Add a `full' parameter to validate_params(), analogous to the one in
[sgt/puzzles] / pegs.c
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 #define FLASH_FRAME 0.13F
46
47 struct game_params {
48 int w, h;
49 int type;
50 };
51
52 struct game_state {
53 int w, h;
54 int completed;
55 unsigned char *grid;
56 };
57
58 static game_params *default_params(void)
59 {
60 game_params *ret = snew(game_params);
61
62 ret->w = ret->h = 7;
63 ret->type = TYPE_CROSS;
64
65 return ret;
66 }
67
68 static const struct game_params pegs_presets[] = {
69 {7, 7, TYPE_CROSS},
70 {7, 7, TYPE_OCTAGON},
71 {5, 5, TYPE_RANDOM},
72 {7, 7, TYPE_RANDOM},
73 {9, 9, TYPE_RANDOM},
74 };
75
76 static int game_fetch_preset(int i, char **name, game_params **params)
77 {
78 game_params *ret;
79 char str[80];
80
81 if (i < 0 || i >= lenof(pegs_presets))
82 return FALSE;
83
84 ret = snew(game_params);
85 *ret = pegs_presets[i];
86
87 strcpy(str, pegs_titletypes[ret->type]);
88 if (ret->type == TYPE_RANDOM)
89 sprintf(str + strlen(str), " %dx%d", ret->w, ret->h);
90
91 *name = dupstr(str);
92 *params = ret;
93 return TRUE;
94 }
95
96 static void free_params(game_params *params)
97 {
98 sfree(params);
99 }
100
101 static game_params *dup_params(game_params *params)
102 {
103 game_params *ret = snew(game_params);
104 *ret = *params; /* structure copy */
105 return ret;
106 }
107
108 static void decode_params(game_params *params, char const *string)
109 {
110 char const *p = string;
111 int i;
112
113 params->w = atoi(p);
114 while (*p && isdigit((unsigned char)*p)) p++;
115 if (*p == 'x') {
116 p++;
117 params->h = atoi(p);
118 while (*p && isdigit((unsigned char)*p)) p++;
119 } else {
120 params->h = params->w;
121 }
122
123 /*
124 * Assume a random generation scheme unless told otherwise, for the
125 * sake of internal consistency.
126 */
127 params->type = TYPE_RANDOM;
128 for (i = 0; i < lenof(pegs_lowertypes); i++)
129 if (!strcmp(p, pegs_lowertypes[i]))
130 params->type = i;
131 }
132
133 static char *encode_params(game_params *params, int full)
134 {
135 char str[80];
136
137 sprintf(str, "%dx%d", params->w, params->h);
138 if (full) {
139 assert(params->type >= 0 && params->type < lenof(pegs_lowertypes));
140 strcat(str, pegs_lowertypes[params->type]);
141 }
142 return dupstr(str);
143 }
144
145 static config_item *game_configure(game_params *params)
146 {
147 config_item *ret = snewn(4, config_item);
148 char buf[80];
149
150 ret[0].name = "Width";
151 ret[0].type = C_STRING;
152 sprintf(buf, "%d", params->w);
153 ret[0].sval = dupstr(buf);
154 ret[0].ival = 0;
155
156 ret[1].name = "Height";
157 ret[1].type = C_STRING;
158 sprintf(buf, "%d", params->h);
159 ret[1].sval = dupstr(buf);
160 ret[1].ival = 0;
161
162 ret[2].name = "Board type";
163 ret[2].type = C_CHOICES;
164 ret[2].sval = TYPECONFIG;
165 ret[2].ival = params->type;
166
167 ret[3].name = NULL;
168 ret[3].type = C_END;
169 ret[3].sval = NULL;
170 ret[3].ival = 0;
171
172 return ret;
173 }
174
175 static game_params *custom_params(config_item *cfg)
176 {
177 game_params *ret = snew(game_params);
178
179 ret->w = atoi(cfg[0].sval);
180 ret->h = atoi(cfg[1].sval);
181 ret->type = cfg[2].ival;
182
183 return ret;
184 }
185
186 static char *validate_params(game_params *params, int full)
187 {
188 if (full && (params->w <= 3 || params->h <= 3))
189 return "Width and height must both be greater than three";
190
191 /*
192 * It might be possible to implement generalisations of Cross
193 * and Octagon, but only if I can find a proof that they're all
194 * soluble. For the moment, therefore, I'm going to disallow
195 * them at any size other than the standard one.
