f17f85c5 |
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 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
14 | #define PREFERRED_TILE_SIZE 32 |
15 | #define FLASH_FRAME 0.2F |
16 | |
17 | /* Terminology, for ease of reading various macros scattered about the place. |
18 | * |
19 | * The 'arena' is the inner area where the balls are placed. This is |
20 | * indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1). |
21 | * |
22 | * The 'range' (firing range) is the bit around the edge where |
23 | * the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1), |
24 | * starting at the top left ((1,0) on the grid) and moving clockwise. |
25 | * |
26 | * The 'grid' is just the big array containing arena and range; |
27 | * locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused. |
28 | */ |
29 | |
30 | enum { |
31 | COL_BACKGROUND, COL_COVER, COL_LOCK, |
32 | COL_TEXT, COL_FLASHTEXT, |
33 | COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID, |
34 | COL_BALL, COL_WRONG, COL_BUTTON, |
35 | COL_LASER, COL_DIMLASER, |
36 | NCOLOURS |
37 | }; |
38 | |
39 | struct game_params { |
40 | int w, h; |
41 | int minballs, maxballs; |
42 | }; |
43 | |
44 | static game_params *default_params(void) |
45 | { |
46 | game_params *ret = snew(game_params); |
47 | |
48 | ret->w = ret->h = 8; |
49 | ret->minballs = ret->maxballs = 5; |
50 | |
51 | return ret; |
52 | } |
53 | |
54 | static const game_params blackbox_presets[] = { |
55 | { 5, 5, 3, 3 }, |
56 | { 8, 8, 5, 5 }, |
57 | { 8, 8, 3, 6 }, |
58 | { 10, 10, 5, 5 }, |
59 | { 10, 10, 4, 10 } |
60 | }; |
61 | |
62 | static int game_fetch_preset(int i, char **name, game_params **params) |
63 | { |
64 | char str[80]; |
65 | game_params *ret; |
66 | |
67 | if (i < 0 || i >= lenof(blackbox_presets)) |
68 | return FALSE; |
69 | |
70 | ret = snew(game_params); |
71 | *ret = blackbox_presets[i]; |
72 | |
73 | if (ret->minballs == ret->maxballs) |
74 | sprintf(str, "%dx%d, %d balls", |
75 | ret->w, ret->h, ret->minballs); |
76 | else |
77 | sprintf(str, "%dx%d, %d-%d balls", |
78 | ret->w, ret->h, ret->minballs, ret->maxballs); |
79 | |
80 | *name = dupstr(str); |
81 | *params = ret; |
82 | return TRUE; |
83 | } |
84 | |
85 | static void free_params(game_params *params) |
86 | { |
87 | sfree(params); |
88 | } |
89 | |
90 | static game_params *dup_params(game_params *params) |
91 | { |
92 | game_params *ret = snew(game_params); |
93 | *ret = *params; /* structure copy */ |
94 | return ret; |
95 | } |
96 | |
97 | static void decode_params(game_params *params, char const *string) |
98 | { |
99 | char const *p = string; |
100 | game_params *defs = default_params(); |
101 | |
102 | *params = *defs; free_params(defs); |
103 | |
104 | while (*p) { |
105 | switch (*p++) { |
106 | case 'w': |
107 | params->w = atoi(p); |
108 | while (*p && isdigit((unsigned char)*p)) p++; |
109 | break; |
110 | |
111 | case 'h': |
112 | params->h = atoi(p); |
113 | while (*p && isdigit((unsigned char)*p)) p++; |
114 | break; |
115 | |
116 | case 'm': |
117 | params->minballs = atoi(p); |
118 | while (*p && isdigit((unsigned char)*p)) p++; |
119 | break; |
120 | |
121 | case 'M': |
122 | params->maxballs = atoi(p); |
123 | while (*p && isdigit((unsigned char)*p)) p++; |
124 | break; |
125 | |
126 | default: |
127 | ; |
128 | } |
129 | } |
130 | } |
131 | |
132 | static char *encode_params(game_params *params, int full) |
133 | { |
134 | char str[256]; |
135 | |
136 | sprintf(str, "w%dh%dm%dM%d", |
137 | params->w, params->h, params->minballs, params->maxballs); |
138 | return dupstr(str); |
139 | } |
140 | |
141 | static config_item *game_configure(game_params *params) |
142 | { |
143 | config_item *ret; |
144 | char buf[80]; |
145 | |
146 | ret = snewn(4, config_item); |
147 | |
148 | ret[0].name = "Width"; |
149 | ret[0].type = C_STRING; |
150 | sprintf(buf, "%d", params->w); |
151 | ret[0].sval = dupstr(buf); |
152 | ret[0].ival = 0; |
153 | |
154 | ret[1].name = "Height"; |
155 | ret[1].type = C_STRING; |
156 | sprintf(buf, "%d", params->h); |
157 | ret[1].sval = dupstr(buf); |
158 | ret[1].ival = 0; |
159 | |
160 | ret[2].name = "No. of balls"; |
161 | ret[2].type = C_STRING; |
162 | if (params->minballs == params->maxballs) |
163 | sprintf(buf, "%d", params->minballs); |
164 | else |
165 | sprintf(buf, "%d-%d", params->minballs, params->maxballs); |
166 | ret[2].sval = dupstr(buf); |
167 | ret[2].ival = 0; |
168 | |
169 | ret[3].name = NULL; |
170 | ret[3].type = C_END; |
171 | ret[3].sval = NULL; |
172 | ret[3].ival = 0; |
173 | |
174 | return ret; |
175 | } |
176 | |
177 | static game_params *custom_params(config_item *cfg) |
178 | { |
179 | game_params *ret = snew(game_params); |
180 | |
181 | ret->w = atoi(cfg[0].sval); |
182 | ret->h = atoi(cfg[1].sval); |
183 | |
184 | /* Allow 'a-b' for a range, otherwise assume a single number. */ |
185 | if (sscanf(cfg[2].sval, "%d-%d", &ret->minballs, &ret->maxballs) < 2) |
186 | ret->minballs = ret->maxballs = atoi(cfg[2].sval); |
187 | |
188 | return ret; |
189 | } |
190 | |
191 | static char *validate_params(game_params *params, int full) |
192 | { |
193 | if (params->w < 2 || params->h < 2) |
71dbfa3e |
194 | return "Width and height must both be at least two"; |
f17f85c5 |
