New end-game approach to Black Box. Instead of revealing the ball
[sgt/puzzles] / blackbox.c
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 "Width and height must both be at least two";
195 /* next one is just for ease of coding stuff into 'char'
196 * types, and could be worked around if required. */
197 if (params->w > 255 || params->h > 255)
198 return "Widths and heights greater than 255 are not supported";
199 if (params->minballs > params->maxballs)
200 return "Minimum number of balls may not be greater than maximum";
201 if (params->minballs >= params->w * params->h)
202 return "Too many balls to fit in 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 + 1);
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
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
242 bmp[(i+1)*2 + 0] = x;
243 bmp[(i+1)*2 + 1] = y;
244 }
245 sfree(grid);
246
247 obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, FALSE);
248 ret = bin2hex(bmp, nballs*2 + 2);
249 sfree(bmp);
250
251 return ret;
252 }
253
254 static char *validate_desc(game_params *params, char *desc)
255 {
256 int nballs, dlen = strlen(desc), i;
257 unsigned char *bmp;
258 char *ret;
259
260 /* the bitmap is 2+(nballs*2) long; the hex version is double that. */
261 nballs = ((dlen/2)-2)/2;
262
263 if (dlen < 4 || dlen % 4 ||
264 nballs < params->minballs || nballs > params->maxballs)
265 return "Game description is wrong length";
266
267 bmp = hex2bin(desc, nballs*2 + 2);
268 obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, TRUE);
269 ret = "Game description is corrupted";
270 /* check general grid size */
271 if (bmp[0] != params->w || bmp[1] != params->h)
272 goto done;
273 /* check each ball will fit on that grid */
274 for (i = 0; i < nballs; i++) {
275 int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1];
276 if (x < 0 || y < 0 || x >= params->w || y >= params->h)
277 goto done;
278 }
279 ret = NULL;
280
281 done:
282 sfree(bmp);
283 return ret;
284 }
285
286 #define BALL_CORRECT 0x01
287 #define BALL_GUESS 0x02
288 #define BALL_LOCK 0x04
289
290 #define LASER_FLAGMASK 0xf800
291 #define LASER_OMITTED 0x0800
292 #define LASER_REFLECT 0x1000
293 #define LASER_HIT 0x2000
294 #define LASER_WRONG 0x4000
295 #define LASER_FLASHED 0x8000
296 #define LASER_EMPTY (~0)
297
298 struct game_state {
299 int w, h, minballs, maxballs, nballs, nlasers;
300 unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */
301 unsigned int *exits; /* one per laser */
302 int done; /* user has finished placing his own balls. */
303 int laserno; /* number of next laser to be fired. */
304 int nguesses, reveal, justwrong, nright, nwrong, nmissed;
305 };
306
307 #define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)])
308
309 #define RANGECHECK(s,x) ((x) >= 0 && (x) <= (s)->nlasers)
310
311 /* specify numbers because they must match array indexes. */
312 enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
313
314 struct offset { int x, y; };
315
316 static const struct offset offsets[] = {
317 { 0, -1 }, /* up */
318 { 1, 0 }, /* right */
319 { 0, 1 }, /* down */
320 { -1, 0 } /* left */
321 };
322
323 #ifdef DEBUGGING
324 static const char *dirstrs[] = {
325 "UP", "RIGHT", "DOWN", "LEFT"
326 };
327 #endif
328
329 static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direction)
330 {
331 if (rangeno < 0)
332 return 0;
333
334 if (rangeno < state->w) {
335 /* top row; from (1,0) to (w,0) */
336 *x = rangeno + 1;
337 *y = 0;
338 *direction = DIR_DOWN;
339 return 1;
340 }
341 rangeno -= state->w;
342 if (rangeno < state->h) {
343 /* RHS; from (w+1, 1) to (w+1, h) */
344 *x = state->w+1;
345 *y = rangeno + 1;
346 *direction = DIR_LEFT;
347 return 1;
348 }
349 rangeno -= state->h;
350 if (rangeno < state->w) {
351 /* bottom row; from (1, h+1) to (w, h+1); counts backwards */
352 *x = (state->w - rangeno);
353 *y = state->h+1;
354 *direction = DIR_UP;
355 return 1;
356 }
357 rangeno -= state->w;
358 if (rangeno < state->h) {
