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 | |
e88d61a4 |
19 | #define GRID_CURSOR 10 |
20 | #define GRID_JUMPING 20 |
21 | |
32ee875d |
22 | enum { |
23 | COL_BACKGROUND, |
24 | COL_HIGHLIGHT, |
25 | COL_LOWLIGHT, |
26 | COL_PEG, |
e88d61a4 |
27 | COL_CURSOR, |
32ee875d |
28 | NCOLOURS |
29 | }; |
30 | |
31 | /* |
32 | * Grid shapes. I do some macro ickery here to ensure that my enum |
33 | * and the various forms of my name list always match up. |
34 | */ |
35 | #define TYPELIST(A) \ |
36 | A(CROSS,Cross,cross) \ |
37 | A(OCTAGON,Octagon,octagon) \ |
38 | A(RANDOM,Random,random) |
39 | #define ENUM(upper,title,lower) TYPE_ ## upper, |
40 | #define TITLE(upper,title,lower) #title, |
41 | #define LOWER(upper,title,lower) #lower, |
42 | #define CONFIG(upper,title,lower) ":" #title |
43 | |
44 | enum { TYPELIST(ENUM) TYPECOUNT }; |
45 | static char const *const pegs_titletypes[] = { TYPELIST(TITLE) }; |
46 | static char const *const pegs_lowertypes[] = { TYPELIST(LOWER) }; |
47 | #define TYPECONFIG TYPELIST(CONFIG) |
48 | |
a8c8847b |
49 | #define FLASH_FRAME 0.13F |
50 | |
32ee875d |
51 | struct game_params { |
52 | int w, h; |
53 | int type; |
54 | }; |
55 | |
56 | struct game_state { |
57 | int w, h; |
a8c8847b |
58 | int completed; |
32ee875d |
59 | unsigned char *grid; |
60 | }; |
61 | |
62 | static game_params *default_params(void) |
63 | { |
64 | game_params *ret = snew(game_params); |
65 | |
66 | ret->w = ret->h = 7; |
67 | ret->type = TYPE_CROSS; |
68 | |
69 | return ret; |
70 | } |
71 | |
72 | static const struct game_params pegs_presets[] = { |
73 | {7, 7, TYPE_CROSS}, |
74 | {7, 7, TYPE_OCTAGON}, |
75 | {5, 5, TYPE_RANDOM}, |
76 | {7, 7, TYPE_RANDOM}, |
77 | {9, 9, TYPE_RANDOM}, |
78 | }; |
79 | |
80 | static int game_fetch_preset(int i, char **name, game_params **params) |
81 | { |
82 | game_params *ret; |
83 | char str[80]; |
84 | |
85 | if (i < 0 || i >= lenof(pegs_presets)) |
86 | return FALSE; |
87 | |
88 | ret = snew(game_params); |
89 | *ret = pegs_presets[i]; |
90 | |
91 | strcpy(str, pegs_titletypes[ret->type]); |
92 | if (ret->type == TYPE_RANDOM) |
93 | sprintf(str + strlen(str), " %dx%d", ret->w, ret->h); |
94 | |
95 | *name = dupstr(str); |
96 | *params = ret; |
97 | return TRUE; |
98 | } |
99 | |
100 | static void free_params(game_params *params) |
101 | { |
102 | sfree(params); |
103 | } |
104 | |
105 | static game_params *dup_params(game_params *params) |
106 | { |
107 | game_params *ret = snew(game_params); |
108 | *ret = *params; /* structure copy */ |
109 | return ret; |
110 | } |
111 | |
112 | static void decode_params(game_params *params, char const *string) |
113 | { |
114 | char const *p = string; |
115 | int i; |
116 | |
117 | params->w = atoi(p); |
118 | while (*p && isdigit((unsigned char)*p)) p++; |
119 | if (*p == 'x') { |
120 | p++; |
121 | params->h = atoi(p); |
122 | while (*p && isdigit((unsigned char)*p)) p++; |
123 | } else { |
124 | params->h = params->w; |
125 | } |
126 | |
127 | for (i = 0; i < lenof(pegs_lowertypes); i++) |
128 | if (!strcmp(p, pegs_lowertypes[i])) |
129 | params->type = i; |
130 | } |
131 | |
132 | static char *encode_params(game_params *params, int full) |
133 | { |
134 | char str[80]; |
135 | |
136 | sprintf(str, "%dx%d", params->w, params->h); |
137 | if (full) { |
138 | assert(params->type >= 0 && params->type < lenof(pegs_lowertypes)); |
139 | strcat(str, pegs_lowertypes[params->type]); |
140 | } |
141 | return dupstr(str); |
142 | } |
143 | |
144 | static config_item *game_configure(game_params *params) |
145 | { |
146 | config_item *ret = snewn(4, config_item); |
147 | char buf[80]; |
148 | |
149 | ret[0].name = "Width"; |
150 | ret[0].type = C_STRING; |
151 | sprintf(buf, "%d", params->w); |
152 | ret[0].sval = dupstr(buf); |
153 | ret[0].ival = 0; |
154 | |
155 | ret[1].name = "Height"; |
156 | ret[1].type = C_STRING; |
157 | sprintf(buf, "%d", params->h); |
158 | ret[1].sval = dupstr(buf); |
159 | ret[1].ival = 0; |
160 | |
161 | ret[2].name = "Board type"; |
162 | ret[2].type = C_CHOICES; |
163 | ret[2].sval = TYPECONFIG; |
164 | ret[2].ival = params->type; |
165 | |
166 | ret[3].name = NULL; |
167 | ret[3].type = C_END; |
168 | ret[3].sval = NULL; |
169 | ret[3].ival = 0; |
170 | |
171 | return ret; |
172 | } |
173 | |
174 | static game_params *custom_params(config_item *cfg) |
175 | { |
176 | game_params *ret = snew(game_params); |
177 | |
178 | ret->w = atoi(cfg[0].sval); |
179 | ret->h = atoi(cfg[1].sval); |
180 | ret->type = cfg[2].ival; |
181 | |
182 | return ret; |
183 | } |
184 | |
3ff276f2 |
185 | static char *validate_params(game_params *params, int full) |
32ee875d |
186 | { |
3ff276f2 |
187 | if (full && (params->w <= 3 || params->h <= 3)) |
32ee875d |
188 | return "Width and height must both be greater than three"; |
189 | |
190 | /* |
191 | * It might be possible to implement generalisations of Cross |
192 | * and Octagon, but only if I can find a proof that they're all |
193 | * soluble. For the moment, therefore, I'm going to disallow |
194 | * them at any size other than the standard one. |
195 | */ |
3ff276f2 |
196 | if (full && (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON)) { |
32ee875d |
197 | if (params->w != 7 || params->h != 7) |
