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 | |
45 | struct game_params { |
46 | int w, h; |
47 | int type; |
48 | }; |
49 | |
50 | struct game_state { |
51 | int w, h; |
52 | unsigned char *grid; |
53 | }; |
54 | |
55 | static game_params *default_params(void) |
56 | { |
57 | game_params *ret = snew(game_params); |
58 | |
59 | ret->w = ret->h = 7; |
60 | ret->type = TYPE_CROSS; |
61 | |
62 | return ret; |
63 | } |
64 | |
65 | static const struct game_params pegs_presets[] = { |
66 | {7, 7, TYPE_CROSS}, |
67 | {7, 7, TYPE_OCTAGON}, |
68 | {5, 5, TYPE_RANDOM}, |
69 | {7, 7, TYPE_RANDOM}, |
70 | {9, 9, TYPE_RANDOM}, |
71 | }; |
72 | |
73 | static int game_fetch_preset(int i, char **name, game_params **params) |
74 | { |
75 | game_params *ret; |
76 | char str[80]; |
77 | |
78 | if (i < 0 || i >= lenof(pegs_presets)) |
79 | return FALSE; |
80 | |
81 | ret = snew(game_params); |
82 | *ret = pegs_presets[i]; |
83 | |
84 | strcpy(str, pegs_titletypes[ret->type]); |
85 | if (ret->type == TYPE_RANDOM) |
86 | sprintf(str + strlen(str), " %dx%d", ret->w, ret->h); |
87 | |
88 | *name = dupstr(str); |
89 | *params = ret; |
90 | return TRUE; |
91 | } |
92 | |
93 | static void free_params(game_params *params) |
94 | { |
95 | sfree(params); |
96 | } |
97 | |
98 | static game_params *dup_params(game_params *params) |
99 | { |
100 | game_params *ret = snew(game_params); |
101 | *ret = *params; /* structure copy */ |
102 | return ret; |
103 | } |
104 | |
105 | static void decode_params(game_params *params, char const *string) |
106 | { |
107 | char const *p = string; |
108 | int i; |
109 | |
110 | params->w = atoi(p); |
111 | while (*p && isdigit((unsigned char)*p)) p++; |
112 | if (*p == 'x') { |
113 | p++; |
114 | params->h = atoi(p); |
115 | while (*p && isdigit((unsigned char)*p)) p++; |
116 | } else { |
117 | params->h = params->w; |
118 | } |
119 | |
120 | for (i = 0; i < lenof(pegs_lowertypes); i++) |
121 | if (!strcmp(p, pegs_lowertypes[i])) |
122 | params->type = i; |
123 | } |
124 | |
125 | static char *encode_params(game_params *params, int full) |
126 | { |
127 | char str[80]; |
128 | |
129 | sprintf(str, "%dx%d", params->w, params->h); |
130 | if (full) { |
131 | assert(params->type >= 0 && params->type < lenof(pegs_lowertypes)); |
132 | strcat(str, pegs_lowertypes[params->type]); |
133 | } |
134 | return dupstr(str); |
135 | } |
136 | |
137 | static config_item *game_configure(game_params *params) |
138 | { |
139 | config_item *ret = snewn(4, config_item); |
140 | char buf[80]; |
141 | |
142 | ret[0].name = "Width"; |
143 | ret[0].type = C_STRING; |
144 | sprintf(buf, "%d", params->w); |
145 | ret[0].sval = dupstr(buf); |
146 | ret[0].ival = 0; |
147 | |
148 | ret[1].name = "Height"; |
149 | ret[1].type = C_STRING; |
150 | sprintf(buf, "%d", params->h); |
151 | ret[1].sval = dupstr(buf); |
152 | ret[1].ival = 0; |
153 | |
154 | ret[2].name = "Board type"; |
155 | ret[2].type = C_CHOICES; |
156 | ret[2].sval = TYPECONFIG; |
157 | ret[2].ival = params->type; |
158 | |
159 | ret[3].name = NULL; |
160 | ret[3].type = C_END; |
161 | ret[3].sval = NULL; |
162 | ret[3].ival = 0; |
163 | |
164 | return ret; |
165 | } |
166 | |
167 | static game_params *custom_params(config_item *cfg) |
168 | { |
169 | game_params *ret = snew(game_params); |
170 | |
171 | ret->w = atoi(cfg[0].sval); |
172 | ret->h = atoi(cfg[1].sval); |
173 | ret->type = cfg[2].ival; |
174 | |
175 | return ret; |
176 | } |
177 | |
178 | static char *validate_params(game_params *params) |
179 | { |
180 | if (params->w <= 3 || params->h <= 3) |
181 | return "Width and height must both be greater than three"; |
182 | |
183 | /* |
184 | * It might be possible to implement generalisations of Cross |
185 | * and Octagon, but only if I can find a proof that they're all |
186 | * soluble. For the moment, therefore, I'm going to disallow |
187 | * them at any size other than the standard one. |
188 | */ |
189 | if (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON) { |
190 | if (params->w != 7 || params->h != 7) |
191 | return "This board type is only supported at 7x7"; |
192 | } |
193 | return NULL; |
194 | } |
195 | |
196 | /* ---------------------------------------------------------------------- |
197 | * Beginning of code to generate random Peg Solitaire boards. |
198 | * |
199 | * This procedure is done with no aesthetic judgment, no effort at |
200 | * symmetry, no difficulty grading and generally no finesse |
201 | * whatsoever. We simply begin with an empty board containing a |
202 | * single peg, and repeatedly make random reverse moves until it's |
203 | * plausibly full. This typically yields a scrappy haphazard mess |
204 | * with several holes, an uneven shape, and no redeeming features |
205 | * except guaranteed solubility. |
206 | * |
207 | * My only concessions to sophistication are (a) to repeat the |
208 | * generation process until I at least get a grid that touches |
209 | * every edge of the specified board size, and (b) to try when |
210 | * selecting moves to reuse existing space rather than expanding |
211 | * into new space (so that non-rectangular board shape becomes a |
212 | * factor during play). |
213 | */ |
214 | |
215 | struct move { |
216 | /* |
217 | * x,y are the start point of the move during generation (hence |
218 | * its endpoint during normal play). |
219 | * |
220 | * dx,dy are the direction of the move during generation. |
221 | * Absolute value 1. Hence, for example, x=3,y=5,dx=1,dy=0 |
222 | * means that the move during generation starts at (3,5) and |
223 | * ends at (5,5), and vice versa during normal play. |
224 | */ |
225 | int x, y, dx, dy; |
226 | /* |
227 | * cost is 0, 1 or 2, depending on how many GRID_OBSTs we must |
228 | * turn into GRID_HOLEs to play this move. |
229 | */ |
230 | int cost; |
231 | }; |
232 | |
233 | static int movecmp(void *av, void *bv) |
234 | { |
235 | struct move *a = (struct move *)av; |
236 | struct move *b = (struct move *)bv; |
237 | |
238 | if (a->y < b->y) |
239 | return -1; |
240 | else if (a->y > b->y) |
241 | return +1; |
242 | |
243 | if (a->x < b->x) |
244 | return -1; |
245 | else if (a->x > b->x) |
246 | return +1; |
247 | |
248 | if (a->dy < b->dy) |
249 | return -1; |
250 | else if (a->dy > b->dy) |
251 | return +1; |
252 | |
253 | if (a->dx < b->dx) |
254 | return -1; |
255 | else if (a->dx > b->dx) |
256 | return +1; |
257 | |
258 | return 0; |
259 | } |
260 | |
261 | static int movecmpcost(void *av, void *bv) |
262 | { |
263 | struct move *a = (struct move *)av; |
264 | struct move *b = (struct move *)bv; |
265 | |
266 | if (a->cost < b->cost) |
267 | return -1; |
268 | else if (a->cost > b->cost) |
269 | return +1; |
270 | |
271 | return movecmp(av, bv); |
272 | } |
273 | |
274 | struct movetrees { |
275 | tree234 *bymove, *bycost; |
276 | }; |
277 | |
278 | static void update_moves(unsigned char *grid, int w, int h, int x, int y, |
279 | struct movetrees *trees) |
280 | { |
281 | struct move move; |
282 | int dir, pos; |
283 | |
284 | /* |
285 | * There are twelve moves that can include (x,y): three in each |
286 | * of four directions. Check each one to see if it's possible. |
287 | */ |
288 | for (dir = 0; dir < 4; dir++) { |
289 | int dx, dy; |
290 | |
291 | if (dir & 1) |
292 | dx = 0, dy = dir - 2; |
293 | else |
294 | dy = 0, dx = dir - 1; |
295 | |
296 | assert(abs(dx) + abs(dy) == 1); |
297 | |
298 | for (pos = 0; pos < 3; pos++) { |
299 | int v1, v2, v3; |
300 | |
301 | move.dx = dx; |
302 | move.dy = dy; |
303 | move.x = x - pos*dx; |
304 | move.y = y - pos*dy; |
305 | |
306 | if (move.x < 0 || move.x >= w || move.y < 0 || move.y >= h) |
307 | continue; /* completely invalid move */ |
308 | if (move.x+2*move.dx < 0 || move.x+2*move.dx >= w || |
309 | move.y+2*move.dy < 0 || move.y+2*move.dy >= h) |
310 | continue; /* completely invalid move */ |
311 | |
312 | v1 = grid[move.y * w + move.x]; |
