chiark / gitweb /
Substantial infrastructure upheaval. I've separated the drawing API
[sgt-puzzles.git] / pegs.c
diff --git a/pegs.c b/pegs.c
index 07091875d6c63f6661aeb29688509785fed8eebe..427633a678a040d42cc15c6a6d241f6bb1b4f6dc 100644 (file)
--- a/pegs.c
+++ b/pegs.c
@@ -530,9 +530,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
                  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;
@@ -540,6 +538,107 @@ static char *new_game_desc(game_params *params, random_state *rs,
                }
                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;
+           }
+       }
     }
 
     /*
@@ -569,7 +668,7 @@ static char *validate_desc(game_params *params, char *desc)
     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);
@@ -770,7 +869,7 @@ static game_state *execute_move(game_state *state, char *move)
     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)
@@ -830,43 +929,23 @@ static void game_compute_size(game_params *params, int tilesize,
     *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);
+       blitter_free(dr, ds->drag_background);
+    ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE);
 }
 
 static float *game_colours(frontend *fe, game_state *state, 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;
@@ -876,7 +955,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     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);
@@ -899,33 +978,33 @@ static game_drawstate *game_new_drawstate(game_state *state)
     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)
 {
@@ -944,13 +1023,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
      */
     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);
 
@@ -971,10 +1050,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                    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++)
@@ -983,11 +1062,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                     * 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);
@@ -1015,7 +1094,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                            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);
                        }
                    }
                }
@@ -1026,7 +1105,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                     * 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);
@@ -1034,7 +1113,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
        ds->started = TRUE;
 
-       draw_update(fe, 0, 0,
+       draw_update(dr, 0, 0,
                    TILESIZE * state->w + 2 * BORDER,
                    TILESIZE * state->h + 2 * BORDER);
     }
@@ -1057,7 +1136,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
            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);
            }
        }
 
@@ -1068,8 +1147,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
        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;
@@ -1095,11 +1174,19 @@ static int game_wants_statusbar(void)
     return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
 
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
 #ifdef COMBINED
 #define thegame pegs
 #endif
@@ -1135,6 +1222,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    FALSE, FALSE, game_print_size, game_print,
     game_wants_statusbar,
     FALSE, game_timing_state,
     0,                                /* mouse_priorities */