198 | return "This board type is only supported at 7x7"; |
199 | } |
200 | return NULL; |
201 | } |
202 | |
203 | /* ---------------------------------------------------------------------- |
204 | * Beginning of code to generate random Peg Solitaire boards. |
205 | * |
206 | * This procedure is done with no aesthetic judgment, no effort at |
207 | * symmetry, no difficulty grading and generally no finesse |
208 | * whatsoever. We simply begin with an empty board containing a |
209 | * single peg, and repeatedly make random reverse moves until it's |
210 | * plausibly full. This typically yields a scrappy haphazard mess |
211 | * with several holes, an uneven shape, and no redeeming features |
212 | * except guaranteed solubility. |
213 | * |
214 | * My only concessions to sophistication are (a) to repeat the |
215 | * generation process until I at least get a grid that touches |
216 | * every edge of the specified board size, and (b) to try when |
217 | * selecting moves to reuse existing space rather than expanding |
218 | * into new space (so that non-rectangular board shape becomes a |
219 | * factor during play). |
220 | */ |
221 | |
222 | struct move { |
223 | /* |
224 | * x,y are the start point of the move during generation (hence |
225 | * its endpoint during normal play). |
226 | * |
227 | * dx,dy are the direction of the move during generation. |
228 | * Absolute value 1. Hence, for example, x=3,y=5,dx=1,dy=0 |
229 | * means that the move during generation starts at (3,5) and |
230 | * ends at (5,5), and vice versa during normal play. |
231 | */ |
232 | int x, y, dx, dy; |
233 | /* |
234 | * cost is 0, 1 or 2, depending on how many GRID_OBSTs we must |
235 | * turn into GRID_HOLEs to play this move. |
236 | */ |
237 | int cost; |
238 | }; |
239 | |
240 | static int movecmp(void *av, void *bv) |
241 | { |
242 | struct move *a = (struct move *)av; |
243 | struct move *b = (struct move *)bv; |
244 | |
245 | if (a->y < b->y) |
246 | return -1; |
247 | else if (a->y > b->y) |
248 | return +1; |
249 | |
250 | if (a->x < b->x) |
251 | return -1; |
252 | else if (a->x > b->x) |
253 | return +1; |
254 | |
255 | if (a->dy < b->dy) |
256 | return -1; |
257 | else if (a->dy > b->dy) |
258 | return +1; |
259 | |
260 | if (a->dx < b->dx) |
261 | return -1; |
262 | else if (a->dx > b->dx) |
263 | return +1; |
264 | |
265 | return 0; |
266 | } |
267 | |
268 | static int movecmpcost(void *av, void *bv) |
269 | { |
270 | struct move *a = (struct move *)av; |
271 | struct move *b = (struct move *)bv; |
272 | |
273 | if (a->cost < b->cost) |
274 | return -1; |
275 | else if (a->cost > b->cost) |
276 | return +1; |
277 | |
278 | return movecmp(av, bv); |
279 | } |
280 | |
281 | struct movetrees { |
282 | tree234 *bymove, *bycost; |
283 | }; |
284 | |
285 | static void update_moves(unsigned char *grid, int w, int h, int x, int y, |
286 | struct movetrees *trees) |
287 | { |
288 | struct move move; |
289 | int dir, pos; |
290 | |
291 | /* |
292 | * There are twelve moves that can include (x,y): three in each |
293 | * of four directions. Check each one to see if it's possible. |
294 | */ |
295 | for (dir = 0; dir < 4; dir++) { |
296 | int dx, dy; |
297 | |
298 | if (dir & 1) |
299 | dx = 0, dy = dir - 2; |
300 | else |
301 | dy = 0, dx = dir - 1; |
302 | |
303 | assert(abs(dx) + abs(dy) == 1); |
304 | |
305 | for (pos = 0; pos < 3; pos++) { |
306 | int v1, v2, v3; |
307 | |
308 | move.dx = dx; |
309 | move.dy = dy; |
310 | move.x = x - pos*dx; |
311 | move.y = y - pos*dy; |
312 | |
313 | if (move.x < 0 || move.x >= w || move.y < 0 || move.y >= h) |
314 | continue; /* completely invalid move */ |
315 | if (move.x+2*move.dx < 0 || move.x+2*move.dx >= w || |
316 | move.y+2*move.dy < 0 || move.y+2*move.dy >= h) |
317 | continue; /* completely invalid move */ |
318 | |
319 | v1 = grid[move.y * w + move.x]; |
320 | v2 = grid[(move.y+move.dy) * w + (move.x+move.dx)]; |
321 | v3 = grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)]; |
322 | if (v1 == GRID_PEG && v2 != GRID_PEG && v3 != GRID_PEG) { |
323 | struct move *m; |
324 | |
325 | move.cost = (v2 == GRID_OBST) + (v3 == GRID_OBST); |
326 | |
327 | /* |
328 | * This move is possible. See if it's already in |
329 | * the tree. |
330 | */ |
331 | m = find234(trees->bymove, &move, NULL); |
332 | if (m && m->cost != move.cost) { |
333 | /* |
334 | * It's in the tree but listed with the wrong |
335 | * cost. Remove the old version. |
336 | */ |
337 | #ifdef GENERATION_DIAGNOSTICS |
338 | printf("correcting %d%+d,%d%+d at cost %d\n", |
339 | m->x, m->dx, m->y, m->dy, m->cost); |
340 | #endif |
341 | del234(trees->bymove, m); |
342 | del234(trees->bycost, m); |
343 | sfree(m); |
344 | m = NULL; |
345 | } |
346 | if (!m) { |
347 | struct move *m, *m2; |
348 | m = snew(struct move); |
349 | *m = move; |
350 | m2 = add234(trees->bymove, m); |
351 | m2 = add234(trees->bycost, m); |
352 | assert(m2 == m); |
353 | #ifdef GENERATION_DIAGNOSTICS |
354 | printf("adding %d%+d,%d%+d at cost %d\n", |
355 | move.x, move.dx, move.y, move.dy, move.cost); |
356 | #endif |
357 | } else { |
358 | #ifdef GENERATION_DIAGNOSTICS |
359 | printf("not adding %d%+d,%d%+d at cost %d\n", |
360 | move.x, move.dx, move.y, move.dy, move.cost); |
361 | #endif |
362 | } |
363 | } else { |
364 | /* |
