A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita
audio
rust
zig
deno
mpris
rockbox
mpd
1/*
2 * pegs.c: the classic Peg Solitaire game.
3 */
4
5#include <stdio.h>
6#include <stdlib.h>
7#include <string.h>
8#include <assert.h>
9#include <ctype.h>
10#include <limits.h>
11#ifdef NO_TGMATH_H
12# include <math.h>
13#else
14# include <tgmath.h>
15#endif
16
17#include "puzzles.h"
18#include "tree234.h"
19
20#define GRID_HOLE 0
21#define GRID_PEG 1
22#define GRID_OBST 2
23
24#define GRID_CURSOR 10
25#define GRID_JUMPING 20
26
27enum {
28 COL_BACKGROUND,
29 COL_HIGHLIGHT,
30 COL_LOWLIGHT,
31 COL_PEG,
32 COL_CURSOR,
33 NCOLOURS
34};
35
36/*
37 * Grid shapes. I do some macro ickery here to ensure that my enum
38 * and the various forms of my name list always match up.
39 */
40#define TYPELIST(A) \
41 A(CROSS,Cross,cross) \
42 A(OCTAGON,Octagon,octagon) \
43 A(RANDOM,Random,random)
44#define ENUM(upper,title,lower) TYPE_ ## upper,
45#define TITLE(upper,title,lower) #title,
46#define LOWER(upper,title,lower) #lower,
47#define CONFIG(upper,title,lower) ":" #title
48
49enum { TYPELIST(ENUM) TYPECOUNT };
50static char const *const pegs_titletypes[] = { TYPELIST(TITLE) };
51static char const *const pegs_lowertypes[] = { TYPELIST(LOWER) };
52#define TYPECONFIG TYPELIST(CONFIG)
53
54#define FLASH_FRAME 0.13F
55
56struct game_params {
57 int w, h;
58 int type;
59};
60
61struct game_state {
62 int w, h;
63 bool completed;
64 unsigned char *grid;
65};
66
67static game_params *default_params(void)
68{
69 game_params *ret = snew(game_params);
70
71 ret->w = ret->h = 7;
72 ret->type = TYPE_CROSS;
73
74 return ret;
75}
76
77static const struct game_params pegs_presets[] = {
78 {5, 7, TYPE_CROSS},
79 {7, 7, TYPE_CROSS},
80 {5, 9, TYPE_CROSS},
81 {7, 9, TYPE_CROSS},
82 {9, 9, TYPE_CROSS},
83 {7, 7, TYPE_OCTAGON},
84 {5, 5, TYPE_RANDOM},
85 {7, 7, TYPE_RANDOM},
86 {9, 9, TYPE_RANDOM},
87};
88
89static bool game_fetch_preset(int i, char **name, game_params **params)
90{
91 game_params *ret;
92 char str[80];
93
94 if (i < 0 || i >= lenof(pegs_presets))
95 return false;
96
97 ret = snew(game_params);
98 *ret = pegs_presets[i];
99
100 strcpy(str, pegs_titletypes[ret->type]);
101 if (ret->type == TYPE_CROSS || ret->type == TYPE_RANDOM)
102 sprintf(str + strlen(str), " %dx%d", ret->w, ret->h);
103
104 *name = dupstr(str);
105 *params = ret;
106 return true;
107}
108
109static void free_params(game_params *params)
110{
111 sfree(params);
112}
113
114static game_params *dup_params(const game_params *params)
115{
116 game_params *ret = snew(game_params);
117 *ret = *params; /* structure copy */
118 return ret;
119}
120
121static void decode_params(game_params *params, char const *string)
122{
123 char const *p = string;
124 int i;
125
126 params->w = atoi(p);
127 while (*p && isdigit((unsigned char)*p)) p++;
128 if (*p == 'x') {
129 p++;
130 params->h = atoi(p);
131 while (*p && isdigit((unsigned char)*p)) p++;
132 } else {
133 params->h = params->w;
134 }
135
136 for (i = 0; i < lenof(pegs_lowertypes); i++)
137 if (!strcmp(p, pegs_lowertypes[i]))
138 params->type = i;
139}
140
141static char *encode_params(const game_params *params, bool full)
142{
143 char str[80];
144
145 sprintf(str, "%dx%d", params->w, params->h);
146 if (full) {
147 assert(params->type >= 0 && params->type < lenof(pegs_lowertypes));
148 strcat(str, pegs_lowertypes[params->type]);
149 }
150 return dupstr(str);
151}
152
153static config_item *game_configure(const game_params *params)
154{
155 config_item *ret = snewn(4, config_item);
156 char buf[80];
157
158 ret[0].name = "Width";
159 ret[0].type = C_STRING;
160 sprintf(buf, "%d", params->w);
161 ret[0].u.string.sval = dupstr(buf);
162
163 ret[1].name = "Height";
164 ret[1].type = C_STRING;
165 sprintf(buf, "%d", params->h);
166 ret[1].u.string.sval = dupstr(buf);
167
168 ret[2].name = "Board type";
169 ret[2].type = C_CHOICES;
170 ret[2].u.choices.choicenames = TYPECONFIG;
171 ret[2].u.choices.selected = params->type;
172
173 ret[3].name = NULL;
174 ret[3].type = C_END;
175
176 return ret;
177}
178
179static game_params *custom_params(const config_item *cfg)
180{
181 game_params *ret = snew(game_params);
182
183 ret->w = atoi(cfg[0].u.string.sval);
184 ret->h = atoi(cfg[1].u.string.sval);
185 ret->type = cfg[2].u.choices.selected;
186
187 return ret;
188}
189
190static const char *validate_params(const game_params *params, bool full)
191{
192 if (full && (params->w <= 3 || params->h <= 3))
193 return "Width and height must both be greater than three";
194 if (params->w < 1 || params->h < 1)
195 return "Width and height must both be at least one";
196 if (params->w > INT_MAX / params->h)
197 return "Width times height must not be unreasonably large";
198
199 /*
200 * At http://www.gibell.net/pegsolitaire/GenCross/GenCrossBoards0.html
201 * George I. Bell asserts that various generalised cross-shaped
202 * boards are soluble starting (and finishing) with the centre
203 * hole. We permit the symmetric ones. Bell's notation for each
204 * soluble board is listed.
