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 + 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 char *validate_desc(game_params *params, 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, game_params *params, char *desc)
673
int w = params->w, h = params->h;
674
game_state *state = snew(game_state);
679
state->completed = 0;
680
state->grid = snewn(w*h, unsigned char);
681
for (i = 0; i < w*h; i++)
682
state->grid[i] = (desc[i] == 'P' ? GRID_PEG :
683
desc[i] == 'H' ? GRID_HOLE : GRID_OBST);
688
static game_state *dup_game(game_state *state)
690
int w = state->w, h = state->h;
691
game_state *ret = snew(game_state);
695
ret->completed = state->completed;
696
ret->grid = snewn(w*h, unsigned char);
697
memcpy(ret->grid, state->grid, w*h);
702
static void free_game(game_state *state)
708
static char *solve_game(game_state *state, game_state *currstate,
709
char *aux, char **error)
714
static char *game_text_format(game_state *state)
716
int w = state->w, h = state->h;
720
ret = snewn((w+1)*h + 1, char);
722
for (y = 0; y < h; y++) {
723
for (x = 0; x < w; x++)
724
ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' :
725
state->grid[y*w+x] == GRID_PEG ? '*' : ' ');
726
ret[y*(w+1)+w] = '\n';
734
int dragging; /* boolean: is a drag in progress? */
735
int sx, sy; /* grid coords of drag start cell */
736
int dx, dy; /* pixel coords of current drag posn */
739
static game_ui *new_ui(game_state *state)
741
game_ui *ui = snew(game_ui);
743
ui->sx = ui->sy = ui->dx = ui->dy = 0;
744
ui->dragging = FALSE;
749
static void free_ui(game_ui *ui)
754
static char *encode_ui(game_ui *ui)
759
static void decode_ui(game_ui *ui, char *encoding)
763
static void game_changed_state(game_ui *ui, game_state *oldstate,
764
game_state *newstate)
767
* Cancel a drag, in case the source square has become
770
ui->dragging = FALSE;
773
#define PREFERRED_TILE_SIZE 33
774
#define TILESIZE (ds->tilesize)
775
#define BORDER (TILESIZE / 2)
777
#define HIGHLIGHT_WIDTH (TILESIZE / 16)
779
#define COORD(x) ( BORDER + (x) * TILESIZE )
780
#define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 )
782
struct game_drawstate {
784
blitter *drag_background;
785
int dragging, dragx, dragy;
792
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
793
int x, int y, int button)
795
int w = state->w, h = state->h;
797
if (button == LEFT_BUTTON) {
801
* Left button down: we attempt to start a drag.
805
* There certainly shouldn't be a current drag in progress,
806
* unless the midend failed to send us button events in
807
* order; it has a responsibility to always get that right,
808
* so we can legitimately punish it by failing an
811
assert(!ui->dragging);
815
if (tx >= 0 && tx < w && ty >= 0 && ty < h &&
816
state->grid[ty*w+tx] == GRID_PEG) {
822
return ""; /* ui modified */
824
} else if (button == LEFT_DRAG && ui->dragging) {
826
* Mouse moved; just move the peg being dragged.
830
return ""; /* ui modified */
831
} else if (button == LEFT_RELEASE && ui->dragging) {
836
* Button released. Identify the target square of the drag,
837
* see if it represents a valid move, and if so make it.
839
ui->dragging = FALSE; /* cancel the drag no matter what */
842
if (tx < 0 || tx >= w || ty < 0 || ty >= h)
843
return ""; /* target out of range */
846
if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
847
return ""; /* move length was wrong */
851
if (state->grid[ty*w+tx] != GRID_HOLE ||
852
state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG ||
853
state->grid[ui->sy*w+ui->sx] != GRID_PEG)
854
return ""; /* grid contents were invalid */
857
* We have a valid move. Encode it simply as source and
858
* destination coordinate pairs.
