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)
45 #define FLASH_FRAME 0.13F
58 static game_params *default_params(void)
60 game_params *ret = snew(game_params);
63 ret->type = TYPE_CROSS;
68 static const struct game_params pegs_presets[] = {
76 static int game_fetch_preset(int i, char **name, game_params **params)
81 if (i < 0 || i >= lenof(pegs_presets))
84 ret = snew(game_params);
85 *ret = pegs_presets[i];
87 strcpy(str, pegs_titletypes[ret->type]);
88 if (ret->type == TYPE_RANDOM)
89 sprintf(str + strlen(str), " %dx%d", ret->w, ret->h);
96 static void free_params(game_params *params)
101 static game_params *dup_params(game_params *params)
103 game_params *ret = snew(game_params);
104 *ret = *params; /* structure copy */
108 static void decode_params(game_params *params, char const *string)
110 char const *p = string;
114 while (*p && isdigit((unsigned char)*p)) p++;
118 while (*p && isdigit((unsigned char)*p)) p++;
120 params->h = params->w;
123 for (i = 0; i < lenof(pegs_lowertypes); i++)
124 if (!strcmp(p, pegs_lowertypes[i]))
128 static char *encode_params(game_params *params, int full)
132 sprintf(str, "%dx%d", params->w, params->h);
134 assert(params->type >= 0 && params->type < lenof(pegs_lowertypes));
135 strcat(str, pegs_lowertypes[params->type]);
140 static config_item *game_configure(game_params *params)
142 config_item *ret = snewn(4, config_item);
145 ret[0].name = "Width";
146 ret[0].type = C_STRING;
147 sprintf(buf, "%d", params->w);
148 ret[0].sval = dupstr(buf);
151 ret[1].name = "Height";
152 ret[1].type = C_STRING;
153 sprintf(buf, "%d", params->h);
154 ret[1].sval = dupstr(buf);
157 ret[2].name = "Board type";
158 ret[2].type = C_CHOICES;
159 ret[2].sval = TYPECONFIG;
160 ret[2].ival = params->type;
170 static game_params *custom_params(config_item *cfg)
172 game_params *ret = snew(game_params);
174 ret->w = atoi(cfg[0].sval);
175 ret->h = atoi(cfg[1].sval);
176 ret->type = cfg[2].ival;
181 static char *validate_params(game_params *params, int full)
183 if (full && (params->w <= 3 || params->h <= 3))
184 return "Width and height must both be greater than three";
187 * It might be possible to implement generalisations of Cross
188 * and Octagon, but only if I can find a proof that they're all
189 * soluble. For the moment, therefore, I'm going to disallow
190 * them at any size other than the standard one.
192 if (full && (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON)) {
193 if (params->w != 7 || params->h != 7)
194 return "This board type is only supported at 7x7";
199 /* ----------------------------------------------------------------------
200 * Beginning of code to generate random Peg Solitaire boards.
202 * This procedure is done with no aesthetic judgment, no effort at
203 * symmetry, no difficulty grading and generally no finesse
204 * whatsoever. We simply begin with an empty board containing a
205 * single peg, and repeatedly make random reverse moves until it's
206 * plausibly full. This typically yields a scrappy haphazard mess
207 * with several holes, an uneven shape, and no redeeming features
208 * except guaranteed solubility.
210 * My only concessions to sophistication are (a) to repeat the
211 * generation process until I at least get a grid that touches
212 * every edge of the specified board size, and (b) to try when
213 * selecting moves to reuse existing space rather than expanding
214 * into new space (so that non-rectangular board shape becomes a
215 * factor during play).
220 * x,y are the start point of the move during generation (hence
221 * its endpoint during normal play).
223 * dx,dy are the direction of the move during generation.
224 * Absolute value 1. Hence, for example, x=3,y=5,dx=1,dy=0
225 * means that the move during generation starts at (3,5) and
226 * ends at (5,5), and vice versa during normal play.
230 * cost is 0, 1 or 2, depending on how many GRID_OBSTs we must
231 * turn into GRID_HOLEs to play this move.