359 /* LHS; from (0, 1) to (0, h); counts backwards */
360 *x = 0;
361 *y = (state->h - rangeno);
362 *direction = DIR_RIGHT;
363 return 1;
364 }
365 return 0;
366 }
367
368 static int grid2range(game_state *state, int x, int y, int *rangeno)
369 {
370 int ret, x1 = state->w+1, y1 = state->h+1;
371
372 if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */
373 if (x < 0 || x > y1 || y < 0 || y > y1) return 0; /* outside grid */
374
375 if ((x == 0 || x == x1) && (y == 0 || y == y1))
376 return 0; /* one of 4 corners */
377
378 if (y == 0) { /* top line */
379 ret = x - 1;
380 } else if (x == x1) { /* RHS */
381 ret = y - 1 + state->w;
382 } else if (y == y1) { /* Bottom [and counts backwards] */
383 ret = (state->w - x) + state->w + state->h;
384 } else { /* LHS [and counts backwards ] */
385 ret = (state->h-y) + state->w + state->w + state->h;
386 }
387 *rangeno = ret;
388 debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret));
389 return 1;
390 }
391
392 static game_state *new_game(midend_data *me, game_params *params, char *desc)
393 {
394 game_state *state = snew(game_state);
395 int dlen = strlen(desc), i;
396 unsigned char *bmp;
397
398 state->minballs = params->minballs;
399 state->maxballs = params->maxballs;
400 state->nballs = ((dlen/2)-2)/2;
401
402 bmp = hex2bin(desc, state->nballs*2 + 2);
403 obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, TRUE);
404
405 state->w = bmp[0]; state->h = bmp[1];
406 state->nlasers = 2 * (state->w + state->h);
407
408 state->grid = snewn((state->w+2)*(state->h+2), unsigned int);
409 memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int));
410
411 state->exits = snewn(state->nlasers, unsigned int);
412 memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int));
413
414 for (i = 0; i < state->nballs; i++) {
415 GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT;
416 }
417 sfree(bmp);
418
419 state->done = state->nguesses = state->reveal = state->justwrong =
420 state->nright = state->nwrong = state->nmissed = 0;
421 state->laserno = 1;
422
423 return state;
424 }
425
426 #define XFER(x) ret->x = state->x
427
428 static game_state *dup_game(game_state *state)
429 {
430 game_state *ret = snew(game_state);
431
432 XFER(w); XFER(h);
433 XFER(minballs); XFER(maxballs);
434 XFER(nballs); XFER(nlasers);
435
436 ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int);
437 memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int));
438 ret->exits = snewn(ret->nlasers, unsigned int);
439 memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int));
440
441 XFER(done);
442 XFER(laserno);
443 XFER(nguesses);
444 XFER(reveal);
445 XFER(justwrong);
446 XFER(nright); XFER(nwrong); XFER(nmissed);
447
448 return ret;
449 }
450
451 #undef XFER
452
453 static void free_game(game_state *state)
454 {
455 sfree(state->exits);
456 sfree(state->grid);
457 sfree(state);
458 }
459
460 static char *solve_game(game_state *state, game_state *currstate,
461 char *aux, char **error)
462 {
463 return dupstr("S");
464 }
465
466 static char *game_text_format(game_state *state)
467 {
468 return NULL;
469 }
470
471 struct game_ui {
472 int flash_laserno;
473 int errors, newmove;
474 };
475
476 static game_ui *new_ui(game_state *state)
477 {
478 game_ui *ui = snew(struct game_ui);
479 ui->flash_laserno = LASER_EMPTY;
480 ui->errors = 0;
481 ui->newmove = FALSE;
482 return ui;
483 }
484
485 static void free_ui(game_ui *ui)
486 {
487 sfree(ui);
488 }
489
490 static char *encode_ui(game_ui *ui)
491 {
492 char buf[80];
493 /*
494 * The error counter needs preserving across a serialisation.
495 */
496 sprintf(buf, "E%d", ui->errors);
497 return dupstr(buf);
498 }
499
500 static void decode_ui(game_ui *ui, char *encoding)
501 {
502 sscanf(encoding, "E%d", &ui->errors);
503 }
504
505 static void game_changed_state(game_ui *ui, game_state *oldstate,
506 game_state *newstate)
507 {
508 /*
509 * If we've encountered a `justwrong' state as a result of
510 * actually making a move, increment the ui error counter.
