Spaces:
Running
Running
| /* | |
| * blackbox.c: implementation of 'Black Box'. | |
| */ | |
| /* Terminology, for ease of reading various macros scattered about the place. | |
| * | |
| * The 'arena' is the inner area where the balls are placed. This is | |
| * indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1). | |
| * | |
| * The 'range' (firing range) is the bit around the edge where | |
| * the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1), | |
| * starting at the top left ((1,0) on the grid) and moving clockwise. | |
| * | |
| * The 'grid' is just the big array containing arena and range; | |
| * locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused. | |
| */ | |
| enum { | |
| COL_BACKGROUND, COL_COVER, COL_LOCK, | |
| COL_TEXT, COL_FLASHTEXT, | |
| COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID, | |
| COL_BALL, COL_WRONG, COL_BUTTON, | |
| COL_CURSOR, | |
| NCOLOURS | |
| }; | |
| struct game_params { | |
| int w, h; | |
| int minballs, maxballs; | |
| }; | |
| static game_params *default_params(void) | |
| { | |
| game_params *ret = snew(game_params); | |
| ret->w = ret->h = 8; | |
| ret->minballs = ret->maxballs = 5; | |
| return ret; | |
| } | |
| static const game_params blackbox_presets[] = { | |
| { 5, 5, 3, 3 }, | |
| { 8, 8, 5, 5 }, | |
| { 8, 8, 3, 6 }, | |
| { 10, 10, 5, 5 }, | |
| { 10, 10, 4, 10 } | |
| }; | |
| static bool game_fetch_preset(int i, char **name, game_params **params) | |
| { | |
| char str[80]; | |
| game_params *ret; | |
| if (i < 0 || i >= lenof(blackbox_presets)) | |
| return false; | |
| ret = snew(game_params); | |
| *ret = blackbox_presets[i]; | |
| if (ret->minballs == ret->maxballs) | |
| sprintf(str, "%dx%d, %d balls", | |
| ret->w, ret->h, ret->minballs); | |
| else | |
| sprintf(str, "%dx%d, %d-%d balls", | |
| ret->w, ret->h, ret->minballs, ret->maxballs); | |
| *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; | |
| game_params *defs = default_params(); | |
| *params = *defs; free_params(defs); | |
| while (*p) { | |
| switch (*p++) { | |
| case 'w': | |
| params->w = atoi(p); | |
| while (*p && isdigit((unsigned char)*p)) p++; | |
| break; | |
| case 'h': | |
| params->h = atoi(p); | |
| while (*p && isdigit((unsigned char)*p)) p++; | |
| break; | |
| case 'm': | |
| params->minballs = atoi(p); | |
| while (*p && isdigit((unsigned char)*p)) p++; | |
| break; | |
| case 'M': | |
| params->maxballs = atoi(p); | |
| while (*p && isdigit((unsigned char)*p)) p++; | |
| break; | |
| default: | |
| ; | |
| } | |
| } | |
| } | |
| static char *encode_params(const game_params *params, bool full) | |
| { | |
| char str[256]; | |
| sprintf(str, "w%dh%dm%dM%d", | |
| params->w, params->h, params->minballs, params->maxballs); | |
| return dupstr(str); | |
| } | |
| static config_item *game_configure(const game_params *params) | |
| { | |
| config_item *ret; | |
| char buf[80]; | |
| ret = snewn(4, config_item); | |
| ret[0].name = "Width"; | |
| ret[0].type = C_STRING; | |
| sprintf(buf, "%d", params->w); | |
| ret[0].u.string.sval = dupstr(buf); | |
| ret[1].name = "Height"; | |
| ret[1].type = C_STRING; | |
| sprintf(buf, "%d", params->h); | |
| ret[1].u.string.sval = dupstr(buf); | |
| ret[2].name = "No. of balls"; | |
| ret[2].type = C_STRING; | |
| if (params->minballs == params->maxballs) | |
| sprintf(buf, "%d", params->minballs); | |
| else | |
| sprintf(buf, "%d-%d", params->minballs, params->maxballs); | |
| ret[2].u.string.sval = dupstr(buf); | |
| ret[3].name = NULL; | |
| ret[3].type = C_END; | |
| return ret; | |
| } | |
| static game_params *custom_params(const config_item *cfg) | |
| { | |
| game_params *ret = snew(game_params); | |
| ret->w = atoi(cfg[0].u.string.sval); | |
| ret->h = atoi(cfg[1].u.string.sval); | |
| /* Allow 'a-b' for a range, otherwise assume a single number. */ | |
| if (sscanf(cfg[2].u.string.sval, "%d-%d", | |
| &ret->minballs, &ret->maxballs) < 2) | |
| ret->minballs = ret->maxballs = atoi(cfg[2].u.string.sval); | |
| return ret; | |
| } | |
| static const char *validate_params(const game_params *params, bool full) | |
| { | |
| if (params->w < 2 || params->h < 2) | |
| return "Width and height must both be at least two"; | |
| /* next one is just for ease of coding stuff into 'char' | |
| * types, and could be worked around if required. */ | |
| if (params->w > 255 || params->h > 255) | |
| return "Widths and heights greater than 255 are not supported"; | |
| if (params->minballs < 0) | |
| return "Negative number of balls"; | |
| if (params->minballs > params->maxballs) | |
| return "Minimum number of balls may not be greater than maximum"; | |
| if (params->minballs >= params->w * params->h) | |
| return "Too many balls to fit in grid"; | |
| return NULL; | |
| } | |
| /* | |
| * We store: width | height | ball1x | ball1y | [ ball2x | ball2y | [...] ] | |
| * all stored as unsigned chars; validate_params has already | |
| * checked this won't overflow an 8-bit char. | |
| * Then we obfuscate it. | |
| */ | |
| static char *new_game_desc(const game_params *params, random_state *rs, | |
| char **aux, bool interactive) | |
| { | |
| int nballs = params->minballs, i; | |
| char *grid, *ret; | |
| unsigned char *bmp; | |
| if (params->maxballs > params->minballs) | |
| nballs += random_upto(rs, params->maxballs - params->minballs + 1); | |
| grid = snewn(params->w*params->h, char); | |
| memset(grid, 0, params->w * params->h * sizeof(char)); | |
| bmp = snewn(nballs*2 + 2, unsigned char); | |
| memset(bmp, 0, (nballs*2 + 2) * sizeof(unsigned char)); | |
