A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita audio rust zig deno mpris rockbox mpd
at master 1586 lines 48 kB view raw
1/* 2 * blackbox.c: implementation of 'Black Box'. 3 */ 4 5#include <stdio.h> 6#include <stdlib.h> 7#include <string.h> 8#include <assert.h> 9#include <ctype.h> 10#ifdef NO_TGMATH_H 11# include <math.h> 12#else 13# include <tgmath.h> 14#endif 15 16#include "puzzles.h" 17 18#define PREFERRED_TILE_SIZE 32 19#define FLASH_FRAME 0.2F 20 21/* Terminology, for ease of reading various macros scattered about the place. 22 * 23 * The 'arena' is the inner area where the balls are placed. This is 24 * indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1). 25 * 26 * The 'range' (firing range) is the bit around the edge where 27 * the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1), 28 * starting at the top left ((1,0) on the grid) and moving clockwise. 29 * 30 * The 'grid' is just the big array containing arena and range; 31 * locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused. 32 */ 33 34enum { 35 COL_BACKGROUND, COL_COVER, COL_LOCK, 36 COL_TEXT, COL_FLASHTEXT, 37 COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID, 38 COL_BALL, COL_WRONG, COL_BUTTON, 39 COL_CURSOR, 40 NCOLOURS 41}; 42 43struct game_params { 44 int w, h; 45 int minballs, maxballs; 46}; 47 48static game_params *default_params(void) 49{ 50 game_params *ret = snew(game_params); 51 52 ret->w = ret->h = 8; 53 ret->minballs = ret->maxballs = 5; 54 55 return ret; 56} 57 58static const game_params blackbox_presets[] = { 59 { 5, 5, 3, 3 }, 60 { 8, 8, 5, 5 }, 61 { 8, 8, 3, 6 }, 62 { 10, 10, 5, 5 }, 63 { 10, 10, 4, 10 } 64}; 65 66static bool game_fetch_preset(int i, char **name, game_params **params) 67{ 68 char str[80]; 69 game_params *ret; 70 71 if (i < 0 || i >= lenof(blackbox_presets)) 72 return false; 73 74 ret = snew(game_params); 75 *ret = blackbox_presets[i]; 76 77 if (ret->minballs == ret->maxballs) 78 sprintf(str, "%dx%d, %d balls", 79 ret->w, ret->h, ret->minballs); 80 else 81 sprintf(str, "%dx%d, %d-%d balls", 82 ret->w, ret->h, ret->minballs, ret->maxballs); 83 84 *name = dupstr(str); 85 *params = ret; 86 return true; 87} 88 89static void free_params(game_params *params) 90{ 91 sfree(params); 92} 93 94static game_params *dup_params(const game_params *params) 95{ 96 game_params *ret = snew(game_params); 97 *ret = *params; /* structure copy */ 98 return ret; 99} 100 101static void decode_params(game_params *params, char const *string) 102{ 103 char const *p = string; 104 game_params *defs = default_params(); 105 106 *params = *defs; free_params(defs); 107 108 while (*p) { 109 switch (*p++) { 110 case 'w': 111 params->w = atoi(p); 112 while (*p && isdigit((unsigned char)*p)) p++; 113 break; 114 115 case 'h': 116 params->h = atoi(p); 117 while (*p && isdigit((unsigned char)*p)) p++; 118 break; 119 120 case 'm': 121 params->minballs = atoi(p); 122 while (*p && isdigit((unsigned char)*p)) p++; 123 break; 124 125 case 'M': 126 params->maxballs = atoi(p); 127 while (*p && isdigit((unsigned char)*p)) p++; 128 break; 129 130 default: 131 ; 132 } 133 } 134} 135 136static char *encode_params(const game_params *params, bool full) 137{ 138 char str[256]; 139 140 sprintf(str, "w%dh%dm%dM%d", 141 params->w, params->h, params->minballs, params->maxballs); 142 return dupstr(str); 143} 144 145static config_item *game_configure(const game_params *params) 146{ 147 config_item *ret; 148 char buf[80]; 149 150 ret = snewn(4, config_item); 151 152 ret[0].name = "Width"; 153 ret[0].type = C_STRING; 154 sprintf(buf, "%d", params->w); 155 ret[0].u.string.sval = dupstr(buf); 156 157 ret[1].name = "Height"; 158 ret[1].type = C_STRING; 159 sprintf(buf, "%d", params->h); 160 ret[1].u.string.sval = dupstr(buf); 161 162 ret[2].name = "No. of balls"; 163 ret[2].type = C_STRING; 164 if (params->minballs == params->maxballs) 165 sprintf(buf, "%d", params->minballs); 166 else 167 sprintf(buf, "%d-%d", params->minballs, params->maxballs); 168 ret[2].u.string.sval = dupstr(buf); 169 170 ret[3].name = NULL; 171 ret[3].type = C_END; 172 173 return ret; 174} 175 176static game_params *custom_params(const config_item *cfg) 177{ 178 game_params *ret = snew(game_params); 179 180 ret->w = atoi(cfg[0].u.string.sval); 181 ret->h = atoi(cfg[1].u.string.sval); 182 183 /* Allow 'a-b' for a range, otherwise assume a single number. */ 184 if (sscanf(cfg[2].u.string.sval, "%d-%d", 185 &ret->minballs, &ret->maxballs) < 2) 186 ret->minballs = ret->maxballs = atoi(cfg[2].u.string.sval); 187 188 return ret; 189} 190 191static const char *validate_params(const game_params *params, bool full) 192{ 193 if (params->w < 2 || params->h < 2) 194 return "Width and height must both be at least two"; 195 /* next one is just for ease of coding stuff into 'char' 196 * types, and could be worked around if required. */ 197 if (params->w > 255 || params->h > 255) 198 return "Widths and heights greater than 255 are not supported"; 199 if (params->minballs < 0) 200 return "Negative number of balls"; 201 if (params->minballs < 1) 202 return "Number of balls must be at least one"; 203 if (params->minballs > params->maxballs) 204 return "Minimum number of balls may not be greater than maximum"; 205 if (params->minballs >= params->w * params->h) 206 return "Too many balls to fit in grid"; 207 return NULL; 208} 209 210/* 211 * We store: width | height | ball1x | ball1y | [ ball2x | ball2y | [...] ] 212 * all stored as unsigned chars; validate_params has already 213 * checked this won't overflow an 8-bit char. 214 * Then we obfuscate it. 215 */ 216 217static char *new_game_desc(const game_params *params, random_state *rs, 218 char **aux, bool interactive) 219{ 220 int nballs = params->minballs, i; 221 