511 */
512 if (newstate->justwrong && ui->newmove)
513 ui->errors++;
514 ui->newmove = FALSE;
515 }
516
517 #define OFFSET(gx,gy,o) do { \
518 int off = (4 + (o) % 4) % 4; \
519 (gx) += offsets[off].x; \
520 (gy) += offsets[off].y; \
521 } while(0)
522
523 enum { LOOK_LEFT, LOOK_FORWARD, LOOK_RIGHT };
524
525 /* Given a position and a direction, check whether we can see a ball in front
526 * of us, or to our front-left or front-right. */
527 static int isball(game_state *state, int gx, int gy, int direction, int lookwhere)
528 {
529 debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction],
530 lookwhere == LOOK_LEFT ? "LEFT" :
531 lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT"));
532 OFFSET(gx,gy,direction);
533 if (lookwhere == LOOK_LEFT)
534 OFFSET(gx,gy,direction-1);
535 else if (lookwhere == LOOK_RIGHT)
536 OFFSET(gx,gy,direction+1);
537 else if (lookwhere != LOOK_FORWARD)
538 assert(!"unknown lookwhere");
539
540 debug(("isball, new (%d, %d)\n", gx, gy));
541
542 /* if we're off the grid (into the firing range) there's never a ball. */
543 if (gx < 1 || gy < 1 || gx > state->h || gy > state->w)
544 return 0;
545
546 if (GRID(state, gx,gy) & BALL_CORRECT)
547 return 1;
548
549 return 0;
550 }
551
552 static int fire_laser_internal(game_state *state, int x, int y, int direction)
553 {
554 int unused, lno, tmp;
555
556 tmp = grid2range(state, x, y, &lno);
557 assert(tmp);
558
559 /* deal with strange initial reflection rules (that stop
560 * you turning down the laser range) */
561
562 /* I've just chosen to prioritise instant-hit over instant-reflection;
563 * I can't find anywhere that gives me a definite algorithm for this. */
564 if (isball(state, x, y, direction, LOOK_FORWARD)) {
565 debug(("Instant hit at (%d, %d)\n", x, y));
566 return LASER_HIT; /* hit */
567 }
568
569 if (isball(state, x, y, direction, LOOK_LEFT) ||
570 isball(state, x, y, direction, LOOK_RIGHT)) {
571 debug(("Instant reflection at (%d, %d)\n", x, y));
572 return LASER_REFLECT; /* reflection */
573 }
574 /* move us onto the grid. */
575 OFFSET(x, y, direction);
576
577 while (1) {
578 debug(("fire_laser: looping at (%d, %d) pointing %s\n",
579 x, y, dirstrs[direction]));
580 if (grid2range(state, x, y, &unused)) {
581 int exitno;
582
583 tmp = grid2range(state, x, y, &exitno);
584 assert(tmp);
585
586 return (lno == exitno ? LASER_REFLECT : exitno);
587 }
588 /* paranoia. This obviously should never happen */
589 assert(!(GRID(state, x, y) & BALL_CORRECT));
590
591 if (isball(state, x, y, direction, LOOK_FORWARD)) {
592 /* we're facing a ball; send back a reflection. */
593 debug(("Ball ahead of (%d, %d); HIT at (%d, %d), new grid 0x%x\n",
594 x, y, xstart, ystart, GRID(state, xstart, ystart)));
595 return LASER_HIT; /* hit */
596 }
597
598 if (isball(state, x, y, direction, LOOK_LEFT)) {
599 /* ball to our left; rotate clockwise and look again. */
600 debug(("Ball to left; turning clockwise.\n"));
601 direction += 1; direction %= 4;
602 continue;
603 }
604 if (isball(state, x, y, direction, LOOK_RIGHT)) {
605 /* ball to our right; rotate anti-clockwise and look again. */
606 debug(("Ball to rightl turning anti-clockwise.\n"));
607 direction += 3; direction %= 4;
608 continue;
609 }
610 /* ... otherwise, we have no balls ahead of us so just move one step. */
611 debug(("No balls; moving forwards.\n"));
612 OFFSET(x, y, direction);
613 }
614 }
615
616 static int laser_exit(game_state *state, int entryno)
617 {
618 int tmp, x, y, direction;
619
620 tmp = range2grid(state, entryno, &x, &y, &direction);
621 assert(tmp);
622
623 return fire_laser_internal(state, x, y, direction);
624 }
625
626 static void fire_laser(game_state *state, int entryno)
627 {
628 int tmp, exitno, x, y, direction;
629
630 tmp = range2grid(state, entryno, &x, &y, &direction);
631 assert(tmp);
632
633 exitno = fire_laser_internal(state, x, y, direction);
634
635 if (exitno == LASER_HIT || exitno == LASER_REFLECT) {
636 GRID(state, x, y) = state->exits[entryno] = exitno;
637 } else {
638 int newno = state->laserno++;
639 int xend, yend, unused;
640 tmp = range2grid(state, exitno, &xend, &yend, &unused);
641 assert(tmp);
642 GRID(state, x, y) = GRID(state, xend, yend) = newno;
643 state->exits[entryno] = exitno;
644 state->exits[exitno] = entryno;
645 }
646 }
647
648 /* Checks that the guessed balls in the state match up with the real balls
649 * for all possible lasers (i.e. not just the ones that the player might
650 * have already guessed). This is required because any layout with >4 balls
651 * might have multiple valid solutions. Returns non-zero for a 'correct'
652 * (i.e. consistent) layout. */
653 static int check_guesses(game_state *state, int cagey)
654 {
655 game_state *solution, *guesses;
656 int i, x, y, n, unused, tmp;
657 int ret = 0;
658
659 if (cagey) {
660 /*
661 * First, check that each laser the player has already
662 * fired is consistent with the layout. If not, show them
663 * one error they've made and reveal no further
664 * information.
665 *
666 * Failing that, check to see whether the player would have
667 * been able to fire any laser which distinguished the real
668 * solution from their guess. If so, show them one such
669 * laser and reveal no further information.
670 */
671 guesses = dup_game(state);
672 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
673 for (x = 1; x <= state->w; x++) {
674 for (y = 1; y <= state->h; y++) {
675 GRID(guesses, x, y) &= ~BALL_CORRECT;
676 if (GRID(guesses, x, y) & BALL_GUESS)
677 GRID(guesses, x, y) |= BALL_CORRECT;
678 }
679 }
680 n = 0;
681 for (i = 0; i < guesses->nlasers; i++) {
682 if (guesses->exits[i] != LASER_EMPTY &&
683 guesses->exits[i] != laser_exit(guesses, i))
684 n++;
685 }
686 if (n) {
687 /*
688 * At least one of the player's existing lasers
689 * contradicts their ball placement. Pick a random one,
690 * highlight it, and return.