196 */
197 if (full && (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON)) {
198 if (params->w != 7 || params->h != 7)
199 return "This board type is only supported at 7x7";
200 }
201 return NULL;
202 }
203
204 /* ----------------------------------------------------------------------
205 * Beginning of code to generate random Peg Solitaire boards.
206 *
207 * This procedure is done with no aesthetic judgment, no effort at
208 * symmetry, no difficulty grading and generally no finesse
209 * whatsoever. We simply begin with an empty board containing a
210 * single peg, and repeatedly make random reverse moves until it's
211 * plausibly full. This typically yields a scrappy haphazard mess
212 * with several holes, an uneven shape, and no redeeming features
213 * except guaranteed solubility.
214 *
215 * My only concessions to sophistication are (a) to repeat the
216 * generation process until I at least get a grid that touches
217 * every edge of the specified board size, and (b) to try when
218 * selecting moves to reuse existing space rather than expanding
219 * into new space (so that non-rectangular board shape becomes a
220 * factor during play).
221 */
222
223 struct move {
224 /*
225 * x,y are the start point of the move during generation (hence
226 * its endpoint during normal play).
227 *
228 * dx,dy are the direction of the move during generation.
229 * Absolute value 1. Hence, for example, x=3,y=5,dx=1,dy=0
230 * means that the move during generation starts at (3,5) and
231 * ends at (5,5), and vice versa during normal play.
232 */
233 int x, y, dx, dy;
234 /*
235 * cost is 0, 1 or 2, depending on how many GRID_OBSTs we must
236 * turn into GRID_HOLEs to play this move.
237 */
238 int cost;
239 };
240
241 static int movecmp(void *av, void *bv)
242 {
243 struct move *a = (struct move *)av;
244 struct move *b = (struct move *)bv;
245
246 if (a->y < b->y)
247 return -1;
248 else if (a->y > b->y)
249 return +1;
250
251 if (a->x < b->x)
252 return -1;
253 else if (a->x > b->x)
254 return +1;
255
256 if (a->dy < b->dy)
257 return -1;
258 else if (a->dy > b->dy)
259 return +1;
260
261 if (a->dx < b->dx)
262 return -1;
263 else if (a->dx > b->dx)
264 return +1;
265
266 return 0;
267 }
268
269 static int movecmpcost(void *av, void *bv)
270 {
271 struct move *a = (struct move *)av;
272 struct move *b = (struct move *)bv;
273
274 if (a->cost < b->cost)
275 return -1;
276 else if (a->cost > b->cost)
277 return +1;
278
279 return movecmp(av, bv);
280 }
281
282 struct movetrees {
283 tree234 *bymove, *bycost;
284 };
285
286 static void update_moves(unsigned char *grid, int w, int h, int x, int y,
287 struct movetrees *trees)
288 {
289 struct move move;
290 int dir, pos;
291
292 /*
293 * There are twelve moves that can include (x,y): three in each
294 * of four directions. Check each one to see if it's possible.
295 */
296 for (dir = 0; dir < 4; dir++) {
297 int dx, dy;
298
299 if (dir & 1)
300 dx = 0, dy = dir - 2;
301 else
302 dy = 0, dx = dir - 1;
303
304 assert(abs(dx) + abs(dy) == 1);
305
306 for (pos = 0; pos < 3; pos++) {
307 int v1, v2, v3;
308
309 move.dx = dx;
310 move.dy = dy;
311 move.x = x - pos*dx;
312 move.y = y - pos*dy;
313
314 if (move.x < 0 || move.x >= w || move.y < 0 || move.y >= h)
315 continue; /* completely invalid move */
316 if (move.x+2*move.dx < 0 || move.x+2*move.dx >= w ||
317 move.y+2*move.dy < 0 || move.y+2*move.dy >= h)
318 continue; /* completely invalid move */
319
320 v1 = grid[move.y * w + move.x];
321 v2 = grid[(move.y+move.dy) * w + (move.x+move.dx)];
322 v3 = grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)];
323 if (v1 == GRID_PEG && v2 != GRID_PEG && v3 != GRID_PEG) {
324 struct move *m;
325
326 move.cost = (v2 == GRID_OBST) + (v3 == GRID_OBST);
327
328 /*
329 * This move is possible. See if it's already in
330 * the tree.