313 | v2 = grid[(move.y+move.dy) * w + (move.x+move.dx)]; |
314 | v3 = grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)]; |
315 | if (v1 == GRID_PEG && v2 != GRID_PEG && v3 != GRID_PEG) { |
316 | struct move *m; |
317 | |
318 | move.cost = (v2 == GRID_OBST) + (v3 == GRID_OBST); |
319 | |
320 | /* |
321 | * This move is possible. See if it's already in |
322 | * the tree. |
323 | */ |
324 | m = find234(trees->bymove, &move, NULL); |
325 | if (m && m->cost != move.cost) { |
326 | /* |
327 | * It's in the tree but listed with the wrong |
328 | * cost. Remove the old version. |
329 | */ |
330 | #ifdef GENERATION_DIAGNOSTICS |
331 | printf("correcting %d%+d,%d%+d at cost %d\n", |
332 | m->x, m->dx, m->y, m->dy, m->cost); |
333 | #endif |
334 | del234(trees->bymove, m); |
335 | del234(trees->bycost, m); |
336 | sfree(m); |
337 | m = NULL; |
338 | } |
339 | if (!m) { |
340 | struct move *m, *m2; |
341 | m = snew(struct move); |
342 | *m = move; |
343 | m2 = add234(trees->bymove, m); |
344 | m2 = add234(trees->bycost, m); |
345 | assert(m2 == m); |
346 | #ifdef GENERATION_DIAGNOSTICS |
347 | printf("adding %d%+d,%d%+d at cost %d\n", |
348 | move.x, move.dx, move.y, move.dy, move.cost); |
349 | #endif |
350 | } else { |
351 | #ifdef GENERATION_DIAGNOSTICS |
352 | printf("not adding %d%+d,%d%+d at cost %d\n", |
353 | move.x, move.dx, move.y, move.dy, move.cost); |
354 | #endif |
355 | } |
356 | } else { |
357 | /* |
358 | * This move is impossible. If it is already in the |
359 | * tree, delete it. |
360 | * |
361 | * (We make use here of the fact that del234 |
362 | * doesn't have to be passed a pointer to the |
363 | * _actual_ element it's deleting: it merely needs |
364 | * one that compares equal to it, and it will |
365 | * return the one it deletes.) |
366 | */ |
367 | struct move *m = del234(trees->bymove, &move); |
368 | #ifdef GENERATION_DIAGNOSTICS |
369 | printf("%sdeleting %d%+d,%d%+d\n", m ? "" : "not ", |
370 | move.x, move.dx, move.y, move.dy); |
371 | #endif |
372 | if (m) { |
373 | del234(trees->bycost, m); |
374 | sfree(m); |
375 | } |
376 | } |
377 | } |
378 | } |
379 | } |
380 | |
381 | static void pegs_genmoves(unsigned char *grid, int w, int h, random_state *rs) |
382 | { |
383 | struct movetrees atrees, *trees = &atrees; |
384 | struct move *m; |
385 | int x, y, i, nmoves; |
386 | |
387 | trees->bymove = newtree234(movecmp); |
388 | trees->bycost = newtree234(movecmpcost); |
389 | |
390 | for (y = 0; y < h; y++) |
391 | for (x = 0; x < w; x++) |
392 | if (grid[y*w+x] == GRID_PEG) |
393 | update_moves(grid, w, h, x, y, trees); |
394 | |
395 | nmoves = 0; |
396 | |
397 | while (1) { |
398 | int limit, maxcost, index; |
399 | struct move mtmp, move, *m; |
400 | |
401 | /* |
402 | * See how many moves we can make at zero cost. Make one, |
403 | * if possible. Failing that, make a one-cost move, and |
404 | * then a two-cost one. |
405 | * |
406 | * After filling at least half the input grid, we no longer |
407 | * accept cost-2 moves: if that's our only option, we give |
408 | * up and finish. |
409 | */ |
410 | mtmp.y = h+1; |
411 | maxcost = (nmoves < w*h/2 ? 2 : 1); |
412 | m = NULL; /* placate optimiser */ |
413 | for (mtmp.cost = 0; mtmp.cost <= maxcost; mtmp.cost++) { |
414 | limit = -1; |
415 | m = findrelpos234(trees->bycost, &mtmp, NULL, REL234_LT, &limit); |
416 | #ifdef GENERATION_DIAGNOSTICS |
417 | printf("%d moves available with cost %d\n", limit+1, mtmp.cost); |
418 | #endif |
419 | if (m) |
420 | break; |
421 | } |
422 | if (!m) |
423 | break; |
424 | |
425 | index = random_upto(rs, limit+1); |
426 | move = *(struct move *)index234(trees->bycost, index); |
427 | |
428 | #ifdef GENERATION_DIAGNOSTICS |
429 | printf("selecting move %d%+d,%d%+d at cost %d\n", |
430 | move.x, move.dx, move.y, move.dy, move.cost); |
431 | #endif |
432 | |
433 | grid[move.y * w + move.x] = GRID_HOLE; |
434 | grid[(move.y+move.dy) * w + (move.x+move.dx)] = GRID_PEG; |