691 *
692 * A temporary random state is created from the current
693 * grid, so that repeating the same marking will give
694 * the same answer instead of a different one.
695 */
696 random_state *rs = random_init((char *)guesses->grid,
697 (state->w+2)*(state->h+2) *
698 sizeof(unsigned int));
699 n = random_upto(rs, n);
700 random_free(rs);
701 for (i = 0; i < guesses->nlasers; i++) {
702 if (guesses->exits[i] != LASER_EMPTY &&
703 guesses->exits[i] != laser_exit(guesses, i) &&
704 n-- == 0) {
705 state->exits[i] |= LASER_WRONG;
706 tmp = laser_exit(state, i);
707 if (RANGECHECK(state, tmp))
708 state->exits[tmp] |= LASER_WRONG;
709 state->justwrong = TRUE;
710 free_game(guesses);
711 return 0;
712 }
713 }
714 }
715 n = 0;
716 for (i = 0; i < guesses->nlasers; i++) {
717 if (guesses->exits[i] == LASER_EMPTY &&
718 laser_exit(state, i) != laser_exit(guesses, i))
719 n++;
720 }
721 if (n) {
722 /*
723 * At least one of the player's unfired lasers would
724 * demonstrate their ball placement to be wrong. Pick a
725 * random one, highlight it, and return.
726 *
727 * A temporary random state is created from the current
728 * grid, so that repeating the same marking will give
729 * the same answer instead of a different one.
730 */
731 random_state *rs = random_init((char *)guesses->grid,
732 (state->w+2)*(state->h+2) *
733 sizeof(unsigned int));
734 n = random_upto(rs, n);
735 random_free(rs);
736 for (i = 0; i < guesses->nlasers; i++) {
737 if (guesses->exits[i] == LASER_EMPTY &&
738 laser_exit(state, i) != laser_exit(guesses, i) &&
739 n-- == 0) {
740 fire_laser(state, i);
741 state->exits[i] |= LASER_OMITTED;
742 tmp = laser_exit(state, i);
743 if (RANGECHECK(state, tmp))
744 state->exits[tmp] |= LASER_OMITTED;
745 state->justwrong = TRUE;
746 free_game(guesses);
747 return 0;
748 }
749 }
750 }
751 free_game(guesses);
752 }
753
754 /* duplicate the state (to solution) */
755 solution = dup_game(state);
756
757 /* clear out the lasers of solution */
758 for (i = 0; i < solution->nlasers; i++) {
759 tmp = range2grid(solution, i, &x, &y, &unused);
760 assert(tmp);
761 GRID(solution, x, y) = 0;
762 solution->exits[i] = LASER_EMPTY;
763 }
764
765 /* duplicate solution to guess. */
766 guesses = dup_game(solution);
767
768 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
769 for (x = 1; x <= state->w; x++) {
770 for (y = 1; y <= state->h; y++) {
771 GRID(guesses, x, y) &= ~BALL_CORRECT;
772 if (GRID(guesses, x, y) & BALL_GUESS)
773 GRID(guesses, x, y) |= BALL_CORRECT;
774 }
775 }
776
777 /* for each laser (on both game_states), fire it if it hasn't been fired.
778 * If one has been fired (or received a hit) and another hasn't, we know
779 * the ball layouts didn't match and can short-circuit return. */
780 for (i = 0; i < solution->nlasers; i++) {
781 if (solution->exits[i] == LASER_EMPTY)
782 fire_laser(solution, i);
783 if (guesses->exits[i] == LASER_EMPTY)
784 fire_laser(guesses, i);
785 }
786
787 /* check each game_state's laser against the other; if any differ, return 0 */
788 ret = 1;
789 for (i = 0; i < solution->nlasers; i++) {
790 tmp = range2grid(solution, i, &x, &y, &unused);
791 assert(tmp);
792
793 if (solution->exits[i] != guesses->exits[i]) {
794 /* If the original state didn't have this shot fired,
795 * and it would be wrong between the guess and the solution,
796 * add it. */
797 if (state->exits[i] == LASER_EMPTY) {
798 state->exits[i] = solution->exits[i];
799 if (state->exits[i] == LASER_REFLECT ||
800 state->exits[i] == LASER_HIT)
801 GRID(state, x, y) = state->exits[i];
802 else {
803 /* add a new shot, incrementing state's laser count. */
804 int ex, ey, newno = state->laserno++;
805 tmp = range2grid(state, state->exits[i], &ex, &ey, &unused);
806 assert(tmp);
807 GRID(state, x, y) = newno;
808 GRID(state, ex, ey) = newno;
809 }
810 state->exits[i] |= LASER_OMITTED;
811 } else {
812 state->exits[i] |= LASER_WRONG;
813 }
814 ret = 0;
815 }
816 }
817 if (ret == 0) goto done;
818
819 /* fix up original state so the 'correct' balls end up matching the guesses,
820 * as we've just proved that they were equivalent. */
821 for (x = 1; x <= state->w; x++) {
822 for (y = 1; y <= state->h; y++) {
823 if (GRID(state, x, y) & BALL_GUESS)
824 GRID(state, x, y) |= BALL_CORRECT;
825 else
