From 881746789a489fad85aae8317555f73dbe261556 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 29 Apr 2017 18:21:56 -0400 Subject: puzzles: refactor and resync with upstream This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804 --- apps/plugins/puzzles/src/pegs.c | 1340 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 1340 insertions(+) create mode 100644 apps/plugins/puzzles/src/pegs.c (limited to 'apps/plugins/puzzles/src/pegs.c') diff --git a/apps/plugins/puzzles/src/pegs.c b/apps/plugins/puzzles/src/pegs.c new file mode 100644 index 0000000000..8286851954 --- /dev/null +++ b/apps/plugins/puzzles/src/pegs.c @@ -0,0 +1,1340 @@ +/* + * pegs.c: the classic Peg Solitaire game. + */ + +#include +#include +#include +#include +#include +#include + +#include "puzzles.h" +#include "tree234.h" + +#define GRID_HOLE 0 +#define GRID_PEG 1 +#define GRID_OBST 2 + +#define GRID_CURSOR 10 +#define GRID_JUMPING 20 + +enum { + COL_BACKGROUND, + COL_HIGHLIGHT, + COL_LOWLIGHT, + COL_PEG, + COL_CURSOR, + NCOLOURS +}; + +/* + * Grid shapes. I do some macro ickery here to ensure that my enum + * and the various forms of my name list always match up. + */ +#define TYPELIST(A) \ + A(CROSS,Cross,cross) \ + A(OCTAGON,Octagon,octagon) \ + A(RANDOM,Random,random) +#define ENUM(upper,title,lower) TYPE_ ## upper, +#define TITLE(upper,title,lower) #title, +#define LOWER(upper,title,lower) #lower, +#define CONFIG(upper,title,lower) ":" #title + +enum { TYPELIST(ENUM) TYPECOUNT }; +static char const *const pegs_titletypes[] = { TYPELIST(TITLE) }; +static char const *const pegs_lowertypes[] = { TYPELIST(LOWER) }; +#define TYPECONFIG TYPELIST(CONFIG) + +#define FLASH_FRAME 0.13F + +struct game_params { + int w, h; + int type; +}; + +struct game_state { + int w, h; + int completed; + unsigned char *grid; +}; + +static game_params *default_params(void) +{ + game_params *ret = snew(game_params); + + ret->w = ret->h = 7; + ret->type = TYPE_CROSS; + + return ret; +} + +static const struct game_params pegs_presets[] = { + {7, 7, TYPE_CROSS}, + {7, 7, TYPE_OCTAGON}, + {5, 5, TYPE_RANDOM}, + {7, 7, TYPE_RANDOM}, + {9, 9, TYPE_RANDOM}, +}; + +static int game_fetch_preset(int i, char **name, game_params **params) +{ + game_params *ret; + char str[80]; + + if (i < 0 || i >= lenof(pegs_presets)) + return FALSE; + + ret = snew(game_params); + *ret = pegs_presets[i]; + + strcpy(str, pegs_titletypes[ret->type]); + if (ret->type == TYPE_RANDOM) + sprintf(str + strlen(str), " %dx%d", ret->w, ret->h); + + *name = dupstr(str); + *params = ret; + return TRUE; +} + +static void free_params(game_params *params) +{ + sfree(params); +} + +static game_params *dup_params(const game_params *params) +{ + game_params *ret = snew(game_params); + *ret = *params; /* structure copy */ + return ret; +} + +static void decode_params(game_params *params, char const *string) +{ + char const *p = string; + int i; + + params->w = atoi(p); + while (*p && isdigit((unsigned char)*p)) p++; + if (*p == 'x') { + p++; + params->h = atoi(p); + while (*p && isdigit((unsigned char)*p)) p++; + } else { + params->h = params->w; + } + + for (i = 0; i < lenof(pegs_lowertypes); i++) + if (!strcmp(p, pegs_lowertypes[i])) + params->type = i; +} + +static char *encode_params(const game_params *params, int full) +{ + char str[80]; + + sprintf(str, "%dx%d", params->w, params->h); + if (full) { + assert(params->type >= 0 && params->type < lenof(pegs_lowertypes)); + strcat(str, pegs_lowertypes[params->type]); + } + return dupstr(str); +} + +static config_item *game_configure(const game_params *params) +{ + config_item *ret = snewn(4, config_item); + char buf[80]; + + ret[0].name = "Width"; + ret[0].type = C_STRING; + sprintf(buf, "%d", params->w); + ret[0].sval = dupstr(buf); + ret[0].ival = 0; + + ret[1].name = "Height"; + ret[1].type = C_STRING; + sprintf(buf, "%d", params->h); + ret[1].sval = dupstr(buf); + ret[1].ival = 0; + + ret[2].name = "Board type"; + ret[2].type = C_CHOICES; + ret[2].sval = TYPECONFIG; + ret[2].ival = params->type; + + ret[3].name = NULL; + ret[3].type = C_END; + ret[3].sval = NULL; + ret[3].ival = 0; + + return ret; +} + +static game_params *custom_params(const config_item *cfg) +{ + game_params *ret = snew(game_params); + + ret->w = atoi(cfg[0].sval); + ret->h = atoi(cfg[1].sval); + ret->type = cfg[2].ival; + + return ret; +} + +static char *validate_params(const game_params *params, int full) +{ + if (full && (params->w <= 3 || params->h <= 3)) + return "Width and height must both be greater than three"; + + /* + * It might be possible to implement generalisations of Cross + * and Octagon, but only if I can find a proof that they're all + * soluble. For the moment, therefore, I'm going to disallow + * them at any size other than the standard one. + */ + if (full && (params->type == TYPE_CROSS || params->type == TYPE_OCTAGON)) { + if (params->w != 7 || params->h != 7) + return "This board type is only supported at 7x7"; + } + return NULL; +} + +/* ---------------------------------------------------------------------- + * Beginning of code to generate random Peg Solitaire boards. + * + * This procedure is done with no aesthetic judgment, no effort at + * symmetry, no difficulty grading and generally no finesse + * whatsoever. We simply begin with an empty board containing a + * single peg, and repeatedly make random reverse moves until it's + * plausibly full. This typically yields a scrappy haphazard mess + * with several holes, an uneven shape, and no redeeming features + * except guaranteed solubility. + * + * My only concessions to sophistication are (a) to repeat the + * generation process until I at least get a grid that touches + * every edge of the specified board size, and (b) to try when + * selecting moves to reuse existing space rather than expanding + * into new space (so that non-rectangular board shape becomes a + * factor during play). + */ + +struct move { + /* + * x,y are the start point of the move during generation (hence + * its endpoint during normal play). + * + * dx,dy are the direction of the move during generation. + * Absolute value 1. Hence, for example, x=3,y=5,dx=1,dy=0 + * means that the move during generation starts at (3,5) and + * ends at (5,5), and vice versa during normal play. + */ + int x, y, dx, dy; + /* + * cost is 0, 1 or 2, depending on how many GRID_OBSTs we must + * turn into GRID_HOLEs to play this move. + */ + int cost; +}; + +static int movecmp(void *av, void *bv) +{ + struct move *a = (struct move *)av; + struct move *b = (struct move *)bv; + + if (a->y < b->y) + return -1; + else if (a->y > b->y) + return +1; + + if (a->x < b->x) + return -1; + else if (a->x > b->x) + return +1; + + if (a->dy < b->dy) + return -1; + else if (a->dy > b->dy) + return +1; + + if (a->dx < b->dx) + return -1; + else if (a->dx > b->dx) + return +1; + + return 0; +} + +static int movecmpcost(void *av, void *bv) +{ + struct move *a = (struct move *)av; + struct move *b = (struct move *)bv; + + if (a->cost < b->cost) + return -1; + else if (a->cost > b->cost) + return +1; + + return movecmp(av, bv); +} + +struct movetrees { + tree234 *bymove, *bycost; +}; + +static void update_moves(unsigned char *grid, int w, int h, int x, int y, + struct movetrees *trees) +{ + struct move move; + int dir, pos; + + /* + * There are twelve moves that can include (x,y): three in each + * of four directions. Check each one to see if it's possible. + */ + for (dir = 0; dir < 4; dir++) { + int dx, dy; + + if (dir & 1) + dx = 0, dy = dir - 2; + else + dy = 0, dx = dir - 1; + + assert(abs(dx) + abs(dy) == 1); + + for (pos = 0; pos < 3; pos++) { + int v1, v2, v3; + + move.dx = dx; + move.dy = dy; + move.x = x - pos*dx; + move.y = y - pos*dy; + + if (move.x < 0 || move.x >= w || move.y < 0 || move.y >= h) + continue; /* completely invalid move */ + if (move.x+2*move.dx < 0 || move.x+2*move.dx >= w || + move.y+2*move.dy < 0 || move.y+2*move.dy >= h) + continue; /* completely invalid move */ + + v1 = grid[move.y * w + move.x]; + v2 = grid[(move.y+move.dy) * w + (move.x+move.dx)]; + v3 = grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)]; + if (v1 == GRID_PEG && v2 != GRID_PEG && v3 != GRID_PEG) { + struct move *m; + + move.cost = (v2 == GRID_OBST) + (v3 == GRID_OBST); + + /* + * This move is possible. See if it's already in + * the tree. + */ + m = find234(trees->bymove, &move, NULL); + if (m && m->cost != move.cost) { + /* + * It's in the tree but listed with the wrong + * cost. Remove the old version. + */ +#ifdef GENERATION_DIAGNOSTICS + printf("correcting %d%+d,%d%+d at cost %d\n", + m->x, m->dx, m->y, m->dy, m->cost); +#endif + del234(trees->bymove, m); + del234(trees->bycost, m); + sfree(m); + m = NULL; + } + if (!m) { + struct move *m, *m2; + m = snew(struct move); + *m = move; + m2 = add234(trees->bymove, m); + m2 = add234(trees->bycost, m); + assert(m2 == m); +#ifdef GENERATION_DIAGNOSTICS + printf("adding %d%+d,%d%+d at cost %d\n", + move.x, move.dx, move.y, move.dy, move.cost); +#endif + } else { +#ifdef GENERATION_DIAGNOSTICS + printf("not adding %d%+d,%d%+d at cost %d\n", + move.x, move.dx, move.y, move.dy, move.cost); +#endif + } + } else { + /* + * This move is impossible. If it is already in the + * tree, delete it. + * + * (We make use here of the fact that del234 + * doesn't have to be passed a pointer to the + * _actual_ element it's deleting: it merely needs + * one that compares equal to it, and it will + * return the one it deletes.) + */ + struct move *m = del234(trees->bymove, &move); +#ifdef GENERATION_DIAGNOSTICS + printf("%sdeleting %d%+d,%d%+d\n", m ? "" : "not ", + move.x, move.dx, move.y, move.dy); +#endif + if (m) { + del234(trees->bycost, m); + sfree(m); + } + } + } + } +} + +static void pegs_genmoves(unsigned char *grid, int w, int h, random_state *rs) +{ + struct movetrees atrees, *trees = &atrees; + struct move *m; + int x, y, i, nmoves; + + trees->bymove = newtree234(movecmp); + trees->bycost = newtree234(movecmpcost); + + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) + if (grid[y*w+x] == GRID_PEG) + update_moves(grid, w, h, x, y, trees); + + nmoves = 0; + + while (1) { + int limit, maxcost, index; + struct move mtmp, move, *m; + + /* + * See how many moves we can make at zero cost. Make one, + * if possible. Failing that, make a one-cost move, and + * then a two-cost one. + * + * After filling at least half the input grid, we no longer + * accept cost-2 moves: if that's our only option, we give + * up and finish. + */ + mtmp.y = h+1; + maxcost = (nmoves < w*h/2 ? 2 : 1); + m = NULL; /* placate optimiser */ + for (mtmp.cost = 0; mtmp.cost <= maxcost; mtmp.cost++) { + limit = -1; + m = findrelpos234(trees->bycost, &mtmp, NULL, REL234_LT, &limit); +#ifdef GENERATION_DIAGNOSTICS + printf("%d moves available with cost %d\n", limit+1, mtmp.cost); +#endif + if (m) + break; + } + if (!m) + break; + + index = random_upto(rs, limit+1); + move = *(struct move *)index234(trees->bycost, index); + +#ifdef GENERATION_DIAGNOSTICS + printf("selecting move %d%+d,%d%+d at cost %d\n", + move.x, move.dx, move.y, move.dy, move.cost); +#endif + + grid[move.y * w + move.x] = GRID_HOLE; + grid[(move.y+move.dy) * w + (move.x+move.dx)] = GRID_PEG; + grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)] = GRID_PEG; + + for (i = 0; i <= 2; i++) { + int tx = move.x + i*move.dx; + int ty = move.y + i*move.dy; + update_moves(grid, w, h, tx, ty, trees); + } + + nmoves++; + } + + while ((m = delpos234(trees->bymove, 0)) != NULL) { + del234(trees->bycost, m); + sfree(m); + } + freetree234(trees->bymove); + freetree234(trees->bycost); +} + +static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs) +{ + while (1) { + int x, y, extremes; + + memset(grid, GRID_OBST, w*h); + grid[(h/2) * w + (w/2)] = GRID_PEG; +#ifdef GENERATION_DIAGNOSTICS + printf("beginning move selection\n"); +#endif + pegs_genmoves(grid, w, h, rs); +#ifdef GENERATION_DIAGNOSTICS + printf("finished move selection\n"); +#endif + + extremes = 0; + for (y = 0; y < h; y++) { + if (grid[y*w+0] != GRID_OBST) + extremes |= 1; + if (grid[y*w+w-1] != GRID_OBST) + extremes |= 2; + } + for (x = 0; x < w; x++) { + if (grid[0*w+x] != GRID_OBST) + extremes |= 4; + if (grid[(h-1)*w+x] != GRID_OBST) + extremes |= 8; + } + + if (extremes == 15) + break; +#ifdef GENERATION_DIAGNOSTICS + printf("insufficient extent; trying again\n"); +#endif + } +#ifdef GENERATION_DIAGNOSTICS + fflush(stdout); +#endif +} + +/* ---------------------------------------------------------------------- + * End of board generation code. Now for the client code which uses + * it as part of the puzzle. + */ + +static char *new_game_desc(const game_params *params, random_state *rs, + char **aux, int interactive) +{ + int w = params->w, h = params->h; + unsigned char *grid; + char *ret; + int i; + + grid = snewn(w*h, unsigned char); + if (params->type == TYPE_RANDOM) { + pegs_generate(grid, w, h, rs); + } else { + int x, y, cx, cy, v; + + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) { + v = GRID_OBST; /* placate optimiser */ + switch (params->type) { + case TYPE_CROSS: + cx = abs(x - w/2); + cy = abs(y - h/2); + if (cx == 0 && cy == 0) + v = GRID_HOLE; + else if (cx > 1 && cy > 1) + v = GRID_OBST; + else + v = GRID_PEG; + break; + case TYPE_OCTAGON: + cx = abs(x - w/2); + cy = abs(y - h/2); + if (cx + cy > 1 + max(w,h)/2) + v = GRID_OBST; + else + v = GRID_PEG; + break; + } + grid[y*w+x] = v; + } + + if (params->type == TYPE_OCTAGON) { + /* + * The octagonal (European) solitaire layout is + * actually _insoluble_ with the starting hole at the + * centre. Here's a proof: + * + * Colour the squares of the board diagonally in + * stripes of three different colours, which I'll call + * A, B and C. So the board looks like this: + * + * A B C + * A B C A B + * A B C A B C A + * B C A B C A B + * C A B C A B C + * B C A B C + * A B C + * + * Suppose we keep running track of the number of pegs + * occuping each colour of square. This colouring has + * the property that any valid move whatsoever changes + * all three of those counts by one (two of them go + * down and one goes up), which means that the _parity_ + * of every count flips on every move. + * + * If the centre square starts off unoccupied, then + * there are twelve pegs on each colour and all three + * counts start off even; therefore, after 35 moves all + * three counts would have to be odd, which isn't + * possible if there's only one peg left. [] + * + * This proof works just as well if the starting hole + * is _any_ of the thirteen positions labelled B. Also, + * we can stripe the board in the opposite direction + * and rule out any square labelled B in that colouring + * as well. This leaves: + * + * Y n Y + * n n Y n n + * Y n n Y n n Y + * n Y Y n Y Y n + * Y n n Y n n Y + * n n Y n n + * Y n Y + * + * where the ns are squares we've proved insoluble, and + * the Ys are the ones remaining. + * + * That doesn't prove all those starting positions to + * be soluble, of course; they're merely the ones we + * _haven't_ proved to be impossible. Nevertheless, it + * turns out that they are all soluble, so when the + * user requests an Octagon board the simplest thing is + * to pick one of these at random. + * + * Rather than picking equiprobably from those twelve + * positions, we'll pick equiprobably from the three + * equivalence classes + */ + switch (random_upto(rs, 3)) { + case 0: + /* Remove a random corner piece. */ + { + int dx, dy; + + dx = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */ + dy = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */ + if (random_upto(rs, 2)) + dy *= 3; + else + dx *= 3; + grid[(3+dy)*w+(3+dx)] = GRID_HOLE; + } + break; + case 1: + /* Remove a random piece two from the centre. */ + { + int dx, dy; + dx = 2 * (random_upto(rs, 2) * 2 - 1); + if (random_upto(rs, 2)) + dy = 0; + else + dy = dx, dx = 0; + grid[(3+dy)*w+(3+dx)] = GRID_HOLE; + } + break; + default /* case 2 */: + /* Remove a random piece one from the centre. */ + { + int dx, dy; + dx = random_upto(rs, 2) * 2 - 1; + if (random_upto(rs, 2)) + dy = 0; + else + dy = dx, dx = 0; + grid[(3+dy)*w+(3+dx)] = GRID_HOLE; + } + break; + } + } + } + + /* + * Encode a game description which is simply a long list of P + * for peg, H for hole or O for obstacle. + */ + ret = snewn(w*h+1, char); + for (i = 0; i < w*h; i++) + ret[i] = (grid[i] == GRID_PEG ? 'P' : + grid[i] == GRID_HOLE ? 