| bmp[0] = params->w; | |
| bmp[1] = params->h; | |
| for (i = 0; i < nballs; i++) { | |
| int x, y; | |
| do { | |
| x = random_upto(rs, params->w); | |
| y = random_upto(rs, params->h); | |
| } while (grid[y*params->w + x]); | |
| grid[y*params->w + x] = 1; | |
| bmp[(i+1)*2 + 0] = x; | |
| bmp[(i+1)*2 + 1] = y; | |
| } | |
| sfree(grid); | |
| obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, false); | |
| ret = bin2hex(bmp, nballs*2 + 2); | |
| sfree(bmp); | |
| return ret; | |
| } | |
| static const char *validate_desc(const game_params *params, const char *desc) | |
| { | |
| int nballs, dlen = strlen(desc), i; | |
| unsigned char *bmp; | |
| const char *ret; | |
| /* the bitmap is 2+(nballs*2) long; the hex version is double that. */ | |
| nballs = ((dlen/2)-2)/2; | |
| if (dlen < 4 || dlen % 4 || | |
| nballs < params->minballs || nballs > params->maxballs) | |
| return "Game description is wrong length"; | |
| bmp = hex2bin(desc, nballs*2 + 2); | |
| obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, true); | |
| ret = "Game description is corrupted"; | |
| /* check general grid size */ | |
| if (bmp[0] != params->w || bmp[1] != params->h) | |
| goto done; | |
| /* check each ball will fit on that grid */ | |
| for (i = 0; i < nballs; i++) { | |
| int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1]; | |
| if (x < 0 || y < 0 || x >= params->w || y >= params->h) | |
| goto done; | |
| } | |
| ret = NULL; | |
| done: | |
| sfree(bmp); | |
| return ret; | |
| } | |
| struct game_state { | |
| int w, h, minballs, maxballs, nballs, nlasers; | |
| unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */ | |
| unsigned int *exits; /* one per laser */ | |
| bool done; /* user has finished placing his own balls. */ | |
| int laserno; /* number of next laser to be fired. */ | |
| int nguesses, nright, nwrong, nmissed; | |
| bool reveal, justwrong; | |
| }; | |
| /* specify numbers because they must match array indexes. */ | |
| enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 }; | |
| struct offset { int x, y; }; | |
| static const struct offset offsets[] = { | |
| { 0, -1 }, /* up */ | |
| { 1, 0 }, /* right */ | |
| { 0, 1 }, /* down */ | |
| { -1, 0 } /* left */ | |
| }; | |
| static const char *dirstrs[] = { | |
| "UP", "RIGHT", "DOWN", "LEFT" | |
| }; | |
| static bool range2grid(const game_state *state, int rangeno, int *x, int *y, | |
| int *direction) | |
| { | |
| if (rangeno < 0) | |
| return false; | |
| if (rangeno < state->w) { | |
| /* top row; from (1,0) to (w,0) */ | |
| *x = rangeno + 1; | |
| *y = 0; | |
| *direction = DIR_DOWN; | |
| return true; | |
| } | |
| rangeno -= state->w; | |
| if (rangeno < state->h) { | |
| /* RHS; from (w+1, 1) to (w+1, h) */ | |
| *x = state->w+1; | |
| *y = rangeno + 1; | |
| *direction = DIR_LEFT; | |
| return true; | |
| } | |
| rangeno -= state->h; | |
| if (rangeno < state->w) { | |
| /* bottom row; from (1, h+1) to (w, h+1); counts backwards */ | |
| *x = (state->w - rangeno); | |
| *y = state->h+1; | |
| *direction = DIR_UP; | |
| return true; | |
| } | |
| rangeno -= state->w; | |
| if (rangeno < state->h) { | |
| /* LHS; from (0, 1) to (0, h); counts backwards */ | |
| *x = 0; | |
| *y = (state->h - rangeno); | |
| *direction = DIR_RIGHT; | |
| return true; | |
| } | |
| return false; | |
| } | |
| static bool grid2range(const game_state *state, int x, int y, int *rangeno) | |
| { | |
| int ret, x1 = state->w+1, y1 = state->h+1; | |
| if (x > 0 && x < x1 && y > 0 && y < y1) return false; /* in arena */ | |
| if (x < 0 || x > x1 || y < 0 || y > y1) return false; /* outside grid */ | |
| if ((x == 0 || x == x1) && (y == 0 || y == y1)) | |
| return false; /* one of 4 corners */ | |
| if (y == 0) { /* top line */ | |
| ret = x - 1; | |
| } else if (x == x1) { /* RHS */ | |
| ret = y - 1 + state->w; | |
| } else if (y == y1) { /* Bottom [and counts backwards] */ | |
| ret = (state->w - x) + state->w + state->h; | |
| } else { /* LHS [and counts backwards ] */ | |
| ret = (state->h-y) + state->w + state->w + state->h; | |
| } | |
| *rangeno = ret; | |
| debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret)); | |
| return true; | |
| } | |
| static game_state *new_game(midend *me, const game_params *params, | |
| const char *desc) | |
| { | |
| game_state *state = snew(game_state); | |
| int dlen = strlen(desc), i; | |
| unsigned char *bmp; | |
| state->minballs = params->minballs; | |
| state->maxballs = params->maxballs; | |
| state->nballs = ((dlen/2)-2)/2; | |
| bmp = hex2bin(desc, state->nballs*2 + 2); | |
| obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, true); | |
| state->w = bmp[0]; state->h = bmp[1]; | |
| state->nlasers = 2 * (state->w + state->h); | |
| state->grid = snewn((state->w+2)*(state->h+2), unsigned int); | |
| memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int)); | |
| state->exits = snewn(state->nlasers, unsigned int); | |
| memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int)); | |
| for (i = 0; i < state->nballs; i++) { | |
| GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT; | |
| } | |
| sfree(bmp); | |
| state->done = false; | |
| state->justwrong = false; | |
| state->reveal = false; | |
| state->nguesses = state->nright = state->nwrong = state->nmissed = 0; | |
| state->laserno = 1; | |
| return state; | |
| } | |
| static game_state *dup_game(const game_state *state) | |
| { | |
| game_state *ret = snew(game_state); | |
| XFER(w); XFER(h); | |
| XFER(minballs); XFER(maxballs); | |