205 */
206 if (full && params->type == TYPE_CROSS) {
207 if (!((params->w == 9 && params->h == 5) || /* (3,1,3,1) */
208 (params->w == 5 && params->h == 9) || /* (1,3,1,3) */
209 (params->w == 9 && params->h == 9) || /* (3,3,3,3) */
210 (params->w == 7 && params->h == 5) || /* (2,1,2,1) */
211 (params->w == 5 && params->h == 7) || /* (1,2,1,2) */
212 (params->w == 9 && params->h == 7) || /* (3,2,3,2) */
213 (params->w == 7 && params->h == 9) || /* (2,3,2,3) */
214 (params->w == 7 && params->h == 7))) /* (2,2,2,2) */
215 return "This board type is only supported at "
216 "5x7, 5x9, 7x7, 7x9, and 9x9";
217 }
218
219 /*
220 * It might be possible to implement generalisations of
221 * Octagon, but only if I can find a proof that they're all
222 * soluble. For the moment, therefore, I'm going to disallow
223 * it at any size other than the standard one.
224 */
225 if (full && params->type == TYPE_OCTAGON) {
226 if (params->w != 7 || params->h != 7)
227 return "This board type is only supported at 7x7";
228 }
229 return NULL;
230}
231
232/* ----------------------------------------------------------------------
233 * Beginning of code to generate random Peg Solitaire boards.
234 *
235 * This procedure is done with no aesthetic judgment, no effort at
236 * symmetry, no difficulty grading and generally no finesse
237 * whatsoever. We simply begin with an empty board containing a
238 * single peg, and repeatedly make random reverse moves until it's
239 * plausibly full. This typically yields a scrappy haphazard mess
240 * with several holes, an uneven shape, and no redeeming features
241 * except guaranteed solubility.
242 *
243 * My only concessions to sophistication are (a) to repeat the
244 * generation process until I at least get a grid that touches
245 * every edge of the specified board size, and (b) to try when
246 * selecting moves to reuse existing space rather than expanding
247 * into new space (so that non-rectangular board shape becomes a
248 * factor during play).
249 */
250
251struct move {
252 /*
253 * x,y are the start point of the move during generation (hence
254 * its endpoint during normal play).
255 *
256 * dx,dy are the direction of the move during generation.
257 * Absolute value 1. Hence, for example, x=3,y=5,dx=1,dy=0
258 * means that the move during generation starts at (3,5) and
259 * ends at (5,5), and vice versa during normal play.
260 */
261 int x, y, dx, dy;
262 /*
263 * cost is 0, 1 or 2, depending on how many GRID_OBSTs we must
264 * turn into GRID_HOLEs to play this move.
265 */
266 int cost;
267};
268
269static int movecmp(void *av, void *bv)
270{
271 struct move *a = (struct move *)av;
272 struct move *b = (struct move *)bv;
273
274 if (a->y < b->y)
275 return -1;
276 else if (a->y > b->y)
277 return +1;
278
279 if (a->x < b->x)
280 return -1;
281 else if (a->x > b->x)
282 return +1;
283
284 if (a->dy < b->dy)
285 return -1;
286 else if (a->dy > b->dy)
287 return +1;
288
289 if (a->dx < b->dx)
290 return -1;
291 else if (a->dx > b->dx)
292 return +1;
293
294 return 0;
295}
296
297static int movecmpcost(void *av, void *bv)
298{
299 struct move *a = (struct move *)av;
300 struct move *b = (struct move *)bv;
301
302 if (a->cost < b->cost)
303 return -1;
304 else if (a->cost > b->cost)
305 return +1;
306
307 return movecmp(av, bv);
308}
309
310struct movetrees {
311 tree234 *bymove, *bycost;
312};
313
314static void update_moves(unsigned char *grid, int w, int h, int x, int y,
315 struct movetrees *trees)
316{
317 struct move move;
318 int dir, pos;
319
320 /*
321 * There are twelve moves that can include (x,y): three in each
322 * of four directions. Check each one to see if it's possible.
323 */
324 for (dir = 0; dir < 4; dir++) {
325 int dx, dy;
326
327 if (dir & 1)
328 dx = 0, dy = dir - 2;
329 else
330 dy = 0, dx = dir - 1;
331
332 assert(abs(dx) + abs(dy) == 1);
333
334 for (pos = 0; pos < 3; pos++) {
335 int v1, v2, v3;
336
337 move.dx = dx;
338 move.dy = dy;
339 move.x = x - pos*dx;
340 move.y = y - pos*dy;
341
342 if (move.x < 0 || move.x >= w || move.y < 0 || move.y >= h)
343 continue; /* completely invalid move */
344 if (move.x+2*move.dx < 0 || move.x+2*move.dx >= w ||
345 move.y+2*move.dy < 0 || move.y+2*move.dy >= h)
346 continue; /* completely invalid move */
347
348 v1 = grid[move.y * w + move.x];
349 v2 = grid[(move.y+move.dy) * w + (move.x+move.dx)];
350 v3 = grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)];
351 if (v1 == GRID_PEG && v2 != GRID_PEG && v3 != GRID_PEG) {
352 struct move *m;
353
354 move.cost = (v2 == GRID_OBST) + (v3 == GRID_OBST);
355
356 /*
357 * This move is possible. See if it's already in
358 * the tree.
359 */
360 m = find234(trees->bymove, &move, NULL);
361 if (m && m->cost != move.cost) {
362 /*
363 * It's in the tree but listed with the wrong
364 * cost. Remove the old version.
365 */
366#ifdef GENERATION_DIAGNOSTICS
367 printf("correcting %d%+d,%d%+d at cost %d\n",
368 m->x, m->dx, m->y, m->dy, m->cost);
369#endif
370 del234(trees->bymove, m);
371 del234(trees->bycost, m);
372 sfree(m);
373 m = NULL;
374 }
375 if (!m) {
376 struct move *m, *m2;
377 m = snew(struct move);
378 *m = move;
379 m2 = add234(trees->bymove, m);
380 m2 = add234(trees->bycost, m);
381 assert(m2 == m);
382#ifdef GENERATION_DIAGNOSTICS
383 printf("adding %d%+d,%d%+d at cost %d\n",
384 move.x, move.dx, move.y, move.dy, move.cost);
385#endif
386 } else {
387#ifdef GENERATION_DIAGNOSTICS
388 printf("not adding %d%+d,%d%+d at cost %d\n",
389 move.x, move.dx, move.y, move.dy, move.cost);
390#endif
391 }
392 } else {
393 /*
394 * This move is impossible. If it is already in the
395 * tree, delete it.
396 *
397 * (We make use here of the fact that del234
398 * doesn't have to be passed a pointer to the
399 * _actual_ element it's deleting: it merely needs
400 * one that compares equal to it, and it will
401 * return the one it deletes.)
402 */
403 struct move *m = del234(trees->bymove, &move);
404#ifdef GENERATION_DIAGNOSTICS
405 printf("%sdeleting %d%+d,%d%+d\n", m ? "" : "not ",
406 move.x, move.dx, move.y, move.dy);
407#endif
408 if (m) {
409 del234(trees->bycost, m);
410 sfree(m);
411 }
412 }
413 }
414 }
415}
416
417static void pegs_genmoves(unsigned char *grid, int w, int h, random_state *rs)
418{
419 struct movetrees atrees, *trees = &atrees;
420 struct move *m;
421 int x, y, i, nmoves;
422
423 trees->bymove = newtree234(movecmp);
424 trees->bycost = newtree234(movecmpcost);
425
426 for (y = 0; y < h; y++)
427 for (x = 0; x < w; x++)
428 if (grid[y*w+x] == GRID_PEG)
429 update_moves(grid, w, h, x, y, trees);
430
431 nmoves = 0;
432
433 while (1) {
434 int limit, maxcost, index;
435 struct move mtmp, move, *m;
436
437 /*
438 * See how many moves we can make at zero cost. Make one,
439 * if possible. Failing that, make a one-cost move, and
440 * then a two-cost one.
441 *
442 * After filling at least half the input grid, we no longer
443 * accept cost-2 moves: if that's our only option, we give
444 * up and finish.
445 */
446 mtmp.y = h+1;
447 maxcost = (nmoves < w*h/2 ? 2 : 1);
448 m = NULL; /* placate optimiser */
449 for (mtmp.cost = 0; mtmp.cost <= maxcost; mtmp.cost++) {
450 limit = -1;
451 m = findrelpos234(trees->bycost, &mtmp, NULL, REL234_LT, &limit);
452#ifdef GENERATION_DIAGNOSTICS
453 printf("%d moves available with cost %d\n", limit+1, mtmp.cost);
454#endif
455 if (m)
456 break;
457 }
458 if (!m)
459 break;
460
461 index = random_upto(rs, limit+1);
462 move = *(struct move *)index234(trees->bycost, index);
463
464#ifdef GENERATION_DIAGNOSTICS
465 printf("selecting move %d%+d,%d%+d at cost %d\n",
466 move.x, move.dx, move.y, move.dy, move.cost);
467#endif
468
469 grid[move.y * w + move.x] = GRID_HOLE;
470 grid[(move.y+move.dy) * w + (move.x+move.dx)] = GRID_PEG;
471 grid[(move.y+2*move.dy)*w + (move.x+2*move.dx)] = GRID_PEG;
472
473 for (i = 0; i <= 2; i++) {
474 int tx = move.x + i*move.dx;
475 int ty = move.y + i*move.dy;
476 update_moves(grid, w, h, tx, ty, trees);
477 }
478
479 nmoves++;
480 }
481
482 while ((m = delpos234(trees->bymove, 0)) != NULL) {
483 del234(trees->bycost, m);
484 sfree(m);
485 }
486 freetree234(trees->bymove);
487 freetree234(trees->bycost);
488}
489
490static void pegs_generate(unsigned char *grid, int w, int h, random_state *rs)
491{
492 while (1) {
493 int x, y, extremes;
494
495 memset(grid, GRID_OBST, w*h);
496 grid[(h/2) * w + (w/2)] = GRID_PEG;
497#ifdef GENERATION_DIAGNOSTICS
498 printf("beginning move selection\n");
499#endif
500 pegs_genmoves(grid, w, h, rs);
501#ifdef GENERATION_DIAGNOSTICS
502 printf("finished move selection\n");
503#endif
504
505 extremes = 0;
506 for (y = 0; y < h; y++) {
507 if (grid[y*w+0] != GRID_OBST)
508 extremes |= 1;
509 if (grid[y*w+w-1] != GRID_OBST)
510 extremes |= 2;
511 }
512 for (x = 0; x < w; x++) {
513 if (grid[0*w+x] != GRID_OBST)
514 extremes |= 4;
515 if (grid[(h-1)*w+x] != GRID_OBST)
516 extremes |= 8;
517 }
518
519 if (extremes == 15)
520 break;
521#ifdef GENERATION_DIAGNOSTICS
522 printf("insufficient extent; trying again\n");
523#endif
524 }
525#ifdef GENERATION_DIAGNOSTICS
526 fflush(stdout);
527#endif
528}
529
530/* ----------------------------------------------------------------------
531 * End of board generation code. Now for the client code which uses
532 * it as part of the puzzle.
533 */
534
535static char *new_game_desc(const game_params *params, random_state *rs,
536 char **aux, bool interactive)
537{
538 int w = params->w, h = params->h;
539 unsigned char *grid;
540 char *ret;
541 int i;
542
543 grid = snewn(w*h, unsigned char);
544 if (params->type == TYPE_RANDOM) {
545 pegs_generate(grid, w, h, rs);
546 } else {
547 int x, y, cx, cy, v;
548
549 for (y = 0; y < h; y++)
550 for (x = 0; x < w; x++) {
551 v = GRID_OBST; /* placate optimiser */
552 switch (params->type) {
553 case TYPE_CROSS:
554 cx = abs(x - w/2);
555 cy = abs(y - h/2);
556 if (cx == 0 && cy == 0)
557 v = GRID_HOLE;
558 else if (cx > 1 && cy > 1)
559 v = GRID_OBST;
560 else
561 v = GRID_PEG;
562 break;
563 case TYPE_OCTAGON:
564 cx = abs(x - w/2);
565 cy = abs(y - h/2);
566 if (cx + cy > 1 + max(w,h)/2)
567 v = GRID_OBST;
568 else
569 v = GRID_PEG;
570 break;
571 }
572 grid[y*w+x] = v;
573 }
574
575 if (params->type == TYPE_OCTAGON) {
576 /*
577 * The octagonal (European) solitaire layout is
578 * actually _insoluble_ with the starting hole at the
579 * centre. Here's a proof:
580 *
581 * Colour the squares of the board diagonally in
582 * stripes of three different colours, which I'll call
583 * A, B and C. So the board looks like this:
584 *
585 * A B C
586 * A B C A B
587 * A B C A B C A
588 * B C A B C A B
589 * C A B C A B C
590 * B C A B C
591 * A B C
592 *
593 * Suppose we keep running track of the number of pegs
594 * occuping each colour of square. This colouring has
595 * the property that any valid move whatsoever changes
596 * all three of those counts by one (two of them go
597 * down and one goes up), which means that the _parity_
598 * of every count flips on every move.
599 *
600 * If the centre square starts off unoccupied, then
601 * there are twelve pegs on each colour and all three
602 * counts start off even; therefore, after 35 moves all
603 * three counts would have to be odd, which isn't
604 * possible if there's only one peg left. []
605 *
606 * This proof works just as well if the starting hole
607 * is _any_ of the thirteen positions labelled B. Also,
608 * we can stripe the board in the opposite direction
609 * and rule out any square labelled B in that colouring
610 * as well. This leaves:
611 *
612 * Y n Y
613 * n n Y n n
614 * Y n n Y n n Y
615 * n Y Y n Y Y n
616 * Y n n Y n n Y
617 * n n Y n n
618 * Y n Y
619 *
620 * where the ns are squares we've proved insoluble, and
621 * the Ys are the ones remaining.
622 *
623 * That doesn't prove all those starting positions to
624 * be soluble, of course; they're merely the ones we
625 * _haven't_ proved to be impossible. Nevertheless, it
626 * turns out that they are all soluble, so when the
627 * user requests an Octagon board the simplest thing is
628 * to pick one of these at random.
629 *
630 * Rather than picking equiprobably from those twelve
631 * positions, we'll pick equiprobably from the three
632 * equivalence classes
633 */
634 switch (random_upto(rs, 3)) {
635 case 0:
636 /* Remove a random corner piece. */
637 {
638 int dx, dy;
639
640 dx = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */
641 dy = random_upto(rs, 2) * 2 - 1; /* +1 or -1 */
642 if (random_upto(rs, 2))
643 dy *= 3;
644 else
645 dx *= 3;
646 grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
647 }
648 break;
649 case 1:
650 /* Remove a random piece two from the centre. */
651 {
652 int dx, dy;
653 dx = 2 * (random_upto(rs, 2) * 2 - 1);
654 if (random_upto(rs, 2))
655 dy = 0;
656 else
657 dy = dx, dx = 0;
658 grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
659 }
660 break;
661 default /* case 2 */:
662 /* Remove a random piece one from the centre. */
663 {
664 int dx, dy;
665 dx = random_upto(rs, 2) * 2 - 1;
666 if (random_upto(rs, 2))
667 dy = 0;
668 else
669 dy = dx, dx = 0;
670 grid[(3+dy)*w+(3+dx)] = GRID_HOLE;
671 }
672 break;
673 }
674 }
675 }
676
677 /*
678 * Encode a game description which is simply a long list of P
679 * for peg, H for hole or O for obstacle.
680 */
681 ret = snewn(w*h+1, char);
682 for (i = 0; i < w*h; i++)
683 ret[i] = (grid[i] == GRID_PEG ? 'P' :
684 grid[i] == GRID_HOLE ? 'H' : 'O');
685 ret[w*h] = '\0';
686
687 sfree(grid);
688
689 return ret;
690}
691
692static const char *validate_desc(const game_params *params, const char *desc)
693{
694 int len, i, npeg = 0, nhole = 0;
695
696 len = params->w * params->h;
697
698 if (len != strlen(desc))
699 return "Game description is wrong length";
700 if (len != strspn(desc, "PHO"))
701 return "Invalid character in game description";
702 for (i = 0; i < len; i++) {
703 npeg += desc[i] == 'P';
704 nhole += desc[i] == 'H';
705 }
706 /* The minimal soluble game has two pegs and a hole: "3x1:PPH". */
707 if (npeg < 2)
708 return "Too few pegs in game description";
709 if (nhole < 1)
710 return "Too few holes in game description";
711
712 return NULL;
713}
714
715static game_state *new_game(midend *me, const game_params *params,
716 const char *desc)
717{
718 int w = params->w, h = params->h;
719 game_state *state = snew(game_state);
720 int i;
721
722 state->w = w;
723 state->h = h;
724 state->completed = false;
725 state->grid = snewn(w*h, unsigned char);
726 for (i = 0; i < w*h; i++)
727 state->grid[i] = (desc[i] == 'P' ? GRID_PEG :
728 desc[i] == 'H' ? GRID_HOLE : GRID_OBST);
729
730 return state;
731}
732
733static game_state *dup_game(const game_state *state)
734{
735 int w = state->w, h = state->h;
736 game_state *ret = snew(game_state);
737
738 ret->w = state->w;
739 ret->h = state->h;
740 ret->completed = state->completed;
741 ret->grid = snewn(w*h, unsigned char);
742 memcpy(ret->grid, state->grid, w*h);
743
744 return ret;
745}
746
747static void free_game(game_state *state)
748{
749 sfree(state->grid);
750 sfree(state);
751}
752
753static bool game_can_format_as_text_now(const game_params *params)
754{
755 return true;
756}
757
758static char *game_text_format(const game_state *state)
759{
760 int w = state->w, h = state->h;
761 int x, y;
762 char *ret;
763
764 ret = snewn((w+1)*h + 1, char);
765
766 for (y = 0; y < h; y++) {
767 for (x = 0; x < w; x++)
768 ret[y*(w+1)+x] = (state->grid[y*w+x] == GRID_HOLE ? '-' :
769 state->grid[y*w+x] == GRID_PEG ? '*' : ' ');
770 ret[y*(w+1)+w] = '\n';
771 }
772 ret[h*(w+1)] = '\0';
773
774 return ret;
775}
776
777struct game_ui {
778 bool dragging; /* is a drag in progress? */
779 int sx, sy; /* grid coords of drag start cell */
780 int dx, dy; /* pixel coords of current drag posn */
781 int cur_x, cur_y;
782 bool cur_visible, cur_jumping;
783};
784
785static game_ui *new_ui(const game_state *state)
786{
787 game_ui *ui = snew(game_ui);
788 int x, y, v;
789
790 ui->sx = ui->sy = ui->dx = ui->dy = 0;
791 ui->dragging = false;
792 ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false);
793 ui->cur_jumping = false;
794
795 /* make sure we start the cursor somewhere on the grid. */
796 for (x = 0; x < state->w; x++) {
797 for (y = 0; y < state->h; y++) {
798 v = state->grid[y*state->w+x];
799 if (v == GRID_PEG || v == GRID_HOLE) {
800 ui->cur_x = x; ui->cur_y = y;
801 goto found;
802 }
803 }
804 }
805 assert(!"new_ui found nowhere for cursor");
806found:
807
808 return ui;
809}
810
811static void free_ui(game_ui *ui)
812{
813 sfree(ui);
814}
815
816static void game_changed_state(game_ui *ui, const game_state *oldstate,
817 const game_state *newstate)
818{
819 /*
820 * Cancel a drag, in case the source square has become
821 * unoccupied.
822 */
823 ui->dragging = false;
824
825 /*
826 * Also, cancel a keyboard-driven jump if one is half way to being
827 * input.
828 */
829 ui->cur_jumping = false;
830}
831
832static const char *current_key_label(const game_ui *ui,
833 const game_state *state, int button)
834{
835 int w = state->w;
836
837 if (IS_CURSOR_SELECT(button)) {
838 if (!ui->cur_visible) return "";
839 if (ui->cur_jumping) return "Cancel";
840 if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) return "Select";
841 }
842 return "";
843}
844
845#define PREFERRED_TILE_SIZE 33
846#define TILESIZE (ds->tilesize)
847#define BORDER (TILESIZE / 2)
848
849#define HIGHLIGHT_WIDTH (TILESIZE / 16)
850
851#define COORD(x) ( BORDER + (x) * TILESIZE )
852#define FROMCOORD(x) ( ((x) + TILESIZE - BORDER) / TILESIZE - 1 )
853
854struct game_drawstate {
855 int tilesize;
856 blitter *drag_background;
857 bool dragging;
858 int dragx, dragy;
859 int w, h;
860 unsigned char *grid;
861 bool started;
862 int bgcolour;
863};
864
865static char *interpret_move(const game_state *state, game_ui *ui,
866 const game_drawstate *ds,
867 int x, int y, int button)
868{
869 int w = state->w, h = state->h;
870 char buf[80];
871
872 if (button == LEFT_BUTTON) {
873 int tx, ty;
874
875 /*
876 * Left button down: we attempt to start a drag.
877 */
878
879 /*
880 * There certainly shouldn't be a current drag in progress,
881 * unless the midend failed to send us button events in
882 * order; it has a responsibility to always get that right,
883 * so we can legitimately punish it by failing an
884 * assertion.
885 */
886 assert(!ui->dragging);
887
888 tx = FROMCOORD(x);
889 ty = FROMCOORD(y);
890 if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
891 switch (state->grid[ty*w+tx]) {
892 case GRID_PEG:
893 ui->dragging = true;
894 ui->sx = tx;
895 ui->sy = ty;
896 ui->dx = x;
897 ui->dy = y;
898 ui->cur_visible = false;
899 ui->cur_jumping = false;
900 return MOVE_UI_UPDATE;
901 case GRID_HOLE:
902 return MOVE_NO_EFFECT;
903 case GRID_OBST:
904 default:
905 return MOVE_UNUSED;
906 }
907 }
908 } else if (button == LEFT_DRAG && ui->dragging) {
909 /*
910 * Mouse moved; just move the peg being dragged.
911 */
912 ui->dx = x;
913 ui->dy = y;
914 return MOVE_UI_UPDATE;
915 } else if (button == LEFT_RELEASE && ui->dragging) {
916 int tx, ty, dx, dy;
917
918 /*
919 * Button released. Identify the target square of the drag,
920 * see if it represents a valid move, and if so make it.
921 */
922 ui->dragging = false; /* cancel the drag no matter what */
923 tx = FROMCOORD(x);
924 ty = FROMCOORD(y);
925 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
926 return MOVE_UI_UPDATE; /* target out of range */
927 dx = tx - ui->sx;
928 dy = ty - ui->sy;
929 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
930 return MOVE_UI_UPDATE; /* move length was wrong */
931 dx /= 2;
932 dy /= 2;
933
934 if (state->grid[ty*w+tx] != GRID_HOLE ||
935 state->grid[(ty-dy)*w+(tx-dx)] != GRID_PEG ||
936 state->grid[ui->sy*w+ui->sx] != GRID_PEG)
937 return MOVE_UI_UPDATE; /* grid contents were invalid */
938
939 /*
940 * We have a valid move. Encode it simply as source and
941 * destination coordinate pairs.
942 */
943 sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
944 return dupstr(buf);
945 } else if (IS_CURSOR_MOVE(button)) {
946 if (!ui->cur_jumping) {
947 /* Not jumping; move cursor as usual, making sure we don't
948 * leave the gameboard (which may be an irregular shape) */
949 int cx = ui->cur_x, cy = ui->cur_y;
950 move_cursor(button, &cx, &cy, w, h, false, NULL);
951 ui->cur_visible = true;
952 if (state->grid[cy*w+cx] == GRID_HOLE ||
953 state->grid[cy*w+cx] == GRID_PEG) {
954 ui->cur_x = cx;
955 ui->cur_y = cy;
956 }
957 return MOVE_UI_UPDATE;
958 } else {
959 int dx, dy, mx, my, jx, jy;
960
961 /* We're jumping; if the requested direction has a hole, and
962 * there's a peg in the way, */
963 assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG);
964 dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0;
965 dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0;
966
967 mx = ui->cur_x+dx; my = ui->cur_y+dy;
968 jx = mx+dx; jy = my+dy;
969
970 ui->cur_jumping = false; /* reset, whatever. */
971 if (jx >= 0 && jy >= 0 && jx < w && jy < h &&
972 state->grid[my*w+mx] == GRID_PEG &&
973 state->grid[jy*w+jx] == GRID_HOLE) {
974 /* Move cursor to the jumped-to location (this felt more
975 * natural while playtesting) */
976 sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy);
977 ui->cur_x = jx; ui->cur_y = jy;
978 return dupstr(buf);
979 }
980 return MOVE_UI_UPDATE;
981 }
982 } else if (IS_CURSOR_SELECT(button)) {
983 if (!ui->cur_visible) {
984 ui->cur_visible = true;
985 return MOVE_UI_UPDATE;
986 }
987 if (ui->cur_jumping) {
988 ui->cur_jumping = false;
989 return MOVE_UI_UPDATE;
990 }
991 if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) {
992 /* cursor is on peg: next arrow-move will jump. */
993 ui->cur_jumping = true;
994 return MOVE_UI_UPDATE;
995 }
996 return MOVE_NO_EFFECT;
997 }
998
999 return MOVE_UNUSED;
1000}
1001
1002static game_state *execute_move(const game_state *state, const char *move)
1003{
1004 int w = state->w, h = state->h;
1005 int sx, sy, tx, ty;
1006 game_state *ret;
1007
1008 if (sscanf(move, "%d,%d-%d,%d", &sx, &sy, &tx, &ty) == 4) {
1009 int mx, my, dx, dy;
1010
1011 if (sx < 0 || sx >= w || sy < 0 || sy >= h)
1012 return NULL; /* source out of range */
1013 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
1014 return NULL; /* target out of range */
1015
1016 dx = tx - sx;
1017 dy = ty - sy;
1018 if (max(abs(dx),abs(dy)) != 2 || min(abs(dx),abs(dy)) != 0)
1019 return NULL; /* move length was wrong */
1020 mx = sx + dx/2;
1021 my = sy + dy/2;
1022
1023 if (state->grid[sy*w+sx] != GRID_PEG ||
1024 state->grid[my*w+mx] != GRID_PEG ||
1025 state->grid[ty*w+tx] != GRID_HOLE)
1026 return NULL; /* grid contents were invalid */
1027
1028 ret = dup_game(state);
1029 ret->grid[sy*w+sx] = GRID_HOLE;
1030 ret->grid[my*w+mx] = GRID_HOLE;
1031 ret->grid[ty*w+tx] = GRID_PEG;
1032
1033 /*
1034 * Opinion varies on whether getting to a single peg counts as
1035 * completing the game, or whether that peg has to be at a
1036 * specific location (central in the classic cross game, for
1037 * instance). For now we take the former, rather lax position.
1038 */
1039 if (!ret->completed) {
1040 int count = 0, i;
1041 for (i = 0; i < w*h; i++)
1042 if (ret->grid[i] == GRID_PEG)
1043 count++;
1044 if (count == 1)
1045 ret->completed = true;
1046 }
1047
1048 return ret;
1049 }
1050 return NULL;
1051}
1052
1053/* ----------------------------------------------------------------------
1054 * Drawing routines.
1055 */
1056
1057static void game_compute_size(const game_params *params, int tilesize,
1058 const game_ui *ui, int *x, int *y)
1059{
1060 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1061 struct { int tilesize; } ads, *ds = &ads;
1062 ads.tilesize = tilesize;
1063
1064 *x = TILESIZE * params->w + 2 * BORDER;
1065 *y = TILESIZE * params->h + 2 * BORDER;
1066}
1067
1068static void game_set_size(drawing *dr, game_drawstate *ds,
1069 const game_params *params, int tilesize)
1070{
1071 ds->tilesize = tilesize;
1072
1073 assert(TILESIZE > 0);
1074
1075 assert(!ds->drag_background); /* set_size is never called twice */
1076 ds->drag_background = blitter_new(dr, TILESIZE, TILESIZE);
1077}
1078
1079static float *game_colours(frontend *fe, int *ncolours)
1080{
1081 float *ret = snewn(3 * NCOLOURS, float);
1082
1083 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1084
1085 ret[COL_PEG * 3 + 0] = 0.0F;
1086 ret[COL_PEG * 3 + 1] = 0.0F;
1087 ret[COL_PEG * 3 + 2] = 1.0F;
1088
1089 ret[COL_CURSOR * 3 + 0] = 0.5F;
1090 ret[COL_CURSOR * 3 + 1] = 0.5F;
1091 ret[COL_CURSOR * 3 + 2] = 1.0F;
1092
1093 *ncolours = NCOLOURS;
1094 return ret;
1095}
1096
1097static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1098{
1099 int w = state->w, h = state->h;
1100 struct game_drawstate *ds = snew(struct game_drawstate);
1101
1102 ds->tilesize = 0; /* not decided yet */
1103
1104 /* We can't allocate the blitter rectangle for the drag background
1105 * until we know what size to make it. */
1106 ds->drag_background = NULL;
1107 ds->dragging = false;
1108
1109 ds->w = w;
1110 ds->h = h;
1111 ds->grid = snewn(w*h, unsigned char);
1112 memset(ds->grid, 255, w*h);
1113
1114 ds->started = false;
1115 ds->bgcolour = -1;
1116
1117 return ds;
1118}
1119
1120static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1121{
1122 if (ds->drag_background)
1123 blitter_free(dr, ds->drag_background);
1124 sfree(ds->grid);
1125 sfree(ds);
1126}
1127
1128static void draw_tile(drawing *dr, game_drawstate *ds,
1129 int x, int y, int v, int bgcolour)
1130{
1131 bool cursor = false, jumping = false;
1132 int bg;
1133
1134 if (bgcolour >= 0) {
1135 draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
1136 }
1137 if (v >= GRID_JUMPING) {
1138 jumping = true; v -= GRID_JUMPING;
1139 }
1140 if (v >= GRID_CURSOR) {
1141 cursor = true; v -= GRID_CURSOR;
1142 }
1143
1144 if (v == GRID_HOLE) {
1145 bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT;
1146 assert(!jumping); /* can't jump from a hole! */
1147 draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
1148 bg, bg);
1149 } else if (v == GRID_PEG) {
1150 bg = (cursor || jumping) ? COL_CURSOR : COL_PEG;
1151 draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
1152 bg, bg);
1153 bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR;
1154 draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
1155 bg, bg);
1156 }
1157
1158 draw_update(dr, x, y, TILESIZE, TILESIZE);
1159}
1160
1161static void game_redraw(drawing *dr, game_drawstate *ds,
1162 const game_state *oldstate, const game_state *state,
1163 int dir, const game_ui *ui,
1164 float animtime, float flashtime)
1165{
1166 int w = state->w, h = state->h;
1167 int x, y;
1168 int bgcolour;
1169
1170 if (flashtime > 0) {
1171 int frame = (int)(flashtime / FLASH_FRAME);
1172 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1173 } else
1174 bgcolour = COL_BACKGROUND;
1175
1176 /*
1177 * Erase the sprite currently being dragged, if any.
1178 */
1179 if (ds->dragging) {
1180 assert(ds->drag_background);
1181 blitter_load(dr, ds->drag_background, ds->dragx, ds->dragy);
1182 draw_update(dr, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
1183 ds->dragging = false;
1184 }
1185
1186 if (!ds->started) {
1187 /*
1188 * Draw relief marks around all the squares that aren't
1189 * GRID_OBST.
1190 */
1191 for (y = 0; y < h; y++)
1192 for (x = 0; x < w; x++)
1193 if (state->grid[y*w+x] != GRID_OBST) {
1194 /*
1195 * First pass: draw the full relief square.
1196 */
1197 int coords[6];
1198 coords[0] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
1199 coords[1] = COORD(y) - HIGHLIGHT_WIDTH;
1200 coords[2] = COORD(x) - HIGHLIGHT_WIDTH;
1201 coords[3] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
1202 coords[4] = COORD(x) - HIGHLIGHT_WIDTH;
1203 coords[5] = COORD(y) - HIGHLIGHT_WIDTH;
1204 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1205 coords[4] = COORD(x+1) + HIGHLIGHT_WIDTH - 1;
1206 coords[5] = COORD(y+1) + HIGHLIGHT_WIDTH - 1;
1207 draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
1208 }
1209 for (y = 0; y < h; y++)
1210 for (x = 0; x < w; x++)
1211 if (state->grid[y*w+x] != GRID_OBST) {
1212 /*
1213 * Second pass: draw everything but the two
1214 * diagonal corners.
1215 */
1216 draw_rect(dr, COORD(x) - HIGHLIGHT_WIDTH,
1217 COORD(y) - HIGHLIGHT_WIDTH,
1218 TILESIZE + HIGHLIGHT_WIDTH,
1219 TILESIZE + HIGHLIGHT_WIDTH, COL_HIGHLIGHT);
1220 draw_rect(dr, COORD(x),
1221 COORD(y),
1222 TILESIZE + HIGHLIGHT_WIDTH,
1223 TILESIZE + HIGHLIGHT_WIDTH, COL_LOWLIGHT);
1224 }
1225 for (y = 0; y < h; y++)
1226 for (x = 0; x < w; x++)
1227 if (state->grid[y*w+x] != GRID_OBST) {
1228 /*
1229 * Third pass: draw a trapezium on each edge.
1230 */
1231 int coords[8];
1232 int dx, dy, s, sn, c;
1233
1234 for (dx = 0; dx < 2; dx++) {
1235 dy = 1 - dx;
1236 for (s = 0; s < 2; s++) {
1237 sn = 2*s - 1;
1238 c = s ? COL_LOWLIGHT : COL_HIGHLIGHT;
1239
1240 coords[0] = COORD(x) + (s*dx)*(TILESIZE-1);
1241 coords[1] = COORD(y) + (s*dy)*(TILESIZE-1);
1242 coords[2] = COORD(x) + (s*dx+dy)*(TILESIZE-1);
1243 coords[3] = COORD(y) + (s*dy+dx)*(TILESIZE-1);
1244 coords[4] = coords[2] - HIGHLIGHT_WIDTH * (dy-sn*dx);
1245 coords[5] = coords[3] - HIGHLIGHT_WIDTH * (dx-sn*dy);
1246 coords[6] = coords[0] + HIGHLIGHT_WIDTH * (dy+sn*dx);
1247 coords[7] = coords[1] + HIGHLIGHT_WIDTH * (dx+sn*dy);
1248 draw_polygon(dr, coords, 4, c, c);
1249 }
1250 }
1251 }
1252 for (y = 0; y < h; y++)
1253 for (x = 0; x < w; x++)
1254 if (state->grid[y*w+x] != GRID_OBST) {
1255 /*
1256 * Second pass: draw everything but the two
1257 * diagonal corners.
1258 */
1259 draw_rect(dr, COORD(x),
1260 COORD(y),
1261 TILESIZE,
1262 TILESIZE, COL_BACKGROUND);
1263 }
1264
1265 ds->started = true;
1266
1267 draw_update(dr, 0, 0,
1268 TILESIZE * state->w + 2 * BORDER,
1269 TILESIZE * state->h + 2 * BORDER);
1270 }
1271
1272 /*
1273 * Loop over the grid redrawing anything that looks as if it
1274 * needs it.
1275 */
1276 for (y = 0; y < h; y++)
1277 for (x = 0; x < w; x++) {
1278 int v;
1279
1280 v = state->grid[y*w+x];
1281 /*
1282 * Blank the source of a drag so it looks as if the
1283 * user picked the peg up physically.
1284 */
1285 if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
1286 v = GRID_HOLE;
1287
1288 if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
1289 v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR;
1290
1291 if (v != GRID_OBST &&
1292 (bgcolour != ds->bgcolour || /* always redraw when flashing */
1293 v != ds->grid[y*w+x])) {
1294 draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour);
1295 ds->grid[y*w+x] = v;
1296 }
1297 }
1298
1299 /*
1300 * Draw the dragging sprite if any.
1301 */
1302 if (ui->dragging) {
1303 ds->dragging = true;
1304 ds->dragx = ui->dx - TILESIZE/2;
1305 ds->dragy = ui->dy - TILESIZE/2;
1306 blitter_save(dr, ds->drag_background, ds->dragx, ds->dragy);
1307 draw_tile(dr, ds, ds->dragx, ds->dragy, GRID_PEG, -1);
1308 }
1309
1310 ds->bgcolour = bgcolour;
1311}
1312
1313static float game_anim_length(const game_state *oldstate,
1314 const game_state *newstate, int dir, game_ui *ui)
1315{
1316 return 0.0F;
1317}
1318
1319static float game_flash_length(const game_state *oldstate,
1320 const game_state *newstate, int dir, game_ui *ui)
1321{
1322 if (!oldstate->completed && newstate->completed)
1323 return 2 * FLASH_FRAME;
1324 else
1325 return 0.0F;
1326}
1327
1328static void game_get_cursor_location(const game_ui *ui,
1329 const game_drawstate *ds,
1330 const game_state *state,
1331 const game_params *params,
1332 int *x, int *y, int *w, int *h)
1333{
1334 if(ui->cur_visible) {
1335 *x = COORD(ui->cur_x);
1336 *y = COORD(ui->cur_y);
1337 *w = *h = TILESIZE;
1338 }
1339}
1340
1341static int game_status(const game_state *state)
1342{
1343 /*
1344 * Dead-end situations are assumed to be rescuable by Undo, so we
1345 * don't bother to identify them and return -1.
1346 */
1347 return state->completed ? +1 : 0;
1348}
1349
1350#ifdef COMBINED
1351#define thegame pegs
1352#endif
1353
1354const struct game thegame = {
1355 "Pegs", "games.pegs", "pegs",
1356 default_params,
1357 game_fetch_preset, NULL,
1358 decode_params,
1359 encode_params,
1360 free_params,
1361 dup_params,
1362 true, game_configure, custom_params,
1363 validate_params,
1364 new_game_desc,
1365 validate_desc,
1366 new_game,
1367 dup_game,
1368 free_game,
1369 false, NULL, /* solve */
1370 true, game_can_format_as_text_now, game_text_format,
1371 NULL, NULL, /* get_prefs, set_prefs */
1372 new_ui,
1373 free_ui,
1374 NULL, /* encode_ui */
1375 NULL, /* decode_ui */
1376 NULL, /* game_request_keys */
1377 game_changed_state,
1378 current_key_label,
1379 interpret_move,
1380 execute_move,
1381 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1382 game_colours,
1383 game_new_drawstate,
1384 game_free_drawstate,
1385 game_redraw,
1386 game_anim_length,
1387 game_flash_length,
1388 game_get_cursor_location,
1389 game_status,
1390 false, false, NULL, NULL, /* print_size, print */
1391 false, /* wants_statusbar */
1392 false, NULL, /* timing_state */
1393 0, /* flags */
1394};
1395
1396/* vim: set shiftwidth=4 tabstop=8: */