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