365 | * This move is impossible. If it is already in the |
366 | * tree, delete it. |
367 | * |
368 | * (We make use here of the fact that del234 |
369 | * doesn't have to be passed a pointer to the |
370 | * _actual_ element it's deleting: it merely needs |
371 | * one that compares equal to it, and it will |
372 | * return the one it deletes.) |
373 | */ |
374 | struct move *m = del234(trees->bymove, &move); |
375 | #ifdef GENERATION_DIAGNOSTICS |
376 | printf("%sdeleting %d%+d,%d%+d\n", m ? "" : "not ", |
377 | move.x, move.dx, move.y, move.dy); |
378 | #endif |
379 | if (m) { |
380 | del234(trees->bycost, m); |
381 | sfree(m); |
382 | } |
383 | } |
384 | } |
385 | } |
386 | } |
387 | |
388 | static void pegs_genmoves(unsigned char *grid, int w, int h, random_state *rs) |
389 | { |
390 | struct movetrees atrees, *trees = &atrees; |
391 | struct move *m; |
392 | int x, y, i, nmoves; |
393 | |
394 | trees->bymove = newtree234(movecmp); |
395 | trees->bycost = newtree234(movecmpcost); |
396 | |
397 | for (y = 0; y < h; y++) |
398 | for (x = 0; x < w; x++) |
399 | if (grid[y*w+x] == GRID_PEG) |
400 | update_moves(grid, w, h, x, y, trees); |
401 | |
402 | nmoves = 0; |
403 | |
404 | while (1) { |
405 | int limit, maxcost, index; |
406 | struct move mtmp, move, *m; |
407 | |
408 | /* |
409 | * See how many moves we can make at zero cost. Make one, |
410 | * if possible. Failing that, make a one-cost move, and |
411 | * then a two-cost one. |
412 | * |
413 | * After filling at least half the input grid, we no longer |
414 | * accept cost-2 moves: if that's our only option, we give |
415 | * up and finish. |
416 | */ |
417 | mtmp.y = h+1; |
418 | maxcost = (nmoves < w*h/2 ? 2 : 1); |
419 | m = NULL; /* placate optimiser */ |
420 | for (mtmp.cost = 0; mtmp.cost <= maxcost; mtmp.cost++) { |
421 | limit = -1; |
422 | m = findrelpos234(trees->bycost, &mtmp, NULL, REL234_LT, &limit); |
423 | #ifdef GENERATION_DIAGNOSTICS |
424 | printf("%d moves available with cost %d\n", limit+1, mtmp.cost); |
425 | #endif |
426 | if (m) |
427 | break; |
428 | } |
429 | if (!m) |
430 | break; |
431 | |
432 | index = random_upto(rs, limit+1); |
433 | move = *(struct move *)index234(trees->bycost, index); |
434 | |
435 | #ifdef GENERATION_DIAGNOSTICS |
436 | printf("selecting move %d%+d,%d%+d at cost %d\n", |
437 | move.x, move.dx, move.y, move.dy, move.cost); |
438 | #endif |
439 | |
440 | grid[move.y * w + move.x] = GRID_HOLE; |
441 | grid[(move.y+move.dy) * w + (move.x+move.dx)] = GRID_PEG; |
442 | grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)] = GRID_PEG; |
443 | |
444 | for (i = 0; i <= 2; i++) { |
445 | int tx = move.x + i*move.dx; |
446 | int ty = move.y + i*move.dy; |
447 | update_moves(grid, w, h, tx, ty, trees); |
448 | } |
449 | |
450 | nmoves++; |
451 | } |
452 | |
453 | while ((m = delpos234(trees->bymove, 0)) != NULL) { |
454 | del234(trees->bycost, m); |
455 | sfree(m); |
456 | } |
457 | freetree234(trees->bymove); |
458 | freetree234(trees->bycost); |
459 | } |
460 | |
461 | static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs) |
462 | { |
463 | while (1) { |
464 | int x, y, extremes; |
465 | |
466 | memset(grid, GRID_OBST, w*h); |
467 | grid[(h/2) * w + (w/2)] = GRID_PEG; |
468 | #ifdef GENERATION_DIAGNOSTICS |
469 | printf("beginning move selection\n"); |
470 | #endif |
471 | pegs_genmoves(grid, w, h, rs); |
472 | #ifdef GENERATION_DIAGNOSTICS |
473 | printf("finished move selection\n"); |
474 | #endif |
475 | |
476 | extremes = 0; |
477 | for (y = 0; y < h; y++) { |
478 | if (grid[y*w+0] != GRID_OBST) |
479 | extremes |= 1; |
480 | if (grid[y*w+w-1] != GRID_OBST) |
481 | extremes |= 2; |
482 | } |
483 | for (x = 0; x < w; x++) { |
484 | if (grid[0*w+x] != GRID_OBST) |
485 | extremes |= 4; |
486 | if (grid[(h-1)*w+x] != GRID_OBST) |
487 | extremes |= 8; |
488 | } |
489 | |
490 | if (extremes == 15) |
491 | break; |
492 | #ifdef GENERATION_DIAGNOSTICS |
493 | printf("insufficient extent; trying again\n"); |
494 | #endif |
495 | } |
1b4fd2a2 |
496 | #ifdef GENERATION_DIAGNOSTICS |
32ee875d |
497 | fflush(stdout); |
1b4fd2a2 |
498 | #endif |
32ee875d |
499 | } |
500 | |
501 | /* ---------------------------------------------------------------------- |
502 | * End of board generation code. Now for the client code which uses |
503 | * it as part of the puzzle. |
504 | */ |
505 | |
506 | static char *new_game_desc(game_params *params, random_state *rs, |
507 | char **aux, int interactive) |
508 | { |
509 | int w = params->w, h = params->h; |
510 | unsigned char *grid; |
511 | char *ret; |
512 | int i; |
513 | |
514 | grid = snewn(w*h, unsigned char); |
515 | if (params->type == TYPE_RANDOM) { |
516 | pegs_generate(grid, w, h, rs); |
517 | } else { |
518 | int x, y, cx, cy, v; |
519 | |
520 | for (y = 0; y < h; y++) |
521 | for (x = 0; x < w; x++) { |
522 | v = GRID_OBST; /* placate optimiser */ |
523 | switch (params->type) { |
524 | case TYPE_CROSS: |
525 | cx = abs(x - w/2); |
526 | cy = abs(y - h/2); |
527 | if (cx == 0 && cy == 0) |
528 | v = GRID_HOLE; |
529 | else if (cx > 1 && cy > 1) |
530 | v = GRID_OBST; |
531 | else |
532 | v = GRID_PEG; |
533 | break; |
534 | case TYPE_OCTAGON: |
535 | cx = abs(x - w/2); |
536 | cy = abs(y - h/2); |
6dae1679 |
537 | if (cx + cy > 1 + max(w,h)/2) |