char *grid, *ret; 222 unsigned char *bmp; 223 224 if (params->maxballs > params->minballs) 225 nballs += random_upto(rs, params->maxballs - params->minballs + 1); 226 227 grid = snewn(params->w*params->h, char); 228 memset(grid, 0, params->w * params->h * sizeof(char)); 229 230 bmp = snewn(nballs*2 + 2, unsigned char); 231 memset(bmp, 0, (nballs*2 + 2) * sizeof(unsigned char)); 232 233 bmp[0] = params->w; 234 bmp[1] = params->h; 235 236 for (i = 0; i < nballs; i++) { 237 int x, y; 238 239 do { 240 x = random_upto(rs, params->w); 241 y = random_upto(rs, params->h); 242 } while (grid[y*params->w + x]); 243 244 grid[y*params->w + x] = 1; 245 246 bmp[(i+1)*2 + 0] = x; 247 bmp[(i+1)*2 + 1] = y; 248 } 249 sfree(grid); 250 251 obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, false); 252 ret = bin2hex(bmp, nballs*2 + 2); 253 sfree(bmp); 254 255 return ret; 256} 257 258static const char *validate_desc(const game_params *params, const char *desc) 259{ 260 int nballs, dlen = strlen(desc), i; 261 unsigned char *bmp; 262 const char *ret; 263 264 /* the bitmap is 2+(nballs*2) long; the hex version is double that. */ 265 nballs = ((dlen/2)-2)/2; 266 267 if (dlen < 4 || dlen % 4 || 268 nballs < params->minballs || nballs > params->maxballs) 269 return "Game description is wrong length"; 270 271 bmp = hex2bin(desc, nballs*2 + 2); 272 obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, true); 273 ret = "Game description is corrupted"; 274 /* check general grid size */ 275 if (bmp[0] != params->w || bmp[1] != params->h) 276 goto done; 277 /* check each ball will fit on that grid */ 278 for (i = 0; i < nballs; i++) { 279 int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1]; 280 if (x < 0 || y < 0 || x >= params->w || y >= params->h) 281 goto done; 282 } 283 ret = NULL; 284 285done: 286 sfree(bmp); 287 return ret; 288} 289 290#define BALL_CORRECT 0x01 291#define BALL_GUESS 0x02 292#define BALL_LOCK 0x04 293 294#define LASER_FLAGMASK 0x1f800 295#define LASER_OMITTED 0x0800 296#define LASER_REFLECT 0x1000 297#define LASER_HIT 0x2000 298#define LASER_WRONG 0x4000 299#define LASER_FLASHED 0x8000 300#define LASER_EMPTY (~0) 301 302#define FLAG_CURSOR 0x10000 /* needs to be disjoint from both sets */ 303 304struct game_state { 305 int w, h, minballs, maxballs, nballs, nlasers; 306 unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */ 307 unsigned int *exits; /* one per laser */ 308 bool done; /* user has finished placing his own balls. */ 309 int laserno; /* number of next laser to be fired. */ 310 int nguesses, nright, nwrong, nmissed; 311 bool reveal, justwrong; 312}; 313 314#define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)]) 315 316#define RANGECHECK(s,x) ((x) >= 0 && (x) < (s)->nlasers) 317 318/* specify numbers because they must match array indexes. */ 319enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 }; 320 321struct offset { int x, y; }; 322 323static const struct offset offsets[] = { 324 { 0, -1 }, /* up */ 325 { 1, 0 }, /* right */ 326 { 0, 1 }, /* down */ 327 { -1, 0 } /* left */ 328}; 329 330#ifdef DEBUGGING 331static const char *dirstrs[] = { 332 "UP", "RIGHT", "DOWN", "LEFT" 333}; 334#endif 335 336static bool range2grid(const game_state *state, int rangeno, int *x, int *y, 337 int *direction) 338{ 339 if (rangeno < 0) 340 return false; 341 342 if (rangeno < state->w) { 343 /* top row; from (1,0) to (w,0) */ 344 *x = rangeno + 1; 345 *y = 0; 346 *direction = DIR_DOWN; 347 return true; 348 } 349 rangeno -= state->w; 350 if (rangeno < state->h) { 351 /* RHS; from (w+1, 1) to (w+1, h) */ 352 *x = state->w+1; 353 *y = rangeno + 1; 354 *direction = DIR_LEFT; 355 return true; 356 } 357 rangeno -= state->h; 358 if (rangeno < state->w) { 359 /* bottom row; from (1, h+1) to (w, h+1); counts backwards */ 360 *x = (state->w - rangeno); 361 *y = state->h+1; 362 *direction = DIR_UP; 363 return true; 364 } 365 rangeno -= state->w; 366 if (rangeno < state->h) { 367 /* LHS; from (0, 1) to (0, h); counts backwards */ 368 *x = 0; 369 *y = (state->h - rangeno); 370 *direction = DIR_RIGHT; 371 return true; 372 } 373 return false; 374} 375 376static bool grid2range(const game_state *state, int x, int y, int *rangeno) 377{ 378 int ret, x1 = state->w+1, y1 = state->h+1; 379 380 if (x > 0 && x < x1 && y > 0 && y < y1) return false; /* in arena */ 381 if (x < 0 || x > x1 || y < 0 || y > y1) return false; /* outside grid */ 382 383 if ((x == 0 || x == x1) && (y == 0 || y == y1)) 384 return false; /* one of 4 corners */ 385 386 if (y == 0) { /* top line */ 387 ret = x - 1; 388 } else if (x == x1) { /* RHS */ 389 ret = y - 1 + state->w; 390 } else if (y == y1) { /* Bottom [and counts backwards] */ 391 ret = (state->w - x) + state->w + state->h; 392 } else { /* LHS [and counts backwards ] */ 393 ret = (state->h-y) + state->w + state->w + state->h; 394 } 395 *rangeno = ret; 396 debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret)); 397 return true; 398} 399 400static game_state *new_game(midend *me, const game_params *params, 401 const char *desc) 402{ 403 game_state *state = snew(game_state); 404 int dlen = strlen(desc), i; 405 unsigned char *bmp; 406 407 state->minballs = params->minballs; 408 state->maxballs = params->maxballs; 409 state->nballs = ((dlen/2)-2)/2; 410 411 bmp = hex2bin(desc, state->nballs*2 + 2); 412 obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, true); 413 414 state->w = bmp[0]; state->h = bmp[1]; 415 state->nlasers = 2 * (state->w + state->h); 416 417 state->grid = snewn((state->w+2)*(state->h+2), unsigned int); 418 memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int)); 419 420 state->exits = snewn(state->nlasers, unsigned int); 421 memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int)); 