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) |
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198 | return "Widths and heights greater than 255 are not supported"; |
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199 | if (params->minballs > params->maxballs) |
71dbfa3e |
200 | return "Minimum number of balls may not be greater than maximum"; |
f17f85c5 |
201 | if (params->minballs >= params->w * params->h) |
71dbfa3e |
202 | return "Too many balls to fit in grid"; |
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203 | return NULL; |
204 | } |
205 | |
206 | /* |
207 | * We store: width | height | ball1x | ball1y | [ ball2x | ball2y | [...] ] |
208 | * all stored as unsigned chars; validate_params has already |
209 | * checked this won't overflow an 8-bit char. |
210 | * Then we obfuscate it. |
211 | */ |
212 | |
213 | static char *new_game_desc(game_params *params, random_state *rs, |
214 | char **aux, int interactive) |
215 | { |
216 | int nballs = params->minballs, i; |
217 | char *grid, *ret; |
218 | unsigned char *bmp; |
219 | |
220 | if (params->maxballs > params->minballs) |
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221 | nballs += random_upto(rs, params->maxballs - params->minballs + 1); |
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222 | |
223 | grid = snewn(params->w*params->h, char); |
224 | memset(grid, 0, params->w * params->h * sizeof(char)); |
225 | |
226 | bmp = snewn(nballs*2 + 2, unsigned char); |
227 | memset(bmp, 0, (nballs*2 + 2) * sizeof(unsigned char)); |
228 | |
229 | bmp[0] = params->w; |
230 | bmp[1] = params->h; |
231 | |
232 | for (i = 0; i < nballs; i++) { |
233 | int x, y; |
71dbfa3e |
234 | |
235 | do { |
236 | x = random_upto(rs, params->w); |
237 | y = random_upto(rs, params->h); |
238 | } while (grid[y*params->w + x]); |
239 | |
240 | grid[y*params->w + x] = 1; |
241 | |
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242 | bmp[(i+1)*2 + 0] = x; |
243 | bmp[(i+1)*2 + 1] = y; |
244 | } |
245 | sfree(grid); |
246 | |
247 | obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, FALSE); |
248 | ret = bin2hex(bmp, nballs*2 + 2); |
249 | sfree(bmp); |
250 | |
251 | return ret; |
252 | } |
253 | |
254 | static char *validate_desc(game_params *params, char *desc) |
255 | { |
256 | int nballs, dlen = strlen(desc), i; |
257 | unsigned char *bmp; |
258 | char *ret; |
259 | |
260 | /* the bitmap is 2+(nballs*2) long; the hex version is double that. */ |
261 | nballs = ((dlen/2)-2)/2; |
262 | |
263 | if (dlen < 4 || dlen % 4 || |
264 | nballs < params->minballs || nballs > params->maxballs) |
265 | return "Game description is wrong length"; |
266 | |
267 | bmp = hex2bin(desc, nballs*2 + 2); |
268 | obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, TRUE); |
269 | ret = "Game description is corrupted"; |
270 | /* check general grid size */ |
271 | if (bmp[0] != params->w || bmp[1] != params->h) |
272 | goto done; |
273 | /* check each ball will fit on that grid */ |
274 | for (i = 0; i < nballs; i++) { |
275 | int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1]; |
276 | if (x < 0 || y < 0 || x > params->w || y > params->h) |
277 | goto done; |
278 | } |
279 | ret = NULL; |
280 | |
281 | done: |
282 | sfree(bmp); |
283 | return ret; |
284 | } |
285 | |
286 | #define BALL_CORRECT 0x01 |
287 | #define BALL_GUESS 0x02 |
288 | #define BALL_LOCK 0x04 |
289 | |
290 | #define LASER_FLAGMASK 0xf800 |
291 | #define LASER_OMITTED 0x0800 |
292 | #define LASER_REFLECT 0x1000 |
293 | #define LASER_HIT 0x2000 |
294 | #define LASER_WRONG 0x4000 |
295 | #define LASER_FLASHED 0x8000 |
296 | #define LASER_EMPTY (~0) |
297 | |
298 | struct game_state { |
299 | int w, h, minballs, maxballs, nballs, nlasers; |
300 | unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */ |
301 | unsigned int *exits; /* one per laser */ |
302 | int done; /* user has finished placing his own balls. */ |
303 | int laserno; /* number of next laser to be fired. */ |
304 | int nguesses, reveal, nright, nwrong, nmissed; |
305 | }; |
306 | |
71dbfa3e |
307 | #define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)]) |
f17f85c5 |
308 | |
309 | /* specify numbers because they must match array indexes. */ |
310 | enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 }; |
311 | |
71dbfa3e |
312 | struct offset { int x, y; }; |
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313 | |
71dbfa3e |
314 | static const struct offset offsets[] = { |
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315 | { 0, -1 }, /* up */ |
316 | { 1, 0 }, /* right */ |
317 | { 0, 1 }, /* down */ |
318 | { -1, 0 } /* left */ |
319 | }; |
320 | |
321 | #ifdef DEBUGGING |
322 | static const char *dirstrs[] = { |
323 | "UP", "RIGHT", "DOWN", "LEFT" |
324 | }; |
325 | #endif |
326 | |
327 | static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direction) |
328 | { |
329 | if (rangeno < 0) |
330 | return 0; |
331 | |
332 | if (rangeno < state->w) { |
333 | /* top row; from (1,0) to (w,0) */ |
334 | *x = rangeno + 1; |
335 | *y = 0; |
336 | *direction = DIR_DOWN; |
337 | return 1; |
338 | } |
339 | rangeno -= state->w; |
340 | if (rangeno < state->h) { |
341 | /* RHS; from (w+1, 1) to (w+1, h) */ |