331 */
332 m = find234(trees->bymove, &move, NULL);
333 if (m && m->cost != move.cost) {
334 /*
335 * It's in the tree but listed with the wrong
336 * cost. Remove the old version.
337 */
338 #ifdef GENERATION_DIAGNOSTICS
339 printf("correcting %d%+d,%d%+d at cost %d\n",
340 m->x, m->dx, m->y, m->dy, m->cost);
341 #endif
342 del234(trees->bymove, m);
343 del234(trees->bycost, m);
344 sfree(m);
345 m = NULL;
346 }
347 if (!m) {
348 struct move *m, *m2;
349 m = snew(struct move);
350 *m = move;
351 m2 = add234(trees->bymove, m);
352 m2 = add234(trees->bycost, m);
353 assert(m2 == m);
354 #ifdef GENERATION_DIAGNOSTICS
355 printf("adding %d%+d,%d%+d at cost %d\n",
356 move.x, move.dx, move.y, move.dy, move.cost);
357 #endif
358 } else {
359 #ifdef GENERATION_DIAGNOSTICS
360 printf("not adding %d%+d,%d%+d at cost %d\n",
361 move.x, move.dx, move.y, move.dy, move.cost);
362 #endif
363 }
364 } else {
365 /*
366 * This move is impossible. If it is already in the
367 * tree, delete it.
368 *
369 * (We make use here of the fact that del234
370 * doesn't have to be passed a pointer to the
371 * _actual_ element it's deleting: it merely needs
372 * one that compares equal to it, and it will
373 * return the one it deletes.)
374 */
375 struct move *m = del234(trees->bymove, &move);
376 #ifdef GENERATION_DIAGNOSTICS
377 printf("%sdeleting %d%+d,%d%+d\n", m ? "" : "not ",
378 move.x, move.dx, move.y, move.dy);
379 #endif
380 if (m) {
381 del234(trees->bycost, m);
382 sfree(m);
383 }
384 }
385 }
386 }
387 }
388
389 static void pegs_genmoves(unsigned char *grid, int w, int h, random_state *rs)
390 {
391 struct movetrees atrees, *trees = &atrees;
392 struct move *m;
393 int x, y, i, nmoves;
394
395 trees->bymove = newtree234(movecmp);
396 trees->bycost = newtree234(movecmpcost);
397
398 for (y = 0; y < h; y++)
399 for (x = 0; x < w; x++)
400 if (grid[y*w+x] == GRID_PEG)
401 update_moves(grid, w, h, x, y, trees);
402
403 nmoves = 0;
404
405 while (1) {
406 int limit, maxcost, index;
407 struct move mtmp, move, *m;
408
409 /*
410 * See how many moves we can make at zero cost. Make one,
411 * if possible. Failing that, make a one-cost move, and
412 * then a two-cost one.
413 *
414 * After filling at least half the input grid, we no longer
415 * accept cost-2 moves: if that's our only option, we give
416 * up and finish.
