2 * pegs.c: the classic Peg Solitaire game.
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.
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
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)
55 static game_params *default_params(void)
57 game_params *ret = snew(game_params);
60 ret->type = TYPE_CROSS;
65 static const struct game_params pegs_presets[] = {
73 static int game_fetch_preset(int i, char **name, game_params **params)
78 if (i < 0 || i >= lenof(pegs_presets))
81 ret = snew(game_params);
82 *ret = pegs_presets[i];
84 strcpy(str, pegs_titletypes[ret->type]);
85 if (ret->type == TYPE_RANDOM)
86 sprintf(str + strlen(str), " %dx%d", ret->w, ret->h);
93 static void free_params(game_params *params)
98 static game_params *dup_params(game_params *params)
100 game_params *ret = snew(game_params);
101 *ret = *params; /* structure copy */
105 static void decode_params(game_params *params, char const *string)
107 char const *p = string;
111 while (*p && isdigit((unsigned char)*p)) p++;
115 while (*p && isdigit((unsigned char)*p)) p++;
117 params->h = params->w;
120 for (i = 0; i < lenof(pegs_lowertypes); i++)
121 if (!strcmp(p, pegs_lowertypes[i]))
125 static char *encode_params(game_params *params, int full)
129 sprintf(str, "%dx%d", params->w, params->h);
131 assert(params->type >= 0 && params->type < lenof(pegs_lowertypes));
132 strcat(str, pegs_lowertypes[params->type]);
137 static config_item *game_configure(game_params *params)
139 config_item *ret = snewn(4, config_item);
142 ret[0].name = "Width";
143 ret[0].type = C_STRING;
144 sprintf(buf, "%d", params->w);
145 ret[0].sval = dupstr(buf);
148 ret[1].name = "Height";
149 ret[1].type = C_STRING;
150 sprintf(buf, "%d", params->h);
151 ret[1].sval = dupstr(buf);
154 ret[2].name = "Board type";
155 ret[2].type = C_CHOICES;
156 ret[2].sval = TYPECONFIG;
157 ret[2].ival = params->type;
167 static game_params *custom_params(config_item *cfg)
169 game_params *ret = snew(game_params);
171 ret->w = atoi(cfg[0].sval);
172 ret->h = atoi(cfg[1].sval);
173 ret->type = cfg[2].ival;
178 static char *validate_params(game_params *params)
180 if (params->w <= 3 || params->h <= 3)
181 return "Width and height must both be greater than three";
184 * It might be possible to implement generalisations of Cross
185 * and Octagon, but only if I can find a proof that they're all
186 * soluble. For the moment, therefore, I'm going to disallow
187 * them at any size other than the standard one.
189 if (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON) {
190 if (params->w != 7 || params->h != 7)
191 return "This board type is only supported at 7x7";
196 /* ----------------------------------------------------------------------
197 * Beginning of code to generate random Peg Solitaire boards.
199 * This procedure is done with no aesthetic judgment, no effort at
200 * symmetry, no difficulty grading and generally no finesse
201 * whatsoever. We simply begin with an empty board containing a
202 * single peg, and repeatedly make random reverse moves until it's
203 * plausibly full. This typically yields a scrappy haphazard mess
204 * with several holes, an uneven shape, and no redeeming features
205 * except guaranteed solubility.
207 * My only concessions to sophistication are (a) to repeat the
208 * generation process until I at least get a grid that touches
209 * every edge of the specified board size, and (b) to try when
210 * selecting moves to reuse existing space rather than expanding
211 * into new space (so that non-rectangular board shape becomes a
212 * factor during play).
217 * x,y are the start point of the move during generation (hence
218 * its endpoint during normal play).
220 * dx,dy are the direction of the move during generation.
221 * Absolute value 1. Hence, for example, x=3,y=5,dx=1,dy=0
222 * means that the move during generation starts at (3,5) and
223 * ends at (5,5), and vice versa during normal play.