236 static int movecmp(void *av, void *bv)
238 struct move *a = (struct move *)av;
239 struct move *b = (struct move *)bv;
243 else if (a->y > b->y)
248 else if (a->x > b->x)
253 else if (a->dy > b->dy)
258 else if (a->dx > b->dx)
264 static int movecmpcost(void *av, void *bv)
266 struct move *a = (struct move *)av;
267 struct move *b = (struct move *)bv;
269 if (a->cost < b->cost)
271 else if (a->cost > b->cost)
274 return movecmp(av, bv);
278 tree234 *bymove, *bycost;
281 static void update_moves(unsigned char *grid, int w, int h, int x, int y,
282 struct movetrees *trees)
288 * There are twelve moves that can include (x,y): three in each
289 * of four directions. Check each one to see if it's possible.
291 for (dir = 0; dir < 4; dir++) {
295 dx = 0, dy = dir - 2;
297 dy = 0, dx = dir - 1;
299 assert(abs(dx) + abs(dy) == 1);
301 for (pos = 0; pos < 3; pos++) {
309 if (move.x < 0 || move.x >= w || move.y < 0 || move.y >= h)
310 continue; /* completely invalid move */
311 if (move.x+2*move.dx < 0 || move.x+2*move.dx >= w ||
312 move.y+2*move.dy < 0 || move.y+2*move.dy >= h)
313 continue; /* completely invalid move */
315 v1 = grid[move.y * w + move.x];
316 v2 = grid[(move.y+move.dy) * w + (move.x+move.dx)];
317 v3 = grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)];
318 if (v1 == GRID_PEG && v2 != GRID_PEG && v3 != GRID_PEG) {
321 move.cost = (v2 == GRID_OBST) + (v3 == GRID_OBST);
324 * This move is possible. See if it's already in
327 m = find234(trees->bymove, &move, NULL);
328 if (m && m->cost != move.cost) {
330 * It's in the tree but listed with the wrong
331 * cost. Remove the old version.
333 #ifdef GENERATION_DIAGNOSTICS
334 printf("correcting %d%+d,%d%+d at cost %d\n",
335 m->x, m->dx, m->y, m->dy, m->cost);
337 del234(trees->bymove, m);
338 del234(trees->bycost, m);
344 m = snew(struct move);
346 m2 = add234(trees->bymove, m);
347 m2 = add234(trees->bycost, m);
349 #ifdef GENERATION_DIAGNOSTICS
350 printf("adding %d%+d,%d%+d at cost %d\n",
351 move.x, move.dx, move.y, move.dy, move.cost);
354 #ifdef GENERATION_DIAGNOSTICS
355 printf("not adding %d%+d,%d%+d at cost %d\n",
356 move.x, move.dx, move.y, move.dy, move.cost);
361 * This move is impossible. If it is already in the
364 * (We make use here of the fact that del234
365 * doesn't have to be passed a pointer to the
366 * _actual_ element it's deleting: it merely needs
367 * one that compares equal to it, and it will
368 * return the one it deletes.)
370 struct move *m = del234(trees->bymove, &move);
371 #ifdef GENERATION_DIAGNOSTICS
372 printf("%sdeleting %d%+d,%d%+d\n", m ? "" : "not ",
373 move.x, move.dx, move.y, move.dy);
376 del234(trees->bycost, m);
384 static void pegs_genmoves(unsigned char *grid, int w, int h, random_state *rs)
386 struct movetrees atrees, *trees = &atrees;
390 trees->bymove = newtree234(movecmp);
391 trees->bycost = newtree234(movecmpcost);
393 for (y = 0; y < h; y++)
394 for (x = 0; x < w; x++)
395 if (grid[y*w+x] == GRID_PEG)
396 update_moves(grid, w, h, x, y, trees);
401 int limit, maxcost, index;
402 struct move mtmp, move, *m;
405 * See how many moves we can make at zero cost. Make one,
406 * if possible. Failing that, make a one-cost move, and
407 * then a two-cost one.