32ee875d |
538 | v = GRID_OBST; |
539 | else |
540 | v = GRID_PEG; |
541 | break; |
542 | } |
543 | grid[y*w+x] = v; |
544 | } |
6dae1679 |
545 | |
546 | if (params->type == TYPE_OCTAGON) { |
547 | /* |
548 | * The octagonal (European) solitaire layout is |
549 | * actually _insoluble_ with the starting hole at the |
550 | * centre. Here's a proof: |
551 | * |
552 | * Colour the squares of the board diagonally in |
553 | * stripes of three different colours, which I'll call |
554 | * A, B and C. So the board looks like this: |
555 | * |
556 | * A B C |
557 | * A B C A B |
558 | * A B C A B C A |
559 | * B C A B C A B |
560 | * C A B C A B C |
561 | * B C A B C |
562 | * A B C |
563 | * |
564 | * Suppose we keep running track of the number of pegs |
565 | * occuping each colour of square. This colouring has |
566 | * the property that any valid move whatsoever changes |
567 | * all three of those counts by one (two of them go |
568 | * down and one goes up), which means that the _parity_ |
569 | * of every count flips on every move. |
570 | * |
571 | * If the centre square starts off unoccupied, then |
572 | * there are twelve pegs on each colour and all three |
573 | * counts start off even; therefore, after 35 moves all |
574 | * three counts would have to be odd, which isn't |
575 | * possible if there's only one peg left. [] |
576 | * |
577 | * This proof works just as well if the starting hole |
578 | * is _any_ of the thirteen positions labelled B. Also, |
579 | * we can stripe the board in the opposite direction |
580 | * and rule out any square labelled B in that colouring |
581 | * as well. This leaves: |
582 | * |
583 | * Y n Y |
584 | * n n Y n n |
585 | * Y n n Y n n Y |
586 | * n Y Y n Y Y n |
587 | * Y n n Y n n Y |
588 | * n n Y n n |
589 | * Y n Y |
590 | * |
591 | * where the ns are squares we've proved insoluble, and |
592 | * the Ys are the ones remaining. |
593 | * |
594 | * That doesn't prove all those starting positions to |
595 | * be soluble, of course; they're merely the ones we |
596 | * _haven't_ proved to be impossible. Nevertheless, it |
597 | * turns out that they are all soluble, so when the |
598 | * user requests an Octagon board the simplest thing is |
599 | * to pick one of these at random. |
600 | * |
601 | * Rather than picking equiprobably from those twelve |
602 | * positions, we'll pick equiprobably from the three |
603 | * equivalence classes |
604 | */ |
605 | switch (random_upto(rs, 3)) { |
606 | case 0: |
607 | /* Remove a random corner piece. */ |
608 | { |
609 | int dx, dy; |
610 | |
611 | dx = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */ |
612 | dy = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */ |
613 | if (random_upto(rs, 2)) |
614 | dy *= 3; |
615 | else |
616 | dx *= 3; |
617 | grid[(3+dy)*w+(3+dx)] = GRID_HOLE; |
618 | } |
619 | break; |
620 | case 1: |
621 | /* Remove a random piece two from the centre. */ |
622 | { |
623 | int dx, dy; |
624 | dx = 2 * (random_upto(rs, 2) * 2 - 1); |
625 | if (random_upto(rs, 2)) |
626 | dy = 0; |
627 | else |
628 | dy = dx, dx = 0; |
629 | grid[(3+dy)*w+(3+dx)] = GRID_HOLE; |
630 | } |
631 | break; |
632 | default /* case 2 */: |
633 | /* Remove a random piece one from the centre. */ |
634 | { |
635 | int dx, dy; |
636 | dx = random_upto(rs, 2) * 2 - 1; |
637 | if (random_upto(rs, 2)) |
638 | dy = 0; |
639 | else |
640 | dy = dx, dx = 0; |
641 | grid[(3+dy)*w+(3+dx)] = GRID_HOLE; |
642 | } |
643 | break; |
644 | } |
645 | } |
32ee875d |
646 | } |
647 | |
648 | /* |
649 | * Encode a game description which is simply a long list of P |
650 | * for peg, H for hole or O for obstacle. |
651 | */ |
652 | ret = snewn(w*h+1, char); |
653 | for (i = 0; i < w*h; i++) |
654 | ret[i] = (grid[i] == GRID_PEG ? 'P' : |
655 | grid[i] == GRID_HOLE ? 'H' : 'O'); |
656 | ret[w*h] = '\0'; |
657 | |
658 | sfree(grid); |
659 | |
660 | return ret; |
661 | } |
662 | |
663 | static char *validate_desc(game_params *params, char *desc) |
664 | { |
665 | int len = params->w * params->h; |
666 | |
667 | if (len != strlen(desc)) |
668 | return "Game description is wrong length"; |
669 | if (len != strspn(desc, "PHO")) |
670 | return "Invalid character in game description"; |
671 | |
672 | return NULL; |
673 | } |
674 | |
dafd6cf6 |
675 | static game_state *new_game(midend *me, game_params *params, char *desc) |
32ee875d |
676 | { |
677 | int w = params->w, h = params->h; |
678 | game_state *state = snew(game_state); |
679 | int i; |
680 | |
681 | state->w = w; |
682 | state->h = h; |
a8c8847b |
683 | state->completed = 0; |
32ee875d |
684 | state->grid = snewn(w*h, unsigned char); |
685 | for (i = 0; i < w*h; i++) |
686 | state->grid[i] = (desc[i] == 'P' ? GRID_PEG : |
687 | desc[i] == 'H' ? GRID_HOLE : GRID_OBST); |
688 | |
689 | return state; |
690 | } |
691 | |
692 | static game_state *dup_game(game_state *state) |
693 | { |
694 | int w = state->w, h = state->h; |
695 | game_state *ret = snew(game_state); |
696 | |
697 | ret->w = state->w; |
698 | ret->h = state->h; |
a8c8847b |
699 | ret->completed = state->completed; |
32ee875d |
700 | ret->grid = snewn(w*h, unsigned char); |
701 | memcpy(ret->grid, state->grid, w*h); |
702 | |
703 | return ret; |
704 | } |
705 | |