227 * cost is 0, 1 or 2, depending on how many GRID_OBSTs we must
228 * turn into GRID_HOLEs to play this move.
233 static int movecmp(void *av, void *bv)
235 struct move *a = (struct move *)av;
236 struct move *b = (struct move *)bv;
240 else if (a->y > b->y)
245 else if (a->x > b->x)
250 else if (a->dy > b->dy)
255 else if (a->dx > b->dx)
261 static int movecmpcost(void *av, void *bv)
263 struct move *a = (struct move *)av;
264 struct move *b = (struct move *)bv;
266 if (a->cost < b->cost)
268 else if (a->cost > b->cost)
271 return movecmp(av, bv);
275 tree234 *bymove, *bycost;
278 static void update_moves(unsigned char *grid, int w, int h, int x, int y,
279 struct movetrees *trees)
285 * There are twelve moves that can include (x,y): three in each
286 * of four directions. Check each one to see if it's possible.
288 for (dir = 0; dir < 4; dir++) {
292 dx = 0, dy = dir - 2;
294 dy = 0, dx = dir - 1;
296 assert(abs(dx) + abs(dy) == 1);
298 for (pos = 0; pos < 3; pos++) {
306 if (move.x < 0 || move.x >= w || move.y < 0 || move.y >= h)
307 continue; /* completely invalid move */
308 if (move.x+2*move.dx < 0 || move.x+2*move.dx >= w ||
309 move.y+2*move.dy < 0 || move.y+2*move.dy >= h)
310 continue; /* completely invalid move */
312 v1 = grid[move.y * w + move.x];
313 v2 = grid[(move.y+move.dy) * w + (move.x+move.dx)];
314 v3 = grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)];
315 if (v1 == GRID_PEG && v2 != GRID_PEG && v3 != GRID_PEG) {
318 move.cost = (v2 == GRID_OBST) + (v3 == GRID_OBST);
321 * This move is possible. See if it's already in
324 m = find234(trees->bymove, &move, NULL);
325 if (m && m->cost != move.cost) {
327 * It's in the tree but listed with the wrong
328 * cost. Remove the old version.
330 #ifdef GENERATION_DIAGNOSTICS
331 printf("correcting %d%+d,%d%+d at cost %d\n",
332 m->x, m->dx, m->y, m->dy, m->cost);
334 del234(trees->bymove, m);
335 del234(trees->bycost, m);
341 m = snew(struct move);
343 m2 = add234(trees->bymove, m);
344 m2 = add234(trees->bycost, m);
346 #ifdef GENERATION_DIAGNOSTICS
347 printf("adding %d%+d,%d%+d at cost %d\n",
348 move.x, move.dx, move.y, move.dy, move.cost);
351 #ifdef GENERATION_DIAGNOSTICS
352 printf("not adding %d%+d,%d%+d at cost %d\n",
353 move.x, move.dx, move.y, move.dy, move.cost);
358 * This move is impossible. If it is already in the
361 * (We make use here of the fact that del234
362 * doesn't have to be passed a pointer to the
363 * _actual_ element it's deleting: it merely needs
364 * one that compares equal to it, and it will
365 * return the one it deletes.)
367 struct move *m = del234(trees->bymove, &move);
368 #ifdef GENERATION_DIAGNOSTICS
369 printf("%sdeleting %d%+d,%d%+d\n", m ? "" : "not ",
370 move.x, move.dx, move.y, move.dy);
373 del234(trees->bycost, m);
381 static void pegs_genmoves(unsigned char *grid, int w, int h, random_state *rs)
383 struct movetrees atrees, *trees = &atrees;
387 trees->bymove = newtree234(movecmp);
388 trees->bycost = newtree234(movecmpcost);
390 for (y = 0; y < h; y++)
391 for (x = 0; x < w; x++)
392 if (grid[y*w+x] == GRID_PEG)
393 update_moves(grid, w, h, x, y, trees);
398 int limit, maxcost, index;
399 struct move mtmp, move, *m;
402 * See how many moves we can make at zero cost. Make one,
403 * if possible. Failing that, make a one-cost move, and
404 * then a two-cost one.