342 | *x = state->w+1; |
343 | *y = rangeno + 1; |
344 | *direction = DIR_LEFT; |
345 | return 1; |
346 | } |
347 | rangeno -= state->h; |
348 | if (rangeno < state->w) { |
349 | /* bottom row; from (1, h+1) to (w, h+1); counts backwards */ |
350 | *x = (state->w - rangeno); |
351 | *y = state->h+1; |
352 | *direction = DIR_UP; |
353 | return 1; |
354 | } |
355 | rangeno -= state->w; |
356 | if (rangeno < state->h) { |
357 | /* LHS; from (0, 1) to (0, h); counts backwards */ |
358 | *x = 0; |
359 | *y = (state->h - rangeno); |
360 | *direction = DIR_RIGHT; |
361 | return 1; |
362 | } |
363 | return 0; |
364 | } |
365 | |
366 | static int grid2range(game_state *state, int x, int y, int *rangeno) |
367 | { |
368 | int ret, x1 = state->w+1, y1 = state->h+1; |
369 | |
370 | if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */ |
371 | if (x < 0 || x > y1 || y < 0 || y > y1) return 0; /* outside grid */ |
372 | |
373 | if ((x == 0 || x == x1) && (y == 0 || y == y1)) |
374 | return 0; /* one of 4 corners */ |
375 | |
376 | if (y == 0) { /* top line */ |
377 | ret = x - 1; |
378 | } else if (x == x1) { /* RHS */ |
379 | ret = y - 1 + state->w; |
380 | } else if (y == y1) { /* Bottom [and counts backwards] */ |
381 | ret = (state->w - x) + state->w + state->h; |
382 | } else { /* LHS [and counts backwards ] */ |
383 | ret = (state->h-y) + state->w + state->w + state->h; |
384 | } |
385 | *rangeno = ret; |
386 | debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret)); |
387 | return 1; |
388 | } |
389 | |
390 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
391 | { |
392 | game_state *state = snew(game_state); |
393 | int dlen = strlen(desc), i; |
394 | unsigned char *bmp; |
395 | |
396 | state->minballs = params->minballs; |
397 | state->maxballs = params->maxballs; |
398 | state->nballs = ((dlen/2)-2)/2; |
399 | |
400 | bmp = hex2bin(desc, state->nballs*2 + 2); |
401 | obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, TRUE); |
402 | |
403 | state->w = bmp[0]; state->h = bmp[1]; |
404 | state->nlasers = 2 * (state->w + state->h); |
405 | |
406 | state->grid = snewn((state->w+2)*(state->h+2), unsigned int); |
407 | memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int)); |
408 | |
409 | state->exits = snewn(state->nlasers, unsigned int); |
410 | memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int)); |
411 | |
412 | for (i = 0; i < state->nballs; i++) { |
413 | GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT; |
414 | } |
415 | sfree(bmp); |
416 | |
417 | state->done = state->nguesses = state->reveal = |
418 | state->nright = state->nwrong = state->nmissed = 0; |
419 | state->laserno = 1; |
420 | |
421 | return state; |
422 | } |
423 | |
424 | #define XFER(x) ret->x = state->x |
425 | |
426 | static game_state *dup_game(game_state *state) |
427 | { |
428 | game_state *ret = snew(game_state); |
429 | |
430 | XFER(w); XFER(h); |
431 | XFER(minballs); XFER(maxballs); |
432 | XFER(nballs); XFER(nlasers); |
433 | |
434 | ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int); |
435 | memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int)); |
436 | ret->exits = snewn(ret->nlasers, unsigned int); |
437 | memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int)); |
438 | |
439 | XFER(done); |
440 | XFER(laserno); |
441 | XFER(nguesses); |
442 | XFER(reveal); |
443 | XFER(nright); XFER(nwrong); XFER(nmissed); |
444 | |
445 | return ret; |
446 | } |
447 | |
448 | #undef XFER |
449 | |
450 | static void free_game(game_state *state) |
451 | { |
452 | sfree(state->exits); |
453 | sfree(state->grid); |
454 | sfree(state); |
455 | } |
456 | |
457 | static char *solve_game(game_state *state, game_state *currstate, |
458 | char *aux, char **error) |
459 | { |
460 | return dupstr("S"); |
461 | } |
462 | |
463 | static char *game_text_format(game_state *state) |
464 | { |
465 | return NULL; |
466 | } |
467 | |
468 | struct game_ui { |
469 | int flash_laserno; |
470 | }; |
471 | |
472 | static game_ui *new_ui(game_state *state) |
473 | { |
474 | game_ui *ui = snew(struct game_ui); |
475 | ui->flash_laserno = LASER_EMPTY; |
476 | return ui; |
477 | } |
478 | |
479 | static void free_ui(game_ui *ui) |
480 | { |
481 | sfree(ui); |
482 | } |
483 | |
484 | static char *encode_ui(game_ui *ui) |
485 | { |
486 | return NULL; |
487 | } |
488 | |
489 | static void decode_ui(game_ui *ui, char *encoding) |
490 | { |
491 | } |
492 | |
493 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
494 | game_state *newstate) |
495 | { |
496 | } |
497 | |
498 | #define OFFSET(gx,gy,o) do { \ |
71dbfa3e |
499 | int off = (4 + (o) % 4) % 4; \ |
f17f85c5 |
500 | (gx) += offsets[off].x; \ |
501 | (gy) += offsets[off].y; \ |
502 | } while(0) |
503 | |
504 | enum { LOOK_LEFT, LOOK_FORWARD, LOOK_RIGHT }; |
505 | |
506 | /* Given a position and a direction, check whether we can see a ball in front |
507 | * of us, or to our front-left or front-right. */ |
508 | static int isball(game_state *state, int gx, int gy, int direction, int lookwhere) |
509 | { |
510 | debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction], |
511 | lookwhere == LOOK_LEFT ? "LEFT" : |
512 | lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT")); |
513 | OFFSET(gx,gy,direction); |