706 | static void free_game(game_state *state) |
707 | { |
708 | sfree(state->grid); |
709 | sfree(state); |
710 | } |
711 | |
712 | static char *solve_game(game_state *state, game_state *currstate, |
713 | char *aux, char **error) |
714 | { |
715 | return NULL; |
716 | } |
717 | |
fa3abef5 |
718 | static int game_can_format_as_text_now(game_params *params) |
719 | { |
720 | return TRUE; |
721 | } |
722 | |
32ee875d |
723 | static char *game_text_format(game_state *state) |
724 | { |
725 | int w = state->w, h = state->h; |
726 | int x, y; |
727 | char *ret; |
728 | |
729 | ret = snewn((w+1)*h + 1, char); |
730 | |
731 | for (y = 0; y < h; y++) { |
732 | for (x = 0; x < w; x++) |
733 | ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' : |
734 | state->grid[y*w+x] == GRID_PEG ? '*' : ' '); |
735 | ret[y*(w+1)+w] = '\n'; |
736 | } |
737 | ret[h*(w+1)] = '\0'; |
738 | |
739 | return ret; |
740 | } |
741 | |
742 | struct game_ui { |
743 | int dragging; /* boolean: is a drag in progress? */ |
744 | int sx, sy; /* grid coords of drag start cell */ |
745 | int dx, dy; /* pixel coords of current drag posn */ |
e88d61a4 |
746 | int cur_x, cur_y, cur_visible, cur_jumping; |
32ee875d |
747 | }; |
748 | |
749 | static game_ui *new_ui(game_state *state) |
750 | { |
751 | game_ui *ui = snew(game_ui); |
e88d61a4 |
752 | int x, y, v; |
32ee875d |
753 | |
754 | ui->sx = ui->sy = ui->dx = ui->dy = 0; |
755 | ui->dragging = FALSE; |
e88d61a4 |
756 | ui->cur_visible = ui->cur_jumping = 0; |
757 | |
758 | /* make sure we start the cursor somewhere on the grid. */ |
759 | for (x = 0; x < state->w; x++) { |
760 | for (y = 0; y < state->h; y++) { |
761 | v = state->grid[y*state->w+x]; |
762 | if (v == GRID_PEG || v == GRID_HOLE) { |
763 | ui->cur_x = x; ui->cur_y = y; |
764 | goto found; |
765 | } |
766 | } |
767 | } |
768 | assert(!"new_ui found nowhere for cursor"); |
769 | found: |
32ee875d |
770 | |
771 | return ui; |
772 | } |
773 | |
774 | static void free_ui(game_ui *ui) |
775 | { |
776 | sfree(ui); |
777 | } |
778 | |
779 | static char *encode_ui(game_ui *ui) |
780 | { |
781 | return NULL; |
782 | } |
783 | |
784 | static void decode_ui(game_ui *ui, char *encoding) |
785 | { |
786 | } |
787 | |
788 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
789 | game_state *newstate) |
790 | { |
791 | /* |
792 | * Cancel a drag, in case the source square has become |
793 | * unoccupied. |
794 | */ |
795 | ui->dragging = FALSE; |
796 | } |
797 | |
798 | #define PREFERRED_TILE_SIZE 33 |
799 | #define TILESIZE (ds->tilesize) |
800 | #define BORDER (TILESIZE / 2) |
801 | |
802 | #define HIGHLIGHT_WIDTH (TILESIZE / 16) |
803 | |
804 | #define COORD(x) ( BORDER + (x) * TILESIZE ) |
805 | #define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 ) |
806 | |
807 | struct game_drawstate { |
808 | int tilesize; |
809 | blitter *drag_background; |
810 | int dragging, dragx, dragy; |
811 | int w, h; |
812 | unsigned char *grid; |
813 | int started; |
a8c8847b |
814 | int bgcolour; |
32ee875d |
815 | }; |
816 | |
817 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
818 | int x, int y, int button) |
819 | { |
820 | int w = state->w, h = state->h; |
e88d61a4 |
821 | char buf[80]; |
32ee875d |
822 | |
823 | if (button == LEFT_BUTTON) { |
824 | int tx, ty; |
825 | |
826 | /* |
827 | * Left button down: we attempt to start a drag. |
828 | */ |
829 | |
830 | /* |
831 | * There certainly shouldn't be a current drag in progress, |
832 | * unless the midend failed to send us button events in |
833 | * order; it has a responsibility to always get that right, |
834 | * so we can legitimately punish it by failing an |
835 | * assertion. |
836 | */ |
837 | assert(!ui->dragging); |
838 | |
839 | tx = FROMCOORD(x); |
840 | ty = FROMCOORD(y); |
841 | if (tx >= 0 && tx < w && ty >= 0 && ty < h && |
842 | state->grid[ty*w+tx] == GRID_PEG) { |
843 | ui->dragging = TRUE; |
844 | ui->sx = tx; |
845 | ui->sy = ty; |
846 | ui->dx = x; |
847 | ui->dy = y; |
e88d61a4 |
848 | ui->cur_visible = ui->cur_jumping = 0; |
32ee875d |
849 | return ""; /* ui modified */ |
850 | } |
851 | } else if (button == LEFT_DRAG && ui->dragging) { |
852 | /* |
853 | * Mouse moved; just move the peg being dragged. |
854 | */ |
855 | ui->dx = x; |
856 | ui->dy = y; |
857 | return ""; /* ui modified */ |
858 | } else if (button == LEFT_RELEASE && ui->dragging) { |
32ee875d |
859 | int tx, ty, dx, dy; |
860 | |
861 | /* |
862 | * Button released. Identify the target square of the drag, |
863 | * see if it represents a valid move, and if so make it. |
864 | */ |
865 | ui->dragging = FALSE; /* cancel the drag no matter what */ |
866 | tx = FROMCOORD(x); |
867 | ty = FROMCOORD(y); |
868 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
869 | return ""; /* target out of range */ |
870 | dx = tx - ui->sx; |
871 | dy = ty - ui->sy; |
872 | if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0) |
873 | return ""; /* move length was wrong */ |
874 | dx /= 2; |
875 | dy /= 2; |
876 | |
877 | if (state->grid[ty*w+tx] != GRID_HOLE || |
878 | state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG || |
879 | state->grid[ui->sy*w+ui->sx] != GRID_PEG) |
880 | return ""; /* grid contents were invalid */ |
881 | |
882 | /* |
883 | * We have a valid move. Encode it simply as source and |