409 * After filling at least half the input grid, we no longer
410 * accept cost-2 moves: if that's our only option, we give
414 maxcost = (nmoves < w*h/2 ? 2 : 1);
415 m = NULL; /* placate optimiser */
416 for (mtmp.cost = 0; mtmp.cost <= maxcost; mtmp.cost++) {
418 m = findrelpos234(trees->bycost, &mtmp, NULL, REL234_LT, &limit);
419 #ifdef GENERATION_DIAGNOSTICS
420 printf("%d moves available with cost %d\n", limit+1, mtmp.cost);
428 index = random_upto(rs, limit+1);
429 move = *(struct move *)index234(trees->bycost, index);
431 #ifdef GENERATION_DIAGNOSTICS
432 printf("selecting move %d%+d,%d%+d at cost %d\n",
433 move.x, move.dx, move.y, move.dy, move.cost);
436 grid[move.y * w + move.x] = GRID_HOLE;
437 grid[(move.y+move.dy) * w + (move.x+move.dx)] = GRID_PEG;
438 grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)] = GRID_PEG;
440 for (i = 0; i <= 2; i++) {
441 int tx = move.x + i*move.dx;
442 int ty = move.y + i*move.dy;
443 update_moves(grid, w, h, tx, ty, trees);
449 while ((m = delpos234(trees->bymove, 0)) != NULL) {
450 del234(trees->bycost, m);
453 freetree234(trees->bymove);
454 freetree234(trees->bycost);
457 static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs)
462 memset(grid, GRID_OBST, w*h);
463 grid[(h/2) * w + (w/2)] = GRID_PEG;
464 #ifdef GENERATION_DIAGNOSTICS
465 printf("beginning move selection\n");
467 pegs_genmoves(grid, w, h, rs);
468 #ifdef GENERATION_DIAGNOSTICS
469 printf("finished move selection\n");
473 for (y = 0; y < h; y++) {
474 if (grid[y*w+0] != GRID_OBST)
476 if (grid[y*w+w-1] != GRID_OBST)
479 for (x = 0; x < w; x++) {
480 if (grid[0*w+x] != GRID_OBST)
482 if (grid[(h-1)*w+x] != GRID_OBST)
488 #ifdef GENERATION_DIAGNOSTICS
489 printf("insufficient extent; trying again\n");
492 #ifdef GENERATION_DIAGNOSTICS
497 /* ----------------------------------------------------------------------
498 * End of board generation code. Now for the client code which uses
499 * it as part of the puzzle.
502 static char *new_game_desc(game_params *params, random_state *rs,
503 char **aux, int interactive)
505 int w = params->w, h = params->h;
510 grid = snewn(w*h, unsigned char);
511 if (params->type == TYPE_RANDOM) {
512 pegs_generate(grid, w, h, rs);
516 for (y = 0; y < h; y++)
517 for (x = 0; x < w; x++) {
518 v = GRID_OBST; /* placate optimiser */
519 switch (params->type) {
523 if (cx == 0 && cy == 0)
525 else if (cx > 1 && cy > 1)
533 if (cx == 0 && cy == 0)
535 else if (cx + cy > 1 + max(w,h)/2)
546 * Encode a game description which is simply a long list of P
547 * for peg, H for hole or O for obstacle.