514 | if (lookwhere == LOOK_LEFT) |
515 | OFFSET(gx,gy,direction-1); |
516 | else if (lookwhere == LOOK_RIGHT) |
517 | OFFSET(gx,gy,direction+1); |
518 | else if (lookwhere != LOOK_FORWARD) |
519 | assert(!"unknown lookwhere"); |
520 | |
521 | debug(("isball, new (%d, %d)\n", gx, gy)); |
522 | |
523 | /* if we're off the grid (into the firing range) there's never a ball. */ |
524 | if (gx < 1 || gy < 1 || gx > state->h || gy > state->w) |
525 | return 0; |
526 | |
527 | if (GRID(state, gx,gy) & BALL_CORRECT) |
528 | return 1; |
529 | |
530 | return 0; |
531 | } |
532 | |
533 | static void fire_laser(game_state *state, int x, int y, int direction) |
534 | { |
71dbfa3e |
535 | int xstart = x, ystart = y, unused, lno, tmp; |
f17f85c5 |
536 | |
71dbfa3e |
537 | tmp = grid2range(state, x, y, &lno); |
538 | assert(tmp); |
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539 | |
540 | /* deal with strange initial reflection rules (that stop |
541 | * you turning down the laser range) */ |
542 | |
543 | /* I've just chosen to prioritise instant-hit over instant-reflection; |
544 | * I can't find anywhere that gives me a definite algorithm for this. */ |
545 | if (isball(state, x, y, direction, LOOK_FORWARD)) { |
546 | debug(("Instant hit at (%d, %d)\n", x, y)); |
547 | GRID(state, x, y) = LASER_HIT; |
548 | state->exits[lno] = LASER_HIT; |
549 | return; |
550 | } |
551 | |
552 | if (isball(state, x, y, direction, LOOK_LEFT) || |
553 | isball(state, x, y, direction, LOOK_RIGHT)) { |
554 | debug(("Instant reflection at (%d, %d)\n", x, y)); |
555 | GRID(state, x, y) = LASER_REFLECT; |
556 | state->exits[lno] = LASER_REFLECT; |
557 | return; |
558 | } |
559 | /* move us onto the grid. */ |
560 | OFFSET(x, y, direction); |
561 | |
562 | while (1) { |
563 | debug(("fire_laser: looping at (%d, %d) pointing %s\n", |
564 | x, y, dirstrs[direction])); |
565 | if (grid2range(state, x, y, &unused)) { |
566 | int newno = state->laserno++, exitno; |
567 | debug(("Back on range; (%d, %d) --> (%d, %d)\n", |
568 | xstart, ystart, x, y)); |
569 | /* We're back out of the grid; the move is complete. */ |
570 | if (xstart == x && ystart == y) { |
571 | GRID(state, x, y) = LASER_REFLECT; |
572 | state->exits[lno] = LASER_REFLECT; |
573 | } else { |
574 | /* it wasn't a reflection */ |
575 | GRID(state, xstart, ystart) = newno; |
576 | GRID(state, x, y) = newno; |
577 | |
71dbfa3e |
578 | tmp = grid2range(state, x, y, &exitno); |
579 | assert(tmp); |
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580 | state->exits[lno] = exitno; |
581 | state->exits[exitno] = lno; |
582 | } |
583 | return; |
584 | } |
585 | /* paranoia. This obviously should never happen */ |
586 | assert(!(GRID(state, x, y) & BALL_CORRECT)); |
587 | |
588 | if (isball(state, x, y, direction, LOOK_FORWARD)) { |
589 | /* we're facing a ball; send back a reflection. */ |
590 | GRID(state, xstart, ystart) = LASER_HIT; |
591 | state->exits[lno] = LASER_HIT; |
592 | debug(("Ball ahead of (%d, %d); HIT at (%d, %d), new grid 0x%x\n", |
593 | x, y, xstart, ystart, GRID(state, xstart, ystart))); |
594 | return; |
595 | } |
596 | |
597 | if (isball(state, x, y, direction, LOOK_LEFT)) { |
598 | /* ball to our left; rotate clockwise and look again. */ |
599 | debug(("Ball to left; turning clockwise.\n")); |
600 | direction += 1; direction %= 4; |
601 | continue; |
602 | } |
603 | if (isball(state, x, y, direction, LOOK_RIGHT)) { |
604 | /* ball to our right; rotate anti-clockwise and look again. */ |
605 | debug(("Ball to rightl turning anti-clockwise.\n")); |
606 | direction += 3; direction %= 4; |
607 | continue; |
608 | } |
609 | /* ... otherwise, we have no balls ahead of us so just move one step. */ |
610 | debug(("No balls; moving forwards.\n")); |
611 | OFFSET(x, y, direction); |
612 | } |
613 | } |
614 | |
615 | /* Checks that the guessed balls in the state match up with the real balls |
616 | * for all possible lasers (i.e. not just the ones that the player might |
617 | * have already guessed). This is required because any layout with >4 balls |
618 | * might have multiple valid solutions. Returns non-zero for a 'correct' |
619 | * (i.e. consistent) layout. */ |
620 | static int check_guesses(game_state *state) |
621 | { |
622 | game_state *solution, *guesses; |
71dbfa3e |
623 | int i, x, y, dir, unused, tmp; |
f17f85c5 |
624 | int ret = 0; |
625 | |
626 | /* duplicate the state (to solution) */ |
627 | solution = dup_game(state); |
628 | |
629 | /* clear out the lasers of solution */ |
630 | for (i = 0; i < solution->nlasers; i++) { |
71dbfa3e |
631 | tmp = range2grid(solution, i, &x, &y, &unused); |
632 | assert(tmp); |
f17f85c5 |
633 | GRID(solution, x, y) = 0; |
634 | solution->exits[i] = LASER_EMPTY; |
635 | } |
636 | |
637 | /* duplicate solution to guess. */ |
638 | guesses = dup_game(solution); |
639 | |
640 | /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */ |
641 | for (x = 1; x <= state->w; x++) { |
642 | for (y = 1; y <= state->h; y++) { |
643 | GRID(guesses, x, y) &= ~BALL_CORRECT; |
644 | if (GRID(guesses, x, y) & BALL_GUESS) |
645 | GRID(guesses, x, y) |= BALL_CORRECT; |
646 | } |
647 | } |
648 | |
649 | /* for each laser (on both game_states), fire it if it hasn't been fired. |