826 GRID(state, x, y) &= ~BALL_CORRECT;
827 }
828 }
829
830 done:
831 /* fill in nright and nwrong. */
832 state->nright = state->nwrong = state->nmissed = 0;
833 for (x = 1; x <= state->w; x++) {
834 for (y = 1; y <= state->h; y++) {
835 int bs = GRID(state, x, y) & (BALL_GUESS | BALL_CORRECT);
836 if (bs == (BALL_GUESS | BALL_CORRECT))
837 state->nright++;
838 else if (bs == BALL_GUESS)
839 state->nwrong++;
840 else if (bs == BALL_CORRECT)
841 state->nmissed++;
842 }
843 }
844 free_game(solution);
845 free_game(guesses);
846 state->reveal = 1;
847 return ret;
848 }
849
850 #define TILE_SIZE (ds->tilesize)
851
852 #define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2))
853 #define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE)
854
855 #define CAN_REVEAL(state) ((state)->nguesses >= (state)->minballs && \
856 (state)->nguesses <= (state)->maxballs && \
857 !(state)->reveal && !(state)->justwrong)
858
859 struct game_drawstate {
860 int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
861 unsigned int *grid; /* as the game_state grid */
862 int started, reveal;
863 int flash_laserno;
864 };
865
866 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
867 int x, int y, int button)
868 {
869 int gx = -1, gy = -1, rangeno = -1;
870 enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL,
871 TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE;
872 char buf[80], *nullret = NULL;
873
874 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
875 gx = FROMDRAW(x);
876 gy = FROMDRAW(y);
877 if (gx == 0 && gy == 0 && button == LEFT_BUTTON)
878 action = REVEAL;
879 if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) {
880 if (button == LEFT_BUTTON) {
881 if (!(GRID(state, gx,gy) & BALL_LOCK))
882 action = TOGGLE_BALL;
883 } else
884 action = TOGGLE_LOCK;
885 }
886 if (grid2range(state, gx, gy, &rangeno)) {
887 if (button == LEFT_BUTTON)
888 action = FIRE;
889 else if (gy == 0 || gy > state->h)
890 action = TOGGLE_COLUMN_LOCK; /* and use gx */
891 else
892 action = TOGGLE_ROW_LOCK; /* and use gy */
893 }
894 } else if (button == LEFT_RELEASE) {
895 ui->flash_laserno = LASER_EMPTY;
896 return "";
897 }
898
899 switch (action) {
900 case TOGGLE_BALL:
901 sprintf(buf, "T%d,%d", gx, gy);
902 break;
903
904 case TOGGLE_LOCK:
905 sprintf(buf, "LB%d,%d", gx, gy);
906 break;
907
908 case TOGGLE_COLUMN_LOCK:
909 sprintf(buf, "LC%d", gx);
910 break;
911
912 case TOGGLE_ROW_LOCK:
913 sprintf(buf, "LR%d", gy);
914 break;
915
916 case FIRE:
917 if (state->reveal && state->exits[rangeno] == LASER_EMPTY)
918 return nullret;
919 ui->flash_laserno = rangeno;
920 nullret = "";
921 if (state->exits[rangeno] != LASER_EMPTY)
922 return "";
923 sprintf(buf, "F%d", rangeno);
924 break;
925
926 case REVEAL:
927 if (!CAN_REVEAL(state)) return nullret;
928 sprintf(buf, "R");
929 break;
930
931 default:
932 return nullret;
933 }
934 if (state->reveal) return nullret;
935 ui->newmove = TRUE;
936 return dupstr(buf);
937 }
938
939 static game_state *execute_move(game_state *from, char *move)
940 {
941 game_state *ret = dup_game(from);
942 int gx = -1, gy = -1, rangeno = -1;
943
944 if (ret->justwrong) {
945 int i;
946 ret->justwrong = FALSE;
947 for (i = 0; i < ret->nlasers; i++)
948 if (ret->exits[i] != LASER_EMPTY)
949 ret->exits[i] &= ~(LASER_OMITTED | LASER_WRONG);
950 }
951
952 if (!strcmp(move, "S")) {
953 check_guesses(ret, FALSE);
954 return ret;
955 }
956
957 if (from->reveal) goto badmove;
958 if (!*move) goto badmove;
959
960 switch (move[0]) {
961 case 'T':
962 sscanf(move+1, "%d,%d", &gx, &gy);
963 if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
964 goto badmove;
965 if (GRID(ret, gx, gy) & BALL_GUESS) {
966 ret->nguesses--;
967 GRID(ret, gx, gy) &= ~BALL_GUESS;
968 } else {
969 ret->nguesses++;
970 GRID(ret, gx, gy) |= BALL_GUESS;
971 }
972 break;
973
974 case 'F':
975 sscanf(move+1, "%d", &rangeno);
976 if (ret->exits[rangeno] != LASER_EMPTY)
977 goto badmove;
978 if (!RANGECHECK(ret, rangeno))
979 goto badmove;
980 fire_laser(ret, rangeno);
981 break;
982
983 case 'R':
984 if (ret->nguesses < ret->minballs ||
985 ret->nguesses > ret->maxballs)
986 goto badmove;
987 check_guesses(ret, TRUE);
988 break;
989
990 case 'L':
991 {
992 int lcount = 0;
993 if (strlen(move) < 2) goto badmove;