'H' : 'O'); + ret[w*h] = '\0'; + + sfree(grid); + + return ret; +} + +static char *validate_desc(const game_params *params, const char *desc) +{ + int len = params->w * params->h; + + if (len != strlen(desc)) + return "Game description is wrong length"; + if (len != strspn(desc, "PHO")) + return "Invalid character in game description"; + + return NULL; +} + +static game_state *new_game(midend *me, const game_params *params, + const char *desc) +{ + int w = params->w, h = params->h; + game_state *state = snew(game_state); + int i; + + state->w = w; + state->h = h; + state->completed = 0; + state->grid = snewn(w*h, unsigned char); + for (i = 0; i < w*h; i++) + state->grid[i] = (desc[i] == 'P' ? GRID_PEG : + desc[i] == 'H' ? GRID_HOLE : GRID_OBST); + + return state; +} + +static game_state *dup_game(const game_state *state) +{ + int w = state->w, h = state->h; + game_state *ret = snew(game_state); + + ret->w = state->w; + ret->h = state->h; + ret->completed = state->completed; + ret->grid = snewn(w*h, unsigned char); + memcpy(ret->grid, state->grid, w*h); + + return ret; +} + +static void free_game(game_state *state) +{ + sfree(state->grid); + sfree(state); +} + +static char *solve_game(const game_state *state, const game_state *currstate, + const char *aux, char **error) +{ + return NULL; +} + +static int game_can_format_as_text_now(const game_params *params) +{ + return TRUE; +} + +static char *game_text_format(const game_state *state) +{ + int w = state->w, h = state->h; + int x, y; + char *ret; + + ret = snewn((w+1)*h + 1, char); + + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) + ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' : + state->grid[y*w+x] == GRID_PEG ? '*' : ' '); + ret[y*(w+1)+w] = '\n'; + } + ret[h*(w+1)] = '\0'; + + return ret; +} + +struct game_ui { + int dragging; /* boolean: is a drag in progress? */ + int sx, sy; /* grid coords of drag start cell */ + int dx, dy; /* pixel coords of current drag posn */ + int cur_x, cur_y, cur_visible, cur_jumping; +}; + +static game_ui *new_ui(const game_state *state) +{ + game_ui *ui = snew(game_ui); + int x, y, v; + + ui->sx = ui->sy = ui->dx = ui->dy = 0; + ui->dragging = FALSE; + ui->cur_visible = ui->cur_jumping = 0; + + /* make sure we start the cursor somewhere on the grid. */ + for (x = 0; x < state->w; x++) { + for (y = 0; y < state->h; y++) { + v = state->grid[y*state->w+x]; + if (v == GRID_PEG || v == GRID_HOLE) { + ui->cur_x = x; ui->cur_y = y; + goto found; + } + } + } + assert(!"new_ui found nowhere for cursor"); +found: + + return ui; +} + +static void free_ui(game_ui *ui) +{ + sfree(ui); +} + +static char *encode_ui(const game_ui *ui) +{ + return NULL; +} + +static void decode_ui(game_ui *ui, const char *encoding) +{ +} + +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) +{ + /* + * Cancel a drag, in case the source square has become + * unoccupied. + */ + ui->dragging = FALSE; +} + +#define PREFERRED_TILE_SIZE 33 +#define TILESIZE (ds->tilesize) +#define BORDER (TILESIZE / 2) + +#define HIGHLIGHT_WIDTH (TILESIZE / 16) + +#define COORD(x) ( BORDER + (x) * TILESIZE ) +#define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 ) + +struct game_drawstate { + int tilesize; + blitter *drag_background; + int dragging, dragx, dragy; + int w, h; + unsigned char *grid; + int started; + int bgcolour; +}; + +static char *interpret_move(const game_state *state, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) +{ + int w = state->w, h = state->h; + char buf[80]; + + if (button == LEFT_BUTTON) { + int tx, ty; + + /* + * Left button down: we attempt to start a drag. + */ + + /* + * There certainly shouldn't be a current drag in progress, + * unless the midend failed to send us button events in + * order; it has a responsibility to always get that right, + * so we can legitimately punish it by failing an + * assertion. + */ + assert(!ui->dragging); + + tx = FROMCOORD(x); + ty = FROMCOORD(y); + if (tx >= 0 && tx < w && ty >= 0 && ty < h && + state->grid[ty*w+tx] == GRID_PEG) { + ui->dragging = TRUE; + ui->sx = tx; + ui->sy = ty; + ui->dx = x; + ui->dy = y; + ui->cur_visible = ui->cur_jumping = 0; + return ""; /* ui modified */ + } + } else if (button == LEFT_DRAG && ui->dragging) { + /* + * Mouse moved; just move the peg being dragged. + */ + ui->dx = x; + ui->dy = y; + return ""; /* ui modified */ + } else if (button == LEFT_RELEASE && ui->dragging) { + int tx, ty, dx, dy; + + /* + * Button released. Identify the target square of the drag, + * see if it represents a valid move, and if so make it. + */ + ui->dragging = FALSE; /* cancel the drag no matter what */ + tx = FROMCOORD(x); + ty = FROMCOORD(y); + if (tx < 0 || tx >= w || ty < 0 || ty >= h) + return ""; /* target out of range */ + dx = tx - ui->sx; + dy = ty - ui->sy; + if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0) + return ""; /* move length was wrong */ + dx /= 2; + dy /= 2; + + if (state->grid[ty*w+tx] != GRID_HOLE || + state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG || + state->grid[ui->sy*w+ui->sx] != GRID_PEG) + return ""; /* grid contents were invalid */ + + /* + * We have a valid move. Encode it simply as source and + * destination coordinate pairs. + */ + sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty); + return dupstr(buf); + } else if (IS_CURSOR_MOVE(button)) { + if (!ui->cur_jumping) { + /* Not jumping; move cursor as usual, making sure we don't + * leave the gameboard (which may be an irregular shape) */ + int cx = ui->cur_x, cy = ui->cur_y; + move_cursor(button, &cx, &cy, w, h, 0); + ui->cur_visible = 1; + if (state->grid[cy*w+cx] == GRID_HOLE || + state->grid[cy*w+cx] == GRID_PEG) { + ui->cur_x = cx; + ui->cur_y = cy; + } + return ""; + } else { + int dx, dy, mx, my, jx, jy; + + /* We're jumping; if the requested direction has a hole, and + * there's a peg in the way, */ + assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG); + dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0; + dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0; + + mx = ui->cur_x+dx; my = ui->cur_y+dy; + jx = mx+dx; jy = my+dy; + + ui->cur_jumping = 0; /* reset, whatever. */ + if (jx >= 0 && jy >= 0 && jx < w && jy < h && + state->grid[my*w+mx] == GRID_PEG && + state->grid[jy*w+jx] == GRID_HOLE) { + /* Move cursor to the jumped-to location (this felt more + * natural while playtesting) */ + sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy); + ui->cur_x = jx; ui->cur_y = jy; + return dupstr(buf); + } + return ""; + } + } else if (IS_CURSOR_SELECT(button)) { + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + if (ui->cur_jumping) { + ui->cur_jumping = 0; + return ""; + } + if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) { + /* cursor is on peg: next arrow-move wil jump. */ + ui->cur_jumping = 1; + return ""; + } + return NULL; + } + + return NULL; +} + +static game_state *execute_move(const game_state *state, const char *move) +{ + int w = state->w, h = state->h; + int sx, sy, tx, ty; + game_state *ret; + + if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty) == 4) { + int mx, my, dx, dy; + + if (sx < 0 || sx >= w || sy < 0 || sy >= h) + return NULL; /* source out of range */ + if (tx < 0 || tx >= w || ty < 0 || ty >= h) + return NULL; /* target out of range */ + + dx = tx - sx; + dy = ty - sy; + if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0) + return NULL; /* move length was wrong */ + mx = sx + dx/2; + my = sy + dy/2; + + if (state->grid[sy*w+sx] != GRID_PEG || + state->grid[my*w+mx] != GRID_PEG || + state->grid[ty*w+tx] != GRID_HOLE) + return NULL; /* grid contents were invalid */ + + ret = dup_game(state); + ret->grid[sy*w+sx] = GRID_HOLE; + ret->grid[my*w+mx] = GRID_HOLE; + ret->grid[ty*w+tx] = GRID_PEG; + + /* + * Opinion varies on whether getting to a single peg counts as + * completing the game, or whether that peg has to be at a + * specific location (central in the classic cross game, for + * instance). For now we take the former, rather lax position. + */ + if (!ret->completed) { + int count = 0, i; + for (i = 0; i < w*h; i++) + if (ret->grid[i] == GRID_PEG) + count++; + if (count == 1) + ret->completed = 1; + } + + return ret; + } + return