435 | grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)] = GRID_PEG; |
436 | |
437 | for (i = 0; i <= 2; i++) { |
438 | int tx = move.x + i*move.dx; |
439 | int ty = move.y + i*move.dy; |
440 | update_moves(grid, w, h, tx, ty, trees); |
441 | } |
442 | |
443 | nmoves++; |
444 | } |
445 | |
446 | while ((m = delpos234(trees->bymove, 0)) != NULL) { |
447 | del234(trees->bycost, m); |
448 | sfree(m); |
449 | } |
450 | freetree234(trees->bymove); |
451 | freetree234(trees->bycost); |
452 | } |
453 | |
454 | static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs) |
455 | { |
456 | while (1) { |
457 | int x, y, extremes; |
458 | |
459 | memset(grid, GRID_OBST, w*h); |
460 | grid[(h/2) * w + (w/2)] = GRID_PEG; |
461 | #ifdef GENERATION_DIAGNOSTICS |
462 | printf("beginning move selection\n"); |
463 | #endif |
464 | pegs_genmoves(grid, w, h, rs); |
465 | #ifdef GENERATION_DIAGNOSTICS |
466 | printf("finished move selection\n"); |
467 | #endif |
468 | |
469 | extremes = 0; |
470 | for (y = 0; y < h; y++) { |
471 | if (grid[y*w+0] != GRID_OBST) |
472 | extremes |= 1; |
473 | if (grid[y*w+w-1] != GRID_OBST) |
474 | extremes |= 2; |
475 | } |
476 | for (x = 0; x < w; x++) { |
477 | if (grid[0*w+x] != GRID_OBST) |
478 | extremes |= 4; |
479 | if (grid[(h-1)*w+x] != GRID_OBST) |
480 | extremes |= 8; |
481 | } |
482 | |
483 | if (extremes == 15) |
484 | break; |
485 | #ifdef GENERATION_DIAGNOSTICS |
486 | printf("insufficient extent; trying again\n"); |
487 | #endif |
488 | } |
489 | fflush(stdout); |
490 | } |
491 | |
492 | /* ---------------------------------------------------------------------- |
493 | * End of board generation code. Now for the client code which uses |
494 | * it as part of the puzzle. |
495 | */ |
496 | |
497 | static char *new_game_desc(game_params *params, random_state *rs, |
498 | char **aux, int interactive) |
499 | { |
500 | int w = params->w, h = params->h; |
501 | unsigned char *grid; |
502 | char *ret; |
503 | int i; |
504 | |
505 | grid = snewn(w*h, unsigned char); |
506 | if (params->type == TYPE_RANDOM) { |
507 | pegs_generate(grid, w, h, rs); |
508 | } else { |
509 | int x, y, cx, cy, v; |
510 | |
511 | for (y = 0; y < h; y++) |
512 | for (x = 0; x < w; x++) { |
513 | v = GRID_OBST; /* placate optimiser */ |
514 | switch (params->type) { |
515 | case TYPE_CROSS: |
516 | cx = abs(x - w/2); |
517 | cy = abs(y - h/2); |
518 | if (cx == 0 && cy == 0) |
519 | v = GRID_HOLE; |
520 | else if (cx > 1 && cy > 1) |
521 | v = GRID_OBST; |
522 | else |
523 | v = GRID_PEG; |
524 | break; |
525 | case TYPE_OCTAGON: |
526 | cx = abs(x - w/2); |
527 | cy = abs(y - h/2); |
528 | if (cx == 0 && cy == 0) |
529 | v = GRID_HOLE; |
530 | else if (cx + cy > 1 + max(w,h)/2) |
531 | v = GRID_OBST; |
532 | else |
533 | v = GRID_PEG; |
534 | break; |
535 | } |
536 | grid[y*w+x] = v; |
537 | } |
538 | } |
539 | |
540 | /* |
541 | * Encode a game description which is simply a long list of P |
542 | * for peg, H for hole or O for obstacle. |
543 | */ |
544 | ret = snewn(w*h+1, char); |
545 | for (i = 0; i < w*h; i++) |
546 | ret[i] = (grid[i] == GRID_PEG ? 'P' : |
547 | grid[i] == GRID_HOLE ? 'H' : 'O'); |
548 | ret[w*h] = '\0'; |
549 | |
550 | sfree(grid); |
551 | |
552 | return ret; |
553 | } |
554 | |
555 | static char *validate_desc(game_params *params, char *desc) |
556 | { |
557 | int len = params->w * params->h; |
558 | |
559 | if (len != strlen(desc)) |
560 | return "Game description is wrong length"; |
561 | if (len != strspn(desc, "PHO")) |
562 | return "Invalid character in game description"; |
563 | |
564 | return NULL; |
565 | } |
566 | |
567 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
568 | { |
569 | int w = params->w, h = params->h; |
570 | game_state *state = snew(game_state); |
571 | int i; |
572 | |
573 | state->w = w; |
574 | state->h = h; |
575 | state->grid = snewn(w*h, unsigned char); |
576 | for (i = 0; i < w*h; i++) |
577 | state->grid[i] = (desc[i] == 'P' ? GRID_PEG : |
