Various fixes and cleanups suggested by Ben Hutchings:
[sgt/puzzles] / blackbox.c
CommitLineData
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
30enum {
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
39struct game_params {
40 int w, h;
41 int minballs, maxballs;
42};
43
44static 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
54static 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
62static 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
85static void free_params(game_params *params)
86{
87 sfree(params);
88}
89
90static 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
97static 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
132static 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
141static 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
177static 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
191static 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)
71dbfa3e 198 return "Widths and heights greater than 255 are not supported";
f17f85c5 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";
f17f85c5 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
213static 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)
71dbfa3e 221 nballs += random_upto(rs, params->maxballs - params->minballs + 1);
f17f85c5 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
f17f85c5 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
254static 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
281done:
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
298struct 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. */
310enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
311
71dbfa3e 312struct offset { int x, y; };
f17f85c5 313
71dbfa3e 314static const struct offset offsets[] = {
f17f85c5 315 { 0, -1 }, /* up */
316 { 1, 0 }, /* right */
317 { 0, 1 }, /* down */
318 { -1, 0 } /* left */
319};
320
321#ifdef DEBUGGING
322static const char *dirstrs[] = {
323 "UP", "RIGHT", "DOWN", "LEFT"
324};
325#endif
326
327static 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
366static 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
390static 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
426static 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
450static void free_game(game_state *state)
451{
452 sfree(state->exits);
453 sfree(state->grid);
454 sfree(state);
455}
456
457static char *solve_game(game_state *state, game_state *currstate,
458 char *aux, char **error)
459{
460 return dupstr("S");
461}
462
463static char *game_text_format(game_state *state)
464{
465 return NULL;
466}
467
468struct game_ui {
469 int flash_laserno;
470};
471
472static 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
479static void free_ui(game_ui *ui)
480{
481 sfree(ui);
482}
483
484static char *encode_ui(game_ui *ui)
485{
486 return NULL;
487}
488
489static void decode_ui(game_ui *ui, char *encoding)
490{
491}
492
493static 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
504enum { 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. */
508static 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
533static 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);
f17f85c5 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);
f17f85c5 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. */
620static 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
704done:
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
728struct 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
735static 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
807static 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
898badmove:
899 free_game(ret);
900 return NULL;
901}
902
903/* ----------------------------------------------------------------------
904 * Drawing routines.
905 */
906
907static 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
917static 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
925static 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
967static 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
981static void game_free_drawstate(game_drawstate *ds)
982{
983 sfree(ds->grid);
984 sfree(ds);
985}
986
987static 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
1058static 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
1122static 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
1223static float game_anim_length(game_state *oldstate, game_state *newstate,
1224 int dir, game_ui *ui)
1225{
1226 return 0.0F;
1227}
1228
1229static 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
1238static int game_wants_statusbar(void)
1239{
1240 return TRUE;
1241}
1242
1243static 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
1252const 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: */