886 | /* We can't allocate the blitter rectangle for the drag background |
887 | * until we know what size to make it. */ |
888 | ds->drag_background = NULL; |
889 | ds->dragging = FALSE; |
890 | |
891 | ds->w = w; |
892 | ds->h = h; |
893 | ds->grid = snewn(w*h, unsigned char); |
894 | memset(ds->grid, 255, w*h); |
895 | |
896 | ds->started = FALSE; |
a8c8847b |
897 | ds->bgcolour = -1; |
32ee875d |
898 | |
899 | return ds; |
900 | } |
901 | |
902 | static void game_free_drawstate(game_drawstate *ds) |
903 | { |
904 | if (ds->drag_background) |
905 | blitter_free(ds->drag_background); |
906 | sfree(ds->grid); |
907 | sfree(ds); |
908 | } |
909 | |
910 | static void draw_tile(frontend *fe, game_drawstate *ds, |
a8c8847b |
911 | int x, int y, int v, int bgcolour) |
32ee875d |
912 | { |
a8c8847b |
913 | if (bgcolour >= 0) { |
914 | draw_rect(fe, x, y, TILESIZE, TILESIZE, bgcolour); |
32ee875d |
915 | } |
916 | |
917 | if (v == GRID_HOLE) { |
918 | draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, |
919 | COL_LOWLIGHT, COL_LOWLIGHT); |
920 | } else if (v == GRID_PEG) { |
921 | draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3, |
922 | COL_PEG, COL_PEG); |
923 | } |
924 | |
925 | draw_update(fe, x, y, TILESIZE, TILESIZE); |
926 | } |
927 | |
928 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
929 | game_state *state, int dir, game_ui *ui, |
930 | float animtime, float flashtime) |
931 | { |
932 | int w = state->w, h = state->h; |
933 | int x, y; |
a8c8847b |
934 | int bgcolour; |
935 | |
936 | if (flashtime > 0) { |
937 | int frame = (int)(flashtime / FLASH_FRAME); |
938 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
939 | } else |
940 | bgcolour = COL_BACKGROUND; |
32ee875d |
941 | |
942 | /* |
943 | * Erase the sprite currently being dragged, if any. |
944 | */ |
945 | if (ds->dragging) { |
946 | assert(ds->drag_background); |
947 | blitter_load(fe, ds->drag_background, ds->dragx, ds->dragy); |
948 | draw_update(fe, ds->dragx, ds->dragy, TILESIZE, TILESIZE); |
949 | ds->dragging = FALSE; |
950 | } |
951 | |
952 | if (!ds->started) { |
953 | draw_rect(fe, 0, 0, |
954 | TILESIZE * state->w + 2 * BORDER, |
955 | TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
956 | |
957 | /* |
958 | * Draw relief marks around all the squares that aren't |
959 | * GRID_OBST. |
960 | */ |
961 | for (y = 0; y < h; y++) |
962 | for (x = 0; x < w; x++) |
963 | if (state->grid[y*w+x] != GRID_OBST) { |
964 | /* |
965 | * First pass: draw the full relief square. |
966 | */ |
967 | int coords[6]; |
968 | coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; |
969 | coords[1] = COORD(y) - HIGHLIGHT_WIDTH; |
970 | coords[2] = COORD(x) - HIGHLIGHT_WIDTH; |
971 | coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; |
972 | coords[4] = COORD(x) - HIGHLIGHT_WIDTH; |
973 | coords[5] = COORD(y) - HIGHLIGHT_WIDTH; |
974 | draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
975 | coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; |
976 | coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; |
977 | draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
978 | } |
979 | for (y = 0; y < h; y++) |
980 | for (x = 0; x < w; x++) |
981 | if (state->grid[y*w+x] != GRID_OBST) { |
982 | /* |
983 | * Second pass: draw everything but the two |
984 | * diagonal corners. |
985 | */ |
986 | draw_rect(fe, COORD(x) - HIGHLIGHT_WIDTH, |
987 | COORD(y) - HIGHLIGHT_WIDTH, |
988 | TILESIZE + HIGHLIGHT_WIDTH, |
989 | TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT); |
990 | draw_rect(fe, COORD(x), |
991 | COORD(y), |
992 | TILESIZE + HIGHLIGHT_WIDTH, |
993 | TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT); |
994 | } |
995 | for (y = 0; y < h; y++) |
996 | for (x = 0; x < w; x++) |
997 | if (state->grid[y*w+x] != GRID_OBST) { |
998 | /* |
999 | * Third pass: draw a trapezium on each edge. |
1000 | */ |
1001 | int coords[8]; |
1002 | int dx, dy, s, sn, c; |
1003 | |
1004 | for (dx = 0; dx < 2; dx++) { |
1005 | dy = 1 - dx; |
1006 | for (s = 0; s < 2; s++) { |