549 ret = snewn(w*h+1, char);
550 for (i = 0; i < w*h; i++)
551 ret[i] = (grid[i] == GRID_PEG ? 'P' :
552 grid[i] == GRID_HOLE ? 'H' : 'O');
560 static char *validate_desc(game_params *params, char *desc)
562 int len = params->w * params->h;
564 if (len != strlen(desc))
565 return "Game description is wrong length";
566 if (len != strspn(desc, "PHO"))
567 return "Invalid character in game description";
572 static game_state *new_game(midend_data *me, game_params *params, char *desc)
574 int w = params->w, h = params->h;
575 game_state *state = snew(game_state);
580 state->completed = 0;
581 state->grid = snewn(w*h, unsigned char);
582 for (i = 0; i < w*h; i++)
583 state->grid[i] = (desc[i] == 'P' ? GRID_PEG :
584 desc[i] == 'H' ? GRID_HOLE : GRID_OBST);
589 static game_state *dup_game(game_state *state)
591 int w = state->w, h = state->h;
592 game_state *ret = snew(game_state);
596 ret->completed = state->completed;
597 ret->grid = snewn(w*h, unsigned char);
598 memcpy(ret->grid, state->grid, w*h);
603 static void free_game(game_state *state)
609 static char *solve_game(game_state *state, game_state *currstate,
610 char *aux, char **error)
615 static char *game_text_format(game_state *state)
617 int w = state->w, h = state->h;
621 ret = snewn((w+1)*h + 1, char);
623 for (y = 0; y < h; y++) {
624 for (x = 0; x < w; x++)
625 ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' :
626 state->grid[y*w+x] == GRID_PEG ? '*' : ' ');
627 ret[y*(w+1)+w] = '\n';
635 int dragging; /* boolean: is a drag in progress? */
636 int sx, sy; /* grid coords of drag start cell */
637 int dx, dy; /* pixel coords of current drag posn */
640 static game_ui *new_ui(game_state *state)
642 game_ui *ui = snew(game_ui);
644 ui->sx = ui->sy = ui->dx = ui->dy = 0;
645 ui->dragging = FALSE;
650 static void free_ui(game_ui *ui)
655 static char *encode_ui(game_ui *ui)
660 static void decode_ui(game_ui *ui, char *encoding)
664 static void game_changed_state(game_ui *ui, game_state *oldstate,
665 game_state *newstate)
668 * Cancel a drag, in case the source square has become
671 ui->dragging = FALSE;
674 #define PREFERRED_TILE_SIZE 33
675 #define TILESIZE (ds->tilesize)
676 #define BORDER (TILESIZE / 2)
678 #define HIGHLIGHT_WIDTH (TILESIZE / 16)
680 #define COORD(x) ( BORDER + (x) * TILESIZE )
681 #define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 )
683 struct game_drawstate {
685 blitter *drag_background;
686 int dragging, dragx, dragy;
693 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
694 int x, int y, int button)
696 int w = state->w, h = state->h;
698 if (button == LEFT_BUTTON) {
702 * Left button down: we attempt to start a drag.
706 * There certainly shouldn't be a current drag in progress,
707 * unless the midend failed to send us button events in
708 * order; it has a responsibility to always get that right,
709 * so we can legitimately punish it by failing an
712 assert(!ui->dragging);
716 if (tx >= 0 && tx < w && ty >= 0 && ty < h &&
717 state->grid[ty*w+tx] == GRID_PEG) {
723 return ""; /* ui modified */
725 } else if (button == LEFT_DRAG && ui->dragging) {
727 * Mouse moved; just move the peg being dragged.
731 return ""; /* ui modified */
732 } else if (button == LEFT_RELEASE && ui->dragging) {
737 * Button released. Identify the target square of the drag,
738 * see if it represents a valid move, and if so make it.
740 ui->dragging = FALSE; /* cancel the drag no matter what */
743 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
744 return ""; /* target out of range */
747 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
748 return ""; /* move length was wrong */
752 if (state->grid[ty*w+tx] != GRID_HOLE ||
753 state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG ||
754 state->grid[ui->sy*w+ui->sx] != GRID_PEG)
755 return ""; /* grid contents were invalid */
758 * We have a valid move. Encode it simply as source and
759 * destination coordinate pairs.
761 sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
767 static game_state *execute_move(game_state *state, char *move)
769 int w = state->w, h = state->h;
773 if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty)) {
776 if (sx < 0 || sx >= w || sy < 0 || sy >= h)
777 return NULL; /* source out of range */
778 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
779 return NULL; /* target out of range */
783 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
784 return NULL; /* move length was wrong */
788 if (state->grid[sy*w+sx] != GRID_PEG ||
789 state->grid[my*w+mx] != GRID_PEG ||
790 state->grid[ty*w+tx] != GRID_HOLE)
791 return NULL; /* grid contents were invalid */
793 ret = dup_game(state);
794 ret->grid[sy*w+sx] = GRID_HOLE;
795 ret->grid[my*w+mx] = GRID_HOLE;
796 ret->grid[ty*w+tx] = GRID_PEG;
799 * Opinion varies on whether getting to a single peg counts as
800 * completing the game, or whether that peg has to be at a
801 * specific location (central in the classic cross game, for
802 * instance). For now we take the former, rather lax position.