994 switch (move[1]) {
995 case 'B':
996 sscanf(move+2, "%d,%d", &gx, &gy);
997 if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
998 goto badmove;
999 GRID(ret, gx, gy) ^= BALL_LOCK;
1000 break;
1001
1002 #define COUNTLOCK do { if (GRID(ret, gx, gy) & BALL_LOCK) lcount++; } while (0)
1003 #define SETLOCKIF(c) do { \
1004 if (lcount > (c)) GRID(ret, gx, gy) &= ~BALL_LOCK; \
1005 else GRID(ret, gx, gy) |= BALL_LOCK; \
1006 } while(0)
1007
1008 case 'C':
1009 sscanf(move+2, "%d", &gx);
1010 if (gx < 1 || gx > ret->w) goto badmove;
1011 for (gy = 1; gy <= ret->h; gy++) { COUNTLOCK; }
1012 for (gy = 1; gy <= ret->h; gy++) { SETLOCKIF(ret->h/2); }
1013 break;
1014
1015 case 'R':
1016 sscanf(move+2, "%d", &gy);
1017 if (gy < 1 || gy > ret->h) goto badmove;
1018 for (gx = 1; gx <= ret->w; gx++) { COUNTLOCK; }
1019 for (gx = 1; gx <= ret->w; gx++) { SETLOCKIF(ret->w/2); }
1020 break;
1021
1022 #undef COUNTLOCK
1023 #undef SETLOCKIF
1024
1025 default:
1026 goto badmove;
1027 }
1028 }
1029 break;
1030
1031 default:
1032 goto badmove;
1033 }
1034
1035 return ret;
1036
1037 badmove:
1038 free_game(ret);
1039 return NULL;
1040 }
1041
1042 /* ----------------------------------------------------------------------
1043 * Drawing routines.
1044 */
1045
1046 static void game_compute_size(game_params *params, int tilesize,
1047 int *x, int *y)
1048 {
1049 /* Border is ts/2, to make things easier.
1050 * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles
1051 * across, and similarly height + 2 + 1 tiles down. */
1052 *x = (params->w + 3) * tilesize;
1053 *y = (params->h + 3) * tilesize;
1054 }
1055
1056 static void game_set_size(game_drawstate *ds, game_params *params,
1057 int tilesize)
1058 {
1059 ds->tilesize = tilesize;
1060 ds->crad = (tilesize-1)/2;
1061 ds->rrad = (3*tilesize)/8;
1062 }
1063
1064 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1065 {
1066 float *ret = snewn(3 * NCOLOURS, float);
1067 int i;
1068
1069 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1070
1071 ret[COL_BALL * 3 + 0] = 0.0F;
1072 ret[COL_BALL * 3 + 1] = 0.0F;
1073 ret[COL_BALL * 3 + 2] = 0.0F;
1074
1075 ret[COL_WRONG * 3 + 0] = 1.0F;
1076 ret[COL_WRONG * 3 + 1] = 0.0F;
1077 ret[COL_WRONG * 3 + 2] = 0.0F;
1078
1079 ret[COL_BUTTON * 3 + 0] = 0.0F;
1080 ret[COL_BUTTON * 3 + 1] = 1.0F;
1081 ret[COL_BUTTON * 3 + 2] = 0.0F;
1082
1083 ret[COL_LASER * 3 + 0] = 1.0F;
1084 ret[COL_LASER * 3 + 1] = 0.0F;
1085 ret[COL_LASER * 3 + 2] = 0.0F;
1086
1087 ret[COL_DIMLASER * 3 + 0] = 0.5F;
1088 ret[COL_DIMLASER * 3 + 1] = 0.0F;
1089 ret[COL_DIMLASER * 3 + 2] = 0.0F;
1090
1091 for (i = 0; i < 3; i++) {
1092 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
1093 ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F;
1094 ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F;
1095 ret[COL_TEXT * 3 + i] = 0.0F;
1096 }
1097
1098 ret[COL_FLASHTEXT * 3 + 0] = 0.0F;
1099 ret[COL_FLASHTEXT * 3 + 1] = 1.0F;
1100 ret[COL_FLASHTEXT * 3 + 2] = 0.0F;
1101
1102 *ncolours = NCOLOURS;
1103 return ret;
1104 }
1105
1106 static game_drawstate *game_new_drawstate(game_state *state)
1107 {
1108 struct game_drawstate *ds = snew(struct game_drawstate);
1109
1110 ds->tilesize = 0;
1111 ds->w = state->w; ds->h = state->h;
1112 ds->grid = snewn((state->w+2)*(state->h+2), unsigned int);
1113 memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int));
1114 ds->started = 0;
1115 ds->flash_laserno = LASER_EMPTY;
1116
1117 return ds;
1118 }
1119
1120 static void game_free_drawstate(game_drawstate *ds)
1121 {
1122 sfree(ds->grid);
1123 sfree(ds);
1124 }
1125
1126 static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
1127 int ax, int ay, int force, int isflash)
1128 {
1129 int gx = ax+1, gy = ay+1;
1130 int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy);
1131 int dx = TODRAW(gx), dy = TODRAW(gy);
1132
1133 if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
1134 int bcol, bg;
1135
1136 bg = (gs->reveal ? COL_BACKGROUND :
1137 (gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
1138
1139 draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, bg);
1140 draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
1141
1142 if (gs->reveal) {
1143 /* Guessed balls are always black; if they're incorrect they'll
1144 * have a red cross added later.