860
sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
866
static game_state *execute_move(game_state *state, char *move)
868
int w = state->w, h = state->h;
872
if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty) == 4) {
875
if (sx < 0 || sx >= w || sy < 0 || sy >= h)
876
return NULL; /* source out of range */
877
if (tx < 0 || tx >= w || ty < 0 || ty >= h)
878
return NULL; /* target out of range */
882
if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
883
return NULL; /* move length was wrong */
887
if (state->grid[sy*w+sx] != GRID_PEG ||
888
state->grid[my*w+mx] != GRID_PEG ||
889
state->grid[ty*w+tx] != GRID_HOLE)
890
return NULL; /* grid contents were invalid */
892
ret = dup_game(state);
893
ret->grid[sy*w+sx] = GRID_HOLE;
894
ret->grid[my*w+mx] = GRID_HOLE;
895
ret->grid[ty*w+tx] = GRID_PEG;
898
* Opinion varies on whether getting to a single peg counts as
899
* completing the game, or whether that peg has to be at a
900
* specific location (central in the classic cross game, for
901
* instance). For now we take the former, rather lax position.
903
if (!ret->completed) {
905
for (i = 0; i < w*h; i++)
906
if (ret->grid[i] == GRID_PEG)
917
/* ----------------------------------------------------------------------
921
static void game_compute_size(game_params *params, int tilesize,
924
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
925
struct { int tilesize; } ads, *ds = &ads;
926
ads.tilesize = tilesize;
928
*x = TILESIZE * params->w + 2 * BORDER;
929
*y = TILESIZE * params->h + 2 * BORDER;
932
static void game_set_size(drawing *dr, game_drawstate *ds,
933
game_params *params, int tilesize)
935
ds->tilesize = tilesize;
937
assert(TILESIZE > 0);
939
assert(!ds->drag_background); /* set_size is never called twice */
940
ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE);
943
static float *game_colours(frontend *fe, int *ncolours)
945
float *ret = snewn(3 * NCOLOURS, float);
947
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
949
ret[COL_PEG * 3 + 0] = 0.0F;
950
ret[COL_PEG * 3 + 1] = 0.0F;
951
ret[COL_PEG * 3 + 2] = 1.0F;
953
*ncolours = NCOLOURS;
957
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
959
int w = state->w, h = state->h;
960
struct game_drawstate *ds = snew(struct game_drawstate);
962
ds->tilesize = 0; /* not decided yet */
964
/* We can't allocate the blitter rectangle for the drag background
965
* until we know what size to make it. */
966
ds->drag_background = NULL;
967
ds->dragging = FALSE;
971
ds->grid = snewn(w*h, unsigned char);
972
memset(ds->grid, 255, w*h);
980
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
982
if (ds->drag_background)
983
blitter_free(dr, ds->drag_background);
988
static void draw_tile(drawing *dr, game_drawstate *ds,
989
int x, int y, int v, int bgcolour)
992
draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
995
if (v == GRID_HOLE) {
996
draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
997
COL_LOWLIGHT, COL_LOWLIGHT);
998
} else if (v == GRID_PEG) {
999
draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
1003
draw_update(dr, x, y, TILESIZE, TILESIZE);
1006
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1007
game_state *state, int dir, game_ui *ui,
1008
float animtime, float flashtime)
1010
int w = state->w, h = state->h;
1014
if (flashtime > 0) {
1015
int frame = (int)(flashtime / FLASH_FRAME);
1016
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1018
bgcolour = COL_BACKGROUND;
1021
* Erase the sprite currently being dragged, if any.
1024
assert(ds->drag_background);
1025
blitter_load(dr, ds->drag_background, ds->dragx, ds->dragy);
1026
draw_update(dr, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
1027
ds->dragging = FALSE;
1032
TILESIZE * state->w + 2 * BORDER,
1033
TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND);
1036
* Draw relief marks around all the squares that aren't
1039
for (y = 0; y < h; y++)
1040
for (x = 0; x < w; x++)
1041
if (state->grid[y*w+x] != GRID_OBST) {
1043
* First pass: draw the full relief square.