804 if (!ret->completed) {
806 for (i = 0; i < w*h; i++)
807 if (ret->grid[i] == GRID_PEG)
818 /* ----------------------------------------------------------------------
822 static void game_compute_size(game_params *params, int tilesize,
825 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
826 struct { int tilesize; } ads, *ds = &ads;
827 ads.tilesize = tilesize;
829 *x = TILESIZE * params->w + 2 * BORDER;
830 *y = TILESIZE * params->h + 2 * BORDER;
833 static void game_set_size(game_drawstate *ds, game_params *params,
836 ds->tilesize = tilesize;
838 assert(TILESIZE > 0);
840 if (ds->drag_background)
841 blitter_free(ds->drag_background);
842 ds->drag_background = blitter_new(TILESIZE, TILESIZE);
845 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
847 float *ret = snewn(3 * NCOLOURS, float);
851 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
854 * Drop the background colour so that the highlight is
855 * noticeably brighter than it while still being under 1.
857 max = ret[COL_BACKGROUND*3];
858 for (i = 1; i < 3; i++)
859 if (ret[COL_BACKGROUND*3+i] > max)
860 max = ret[COL_BACKGROUND*3+i];
861 if (max * 1.2F > 1.0F) {
862 for (i = 0; i < 3; i++)
863 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
866 for (i = 0; i < 3; i++) {
867 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
868 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
871 ret[COL_PEG * 3 + 0] = 0.0F;
872 ret[COL_PEG * 3 + 1] = 0.0F;
873 ret[COL_PEG * 3 + 2] = 1.0F;
875 *ncolours = NCOLOURS;
879 static game_drawstate *game_new_drawstate(game_state *state)
881 int w = state->w, h = state->h;
882 struct game_drawstate *ds = snew(struct game_drawstate);
884 ds->tilesize = 0; /* not decided yet */
886 /* We can't allocate the blitter rectangle for the drag background
887 * until we know what size to make it. */
888 ds->drag_background = NULL;
889 ds->dragging = FALSE;
893 ds->grid = snewn(w*h, unsigned char);
894 memset(ds->grid, 255, w*h);
902 static void game_free_drawstate(game_drawstate *ds)
904 if (ds->drag_background)
905 blitter_free(ds->drag_background);
910 static void draw_tile(frontend *fe, game_drawstate *ds,
911 int x, int y, int v, int bgcolour)
914 draw_rect(fe, x, y, TILESIZE, TILESIZE, bgcolour);
917 if (v == GRID_HOLE) {
918 draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
919 COL_LOWLIGHT, COL_LOWLIGHT);
920 } else if (v == GRID_PEG) {
921 draw_circle(fe, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
925 draw_update(fe, x, y, TILESIZE, TILESIZE);
928 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
929 game_state *state, int dir, game_ui *ui,
930 float animtime, float flashtime)
932 int w = state->w, h = state->h;
937 int frame = (int)(flashtime / FLASH_FRAME);
938 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
940 bgcolour = COL_BACKGROUND;
943 * Erase the sprite currently being dragged, if any.
946 assert(ds->drag_background);
947 blitter_load(fe, ds->drag_background, ds->dragx, ds->dragy);
948 draw_update(fe, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
949 ds->dragging = FALSE;
954 TILESIZE * state->w + 2 * BORDER,
955 TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND);
958 * Draw relief marks around all the squares that aren't
961 for (y = 0; y < h; y++)
962 for (x = 0; x < w; x++)
963 if (state->grid[y*w+x] != GRID_OBST) {
965 * First pass: draw the full relief square.