578 | desc[i] == 'H' ? GRID_HOLE : GRID_OBST); |
579 | |
580 | return state; |
581 | } |
582 | |
583 | static game_state *dup_game(game_state *state) |
584 | { |
585 | int w = state->w, h = state->h; |
586 | game_state *ret = snew(game_state); |
587 | |
588 | ret->w = state->w; |
589 | ret->h = state->h; |
590 | ret->grid = snewn(w*h, unsigned char); |
591 | memcpy(ret->grid, state->grid, w*h); |
592 | |
593 | return ret; |
594 | } |
595 | |
596 | static void free_game(game_state *state) |
597 | { |
598 | sfree(state->grid); |
599 | sfree(state); |
600 | } |
601 | |
602 | static char *solve_game(game_state *state, game_state *currstate, |
603 | char *aux, char **error) |
604 | { |
605 | return NULL; |
606 | } |
607 | |
608 | static char *game_text_format(game_state *state) |
609 | { |
610 | int w = state->w, h = state->h; |
611 | int x, y; |
612 | char *ret; |
613 | |
614 | ret = snewn((w+1)*h + 1, char); |
615 | |
616 | for (y = 0; y < h; y++) { |
617 | for (x = 0; x < w; x++) |
618 | ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' : |
619 | state->grid[y*w+x] == GRID_PEG ? '*' : ' '); |
620 | ret[y*(w+1)+w] = '\n'; |
621 | } |
622 | ret[h*(w+1)] = '\0'; |
623 | |
624 | return ret; |
625 | } |
626 | |
627 | struct game_ui { |
628 | int dragging; /* boolean: is a drag in progress? */ |
629 | int sx, sy; /* grid coords of drag start cell */ |
630 | int dx, dy; /* pixel coords of current drag posn */ |
631 | }; |
632 | |
633 | static game_ui *new_ui(game_state *state) |
634 | { |
635 | game_ui *ui = snew(game_ui); |
636 | |
637 | ui->sx = ui->sy = ui->dx = ui->dy = 0; |
638 | ui->dragging = FALSE; |
639 | |
640 | return ui; |
641 | } |
642 | |
643 | static void free_ui(game_ui *ui) |
644 | { |
645 | sfree(ui); |
646 | } |
647 | |
648 | static char *encode_ui(game_ui *ui) |
649 | { |
650 | return NULL; |
651 | } |
652 | |
653 | static void decode_ui(game_ui *ui, char *encoding) |
654 | { |
655 | } |
656 | |
657 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
658 | game_state *newstate) |
659 | { |
660 | /* |
661 | * Cancel a drag, in case the source square has become |
662 | * unoccupied. |
663 | */ |
664 | ui->dragging = FALSE; |
665 | } |
666 | |
667 | #define PREFERRED_TILE_SIZE 33 |
668 | #define TILESIZE (ds->tilesize) |
669 | #define BORDER (TILESIZE / 2) |
670 | |
671 | #define HIGHLIGHT_WIDTH (TILESIZE / 16) |
672 | |
673 | #define COORD(x) ( BORDER + (x) * TILESIZE ) |
674 | #define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 ) |
675 | |
676 | struct game_drawstate { |
677 | int tilesize; |
678 | blitter *drag_background; |
679 | int dragging, dragx, dragy; |
680 | int w, h; |
681 | unsigned char *grid; |
682 | int started; |
683 | }; |
684 | |
685 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
686 | int x, int y, int button) |
687 | { |
688 | int w = state->w, h = state->h; |
689 | |
690 | if (button == LEFT_BUTTON) { |
691 | int tx, ty; |
692 | |
693 | /* |
694 | * Left button down: we attempt to start a drag. |
695 | */ |
696 | |
697 | /* |
698 | * There certainly shouldn't be a current drag in progress, |
699 | * unless the midend failed to send us button events in |
700 | * order; it has a responsibility to always get that right, |
701 | * so we can legitimately punish it by failing an |
702 | * assertion. |
703 | */ |
704 | assert(!ui->dragging); |
705 | |
706 | tx = FROMCOORD(x); |
707 | ty = FROMCOORD(y); |
708 | if (tx >= 0 && tx < w && ty >= 0 && ty < h && |
709 | state->grid[ty*w+tx] == GRID_PEG) { |
710 | ui->dragging = TRUE; |
711 | ui->sx = tx; |
712 | ui->sy = ty; |
713 | ui->dx = x; |
714 | ui->dy = y; |
715 | return ""; /* ui modified */ |
716 | } |
717 | } else if (button == LEFT_DRAG && ui->dragging) { |
718 | /* |
719 | * Mouse moved; just move the peg being dragged. |
720 | */ |
721 | ui->dx = x; |
722 | ui->dy = y; |
723 | return ""; /* ui modified */ |
724 | } else if (button == LEFT_RELEASE && ui->dragging) { |
725 | char buf[80]; |