417 */
418 mtmp.y = h+1;
419 maxcost = (nmoves < w*h/2 ? 2 : 1);
420 m = NULL; /* placate optimiser */
421 for (mtmp.cost = 0; mtmp.cost <= maxcost; mtmp.cost++) {
422 limit = -1;
423 m = findrelpos234(trees->bycost, &mtmp, NULL, REL234_LT, &limit);
424 #ifdef GENERATION_DIAGNOSTICS
425 printf("%d moves available with cost %d\n", limit+1, mtmp.cost);
426 #endif
427 if (m)
428 break;
429 }
430 if (!m)
431 break;
432
433 index = random_upto(rs, limit+1);
434 move = *(struct move *)index234(trees->bycost, index);
435
436 #ifdef GENERATION_DIAGNOSTICS
437 printf("selecting move %d%+d,%d%+d at cost %d\n",
438 move.x, move.dx, move.y, move.dy, move.cost);
439 #endif
440
441 grid[move.y * w + move.x] = GRID_HOLE;
442 grid[(move.y+move.dy) * w + (move.x+move.dx)] = GRID_PEG;
443 grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)] = GRID_PEG;
444
445 for (i = 0; i <= 2; i++) {
446 int tx = move.x + i*move.dx;
447 int ty = move.y + i*move.dy;
448 update_moves(grid, w, h, tx, ty, trees);
449 }
450
451 nmoves++;
452 }
453
454 while ((m = delpos234(trees->bymove, 0)) != NULL) {
455 del234(trees->bycost, m);
456 sfree(m);
457 }
458 freetree234(trees->bymove);
459 freetree234(trees->bycost);
460 }
461
462 static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs)
463 {
464 while (1) {
465 int x, y, extremes;
466
467 memset(grid, GRID_OBST, w*h);
468 grid[(h/2) * w + (w/2)] = GRID_PEG;
469 #ifdef GENERATION_DIAGNOSTICS
470 printf("beginning move selection\n");
471 #endif
472 pegs_genmoves(grid, w, h, rs);
473 #ifdef GENERATION_DIAGNOSTICS
474 printf("finished move selection\n");
475 #endif
476
477 extremes = 0;
478 for (y = 0; y < h; y++) {
479 if (grid[y*w+0] != GRID_OBST)
480 extremes |= 1;
481 if (grid[y*w+w-1] != GRID_OBST)
482 extremes |= 2;
483 }
484 for (x = 0; x < w; x++) {
485 if (grid[0*w+x] != GRID_OBST)
486 extremes |= 4;
487 if (grid[(h-1)*w+x] != GRID_OBST)
488 extremes |= 8;
489 }
490
491 if (extremes == 15)
492 break;
493 #ifdef GENERATION_DIAGNOSTICS
494 printf("insufficient extent; trying again\n");
495 #endif
496 }
497 #ifdef GENERATION_DIAGNOSTICS
498 fflush(stdout);
499 #endif
500 }
501
502 /* ----------------------------------------------------------------------
503 * End of board generation code. Now for the client code which uses
504 * it as part of the puzzle.
505 */
506
507 static char *new_game_desc(game_params *params, random_state *rs,
508 char **aux, int interactive)
509 {
510 int w = params->w, h = params->h;
511 unsigned char *grid;
512 char *ret;
513 int i;
514
515 grid = snewn(w*h, unsigned char);
516 if (params->type == TYPE_RANDOM) {
517 pegs_generate(grid, w, h, rs);
518 } else {
519 int x, y, cx, cy, v;
520
521 for (y = 0; y < h; y++)
522 for (x = 0; x < w; x++) {
523 v = GRID_OBST; /* placate optimiser */
524 switch (params->type) {
525 case TYPE_CROSS:
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 > 1 && cy > 1)
531 v = GRID_OBST;
532 else
533 v = GRID_PEG;
534 break;
535 case TYPE_OCTAGON:
536 cx = abs(x - w/2);
537 cy = abs(y - h/2);
538 if (cx == 0 && cy == 0)
539 v = GRID_HOLE;
540 else if (cx + cy > 1 + max(w,h)/2)
541 v = GRID_OBST;
542 else
543 v = GRID_PEG;
544 break;
545 }
546 grid[y*w+x] = v;
547 }
548 }
549
550 /*
551 * Encode a game description which is simply a long list of P
552 * for peg, H for hole or O for obstacle.
