2 * pegs.c: the classic Peg Solitaire game.
19 #define GRID_CURSOR 10
20 #define GRID_JUMPING 20
32 * Grid shapes. I do some macro ickery here to ensure that my enum
33 * and the various forms of my name list always match up.
36 A(CROSS,Cross,cross) \
37 A(OCTAGON,Octagon,octagon) \
38 A(RANDOM,Random,random)
39 #define ENUM(upper,title,lower) TYPE_ ## upper,
40 #define TITLE(upper,title,lower) #title,
41 #define LOWER(upper,title,lower) #lower,
42 #define CONFIG(upper,title,lower) ":" #title
44 enum { TYPELIST(ENUM) TYPECOUNT };
45 static char const *const pegs_titletypes[] = { TYPELIST(TITLE) };
46 static char const *const pegs_lowertypes[] = { TYPELIST(LOWER) };
47 #define TYPECONFIG TYPELIST(CONFIG)
49 #define FLASH_FRAME 0.13F
62 static game_params *default_params(void)
64 game_params *ret = snew(game_params);
67 ret->type = TYPE_CROSS;
72 static const struct game_params pegs_presets[] = {
80 static int game_fetch_preset(int i, char **name, game_params **params)
85 if (i < 0 || i >= lenof(pegs_presets))
88 ret = snew(game_params);
89 *ret = pegs_presets[i];
91 strcpy(str, pegs_titletypes[ret->type]);
92 if (ret->type == TYPE_RANDOM)
93 sprintf(str + strlen(str), " %dx%d", ret->w, ret->h);
100 static void free_params(game_params *params)
105 static game_params *dup_params(const game_params *params)
107 game_params *ret = snew(game_params);
108 *ret = *params; /* structure copy */
112 static void decode_params(game_params *params, char const *string)
114 char const *p = string;
118 while (*p && isdigit((unsigned char)*p)) p++;
122 while (*p && isdigit((unsigned char)*p)) p++;
124 params->h = params->w;
127 for (i = 0; i < lenof(pegs_lowertypes); i++)
128 if (!strcmp(p, pegs_lowertypes[i]))
132 static char *encode_params(const game_params *params, int full)
136 sprintf(str, "%dx%d", params->w, params->h);
138 assert(params->type >= 0 && params->type < lenof(pegs_lowertypes));
139 strcat(str, pegs_lowertypes[params->type]);
144 static config_item *game_configure(const game_params *params)
146 config_item *ret = snewn(4, config_item);
149 ret[0].name = "Width";
150 ret[0].type = C_STRING;
151 sprintf(buf, "%d", params->w);
152 ret[0].u.string.sval = dupstr(buf);
154 ret[1].name = "Height";
155 ret[1].type = C_STRING;
156 sprintf(buf, "%d", params->h);
157 ret[1].u.string.sval = dupstr(buf);
159 ret[2].name = "Board type";
160 ret[2].type = C_CHOICES;
161 ret[2].u.choices.choicenames = TYPECONFIG;
162 ret[2].u.choices.selected = params->type;
170 static game_params *custom_params(const config_item *cfg)
172 game_params *ret = snew(game_params);
174 ret->w = atoi(cfg[0].u.string.sval);
175 ret->h = atoi(cfg[1].u.string.sval);
176 ret->type = cfg[2].u.choices.selected;
181 static const char *validate_params(const 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(const 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 + cy > 1 + max(w,h)/2)
542 if (params->type == TYPE_OCTAGON) {
544 * The octagonal (European) solitaire layout is
545 * actually _insoluble_ with the starting hole at the
546 * centre. Here's a proof:
548 * Colour the squares of the board diagonally in
549 * stripes of three different colours, which I'll call
550 * A, B and C. So the board looks like this:
560 * Suppose we keep running track of the number of pegs
561 * occuping each colour of square. This colouring has
562 * the property that any valid move whatsoever changes
563 * all three of those counts by one (two of them go
564 * down and one goes up), which means that the _parity_
565 * of every count flips on every move.
567 * If the centre square starts off unoccupied, then
568 * there are twelve pegs on each colour and all three
569 * counts start off even; therefore, after 35 moves all
570 * three counts would have to be odd, which isn't
571 * possible if there's only one peg left. []
573 * This proof works just as well if the starting hole
574 * is _any_ of the thirteen positions labelled B. Also,
575 * we can stripe the board in the opposite direction
576 * and rule out any square labelled B in that colouring
577 * as well. This leaves:
587 * where the ns are squares we've proved insoluble, and
588 * the Ys are the ones remaining.