| XFER(nballs); XFER(nlasers); | |
| ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int); | |
| memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int)); | |
| ret->exits = snewn(ret->nlasers, unsigned int); | |
| memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int)); | |
| XFER(done); | |
| XFER(laserno); | |
| XFER(nguesses); | |
| XFER(reveal); | |
| XFER(justwrong); | |
| XFER(nright); XFER(nwrong); XFER(nmissed); | |
| return ret; | |
| } | |
| static void free_game(game_state *state) | |
| { | |
| sfree(state->exits); | |
| sfree(state->grid); | |
| sfree(state); | |
| } | |
| static char *solve_game(const game_state *state, const game_state *currstate, | |
| const char *aux, const char **error) | |
| { | |
| return dupstr("S"); | |
| } | |
| struct game_ui { | |
| int flash_laserno; | |
| int errors; | |
| bool newmove; | |
| int cur_x, cur_y; | |
| bool cur_visible; | |
| int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */ | |
| }; | |
| static game_ui *new_ui(const game_state *state) | |
| { | |
| game_ui *ui = snew(game_ui); | |
| ui->flash_laserno = LASER_EMPTY; | |
| ui->errors = 0; | |
| ui->newmove = false; | |
| ui->cur_x = ui->cur_y = 1; | |
| ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); | |
| ui->flash_laser = 0; | |
| return ui; | |
| } | |
| static void free_ui(game_ui *ui) | |
| { | |
| sfree(ui); | |
| } | |
| static char *encode_ui(const game_ui *ui) | |
| { | |
| char buf[80]; | |
| /* | |
| * The error counter needs preserving across a serialisation. | |
| */ | |
| sprintf(buf, "E%d", ui->errors); | |
| return dupstr(buf); | |
| } | |
| static void decode_ui(game_ui *ui, const char *encoding) | |
| { | |
| sscanf(encoding, "E%d", &ui->errors); | |
| } | |
| static void game_changed_state(game_ui *ui, const game_state *oldstate, | |
| const game_state *newstate) | |
| { | |
| /* | |
| * If we've encountered a `justwrong' state as a result of | |
| * actually making a move, increment the ui error counter. | |
| */ | |
| if (newstate->justwrong && ui->newmove) | |
| ui->errors++; | |
| ui->newmove = false; | |
| } | |
| static const char *current_key_label(const game_ui *ui, | |
| const game_state *state, int button) | |
| { | |
| if (IS_CURSOR_SELECT(button) && ui->cur_visible && !state->reveal) { | |
| int gx = ui->cur_x, gy = ui->cur_y, rangeno = -1; | |
| if (gx == 0 && gy == 0 && button == CURSOR_SELECT) return "Check"; | |
| if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) { | |
| /* Cursor somewhere in the arena. */ | |
| if (button == CURSOR_SELECT && !(GRID(state, gx,gy) & BALL_LOCK)) | |
| return (GRID(state, gx, gy) & BALL_GUESS) ? "Clear" : "Ball"; | |
| if (button == CURSOR_SELECT2) | |
| return (GRID(state, gx, gy) & BALL_LOCK) ? "Unlock" : "Lock"; | |
| } | |
| if (grid2range(state, gx, gy, &rangeno)) { | |
| if (button == CURSOR_SELECT && | |
| state->exits[rangeno] == LASER_EMPTY) | |
| return "Fire"; | |
| if (button == CURSOR_SELECT2) { | |
| int n = 0; | |
| /* Row or column lock or unlock. */ | |
| if (gy == 0 || gy > state->h) { /* Column lock */ | |
| for (gy = 1; gy <= state->h; gy++) | |
| n += !!(GRID(state, gx, gy) & BALL_LOCK); | |
| return n > state->h/2 ? "Unlock" : "Lock"; | |
| } else { /* Row lock */ | |
| for (gx = 1; gx <= state->w; gx++) | |
| n += !!(GRID(state, gx, gy) & BALL_LOCK); | |
| return n > state->w/2 ? "Unlock" : "Lock"; | |
| } | |
| } | |
| } | |
| } | |
| return ""; | |
| } | |
| enum { LOOK_LEFT, LOOK_FORWARD, LOOK_RIGHT }; | |
| /* Given a position and a direction, check whether we can see a ball in front | |
| * of us, or to our front-left or front-right. */ | |
| static bool isball(game_state *state, int gx, int gy, int direction, int lookwhere) | |
| { | |
| debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction], | |
| lookwhere == LOOK_LEFT ? "LEFT" : | |
| lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT")); | |
| OFFSET(gx,gy,direction); | |
| if (lookwhere == LOOK_LEFT) | |
| OFFSET(gx,gy,direction-1); | |
| else if (lookwhere == LOOK_RIGHT) | |
| OFFSET(gx,gy,direction+1); | |
| else if (lookwhere != LOOK_FORWARD) | |
| assert(!"unknown lookwhere"); | |
| debug(("isball, new (%d, %d)\n", gx, gy)); | |
| /* if we're off the grid (into the firing range) there's never a ball. */ | |
| if (gx < 1 || gy < 1 || gx > state->w || gy > state->h) | |
| return false; | |
| if (GRID(state, gx,gy) & BALL_CORRECT) | |
| return true; | |
| return false; | |
| } | |
| static int fire_laser_internal(game_state *state, int x, int y, int direction) | |
| { | |
| int unused, lno; | |
| bool tmp; | |
| tmp = grid2range(state, x, y, &lno); | |
| assert(tmp); | |
| /* deal with strange initial reflection rules (that stop | |
| * you turning down the laser range) */ | |
| /* I've just chosen to prioritise instant-hit over instant-reflection; | |
| * I can't find anywhere that gives me a definite algorithm for this. */ | |
| if (isball(state, x, y, direction, LOOK_FORWARD)) { | |
| debug(("Instant hit at (%d, %d)\n", x, y)); | |
| return LASER_HIT; /* hit */ | |
| } | |
| if (isball(state, x, y, direction, LOOK_LEFT) || | |
| isball(state, x, y, direction, LOOK_RIGHT)) { | |
| debug(("Instant reflection at (%d, %d)\n", x, y)); | |
| return LASER_REFLECT; /* reflection */ | |
| } | |
| /* move us onto the grid. */ | |
| OFFSET(x, y, direction); | |
| while (1) { | |
| debug(("fire_laser: looping at (%d, %d) pointing %s\n", | |
| x, y, dirstrs[direction])); | |
| if (grid2range(state, x, y, &unused)) { | |
| int exitno; | |