553 */
554 ret = snewn(w*h+1, char);
555 for (i = 0; i < w*h; i++)
556 ret[i] = (grid[i] == GRID_PEG ? 'P' :
557 grid[i] == GRID_HOLE ? 'H' : 'O');
558 ret[w*h] = '\0';
559
560 sfree(grid);
561
562 return ret;
563 }
564
565 static char *validate_desc(game_params *params, char *desc)
566 {
567 int len = params->w * params->h;
568
569 if (len != strlen(desc))
570 return "Game description is wrong length";
571 if (len != strspn(desc, "PHO"))
572 return "Invalid character in game description";
573
574 return NULL;
575 }
576
577 static game_state *new_game(midend_data *me, game_params *params, char *desc)
578 {
579 int w = params->w, h = params->h;
580 game_state *state = snew(game_state);
581 int i;
582
583 state->w = w;
584 state->h = h;
585 state->completed = 0;
586 state->grid = snewn(w*h, unsigned char);
587 for (i = 0; i < w*h; i++)
588 state->grid[i] = (desc[i] == 'P' ? GRID_PEG :
589 desc[i] == 'H' ? GRID_HOLE : GRID_OBST);
590
591 return state;
592 }
593
594 static game_state *dup_game(game_state *state)
595 {
596 int w = state->w, h = state->h;
597 game_state *ret = snew(game_state);
598
599 ret->w = state->w;
600 ret->h = state->h;
601 ret->completed = state->completed;
602 ret->grid = snewn(w*h, unsigned char);
603 memcpy(ret->grid, state->grid, w*h);
604
605 return ret;
606 }
607
608 static void free_game(game_state *state)
609 {
610 sfree(state->grid);
611 sfree(state);
612 }
613
614 static char *solve_game(game_state *state, game_state *currstate,
615 char *aux, char **error)
616 {
617 return NULL;
618 }
619
620 static char *game_text_format(game_state *state)
621 {
622 int w = state->w, h = state->h;
623 int x, y;
624 char *ret;
625
626 ret = snewn((w+1)*h + 1, char);
627
628 for (y = 0; y < h; y++) {
629 for (x = 0; x < w; x++)
630 ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' :
631 state->grid[y*w+x] == GRID_PEG ? '*' : ' ');
632 ret[y*(w+1)+w] = '\n';
633 }
634 ret[h*(w+1)] = '\0';
635
636 return ret;
637 }
638
639 struct game_ui {
640 int dragging; /* boolean: is a drag in progress? */
641 int sx, sy; /* grid coords of drag start cell */
642 int dx, dy; /* pixel coords of current drag posn */
643 };
644
645 static game_ui *new_ui(game_state *state)
646 {
647 game_ui *ui = snew(game_ui);
648
649 ui->sx = ui->sy = ui->dx = ui->dy = 0;
650 ui->dragging = FALSE;
651
652 return ui;
653 }
654
655 static void free_ui(game_ui *ui)
656 {
657 sfree(ui);
658 }
659
660 static char *encode_ui(game_ui *ui)
661 {
662 return NULL;
663 }
664
665 static void decode_ui(game_ui *ui, char *encoding)
666 {
667 }
668
669 static void game_changed_state(game_ui *ui, game_state *oldstate,
670 game_state *newstate)
671 {
672 /*
673 * Cancel a drag, in case the source square has become
674 * unoccupied.
675 */
676 ui->dragging = FALSE;
677 }
678
679 #define PREFERRED_TILE_SIZE 33
680 #define TILESIZE (ds->tilesize)
681 #define BORDER (TILESIZE / 2)
682
683 #define HIGHLIGHT_WIDTH (TILESIZE / 16)
684
685 #define COORD(x) ( BORDER + (x) * TILESIZE )
686 #define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 )
687
688 struct game_drawstate {
689 int tilesize;
690 blitter *drag_background;
691 int dragging, dragx, dragy;
692 int w, h;
693 unsigned char *grid;
694 int started;
695 int bgcolour;
696 };
697
698 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
699 int x, int y, int button)
700 {
701 int w = state->w, h = state->h;
702
703 if (button == LEFT_BUTTON) {
704 int tx, ty;
705
706 /*
707 * Left button down: we attempt to start a drag.
708 */
709
710 /*
711 * There certainly shouldn't be a current drag in progress,
712 * unless the midend failed to send us button events in
713 * order; it has a responsibility to always get that right,
714 * so we can legitimately punish it by failing an
715 * assertion.
716 */
717 assert(!ui->dragging);
718
719 tx = FROMCOORD(x);
720 ty = FROMCOORD(y);
721 if (tx >= 0 && tx < w && ty >= 0 && ty < h &&
722 state->grid[ty*w+tx] == GRID_PEG) {
723 ui->dragging = TRUE;
724 ui->sx = tx;
725 ui->sy = ty;
726 ui->dx = x;
727 ui->dy = y;
728 return ""; /* ui modified */
729 }
730 } else if (button == LEFT_DRAG && ui->dragging) {
731 /*
732 * Mouse moved; just move the peg being dragged.