590 * That doesn't prove all those starting positions to
591 * be soluble, of course; they're merely the ones we
592 * _haven't_ proved to be impossible. Nevertheless, it
593 * turns out that they are all soluble, so when the
594 * user requests an Octagon board the simplest thing is
595 * to pick one of these at random.
597 * Rather than picking equiprobably from those twelve
598 * positions, we'll pick equiprobably from the three
599 * equivalence classes
601 switch (random_upto(rs, 3)) {
603 /* Remove a random corner piece. */
607 dx = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */
608 dy = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */
609 if (random_upto(rs, 2))
613 grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
617 /* Remove a random piece two from the centre. */
620 dx = 2 * (random_upto(rs, 2) * 2 - 1);
621 if (random_upto(rs, 2))
625 grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
628 default /* case 2 */:
629 /* Remove a random piece one from the centre. */
632 dx = random_upto(rs, 2) * 2 - 1;
633 if (random_upto(rs, 2))
637 grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
645 * Encode a game description which is simply a long list of P
646 * for peg, H for hole or O for obstacle.
648 ret = snewn(w*h+1, char);
649 for (i = 0; i < w*h; i++)
650 ret[i] = (grid[i] == GRID_PEG ? 'P' :
651 grid[i] == GRID_HOLE ? 'H' : 'O');
659 static const char *validate_desc(const game_params *params, const char *desc)
661 int len = params->w * params->h;
663 if (len != strlen(desc))
664 return "Game description is wrong length";
665 if (len != strspn(desc, "PHO"))
666 return "Invalid character in game description";
671 static game_state *new_game(midend *me, const game_params *params,
674 int w = params->w, h = params->h;
675 game_state *state = snew(game_state);
680 state->completed = 0;
681 state->grid = snewn(w*h, unsigned char);
682 for (i = 0; i < w*h; i++)
683 state->grid[i] = (desc[i] == 'P' ? GRID_PEG :
684 desc[i] == 'H' ? GRID_HOLE : GRID_OBST);
689 static game_state *dup_game(const game_state *state)
691 int w = state->w, h = state->h;
692 game_state *ret = snew(game_state);
696 ret->completed = state->completed;
697 ret->grid = snewn(w*h, unsigned char);
698 memcpy(ret->grid, state->grid, w*h);
703 static void free_game(game_state *state)
709 static char *solve_game(const game_state *state, const game_state *currstate,
710 const char *aux, const char **error)
715 static int game_can_format_as_text_now(const game_params *params)
720 static char *game_text_format(const game_state *state)
722 int w = state->w, h = state->h;
726 ret = snewn((w+1)*h + 1, char);
728 for (y = 0; y < h; y++) {
729 for (x = 0; x < w; x++)
730 ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' :
731 state->grid[y*w+x] == GRID_PEG ? '*' : ' ');
732 ret[y*(w+1)+w] = '\n';
740 int dragging; /* boolean: is a drag in progress? */
741 int sx, sy; /* grid coords of drag start cell */
742 int dx, dy; /* pixel coords of current drag posn */
743 int cur_x, cur_y, cur_visible, cur_jumping;
746 static game_ui *new_ui(const game_state *state)
748 game_ui *ui = snew(game_ui);
751 ui->sx = ui->sy = ui->dx = ui->dy = 0;
752 ui->dragging = FALSE;
753 ui->cur_visible = ui->cur_jumping = 0;
755 /* make sure we start the cursor somewhere on the grid. */
756 for (x = 0; x < state->w; x++) {
757 for (y = 0; y < state->h; y++) {
758 v = state->grid[y*state->w+x];
759 if (v == GRID_PEG || v == GRID_HOLE) {
760 ui->cur_x = x; ui->cur_y = y;
765 assert(!"new_ui found nowhere for cursor");
771 static void free_ui(game_ui *ui)
776 static char *encode_ui(const game_ui *ui)
781 static void decode_ui(game_ui *ui, const char *encoding)
785 static void game_changed_state(game_ui *ui, const game_state *oldstate,
786 const game_state *newstate)
789 * Cancel a drag, in case the source square has become
792 ui->dragging = FALSE;
795 #define PREFERRED_TILE_SIZE 33
796 #define TILESIZE (ds->tilesize)
797 #define BORDER (TILESIZE / 2)
799 #define HIGHLIGHT_WIDTH (TILESIZE / 16)
801 #define COORD(x) ( BORDER + (x) * TILESIZE )
802 #define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 )
804 struct game_drawstate {
806 blitter *drag_background;
807 int dragging, dragx, dragy;
814 static char *interpret_move(const game_state *state, game_ui *ui,
815 const game_drawstate *ds,
816 int x, int y, int button)
818 int w = state->w, h = state->h;
821 if (button == LEFT_BUTTON) {
825 * Left button down: we attempt to start a drag.