406 * After filling at least half the input grid, we no longer
407 * accept cost-2 moves: if that's our only option, we give
411 maxcost = (nmoves < w*h/2 ? 2 : 1);
412 m = NULL; /* placate optimiser */
413 for (mtmp.cost = 0; mtmp.cost <= maxcost; mtmp.cost++) {
415 m = findrelpos234(trees->bycost, &mtmp, NULL, REL234_LT, &limit);
416 #ifdef GENERATION_DIAGNOSTICS
417 printf("%d moves available with cost %d\n", limit+1, mtmp.cost);
425 index = random_upto(rs, limit+1);
426 move = *(struct move *)index234(trees->bycost, index);
428 #ifdef GENERATION_DIAGNOSTICS
429 printf("selecting move %d%+d,%d%+d at cost %d\n",
430 move.x, move.dx, move.y, move.dy, move.cost);
433 grid[move.y * w + move.x] = GRID_HOLE;
434 grid[(move.y+move.dy) * w + (move.x+move.dx)] = GRID_PEG;
435 grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)] = GRID_PEG;
437 for (i = 0; i <= 2; i++) {
438 int tx = move.x + i*move.dx;
439 int ty = move.y + i*move.dy;
440 update_moves(grid, w, h, tx, ty, trees);
446 while ((m = delpos234(trees->bymove, 0)) != NULL) {
447 del234(trees->bycost, m);
450 freetree234(trees->bymove);
451 freetree234(trees->bycost);
454 static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs)
459 memset(grid, GRID_OBST, w*h);
460 grid[(h/2) * w + (w/2)] = GRID_PEG;
461 #ifdef GENERATION_DIAGNOSTICS
462 printf("beginning move selection\n");
464 pegs_genmoves(grid, w, h, rs);
465 #ifdef GENERATION_DIAGNOSTICS
466 printf("finished move selection\n");
470 for (y = 0; y < h; y++) {
471 if (grid[y*w+0] != GRID_OBST)
473 if (grid[y*w+w-1] != GRID_OBST)
476 for (x = 0; x < w; x++) {
477 if (grid[0*w+x] != GRID_OBST)
479 if (grid[(h-1)*w+x] != GRID_OBST)
485 #ifdef GENERATION_DIAGNOSTICS
486 printf("insufficient extent; trying again\n");
492 /* ----------------------------------------------------------------------
493 * End of board generation code. Now for the client code which uses
494 * it as part of the puzzle.
497 static char *new_game_desc(game_params *params, random_state *rs,
498 char **aux, int interactive)
500 int w = params->w, h = params->h;
505 grid = snewn(w*h, unsigned char);
506 if (params->type == TYPE_RANDOM) {
507 pegs_generate(grid, w, h, rs);
511 for (y = 0; y < h; y++)
512 for (x = 0; x < w; x++) {
513 v = GRID_OBST; /* placate optimiser */
514 switch (params->type) {
518 if (cx == 0 && cy == 0)
520 else if (cx > 1 && cy > 1)
528 if (cx == 0 && cy == 0)
530 else if (cx + cy > 1 + max(w,h)/2)
541 * Encode a game description which is simply a long list of P
542 * for peg, H for hole or O for obstacle.