650 | * If one has been fired (or received a hit) and another hasn't, we know |
651 | * the ball layouts didn't match and can short-circuit return. */ |
652 | for (i = 0; i < solution->nlasers; i++) { |
71dbfa3e |
653 | tmp = range2grid(solution, i, &x, &y, &dir); |
654 | assert(tmp); |
f17f85c5 |
655 | if (solution->exits[i] == LASER_EMPTY) |
656 | fire_laser(solution, x, y, dir); |
657 | if (guesses->exits[i] == LASER_EMPTY) |
658 | fire_laser(guesses, x, y, dir); |
659 | } |
660 | |
661 | /* check each game_state's laser against the other; if any differ, return 0 */ |
662 | ret = 1; |
663 | for (i = 0; i < solution->nlasers; i++) { |
71dbfa3e |
664 | tmp = range2grid(solution, i, &x, &y, &unused); |
665 | assert(tmp); |
f17f85c5 |
666 | |
667 | if (solution->exits[i] != guesses->exits[i]) { |
668 | /* If the original state didn't have this shot fired, |
669 | * and it would be wrong between the guess and the solution, |
670 | * add it. */ |
671 | if (state->exits[i] == LASER_EMPTY) { |
672 | state->exits[i] = solution->exits[i]; |
673 | if (state->exits[i] == LASER_REFLECT || |
674 | state->exits[i] == LASER_HIT) |
675 | GRID(state, x, y) = state->exits[i]; |
676 | else { |
677 | /* add a new shot, incrementing state's laser count. */ |
678 | int ex, ey, newno = state->laserno++; |
71dbfa3e |
679 | tmp = range2grid(state, state->exits[i], &ex, &ey, &unused); |
680 | assert(tmp); |
f17f85c5 |
681 | GRID(state, x, y) = newno; |
682 | GRID(state, ex, ey) = newno; |
683 | } |
684 | state->exits[i] |= LASER_OMITTED; |
685 | } else { |
686 | state->exits[i] |= LASER_WRONG; |
687 | } |
688 | ret = 0; |
689 | } |
690 | } |
691 | if (ret == 0) goto done; |
692 | |
693 | /* fix up original state so the 'correct' balls end up matching the guesses, |
694 | * as we've just proved that they were equivalent. */ |
695 | for (x = 1; x <= state->w; x++) { |
696 | for (y = 1; y <= state->h; y++) { |
697 | if (GRID(state, x, y) & BALL_GUESS) |
698 | GRID(state, x, y) |= BALL_CORRECT; |
699 | else |
700 | GRID(state, x, y) &= ~BALL_CORRECT; |
701 | } |
702 | } |
703 | |
704 | done: |
705 | /* fill in nright and nwrong. */ |
706 | state->nright = state->nwrong = state->nmissed = 0; |
707 | for (x = 1; x <= state->w; x++) { |
708 | for (y = 1; y <= state->h; y++) { |
709 | int bs = GRID(state, x, y) & (BALL_GUESS | BALL_CORRECT); |
710 | if (bs == (BALL_GUESS | BALL_CORRECT)) |
711 | state->nright++; |
712 | else if (bs == BALL_GUESS) |
713 | state->nwrong++; |
714 | else if (bs == BALL_CORRECT) |
715 | state->nmissed++; |
716 | } |
717 | } |
718 | free_game(solution); |
719 | free_game(guesses); |
720 | return ret; |
721 | } |
722 | |
723 | #define TILE_SIZE (ds->tilesize) |
724 | |
725 | #define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2)) |
726 | #define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE) |
727 | |
728 | struct game_drawstate { |
729 | int tilesize, crad, rrad, w, h; /* w and h to make macros work... */ |
730 | unsigned int *grid; /* as the game_state grid */ |
731 | int started, canreveal, reveal; |
732 | int flash_laserno; |
733 | }; |
734 | |
735 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
736 | int x, int y, int button) |
737 | { |
738 | int gx = -1, gy = -1, rangeno = -1; |
739 | enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL, |
740 | TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE; |
741 | char buf[80], *nullret = NULL; |
742 | |
743 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
744 | gx = FROMDRAW(x); |
745 | gy = FROMDRAW(y); |
746 | if (gx == 0 && gy == 0 && button == LEFT_BUTTON) |
747 | action = REVEAL; |
748 | if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) { |
749 | if (button == LEFT_BUTTON) { |
750 | if (!(GRID(state, gx,gy) & BALL_LOCK)) |
751 | action = TOGGLE_BALL; |
752 | } else |
753 | action = TOGGLE_LOCK; |
754 | } |
755 | if (grid2range(state, gx, gy, &rangeno)) { |
756 | if (button == LEFT_BUTTON) |
757 | action = FIRE; |
758 | else if (gy == 0 || gy > state->h) |
759 | action = TOGGLE_COLUMN_LOCK; /* and use gx */ |
760 | else |
761 | action = TOGGLE_ROW_LOCK; /* and use gy */ |
762 | } |
763 | } else if (button == LEFT_RELEASE) { |
764 | ui->flash_laserno = LASER_EMPTY; |
765 | return ""; |
766 | } |
767 | |
768 | switch (action) { |
769 | case TOGGLE_BALL: |
770 | sprintf(buf, "T%d,%d", gx, gy); |
771 | break; |
772 | |
773 | case TOGGLE_LOCK: |
774 | sprintf(buf, "LB%d,%d", gx, gy); |
775 | break; |
776 | |
777 | case TOGGLE_COLUMN_LOCK: |
778 | sprintf(buf, "LC%d", gx); |
779 | break; |
780 | |
781 | case TOGGLE_ROW_LOCK: |
782 | sprintf(buf, "LR%d", gy); |
783 | break; |
784 | |
785 | case FIRE: |
786 | if (state->reveal && state->exits[rangeno] == LASER_EMPTY) |
787 | return nullret; |
788 | ui->flash_laserno = rangeno; |
789 | nullret = ""; |
790 | if (state->exits[rangeno] != LASER_EMPTY) |
791 | return ""; |
792 | sprintf(buf, "F%d", rangeno); |
793 | break; |
794 | |
795 | case REVEAL: |
796 | if (!ds->canreveal) return nullret; |
797 | sprintf(buf, "R"); |
798 | break; |
799 | |
800 | default: |
801 | return nullret; |
802 | } |
803 | if (state->reveal) return nullret; |
804 | return dupstr(buf); |
805 | } |
806 | |