829 * There certainly shouldn't be a current drag in progress,
830 * unless the midend failed to send us button events in
831 * order; it has a responsibility to always get that right,
832 * so we can legitimately punish it by failing an
835 assert(!ui->dragging);
839 if (tx >= 0 && tx < w && ty >= 0 && ty < h &&
840 state->grid[ty*w+tx] == GRID_PEG) {
846 ui->cur_visible = ui->cur_jumping = 0;
849 } else if (button == LEFT_DRAG && ui->dragging) {
851 * Mouse moved; just move the peg being dragged.
856 } else if (button == LEFT_RELEASE && ui->dragging) {
860 * Button released. Identify the target square of the drag,
861 * see if it represents a valid move, and if so make it.
863 ui->dragging = FALSE; /* cancel the drag no matter what */
866 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
867 return UI_UPDATE; /* target out of range */
870 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
871 return UI_UPDATE; /* move length was wrong */
875 if (state->grid[ty*w+tx] != GRID_HOLE ||
876 state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG ||
877 state->grid[ui->sy*w+ui->sx] != GRID_PEG)
878 return UI_UPDATE; /* grid contents were invalid */
881 * We have a valid move. Encode it simply as source and
882 * destination coordinate pairs.
884 sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
886 } else if (IS_CURSOR_MOVE(button)) {
887 if (!ui->cur_jumping) {
888 /* Not jumping; move cursor as usual, making sure we don't
889 * leave the gameboard (which may be an irregular shape) */
890 int cx = ui->cur_x, cy = ui->cur_y;
891 move_cursor(button, &cx, &cy, w, h, 0);
893 if (state->grid[cy*w+cx] == GRID_HOLE ||
894 state->grid[cy*w+cx] == GRID_PEG) {
900 int dx, dy, mx, my, jx, jy;
902 /* We're jumping; if the requested direction has a hole, and
903 * there's a peg in the way, */
904 assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG);
905 dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0;
906 dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0;
908 mx = ui->cur_x+dx; my = ui->cur_y+dy;
909 jx = mx+dx; jy = my+dy;
911 ui->cur_jumping = 0; /* reset, whatever. */
912 if (jx >= 0 && jy >= 0 && jx < w && jy < h &&
913 state->grid[my*w+mx] == GRID_PEG &&
914 state->grid[jy*w+jx] == GRID_HOLE) {
915 /* Move cursor to the jumped-to location (this felt more
916 * natural while playtesting) */
917 sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy);
918 ui->cur_x = jx; ui->cur_y = jy;
923 } else if (IS_CURSOR_SELECT(button)) {
924 if (!ui->cur_visible) {
928 if (ui->cur_jumping) {
932 if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) {
933 /* cursor is on peg: next arrow-move wil jump. */
943 static game_state *execute_move(const game_state *state, const char *move)
945 int w = state->w, h = state->h;
949 if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty) == 4) {
952 if (sx < 0 || sx >= w || sy < 0 || sy >= h)
953 return NULL; /* source out of range */
954 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
955 return NULL; /* target out of range */
959 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
960 return NULL; /* move length was wrong */
964 if (state->grid[sy*w+sx] != GRID_PEG ||
965 state->grid[my*w+mx] != GRID_PEG ||
966 state->grid[ty*w+tx] != GRID_HOLE)
967 return NULL; /* grid contents were invalid */
969 ret = dup_game(state);
970 ret->grid[sy*w+sx] = GRID_HOLE;
971 ret->grid[my*w+mx] = GRID_HOLE;
972 ret->grid[ty*w+tx] = GRID_PEG;
975 * Opinion varies on whether getting to a single peg counts as
976 * completing the game, or whether that peg has to be at a
977 * specific location (central in the classic cross game, for
978 * instance). For now we take the former, rather lax position.