544 ret = snewn(w*h+1, char);
545 for (i = 0; i < w*h; i++)
546 ret[i] = (grid[i] == GRID_PEG ? 'P' :
547 grid[i] == GRID_HOLE ? 'H' : 'O');
555 static char *validate_desc(game_params *params, char *desc)
557 int len = params->w * params->h;
559 if (len != strlen(desc))
560 return "Game description is wrong length";
561 if (len != strspn(desc, "PHO"))
562 return "Invalid character in game description";
567 static game_state *new_game(midend_data *me, game_params *params, char *desc)
569 int w = params->w, h = params->h;
570 game_state *state = snew(game_state);
575 state->grid = snewn(w*h, unsigned char);
576 for (i = 0; i < w*h; i++)
577 state->grid[i] = (desc[i] == 'P' ? GRID_PEG :
578 desc[i] == 'H' ? GRID_HOLE : GRID_OBST);
583 static game_state *dup_game(game_state *state)
585 int w = state->w, h = state->h;
586 game_state *ret = snew(game_state);
590 ret->grid = snewn(w*h, unsigned char);
591 memcpy(ret->grid, state->grid, w*h);
596 static void free_game(game_state *state)
602 static char *solve_game(game_state *state, game_state *currstate,
603 char *aux, char **error)
608 static char *game_text_format(game_state *state)
610 int w = state->w, h = state->h;
614 ret = snewn((w+1)*h + 1, char);
616 for (y = 0; y < h; y++) {
617 for (x = 0; x < w; x++)
618 ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' :
619 state->grid[y*w+x] == GRID_PEG ? '*' : ' ');
620 ret[y*(w+1)+w] = '\n';
628 int dragging; /* boolean: is a drag in progress? */
629 int sx, sy; /* grid coords of drag start cell */
630 int dx, dy; /* pixel coords of current drag posn */
633 static game_ui *new_ui(game_state *state)
635 game_ui *ui = snew(game_ui);
637 ui->sx = ui->sy = ui->dx = ui->dy = 0;
638 ui->dragging = FALSE;
643 static void free_ui(game_ui *ui)
648 static char *encode_ui(game_ui *ui)
653 static void decode_ui(game_ui *ui, char *encoding)
657 static void game_changed_state(game_ui *ui, game_state *oldstate,
658 game_state *newstate)
661 * Cancel a drag, in case the source square has become
664 ui->dragging = FALSE;
667 #define PREFERRED_TILE_SIZE 33
668 #define TILESIZE (ds->tilesize)
669 #define BORDER (TILESIZE / 2)
671 #define HIGHLIGHT_WIDTH (TILESIZE / 16)
673 #define COORD(x) ( BORDER + (x) * TILESIZE )
674 #define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 )
676 struct game_drawstate {
678 blitter *drag_background;
679 int dragging, dragx, dragy;
685 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
686 int x, int y, int button)
688 int w = state->w, h = state->h;
690 if (button == LEFT_BUTTON) {
694 * Left button down: we attempt to start a drag.
698 * There certainly shouldn't be a current drag in progress,
699 * unless the midend failed to send us button events in
700 * order; it has a responsibility to always get that right,
701 * so we can legitimately punish it by failing an
704 assert(!ui->dragging);
708 if (tx >= 0 && tx < w && ty >= 0 && ty < h &&
709 state->grid[ty*w+tx] == GRID_PEG) {
715 return ""; /* ui modified */
717 } else if (button == LEFT_DRAG && ui->dragging) {
719 * Mouse moved; just move the peg being dragged.
723 return ""; /* ui modified */
724 } else if (button == LEFT_RELEASE && ui->dragging) {
729 * Button released. Identify the target square of the drag,
730 * see if it represents a valid move, and if so make it.
732 ui->dragging = FALSE; /* cancel the drag no matter what */
735 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
736 return ""; /* target out of range */
739 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
740 return ""; /* move length was wrong */
744 if (state->grid[ty*w+tx] != GRID_HOLE ||
745 state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG ||
746 state->grid[ui->sy*w+ui->sx] != GRID_PEG)
747 return ""; /* grid contents were invalid */
750 * We have a valid move. Encode it simply as source and
751 * destination coordinate pairs.