726 | int tx, ty, dx, dy; |
727 | |
728 | /* |
729 | * Button released. Identify the target square of the drag, |
730 | * see if it represents a valid move, and if so make it. |
731 | */ |
732 | ui->dragging = FALSE; /* cancel the drag no matter what */ |
733 | tx = FROMCOORD(x); |
734 | ty = FROMCOORD(y); |
735 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
736 | return ""; /* target out of range */ |
737 | dx = tx - ui->sx; |
738 | dy = ty - ui->sy; |
739 | if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0) |
740 | return ""; /* move length was wrong */ |
741 | dx /= 2; |
742 | dy /= 2; |
743 | |
744 | if (state->grid[ty*w+tx] != GRID_HOLE || |
745 | state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG || |
746 | state->grid[ui->sy*w+ui->sx] != GRID_PEG) |
747 | return ""; /* grid contents were invalid */ |
748 | |
749 | /* |
750 | * We have a valid move. Encode it simply as source and |
751 | * destination coordinate pairs. |
752 | */ |
753 | sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty); |
754 | return dupstr(buf); |
755 | } |
756 | return NULL; |
757 | } |
758 | |
759 | static game_state *execute_move(game_state *state, char *move) |
760 | { |
761 | int w = state->w, h = state->h; |
762 | int sx, sy, tx, ty; |
763 | game_state *ret; |
764 | |
765 | if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty)) { |
766 | int mx, my, dx, dy; |
767 | |
768 | if (sx < 0 || sx >= w || sy < 0 || sy >= h) |
769 | return NULL; /* source out of range */ |
770 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
771 | return NULL; /* target out of range */ |
772 | |
773 | dx = tx - sx; |
774 | dy = ty - sy; |
775 | if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0) |
776 | return NULL; /* move length was wrong */ |
777 | mx = sx + dx/2; |
778 | my = sy + dy/2; |
779 | |
780 | if (state->grid[sy*w+sx] != GRID_PEG || |
781 | state->grid[my*w+mx] != GRID_PEG || |
782 | state->grid[ty*w+tx] != GRID_HOLE) |
783 | return NULL; /* grid contents were invalid */ |
784 | |
785 | ret = dup_game(state); |
786 | ret->grid[sy*w+sx] = GRID_HOLE; |
787 | ret->grid[my*w+mx] = GRID_HOLE; |
788 | ret->grid[ty*w+tx] = GRID_PEG; |
789 | |
790 | return ret; |
791 | } |
792 | return NULL; |
793 | } |
794 | |
795 | /* ---------------------------------------------------------------------- |
796 | * Drawing routines. |
797 | */ |
798 | |
799 | static void game_size(game_params *params, game_drawstate *ds, |
800 | int *x, int *y, int expand) |
801 | { |
802 | double tsx, tsy, ts; |
803 | /* |
804 | * Each window dimension equals the tile size times one more |
805 | * than the grid dimension (the border is half the width of the |
806 | * tiles). |
807 | */ |
808 | tsx = (double)*x / ((double)params->w + 1.0); |
809 | tsy = (double)*y / ((double)params->h + 1.0); |
810 | ts = min(tsx, tsy); |
811 | if (expand) |
812 | ds->tilesize = (int)(ts + 0.5); |
813 | else |
814 | ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE); |
815 | |
816 | *x = TILESIZE * params->w + 2 * BORDER; |
817 | *y = TILESIZE * params->h + 2 * BORDER; |
818 | |
819 | if (ds->drag_background) |
820 | blitter_free(ds->drag_background); |
821 | ds->drag_background = blitter_new(TILESIZE, TILESIZE); |
822 | } |
823 | |
824 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
825 | { |
826 | float *ret = snewn(3 * NCOLOURS, float); |
827 | int i; |
828 | float max; |
829 | |
830 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
831 | |
832 | /* |
833 | * Drop the background colour so that the highlight is |
834 | * noticeably brighter than it while still being under 1. |
835 | */ |
836 | max = ret[COL_BACKGROUND*3]; |
837 | for (i = 1; i < 3; i++) |
838 | if (ret[COL_BACKGROUND*3+i] > max) |
839 | max = ret[COL_BACKGROUND*3+i]; |
840 | if (max * 1.2F > 1.0F) { |
841 | for (i = 0; i < 3; i++) |
842 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
843 | } |
844 | |
845 | for (i = 0; i < 3; i++) { |