733 */
734 ui->dx = x;
735 ui->dy = y;
736 return ""; /* ui modified */
737 } else if (button == LEFT_RELEASE && ui->dragging) {
738 char buf[80];
739 int tx, ty, dx, dy;
740
741 /*
742 * Button released. Identify the target square of the drag,
743 * see if it represents a valid move, and if so make it.
744 */
745 ui->dragging = FALSE; /* cancel the drag no matter what */
746 tx = FROMCOORD(x);
747 ty = FROMCOORD(y);
748 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
749 return ""; /* target out of range */
750 dx = tx - ui->sx;
751 dy = ty - ui->sy;
752 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
753 return ""; /* move length was wrong */
754 dx /= 2;
755 dy /= 2;
756
757 if (state->grid[ty*w+tx] != GRID_HOLE ||
758 state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG ||
759 state->grid[ui->sy*w+ui->sx] != GRID_PEG)
760 return ""; /* grid contents were invalid */
761
762 /*
763 * We have a valid move. Encode it simply as source and
764 * destination coordinate pairs.
765 */
766 sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
767 return dupstr(buf);
768 }
769 return NULL;
770 }
771
772 static game_state *execute_move(game_state *state, char *move)
773 {
774 int w = state->w, h = state->h;
775 int sx, sy, tx, ty;
776 game_state *ret;
777
778 if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty)) {
779 int mx, my, dx, dy;
780
781 if (sx < 0 || sx >= w || sy < 0 || sy >= h)
782 return NULL; /* source out of range */
783 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
784 return NULL; /* target out of range */
785
786 dx = tx - sx;
787 dy = ty - sy;
788 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
789 return NULL; /* move length was wrong */
790 mx = sx + dx/2;
791 my = sy + dy/2;
792
793 if (state->grid[sy*w+sx] != GRID_PEG ||
794 state->grid[my*w+mx] != GRID_PEG ||
795 state->grid[ty*w+tx] != GRID_HOLE)
796 return NULL; /* grid contents were invalid */
797
798 ret = dup_game(state);
799 ret->grid[sy*w+sx] = GRID_HOLE;
800 ret->grid[my*w+mx] = GRID_HOLE;
801 ret->grid[ty*w+tx] = GRID_PEG;
802
803 /*
804 * Opinion varies on whether getting to a single peg counts as
805 * completing the game, or whether that peg has to be at a
806 * specific location (central in the classic cross game, for
807 * instance). For now we take the former, rather lax position.
808 */
809 if (!ret->completed) {
810 int count = 0, i;
811 for (i = 0; i < w*h; i++)
812 if (ret->grid[i] == GRID_PEG)
813 count++;
814 if (count == 1)
815 ret->completed = 1;
816 }
817
818 return ret;
819 }
820 return NULL;
821 }
822
823 /* ----------------------------------------------------------------------
824 * Drawing routines.
825 */
826
827 static void game_compute_size(game_params *params, int tilesize,
828 int *x, int *y)
829 {
830 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
831 struct { int tilesize; } ads, *ds = &ads;
832 ads.tilesize = tilesize;
833
834 *x = TILESIZE * params->w + 2 * BORDER;
835 *y = TILESIZE * params->h + 2 * BORDER;
836 }
837
838 static void game_set_size(game_drawstate *ds, game_params *params,
839 int tilesize)
840 {
841 ds->tilesize = tilesize;
842
843 assert(TILESIZE > 0);
844
845 if (ds->drag_background)
846 blitter_free(ds->drag_background);
847 ds->drag_background = blitter_new(TILESIZE, TILESIZE);
848 }
849
850 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
851 {
852 float *ret = snewn(3 * NCOLOURS, float);
853 int i;
854 float max;
855
856 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
857
858 /*
859 * Drop the background colour so that the highlight is
860 * noticeably brighter than it while still being under 1.