1145 * Missing balls are red. */
1146 if (gs_tile & BALL_GUESS) {
1147 bcol = isflash ? bg : COL_BALL;
1148 } else if (gs_tile & BALL_CORRECT) {
1149 bcol = isflash ? bg : COL_WRONG;
1150 } else {
1151 bcol = bg;
1152 }
1153 } else {
1154 /* guesses are black/black, all else background. */
1155 if (gs_tile & BALL_GUESS) {
1156 bcol = COL_BALL;
1157 } else {
1158 bcol = bg;
1159 }
1160 }
1161
1162 draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
1163 bcol, bcol);
1164
1165 if (gs->reveal &&
1166 (gs_tile & BALL_GUESS) &&
1167 !(gs_tile & BALL_CORRECT)) {
1168 int x1 = dx + 3, y1 = dy + 3;
1169 int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3;
1170 int coords[8];
1171
1172 /* Incorrect guess; draw a red cross over the ball. */
1173 coords[0] = x1-1;
1174 coords[1] = y1+1;
1175 coords[2] = x1+1;
1176 coords[3] = y1-1;
1177 coords[4] = x2+1;
1178 coords[5] = y2-1;
1179 coords[6] = x2-1;
1180 coords[7] = y2+1;
1181 draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
1182 coords[0] = x2+1;
1183 coords[1] = y1+1;
1184 coords[2] = x2-1;
1185 coords[3] = y1-1;
1186 coords[4] = x1-1;
1187 coords[5] = y2-1;
1188 coords[6] = x1+1;
1189 coords[7] = y2+1;
1190 draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
1191 }
1192 draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
1193 }
1194 GRID(ds,gx,gy) = gs_tile;
1195 }
1196
1197 static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
1198 game_ui *ui, int lno, int force)
1199 {
1200 int gx, gy, dx, dy, unused;
1201 int wrong, omitted, reflect, hit, laserval, flash = 0, tmp;
1202 unsigned int gs_tile, ds_tile, exitno;
1203
1204 tmp = range2grid(gs, lno, &gx, &gy, &unused);
1205 assert(tmp);
1206 gs_tile = GRID(gs, gx, gy);
1207 ds_tile = GRID(ds, gx, gy);
1208 dx = TODRAW(gx);
1209 dy = TODRAW(gy);
1210
1211 wrong = gs->exits[lno] & LASER_WRONG;
1212 omitted = gs->exits[lno] & LASER_OMITTED;
1213 exitno = gs->exits[lno] & ~LASER_FLAGMASK;
1214
1215 reflect = gs_tile & LASER_REFLECT;
1216 hit = gs_tile & LASER_HIT;
1217 laserval = gs_tile & ~LASER_FLAGMASK;
1218
1219 if (lno == ui->flash_laserno)
1220 gs_tile |= LASER_FLASHED;
1221 else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
1222 if (exitno == ui->flash_laserno)
1223 gs_tile |= LASER_FLASHED;
1224 }
1225 if (gs_tile & LASER_FLASHED) flash = 1;
1226
1227 gs_tile |= wrong | omitted;
1228
1229 if (gs_tile != ds_tile || force) {
1230 draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
1231 draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
1232
1233 if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) {
1234 char str[10];
1235 int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
1236
1237 if (reflect || hit)
1238 sprintf(str, "%s", reflect ? "R" : "H");
1239 else
1240 sprintf(str, "%d", laserval);
1241
1242 if (wrong) {
1243 draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1244 ds->rrad,
1245 COL_WRONG, COL_WRONG);
1246 draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1247 ds->rrad - TILE_SIZE/16,
1248 COL_BACKGROUND, COL_WRONG);
1249 }
1250
1251 draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1252 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1253 tcol, str);
1254 }
1255 draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
1256 }
1257 GRID(ds, gx, gy) = gs_tile;
1258 }
1259
1260
1261 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1262 game_state *state, int dir, game_ui *ui,
1263 float animtime, float flashtime)
1264 {
1265 int i, x, y, ts = TILE_SIZE, isflash = 0, force = 0;
1266
1267 if (flashtime > 0) {
1268 int frame = (int)(flashtime / FLASH_FRAME);
1269 isflash = (frame % 2) == 0;
1270 force = 1;
1271 debug(("game_redraw: flashtime = %f", flashtime));
1272 }
1273
1274 if (!ds->started) {
1275 int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1;
1276 int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2);
1277
1278 draw_rect(fe, 0, 0,
1279 TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3),
1280 COL_BACKGROUND);
1281
1282 /* clockwise around the outline starting at pt behind (1,1). */
1283 draw_line(fe, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
1284 draw_line(fe, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
1285 draw_line(fe, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