846 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
847 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
848 | } |
849 | |
850 | ret[COL_PEG * 3 + 0] = 0.0F; |
851 | ret[COL_PEG * 3 + 1] = 0.0F; |
852 | ret[COL_PEG * 3 + 2] = 1.0F; |
853 | |
854 | *ncolours = NCOLOURS; |
855 | return ret; |
856 | } |
857 | |
858 | static game_drawstate *game_new_drawstate(game_state *state) |
859 | { |
860 | int w = state->w, h = state->h; |
861 | struct game_drawstate *ds = snew(struct game_drawstate); |
862 | |
863 | ds->tilesize = 0; /* not decided yet */ |
864 | |
865 | /* We can't allocate the blitter rectangle for the drag background |
866 | * until we know what size to make it. */ |
867 | ds->drag_background = NULL; |
868 | ds->dragging = FALSE; |
869 | |
870 | ds->w = w; |
871 | ds->h = h; |
872 | ds->grid = snewn(w*h, unsigned char); |
873 | memset(ds->grid, 255, w*h); |
874 | |
875 | ds->started = FALSE; |
876 | |
877 | return ds; |
878 | } |
879 | |
880 | static void game_free_drawstate(game_drawstate *ds) |
881 | { |
882 | if (ds->drag_background) |
883 | blitter_free(ds->drag_background); |
884 | sfree(ds->grid); |
885 | sfree(ds); |
886 | } |
887 | |
888 | static void draw_tile(frontend *fe, game_drawstate *ds, |
889 | int x, int y, int v, int erasebg) |
890 | { |
891 | if (erasebg) { |
892 | draw_rect(fe, x, y, TILESIZE, TILESIZE, COL_BACKGROUND); |
893 | } |
894 | |
895 | if (v == GRID_HOLE) { |
896 | draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, |
897 | COL_LOWLIGHT, COL_LOWLIGHT); |
898 | } else if (v == GRID_PEG) { |
899 | draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3, |
900 | COL_PEG, COL_PEG); |
901 | } |
902 | |
903 | draw_update(fe, x, y, TILESIZE, TILESIZE); |
904 | } |
905 | |
906 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
907 | game_state *state, int dir, game_ui *ui, |
908 | float animtime, float flashtime) |
909 | { |
910 | int w = state->w, h = state->h; |
911 | int x, y; |
912 | |
913 | /* |
914 | * Erase the sprite currently being dragged, if any. |
915 | */ |
916 | if (ds->dragging) { |
917 | assert(ds->drag_background); |
918 | blitter_load(fe, ds->drag_background, ds->dragx, ds->dragy); |
919 | draw_update(fe, ds->dragx, ds->dragy, TILESIZE, TILESIZE); |
920 | ds->dragging = FALSE; |
921 | } |
922 | |
923 | if (!ds->started) { |
924 | draw_rect(fe, 0, 0, |
925 | TILESIZE * state->w + 2 * BORDER, |
926 | TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
927 | |
928 | /* |
929 | * Draw relief marks around all the squares that aren't |
930 | * GRID_OBST. |
931 | */ |
932 | for (y = 0; y < h; y++) |
933 | for (x = 0; x < w; x++) |
934 | if (state->grid[y*w+x] != GRID_OBST) { |
935 | /* |
936 | * First pass: draw the full relief square. |
937 | */ |
938 | int coords[6]; |
939 | coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; |
940 | coords[1] = COORD(y) - HIGHLIGHT_WIDTH; |
941 | coords[2] = COORD(x) - HIGHLIGHT_WIDTH; |
942 | coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; |
943 | coords[4] = COORD(x) - HIGHLIGHT_WIDTH; |
944 | coords[5] = COORD(y) - HIGHLIGHT_WIDTH; |
945 | draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
946 | coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; |
947 | coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; |
948 | draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
949 | } |
950 | for (y = 0; y < h; y++) |
951 | for (x = 0; x < w; x++) |
952 | if (state->grid[y*w+x] != GRID_OBST) { |
953 | /* |
954 | * Second pass: draw everything but the two |
955 | * diagonal corners. |
956 | */ |
957 | draw_rect(fe, COORD(x) - HIGHLIGHT_WIDTH, |
958 | COORD(y) - HIGHLIGHT_WIDTH, |
959 | TILESIZE + HIGHLIGHT_WIDTH, |
960 | TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT); |
961 | draw_rect(fe, COORD(x), |
962 | COORD(y), |
963 | TILESIZE + HIGHLIGHT_WIDTH, |
964 | TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT); |
965 | } |
966 | for (y = 0; y < h; y++) |
