params->h = params->w;
}
- /*
- * Assume a random generation scheme unless told otherwise, for the
- * sake of internal consistency.
- */
- params->type = TYPE_RANDOM;
for (i = 0; i < lenof(pegs_lowertypes); i++)
if (!strcmp(p, pegs_lowertypes[i]))
params->type = i;
case TYPE_OCTAGON:
cx = abs(x - w/2);
cy = abs(y - h/2);
- if (cx == 0 && cy == 0)
- v = GRID_HOLE;
- else if (cx + cy > 1 + max(w,h)/2)
+ if (cx + cy > 1 + max(w,h)/2)
v = GRID_OBST;
else
v = GRID_PEG;
}
grid[y*w+x] = v;
}
+
+ if (params->type == TYPE_OCTAGON) {
+ /*
+ * The octagonal (European) solitaire layout is
+ * actually _insoluble_ with the starting hole at the
+ * centre. Here's a proof:
+ *
+ * Colour the squares of the board diagonally in
+ * stripes of three different colours, which I'll call
+ * A, B and C. So the board looks like this:
+ *
+ * A B C
+ * A B C A B
+ * A B C A B C A
+ * B C A B C A B
+ * C A B C A B C
+ * B C A B C
+ * A B C
+ *
+ * Suppose we keep running track of the number of pegs
+ * occuping each colour of square. This colouring has
+ * the property that any valid move whatsoever changes
+ * all three of those counts by one (two of them go
+ * down and one goes up), which means that the _parity_
+ * of every count flips on every move.
+ *
+ * If the centre square starts off unoccupied, then
+ * there are twelve pegs on each colour and all three
+ * counts start off even; therefore, after 35 moves all
+ * three counts would have to be odd, which isn't
+ * possible if there's only one peg left. []
+ *
+ * This proof works just as well if the starting hole
+ * is _any_ of the thirteen positions labelled B. Also,
+ * we can stripe the board in the opposite direction
+ * and rule out any square labelled B in that colouring
+ * as well. This leaves:
+ *
+ * Y n Y
+ * n n Y n n
+ * Y n n Y n n Y
+ * n Y Y n Y Y n
+ * Y n n Y n n Y
+ * n n Y n n
+ * Y n Y
+ *
+ * where the ns are squares we've proved insoluble, and
+ * the Ys are the ones remaining.
+ *
+ * That doesn't prove all those starting positions to
+ * be soluble, of course; they're merely the ones we
+ * _haven't_ proved to be impossible. Nevertheless, it
+ * turns out that they are all soluble, so when the
+ * user requests an Octagon board the simplest thing is
+ * to pick one of these at random.
+ *
+ * Rather than picking equiprobably from those twelve
+ * positions, we'll pick equiprobably from the three
+ * equivalence classes
+ */
+ switch (random_upto(rs, 3)) {
+ case 0:
+ /* Remove a random corner piece. */
+ {
+ int dx, dy;
+
+ dx = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */
+ dy = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */
+ if (random_upto(rs, 2))
+ dy *= 3;
+ else
+ dx *= 3;
+ grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
+ }
+ break;
+ case 1:
+ /* Remove a random piece two from the centre. */
+ {
+ int dx, dy;
+ dx = 2 * (random_upto(rs, 2) * 2 - 1);
+ if (random_upto(rs, 2))
+ dy = 0;
+ else
+ dy = dx, dx = 0;
+ grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
+ }
+ break;
+ default /* case 2 */:
+ /* Remove a random piece one from the centre. */
+ {
+ int dx, dy;
+ dx = random_upto(rs, 2) * 2 - 1;
+ if (random_upto(rs, 2))
+ dy = 0;
+ else
+ dy = dx, dx = 0;
+ grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
+ }
+ break;
+ }
+ }
}
/*
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
int w = params->w, h = params->h;
game_state *state = snew(game_state);
int sx, sy, tx, ty;
game_state *ret;
- if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty)) {
+ if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty) == 4) {
int mx, my, dx, dy;
if (sx < 0 || sx >= w || sy < 0 || sy >= h)
*y = TILESIZE * params->h + 2 * BORDER;
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
{
ds->tilesize = tilesize;
assert(TILESIZE > 0);
- if (ds->drag_background)
- blitter_free(ds->drag_background);
- ds->drag_background = blitter_new(TILESIZE, TILESIZE);
+ assert(!ds->drag_background); /* set_size is never called twice */
+ ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE);
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
- int i;
- float max;
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
-
- /*
- * Drop the background colour so that the highlight is
- * noticeably brighter than it while still being under 1.