861 */
862 max = ret[COL_BACKGROUND*3];
863 for (i = 1; i < 3; i++)
864 if (ret[COL_BACKGROUND*3+i] > max)
865 max = ret[COL_BACKGROUND*3+i];
866 if (max * 1.2F > 1.0F) {
867 for (i = 0; i < 3; i++)
868 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
869 }
870
871 for (i = 0; i < 3; i++) {
872 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
873 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
874 }
875
876 ret[COL_PEG * 3 + 0] = 0.0F;
877 ret[COL_PEG * 3 + 1] = 0.0F;
878 ret[COL_PEG * 3 + 2] = 1.0F;
879
880 *ncolours = NCOLOURS;
881 return ret;
882 }
883
884 static game_drawstate *game_new_drawstate(game_state *state)
885 {
886 int w = state->w, h = state->h;
887 struct game_drawstate *ds = snew(struct game_drawstate);
888
889 ds->tilesize = 0; /* not decided yet */
890
891 /* We can't allocate the blitter rectangle for the drag background
892 * until we know what size to make it. */
893 ds->drag_background = NULL;
894 ds->dragging = FALSE;
895
896 ds->w = w;
897 ds->h = h;
898 ds->grid = snewn(w*h, unsigned char);
899 memset(ds->grid, 255, w*h);
900
901 ds->started = FALSE;
902 ds->bgcolour = -1;
903
904 return ds;
905 }
906
907 static void game_free_drawstate(game_drawstate *ds)
908 {
909 if (ds->drag_background)
910 blitter_free(ds->drag_background);
911 sfree(ds->grid);
912 sfree(ds);
913 }
914
915 static void draw_tile(frontend *fe, game_drawstate *ds,
916 int x, int y, int v, int bgcolour)
917 {
918 if (bgcolour >= 0) {
919 draw_rect(fe, x, y, TILESIZE, TILESIZE, bgcolour);
920 }
921
922 if (v == GRID_HOLE) {
923 draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
924 COL_LOWLIGHT, COL_LOWLIGHT);
925 } else if (v == GRID_PEG) {
926 draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
927 COL_PEG, COL_PEG);
928 }
929
930 draw_update(fe, x, y, TILESIZE, TILESIZE);
931 }
932
933 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
934 game_state *state, int dir, game_ui *ui,
935 float animtime, float flashtime)
936 {
937 int w = state->w, h = state->h;
938 int x, y;
939 int bgcolour;
940
941 if (flashtime > 0) {
942 int frame = (int)(flashtime / FLASH_FRAME);
943 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
944 } else
945 bgcolour = COL_BACKGROUND;
946
947 /*
948 * Erase the sprite currently being dragged, if any.
949 */
950 if (ds->dragging) {
951 assert(ds->drag_background);
952 blitter_load(fe, ds->drag_background, ds->dragx, ds->dragy);
953 draw_update(fe, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
954 ds->dragging = FALSE;
955 }
956
957 if (!ds->started) {
958 draw_rect(fe, 0, 0,
959 TILESIZE * state->w + 2 * BORDER,
960 TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND);
961
962 /*
963 * Draw relief marks around all the squares that aren't
964 * GRID_OBST.
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 * First pass: draw the full relief square.
971 */
972 int coords[6];
973 coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
974 coords[1] = COORD(y) - HIGHLIGHT_WIDTH;
975 coords[2] = COORD(x) - HIGHLIGHT_WIDTH;
976 coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
977 coords[4] = COORD(x) - HIGHLIGHT_WIDTH;
978 coords[5] = COORD(y) - HIGHLIGHT_WIDTH;
979 draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
980 coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
981 coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
982 draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
983 }
984 for (y = 0; y < h; y++)
985 for (x = 0; x < w; x++)
986 if (state->grid[y*w+x] != GRID_OBST) {
987 /*
988 * Second pass: draw everything but the two
989 * diagonal corners.
990 */
991 draw_rect(fe, COORD(x) - HIGHLIGHT_WIDTH,
992 COORD(y) - HIGHLIGHT_WIDTH,
993 TILESIZE + HIGHLIGHT_WIDTH,
994 TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT);
995 draw_rect(fe, COORD(x),
996 COORD(y),
997 TILESIZE + HIGHLIGHT_WIDTH,
998 TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT);
999 }
1000 for (y = 0; y < h; y++)
1001 for (x = 0; x < w; x++)
1002 if (state->grid[y*w+x] != GRID_OBST) {
1003 /*
1004 * Third pass: draw a trapezium on each edge.
