| 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 | #define GRID_CURSOR 10 |
| 20 | #define GRID_JUMPING 20 |
| 21 | |
| 22 | enum { |
| 23 | COL_BACKGROUND, |
| 24 | COL_HIGHLIGHT, |
| 25 | COL_LOWLIGHT, |
| 26 | COL_PEG, |
| 27 | COL_CURSOR, |
| 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 | |
| 49 | #define FLASH_FRAME 0.13F |
| 50 | |
| 51 | struct game_params { |
| 52 | int w, h; |
| 53 | int type; |
| 54 | }; |
| 55 | |
| 56 | struct game_state { |
| 57 | int w, h; |
| 58 | int completed; |
| 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 | |
| 185 | static char *validate_params(game_params *params, int full) |
| 186 | { |
| 187 | if (full && (params->w <= 3 || params->h <= 3)) |
| 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 | */ |
| 196 | if (full && (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON)) { |
| 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 | } |
| 496 | #ifdef GENERATION_DIAGNOSTICS |
| 497 | fflush(stdout); |
| 498 | #endif |
| 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); |
| 537 | if (cx + cy > 1 + max(w,h)/2) |
| 538 | v = GRID_OBST; |
| 539 | else |
| 540 | v = GRID_PEG; |
| 541 | break; |
| 542 | } |
| 543 | grid[y*w+x] = v; |
| 544 | } |
| 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 | } |
| 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 | |
| 675 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 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; |
| 683 | state->completed = 0; |
| 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; |
| 699 | ret->completed = state->completed; |
| 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 | |
| 718 | static int game_can_format_as_text_now(game_params *params) |
| 719 | { |
| 720 | return TRUE; |
| 721 | } |
| 722 | |
| 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 */ |
| 746 | int cur_x, cur_y, cur_visible, cur_jumping; |
| 747 | }; |
| 748 | |
| 749 | static game_ui *new_ui(game_state *state) |
| 750 | { |
| 751 | game_ui *ui = snew(game_ui); |
| 752 | int x, y, v; |
| 753 | |
| 754 | ui->sx = ui->sy = ui->dx = ui->dy = 0; |
| 755 | ui->dragging = FALSE; |
| 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: |
| 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; |
| 814 | int bgcolour; |
| 815 | }; |
| 816 | |
| 817 | static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, |
| 818 | int x, int y, int button) |
| 819 | { |
| 820 | int w = state->w, h = state->h; |
| 821 | char buf[80]; |
| 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; |
| 848 | ui->cur_visible = ui->cur_jumping = 0; |
| 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) { |
| 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); |
| 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; |
| 940 | } |
| 941 | |
| 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 | |
| 951 | if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty) == 4) { |
| 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 | |
| 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 | |
| 991 | return ret; |
| 992 | } |
| 993 | return NULL; |
| 994 | } |
| 995 | |
| 996 | /* ---------------------------------------------------------------------- |
| 997 | * Drawing routines. |
| 998 | */ |
| 999 | |
| 1000 | static void game_compute_size(game_params *params, int tilesize, |
| 1001 | int *x, int *y) |
| 1002 | { |
| 1003 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1004 | struct { int tilesize; } ads, *ds = &ads; |
| 1005 | ads.tilesize = tilesize; |
| 1006 | |
| 1007 | *x = TILESIZE * params->w + 2 * BORDER; |
| 1008 | *y = TILESIZE * params->h + 2 * BORDER; |
| 1009 | } |
| 1010 | |
| 1011 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1012 | game_params *params, int tilesize) |
| 1013 | { |
| 1014 | ds->tilesize = tilesize; |
| 1015 | |
| 1016 | assert(TILESIZE > 0); |
| 1017 | |
| 1018 | assert(!ds->drag_background); /* set_size is never called twice */ |
| 1019 | ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE); |
| 1020 | } |
| 1021 | |
| 1022 | static float *game_colours(frontend *fe, int *ncolours) |
| 1023 | { |
| 1024 | float *ret = snewn(3 * NCOLOURS, float); |
| 1025 | |
| 1026 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 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 | |
| 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 | |
| 1036 | *ncolours = NCOLOURS; |
| 1037 | return ret; |
| 1038 | } |
| 1039 | |
| 1040 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 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; |
| 1058 | ds->bgcolour = -1; |
| 1059 | |
| 1060 | return ds; |
| 1061 | } |
| 1062 | |
| 1063 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1064 | { |
| 1065 | if (ds->drag_background) |
| 1066 | blitter_free(dr, ds->drag_background); |
| 1067 | sfree(ds->grid); |
| 1068 | sfree(ds); |
| 1069 | } |
| 1070 | |