| tmp = grid2range(state, x, y, &exitno); | |
| assert(tmp); | |
| return (lno == exitno ? LASER_REFLECT : exitno); | |
| } | |
| /* paranoia. This obviously should never happen */ | |
| assert(!(GRID(state, x, y) & BALL_CORRECT)); | |
| if (isball(state, x, y, direction, LOOK_FORWARD)) { | |
| /* we're facing a ball; send back a reflection. */ | |
| debug(("Ball ahead of (%d, %d)", x, y)); | |
| return LASER_HIT; /* hit */ | |
| } | |
| if (isball(state, x, y, direction, LOOK_LEFT)) { | |
| /* ball to our left; rotate clockwise and look again. */ | |
| debug(("Ball to left; turning clockwise.\n")); | |
| direction += 1; direction %= 4; | |
| continue; | |
| } | |
| if (isball(state, x, y, direction, LOOK_RIGHT)) { | |
| /* ball to our right; rotate anti-clockwise and look again. */ | |
| debug(("Ball to rightl turning anti-clockwise.\n")); | |
| direction += 3; direction %= 4; | |
| continue; | |
| } | |
| /* ... otherwise, we have no balls ahead of us so just move one step. */ | |
| debug(("No balls; moving forwards.\n")); | |
| OFFSET(x, y, direction); | |
| } | |
| } | |
| static int laser_exit(game_state *state, int entryno) | |
| { | |
| int x, y, direction; | |
| bool tmp; | |
| tmp = range2grid(state, entryno, &x, &y, &direction); | |
| assert(tmp); | |
| return fire_laser_internal(state, x, y, direction); | |
| } | |
| static void fire_laser(game_state *state, int entryno) | |
| { | |
| int exitno, x, y, direction; | |
| bool tmp; | |
| tmp = range2grid(state, entryno, &x, &y, &direction); | |
| assert(tmp); | |
| exitno = fire_laser_internal(state, x, y, direction); | |
| if (exitno == LASER_HIT || exitno == LASER_REFLECT) { | |
| GRID(state, x, y) = state->exits[entryno] = exitno; | |
| } else { | |
| int newno = state->laserno++; | |
| int xend, yend, unused; | |
| tmp = range2grid(state, exitno, &xend, ¥d, &unused); | |
| assert(tmp); | |
| GRID(state, x, y) = GRID(state, xend, yend) = newno; | |
| state->exits[entryno] = exitno; | |
| state->exits[exitno] = entryno; | |
| } | |
| } | |
| /* Checks that the guessed balls in the state match up with the real balls | |
| * for all possible lasers (i.e. not just the ones that the player might | |
| * have already guessed). This is required because any layout with >4 balls | |
| * might have multiple valid solutions. Returns non-zero for a 'correct' | |
| * (i.e. consistent) layout. */ | |
| static int check_guesses(game_state *state, bool cagey) | |
| { | |
| game_state *solution, *guesses; | |
| int i, x, y, n, unused, tmp; | |
| bool tmpb; | |
| int ret = 0; | |
| if (cagey) { | |
| /* | |
| * First, check that each laser the player has already | |
| * fired is consistent with the layout. If not, show them | |
| * one error they've made and reveal no further | |
| * information. | |
| * | |
| * Failing that, check to see whether the player would have | |
| * been able to fire any laser which distinguished the real | |
| * solution from their guess. If so, show them one such | |
| * laser and reveal no further information. | |
| */ | |
| guesses = dup_game(state); | |
| /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */ | |
| for (x = 1; x <= state->w; x++) { | |
| for (y = 1; y <= state->h; y++) { | |
| GRID(guesses, x, y) &= ~BALL_CORRECT; | |
| if (GRID(guesses, x, y) & BALL_GUESS) | |
| GRID(guesses, x, y) |= BALL_CORRECT; | |
| } | |
| } | |
| n = 0; | |
| for (i = 0; i < guesses->nlasers; i++) { | |
| if (guesses->exits[i] != LASER_EMPTY && | |
| guesses->exits[i] != laser_exit(guesses, i)) | |
| n++; | |
| } | |
| if (n) { | |
| /* | |
| * At least one of the player's existing lasers | |
| * contradicts their ball placement. Pick a random one, | |
| * highlight it, and return. | |
| * | |
| * A temporary random state is created from the current | |
| * grid, so that repeating the same marking will give | |
| * the same answer instead of a different one. | |
| */ | |
| random_state *rs = random_new((char *)guesses->grid, | |
| (state->w+2)*(state->h+2) * | |
| sizeof(unsigned int)); | |
| n = random_upto(rs, n); | |
| random_free(rs); | |
| for (i = 0; i < guesses->nlasers; i++) { | |
| if (guesses->exits[i] != LASER_EMPTY && | |
| guesses->exits[i] != laser_exit(guesses, i) && | |
| n-- == 0) { | |
| state->exits[i] |= LASER_WRONG; | |
| tmp = laser_exit(state, i); | |
| if (RANGECHECK(state, tmp)) | |
| state->exits[tmp] |= LASER_WRONG; | |
| state->justwrong = true; | |
| free_game(guesses); | |
| return 0; | |
| } | |
| } | |
| } | |
| n = 0; | |
| for (i = 0; i < guesses->nlasers; i++) { | |
| if (guesses->exits[i] == LASER_EMPTY && | |
| laser_exit(state, i) != laser_exit(guesses, i)) | |
| n++; | |
| } | |
| if (n) { | |
| /* | |
| * At least one of the player's unfired lasers would | |
| * demonstrate their ball placement to be wrong. Pick a | |
| * random one, highlight it, and return. | |
| * | |
| * A temporary random state is created from the current | |
| * grid, so that repeating the same marking will give | |
| * the same answer instead of a different one. | |
| */ | |
| random_state *rs = random_new((char *)guesses->grid, | |
| (state->w+2)*(state->h+2) * | |
| sizeof(unsigned int)); | |
| n = random_upto(rs, n); | |
| random_free(rs); | |
| for (i = 0; i < guesses->nlasers; i++) { | |
| if (guesses->exits[i] == LASER_EMPTY && | |
| laser_exit(state, i) != laser_exit(guesses, i) && | |
| n-- == 0) { | |
| fire_laser(state, i); | |
| state->exits[i] |= LASER_OMITTED; | |
| tmp = laser_exit(state, i); | |
| if (RANGECHECK(state, tmp)) | |