980 if (!ret->completed) {
982 for (i = 0; i < w*h; i++)
983 if (ret->grid[i] == GRID_PEG)
994 /* ----------------------------------------------------------------------
998 static void game_compute_size(const game_params *params, int tilesize,
1001 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1002 struct { int tilesize; } ads, *ds = &ads;
1003 ads.tilesize = tilesize;
1005 *x = TILESIZE * params->w + 2 * BORDER;
1006 *y = TILESIZE * params->h + 2 * BORDER;
1009 static void game_set_size(drawing *dr, game_drawstate *ds,
1010 const game_params *params, int tilesize)
1012 ds->tilesize = tilesize;
1014 assert(TILESIZE > 0);
1016 assert(!ds->drag_background); /* set_size is never called twice */
1017 ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE);
1020 static float *game_colours(frontend *fe, int *ncolours)
1022 float *ret = snewn(3 * NCOLOURS, float);
1024 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1026 ret[COL_PEG * 3 + 0] = 0.0F;
1027 ret[COL_PEG * 3 + 1] = 0.0F;
1028 ret[COL_PEG * 3 + 2] = 1.0F;
1030 ret[COL_CURSOR * 3 + 0] = 0.5F;
1031 ret[COL_CURSOR * 3 + 1] = 0.5F;
1032 ret[COL_CURSOR * 3 + 2] = 1.0F;
1034 *ncolours = NCOLOURS;
1038 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1040 int w = state->w, h = state->h;
1041 struct game_drawstate *ds = snew(struct game_drawstate);
1043 ds->tilesize = 0; /* not decided yet */
1045 /* We can't allocate the blitter rectangle for the drag background
1046 * until we know what size to make it. */
1047 ds->drag_background = NULL;
1048 ds->dragging = FALSE;
1052 ds->grid = snewn(w*h, unsigned char);
1053 memset(ds->grid, 255, w*h);
1055 ds->started = FALSE;
1061 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1063 if (ds->drag_background)
1064 blitter_free(dr, ds->drag_background);
1069 static void draw_tile(drawing *dr, game_drawstate *ds,
1070 int x, int y, int v, int bgcolour)
1072 int cursor = 0, jumping = 0, bg;
1074 if (bgcolour >= 0) {
1075 draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
1077 if (v >= GRID_JUMPING) {
1078 jumping = 1; v -= GRID_JUMPING;
1080 if (v >= GRID_CURSOR) {
1081 cursor = 1; v -= GRID_CURSOR;
1084 if (v == GRID_HOLE) {
1085 bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT;
1086 assert(!jumping); /* can't jump from a hole! */
1087 draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
1089 } else if (v == GRID_PEG) {
1090 bg = (cursor || jumping) ? COL_CURSOR : COL_PEG;
1091 draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
1093 bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR;
1094 draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
1098 draw_update(dr, x, y, TILESIZE, TILESIZE);
1101 static void game_redraw(drawing *dr, game_drawstate *ds,
1102 const game_state *oldstate, const game_state *state,
1103 int dir, const game_ui *ui,
1104 float animtime, float flashtime)
1106 int w = state->w, h = state->h;
1110 if (flashtime > 0) {
1111 int frame = (int)(flashtime / FLASH_FRAME);
1112 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1114 bgcolour = COL_BACKGROUND;
1117 * Erase the sprite currently being dragged, if any.
1120 assert(ds->drag_background);
1121 blitter_load(dr, ds->drag_background, ds->dragx, ds->dragy);
1122 draw_update(dr, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
1123 ds->dragging = FALSE;
1128 TILESIZE * state->w + 2 * BORDER,
1129 TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND);
1132 * Draw relief marks around all the squares that aren't
1135 for (y = 0; y < h; y++)
1136 for (x = 0; x < w; x++)
1137 if (state->grid[y*w+x] != GRID_OBST) {
1139 * First pass: draw the full relief square.