753 sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
759 static game_state *execute_move(game_state *state, char *move)
761 int w = state->w, h = state->h;
765 if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty)) {
768 if (sx < 0 || sx >= w || sy < 0 || sy >= h)
769 return NULL; /* source out of range */
770 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
771 return NULL; /* target out of range */
775 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
776 return NULL; /* move length was wrong */
780 if (state->grid[sy*w+sx] != GRID_PEG ||
781 state->grid[my*w+mx] != GRID_PEG ||
782 state->grid[ty*w+tx] != GRID_HOLE)
783 return NULL; /* grid contents were invalid */
785 ret = dup_game(state);
786 ret->grid[sy*w+sx] = GRID_HOLE;
787 ret->grid[my*w+mx] = GRID_HOLE;
788 ret->grid[ty*w+tx] = GRID_PEG;
795 /* ----------------------------------------------------------------------
799 static void game_size(game_params *params, game_drawstate *ds,
800 int *x, int *y, int expand)
804 * Each window dimension equals the tile size times one more
805 * than the grid dimension (the border is half the width of the
808 tsx = (double)*x / ((double)params->w + 1.0);
809 tsy = (double)*y / ((double)params->h + 1.0);
812 ds->tilesize = (int)(ts + 0.5);
814 ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
816 *x = TILESIZE * params->w + 2 * BORDER;
817 *y = TILESIZE * params->h + 2 * BORDER;
819 if (ds->drag_background)
820 blitter_free(ds->drag_background);
821 ds->drag_background = blitter_new(TILESIZE, TILESIZE);
824 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
826 float *ret = snewn(3 * NCOLOURS, float);
830 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
833 * Drop the background colour so that the highlight is
834 * noticeably brighter than it while still being under 1.
836 max = ret[COL_BACKGROUND*3];
837 for (i = 1; i < 3; i++)
838 if (ret[COL_BACKGROUND*3+i] > max)
839 max = ret[COL_BACKGROUND*3+i];
840 if (max * 1.2F > 1.0F) {
841 for (i = 0; i < 3; i++)
842 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
845 for (i = 0; i < 3; i++) {
846 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
847 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
850 ret[COL_PEG * 3 + 0] = 0.0F;
851 ret[COL_PEG * 3 + 1] = 0.0F;
852 ret[COL_PEG * 3 + 2] = 1.0F;
854 *ncolours = NCOLOURS;
858 static game_drawstate *game_new_drawstate(game_state *state)
860 int w = state->w, h = state->h;
861 struct game_drawstate *ds = snew(struct game_drawstate);
863 ds->tilesize = 0; /* not decided yet */
865 /* We can't allocate the blitter rectangle for the drag background
866 * until we know what size to make it. */
867 ds->drag_background = NULL;
868 ds->dragging = FALSE;
872 ds->grid = snewn(w*h, unsigned char);
873 memset(ds->grid, 255, w*h);
880 static void game_free_drawstate(game_drawstate *ds)
882 if (ds->drag_background)
883 blitter_free(ds->drag_background);
888 static void draw_tile(frontend *fe, game_drawstate *ds,
889 int x, int y, int v, int erasebg)
892 draw_rect(fe, x, y, TILESIZE, TILESIZE, COL_BACKGROUND);
895 if (v == GRID_HOLE) {
896 draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
897 COL_LOWLIGHT, COL_LOWLIGHT);
898 } else if (v == GRID_PEG) {
899 draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
903 draw_update(fe, x, y, TILESIZE, TILESIZE);
906 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
907 game_state *state, int dir, game_ui *ui,
908 float animtime, float flashtime)
910 int w = state->w, h = state->h;
914 * Erase the sprite currently being dragged, if any.
917 assert(ds->drag_background);
918 blitter_load(fe, ds->drag_background, ds->dragx, ds->dragy);
919 draw_update(fe, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
920 ds->dragging = FALSE;
925 TILESIZE * state->w + 2 * BORDER,
926 TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND);
929 * Draw relief marks around all the squares that aren't
932 for (y = 0; y < h; y++)
933 for (x = 0; x < w; x++)
934 if (state->grid[y*w+x] != GRID_OBST) {
936 * First pass: draw the full relief square.