| state->exits[tmp] |= LASER_OMITTED; | |
| state->justwrong = true; | |
| free_game(guesses); | |
| return 0; | |
| } | |
| } | |
| } | |
| free_game(guesses); | |
| } | |
| /* duplicate the state (to solution) */ | |
| solution = dup_game(state); | |
| /* clear out the lasers of solution */ | |
| for (i = 0; i < solution->nlasers; i++) { | |
| tmpb = range2grid(solution, i, &x, &y, &unused); | |
| assert(tmpb); | |
| GRID(solution, x, y) = 0; | |
| solution->exits[i] = LASER_EMPTY; | |
| } | |
| /* duplicate solution to guess. */ | |
| guesses = dup_game(solution); | |
| /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */ | |
| for (x = 1; x <= state->w; x++) { | |
| for (y = 1; y <= state->h; y++) { | |
| GRID(guesses, x, y) &= ~BALL_CORRECT; | |
| if (GRID(guesses, x, y) & BALL_GUESS) | |
| GRID(guesses, x, y) |= BALL_CORRECT; | |
| } | |
| } | |
| /* for each laser (on both game_states), fire it if it hasn't been fired. | |
| * If one has been fired (or received a hit) and another hasn't, we know | |
| * the ball layouts didn't match and can short-circuit return. */ | |
| for (i = 0; i < solution->nlasers; i++) { | |
| if (solution->exits[i] == LASER_EMPTY) | |
| fire_laser(solution, i); | |
| if (guesses->exits[i] == LASER_EMPTY) | |
| fire_laser(guesses, i); | |
| } | |
| /* check each game_state's laser against the other; if any differ, return 0 */ | |
| ret = 1; | |
| for (i = 0; i < solution->nlasers; i++) { | |
| tmpb = range2grid(solution, i, &x, &y, &unused); | |
| assert(tmpb); | |
| if (solution->exits[i] != guesses->exits[i]) { | |
| /* If the original state didn't have this shot fired, | |
| * and it would be wrong between the guess and the solution, | |
| * add it. */ | |
| if (state->exits[i] == LASER_EMPTY) { | |
| state->exits[i] = solution->exits[i]; | |
| if (state->exits[i] == LASER_REFLECT || | |
| state->exits[i] == LASER_HIT) | |
| GRID(state, x, y) = state->exits[i]; | |
| else { | |
| /* add a new shot, incrementing state's laser count. */ | |
| int ex, ey, newno = state->laserno++; | |
| tmpb = range2grid(state, state->exits[i], &ex, &ey, &unused); | |
| assert(tmpb); | |
| GRID(state, x, y) = newno; | |
| GRID(state, ex, ey) = newno; | |
| } | |
| state->exits[i] |= LASER_OMITTED; | |
| } else { | |
| state->exits[i] |= LASER_WRONG; | |
| } | |
| ret = 0; | |
| } | |
| } | |
| if (ret == 0 || | |
| state->nguesses < state->minballs || | |
| state->nguesses > state->maxballs) goto done; | |
| /* fix up original state so the 'correct' balls end up matching the guesses, | |
| * as we've just proved that they were equivalent. */ | |
| for (x = 1; x <= state->w; x++) { | |
| for (y = 1; y <= state->h; y++) { | |
| if (GRID(state, x, y) & BALL_GUESS) | |
| GRID(state, x, y) |= BALL_CORRECT; | |
| else | |
| GRID(state, x, y) &= ~BALL_CORRECT; | |
| } | |
| } | |
| done: | |
| /* fill in nright and nwrong. */ | |
| state->nright = state->nwrong = state->nmissed = 0; | |
| for (x = 1; x <= state->w; x++) { | |
| for (y = 1; y <= state->h; y++) { | |
| int bs = GRID(state, x, y) & (BALL_GUESS | BALL_CORRECT); | |
| if (bs == (BALL_GUESS | BALL_CORRECT)) | |
| state->nright++; | |
| else if (bs == BALL_GUESS) | |
| state->nwrong++; | |
| else if (bs == BALL_CORRECT) | |
| state->nmissed++; | |
| } | |
| } | |
| free_game(solution); | |
| free_game(guesses); | |
| state->reveal = true; | |
| return ret; | |
| } | |
| struct game_drawstate { | |
| int tilesize, crad, rrad, w, h; /* w and h to make macros work... */ | |
| unsigned int *grid; /* as the game_state grid */ | |
| bool started, reveal, isflash; | |
| int flash_laserno; | |
| }; | |
| static char *interpret_move(const game_state *state, game_ui *ui, | |
| const game_drawstate *ds, | |
| int x, int y, int button) | |
| { | |
| int gx = -1, gy = -1, rangeno = -1, wouldflash = 0; | |
| enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL, | |
| TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE; | |
| char buf[80], *nullret = NULL; | |
| if (IS_CURSOR_MOVE(button)) { | |
| int cx = ui->cur_x, cy = ui->cur_y; | |
| move_cursor(button, &cx, &cy, state->w+2, state->h+2, false); | |
| if ((cx == 0 && cy == 0 && !CAN_REVEAL(state)) || | |
| (cx == 0 && cy == state->h+1) || | |
| (cx == state->w+1 && cy == 0) || | |
| (cx == state->w+1 && cy == state->h+1)) | |
| return NULL; /* disallow moving cursor to corners. */ | |
| ui->cur_x = cx; | |
| ui->cur_y = cy; | |
| ui->cur_visible = true; | |
| return UI_UPDATE; | |
| } | |
| if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { | |
| gx = FROMDRAW(x); | |
| gy = FROMDRAW(y); | |
| ui->cur_visible = false; | |
| wouldflash = 1; | |
| } else if (button == LEFT_RELEASE) { | |
| ui->flash_laser = 0; | |
| return UI_UPDATE; | |
| } else if (IS_CURSOR_SELECT(button)) { | |
| if (ui->cur_visible) { | |
| gx = ui->cur_x; | |
| gy = ui->cur_y; | |
| ui->flash_laser = 0; | |
| wouldflash = 2; | |
| } else { | |
| ui->cur_visible = true; | |
| return UI_UPDATE; | |
| } | |
| /* Fix up 'button' for the below logic. */ | |
| if (button == CURSOR_SELECT2) button = RIGHT_BUTTON; | |
| else button = LEFT_BUTTON; | |
| } | |
| if (gx != -1 && gy != -1) { | |
| if (gx == 0 && gy == 0 && button == LEFT_BUTTON) | |
| action = REVEAL; | |
| if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) { | |
| if (button == LEFT_BUTTON) { | |
| if (!(GRID(state, gx,gy) & BALL_LOCK)) | |
| action = TOGGLE_BALL; | |
| } else | |
| action = TOGGLE_LOCK; | |
| } | |
| if (grid2range(state, gx, gy, &rangeno)) { | |
| if (button == LEFT_BUTTON) | |