422 423 for (i = 0; i < state->nballs; i++) { 424 GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT; 425 } 426 sfree(bmp); 427 428 state->done = false; 429 state->justwrong = false; 430 state->reveal = false; 431 state->nguesses = state->nright = state->nwrong = state->nmissed = 0; 432 state->laserno = 1; 433 434 return state; 435} 436 437#define XFER(x) ret->x = state->x 438 439static game_state *dup_game(const game_state *state) 440{ 441 game_state *ret = snew(game_state); 442 443 XFER(w); XFER(h); 444 XFER(minballs); XFER(maxballs); 445 XFER(nballs); XFER(nlasers); 446 447 ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int); 448 memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int)); 449 ret->exits = snewn(ret->nlasers, unsigned int); 450 memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int)); 451 452 XFER(done); 453 XFER(laserno); 454 XFER(nguesses); 455 XFER(reveal); 456 XFER(justwrong); 457 XFER(nright); XFER(nwrong); XFER(nmissed); 458 459 return ret; 460} 461 462#undef XFER 463 464static void free_game(game_state *state) 465{ 466 sfree(state->exits); 467 sfree(state->grid); 468 sfree(state); 469} 470 471static char *solve_game(const game_state *state, const game_state *currstate, 472 const char *aux, const char **error) 473{ 474 return dupstr("S"); 475} 476 477struct game_ui { 478 int flash_laserno; 479 int errors; 480 bool newmove; 481 int cur_x, cur_y; 482 bool cur_visible; 483 int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */ 484}; 485 486static game_ui *new_ui(const game_state *state) 487{ 488 game_ui *ui = snew(game_ui); 489 ui->flash_laserno = LASER_EMPTY; 490 ui->errors = 0; 491 ui->newmove = false; 492 493 ui->cur_x = ui->cur_y = 1; 494 ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); 495 496 ui->flash_laser = 0; 497 498 return ui; 499} 500 501static void free_ui(game_ui *ui) 502{ 503 sfree(ui); 504} 505 506static char *encode_ui(const game_ui *ui) 507{ 508 char buf[80]; 509 /* 510 * The error counter needs preserving across a serialisation. 511 */ 512 sprintf(buf, "E%d", ui->errors); 513 return dupstr(buf); 514} 515 516static void decode_ui(game_ui *ui, const char *encoding, 517 const game_state *state) 518{ 519 sscanf(encoding, "E%d", &ui->errors); 520} 521 522static void game_changed_state(game_ui *ui, const game_state *oldstate, 523 const game_state *newstate) 524{ 525 /* 526 * If we've encountered a `justwrong' state as a result of 527 * actually making a move, increment the ui error counter. 528 */ 529 if (newstate->justwrong && ui->newmove) 530 ui->errors++; 531 ui->newmove = false; 532} 533 534static const char *current_key_label(const game_ui *ui, 535 const game_state *state, int button) 536{ 537 if (IS_CURSOR_SELECT(button) && ui->cur_visible && !state->reveal) { 538 int gx = ui->cur_x, gy = ui->cur_y, rangeno = -1; 539 if (gx == 0 && gy == 0 && button == CURSOR_SELECT) return "Check"; 540 if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) { 541 /* Cursor somewhere in the arena. */ 542 if (button == CURSOR_SELECT && !(GRID(state, gx,gy) & BALL_LOCK)) 543 return (GRID(state, gx, gy) & BALL_GUESS) ? "Clear" : "Ball"; 544 if (button == CURSOR_SELECT2) 545 return (GRID(state, gx, gy) & BALL_LOCK) ? "Unlock" : "Lock"; 546 } 547 if (grid2range(state, gx, gy, &rangeno)) { 548 if (button == CURSOR_SELECT && 549 state->exits[rangeno] == LASER_EMPTY) 550 return "Fire"; 551 if (button == CURSOR_SELECT2) { 552 int n = 0; 553 /* Row or column lock or unlock. */ 554 if (gy == 0 || gy > state->h) { /* Column lock */ 555 for (gy = 1; gy <= state->h; gy++) 556 n += !!(GRID(state, gx, gy) & BALL_LOCK); 557 return n > state->h/2 ? "Unlock" : "Lock"; 558 } else { /* Row lock */ 559 for (gx = 1; gx <= state->w; gx++) 560 n += !!(GRID(state, gx, gy) & BALL_LOCK); 561 return n > state->w/2 ? "Unlock" : "Lock"; 562 } 563 } 564 } 565 } 566 return ""; 567} 568 569#define OFFSET(gx,gy,o) do { \ 570 int off = (4 + (o) % 4) % 4; \ 571 (gx) += offsets[off].x; \ 572 (gy) += offsets[off].y; \ 573} while(0) 574 575enum { LOOK_LEFT, LOOK_FORWARD, LOOK_RIGHT }; 576 577/* Given a position and a direction, check whether we can see a ball in front 578 * of us, or to our front-left or front-right. */ 579static bool isball(game_state *state, int gx, int gy, int direction, int lookwhere) 580{ 581 debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction], 582 lookwhere == LOOK_LEFT ? "LEFT" : 583 lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT")); 584 OFFSET(gx,gy,direction); 585 if (lookwhere == LOOK_LEFT) 586 OFFSET(gx,gy,direction-1); 587 else if (lookwhere == LOOK_RIGHT) 588 OFFSET(gx,gy,direction+1); 589 else if (lookwhere != LOOK_FORWARD) 590 assert(!"unknown lookwhere"); 591 592 debug(("isball, new (%d, %d)\n", gx, gy)); 593 594 /* if we're off the grid (into the firing range) there's never a ball. */ 595 if (gx < 1 || gy < 1 || gx > state->w || gy > state->h) 596 return false; 597 598 if (GRID(state, gx,gy) & BALL_CORRECT) 599 return true; 600 601 return false; 602} 603 604static int fire_laser_internal(game_state *state, int x, int y, int direction) 605{ 606 int unused, lno; 607 bool tmp; 608 609 tmp = grid2range(state, x, y, &lno); 610 assert(tmp); 611 612 /* deal with strange initial reflection rules (that stop 613 * you turning down the laser range) */ 614 615 /* I've just chosen to prioritise instant-hit over instant-reflection; 616 * I can't find anywhere that gives me a definite algorithm for this. */ 617 if (isball(state, x, y, direction, LOOK_FORWARD)) { 618 debug(("Instant hit at (%d, %d)\n", x, y)); 619 return LASER_HIT; /* hit */ 620 } 621 622 if (isball(state, x, y, direction, LOOK_LEFT) || 623 isball(state, x, y, direction, LOOK_RIGHT)) { 624 debug(("Instant reflection at (%d, %d)\n", x, y)); 625 return LASER_REFLECT; /* reflection */ 626 } 627 /* move us onto the grid. */ 628 OFFSET(x, y, direction); 629 630 while (1) { 631 debug(("fire_laser: looping at (%d, %d) pointing %s\n", 632 x, y, dirstrs[direction])); 633 if (grid2range(state, x, y, &unused)) { 634 int exitno; 635 636 tmp = grid2range(state, x, y, &exitno); 637 assert(tmp); 638 639 return (lno == exitno ? LASER_REFLECT : exitno); 640 } 641 /* paranoia. This obviously should never happen */ 642 assert(!