1286 draw_line(fe, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
1287 draw_line(fe, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
1288 draw_line(fe, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
1289 draw_line(fe, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
1290 draw_line(fe, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
1291 draw_line(fe, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
1292 draw_line(fe, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
1293 draw_line(fe, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
1294 draw_line(fe, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
1295 /* phew... */
1296
1297 draw_update(fe, 0, 0,
1298 TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3));
1299 force = 1;
1300 ds->started = 1;
1301 }
1302
1303 /* draw the arena */
1304 for (x = 0; x < state->w; x++) {
1305 for (y = 0; y < state->h; y++) {
1306 draw_arena_tile(fe, state, ds, x, y, force, isflash);
1307 }
1308 }
1309
1310 /* draw the lasers */
1311 for (i = 0; i < 2*(state->w+state->h); i++) {
1312 draw_laser_tile(fe, state, ds, ui, i, force);
1313 }
1314
1315 /* draw the 'finish' button */
1316 if (CAN_REVEAL(state)) {
1317 clip(fe, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
1318 draw_circle(fe, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
1319 COL_BUTTON, COL_BALL);
1320 unclip(fe);
1321 } else {
1322 draw_rect(fe, TODRAW(0), TODRAW(0),
1323 TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
1324 }
1325 draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
1326 ds->reveal = state->reveal;
1327 ds->flash_laserno = ui->flash_laserno;
1328
1329 {
1330 char buf[256];
1331
1332 if (ds->reveal) {
1333 if (state->nwrong == 0 &&
1334 state->nmissed == 0 &&
1335 state->nright >= state->minballs)
1336 sprintf(buf, "CORRECT!");
1337 else
1338 sprintf(buf, "%d wrong and %d missed balls.",
1339 state->nwrong, state->nmissed);
1340 } else if (state->justwrong) {
1341 sprintf(buf, "Wrong! Guess again.");
1342 } else {
1343 if (state->nguesses > state->maxballs)
1344 sprintf(buf, "%d too many balls marked.",
1345 state->nguesses - state->maxballs);
1346 else if (state->nguesses <= state->maxballs &&
1347 state->nguesses >= state->minballs)
1348 sprintf(buf, "Click button to verify guesses.");
1349 else if (state->maxballs == state->minballs)
1350 sprintf(buf, "Balls marked: %d / %d",
1351 state->nguesses, state->minballs);
1352 else
1353 sprintf(buf, "Balls marked: %d / %d-%d.",
1354 state->nguesses, state->minballs, state->maxballs);
1355 }
1356 if (ui->errors) {
1357 sprintf(buf + strlen(buf), " (%d error%s)",
1358 ui->errors, ui->errors > 1 ? "s" : "");
1359 }
1360 status_bar(fe, buf);
1361 }
1362 }
1363
1364 static float game_anim_length(game_state *oldstate, game_state *newstate,
1365 int dir, game_ui *ui)
1366 {
1367 return 0.0F;
1368 }
1369
1370 static float game_flash_length(game_state *oldstate, game_state *newstate,
1371 int dir, game_ui *ui)
1372 {
1373 if (!oldstate->reveal && newstate->reveal)
1374 return 4.0F * FLASH_FRAME;
1375 else
1376 return 0.0F;
1377 }
1378
1379 static int game_wants_statusbar(void)
1380 {
1381 return TRUE;
1382 }
1383
1384 static int game_timing_state(game_state *state, game_ui *ui)
1385 {
1386 return TRUE;
1387 }
1388
1389 #ifdef COMBINED
1390 #define thegame blackbox
1391 #endif
1392
1393 const struct game thegame = {
1394 "Black Box", "games.blackbox",
1395 default_params,
1396 game_fetch_preset,
1397 decode_params,
1398 encode_params,
1399 free_params,
1400 dup_params,
1401 TRUE, game_configure, custom_params,
1402 validate_params,
1403 new_game_desc,
1404 validate_desc,
1405 new_game,
1406 dup_game,
1407 free_game,
1408 TRUE, solve_game,
1409 FALSE, game_text_format,
1410 new_ui,
1411 free_ui,
1412 encode_ui,
1413 decode_ui,
1414 game_changed_state,
1415 interpret_move,
1416 execute_move,
1417 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1418 game_colours,
1419 game_new_drawstate,
1420 game_free_drawstate,
1421 game_redraw,
1422 game_anim_length,
1423 game_flash_length,
1424 game_wants_statusbar,
1425 FALSE, game_timing_state,
1426 0, /* mouse_priorities */
1427 };
1428
1429 /* vim: set shiftwidth=4 tabstop=8: */