| action = FIRE; | |
| else if (gy == 0 || gy > state->h) | |
| action = TOGGLE_COLUMN_LOCK; /* and use gx */ | |
| else | |
| action = TOGGLE_ROW_LOCK; /* and use gy */ | |
| } | |
| } | |
| switch (action) { | |
| case TOGGLE_BALL: | |
| sprintf(buf, "T%d,%d", gx, gy); | |
| break; | |
| case TOGGLE_LOCK: | |
| sprintf(buf, "LB%d,%d", gx, gy); | |
| break; | |
| case TOGGLE_COLUMN_LOCK: | |
| sprintf(buf, "LC%d", gx); | |
| break; | |
| case TOGGLE_ROW_LOCK: | |
| sprintf(buf, "LR%d", gy); | |
| break; | |
| case FIRE: | |
| if (state->reveal && state->exits[rangeno] == LASER_EMPTY) | |
| return nullret; | |
| ui->flash_laserno = rangeno; | |
| ui->flash_laser = wouldflash; | |
| nullret = UI_UPDATE; | |
| if (state->exits[rangeno] != LASER_EMPTY) | |
| return UI_UPDATE; | |
| sprintf(buf, "F%d", rangeno); | |
| break; | |
| case REVEAL: | |
| if (!CAN_REVEAL(state)) return nullret; | |
| if (ui->cur_visible) ui->cur_x = ui->cur_y = 1; | |
| sprintf(buf, "R"); | |
| break; | |
| default: | |
| return nullret; | |
| } | |
| if (state->reveal) return nullret; | |
| ui->newmove = true; | |
| return dupstr(buf); | |
| } | |
| static game_state *execute_move(const game_state *from, const char *move) | |
| { | |
| game_state *ret = dup_game(from); | |
| int gx = -1, gy = -1, rangeno = -1; | |
| if (ret->justwrong) { | |
| int i; | |
| ret->justwrong = false; | |
| for (i = 0; i < ret->nlasers; i++) | |
| if (ret->exits[i] != LASER_EMPTY) | |
| ret->exits[i] &= ~(LASER_OMITTED | LASER_WRONG); | |
| } | |
| if (!strcmp(move, "S")) { | |
| check_guesses(ret, false); | |
| return ret; | |
| } | |
| if (from->reveal) goto badmove; | |
| if (!*move) goto badmove; | |
| switch (move[0]) { | |
| case 'T': | |
| sscanf(move+1, "%d,%d", &gx, &gy); | |
| if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h) | |
| goto badmove; | |
| if (GRID(ret, gx, gy) & BALL_GUESS) { | |
| ret->nguesses--; | |
| GRID(ret, gx, gy) &= ~BALL_GUESS; | |
| } else { | |
| ret->nguesses++; | |
| GRID(ret, gx, gy) |= BALL_GUESS; | |
| } | |
| break; | |
| case 'F': | |
| sscanf(move+1, "%d", &rangeno); | |
| if (!RANGECHECK(ret, rangeno)) | |
| goto badmove; | |
| if (ret->exits[rangeno] != LASER_EMPTY) | |
| goto badmove; | |
| fire_laser(ret, rangeno); | |
| break; | |
| case 'R': | |
| if (ret->nguesses < ret->minballs || | |
| ret->nguesses > ret->maxballs) | |
| goto badmove; | |
| check_guesses(ret, true); | |
| break; | |
| case 'L': | |
| { | |
| int lcount = 0; | |
| if (strlen(move) < 2) goto badmove; | |
| switch (move[1]) { | |
| case 'B': | |
| sscanf(move+2, "%d,%d", &gx, &gy); | |
| if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h) | |
| goto badmove; | |
| GRID(ret, gx, gy) ^= BALL_LOCK; | |
| break; | |
| case 'C': | |
| sscanf(move+2, "%d", &gx); | |
| if (gx < 1 || gx > ret->w) goto badmove; | |
| for (gy = 1; gy <= ret->h; gy++) { COUNTLOCK; } | |
| for (gy = 1; gy <= ret->h; gy++) { SETLOCKIF(ret->h/2); } | |
| break; | |
| case 'R': | |
| sscanf(move+2, "%d", &gy); | |
| if (gy < 1 || gy > ret->h) goto badmove; | |
| for (gx = 1; gx <= ret->w; gx++) { COUNTLOCK; } | |
| for (gx = 1; gx <= ret->w; gx++) { SETLOCKIF(ret->w/2); } | |
| break; | |
| default: | |
| goto badmove; | |
| } | |
| } | |
| break; | |
| default: | |
| goto badmove; | |
| } | |
| return ret; | |
| badmove: | |
| free_game(ret); | |
| return NULL; | |
| } | |
| static void game_get_cursor_location(const game_ui *ui, | |
| const game_drawstate *ds, | |
| const game_state *state, | |
| const game_params *params, | |
| int *x, int *y, int *w, int *h) | |
| { | |
| if(ui->cur_visible) { | |
| *x = TODRAW(ui->cur_x); | |
| *y = TODRAW(ui->cur_y); | |
| *w = *h = TILE_SIZE; | |
| } | |
| } | |
| /* ---------------------------------------------------------------------- | |
| * Drawing routines. | |
| */ | |
| static void game_compute_size(const game_params *params, int tilesize, | |
| int *x, int *y) | |
| { | |
| /* Border is ts/2, to make things easier. | |
| * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles | |
| * across, and similarly height + 2 + 1 tiles down. */ | |
| *x = (params->w + 3) * tilesize; | |
| *y = (params->h + 3) * tilesize; | |
| } | |
| static void game_set_size(drawing *dr, game_drawstate *ds, | |
| const game_params *params, int tilesize) | |
| { | |
| ds->tilesize = tilesize; | |
| ds->crad = (tilesize-1)/2; | |
| ds->rrad = (3*tilesize)/8; | |
| } | |
| static float *game_colours(frontend *fe, int *ncolours) | |
| { | |
| float *ret = snewn(3 * NCOLOURS, float); | |
| int i; | |
| game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); | |
| ret[COL_BALL * 3 + 0] = 0.0F; | |
| ret[COL_BALL * 3 + 1] = 0.0F; | |
| ret[COL_BALL * 3 + 2] = 0.0F; | |
| ret[COL_WRONG * 3 + 0] = 1.0F; | |
| ret[COL_WRONG * 3 + 1] = 0.0F; | |
| ret[COL_WRONG * 3 + 2] = 0.0F; | |
| ret[COL_BUTTON * 3 + 0] = 0.0F; | |
| ret[COL_BUTTON * 3 + 1] = 1.0F; | |
| ret[COL_BUTTON * 3 + 2] = 0.0F; | |
| ret[COL_CURSOR * 3 + 0] = 1.0F; | |
| ret[COL_CURSOR * 3 + 1] = 0.0F; | |
| ret[COL_CURSOR * 3 + 2] = 0.0F; | |
| for (i = 0; i < 3; i++) { | |
| ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; | |
| ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F; | |
| ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F; | |
| ret[COL_TEXT * 3 + i] = 0.0F; | |
| } | |
| ret[COL_FLASHTEXT * 3 + 0] = 0.0F; | |
| ret[COL_FLASHTEXT * 3 + 1] = 1.0F; | |
| ret[COL_FLASHTEXT * 3 + 2] = 0.0F; | |
| *ncolours = NCOLOURS; | |
| return ret; | |
| } | |
| static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) | |