1005 */
1006 int coords[8];
1007 int dx, dy, s, sn, c;
1008
1009 for (dx = 0; dx < 2; dx++) {
1010 dy = 1 - dx;
1011 for (s = 0; s < 2; s++) {
1012 sn = 2*s - 1;
1013 c = s ? COL_LOWLIGHT : COL_HIGHLIGHT;
1014
1015 coords[0] = COORD(x) + (s*dx)*(TILESIZE-1);
1016 coords[1] = COORD(y) + (s*dy)*(TILESIZE-1);
1017 coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1);
1018 coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1);
1019 coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx);
1020 coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy);
1021 coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx);
1022 coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy);
1023 draw_polygon(fe, coords, 4, c, c);
1024 }
1025 }
1026 }
1027 for (y = 0; y < h; y++)
1028 for (x = 0; x < w; x++)
1029 if (state->grid[y*w+x] != GRID_OBST) {
1030 /*
1031 * Second pass: draw everything but the two
1032 * diagonal corners.
1033 */
1034 draw_rect(fe, COORD(x),
1035 COORD(y),
1036 TILESIZE,
1037 TILESIZE, COL_BACKGROUND);
1038 }
1039
1040 ds->started = TRUE;
1041
1042 draw_update(fe, 0, 0,
1043 TILESIZE * state->w + 2 * BORDER,
1044 TILESIZE * state->h + 2 * BORDER);
1045 }
1046
1047 /*
1048 * Loop over the grid redrawing anything that looks as if it
1049 * needs it.
1050 */
1051 for (y = 0; y < h; y++)
1052 for (x = 0; x < w; x++) {
1053 int v;
1054
1055 v = state->grid[y*w+x];
1056 /*
1057 * Blank the source of a drag so it looks as if the
1058 * user picked the peg up physically.
1059 */
1060 if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
1061 v = GRID_HOLE;
1062 if (v != GRID_OBST &&
1063 (bgcolour != ds->bgcolour || /* always redraw when flashing */
1064 v != ds->grid[y*w+x])) {
1065 draw_tile(fe, ds, COORD(x), COORD(y), v, bgcolour);
1066 }
1067 }
1068
1069 /*
1070 * Draw the dragging sprite if any.
1071 */
1072 if (ui->dragging) {
1073 ds->dragging = TRUE;
1074 ds->dragx = ui->dx - TILESIZE/2;
1075 ds->dragy = ui->dy - TILESIZE/2;
1076 blitter_save(fe, ds->drag_background, ds->dragx, ds->dragy);
1077 draw_tile(fe, ds, ds->dragx, ds->dragy, GRID_PEG, -1);
1078 }
1079
1080 ds->bgcolour = bgcolour;
1081 }
1082
1083 static float game_anim_length(game_state *oldstate, game_state *newstate,
1084 int dir, game_ui *ui)
1085 {
1086 return 0.0F;
1087 }
1088
1089 static float game_flash_length(game_state *oldstate, game_state *newstate,
1090 int dir, game_ui *ui)
1091 {
1092 if (!oldstate->completed && newstate->completed)
1093 return 2 * FLASH_FRAME;
1094 else
1095 return 0.0F;
1096 }
1097
1098 static int game_wants_statusbar(void)
1099 {
1100 return FALSE;
1101 }
1102
1103 static int game_timing_state(game_state *state)
1104 {
1105 return TRUE;
1106 }
1107
1108 #ifdef COMBINED
1109 #define thegame pegs
1110 #endif
1111
1112 const struct game thegame = {
1113 "Pegs", "games.pegs",
1114 default_params,
1115 game_fetch_preset,
1116 decode_params,
1117 encode_params,
1118 free_params,
1119 dup_params,
1120 TRUE, game_configure, custom_params,
1121 validate_params,
1122 new_game_desc,
1123 validate_desc,
1124 new_game,
1125 dup_game,
1126 free_game,
1127 FALSE, solve_game,
1128 TRUE, game_text_format,
1129 new_ui,
1130 free_ui,
1131 encode_ui,
1132 decode_ui,
1133 game_changed_state,
1134 interpret_move,
1135 execute_move,
1136 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1137 game_colours,
1138 game_new_drawstate,
1139 game_free_drawstate,
1140 game_redraw,
1141 game_anim_length,
1142 game_flash_length,
1143 game_wants_statusbar,
1144 FALSE, game_timing_state,
1145 0, /* mouse_priorities */
1146 };