1142 coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
1143 coords[1] = COORD(y) - HIGHLIGHT_WIDTH;
1144 coords[2] = COORD(x) - HIGHLIGHT_WIDTH;
1145 coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
1146 coords[4] = COORD(x) - HIGHLIGHT_WIDTH;
1147 coords[5] = COORD(y) - HIGHLIGHT_WIDTH;
1148 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1149 coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
1150 coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
1151 draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
1153 for (y = 0; y < h; y++)
1154 for (x = 0; x < w; x++)
1155 if (state->grid[y*w+x] != GRID_OBST) {
1157 * Second pass: draw everything but the two
1160 draw_rect(dr, COORD(x) - HIGHLIGHT_WIDTH,
1161 COORD(y) - HIGHLIGHT_WIDTH,
1162 TILESIZE + HIGHLIGHT_WIDTH,
1163 TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT);
1164 draw_rect(dr, COORD(x),
1166 TILESIZE + HIGHLIGHT_WIDTH,
1167 TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT);
1169 for (y = 0; y < h; y++)
1170 for (x = 0; x < w; x++)
1171 if (state->grid[y*w+x] != GRID_OBST) {
1173 * Third pass: draw a trapezium on each edge.
1176 int dx, dy, s, sn, c;
1178 for (dx = 0; dx < 2; dx++) {
1180 for (s = 0; s < 2; s++) {
1182 c = s ? COL_LOWLIGHT : COL_HIGHLIGHT;
1184 coords[0] = COORD(x) + (s*dx)*(TILESIZE-1);
1185 coords[1] = COORD(y) + (s*dy)*(TILESIZE-1);
1186 coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1);
1187 coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1);
1188 coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx);
1189 coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy);
1190 coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx);
1191 coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy);
1192 draw_polygon(dr, coords, 4, c, c);
1196 for (y = 0; y < h; y++)
1197 for (x = 0; x < w; x++)
1198 if (state->grid[y*w+x] != GRID_OBST) {
1200 * Second pass: draw everything but the two
1203 draw_rect(dr, COORD(x),
1206 TILESIZE, COL_BACKGROUND);
1211 draw_update(dr, 0, 0,
1212 TILESIZE * state->w + 2 * BORDER,
1213 TILESIZE * state->h + 2 * BORDER);
1217 * Loop over the grid redrawing anything that looks as if it
1220 for (y = 0; y < h; y++)
1221 for (x = 0; x < w; x++) {
1224 v = state->grid[y*w+x];
1226 * Blank the source of a drag so it looks as if the
1227 * user picked the peg up physically.
1229 if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
1232 if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
1233 v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR;
1235 if (v != GRID_OBST &&
1236 (bgcolour != ds->bgcolour || /* always redraw when flashing */
1237 v != ds->grid[y*w+x])) {
1238 draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour);
1239 ds->grid[y*w+x] = v;
1244 * Draw the dragging sprite if any.
1247 ds->dragging = TRUE;
1248 ds->dragx = ui->dx - TILESIZE/2;
1249 ds->dragy = ui->dy - TILESIZE/2;
1250 blitter_save(dr, ds->drag_background, ds->dragx, ds->dragy);
1251 draw_tile(dr, ds, ds->dragx, ds->dragy, GRID_PEG, -1);
1254 ds->bgcolour = bgcolour;
1257 static float game_anim_length(const game_state *oldstate,
1258 const game_state *newstate, int dir, game_ui *ui)
1263 static float game_flash_length(const game_state *oldstate,
1264 const game_state *newstate, int dir, game_ui *ui)
1266 if (!oldstate->completed && newstate->completed)
1267 return 2 * FLASH_FRAME;
1272 static int game_status(const game_state *state)
1275 * Dead-end situations are assumed to be rescuable by Undo, so we
1276 * don't bother to identify them and return -1.
1278 return state->completed ? +1 : 0;
1281 static int game_timing_state(const game_state *state, game_ui *ui)
1286 static void game_print_size(const game_params *params, float *x, float *y)
1290 static void game_print(drawing *dr, const game_state *state, int tilesize)
1295 #define thegame pegs
1298 const struct game thegame = {
1299 "Pegs", "games.pegs", "pegs",
1301 game_fetch_preset, NULL,
1306 TRUE, game_configure, custom_params,
1314 TRUE, game_can_format_as_text_now, game_text_format,
1322 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1325 game_free_drawstate,
1330 FALSE, FALSE, game_print_size, game_print,
1331 FALSE, /* wants_statusbar */
1332 FALSE, game_timing_state,
1336 /* vim: set shiftwidth=4 tabstop=8: */