| { | |
| struct game_drawstate *ds = snew(struct game_drawstate); | |
| ds->tilesize = 0; | |
| ds->w = state->w; ds->h = state->h; | |
| ds->grid = snewn((state->w+2)*(state->h+2), unsigned int); | |
| memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int)); | |
| ds->started = false; | |
| ds->reveal = false; | |
| ds->flash_laserno = LASER_EMPTY; | |
| ds->isflash = false; | |
| return ds; | |
| } | |
| static void game_free_drawstate(drawing *dr, game_drawstate *ds) | |
| { | |
| sfree(ds->grid); | |
| sfree(ds); | |
| } | |
| static void draw_square_cursor(drawing *dr, game_drawstate *ds, int dx, int dy) | |
| { | |
| int coff = TILE_SIZE/8; | |
| draw_rect_outline(dr, dx + coff, dy + coff, | |
| TILE_SIZE - coff*2, | |
| TILE_SIZE - coff*2, | |
| COL_CURSOR); | |
| } | |
| static void draw_arena_tile(drawing *dr, const game_state *gs, | |
| game_drawstate *ds, const game_ui *ui, | |
| int ax, int ay, bool force, bool isflash) | |
| { | |
| int gx = ax+1, gy = ay+1; | |
| int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy); | |
| int dx = TODRAW(gx), dy = TODRAW(gy); | |
| if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy) | |
| gs_tile |= FLAG_CURSOR; | |
| if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) { | |
| int bcol, ocol, bg; | |
| bg = (gs->reveal ? COL_BACKGROUND : | |
| (gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER); | |
| draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, bg); | |
| draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); | |
| if (gs->reveal) { | |
| /* Guessed balls are always black; if they're incorrect they'll | |
| * have a red cross added later. | |
| * Missing balls are red. */ | |
| if (gs_tile & BALL_GUESS) { | |
| bcol = isflash ? bg : COL_BALL; | |
| } else if (gs_tile & BALL_CORRECT) { | |
| bcol = isflash ? bg : COL_WRONG; | |
| } else { | |
| bcol = bg; | |
| } | |
| } else { | |
| /* guesses are black/black, all else background. */ | |
| if (gs_tile & BALL_GUESS) { | |
| bcol = COL_BALL; | |
| } else { | |
| bcol = bg; | |
| } | |
| } | |
| ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol; | |
| draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1, | |
| ocol, ocol); | |
| draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-3, | |
| bcol, bcol); | |
| if (gs_tile & FLAG_CURSOR && bcol == bg) | |
| draw_square_cursor(dr, ds, dx, dy); | |
| if (gs->reveal && | |
| (gs_tile & BALL_GUESS) && | |
| !(gs_tile & BALL_CORRECT)) { | |
| int x1 = dx + 3, y1 = dy + 3; | |
| int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3; | |
| int coords[8]; | |
| /* Incorrect guess; draw a red cross over the ball. */ | |
| coords[0] = x1-1; | |
| coords[1] = y1+1; | |
| coords[2] = x1+1; | |
| coords[3] = y1-1; | |
| coords[4] = x2+1; | |
| coords[5] = y2-1; | |
| coords[6] = x2-1; | |
| coords[7] = y2+1; | |
| draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG); | |
| coords[0] = x2+1; | |
| coords[1] = y1+1; | |
| coords[2] = x2-1; | |
| coords[3] = y1-1; | |
| coords[4] = x1-1; | |
| coords[5] = y2-1; | |
| coords[6] = x1+1; | |
| coords[7] = y2+1; | |
| draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG); | |
| } | |
| draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); | |
| } | |
| GRID(ds,gx,gy) = gs_tile; | |
| } | |
| static void draw_laser_tile(drawing *dr, const game_state *gs, | |
| game_drawstate *ds, const game_ui *ui, | |
| int lno, bool force) | |
| { | |
| int gx, gy, dx, dy, unused; | |
| int wrong, omitted, laserval; | |
| bool tmp, reflect, hit, flash = false; | |
| unsigned int gs_tile, ds_tile, exitno; | |
| tmp = range2grid(gs, lno, &gx, &gy, &unused); | |
| assert(tmp); | |
| gs_tile = GRID(gs, gx, gy); | |
| ds_tile = GRID(ds, gx, gy); | |
| dx = TODRAW(gx); | |
| dy = TODRAW(gy); | |
| wrong = gs->exits[lno] & LASER_WRONG; | |
| omitted = gs->exits[lno] & LASER_OMITTED; | |
| exitno = gs->exits[lno] & ~LASER_FLAGMASK; | |
| reflect = gs_tile & LASER_REFLECT; | |
| hit = gs_tile & LASER_HIT; | |
| laserval = gs_tile & ~LASER_FLAGMASK; | |
| if (lno == ds->flash_laserno) | |
| gs_tile |= LASER_FLASHED; | |
| else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) { | |
| if (exitno == ds->flash_laserno) | |
| gs_tile |= LASER_FLASHED; | |
| } | |
| if (gs_tile & LASER_FLASHED) flash = true; | |
| gs_tile |= wrong | omitted; | |
| if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy) | |
| gs_tile |= FLAG_CURSOR; | |
| if (gs_tile != ds_tile || force) { | |
| draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); | |
| draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); | |
| if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) { | |
| char str[32]; | |
| int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT; | |
| if (reflect || hit) | |
| sprintf(str, "%s", reflect ? "R" : "H"); | |
| else | |
| sprintf(str, "%d", laserval); | |
| if (wrong) { | |
| draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, | |
| ds->rrad, | |
| COL_WRONG, COL_WRONG); | |
| draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, | |
| ds->rrad - TILE_SIZE/16, | |
| COL_BACKGROUND, COL_WRONG); | |
| } | |
| draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, | |
| FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, | |
| tcol, str); | |
| } | |
| if (gs_tile & FLAG_CURSOR) | |
| draw_square_cursor(dr, ds, dx, dy); | |
| draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); | |
| } | |
| GRID(ds, gx, gy) = gs_tile; | |
| } | |