(GRID(state, x, y) & BALL_CORRECT)); 643 644 if (isball(state, x, y, direction, LOOK_FORWARD)) { 645 /* we're facing a ball; send back a reflection. */ 646 debug(("Ball ahead of (%d, %d)", x, y)); 647 return LASER_HIT; /* hit */ 648 } 649 650 if (isball(state, x, y, direction, LOOK_LEFT)) { 651 /* ball to our left; rotate clockwise and look again. */ 652 debug(("Ball to left; turning clockwise.\n")); 653 direction += 1; direction %= 4; 654 continue; 655 } 656 if (isball(state, x, y, direction, LOOK_RIGHT)) { 657 /* ball to our right; rotate anti-clockwise and look again. */ 658 debug(("Ball to rightl turning anti-clockwise.\n")); 659 direction += 3; direction %= 4; 660 continue; 661 } 662 /* ... otherwise, we have no balls ahead of us so just move one step. */ 663 debug(("No balls; moving forwards.\n")); 664 OFFSET(x, y, direction); 665 } 666} 667 668static int laser_exit(game_state *state, int entryno) 669{ 670 int x, y, direction; 671 bool tmp; 672 673 tmp = range2grid(state, entryno, &x, &y, &direction); 674 assert(tmp); 675 676 return fire_laser_internal(state, x, y, direction); 677} 678 679static void fire_laser(game_state *state, int entryno) 680{ 681 int exitno, x, y, direction; 682 bool tmp; 683 684 tmp = range2grid(state, entryno, &x, &y, &direction); 685 assert(tmp); 686 687 exitno = fire_laser_internal(state, x, y, direction); 688 689 if (exitno == LASER_HIT || exitno == LASER_REFLECT) { 690 GRID(state, x, y) = state->exits[entryno] = exitno; 691 } else { 692 int newno = state->laserno++; 693 int xend, yend, unused; 694 tmp = range2grid(state, exitno, &xend, &yend, &unused); 695 assert(tmp); 696 GRID(state, x, y) = GRID(state, xend, yend) = newno; 697 state->exits[entryno] = exitno; 698 state->exits[exitno] = entryno; 699 } 700} 701 702/* Checks that the guessed balls in the state match up with the real balls 703 * for all possible lasers (i.e. not just the ones that the player might 704 * have already guessed). This is required because any layout with >4 balls 705 * might have multiple valid solutions. Returns non-zero for a 'correct' 706 * (i.e. consistent) layout. */ 707static int check_guesses(game_state *state, bool cagey) 708{ 709 game_state *solution, *guesses; 710 int i, x, y, n, unused, tmp; 711 bool tmpb; 712 int ret = 0; 713 714 if (cagey) { 715 /* 716 * First, check that each laser the player has already 717 * fired is consistent with the layout. If not, show them 718 * one error they've made and reveal no further 719 * information. 720 * 721 * Failing that, check to see whether the player would have 722 * been able to fire any laser which distinguished the real 723 * solution from their guess. If so, show them one such 724 * laser and reveal no further information. 725 */ 726 guesses = dup_game(state); 727 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */ 728 for (x = 1; x <= state->w; x++) { 729 for (y = 1; y <= state->h; y++) { 730 GRID(guesses, x, y) &= ~BALL_CORRECT; 731 if (GRID(guesses, x, y) & BALL_GUESS) 732 GRID(guesses, x, y) |= BALL_CORRECT; 733 } 734 } 735 n = 0; 736 for (i = 0; i < guesses->nlasers; i++) { 737 if (guesses->exits[i] != LASER_EMPTY && 738 guesses->exits[i] != laser_exit(guesses, i)) 739 n++; 740 } 741 if (n) { 742 /* 743 * At least one of the player's existing lasers 744 * contradicts their ball placement. Pick a random one, 745 * highlight it, and return. 746 * 747 * A temporary random state is created from the current 748 * grid, so that repeating the same marking will give 749 * the same answer instead of a different one. 750 */ 751 random_state *rs = random_new((char *)guesses->grid, 752 (state->w+2)*(state->h+2) * 753 sizeof(unsigned int)); 754 n = random_upto(rs, n); 755 random_free(rs); 756 for (i = 0; i < guesses->nlasers; i++) { 757 if (guesses->exits[i] != LASER_EMPTY && 758 guesses->exits[i] != laser_exit(guesses, i) && 759 n-- == 0) { 760 state->exits[i] |= LASER_WRONG; 761 tmp = laser_exit(state, i); 762 if (RANGECHECK(state, tmp)) 763 state->exits[tmp] |= LASER_WRONG; 764 state->justwrong = true; 765 free_game(guesses); 766 return 0; 767 } 768 } 769 } 770 n = 0; 771 for (i = 0; i < guesses->nlasers; i++) { 772 if (guesses->exits[i] == LASER_EMPTY && 773 laser_exit(state, i) != laser_exit(guesses, i)) 774 n++; 775 } 776 if (n) { 777 /* 778 * At least one of the player's unfired lasers would 779 * demonstrate their ball placement to be wrong. Pick a 780 * random one, highlight it, and return. 781 * 782 * A temporary random state is created from the current 783 * grid, so that repeating the same marking will give 784 * the same answer instead of a different one. 785 */ 786 random_state *rs = random_new((char *)guesses->grid, 787 (state->w+2)*(state->h+2) * 788 sizeof(unsigned int)); 789 n = random_upto(rs, n); 790 random_free(rs); 791 for (i = 0; i < guesses->nlasers; i++) { 792 if (guesses->exits[i] == LASER_EMPTY && 793 laser_exit(state, i) != laser_exit(guesses, i) && 794 n-- == 0) { 795 fire_laser(state, i); 796 state->exits[i] |= LASER_OMITTED; 797 tmp = laser_exit(state, i); 798 if (RANGECHECK(state, tmp)) 799 state->exits[tmp] |= LASER_OMITTED; 800 state->justwrong = true; 801 free_game(guesses); 802 return 0; 803 } 804 } 805 } 806 free_game(guesses); 807 } 808 809 /* duplicate the state (to solution) */ 810 solution = dup_game(state); 811 812 /* clear out the lasers of solution */ 813 for (i = 0; i < solution->nlasers; i++) { 814 tmpb = range2grid(solution, i, &x, &y, &unused); 815 assert(tmpb); 816 GRID(solution, x, y) = 0; 817 solution->exits[i] = LASER_EMPTY; 818 } 819 820 /* duplicate solution to guess. */ 821 guesses = dup_game(solution); 822 823 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */ 824 for (x = 1; x <= state->w; x++) { 825 for (y = 1; y <= state->h; y++) { 826 GRID(guesses, x, y) &= ~BALL_CORRECT; 827 if (GRID(guesses, x, y) & BALL_GUESS) 828 GRID(guesses, x, y) |= BALL_CORRECT; 829 } 830 } 831 832 /* for each laser (on both game_states), fire it if it hasn't been fired. 