1046
coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
1047
coords[1] = COORD(y) - HIGHLIGHT_WIDTH;
1048
coords[2] = COORD(x) - HIGHLIGHT_WIDTH;
1049
coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
1050
coords[4] = COORD(x) - HIGHLIGHT_WIDTH;
1051
coords[5] = COORD(y) - HIGHLIGHT_WIDTH;
1052
draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1053
coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
1054
coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
1055
draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
1057
for (y = 0; y < h; y++)
1058
for (x = 0; x < w; x++)
1059
if (state->grid[y*w+x] != GRID_OBST) {
1061
* Second pass: draw everything but the two
1064
draw_rect(dr, COORD(x) - HIGHLIGHT_WIDTH,
1065
COORD(y) - HIGHLIGHT_WIDTH,
1066
TILESIZE + HIGHLIGHT_WIDTH,
1067
TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT);
1068
draw_rect(dr, COORD(x),
1070
TILESIZE + HIGHLIGHT_WIDTH,
1071
TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT);
1073
for (y = 0; y < h; y++)
1074
for (x = 0; x < w; x++)
1075
if (state->grid[y*w+x] != GRID_OBST) {
1077
* Third pass: draw a trapezium on each edge.
1080
int dx, dy, s, sn, c;
1082
for (dx = 0; dx < 2; dx++) {
1084
for (s = 0; s < 2; s++) {
1086
c = s ? COL_LOWLIGHT : COL_HIGHLIGHT;
1088
coords[0] = COORD(x) + (s*dx)*(TILESIZE-1);
1089
coords[1] = COORD(y) + (s*dy)*(TILESIZE-1);
1090
coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1);
1091
coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1);
1092
coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx);
1093
coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy);
1094
coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx);
1095
coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy);
1096
draw_polygon(dr, coords, 4, c, c);
1100
for (y = 0; y < h; y++)
1101
for (x = 0; x < w; x++)
1102
if (state->grid[y*w+x] != GRID_OBST) {
1104
* Second pass: draw everything but the two
1107
draw_rect(dr, COORD(x),
1110
TILESIZE, COL_BACKGROUND);
1115
draw_update(dr, 0, 0,
1116
TILESIZE * state->w + 2 * BORDER,
1117
TILESIZE * state->h + 2 * BORDER);
1121
* Loop over the grid redrawing anything that looks as if it
1124
for (y = 0; y < h; y++)
1125
for (x = 0; x < w; x++) {
1128
v = state->grid[y*w+x];
1130
* Blank the source of a drag so it looks as if the
1131
* user picked the peg up physically.
1133
if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
1135
if (v != GRID_OBST &&
1136
(bgcolour != ds->bgcolour || /* always redraw when flashing */
1137
v != ds->grid[y*w+x])) {
1138
draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour);
1143
* Draw the dragging sprite if any.
1146
ds->dragging = TRUE;
1147
ds->dragx = ui->dx - TILESIZE/2;
1148
ds->dragy = ui->dy - TILESIZE/2;
1149
blitter_save(dr, ds->drag_background, ds->dragx, ds->dragy);
1150
draw_tile(dr, ds, ds->dragx, ds->dragy, GRID_PEG, -1);
1153
ds->bgcolour = bgcolour;
1156
static float game_anim_length(game_state *oldstate, game_state *newstate,
1157
int dir, game_ui *ui)
1162
static float game_flash_length(game_state *oldstate, game_state *newstate,
1163
int dir, game_ui *ui)
1165
if (!oldstate->completed && newstate->completed)
1166
return 2 * FLASH_FRAME;
1171
static int game_timing_state(game_state *state, game_ui *ui)
1176
static void game_print_size(game_params *params, float *x, float *y)
1180
static void game_print(drawing *dr, game_state *state, int tilesize)
1185
#define thegame pegs
1188
const struct game thegame = {
1189
"Pegs", "games.pegs",
1196
TRUE, game_configure, custom_params,
1204
TRUE, game_text_format,
1212
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1215
game_free_drawstate,
1219
FALSE, FALSE, game_print_size, game_print,
1220
FALSE, /* wants_statusbar */
1221
FALSE, game_timing_state,