967 | for (x = 0; x < w; x++) |
968 | if (state->grid[y*w+x] != GRID_OBST) { |
969 | /* |
970 | * Third pass: draw a trapezium on each edge. |
971 | */ |
972 | int coords[8]; |
973 | int dx, dy, s, sn, c; |
974 | |
975 | for (dx = 0; dx < 2; dx++) { |
976 | dy = 1 - dx; |
977 | for (s = 0; s < 2; s++) { |
978 | sn = 2*s - 1; |
979 | c = s ? COL_LOWLIGHT : COL_HIGHLIGHT; |
980 | |
981 | coords[0] = COORD(x) + (s*dx)*(TILESIZE-1); |
982 | coords[1] = COORD(y) + (s*dy)*(TILESIZE-1); |
983 | coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1); |
984 | coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1); |
985 | coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx); |
986 | coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy); |
987 | coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx); |
988 | coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy); |
989 | draw_polygon(fe, coords, 4, c, c); |
990 | } |
991 | } |
992 | } |
993 | for (y = 0; y < h; y++) |
994 | for (x = 0; x < w; x++) |
995 | if (state->grid[y*w+x] != GRID_OBST) { |
996 | /* |
997 | * Second pass: draw everything but the two |
998 | * diagonal corners. |
999 | */ |
1000 | draw_rect(fe, COORD(x), |
1001 | COORD(y), |
1002 | TILESIZE, |
1003 | TILESIZE, COL_BACKGROUND); |
1004 | } |
1005 | |
1006 | ds->started = TRUE; |
1007 | |
1008 | draw_update(fe, 0, 0, |
1009 | TILESIZE * state->w + 2 * BORDER, |
1010 | TILESIZE * state->h + 2 * BORDER); |
1011 | } |
1012 | |
1013 | /* |
1014 | * Loop over the grid redrawing anything that looks as if it |
1015 | * needs it. |
1016 | */ |
1017 | for (y = 0; y < h; y++) |
1018 | for (x = 0; x < w; x++) { |
1019 | int v; |
1020 | |
1021 | v = state->grid[y*w+x]; |
1022 | /* |
1023 | * Blank the source of a drag so it looks as if the |
1024 | * user picked the peg up physically. |
1025 | */ |
1026 | if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG) |
1027 | v = GRID_HOLE; |
1028 | if (v != ds->grid[y*w+x] && v != GRID_OBST) { |
1029 | draw_tile(fe, ds, COORD(x), COORD(y), v, TRUE); |
1030 | } |
1031 | } |
1032 | |
1033 | /* |
1034 | * Draw the dragging sprite if any. |
1035 | */ |
1036 | if (ui->dragging) { |
1037 | ds->dragging = TRUE; |
1038 | ds->dragx = ui->dx - TILESIZE/2; |
1039 | ds->dragy = ui->dy - TILESIZE/2; |
1040 | blitter_save(fe, ds->drag_background, ds->dragx, ds->dragy); |
1041 | draw_tile(fe, ds, ds->dragx, ds->dragy, GRID_PEG, FALSE); |
1042 | } |
1043 | } |
1044 | |
1045 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1046 | int dir, game_ui *ui) |
1047 | { |
1048 | return 0.0F; |
1049 | } |
1050 | |
1051 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1052 | int dir, game_ui *ui) |
1053 | { |
1054 | return 0.0F; |
1055 | } |
1056 | |
1057 | static int game_wants_statusbar(void) |
1058 | { |
1059 | return FALSE; |
1060 | } |
1061 | |
1062 | static int game_timing_state(game_state *state) |
1063 | { |
1064 | return TRUE; |
1065 | } |
1066 | |
1067 | #ifdef COMBINED |
1068 | #define thegame pegs |
1069 | #endif |
1070 | |
1071 | const struct game thegame = { |
11aeddcc |
1072 | "Pegs", "games.pegs", |
32ee875d |
1073 | default_params, |
1074 | game_fetch_preset, |
1075 | decode_params, |
1076 | encode_params, |
1077 | free_params, |
1078 | dup_params, |
1079 | TRUE, game_configure, custom_params, |
1080 | validate_params, |
1081 | new_game_desc, |
1082 | validate_desc, |
1083 | new_game, |
1084 | dup_game, |
1085 | free_game, |
1086 | FALSE, solve_game, |
1087 | TRUE, game_text_format, |
1088 | new_ui, |
1089 | free_ui, |
1090 | encode_ui, |
1091 | decode_ui, |
1092 | game_changed_state, |
1093 | interpret_move, |
1094 | execute_move, |
1095 | game_size, |
1096 | game_colours, |
1097 | game_new_drawstate, |
1098 | game_free_drawstate, |
1099 | game_redraw, |
1100 | game_anim_length, |
1101 | game_flash_length, |
1102 | game_wants_statusbar, |
1103 | FALSE, game_timing_state, |
1104 | 0, /* mouse_priorities */ |
1105 | }; |