| 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 i, x, y, ts = TILE_SIZE; | |
| bool isflash = false, force = false; | |
| if (flashtime > 0) { | |
| int frame = (int)(flashtime / FLASH_FRAME); | |
| isflash = (frame % 2) == 0; | |
| debug(("game_redraw: flashtime = %f", flashtime)); | |
| } | |
| if (!ds->started) { | |
| int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1; | |
| int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2); | |
| /* clockwise around the outline starting at pt behind (1,1). */ | |
| draw_line(dr, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT); | |
| draw_line(dr, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT); | |
| draw_line(dr, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT); | |
| draw_line(dr, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT); | |
| draw_line(dr, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT); | |
| draw_line(dr, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT); | |
| draw_line(dr, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT); | |
| draw_line(dr, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT); | |
| draw_line(dr, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT); | |
| draw_line(dr, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT); | |
| draw_line(dr, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT); | |
| draw_line(dr, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT); | |
| /* phew... */ | |
| draw_update(dr, 0, 0, | |
| TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3)); | |
| force = true; | |
| ds->started = true; | |
| } | |
| if (isflash != ds->isflash) force = true; | |
| /* draw the arena */ | |
| for (x = 0; x < state->w; x++) { | |
| for (y = 0; y < state->h; y++) { | |
| draw_arena_tile(dr, state, ds, ui, x, y, force, isflash); | |
| } | |
| } | |
| /* draw the lasers */ | |
| ds->flash_laserno = LASER_EMPTY; | |
| if (ui->flash_laser == 1) | |
| ds->flash_laserno = ui->flash_laserno; | |
| else if (ui->flash_laser == 2 && animtime > 0) | |
| ds->flash_laserno = ui->flash_laserno; | |
| for (i = 0; i < 2*(state->w+state->h); i++) { | |
| draw_laser_tile(dr, state, ds, ui, i, force); | |
| } | |
| /* draw the 'finish' button */ | |
| if (CAN_REVEAL(state)) { | |
| int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0) | |
| ? COL_CURSOR : COL_BALL; | |
| clip(dr, TODRAW(0)-1, TODRAW(0)-1, TILE_SIZE+1, TILE_SIZE+1); | |
| draw_circle(dr, TODRAW(0) + ds->crad-1, TODRAW(0) + ds->crad-1, ds->crad-1, | |
| outline, outline); | |
| draw_circle(dr, TODRAW(0) + ds->crad-1, TODRAW(0) + ds->crad-1, ds->crad-3, | |
| COL_BUTTON, COL_BUTTON); | |
| unclip(dr); | |
| } else { | |
| draw_rect(dr, TODRAW(0)-1, TODRAW(0)-1, | |
| TILE_SIZE, TILE_SIZE, COL_BACKGROUND); | |
| } | |
| draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE); | |
| ds->reveal = state->reveal; | |
| ds->isflash = isflash; | |
| { | |
| char buf[256]; | |
| if (ds->reveal) { | |
| if (state->nwrong == 0 && | |
| state->nmissed == 0 && | |
| state->nright >= state->minballs) | |
| sprintf(buf, "CORRECT!"); | |
| else | |
| sprintf(buf, "%d wrong and %d missed balls.", | |
| state->nwrong, state->nmissed); | |
| } else if (state->justwrong) { | |
| sprintf(buf, "Wrong! Guess again."); | |
| } else { | |
| if (state->nguesses > state->maxballs) | |
| sprintf(buf, "%d too many balls marked.", | |
| state->nguesses - state->maxballs); | |
| else if (state->nguesses <= state->maxballs && | |
| state->nguesses >= state->minballs) | |
| sprintf(buf, "Click button to verify guesses."); | |
| else if (state->maxballs == state->minballs) | |
| sprintf(buf, "Balls marked: %d / %d", | |
| state->nguesses, state->minballs); | |
| else | |
| sprintf(buf, "Balls marked: %d / %d-%d.", | |
| state->nguesses, state->minballs, state->maxballs); | |
| } | |
| if (ui->errors) { | |
| sprintf(buf + strlen(buf), " (%d error%s)", | |
| ui->errors, ui->errors > 1 ? "s" : ""); | |
| } | |
| status_bar(dr, buf); | |
| } | |
| } | |
| static float game_anim_length(const game_state *oldstate, | |
| const game_state *newstate, int dir, game_ui *ui) | |
| { | |
| return (ui->flash_laser == 2) ? CUR_ANIM : 0.0F; | |
| } | |
| static float game_flash_length(const game_state *oldstate, | |
| const game_state *newstate, int dir, game_ui *ui) | |
| { | |
| if (!oldstate->reveal && newstate->reveal) | |
| return 4.0F * FLASH_FRAME; | |
| else | |
| return 0.0F; | |
| } | |
| static int game_status(const game_state *state) | |
| { | |
| if (state->reveal) { | |
| /* | |
| * We return nonzero whenever the solution has been revealed, | |
| * even (on spoiler grounds) if it wasn't guessed correctly. | |
| */ | |
| if (state->nwrong == 0 && | |
| state->nmissed == 0 && | |
| state->nright >= state->minballs) | |
| return +1; | |
| else | |
| return -1; | |
| } | |
| return 0; | |
| } | |
| const struct game thegame = { | |
| "Black Box", "games.blackbox", "blackbox", | |
| 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, | |
| true, solve_game, | |
| false, NULL, NULL, /* can_format_as_text_now, text_format */ | |
| new_ui, | |
| free_ui, | |
| encode_ui, | |
| decode_ui, | |
| NULL, /* game_request_keys */ | |
| game_changed_state, | |
| current_key_label, | |
| 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_get_cursor_location, | |
| game_status, | |
| false, false, NULL, NULL, /* print_size, print */ | |
| true, /* wants_statusbar */ | |
| false, NULL, /* timing_state */ | |
| REQUIRE_RBUTTON, /* flags */ | |
| }; | |
| /* vim: set shiftwidth=4 tabstop=8: */ | |