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