| 1071 | static void draw_tile(drawing *dr, game_drawstate *ds, |
| 1072 | int x, int y, int v, int bgcolour) |
| 1073 | { |
| 1074 | int cursor = 0, jumping = 0, bg; |
| 1075 | |
| 1076 | if (bgcolour >= 0) { |
| 1077 | draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour); |
| 1078 | } |
| 1079 | if (v >= GRID_JUMPING) { |
| 1080 | jumping = 1; v -= GRID_JUMPING; |
| 1081 | } |
| 1082 | if (v >= GRID_CURSOR) { |
| 1083 | cursor = 1; v -= GRID_CURSOR; |
| 1084 | } |
| 1085 | |
| 1086 | if (v == GRID_HOLE) { |
| 1087 | bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT; |
| 1088 | assert(!jumping); /* can't jump from a hole! */ |
| 1089 | draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, |
| 1090 | bg, bg); |
| 1091 | } else if (v == GRID_PEG) { |
| 1092 | bg = (cursor || jumping) ? COL_CURSOR : COL_PEG; |
| 1093 | draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3, |
| 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); |
| 1098 | } |
| 1099 | |
| 1100 | draw_update(dr, x, y, TILESIZE, TILESIZE); |
| 1101 | } |
| 1102 | |
| 1103 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 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; |
| 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; |
| 1116 | |
| 1117 | /* |
| 1118 | * Erase the sprite currently being dragged, if any. |
| 1119 | */ |
| 1120 | if (ds->dragging) { |
| 1121 | assert(ds->drag_background); |
| 1122 | blitter_load(dr, ds->drag_background, ds->dragx, ds->dragy); |
| 1123 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE, TILESIZE); |
| 1124 | ds->dragging = FALSE; |
| 1125 | } |
| 1126 | |
| 1127 | if (!ds->started) { |
| 1128 | draw_rect(dr, 0, 0, |
| 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; |
| 1149 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 1150 | coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; |
| 1151 | coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; |
| 1152 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
| 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 | */ |
| 1161 | draw_rect(dr, COORD(x) - HIGHLIGHT_WIDTH, |
| 1162 | COORD(y) - HIGHLIGHT_WIDTH, |
| 1163 | TILESIZE + HIGHLIGHT_WIDTH, |
| 1164 | TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT); |
| 1165 | draw_rect(dr, COORD(x), |
| 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); |
| 1193 | draw_polygon(dr, coords, 4, c, c); |
| 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 | */ |
| 1204 | draw_rect(dr, COORD(x), |
| 1205 | COORD(y), |
| 1206 | TILESIZE, |
| 1207 | TILESIZE, COL_BACKGROUND); |
| 1208 | } |
| 1209 | |
| 1210 | ds->started = TRUE; |
| 1211 | |
| 1212 | draw_update(dr, 0, 0, |
| 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; |
| 1232 | |
| 1233 | if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y) |
| 1234 | v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR; |
| 1235 | |
| 1236 | if (v != GRID_OBST && |
| 1237 | (bgcolour != ds->bgcolour || /* always redraw when flashing */ |
| 1238 | v != ds->grid[y*w+x])) { |
| 1239 | draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour); |
| 1240 | ds->grid[y*w+x] = v; |
| 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; |
| 1251 | blitter_save(dr, ds->drag_background, ds->dragx, ds->dragy); |
| 1252 | draw_tile(dr, ds, ds->dragx, ds->dragy, GRID_PEG, -1); |
| 1253 | } |
| 1254 | |
| 1255 | ds->bgcolour = bgcolour; |
| 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 | { |
| 1267 | if (!oldstate->completed && newstate->completed) |
| 1268 | return 2 * FLASH_FRAME; |
| 1269 | else |
| 1270 | return 0.0F; |
| 1271 | } |
| 1272 | |
| 1273 | static int game_status(game_state *state) |
| 1274 | { |
| 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; |
| 1280 | } |
| 1281 | |
| 1282 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1283 | { |
| 1284 | return TRUE; |
| 1285 | } |
| 1286 | |
| 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 | |
| 1295 | #ifdef COMBINED |
| 1296 | #define thegame pegs |
| 1297 | #endif |
| 1298 | |
| 1299 | const struct game thegame = { |
| 1300 | "Pegs", "games.pegs", "pegs", |
| 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, |
| 1315 | TRUE, game_can_format_as_text_now, game_text_format, |
| 1316 | new_ui, |
| 1317 | free_ui, |
| 1318 | encode_ui, |
| 1319 | decode_ui, |
| 1320 | game_changed_state, |
| 1321 | interpret_move, |
| 1322 | execute_move, |
| 1323 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 1324 | game_colours, |
| 1325 | game_new_drawstate, |
| 1326 | game_free_drawstate, |
| 1327 | game_redraw, |
| 1328 | game_anim_length, |
| 1329 | game_flash_length, |
| 1330 | game_status, |
| 1331 | FALSE, FALSE, game_print_size, game_print, |
| 1332 | FALSE, /* wants_statusbar */ |
| 1333 | FALSE, game_timing_state, |
| 1334 | 0, /* flags */ |
| 1335 | }; |
| 1336 | |
| 1337 | /* vim: set shiftwidth=4 tabstop=8: */ |