X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=pegs.c;h=1902e164b9f19c248567b33c34729679cdec0b31;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=4cfd4a0776839e9343221d79a410873a4bff2176;hpb=a4e3d69de23af4597fb1fd9a465f354a06568ffe;p=sgt-puzzles.git diff --git a/pegs.c b/pegs.c index 4cfd4a0..1902e16 100644 --- a/pegs.c +++ b/pegs.c @@ -16,11 +16,15 @@ #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 }; @@ -42,6 +46,8 @@ static char const *const pegs_titletypes[] = { TYPELIST(TITLE) }; static char const *const pegs_lowertypes[] = { TYPELIST(LOWER) }; #define TYPECONFIG TYPELIST(CONFIG) +#define FLASH_FRAME 0.13F + struct game_params { int w, h; int type; @@ -49,6 +55,7 @@ struct game_params { struct game_state { int w, h; + int completed; unsigned char *grid; }; @@ -95,7 +102,7 @@ static void free_params(game_params *params) 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 */ @@ -122,7 +129,7 @@ static void decode_params(game_params *params, char const *string) 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]; @@ -134,7 +141,7 @@ static char *encode_params(game_params *params, int full) 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]; @@ -164,7 +171,7 @@ static config_item *game_configure(game_params *params) 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); @@ -175,9 +182,9 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params) +static char *validate_params(const game_params *params, int full) { - if (params->w <= 3 || params->h <= 3) + if (full && (params->w <= 3 || params->h <= 3)) return "Width and height must both be greater than three"; /* @@ -186,7 +193,7 @@ static char *validate_params(game_params *params) * soluble. For the moment, therefore, I'm going to disallow * them at any size other than the standard one. */ - if (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON) { + if (full && (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON)) { if (params->w != 7 || params->h != 7) return "This board type is only supported at 7x7"; } @@ -496,7 +503,7 @@ static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs) * 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; @@ -527,9 +534,7 @@ 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; @@ -537,6 +542,107 @@ 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; + } + } } /* @@ -554,7 +660,7 @@ static char *new_game_desc(game_params *params, random_state *rs, 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; @@ -566,7 +672,8 @@ 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, const game_params *params, + const char *desc) { int w = params->w, h = params->h; game_state *state = snew(game_state); @@ -574,6 +681,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) state->w = w; state->h = h; + state->completed = 0; state->grid = snewn(w*h, unsigned char); for (i = 0; i < w*h; i++) state->grid[i] = (desc[i] == 'P' ? GRID_PEG : @@ -582,13 +690,14 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) 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); ret->w = state->w; ret->h = state->h; + ret->completed = state->completed; ret->grid = snewn(w*h, unsigned char); memcpy(ret->grid, state->grid, w*h); @@ -601,13 +710,18 @@ static void free_game(game_state *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; @@ -630,14 +744,30 @@ struct game_ui { 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; } @@ -647,17 +777,17 @@ static void free_ui(game_ui *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 @@ -682,12 +812,15 @@ struct game_drawstate { int w, h; unsigned char *grid; int started; + 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; @@ -714,6 +847,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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) { @@ -724,7 +858,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->dy = y; return ""; /* ui modified */ } else if (button == LEFT_RELEASE && ui->dragging) { - char buf[80]; int tx, ty, dx, dy; /* @@ -754,17 +887,70 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, */ 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) @@ -789,6 +975,21 @@ static game_state *execute_move(game_state *state, char *move) ret->grid[my*w+mx] = GRID_HOLE; ret->grid[ty*w+tx] = GRID_PEG; + /* + * Opinion varies on whether getting to a single peg counts as + * completing the game, or whether that peg has to be at a + * specific location (central in the classic cross game, for + * instance). For now we take the former, rather lax position. + */ + if (!ret->completed) { + int count = 0, i; + for (i = 0; i < w*h; i++) + if (ret->grid[i] == GRID_PEG) + count++; + if (count == 1) + ret->completed = 1; + } + return ret; } return NULL; @@ -798,66 +999,47 @@ static game_state *execute_move(game_state *state, char *move) * Drawing routines. */ -static void game_size(game_params *params, game_drawstate *ds, - int *x, int *y, int expand) +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) { - double tsx, tsy, ts; - /* - * Each window dimension equals the tile size times one more - * than the grid dimension (the border is half the width of the - * tiles). - */ - tsx = (double)*x / ((double)params->w + 1.0); - tsy = (double)*y / ((double)params->h + 1.0); - ts = min(tsx, tsy); - if (expand) - ds->tilesize = (int)(ts + 0.5); - else - ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE); + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; *x = TILESIZE * params->w + 2 * BORDER; *y = TILESIZE * params->h + 2 * BORDER; - - if (ds->drag_background) - blitter_free(ds->drag_background); - ds->drag_background = blitter_new(TILESIZE, TILESIZE); } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) { - float *ret = snewn(3 * NCOLOURS, float); - int i; - float max; + ds->tilesize = tilesize; - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + assert(TILESIZE > 0); - /* - * 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); - } + assert(!ds->drag_background); /* set_size is never called twice */ + ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE); +} - 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; - } +static float *game_colours(frontend *fe, int *ncolours) +{ + float *ret = snewn(3 * NCOLOURS, float); + + 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); @@ -875,55 +1057,78 @@ static game_drawstate *game_new_drawstate(game_state *state) memset(ds->grid, 255, w*h); ds->started = FALSE; + ds->bgcolour = -1; 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, - int x, int y, int v, int erasebg) +static void draw_tile(drawing *dr, game_drawstate *ds, + int x, int y, int v, int bgcolour) { - if (erasebg) { - draw_rect(fe, x, y, TILESIZE, TILESIZE, COL_BACKGROUND); + int cursor = 0, jumping = 0, bg; + + if (bgcolour >= 0) { + 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; + int bgcolour; + + if (flashtime > 0) { + int frame = (int)(flashtime / FLASH_FRAME); + bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); + } else + bgcolour = COL_BACKGROUND; /* * Erase the sprite currently being dragged, if any. */ 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); @@ -944,10 +1149,10 @@ 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++) @@ -956,11 +1161,11 @@ 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); @@ -988,7 +1193,7 @@ 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); } } } @@ -999,7 +1204,7 @@ 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); @@ -1007,7 +1212,7 @@ 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); } @@ -1027,8 +1232,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG) v = GRID_HOLE; - if (v != ds->grid[y*w+x] && v != GRID_OBST) { - draw_tile(fe, ds, COORD(x), COORD(y), v, TRUE); + + 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(dr, ds, COORD(x), COORD(y), v, bgcolour); + ds->grid[y*w+x] = v; } } @@ -1039,39 +1251,56 @@ 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, FALSE); + 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) { - return 0.0F; + if (!oldstate->completed && newstate->completed) + return 2 * FLASH_FRAME; + else + 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, @@ -1086,7 +1315,7 @@ const struct game thegame = { 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, @@ -1094,14 +1323,18 @@ const struct game thegame = { game_changed_state, interpret_move, execute_move, - game_size, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, 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: */