968 coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
969 coords[1] = COORD(y) - HIGHLIGHT_WIDTH;
970 coords[2] = COORD(x) - HIGHLIGHT_WIDTH;
971 coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
972 coords[4] = COORD(x) - HIGHLIGHT_WIDTH;
973 coords[5] = COORD(y) - HIGHLIGHT_WIDTH;
974 draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
975 coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
976 coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
977 draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
979 for (y = 0; y < h; y++)
980 for (x = 0; x < w; x++)
981 if (state->grid[y*w+x] != GRID_OBST) {
983 * Second pass: draw everything but the two
986 draw_rect(fe, COORD(x) - HIGHLIGHT_WIDTH,
987 COORD(y) - HIGHLIGHT_WIDTH,
988 TILESIZE + HIGHLIGHT_WIDTH,
989 TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT);
990 draw_rect(fe, COORD(x),
992 TILESIZE + HIGHLIGHT_WIDTH,
993 TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT);
995 for (y = 0; y < h; y++)
996 for (x = 0; x < w; x++)
997 if (state->grid[y*w+x] != GRID_OBST) {
999 * Third pass: draw a trapezium on each edge.
1002 int dx, dy, s, sn, c;
1004 for (dx = 0; dx < 2; dx++) {
1006 for (s = 0; s < 2; s++) {
1008 c = s ? COL_LOWLIGHT : COL_HIGHLIGHT;
1010 coords[0] = COORD(x) + (s*dx)*(TILESIZE-1);
1011 coords[1] = COORD(y) + (s*dy)*(TILESIZE-1);
1012 coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1);
1013 coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1);
1014 coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx);
1015 coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy);
1016 coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx);
1017 coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy);
1018 draw_polygon(fe, coords, 4, c, c);
1022 for (y = 0; y < h; y++)
1023 for (x = 0; x < w; x++)
1024 if (state->grid[y*w+x] != GRID_OBST) {
1026 * Second pass: draw everything but the two
1029 draw_rect(fe, COORD(x),
1032 TILESIZE, COL_BACKGROUND);
1037 draw_update(fe, 0, 0,
1038 TILESIZE * state->w + 2 * BORDER,
1039 TILESIZE * state->h + 2 * BORDER);
1043 * Loop over the grid redrawing anything that looks as if it
1046 for (y = 0; y < h; y++)
1047 for (x = 0; x < w; x++) {
1050 v = state->grid[y*w+x];
1052 * Blank the source of a drag so it looks as if the
1053 * user picked the peg up physically.
1055 if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
1057 if (v != GRID_OBST &&
1058 (bgcolour != ds->bgcolour || /* always redraw when flashing */
1059 v != ds->grid[y*w+x])) {
1060 draw_tile(fe, ds, COORD(x), COORD(y), v, bgcolour);
1065 * Draw the dragging sprite if any.
1068 ds->dragging = TRUE;
1069 ds->dragx = ui->dx - TILESIZE/2;
1070 ds->dragy = ui->dy - TILESIZE/2;
1071 blitter_save(fe, ds->drag_background, ds->dragx, ds->dragy);
1072 draw_tile(fe, ds, ds->dragx, ds->dragy, GRID_PEG, -1);
1075 ds->bgcolour = bgcolour;
1078 static float game_anim_length(game_state *oldstate, game_state *newstate,
1079 int dir, game_ui *ui)
1084 static float game_flash_length(game_state *oldstate, game_state *newstate,
1085 int dir, game_ui *ui)
1087 if (!oldstate->completed && newstate->completed)
1088 return 2 * FLASH_FRAME;
1093 static int game_wants_statusbar(void)
1098 static int game_timing_state(game_state *state)
1104 #define thegame pegs
1107 const struct game thegame = {
1108 "Pegs", "games.pegs",
1115 TRUE, game_configure, custom_params,
1123 TRUE, game_text_format,
1131 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1134 game_free_drawstate,
1138 game_wants_statusbar,
1139 FALSE, game_timing_state,
1140 0, /* mouse_priorities */