833 * If one has been fired (or received a hit) and another hasn't, we know 834 * the ball layouts didn't match and can short-circuit return. */ 835 for (i = 0; i < solution->nlasers; i++) { 836 if (solution->exits[i] == LASER_EMPTY) 837 fire_laser(solution, i); 838 if (guesses->exits[i] == LASER_EMPTY) 839 fire_laser(guesses, i); 840 } 841 842 /* check each game_state's laser against the other; if any differ, return 0 */ 843 ret = 1; 844 for (i = 0; i < solution->nlasers; i++) { 845 tmpb = range2grid(solution, i, &x, &y, &unused); 846 assert(tmpb); 847 848 if (solution->exits[i] != guesses->exits[i]) { 849 /* If the original state didn't have this shot fired, 850 * and it would be wrong between the guess and the solution, 851 * add it. */ 852 if (state->exits[i] == LASER_EMPTY) { 853 state->exits[i] = solution->exits[i]; 854 if (state->exits[i] == LASER_REFLECT || 855 state->exits[i] == LASER_HIT) 856 GRID(state, x, y) = state->exits[i]; 857 else { 858 /* add a new shot, incrementing state's laser count. */ 859 int ex, ey, newno = state->laserno++; 860 tmpb = range2grid(state, state->exits[i], &ex, &ey, &unused); 861 assert(tmpb); 862 GRID(state, x, y) = newno; 863 GRID(state, ex, ey) = newno; 864 } 865 state->exits[i] |= LASER_OMITTED; 866 } else { 867 state->exits[i] |= LASER_WRONG; 868 } 869 ret = 0; 870 } 871 } 872 if (ret == 0 || 873 state->nguesses < state->minballs || 874 state->nguesses > state->maxballs) goto done; 875 876 /* fix up original state so the 'correct' balls end up matching the guesses, 877 * as we've just proved that they were equivalent. */ 878 for (x = 1; x <= state->w; x++) { 879 for (y = 1; y <= state->h; y++) { 880 if (GRID(state, x, y) & BALL_GUESS) 881 GRID(state, x, y) |= BALL_CORRECT; 882 else 883 GRID(state, x, y) &= ~BALL_CORRECT; 884 } 885 } 886 887done: 888 /* fill in nright and nwrong. */ 889 state->nright = state->nwrong = state->nmissed = 0; 890 for (x = 1; x <= state->w; x++) { 891 for (y = 1; y <= state->h; y++) { 892 int bs = GRID(state, x, y) & (BALL_GUESS | BALL_CORRECT); 893 if (bs == (BALL_GUESS | BALL_CORRECT)) 894 state->nright++; 895 else if (bs == BALL_GUESS) 896 state->nwrong++; 897 else if (bs == BALL_CORRECT) 898 state->nmissed++; 899 } 900 } 901 free_game(solution); 902 free_game(guesses); 903 state->reveal = true; 904 return ret; 905} 906 907#define TILE_SIZE (ds->tilesize) 908 909#define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2)) 910#define FROMDRAW(x) (((x) + (TILE_SIZE / 2)) / TILE_SIZE - 1) 911 912#define CAN_REVEAL(state) ((state)->nguesses >= (state)->minballs && \ 913 (state)->nguesses <= (state)->maxballs && \ 914 !(state)->reveal && !(state)->justwrong) 915 916struct game_drawstate { 917 int tilesize, crad, rrad, w, h; /* w and h to make macros work... */ 918 unsigned int *grid; /* as the game_state grid */ 919 bool started, reveal, isflash; 920 int flash_laserno; 921}; 922 923static char *interpret_move(const game_state *state, game_ui *ui, 924 const game_drawstate *ds, 925 int x, int y, int button) 926{ 927 int gx = -1, gy = -1, rangeno = -1, wouldflash = 0; 928 enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL, 929 TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE; 930 char buf[80], *nullret = NULL; 931 932 if (IS_CURSOR_MOVE(button)) { 933 int cx = ui->cur_x, cy = ui->cur_y; 934 935 move_cursor(button, &cx, &cy, state->w+2, state->h+2, false, NULL); 936 if ((cx == 0 && cy == 0 && !CAN_REVEAL(state)) || 937 (cx == 0 && cy == state->h+1) || 938 (cx == state->w+1 && cy == 0) || 939 (cx == state->w+1 && cy == state->h+1)) 940 return NULL; /* disallow moving cursor to corners. */ 941 ui->cur_x = cx; 942 ui->cur_y = cy; 943 ui->cur_visible = true; 944 return MOVE_UI_UPDATE; 945 } 946 947 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { 948 gx = FROMDRAW(x); 949 gy = FROMDRAW(y); 950 ui->cur_visible = false; 951 wouldflash = 1; 952 } else if (button == LEFT_RELEASE) { 953 ui->flash_laser = 0; 954 return MOVE_UI_UPDATE; 955 } else if (IS_CURSOR_SELECT(button)) { 956 if (ui->cur_visible) { 957 gx = ui->cur_x; 958 gy = ui->cur_y; 959 ui->flash_laser = 0; 960 wouldflash = 2; 961 } else { 962 ui->cur_visible = true; 963 return MOVE_UI_UPDATE; 964 } 965 /* Fix up 'button' for the below logic. */ 966 if (button == CURSOR_SELECT2) button = RIGHT_BUTTON; 967 else button = LEFT_BUTTON; 968 } 969 970 if (gx != -1 && gy != -1) { 971 if (gx == 0 && gy == 0 && button == LEFT_BUTTON) 972 action = REVEAL; 973 if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) { 974 if (button == LEFT_BUTTON) { 975 if (!