Ben Hutchings reports that gcc 4 gives an optimiser warning because
[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)
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
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)
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;
234newball:
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
251static 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
278done:
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
295struct 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. */
307enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
308
309struct _off { int x, y; };
310
311static 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
319static const char *dirstrs[] = {
320 "UP", "RIGHT", "DOWN", "LEFT"
321};
322#endif
323
324static 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
363static 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
387static 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
423static 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
447static void free_game(game_state *state)
448{
449 sfree(state->exits);
450 sfree(state->grid);
451 sfree(state);
452}
453
454static char *solve_game(game_state *state, game_state *currstate,
455 char *aux, char **error)
456{
457 return dupstr("S");
458}
459
460static char *game_text_format(game_state *state)
461{
462 return NULL;
463}
464
465struct game_ui {
466 int flash_laserno;
467};
468
469static 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
476static void free_ui(game_ui *ui)
477{
478 sfree(ui);
479}
480
481static char *encode_ui(game_ui *ui)
482{
483 return NULL;
484}
485
486static void decode_ui(game_ui *ui, char *encoding)
487{
488}
489
490static 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
501enum { 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. */
505static 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
530static 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. */
615static 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
695done:
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
719struct 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
726static 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
798static 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
889badmove:
890 free_game(ret);
891 return NULL;
892}
893
894/* ----------------------------------------------------------------------
895 * Drawing routines.
896 */
897
898static 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
908static 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
916static 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
958static 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
972static void game_free_drawstate(game_drawstate *ds)
973{
974 sfree(ds->grid);
975 sfree(ds);
976}
977
978static 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
1049static 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
1112static 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
1213static float game_anim_length(game_state *oldstate, game_state *newstate,
1214 int dir, game_ui *ui)
1215{
1216 return 0.0F;
1217}
1218
1219static 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
1228static int game_wants_statusbar(void)
1229{
1230 return TRUE;
1231}
1232
1233static 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
1242const 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: */