#define GRID_PEG 1
#define GRID_OBST 2
+#define GRID_CURSOR 10
+#define GRID_JUMPING 20
+
enum {
COL_BACKGROUND,
COL_HIGHLIGHT,
COL_LOWLIGHT,
COL_PEG,
+ COL_CURSOR,
NCOLOURS
};
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
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;
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char str[80];
return dupstr(str);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (full && (params->w <= 3 || params->h <= 3))
return "Width and height must both be greater than three";
* it as part of the puzzle.
*/
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
int w = params->w, h = params->h;
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 ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int len = params->w * params->h;
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
int w = params->w, h = params->h;
game_state *state = snew(game_state);
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
int w = state->w, h = state->h;
game_state *ret = snew(game_state);
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
return NULL;
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
int w = state->w, h = state->h;
int x, y;
int dragging; /* boolean: is a drag in progress? */
int sx, sy; /* grid coords of drag start cell */
int dx, dy; /* pixel coords of current drag posn */
+ int cur_x, cur_y, cur_visible, cur_jumping;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
+ int x, y, v;
ui->sx = ui->sy = ui->dx = ui->dy = 0;
ui->dragging = FALSE;
+ ui->cur_visible = ui->cur_jumping = 0;
+
+ /* make sure we start the cursor somewhere on the grid. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ v = state->grid[y*state->w+x];
+ if (v == GRID_PEG || v == GRID_HOLE) {
+ ui->cur_x = x; ui->cur_y = y;
+ goto found;
+ }
+ }
+ }
+ assert(!"new_ui found nowhere for cursor");
+found:
return ui;
}
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
/*
* Cancel a drag, in case the source square has become
int bgcolour;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int w = state->w, h = state->h;
+ char buf[80];
if (button == LEFT_BUTTON) {
int tx, ty;
ui->sy = ty;
ui->dx = x;
ui->dy = y;
+ ui->cur_visible = ui->cur_jumping = 0;
return ""; /* ui modified */
}
} else if (button == LEFT_DRAG && ui->dragging) {
ui->dy = y;
return ""; /* ui modified */
} else if (button == LEFT_RELEASE && ui->dragging) {
- char buf[80];
int tx, ty, dx, dy;
/*
*/
sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
return dupstr(buf);
+ } else if (IS_CURSOR_MOVE(button)) {
+ if (!ui->cur_jumping) {
+ /* Not jumping; move cursor as usual, making sure we don't
+ * leave the gameboard (which may be an irregular shape) */
+ int cx = ui->cur_x, cy = ui->cur_y;
+ move_cursor(button, &cx, &cy, w, h, 0);
+ ui->cur_visible = 1;
+ if (state->grid[cy*w+cx] == GRID_HOLE ||
+ state->grid[cy*w+cx] == GRID_PEG) {
+ ui->cur_x = cx;
+ ui->cur_y = cy;
+ }
+ return "";
+ } else {
+ int dx, dy, mx, my, jx, jy;
+
+ /* We're jumping; if the requested direction has a hole, and
+ * there's a peg in the way, */
+ assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG);
+ dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0;
+ dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0;
+
+ mx = ui->cur_x+dx; my = ui->cur_y+dy;
+ jx = mx+dx; jy = my+dy;
+
+ ui->cur_jumping = 0; /* reset, whatever. */
+ if (jx >= 0 && jy >= 0 && jx < w && jy < h &&
+ state->grid[my*w+mx] == GRID_PEG &&
+ state->grid[jy*w+jx] == GRID_HOLE) {
+ /* Move cursor to the jumped-to location (this felt more
+ * natural while playtesting) */
+ sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy);
+ ui->cur_x = jx; ui->cur_y = jy;
+ return dupstr(buf);
+ }
+ return "";
+ }
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (ui->cur_jumping) {
+ ui->cur_jumping = 0;
+ return "";
+ }
+ if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) {
+ /* cursor is on peg: next arrow-move wil jump. */
+ ui->cur_jumping = 1;
+ return "";
+ }
+ return NULL;
}
+
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->w, h = state->h;
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)
* Drawing routines.
*/
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
*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,
+ const 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;
ret[COL_PEG * 3 + 2] = 1.0F;
+ ret[COL_CURSOR * 3 + 0] = 0.5F;
+ ret[COL_CURSOR * 3 + 1] = 0.5F;
+ ret[COL_CURSOR * 3 + 2] = 1.0F;
+
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const 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)
{
+ int cursor = 0, jumping = 0, bg;
+
if (bgcolour >= 0) {
- draw_rect(fe, x, y, TILESIZE, TILESIZE, bgcolour);
+ draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
+ }
+ if (v >= GRID_JUMPING) {
+ jumping = 1; v -= GRID_JUMPING;
+ }
+ if (v >= GRID_CURSOR) {
+ cursor = 1; v -= GRID_CURSOR;
}
if (v == GRID_HOLE) {
- draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
- COL_LOWLIGHT, COL_LOWLIGHT);
+ bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT;
+ assert(!jumping); /* can't jump from a hole! */
+ draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
+ bg, bg);
} else if (v == GRID_PEG) {
- draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
- COL_PEG, COL_PEG);
+ bg = (cursor || jumping) ? COL_CURSOR : COL_PEG;
+ draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
+ bg, bg);
+ bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR;
+ draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
+ bg, bg);
}
- 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,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int w = state->w, h = state->h;
int x, y;
*/
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 (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
v = GRID_HOLE;
+
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR;
+
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->grid[y*w+x] = v;
}
}
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;
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed)
return 2 * FLASH_FRAME;
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return FALSE;
+ /*
+ * Dead-end situations are assumed to be rescuable by Undo, so we
+ * don't bother to identify them and return -1.
+ */
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame pegs
#endif
const struct game thegame = {
- "Pegs", "games.pegs",
+ "Pegs", "games.pegs", "pegs",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
FALSE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */