mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Keyboard control patch for Pegs, from James H.
[originally from svn r8419]
This commit is contained in:
104
pegs.c
104
pegs.c
@ -16,11 +16,15 @@
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#define GRID_PEG 1
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#define GRID_PEG 1
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#define GRID_OBST 2
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#define GRID_OBST 2
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#define GRID_CURSOR 10
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#define GRID_JUMPING 20
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enum {
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enum {
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COL_BACKGROUND,
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COL_BACKGROUND,
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COL_HIGHLIGHT,
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COL_HIGHLIGHT,
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COL_LOWLIGHT,
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COL_LOWLIGHT,
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COL_PEG,
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COL_PEG,
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COL_CURSOR,
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NCOLOURS
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NCOLOURS
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};
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};
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@ -739,14 +743,30 @@ struct game_ui {
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int dragging; /* boolean: is a drag in progress? */
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int dragging; /* boolean: is a drag in progress? */
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int sx, sy; /* grid coords of drag start cell */
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int sx, sy; /* grid coords of drag start cell */
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int dx, dy; /* pixel coords of current drag posn */
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int dx, dy; /* pixel coords of current drag posn */
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int cur_x, cur_y, cur_visible, cur_jumping;
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};
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};
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static game_ui *new_ui(game_state *state)
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static game_ui *new_ui(game_state *state)
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{
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{
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game_ui *ui = snew(game_ui);
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game_ui *ui = snew(game_ui);
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int x, y, v;
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ui->sx = ui->sy = ui->dx = ui->dy = 0;
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ui->sx = ui->sy = ui->dx = ui->dy = 0;
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ui->dragging = FALSE;
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ui->dragging = FALSE;
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ui->cur_visible = ui->cur_jumping = 0;
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/* make sure we start the cursor somewhere on the grid. */
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for (x = 0; x < state->w; x++) {
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for (y = 0; y < state->h; y++) {
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v = state->grid[y*state->w+x];
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if (v == GRID_PEG || v == GRID_HOLE) {
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ui->cur_x = x; ui->cur_y = y;
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goto found;
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}
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}
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}
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assert(!"new_ui found nowhere for cursor");
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found:
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return ui;
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return ui;
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}
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}
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@ -798,6 +818,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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int x, int y, int button)
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{
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{
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int w = state->w, h = state->h;
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int w = state->w, h = state->h;
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char buf[80];
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if (button == LEFT_BUTTON) {
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if (button == LEFT_BUTTON) {
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int tx, ty;
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int tx, ty;
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@ -824,6 +845,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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ui->sy = ty;
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ui->sy = ty;
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ui->dx = x;
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ui->dx = x;
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ui->dy = y;
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ui->dy = y;
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ui->cur_visible = ui->cur_jumping = 0;
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return ""; /* ui modified */
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return ""; /* ui modified */
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}
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}
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} else if (button == LEFT_DRAG && ui->dragging) {
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} else if (button == LEFT_DRAG && ui->dragging) {
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@ -834,7 +856,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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ui->dy = y;
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ui->dy = y;
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return ""; /* ui modified */
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return ""; /* ui modified */
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} else if (button == LEFT_RELEASE && ui->dragging) {
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} else if (button == LEFT_RELEASE && ui->dragging) {
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char buf[80];
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int tx, ty, dx, dy;
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int tx, ty, dx, dy;
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/*
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/*
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@ -864,7 +885,60 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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*/
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*/
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sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
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sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
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return dupstr(buf);
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return dupstr(buf);
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} else if (IS_CURSOR_MOVE(button)) {
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if (!ui->cur_jumping) {
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/* Not jumping; move cursor as usual, making sure we don't
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* leave the gameboard (which may be an irregular shape) */
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int cx = ui->cur_x, cy = ui->cur_y;
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move_cursor(button, &cx, &cy, w, h, 0);
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ui->cur_visible = 1;
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if (state->grid[cy*w+cx] == GRID_HOLE ||
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state->grid[cy*w+cx] == GRID_PEG) {
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ui->cur_x = cx;
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ui->cur_y = cy;
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}
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return "";
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} else {
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int dx, dy, mx, my, jx, jy;
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/* We're jumping; if the requested direction has a hole, and
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* there's a peg in the way, */
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assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG);
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dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0;
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dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0;
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mx = ui->cur_x+dx; my = ui->cur_y+dy;
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jx = mx+dx; jy = my+dy;
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ui->cur_jumping = 0; /* reset, whatever. */
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if (jx >= 0 && jy >= 0 && jx < w && jy < h &&
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state->grid[my*w+mx] == GRID_PEG &&
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state->grid[jy*w+jx] == GRID_HOLE) {
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/* Move cursor to the jumped-to location (this felt more
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* natural while playtesting) */
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sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy);
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ui->cur_x = jx; ui->cur_y = jy;
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return dupstr(buf);
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}
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return "";
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}
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} else if (IS_CURSOR_SELECT(button)) {
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if (!ui->cur_visible) {
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ui->cur_visible = 1;
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return "";
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}
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if (ui->cur_jumping) {
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ui->cur_jumping = 0;
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return "";
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}
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if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) {
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/* cursor is on peg: next arrow-move wil jump. */
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ui->cur_jumping = 1;
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return "";
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}
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return NULL;
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}
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}
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return NULL;
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return NULL;
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}
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}
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@ -955,6 +1029,10 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_PEG * 3 + 1] = 0.0F;
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ret[COL_PEG * 3 + 1] = 0.0F;
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ret[COL_PEG * 3 + 2] = 1.0F;
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ret[COL_PEG * 3 + 2] = 1.0F;
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ret[COL_CURSOR * 3 + 0] = 0.5F;
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ret[COL_CURSOR * 3 + 1] = 0.5F;
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ret[COL_CURSOR * 3 + 2] = 1.0F;
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*ncolours = NCOLOURS;
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*ncolours = NCOLOURS;
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return ret;
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return ret;
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}
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}
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@ -993,16 +1071,30 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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static void draw_tile(drawing *dr, game_drawstate *ds,
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static void draw_tile(drawing *dr, game_drawstate *ds,
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int x, int y, int v, int bgcolour)
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int x, int y, int v, int bgcolour)
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{
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{
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int cursor = 0, jumping = 0, bg;
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if (bgcolour >= 0) {
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if (bgcolour >= 0) {
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draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
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draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
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}
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}
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if (v >= GRID_JUMPING) {
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jumping = 1; v -= GRID_JUMPING;
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}
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if (v >= GRID_CURSOR) {
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cursor = 1; v -= GRID_CURSOR;
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}
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if (v == GRID_HOLE) {
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if (v == GRID_HOLE) {
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bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT;
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assert(!jumping); /* can't jump from a hole! */
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draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
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draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
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COL_LOWLIGHT, COL_LOWLIGHT);
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bg, bg);
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} else if (v == GRID_PEG) {
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} else if (v == GRID_PEG) {
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bg = (cursor || jumping) ? COL_CURSOR : COL_PEG;
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draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
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draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
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COL_PEG, COL_PEG);
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bg, bg);
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bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR;
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draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
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bg, bg);
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}
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}
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draw_update(dr, x, y, TILESIZE, TILESIZE);
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draw_update(dr, x, y, TILESIZE, TILESIZE);
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@ -1137,6 +1229,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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*/
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*/
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if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
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if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
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v = GRID_HOLE;
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v = GRID_HOLE;
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if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
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v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR;
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if (v != GRID_OBST &&
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if (v != GRID_OBST &&
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(bgcolour != ds->bgcolour || /* always redraw when flashing */
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(bgcolour != ds->bgcolour || /* always redraw when flashing */
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v != ds->grid[y*w+x])) {
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v != ds->grid[y*w+x])) {
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@ -1226,3 +1322,5 @@ const struct game thegame = {
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FALSE, game_timing_state,
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FALSE, game_timing_state,
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0, /* flags */
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0, /* flags */
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};
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};
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/* vim: set shiftwidth=4 tabstop=8: */
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@ -1360,6 +1360,11 @@ Vacant spaces which you can move a peg into are marked with holes. A
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space with no peg and no hole is not available for moving at all: it
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space with no peg and no hole is not available for moving at all: it
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is an obstacle which you must work around.
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is an obstacle which you must work around.
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You can also use the cursor keys to move a position indicator around
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the board. Pressing the return key while over a peg, followed by a
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cursor key, will jump the peg in that direction (if that is a legal
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move).
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(All the actions described in \k{common-actions} are also available.)
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(All the actions described in \k{common-actions} are also available.)
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\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
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\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
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