884 | * destination coordinate pairs. |
885 | */ |
886 | sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty); |
887 | return dupstr(buf); |
e88d61a4 |
888 | } else if (IS_CURSOR_MOVE(button)) { |
889 | if (!ui->cur_jumping) { |
890 | /* Not jumping; move cursor as usual, making sure we don't |
891 | * leave the gameboard (which may be an irregular shape) */ |
892 | int cx = ui->cur_x, cy = ui->cur_y; |
893 | move_cursor(button, &cx, &cy, w, h, 0); |
894 | ui->cur_visible = 1; |
895 | if (state->grid[cy*w+cx] == GRID_HOLE || |
896 | state->grid[cy*w+cx] == GRID_PEG) { |
897 | ui->cur_x = cx; |
898 | ui->cur_y = cy; |
899 | } |
900 | return ""; |
901 | } else { |
902 | int dx, dy, mx, my, jx, jy; |
903 | |
904 | /* We're jumping; if the requested direction has a hole, and |
905 | * there's a peg in the way, */ |
906 | assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG); |
907 | dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0; |
908 | dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0; |
909 | |
910 | mx = ui->cur_x+dx; my = ui->cur_y+dy; |
911 | jx = mx+dx; jy = my+dy; |
912 | |
913 | ui->cur_jumping = 0; /* reset, whatever. */ |
914 | if (jx >= 0 && jy >= 0 && jx < w && jy < h && |
915 | state->grid[my*w+mx] == GRID_PEG && |
916 | state->grid[jy*w+jx] == GRID_HOLE) { |
917 | /* Move cursor to the jumped-to location (this felt more |
918 | * natural while playtesting) */ |
919 | sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy); |
920 | ui->cur_x = jx; ui->cur_y = jy; |
921 | return dupstr(buf); |
922 | } |
923 | return ""; |
924 | } |
925 | } else if (IS_CURSOR_SELECT(button)) { |
926 | if (!ui->cur_visible) { |
927 | ui->cur_visible = 1; |
928 | return ""; |
929 | } |
930 | if (ui->cur_jumping) { |
931 | ui->cur_jumping = 0; |
932 | return ""; |
933 | } |
934 | if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) { |
935 | /* cursor is on peg: next arrow-move wil jump. */ |
936 | ui->cur_jumping = 1; |
937 | return ""; |
938 | } |
939 | return NULL; |
32ee875d |
940 | } |
e88d61a4 |
941 | |
32ee875d |
942 | return NULL; |
943 | } |
944 | |
945 | static game_state *execute_move(game_state *state, char *move) |
946 | { |
947 | int w = state->w, h = state->h; |
948 | int sx, sy, tx, ty; |
949 | game_state *ret; |
950 | |
00a32916 |
951 | if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty) == 4) { |
32ee875d |
952 | int mx, my, dx, dy; |
953 | |
954 | if (sx < 0 || sx >= w || sy < 0 || sy >= h) |
955 | return NULL; /* source out of range */ |
956 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
957 | return NULL; /* target out of range */ |
958 | |
959 | dx = tx - sx; |
960 | dy = ty - sy; |
961 | if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0) |
962 | return NULL; /* move length was wrong */ |
963 | mx = sx + dx/2; |
964 | my = sy + dy/2; |
965 | |
966 | if (state->grid[sy*w+sx] != GRID_PEG || |
967 | state->grid[my*w+mx] != GRID_PEG || |
968 | state->grid[ty*w+tx] != GRID_HOLE) |
969 | return NULL; /* grid contents were invalid */ |
970 | |
971 | ret = dup_game(state); |
972 | ret->grid[sy*w+sx] = GRID_HOLE; |
973 | ret->grid[my*w+mx] = GRID_HOLE; |
974 | ret->grid[ty*w+tx] = GRID_PEG; |
975 | |
a8c8847b |
976 | /* |
977 | * Opinion varies on whether getting to a single peg counts as |
978 | * completing the game, or whether that peg has to be at a |
979 | * specific location (central in the classic cross game, for |
980 | * instance). For now we take the former, rather lax position. |
981 | */ |
982 | if (!ret->completed) { |
983 | int count = 0, i; |
984 | for (i = 0; i < w*h; i++) |
985 | if (ret->grid[i] == GRID_PEG) |
986 | count++; |
987 | if (count == 1) |
988 | ret->completed = 1; |
989 | } |
990 | |
32ee875d |
991 | return ret; |
992 | } |
993 | return NULL; |
994 | } |
995 | |
996 | /* ---------------------------------------------------------------------- |
997 | * Drawing routines. |
998 | */ |
999 | |
1f3ee4ee |
1000 | static void game_compute_size(game_params *params, int tilesize, |
1001 | int *x, int *y) |
32ee875d |
1002 | { |
1f3ee4ee |
1003 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1004 | struct { int tilesize; } ads, *ds = &ads; |
1005 | ads.tilesize = tilesize; |
32ee875d |
1006 | |
1007 | *x = TILESIZE * params->w + 2 * BORDER; |
1008 | *y = TILESIZE * params->h + 2 * BORDER; |
1f3ee4ee |
1009 | } |
1010 | |
dafd6cf6 |
1011 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1012 | game_params *params, int tilesize) |
1f3ee4ee |
1013 | { |
1014 | ds->tilesize = tilesize; |
1015 | |
1016 | assert(TILESIZE > 0); |
32ee875d |
1017 | |
05e50a96 |
1018 | assert(!ds->drag_background); /* set_size is never called twice */ |
dafd6cf6 |
1019 | ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE); |
32ee875d |
1020 | } |
1021 | |
8266f3fc |
1022 | static float *game_colours(frontend *fe, int *ncolours) |
32ee875d |
1023 | { |
1024 | float *ret = snewn(3 * NCOLOURS, float); |
32ee875d |
1025 | |
937a9eff |
1026 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
32ee875d |
1027 | |
1028 | ret[COL_PEG * 3 + 0] = 0.0F; |
1029 | ret[COL_PEG * 3 + 1] = 0.0F; |
1030 | ret[COL_PEG * 3 + 2] = 1.0F; |
1031 | |
e88d61a4 |
1032 | ret[COL_CURSOR * 3 + 0] = 0.5F; |
1033 | ret[COL_CURSOR * 3 + 1] = 0.5F; |