807 | static game_state *execute_move(game_state *from, char *move) |
808 | { |
809 | game_state *ret = dup_game(from); |
810 | int gx = -1, gy = -1, rangeno = -1, direction; |
811 | |
812 | if (!strcmp(move, "S")) { |
813 | ret->reveal = 1; |
814 | return ret; |
815 | } |
816 | |
817 | if (from->reveal) goto badmove; |
71dbfa3e |
818 | if (!*move) goto badmove; |
f17f85c5 |
819 | |
820 | switch (move[0]) { |
821 | case 'T': |
822 | sscanf(move+1, "%d,%d", &gx, &gy); |
823 | if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h) |
824 | goto badmove; |
825 | if (GRID(ret, gx, gy) & BALL_GUESS) { |
826 | ret->nguesses--; |
827 | GRID(ret, gx, gy) &= ~BALL_GUESS; |
828 | } else { |
829 | ret->nguesses++; |
830 | GRID(ret, gx, gy) |= BALL_GUESS; |
831 | } |
832 | break; |
833 | |
834 | case 'F': |
835 | sscanf(move+1, "%d", &rangeno); |
836 | if (ret->exits[rangeno] != LASER_EMPTY) |
837 | goto badmove; |
838 | if (!range2grid(ret, rangeno, &gx, &gy, &direction)) |
839 | goto badmove; |
840 | fire_laser(ret, gx, gy, direction); |
841 | break; |
842 | |
843 | case 'R': |
844 | if (ret->nguesses < ret->minballs || |
845 | ret->nguesses > ret->maxballs) |
846 | goto badmove; |
847 | check_guesses(ret); |
848 | ret->reveal = 1; |
849 | break; |
850 | |
851 | case 'L': |
852 | { |
853 | int lcount = 0; |
854 | if (strlen(move) < 2) goto badmove; |
855 | switch (move[1]) { |
856 | case 'B': |
857 | sscanf(move+2, "%d,%d", &gx, &gy); |
858 | if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h) |
859 | goto badmove; |
860 | GRID(ret, gx, gy) ^= BALL_LOCK; |
861 | break; |
862 | |
863 | #define COUNTLOCK do { if (GRID(ret, gx, gy) & BALL_LOCK) lcount++; } while (0) |
864 | #define SETLOCKIF(c) do { \ |
865 | if (lcount > (c)) GRID(ret, gx, gy) &= ~BALL_LOCK; \ |
866 | else GRID(ret, gx, gy) |= BALL_LOCK; \ |
867 | } while(0) |
868 | |
869 | case 'C': |
870 | sscanf(move+2, "%d", &gx); |
871 | if (gx < 1 || gx > ret->w) goto badmove; |
872 | for (gy = 1; gy <= ret->h; gy++) { COUNTLOCK; } |
873 | for (gy = 1; gy <= ret->h; gy++) { SETLOCKIF(ret->h/2); } |
874 | break; |
875 | |
876 | case 'R': |
877 | sscanf(move+2, "%d", &gy); |
878 | if (gy < 1 || gy > ret->h) goto badmove; |
879 | for (gx = 1; gx <= ret->w; gx++) { COUNTLOCK; } |
880 | for (gx = 1; gx <= ret->w; gx++) { SETLOCKIF(ret->w/2); } |
881 | break; |
882 | |
883 | #undef COUNTLOCK |
884 | #undef SETLOCKIF |
885 | |
886 | default: |
887 | goto badmove; |
888 | } |
889 | } |
890 | break; |
891 | |
892 | default: |
893 | goto badmove; |
894 | } |
895 | |
896 | return ret; |
897 | |
898 | badmove: |
899 | free_game(ret); |
900 | return NULL; |
901 | } |
902 | |
903 | /* ---------------------------------------------------------------------- |
904 | * Drawing routines. |
905 | */ |
906 | |
907 | static void game_compute_size(game_params *params, int tilesize, |
908 | int *x, int *y) |
909 | { |
910 | /* Border is ts/2, to make things easier. |
911 | * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles |
912 | * across, and similarly height + 2 + 1 tiles down. */ |
913 | *x = (params->w + 3) * tilesize; |
914 | *y = (params->h + 3) * tilesize; |
915 | } |
916 | |
917 | static void game_set_size(game_drawstate *ds, game_params *params, |
918 | int tilesize) |
919 | { |
920 | ds->tilesize = tilesize; |
921 | ds->crad = (tilesize-1)/2; |
922 | ds->rrad = (3*tilesize)/8; |
923 | } |
924 | |
925 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
926 | { |
927 | float *ret = snewn(3 * NCOLOURS, float); |
928 | int i; |
929 | |
930 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
931 | |
932 | ret[COL_BALL * 3 + 0] = 0.0F; |
933 | ret[COL_BALL * 3 + 1] = 0.0F; |
934 | ret[COL_BALL * 3 + 2] = 0.0F; |
935 | |
936 | ret[COL_WRONG * 3 + 0] = 1.0F; |
937 | ret[COL_WRONG * 3 + 1] = 0.0F; |
938 | ret[COL_WRONG * 3 + 2] = 0.0F; |
939 | |
940 | ret[COL_BUTTON * 3 + 0] = 0.0F; |
941 | ret[COL_BUTTON * 3 + 1] = 1.0F; |
942 | ret[COL_BUTTON * 3 + 2] = 0.0F; |
943 | |
944 | ret[COL_LASER * 3 + 0] = 1.0F; |
945 | ret[COL_LASER * 3 + 1] = 0.0F; |
946 | ret[COL_LASER * 3 + 2] = 0.0F; |
947 | |
948 | ret[COL_DIMLASER * 3 + 0] = 0.5F; |
949 | ret[COL_DIMLASER * 3 + 1] = 0.0F; |
950 | ret[COL_DIMLASER * 3 + 2] = 0.0F; |
951 | |
952 | for (i = 0; i < 3; i++) { |
953 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
954 | ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F; |
955 | ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F; |
956 | ret[COL_TEXT * 3 + i] = 0.0F; |
957 | } |
958 | |
959 | ret[COL_FLASHTEXT * 3 + 0] = 0.0F; |
960 | ret[COL_FLASHTEXT * 3 + 1] = 1.0F; |
961 | ret[COL_FLASHTEXT * 3 + 2] = 0.0F; |
962 | |
963 | *ncolours = NCOLOURS; |
964 | return ret; |
965 | } |
966 | |
967 | static game_drawstate *game_new_drawstate(game_state *state) |
968 | { |
969 | struct game_drawstate *ds = snew(struct game_drawstate); |
970 | |
971 | ds->tilesize = 0; |
972 | ds->w = state->w; ds->h = state->h; |
973 | ds->grid = snewn((state->w+2)*(state->h+2), unsigned int); |
974 | memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int)); |
975 | ds->started = 0; |
976 | ds->flash_laserno = LASER_EMPTY; |
977 | |
978 | return ds; |
979 | } |
980 | |
981 | static void game_free_drawstate(game_drawstate *ds) |