NULL; +} + +/* ---------------------------------------------------------------------- + * Drawing routines. + */ + +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) +{ + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; + + *x = TILESIZE * params->w + 2 * BORDER; + *y = TILESIZE * params->h + 2 * BORDER; +} + +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) +{ + ds->tilesize = tilesize; + + assert(TILESIZE > 0); + + assert(!ds->drag_background); /* set_size is never called twice */ + ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE); +} + +static float *game_colours(frontend *fe, int *ncolours) +{ + float *ret = snewn(3 * NCOLOURS, float); + + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); + + ret[COL_PEG * 3 + 0] = 0.0F; + ret[COL_PEG * 3 + 1] = 0.0F; + ret[COL_PEG * 3 + 2] = 1.0F; + + ret[COL_CURSOR * 3 + 0] = 0.5F; + ret[COL_CURSOR * 3 + 1] = 0.5F; + ret[COL_CURSOR * 3 + 2] = 1.0F; + + *ncolours = NCOLOURS; + return ret; +} + +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) +{ + int w = state->w, h = state->h; + struct game_drawstate *ds = snew(struct game_drawstate); + + ds->tilesize = 0; /* not decided yet */ + + /* We can't allocate the blitter rectangle for the drag background + * until we know what size to make it. */ + ds->drag_background = NULL; + ds->dragging = FALSE; + + ds->w = w; + ds->h = h; + ds->grid = snewn(w*h, unsigned char); + memset(ds->grid, 255, w*h); + + ds->started = FALSE; + ds->bgcolour = -1; + + return ds; +} + +static void game_free_drawstate(drawing *dr, game_drawstate *ds) +{ + if (ds->drag_background) + blitter_free(dr, ds->drag_background); + sfree(ds->grid); + sfree(ds); +} + +static void draw_tile(drawing *dr, game_drawstate *ds, + int x, int y, int v, int bgcolour) +{ + int cursor = 0, jumping = 0, bg; + + if (bgcolour >= 0) { + draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour); + } + if (v >= GRID_JUMPING) { + jumping = 1; v -= GRID_JUMPING; + } + if (v >= GRID_CURSOR) { + cursor = 1; v -= GRID_CURSOR; + } + + if (v == GRID_HOLE) { + bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT; + assert(!jumping); /* can't jump from a hole! */ + draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, + bg, bg); + } else if (v == GRID_PEG) { + bg = (cursor || jumping) ? COL_CURSOR : COL_PEG; + draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3, + bg, bg); + bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR; + draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, + bg, bg); + } + + draw_update(dr, x, y, TILESIZE, TILESIZE); +} + +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, + float animtime, float flashtime) +{ + int w = state->w, h = state->h; + int x, y; + int bgcolour; + + if (flashtime > 0) { + int frame = (int)(flashtime / FLASH_FRAME); + bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); + } else + bgcolour = COL_BACKGROUND; + + /* + * Erase the sprite currently being dragged, if any. + */ + if (ds->dragging) { + assert(ds->drag_background); + blitter_load(dr, ds->drag_background, ds->dragx, ds->dragy); + draw_update(dr, ds->dragx, ds->dragy, TILESIZE, TILESIZE); + ds->dragging = FALSE; + } + + if (!ds->started) { + draw_rect(dr, 0, 0, + TILESIZE * state->w + 2 * BORDER, + TILESIZE * state->h + 2 * BORDER, COL_BACKGROUND); + + /* + * Draw relief marks around all the squares that aren't + * GRID_OBST. + */ + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) + if (state->grid[y*w+x] != GRID_OBST) { + /* + * First pass: draw the full relief square. + */ + int coords[6]; + coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; + coords[1] = COORD(y) - HIGHLIGHT_WIDTH; + coords[2] = COORD(x) - HIGHLIGHT_WIDTH; + coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; + coords[4] = COORD(x) - HIGHLIGHT_WIDTH; + coords[5] = COORD(y) - HIGHLIGHT_WIDTH; + draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); + coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1; + coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1; + draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); + } + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) + if (state->grid[y*w+x] != GRID_OBST) { + /* + * Second pass: draw everything but the two + * diagonal corners. + */ + draw_rect(dr, COORD(x) - HIGHLIGHT_WIDTH, + COORD(y) - HIGHLIGHT_WIDTH, + TILESIZE + HIGHLIGHT_WIDTH, + TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT); + draw_rect(dr, COORD(x), + COORD(y), + TILESIZE + HIGHLIGHT_WIDTH, + TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT); + } + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) + if (state->grid[y*w+x] != GRID_OBST) { + /* + * Third pass: draw a trapezium on each edge. + */ + int coords[8]; + int dx, dy, s, sn, c; + + for (dx = 0; dx < 2; dx++) { + dy = 1 - dx; + for (s = 0; s < 2; s++) { + sn = 2*s - 1; + c = s ? COL_LOWLIGHT : COL_HIGHLIGHT; + + coords[0] = COORD(x) + (s*dx)*(TILESIZE-1); + coords[1] = COORD(y) + (s*dy)*(TILESIZE-1); + coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1); + coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1); + coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx); + coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy); + coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx); + coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy); + draw_polygon(dr, coords, 4, c, c); + } + } + } + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) + if (state->grid[y*w+x] != GRID_OBST) { + /* + * Second pass: draw everything but the two + * diagonal corners. + */ + draw_rect(dr, COORD(x), + COORD(y), + TILESIZE, + TILESIZE, COL_BACKGROUND); + } + + ds->started = TRUE; + + draw_update(dr, 0, 0, + TILESIZE * state->w + 2 * BORDER, + TILESIZE * state->h + 2 * BORDER); + } + + /* + * Loop over the grid redrawing anything that looks as if it + * needs it. + */ + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) { + int v; + + v = state->grid[y*w+x]; + /* + * Blank the source of a drag so it looks as if the + * user picked the peg up physically. + */ + if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG) + v = GRID_HOLE; + + if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y) + v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR; + + if (v != GRID_OBST && + (bgcolour != ds->bgcolour || /* always redraw when flashing */ + v != ds->grid[y*w+x])) { + draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour); + ds->grid[y*w+x] = v; + } + } + + /* + * Draw the dragging sprite if any. + */ + if (ui->dragging) { + ds->dragging = TRUE; + ds->dragx = ui->dx - TILESIZE/2; + ds->dragy = ui->dy - TILESIZE/2; + blitter_save(dr, ds->drag_background, ds->dragx, ds->dragy); + draw_tile(dr, ds, ds->dragx, ds->dragy, GRID_PEG, -1); + } + + ds->bgcolour = bgcolour; +} + +static float game_anim_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + return 0.0F; +} + +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + if (!oldstate->completed && newstate->completed) + return 2 * FLASH_FRAME; + else + return 0.0F; +} + +static int game_status(const game_state *state) +{ + /* + * Dead-end situations are assumed to be rescuable by Undo, so we + * don't bother to identify them and return -1. + */ + return state->completed ? +1 : 0; +} + +static int game_timing_state(const game_state *state, game_ui *ui) +{ + return TRUE; +} + +static void game_print_size(const game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, const game_state *state, int tilesize) +{ +} + +#ifdef COMBINED +#define thegame pegs +#endif + +const struct game thegame = { + "Pegs", "games.pegs", "pegs", + default_params, + game_fetch_preset, NULL, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_desc, + validate_desc, + new_game, + dup_game, + free_game, + FALSE, solve_game, + TRUE, game_can_format_as_text_now, game_text_format, + new_ui, + free_ui, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, + game_colours, + game_new_drawstate, + game_free_drawstate, + game_redraw, + game_anim_length, + game_flash_length, + game_status, + FALSE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ + FALSE, game_timing_state, + 0, /* flags */ +}; + +/* vim: set shiftwidth=4 tabstop=8: */ -- cgit v1.2.3