1034 | ret[COL_CURSOR * 3 + 2] = 1.0F; |
1035 | |
32ee875d |
1036 | *ncolours = NCOLOURS; |
1037 | return ret; |
1038 | } |
1039 | |
dafd6cf6 |
1040 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
32ee875d |
1041 | { |
1042 | int w = state->w, h = state->h; |
1043 | struct game_drawstate *ds = snew(struct game_drawstate); |
1044 | |
1045 | ds->tilesize = 0; /* not decided yet */ |
1046 | |
1047 | /* We can't allocate the blitter rectangle for the drag background |
1048 | * until we know what size to make it. */ |
1049 | ds->drag_background = NULL; |
1050 | ds->dragging = FALSE; |
1051 | |
1052 | ds->w = w; |
1053 | ds->h = h; |
1054 | ds->grid = snewn(w*h, unsigned char); |
1055 | memset(ds->grid, 255, w*h); |
1056 | |
1057 | ds->started = FALSE; |
a8c8847b |
1058 | ds->bgcolour = -1; |
32ee875d |
1059 | |
1060 | return ds; |
1061 | } |
1062 | |
dafd6cf6 |
1063 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
32ee875d |
1064 | { |
1065 | if (ds->drag_background) |
dafd6cf6 |
1066 | blitter_free(dr, ds->drag_background); |
32ee875d |
1067 | sfree(ds->grid); |
1068 | sfree(ds); |
1069 | } |
1070 | |
dafd6cf6 |
1071 | static void draw_tile(drawing *dr, game_drawstate *ds, |
a8c8847b |
1072 | int x, int y, int v, int bgcolour) |
32ee875d |
1073 | { |
e88d61a4 |
1074 | int cursor = 0, jumping = 0, bg; |
1075 | |
a8c8847b |
1076 | if (bgcolour >= 0) { |
dafd6cf6 |
1077 | draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour); |
32ee875d |
1078 | } |
e88d61a4 |
1079 | if (v >= GRID_JUMPING) { |
1080 | jumping = 1; v -= GRID_JUMPING; |
1081 | } |
1082 | if (v >= GRID_CURSOR) { |
1083 | cursor = 1; v -= GRID_CURSOR; |
1084 | } |
32ee875d |
1085 | |
1086 | if (v == GRID_HOLE) { |
e88d61a4 |
1087 | bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT; |
1088 | assert(!jumping); /* can't jump from a hole! */ |
dafd6cf6 |
1089 | draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, |
e88d61a4 |
1090 | bg, bg); |
32ee875d |
1091 | } else if (v == GRID_PEG) { |
e88d61a4 |
1092 | bg = (cursor || jumping) ? COL_CURSOR : COL_PEG; |
dafd6cf6 |
1093 | draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3, |
e88d61a4 |
1094 | bg, bg); |
1095 | bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR; |
1096 | draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, |
1097 | bg, bg); |
32ee875d |
1098 | } |
1099 | |
dafd6cf6 |
1100 | draw_update(dr, x, y, TILESIZE, TILESIZE); |
32ee875d |
1101 | } |
1102 | |
dafd6cf6 |
1103 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
32ee875d |
1104 | game_state *state, int dir, game_ui *ui, |
1105 | float animtime, float flashtime) |
1106 | { |
1107 | int w = state->w, h = state->h; |
1108 | int x, y; |
a8c8847b |
1109 | int bgcolour; |
1110 | |
1111 | if (flashtime > 0) { |
1112 | int frame = (int)(flashtime / FLASH_FRAME); |
1113 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
1114 | } else |
1115 | bgcolour = COL_BACKGROUND; |
32ee875d |
1116 | |
1117 | /* |
1118 | * Erase the sprite currently being dragged, if any. |
1119 | */ |
1120 | if (ds->dragging) { |
1121 | assert(ds->drag_background); |
dafd6cf6 |
1122 | blitter_load(dr, ds->drag_background, ds->dragx, ds->dragy); |
1123 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE, TILESIZE); |
32ee875d |
1124 | ds->dragging = FALSE; |
1125 | } |
1126 | |
1127 | if (!ds->started) { |
dafd6cf6 |
1128 | draw_rect(dr, 0, 0, |
32ee875d |
1129 | TILESIZE * state->w + 2 * BORDER, |
1130 | TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
1131 | |
1132 | /* |
1133 | * Draw relief marks around all the squares that aren't |
1134 | * GRID_OBST. |
1135 | */ |
1136 | for (y = 0; y < h; y++) |
1137 | for (x = 0; x < w; x++) |
1138 | if (state->grid[y*w+x] != GRID_OBST) { |
1139 | /* |
1140 | * First pass: draw the full relief square. |
1141 | */ |
1142 | int coords[6]; |
1143 | coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; |
1144 | coords[1] = COORD(y) - HIGHLIGHT_WIDTH; |
1145 | coords[2] = COORD(x) - HIGHLIGHT_WIDTH; |
1146 | coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; |
1147 | coords[4] = COORD(x) - HIGHLIGHT_WIDTH; |
1148 | coords[5] = COORD(y) - HIGHLIGHT_WIDTH; |
dafd6cf6 |
1149 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
32ee875d |
1150 | coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; |
1151 | coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; |
dafd6cf6 |
1152 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
32ee875d |
1153 | } |
1154 | for (y = 0; y < h; y++) |
1155 | for (x = 0; x < w; x++) |
1156 | if (state->grid[y*w+x] != GRID_OBST) { |
1157 | /* |
1158 | * Second pass: draw everything but the two |
1159 | * diagonal corners. |
1160 | */ |
dafd6cf6 |
1161 | draw_rect(dr, COORD(x) - HIGHLIGHT_WIDTH, |
32ee875d |
1162 | COORD(y) - HIGHLIGHT_WIDTH, |
1163 | TILESIZE + HIGHLIGHT_WIDTH, |
1164 | TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT); |
dafd6cf6 |
1165 | draw_rect(dr, COORD(x), |
32ee875d |
1166 | COORD(y), |
1167 | TILESIZE + HIGHLIGHT_WIDTH, |
1168 | TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT); |
1169 | } |
1170 | for (y = 0; y < h; y++) |
1171 | for (x = 0; x < w; x++) |
1172 | if (state->grid[y*w+x] != GRID_OBST) { |
1173 | /* |
1174 | * Third pass: draw a trapezium on each edge. |