982 | { |
983 | sfree(ds->grid); |
984 | sfree(ds); |
985 | } |
986 | |
987 | static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds, |
988 | int ax, int ay, int force, int isflash) |
989 | { |
990 | int gx = ax+1, gy = ay+1; |
991 | int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy); |
992 | int dx = TODRAW(gx), dy = TODRAW(gy); |
993 | |
994 | if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) { |
995 | int bcol, bg; |
996 | |
997 | bg = (gs_tile & BALL_LOCK) ? COL_LOCK : |
998 | gs->reveal ? COL_BACKGROUND : COL_COVER; |
999 | |
1000 | draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, bg); |
1001 | draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); |
1002 | |
1003 | if (gs->reveal) { |
1004 | /* Guessed balls are always black; if they're incorrect they'll |
1005 | * have a red cross added later. |
1006 | * Missing balls are red. */ |
1007 | if (gs_tile & BALL_GUESS) { |
1008 | bcol = isflash ? bg : COL_BALL; |
1009 | } else if (gs_tile & BALL_CORRECT) { |
1010 | bcol = isflash ? bg : COL_WRONG; |
1011 | } else { |
1012 | bcol = bg; |
1013 | } |
1014 | } else { |
1015 | /* guesses are black/black, all else background. */ |
1016 | if (gs_tile & BALL_GUESS) { |
1017 | bcol = COL_BALL; |
1018 | } else { |
1019 | bcol = bg; |
1020 | } |
1021 | } |
1022 | |
1023 | draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1, |
1024 | bcol, bcol); |
1025 | |
1026 | if (gs->reveal && |
1027 | (gs_tile & BALL_GUESS) && |
1028 | !(gs_tile & BALL_CORRECT)) { |
1029 | int x1 = dx + 3, y1 = dy + 3; |
1030 | int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3; |
1031 | int coords[8]; |
1032 | |
1033 | /* Incorrect guess; draw a red cross over the ball. */ |
1034 | coords[0] = x1-1; |
1035 | coords[1] = y1+1; |
1036 | coords[2] = x1+1; |
1037 | coords[3] = y1-1; |
1038 | coords[4] = x2+1; |
1039 | coords[5] = y2-1; |
1040 | coords[6] = x2-1; |
1041 | coords[7] = y2+1; |
1042 | draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG); |
1043 | coords[0] = x2+1; |
1044 | coords[1] = y1+1; |
1045 | coords[2] = x2-1; |
1046 | coords[3] = y1-1; |
1047 | coords[4] = x1-1; |
1048 | coords[5] = y2-1; |
1049 | coords[6] = x1+1; |
1050 | coords[7] = y2+1; |
1051 | draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG); |
1052 | } |
1053 | draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE); |
1054 | } |
1055 | GRID(ds,gx,gy) = gs_tile; |
1056 | } |
1057 | |
1058 | static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds, |
1059 | game_ui *ui, int lno, int force) |
1060 | { |
1061 | int gx, gy, dx, dy, unused; |
71dbfa3e |
1062 | int wrong, omitted, reflect, hit, laserval, flash = 0, tmp; |
f17f85c5 |
1063 | unsigned int gs_tile, ds_tile, exitno; |
1064 | |
71dbfa3e |
1065 | tmp = range2grid(gs, lno, &gx, &gy, &unused); |
1066 | assert(tmp); |
f17f85c5 |
1067 | gs_tile = GRID(gs, gx, gy); |
1068 | ds_tile = GRID(ds, gx, gy); |
1069 | dx = TODRAW(gx); |
1070 | dy = TODRAW(gy); |
1071 | |
1072 | wrong = gs->exits[lno] & LASER_WRONG; |
1073 | omitted = gs->exits[lno] & LASER_OMITTED; |
1074 | exitno = gs->exits[lno] & ~LASER_FLAGMASK; |
1075 | |
1076 | reflect = gs_tile & LASER_REFLECT; |
1077 | hit = gs_tile & LASER_HIT; |
1078 | laserval = gs_tile & ~LASER_FLAGMASK; |
1079 | |
1080 | if (lno == ui->flash_laserno) |
1081 | gs_tile |= LASER_FLASHED; |
1082 | else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) { |
1083 | if (exitno == ui->flash_laserno) |
1084 | gs_tile |= LASER_FLASHED; |
1085 | } |
1086 | if (gs_tile & LASER_FLASHED) flash = 1; |
1087 | |
1088 | gs_tile |= wrong | omitted; |
1089 | |
1090 | if (gs_tile != ds_tile || force) { |
1091 | draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); |
1092 | draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); |
1093 | |
1094 | if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) { |
1095 | char str[10]; |
1096 | int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT; |
1097 | |
1098 | if (reflect || hit) |
1099 | sprintf(str, "%s", reflect ? "R" : "H"); |
1100 | else |
1101 | sprintf(str, "%d", laserval); |
1102 | |
1103 | if (wrong) { |
1104 | draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
1105 | ds->rrad, |
1106 | COL_WRONG, COL_WRONG); |
1107 | draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
1108 | ds->rrad - TILE_SIZE/16, |
1109 | COL_BACKGROUND, COL_WRONG); |
1110 | } |
1111 | |
1112 | draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
1113 | FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, |
1114 | tcol, str); |
1115 | } |
1116 | draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE); |
1117 | } |
1118 | GRID(ds, gx, gy) = gs_tile; |
1119 | } |
1120 | |
1121 | |
1122 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
1123 | game_state *state, int dir, game_ui *ui, |
1124 | float animtime, float flashtime) |
1125 | { |
1126 | int i, x, y, ts = TILE_SIZE, isflash = 0, force = 0; |
1127 | |
1128 | if (flashtime > 0) { |
1129 | int frame = (int)(flashtime / FLASH_FRAME); |
1130 | isflash = (frame % 2) == 0; |
1131 | force = 1; |
1132 | debug(("game_redraw: flashtime = %f", flashtime)); |
1133 | } |
1134 | |
1135 | if (!ds->started) { |
1136 | int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1; |