939 coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
940 coords[1] = COORD(y) - HIGHLIGHT_WIDTH;
941 coords[2] = COORD(x) - HIGHLIGHT_WIDTH;
942 coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
943 coords[4] = COORD(x) - HIGHLIGHT_WIDTH;
944 coords[5] = COORD(y) - HIGHLIGHT_WIDTH;
945 draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
946 coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
947 coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
948 draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
950 for (y = 0; y < h; y++)
951 for (x = 0; x < w; x++)
952 if (state->grid[y*w+x] != GRID_OBST) {
954 * Second pass: draw everything but the two
957 draw_rect(fe, COORD(x) - HIGHLIGHT_WIDTH,
958 COORD(y) - HIGHLIGHT_WIDTH,
959 TILESIZE + HIGHLIGHT_WIDTH,
960 TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT);
961 draw_rect(fe, COORD(x),
963 TILESIZE + HIGHLIGHT_WIDTH,
964 TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT);
966 for (y = 0; y < h; y++)
967 for (x = 0; x < w; x++)
968 if (state->grid[y*w+x] != GRID_OBST) {
970 * Third pass: draw a trapezium on each edge.
973 int dx, dy, s, sn, c;
975 for (dx = 0; dx < 2; dx++) {
977 for (s = 0; s < 2; s++) {
979 c = s ? COL_LOWLIGHT : COL_HIGHLIGHT;
981 coords[0] = COORD(x) + (s*dx)*(TILESIZE-1);
982 coords[1] = COORD(y) + (s*dy)*(TILESIZE-1);
983 coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1);
984 coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1);
985 coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx);
986 coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy);
987 coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx);
988 coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy);
989 draw_polygon(fe, coords, 4, c, c);
993 for (y = 0; y < h; y++)
994 for (x = 0; x < w; x++)
995 if (state->grid[y*w+x] != GRID_OBST) {
997 * Second pass: draw everything but the two
1000 draw_rect(fe, COORD(x),
1003 TILESIZE, COL_BACKGROUND);
1008 draw_update(fe, 0, 0,
1009 TILESIZE * state->w + 2 * BORDER,
1010 TILESIZE * state->h + 2 * BORDER);
1014 * Loop over the grid redrawing anything that looks as if it
1017 for (y = 0; y < h; y++)
1018 for (x = 0; x < w; x++) {
1021 v = state->grid[y*w+x];
1023 * Blank the source of a drag so it looks as if the
1024 * user picked the peg up physically.
1026 if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
1028 if (v != ds->grid[y*w+x] && v != GRID_OBST) {
1029 draw_tile(fe, ds, COORD(x), COORD(y), v, TRUE);
1034 * Draw the dragging sprite if any.
1037 ds->dragging = TRUE;
1038 ds->dragx = ui->dx - TILESIZE/2;
1039 ds->dragy = ui->dy - TILESIZE/2;
1040 blitter_save(fe, ds->drag_background, ds->dragx, ds->dragy);
1041 draw_tile(fe, ds, ds->dragx, ds->dragy, GRID_PEG, FALSE);
1045 static float game_anim_length(game_state *oldstate, game_state *newstate,
1046 int dir, game_ui *ui)
1051 static float game_flash_length(game_state *oldstate, game_state *newstate,
1052 int dir, game_ui *ui)
1057 static int game_wants_statusbar(void)
1062 static int game_timing_state(game_state *state)
1068 #define thegame pegs
1071 const struct game thegame = {
1072 "Pegs", "games.pegs",
1079 TRUE, game_configure, custom_params,
1087 TRUE, game_text_format,
1098 game_free_drawstate,
1102 game_wants_statusbar,
1103 FALSE, game_timing_state,
1104 0, /* mouse_priorities */