1175 | */ |
1176 | int coords[8]; |
1177 | int dx, dy, s, sn, c; |
1178 | |
1179 | for (dx = 0; dx < 2; dx++) { |
1180 | dy = 1 - dx; |
1181 | for (s = 0; s < 2; s++) { |
1182 | sn = 2*s - 1; |
1183 | c = s ? COL_LOWLIGHT : COL_HIGHLIGHT; |
1184 | |
1185 | coords[0] = COORD(x) + (s*dx)*(TILESIZE-1); |
1186 | coords[1] = COORD(y) + (s*dy)*(TILESIZE-1); |
1187 | coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1); |
1188 | coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1); |
1189 | coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx); |
1190 | coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy); |
1191 | coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx); |
1192 | coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy); |
dafd6cf6 |
1193 | draw_polygon(dr, coords, 4, c, c); |
32ee875d |
1194 | } |
1195 | } |
1196 | } |
1197 | for (y = 0; y < h; y++) |
1198 | for (x = 0; x < w; x++) |
1199 | if (state->grid[y*w+x] != GRID_OBST) { |
1200 | /* |
1201 | * Second pass: draw everything but the two |
1202 | * diagonal corners. |
1203 | */ |
dafd6cf6 |
1204 | draw_rect(dr, COORD(x), |
32ee875d |
1205 | COORD(y), |
1206 | TILESIZE, |
1207 | TILESIZE, COL_BACKGROUND); |
1208 | } |
1209 | |
1210 | ds->started = TRUE; |
1211 | |
dafd6cf6 |
1212 | draw_update(dr, 0, 0, |
32ee875d |
1213 | TILESIZE * state->w + 2 * BORDER, |
1214 | TILESIZE * state->h + 2 * BORDER); |
1215 | } |
1216 | |
1217 | /* |
1218 | * Loop over the grid redrawing anything that looks as if it |
1219 | * needs it. |
1220 | */ |
1221 | for (y = 0; y < h; y++) |
1222 | for (x = 0; x < w; x++) { |
1223 | int v; |
1224 | |
1225 | v = state->grid[y*w+x]; |
1226 | /* |
1227 | * Blank the source of a drag so it looks as if the |
1228 | * user picked the peg up physically. |
1229 | */ |
1230 | if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG) |
1231 | v = GRID_HOLE; |
e88d61a4 |
1232 | |
1233 | if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y) |
1234 | v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR; |
1235 | |
a8c8847b |
1236 | if (v != GRID_OBST && |
1237 | (bgcolour != ds->bgcolour || /* always redraw when flashing */ |
1238 | v != ds->grid[y*w+x])) { |
dafd6cf6 |
1239 | draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour); |
bf5e0daf |
1240 | ds->grid[y*w+x] = v; |
32ee875d |
1241 | } |
1242 | } |
1243 | |
1244 | /* |
1245 | * Draw the dragging sprite if any. |
1246 | */ |
1247 | if (ui->dragging) { |
1248 | ds->dragging = TRUE; |
1249 | ds->dragx = ui->dx - TILESIZE/2; |
1250 | ds->dragy = ui->dy - TILESIZE/2; |
dafd6cf6 |
1251 | blitter_save(dr, ds->drag_background, ds->dragx, ds->dragy); |
1252 | draw_tile(dr, ds, ds->dragx, ds->dragy, GRID_PEG, -1); |
32ee875d |
1253 | } |
a8c8847b |
1254 | |
1255 | ds->bgcolour = bgcolour; |
32ee875d |
1256 | } |
1257 | |
1258 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1259 | int dir, game_ui *ui) |
1260 | { |
1261 | return 0.0F; |
1262 | } |
1263 | |
1264 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1265 | int dir, game_ui *ui) |
1266 | { |
a8c8847b |
1267 | if (!oldstate->completed && newstate->completed) |
1268 | return 2 * FLASH_FRAME; |
1269 | else |
1270 | return 0.0F; |
32ee875d |
1271 | } |
1272 | |
1cea529f |
1273 | static int game_status(game_state *state) |
4496362f |
1274 | { |
1cea529f |
1275 | /* |
1276 | * Dead-end situations are assumed to be rescuable by Undo, so we |
1277 | * don't bother to identify them and return -1. |
1278 | */ |
1279 | return state->completed ? +1 : 0; |
4496362f |
1280 | } |
1281 | |
4d08de49 |
1282 | static int game_timing_state(game_state *state, game_ui *ui) |
32ee875d |
1283 | { |
1284 | return TRUE; |
1285 | } |
1286 | |
dafd6cf6 |
1287 | static void game_print_size(game_params *params, float *x, float *y) |
1288 | { |
1289 | } |
1290 | |
1291 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1292 | { |
1293 | } |
1294 | |
32ee875d |
1295 | #ifdef COMBINED |
1296 | #define thegame pegs |
1297 | #endif |
1298 | |
1299 | const struct game thegame = { |
750037d7 |
1300 | "Pegs", "games.pegs", "pegs", |
32ee875d |
1301 | default_params, |
1302 | game_fetch_preset, |
1303 | decode_params, |
1304 | encode_params, |
1305 | free_params, |
1306 | dup_params, |
1307 | TRUE, game_configure, custom_params, |
1308 | validate_params, |
1309 | new_game_desc, |
1310 | validate_desc, |
1311 | new_game, |
1312 | dup_game, |
1313 | free_game, |
1314 | FALSE, solve_game, |
fa3abef5 |
1315 | TRUE, game_can_format_as_text_now, game_text_format, |
32ee875d |
1316 | new_ui, |
1317 | free_ui, |
1318 | encode_ui, |
1319 | decode_ui, |
1320 | game_changed_state, |
1321 | interpret_move, |
1322 | execute_move, |
1f3ee4ee |
1323 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
32ee875d |
1324 | game_colours, |
1325 | game_new_drawstate, |
1326 | game_free_drawstate, |
1327 | game_redraw, |
1328 | game_anim_length, |
1329 | game_flash_length, |
1cea529f |
1330 | game_status, |
dafd6cf6 |
1331 | FALSE, FALSE, game_print_size, game_print, |
ac9f41c4 |
1332 | FALSE, /* wants_statusbar */ |
32ee875d |
1333 | FALSE, game_timing_state, |
2705d374 |
1334 | 0, /* flags */ |
32ee875d |
1335 | }; |
e88d61a4 |
1336 | |
1337 | /* vim: set shiftwidth=4 tabstop=8: */ |