1137 | int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2); |
1138 | |
1139 | draw_rect(fe, 0, 0, |
1140 | TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3), |
1141 | COL_BACKGROUND); |
1142 | |
1143 | /* clockwise around the outline starting at pt behind (1,1). */ |
1144 | draw_line(fe, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT); |
1145 | draw_line(fe, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT); |
1146 | draw_line(fe, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT); |
1147 | draw_line(fe, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT); |
1148 | draw_line(fe, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT); |
1149 | draw_line(fe, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT); |
1150 | draw_line(fe, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT); |
1151 | draw_line(fe, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT); |
1152 | draw_line(fe, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT); |
1153 | draw_line(fe, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT); |
1154 | draw_line(fe, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT); |
1155 | draw_line(fe, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT); |
1156 | /* phew... */ |
1157 | |
1158 | draw_update(fe, 0, 0, |
1159 | TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3)); |
1160 | force = 1; |
1161 | ds->started = 1; |
1162 | } |
1163 | |
1164 | /* draw the arena */ |
1165 | for (x = 0; x < state->w; x++) { |
1166 | for (y = 0; y < state->h; y++) { |
1167 | draw_arena_tile(fe, state, ds, x, y, force, isflash); |
1168 | } |
1169 | } |
1170 | |
1171 | /* draw the lasers */ |
1172 | for (i = 0; i < 2*(state->w+state->h); i++) { |
1173 | draw_laser_tile(fe, state, ds, ui, i, force); |
1174 | } |
1175 | |
1176 | /* draw the 'finish' button */ |
1177 | if (state->nguesses >= state->minballs && |
1178 | state->nguesses <= state->maxballs && |
1179 | !state->reveal) { |
1180 | clip(fe, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1); |
1181 | draw_circle(fe, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad, |
1182 | COL_BUTTON, COL_BALL); |
1183 | unclip(fe); |
1184 | ds->canreveal = 1; |
1185 | } else { |
1186 | draw_rect(fe, TODRAW(0), TODRAW(0), |
1187 | TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND); |
1188 | ds->canreveal = 0; |
1189 | } |
1190 | draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE); |
1191 | ds->reveal = state->reveal; |
1192 | ds->flash_laserno = ui->flash_laserno; |
1193 | |
1194 | { |
1195 | char buf[256]; |
1196 | |
1197 | if (ds->reveal) { |
1198 | if (state->nwrong == 0 && |
1199 | state->nmissed == 0 && |
1200 | state->nright >= state->minballs) |
1201 | sprintf(buf, "CORRECT!"); |
1202 | else |
1203 | sprintf(buf, "%d wrong and %d missed balls.", |
1204 | state->nwrong, state->nmissed); |
1205 | } else { |
1206 | if (state->nguesses > state->maxballs) |
1207 | sprintf(buf, "%d too many balls marked.", |
1208 | state->nguesses - state->maxballs); |
1209 | else if (state->nguesses <= state->maxballs && |
1210 | state->nguesses >= state->minballs) |
1211 | sprintf(buf, "Click button to verify guesses."); |
1212 | else if (state->maxballs == state->minballs) |
1213 | sprintf(buf, "Balls marked: %d / %d", |
1214 | state->nguesses, state->minballs); |
1215 | else |
1216 | sprintf(buf, "Balls marked: %d / %d-%d.", |
1217 | state->nguesses, state->minballs, state->maxballs); |
1218 | } |
1219 | status_bar(fe, buf); |
1220 | } |
1221 | } |
1222 | |
1223 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1224 | int dir, game_ui *ui) |
1225 | { |
1226 | return 0.0F; |
1227 | } |
1228 | |
1229 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1230 | int dir, game_ui *ui) |
1231 | { |
1232 | if (!oldstate->reveal && newstate->reveal) |
1233 | return 4.0F * FLASH_FRAME; |
1234 | else |
1235 | return 0.0F; |
1236 | } |
1237 | |
1238 | static int game_wants_statusbar(void) |
1239 | { |
1240 | return TRUE; |
1241 | } |
1242 | |
1243 | static int game_timing_state(game_state *state, game_ui *ui) |
1244 | { |
1245 | return TRUE; |
1246 | } |
1247 | |
1248 | #ifdef COMBINED |
1249 | #define thegame blackbox |
1250 | #endif |
1251 | |
1252 | const struct game thegame = { |
1253 | "Black Box", "games.blackbox", |
1254 | default_params, |
1255 | game_fetch_preset, |
1256 | decode_params, |
1257 | encode_params, |
1258 | free_params, |
1259 | dup_params, |
1260 | TRUE, game_configure, custom_params, |
1261 | validate_params, |
1262 | new_game_desc, |
1263 | validate_desc, |
1264 | new_game, |
1265 | dup_game, |
1266 | free_game, |
1267 | TRUE, solve_game, |
1268 | FALSE, game_text_format, |
1269 | new_ui, |
1270 | free_ui, |
1271 | encode_ui, |
1272 | decode_ui, |
1273 | game_changed_state, |
1274 | interpret_move, |
1275 | execute_move, |
1276 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
1277 | game_colours, |
1278 | game_new_drawstate, |
1279 | game_free_drawstate, |
1280 | game_redraw, |
1281 | game_anim_length, |
1282 | game_flash_length, |
1283 | game_wants_statusbar, |
1284 | FALSE, game_timing_state, |
1285 | 0, /* mouse_priorities */ |
1286 | }; |
1287 | |
1288 | /* vim: set shiftwidth=4 tabstop=8: */ |