1007 | sn = 2*s - 1; |
1008 | c = s ? COL_LOWLIGHT : COL_HIGHLIGHT; |
1009 | |
1010 | coords[0] = COORD(x) + (s*dx)*(TILESIZE-1); |
1011 | coords[1] = COORD(y) + (s*dy)*(TILESIZE-1); |
1012 | coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1); |
1013 | coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1); |
1014 | coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx); |
1015 | coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy); |
1016 | coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx); |
1017 | coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy); |
1018 | draw_polygon(fe, coords, 4, c, c); |
1019 | } |
1020 | } |
1021 | } |
1022 | for (y = 0; y < h; y++) |
1023 | for (x = 0; x < w; x++) |
1024 | if (state->grid[y*w+x] != GRID_OBST) { |
1025 | /* |
1026 | * Second pass: draw everything but the two |
1027 | * diagonal corners. |
1028 | */ |
1029 | draw_rect(fe, COORD(x), |
1030 | COORD(y), |
1031 | TILESIZE, |
1032 | TILESIZE, COL_BACKGROUND); |
1033 | } |
1034 | |
1035 | ds->started = TRUE; |
1036 | |
1037 | draw_update(fe, 0, 0, |
1038 | TILESIZE * state->w + 2 * BORDER, |
1039 | TILESIZE * state->h + 2 * BORDER); |
1040 | } |
1041 | |
1042 | /* |
1043 | * Loop over the grid redrawing anything that looks as if it |
1044 | * needs it. |
1045 | */ |
1046 | for (y = 0; y < h; y++) |
1047 | for (x = 0; x < w; x++) { |
1048 | int v; |
1049 | |
1050 | v = state->grid[y*w+x]; |
1051 | /* |
1052 | * Blank the source of a drag so it looks as if the |
1053 | * user picked the peg up physically. |
1054 | */ |
1055 | if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG) |
1056 | v = GRID_HOLE; |
a8c8847b |
1057 | if (v != GRID_OBST && |
1058 | (bgcolour != ds->bgcolour || /* always redraw when flashing */ |
1059 | v != ds->grid[y*w+x])) { |
1060 | draw_tile(fe, ds, COORD(x), COORD(y), v, bgcolour); |
32ee875d |
1061 | } |
1062 | } |
1063 | |
1064 | /* |
1065 | * Draw the dragging sprite if any. |
1066 | */ |
1067 | if (ui->dragging) { |
1068 | ds->dragging = TRUE; |
1069 | ds->dragx = ui->dx - TILESIZE/2; |
1070 | ds->dragy = ui->dy - TILESIZE/2; |
1071 | blitter_save(fe, ds->drag_background, ds->dragx, ds->dragy); |
a8c8847b |
1072 | draw_tile(fe, ds, ds->dragx, ds->dragy, GRID_PEG, -1); |
32ee875d |
1073 | } |
a8c8847b |
1074 | |
1075 | ds->bgcolour = bgcolour; |
32ee875d |
1076 | } |
1077 | |
1078 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1079 | int dir, game_ui *ui) |
1080 | { |
1081 | return 0.0F; |
1082 | } |
1083 | |
1084 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1085 | int dir, game_ui *ui) |
1086 | { |
a8c8847b |
1087 | if (!oldstate->completed && newstate->completed) |
1088 | return 2 * FLASH_FRAME; |
1089 | else |
1090 | return 0.0F; |
32ee875d |
1091 | } |
1092 | |
1093 | static int game_wants_statusbar(void) |
1094 | { |
1095 | return FALSE; |
1096 | } |
1097 | |
1098 | static int game_timing_state(game_state *state) |
1099 | { |
1100 | return TRUE; |
1101 | } |
1102 | |
1103 | #ifdef COMBINED |
1104 | #define thegame pegs |
1105 | #endif |
1106 | |
1107 | const struct game thegame = { |
11aeddcc |
1108 | "Pegs", "games.pegs", |
32ee875d |
1109 | default_params, |
1110 | game_fetch_preset, |
1111 | decode_params, |
1112 | encode_params, |
1113 | free_params, |
1114 | dup_params, |
1115 | TRUE, game_configure, custom_params, |
1116 | validate_params, |
1117 | new_game_desc, |
1118 | validate_desc, |
1119 | new_game, |
1120 | dup_game, |
1121 | free_game, |
1122 | FALSE, solve_game, |
1123 | TRUE, game_text_format, |
1124 | new_ui, |
1125 | free_ui, |
1126 | encode_ui, |
1127 | decode_ui, |
1128 | game_changed_state, |
1129 | interpret_move, |
1130 | execute_move, |
1f3ee4ee |
1131 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
32ee875d |
1132 | game_colours, |
1133 | game_new_drawstate, |
1134 | game_free_drawstate, |
1135 | game_redraw, |
1136 | game_anim_length, |
1137 | game_flash_length, |
1138 | game_wants_statusbar, |
1139 | FALSE, game_timing_state, |
1140 | 0, /* mouse_priorities */ |
1141 | }; |