- */
- max = ret[COL_BACKGROUND*3];
- for (i = 1; i < 3; i++)
- if (ret[COL_BACKGROUND*3+i] > max)
- max = ret[COL_BACKGROUND*3+i];
- if (max * 1.2F > 1.0F) {
- for (i = 0; i < 3; i++)
- ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
- }
-
- for (i = 0; i < 3; i++) {
- ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
- ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
- }
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
ret[COL_PEG * 3 + 0] = 0.0F;
ret[COL_PEG * 3 + 1] = 0.0F;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
int w = state->w, h = state->h;
struct game_drawstate *ds = snew(struct game_drawstate);
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
if (ds->drag_background)
- blitter_free(ds->drag_background);
+ blitter_free(dr, ds->drag_background);
sfree(ds->grid);
sfree(ds);
}
-static void draw_tile(frontend *fe, game_drawstate *ds,
+static void draw_tile(drawing *dr, game_drawstate *ds,
int x, int y, int v, int bgcolour)
{
if (bgcolour >= 0) {
- draw_rect(fe, x, y, TILESIZE, TILESIZE, bgcolour);
+ draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
}
if (v == GRID_HOLE) {
- draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
+ draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
COL_LOWLIGHT, COL_LOWLIGHT);
} else if (v == GRID_PEG) {
- draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
+ draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
COL_PEG, COL_PEG);
}
- draw_update(fe, x, y, TILESIZE, TILESIZE);
+ draw_update(dr, x, y, TILESIZE, TILESIZE);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
*/
if (ds->dragging) {
assert(ds->drag_background);
- blitter_load(fe, ds->drag_background, ds->dragx, ds->dragy);
- draw_update(fe, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
+ blitter_load(dr, ds->drag_background, ds->dragx, ds->dragy);
+ draw_update(dr, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
ds->dragging = FALSE;
}
if (!ds->started) {
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILESIZE * state->w + 2 * BORDER,
TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND);
coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
coords[4] = COORD(x) - HIGHLIGHT_WIDTH;
coords[5] = COORD(y) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
- draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
}
for (y = 0; y < h; y++)
for (x = 0; x < w; x++)
* Second pass: draw everything but the two
* diagonal corners.
*/
- draw_rect(fe, COORD(x) - HIGHLIGHT_WIDTH,
+ draw_rect(dr, COORD(x) - HIGHLIGHT_WIDTH,
COORD(y) - HIGHLIGHT_WIDTH,
TILESIZE + HIGHLIGHT_WIDTH,
TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT);
- draw_rect(fe, COORD(x),
+ draw_rect(dr, COORD(x),
COORD(y),
TILESIZE + HIGHLIGHT_WIDTH,
TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT);
coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy);
coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx);
coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy);
- draw_polygon(fe, coords, 4, c, c);
+ draw_polygon(dr, coords, 4, c, c);
}
}
}
* Second pass: draw everything but the two
* diagonal corners.
*/
- draw_rect(fe, COORD(x),
+ draw_rect(dr, COORD(x),
COORD(y),
TILESIZE,
TILESIZE, COL_BACKGROUND);
ds->started = TRUE;
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILESIZE * state->w + 2 * BORDER,
TILESIZE * state->h + 2 * BORDER);
}
if (v != GRID_OBST &&
(bgcolour != ds->bgcolour || /* always redraw when flashing */
v != ds->grid[y*w+x])) {
- draw_tile(fe, ds, COORD(x), COORD(y), v, bgcolour);
+ draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour);
}
}
ds->dragging = TRUE;
ds->dragx = ui->dx - TILESIZE/2;
ds->dragy = ui->dy - TILESIZE/2;
- blitter_save(fe, ds->drag_background, ds->dragx, ds->dragy);
- draw_tile(fe, ds, ds->dragx, ds->dragy, GRID_PEG, -1);
+ blitter_save(dr, ds->drag_background, ds->dragx, ds->dragy);
+ draw_tile(dr, ds, ds->dragx, ds->dragy, GRID_PEG, -1);
}
ds->bgcolour = bgcolour;
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
- return FALSE;
+ return TRUE;
}
-static int game_timing_state(game_state *state)
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
{
- return TRUE;
}
#ifdef COMBINED
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ FALSE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};