(GRID(state, gx,gy) & BALL_LOCK)) 976 action = TOGGLE_BALL; 977 } else 978 action = TOGGLE_LOCK; 979 } 980 if (grid2range(state, gx, gy, &rangeno)) { 981 if (button == LEFT_BUTTON) 982 action = FIRE; 983 else if (gy == 0 || gy > state->h) 984 action = TOGGLE_COLUMN_LOCK; /* and use gx */ 985 else 986 action = TOGGLE_ROW_LOCK; /* and use gy */ 987 } 988 } 989 990 switch (action) { 991 case TOGGLE_BALL: 992 sprintf(buf, "T%d,%d", gx, gy); 993 break; 994 995 case TOGGLE_LOCK: 996 sprintf(buf, "LB%d,%d", gx, gy); 997 break; 998 999 case TOGGLE_COLUMN_LOCK: 1000 sprintf(buf, "LC%d", gx); 1001 break; 1002 1003 case TOGGLE_ROW_LOCK: 1004 sprintf(buf, "LR%d", gy); 1005 break; 1006 1007 case FIRE: 1008 if (state->reveal && state->exits[rangeno] == LASER_EMPTY) 1009 return nullret; 1010 ui->flash_laserno = rangeno; 1011 ui->flash_laser = wouldflash; 1012 nullret = MOVE_UI_UPDATE; 1013 if (state->exits[rangeno] != LASER_EMPTY) 1014 return MOVE_UI_UPDATE; 1015 sprintf(buf, "F%d", rangeno); 1016 break; 1017 1018 case REVEAL: 1019 if (!CAN_REVEAL(state)) return nullret; 1020 if (ui->cur_visible) ui->cur_x = ui->cur_y = 1; 1021 sprintf(buf, "R"); 1022 break; 1023 1024 default: 1025 return nullret; 1026 } 1027 if (state->reveal) return nullret; 1028 ui->newmove = true; 1029 return dupstr(buf); 1030} 1031 1032static game_state *execute_move(const game_state *from, const char *move) 1033{ 1034 game_state *ret = dup_game(from); 1035 int gx = -1, gy = -1, rangeno = -1; 1036 1037 if (ret->justwrong) { 1038 int i; 1039 ret->justwrong = false; 1040 for (i = 0; i < ret->nlasers; i++) 1041 if (ret->exits[i] != LASER_EMPTY) 1042 ret->exits[i] &= ~(LASER_OMITTED | LASER_WRONG); 1043 } 1044 1045 if (!strcmp(move, "S")) { 1046 check_guesses(ret, false); 1047 return ret; 1048 } 1049 1050 if (from->reveal) goto badmove; 1051 if (!*move) goto badmove; 1052 1053 switch (move[0]) { 1054 case 'T': 1055 sscanf(move+1, "%d,%d", &gx, &gy); 1056 if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h) 1057 goto badmove; 1058 if (GRID(ret, gx, gy) & BALL_GUESS) { 1059 ret->nguesses--; 1060 GRID(ret, gx, gy) &= ~BALL_GUESS; 1061 } else { 1062 ret->nguesses++; 1063 GRID(ret, gx, gy) |= BALL_GUESS; 1064 } 1065 break; 1066 1067 case 'F': 1068 sscanf(move+1, "%d", &rangeno); 1069 if (!RANGECHECK(ret, rangeno)) 1070 goto badmove; 1071 if (ret->exits[rangeno] != LASER_EMPTY) 1072 goto badmove; 1073 fire_laser(ret, rangeno); 1074 break; 1075 1076 case 'R': 1077 if (ret->nguesses < ret->minballs || 1078 ret->nguesses > ret->maxballs) 1079 goto badmove; 1080 check_guesses(ret, true); 1081 break; 1082 1083 case 'L': 1084 { 1085 int lcount = 0; 1086 if (strlen(move) < 2) goto badmove; 1087 switch (move[1]) { 1088 case 'B': 1089 sscanf(move+2, "%d,%d", &gx, &gy); 1090 if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h) 1091 goto badmove; 1092 GRID(ret, gx, gy) ^= BALL_LOCK; 1093 break; 1094 1095#define COUNTLOCK do { if (GRID(ret, gx, gy) & BALL_LOCK) lcount++; } while (0) 1096#define SETLOCKIF(c) do { \ 1097 if (lcount > (c)) GRID(ret, gx, gy) &= ~BALL_LOCK; \ 1098 else GRID(ret, gx, gy) |= BALL_LOCK; \ 1099} while(0) 1100 1101 case 'C': 1102 sscanf(move+2, "%d", &gx); 1103 if (gx < 1 || gx > ret->w) goto badmove; 1104 for (gy = 1; gy <= ret->h; gy++) { COUNTLOCK; } 1105 for (gy = 1; gy <= ret->h; gy++) { SETLOCKIF(ret->h/2); } 1106 break; 1107 1108 case 'R': 1109 sscanf(move+2, "%d", &gy); 1110 if (gy < 1 || gy > ret->h) goto badmove; 1111 for (gx = 1; gx <= ret->w; gx++) { COUNTLOCK; } 1112 for (gx = 1; gx <= ret->w; gx++) { SETLOCKIF(ret->w/2); } 1113 break; 1114 1115#undef COUNTLOCK 1116#undef SETLOCKIF 1117 1118 default: 1119 goto badmove; 1120 } 1121 } 1122 break; 1123 1124 default: 1125 goto badmove; 1126 } 1127 1128 return ret; 1129 1130badmove: 1131 free_game(ret); 1132 return NULL; 1133} 1134 1135 1136static void game_get_cursor_location(const game_ui *ui, 1137 const game_drawstate *ds, 1138 const game_state *state, 1139 const game_params *params, 1140 int *x, int *y, int *w, int *h) 1141{ 1142 if(ui->cur_visible) { 1143 *x = TODRAW(ui->cur_x); 1144 *y = TODRAW(ui->cur_y); 1145 *w = *h = TILE_SIZE; 1146 } 1147} 1148 1149/* ---------------------------------------------------------------------- 1150 * Drawing routines. 1151 */ 1152 1153static void game_compute_size(const game_params *params, int tilesize, 1154 const game_ui *ui, int *x, int *y) 1155{ 1156 /* Border is ts/2, to make things easier. 1157 * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles 1158 * across, and similarly height + 2 + 1 tiles down. */ 1159 *x = (params->w + 3) * tilesize; 1160 *y = (params->h + 3) * tilesize; 1161} 1162 1163static void game_set_size(drawing *dr, game_drawstate *ds, 1164 const game_params *params, int tilesize) 1165{ 1166 ds->tilesize = tilesize; 1167 ds->crad = (tilesize-1)/2; 1168 ds->rrad = (3*tilesize)/8; 1169} 1170 1171static float *game_colours(frontend *fe, int *ncolours) 1172{ 1173 float *ret = snewn(3 * NCOLOURS, float); 1174 int i; 1175 1176 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); 1177 1178 ret[COL_BALL * 3 + 0] = 0.0F; 1179 ret[COL_BALL * 3 + 1] = 0.0F; 1180 ret[COL_BALL * 3 + 2] = 0.0F; 1181 1182 ret[COL_WRONG * 3 + 0] = 1.0F; 1183 ret[COL_WRONG * 3 + 1] = 0.0F; 1184 ret[COL_WRONG * 3 + 2] = 0.0F; 1185 1186 ret[COL_BUTTON * 3 + 0] = 0.0F; 1187 ret[COL_BUTTON * 3 + 1] = 1.0F; 1188 ret[COL_BUTTON * 3 + 2] = 0.0F; 1189 1190 ret[COL_CURSOR * 3 + 0] = 1.0F; 1191 ret[COL_CURSOR * 3 + 1] = 0.0F; 1192 ret[COL_CURSOR * 3 + 2] = 0.0F; 1193 1194 for (i = 0; i < 3; i++) { 1195 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; 1196 ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F; 1197 ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F; 1198 ret[COL_TEXT * 3 + i] = 0.0F; 1199 } 1200 1201 ret[COL_FLASHTEXT * 3 + 0] = 0.0F; 1202 ret[COL_FLASHTEXT * 3 + 1] = 1.0F; 1203 ret[COL_FLASHTEXT * 3 + 2] = 0.0F; 1204 1205 *ncolours = NCOLOURS; 1206 return ret; 1207} 1208 1209static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) 1210{ 1211 struct game_drawstate *ds = snew(struct game_drawstate); 1212 1213 ds->tilesize = 0; 1214 ds->w = state->w; ds->h = state->h; 1215 ds->grid = snewn((state->w+2)*(state->h+2), unsigned int); 1216 memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int)); 1217 ds->started = false; 1218 ds->reveal = false; 1219 ds->flash_laserno = LASER_EMPTY; 1220 ds->isflash = false; 1221 1222 return ds; 1223} 1224 1225static void game_free_drawstate(drawing *dr, game_drawstate *ds) 1226{ 1227 sfree(ds->grid); 1228 sfree(ds); 1229} 1230 1231static void draw_square_cursor(drawing *dr, game_drawstate *ds, int dx, int dy) 1232{ 1233 int coff = TILE_SIZE/8; 1234 draw_rect_outline(dr, dx + coff, dy + coff, 1235 TILE_SIZE - coff*2, 1236 TILE_SIZE - coff*2, 1237 COL_CURSOR); 1238} 1239 1240 1241static void draw_arena_tile(drawing *dr, const game_state *gs, 1242 game_drawstate *ds, const game_ui *ui, 1243 int ax, int ay, bool force, bool isflash) 1244{ 1245 int gx = ax+1, gy = ay+1; 1246 int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy); 1247 int dx = TODRAW(gx), dy = TODRAW(gy); 1248 1249 if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy) 1250 gs_tile |= FLAG_CURSOR; 1251 1252 if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) { 1253 int bcol, ocol, bg; 1254 1255 bg = (gs->reveal ? COL_BACKGROUND : 1256 (gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER); 1257 1258 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, bg); 1259 draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); 1260 1261 if (gs->reveal) { 1262 /* Guessed balls are always black; if they're incorrect they'll 1263 * have a red cross added later. 1264 * Missing balls are red. */ 1265 if (gs_tile & BALL_GUESS) { 1266 bcol = isflash ? bg : COL_BALL; 1267 } else if (gs_tile & BALL_CORRECT) { 1268 bcol = isflash ? bg : COL_WRONG; 1269 } else { 1270 bcol = bg; 1271 } 1272 } else { 1273 /* guesses are black/black, all else background. */ 1274 if (gs_tile & BALL_GUESS) { 1275 bcol = COL_BALL; 1276 } else { 1277 bcol = bg; 1278 } 1279 } 1280 ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol; 1281 1282 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1, 1283 ocol, ocol); 1284 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-3, 1285 bcol, bcol); 1286 1287 1288 if (gs_tile & FLAG_CURSOR && bcol == bg) 1289 draw_square_cursor(dr, ds, dx, dy); 1290 1291 if (gs->reveal && 1292 (gs_tile & BALL_GUESS) && 1293 !(gs_tile & BALL_CORRECT)) { 1294 int x1 = dx + 3, y1 = dy + 3; 1295 int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3; 1296 int coords[8]; 1297 1298 /* Incorrect guess; draw a red cross over the ball. */ 1299 coords[0] = x1-1; 1300 coords[1] = y1+1; 1301 coords[2] = x1+1; 1302 coords[3] = y1-1; 1303 coords[4] = x2+1; 1304 coords[5] = y2-1; 1305 coords[6] = x2-1; 1306 coords[7] = y2+1; 1307 draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG); 1308 coords[0] = x2+1; 1309 coords[1] = y1+1; 1310 coords[2] = x2-1; 1311 coords[3] = y1-1; 1312 coords[4] = x1-1; 1313 coords[5] = y2-1; 1314 coords[6] = x1+1; 1315 coords[7] = y2+1; 1316 draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG); 1317 } 1318 draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); 1319 } 1320 GRID(ds,gx,gy) = gs_tile; 1321} 1322 1323static void draw_laser_tile(drawing *dr, const game_state *gs, 1324 game_drawstate *ds, const game_ui *ui, 1325 int lno, bool force) 1326{ 1327 int gx, gy, dx, dy, unused; 1328 int wrong, omitted, laserval; 1329 bool tmp, reflect, hit, flash = false; 1330 unsigned int gs_tile, ds_tile, exitno; 1331 1332 tmp = range2grid(gs, lno, &gx, &gy, &unused); 1333 assert(tmp); 1334 gs_tile = GRID(gs, gx, gy); 1335 ds_tile = GRID(ds, gx, gy); 1336 dx = TODRAW(gx); 1337 dy = TODRAW(gy); 1338 1339 wrong = gs->exits[lno] & LASER_WRONG; 1340 omitted = gs->exits[lno] & LASER_OMITTED; 1341 exitno = gs->exits[lno] & ~LASER_FLAGMASK; 1342 1343 reflect = gs_tile & LASER_REFLECT; 1344 hit = gs_tile & LASER_HIT; 1345 laserval = gs_tile & ~LASER_FLAGMASK; 1346 1347 if (lno == ds->flash_laserno) 1348 gs_tile |= LASER_FLASHED; 1349 else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) { 1350 if (exitno == ds->flash_laserno) 1351 gs_tile |= LASER_FLASHED; 1352 } 1353 if (gs_tile & LASER_FLASHED) flash = true; 1354 1355 gs_tile |= wrong | omitted; 1356 1357 if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy) 1358 gs_tile |= FLAG_CURSOR; 1359 1360 if (gs_tile != ds_tile || force) { 1361 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); 1362 draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); 1363 1364 if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) { 1365 char str[32]; 1366 int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT; 1367 1368 if (reflect || hit) 1369 sprintf(str, "%s", reflect ? "R" : "H"); 1370 else 1371 sprintf(str, "%d", laserval); 1372 1373 if (wrong) { 1374 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, 1375 ds->rrad, 1376 COL_WRONG, COL_WRONG); 1377 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, 1378 ds->rrad - TILE_SIZE/16, 1379 COL_BACKGROUND, COL_WRONG); 1380 } 1381 1382 draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, 1383 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, 1384 tcol, str); 1385 } 1386 if (gs_tile & FLAG_CURSOR) 1387 draw_square_cursor(dr, ds, dx, dy); 1388 1389 draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); 1390 } 1391 GRID(ds, gx, gy) = gs_tile; 1392} 1393 1394#define CUR_ANIM 0.2F 1395 1396static void game_redraw(drawing *dr, game_drawstate *ds, 1397 const game_state *oldstate, const game_state *state, 1398 int dir, const game_ui *ui, 1399 float animtime, float flashtime) 1400{ 1401 int i, x, y, ts = TILE_SIZE; 1402 bool isflash = false, force = false; 1403 1404 if (flashtime > 0) { 1405 int frame = (int)(flashtime / FLASH_FRAME); 1406 isflash = (frame % 2) == 0; 1407 debug(("game_redraw: flashtime = %f", flashtime)); 1408 } 1409 1410 if (!ds->started) { 1411 int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1; 1412 int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2); 1413 1414 /* clockwise around the outline starting at pt behind (1,1). */ 1415 draw_line(dr, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT); 1416 draw_line(dr, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT); 1417 draw_line(dr, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT); 1418 draw_line(dr, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT); 1419 draw_line(dr, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT); 1420 draw_line(dr, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT); 1421 draw_line(dr, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT); 1422 draw_line(dr, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT); 1423 draw_line(dr, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT); 1424 draw_line(dr, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT); 1425 draw_line(dr, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT); 1426 draw_line(dr, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT); 1427 /* phew... */ 1428 1429 draw_update(dr, 0, 0, 1430 TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3)); 1431 force = true; 1432 ds->started = true; 1433 } 1434 1435 if (isflash != ds->isflash) force = true; 1436 1437 /* draw the arena */ 1438 for (x = 0; x < state->w; x++) { 1439 for (y = 0; y < state->h; y++) { 1440 draw_arena_tile(dr, state, ds, ui, x, y, force, isflash); 1441 } 1442 } 1443 1444 /* draw the lasers */ 1445 ds->flash_laserno = LASER_EMPTY; 1446 if (ui->flash_laser == 1) 1447 ds->flash_laserno = ui->flash_laserno; 1448 else if (ui->flash_laser == 2 && animtime > 0) 1449 ds->flash_laserno = ui->flash_laserno; 1450 1451 for (i = 0; i < 2*(state->w+state->h); i++) { 1452 draw_laser_tile(dr, state, ds, ui, i, force); 1453 } 1454 1455 /* draw the 'finish' button */ 1456 if (CAN_REVEAL(state)) { 1457 int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0) 1458 ? COL_CURSOR : COL_BALL; 1459 clip(dr, TODRAW(0)-1, TODRAW(0)-1, TILE_SIZE+1, TILE_SIZE+1); 1460 draw_circle(dr, TODRAW(0) + ds->crad-1, TODRAW(0) + ds->crad-1, ds->crad-1, 1461 outline, outline); 1462 draw_circle(dr, TODRAW(0) + ds->crad-1, TODRAW(0) + ds->crad-1, ds->crad-3, 1463 COL_BUTTON, COL_BUTTON); 1464 unclip(dr); 1465 } else { 1466 draw_rect(dr, TODRAW(0)-1, TODRAW(0)-1, 1467 TILE_SIZE, TILE_SIZE, COL_BACKGROUND); 1468 } 1469 draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE); 1470 ds->reveal = state->reveal; 1471 ds->isflash = isflash; 1472 1473 { 1474 char buf[256]; 1475 1476 if (ds->reveal) { 1477 if (state->nwrong == 0 && 1478 state->nmissed == 0 && 1479 state->nright >= state->minballs) 1480 sprintf(buf, "CORRECT!"); 1481 else 1482 sprintf(buf, "%d wrong and %d missed balls.", 1483 state->nwrong, state->nmissed); 1484 } else if (state->justwrong) { 1485 sprintf(buf, "Wrong! Guess again."); 1486 } else { 1487 if (state->nguesses > state->maxballs) 1488 sprintf(buf, "%d too many balls marked.", 1489 state->nguesses - state->maxballs); 1490 else if (state->nguesses <= state->maxballs && 1491 state->nguesses >= state->minballs) 1492 sprintf(buf, "Click button to verify guesses."); 1493 else if (state->maxballs == state->minballs) 1494 sprintf(buf, "Balls marked: %d / %d", 1495 state->nguesses, state->minballs); 1496 else 1497 sprintf(buf, "Balls marked: %d / %d-%d.", 1498 state->nguesses, state->minballs, state->maxballs); 1499 } 1500 if (ui->errors) { 1501 sprintf(buf + strlen(buf), " (%d error%s)", 1502 ui->errors, ui->errors > 1 ? "s" : ""); 1503 } 1504 status_bar(dr, buf); 1505 } 1506} 1507 1508static float game_anim_length(const game_state *oldstate, 1509 const game_state *newstate, int dir, game_ui *ui) 1510{ 1511 return (ui->flash_laser == 2) ? CUR_ANIM : 0.0F; 1512} 1513 1514static float game_flash_length(const game_state *oldstate, 1515 const game_state *newstate, int dir, game_ui *ui) 1516{ 1517 if (!oldstate->reveal && newstate->reveal) 1518 return 4.0F * FLASH_FRAME; 1519 else 1520 return 0.0F; 1521} 1522 1523static int game_status(const game_state *state) 1524{ 1525 if (state->reveal) { 1526 /* 1527 * We return nonzero whenever the solution has been revealed, 1528 * even (on spoiler grounds) if it wasn't guessed correctly. 1529 */ 1530 if (state->nwrong == 0 && 1531 state->nmissed == 0 && 1532 state->nright >= state->minballs) 1533 return +1; 1534 else 1535 return -1; 1536 } 1537 return 0; 1538} 1539 1540#ifdef COMBINED 1541#define thegame blackbox 1542#endif 1543 1544const struct game thegame = { 1545 "Black Box", "games.blackbox", "blackbox", 1546 default_params, 1547 game_fetch_preset, NULL, 1548 decode_params, 1549 encode_params, 1550 free_params, 1551 dup_params, 1552 true, game_configure, custom_params, 1553 validate_params, 1554 new_game_desc, 1555 validate_desc, 1556 new_game, 1557 dup_game, 1558 free_game, 1559 true, solve_game, 1560 false, NULL, NULL, /* can_format_as_text_now, text_format */ 1561 NULL, NULL, /* get_prefs, set_prefs */ 1562 new_ui, 1563 free_ui, 1564 encode_ui, 1565 decode_ui, 1566 NULL, /* game_request_keys */ 1567 game_changed_state, 1568 current_key_label, 1569 interpret_move, 1570 execute_move, 1571 PREFERRED_TILE_SIZE, game_compute_size, game_set_size, 1572 game_colours, 1573 game_new_drawstate, 1574 game_free_drawstate, 1575 game_redraw, 1576 game_anim_length, 1577 game_flash_length, 1578 game_get_cursor_location, 1579 game_status, 1580 false, false, NULL, NULL, /* print_size, print */ 1581 true, /* wants_statusbar */ 1582 false, NULL, /* timing_state */ 1583 REQUIRE_RBUTTON, /* flags */ 1584}; 1585 1586/* vim: set shiftwidth=4 tabstop=8: */