2 * blackbox.c: implementation of 'Black Box'.
14 #define PREFERRED_TILE_SIZE 32
15 #define FLASH_FRAME 0.2F
17 /* Terminology, for ease of reading various macros scattered about the place.
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).
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.
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.
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
,
41 int minballs
, maxballs
;
44 static game_params
*default_params(void)
46 game_params
*ret
= snew(game_params
);
49 ret
->minballs
= ret
->maxballs
= 5;
54 static const game_params blackbox_presets
[] = {
62 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
67 if (i
< 0 || i
>= lenof(blackbox_presets
))
70 ret
= snew(game_params
);
71 *ret
= blackbox_presets
[i
];
73 if (ret
->minballs
== ret
->maxballs
)
74 sprintf(str
, "%dx%d, %d balls",
75 ret
->w
, ret
->h
, ret
->minballs
);
77 sprintf(str
, "%dx%d, %d-%d balls",
78 ret
->w
, ret
->h
, ret
->minballs
, ret
->maxballs
);
85 static void free_params(game_params
*params
)
90 static game_params
*dup_params(game_params
*params
)
92 game_params
*ret
= snew(game_params
);
93 *ret
= *params
; /* structure copy */
97 static void decode_params(game_params
*params
, char const *string
)
99 char const *p
= string
;
100 game_params
*defs
= default_params();
102 *params
= *defs
; free_params(defs
);
108 while (*p
&& isdigit((unsigned char)*p
)) p
++;
113 while (*p
&& isdigit((unsigned char)*p
)) p
++;
117 params
->minballs
= atoi(p
);
118 while (*p
&& isdigit((unsigned char)*p
)) p
++;
122 params
->maxballs
= atoi(p
);
123 while (*p
&& isdigit((unsigned char)*p
)) p
++;
132 static char *encode_params(game_params
*params
, int full
)
136 sprintf(str
, "w%dh%dm%dM%d",
137 params
->w
, params
->h
, params
->minballs
, params
->maxballs
);
141 static config_item
*game_configure(game_params
*params
)
146 ret
= snewn(4, config_item
);
148 ret
[0].name
= "Width";
149 ret
[0].type
= C_STRING
;
150 sprintf(buf
, "%d", params
->w
);
151 ret
[0].sval
= dupstr(buf
);
154 ret
[1].name
= "Height";
155 ret
[1].type
= C_STRING
;
156 sprintf(buf
, "%d", params
->h
);
157 ret
[1].sval
= dupstr(buf
);
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
);
165 sprintf(buf
, "%d-%d", params
->minballs
, params
->maxballs
);
166 ret
[2].sval
= dupstr(buf
);
177 static game_params
*custom_params(config_item
*cfg
)
179 game_params
*ret
= snew(game_params
);
181 ret
->w
= atoi(cfg
[0].sval
);
182 ret
->h
= atoi(cfg
[1].sval
);
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
);
191 static char *validate_params(game_params
*params
, int full
)
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";
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.
213 static char *new_game_desc(game_params
*params
, random_state
*rs
,
214 char **aux
, int interactive
)
216 int nballs
= params
->minballs
, i
;
220 if (params
->maxballs
> params
->minballs
)
221 nballs
+= random_upto(rs
, params
->maxballs
-params
->minballs
);
223 grid
= snewn(params
->w
*params
->h
, char);
224 memset(grid
, 0, params
->w
* params
->h
* sizeof(char));
226 bmp
= snewn(nballs
*2 + 2, unsigned char);
227 memset(bmp
, 0, (nballs
*2 + 2) * sizeof(unsigned char));
232 for (i
= 0; i
< nballs
; i
++) {
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
;
244 obfuscate_bitmap(bmp
, (nballs
*2 + 2) * 8, FALSE
);
245 ret
= bin2hex(bmp
, nballs
*2 + 2);
251 static char *validate_desc(game_params
*params
, char *desc
)
253 int nballs
, dlen
= strlen(desc
), i
;
257 /* the bitmap is 2+(nballs*2) long; the hex version is double that. */
258 nballs
= ((dlen
/2)-2)/2;
260 if (dlen
< 4 || dlen
% 4 ||
261 nballs
< params
->minballs
|| nballs
> params
->maxballs
)
262 return "Game description is wrong length";
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
)
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
)
283 #define BALL_CORRECT 0x01
284 #define BALL_GUESS 0x02
285 #define BALL_LOCK 0x04
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)
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
;
304 #define GRID(s,x,y) ((s)->grid[(y)*((s)->h+2) + (x)])
306 /* specify numbers because they must match array indexes. */
307 enum { DIR_UP
= 0, DIR_RIGHT
= 1, DIR_DOWN
= 2, DIR_LEFT
= 3 };
309 struct _off
{ int x
, y
; };
311 static const struct _off offsets
[] = {
313 { 1, 0 }, /* right */
319 static const char *dirstrs
[] = {
320 "UP", "RIGHT", "DOWN", "LEFT"
324 static int range2grid(game_state
*state
, int rangeno
, int *x
, int *y
, int *direction
)
329 if (rangeno
< state
->w
) {
330 /* top row; from (1,0) to (w,0) */
333 *direction
= DIR_DOWN
;
337 if (rangeno
< state
->h
) {
338 /* RHS; from (w+1, 1) to (w+1, h) */
341 *direction
= DIR_LEFT
;
345 if (rangeno
< state
->w
) {
346 /* bottom row; from (1, h+1) to (w, h+1); counts backwards */
347 *x
= (state
->w
- rangeno
);
353 if (rangeno
< state
->h
) {
354 /* LHS; from (0, 1) to (0, h); counts backwards */
356 *y
= (state
->h
- rangeno
);
357 *direction
= DIR_RIGHT
;
363 static int grid2range(game_state
*state
, int x
, int y
, int *rangeno
)
365 int ret
, x1
= state
->w
+1, y1
= state
->h
+1;
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 */
370 if ((x
== 0 || x
== x1
) && (y
== 0 || y
== y1
))
371 return 0; /* one of 4 corners */
373 if (y
== 0) { /* top line */
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
;
383 debug(("grid2range: (%d,%d) rangeno = %d\n", x
, y
, ret
));
387 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
389 game_state
*state
= snew(game_state
);
390 int dlen
= strlen(desc
), i
;
393 state
->minballs
= params
->minballs
;
394 state
->maxballs
= params
->maxballs
;
395 state
->nballs
= ((dlen
/2)-2)/2;
397 bmp
= hex2bin(desc
, state
->nballs
*2 + 2);
398 obfuscate_bitmap(bmp
, (state
->nballs
*2 + 2) * 8, TRUE
);
400 state
->w
= bmp
[0]; state
->h
= bmp
[1];
401 state
->nlasers
= 2 * (state
->w
+ state
->h
);
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));
406 state
->exits
= snewn(state
->nlasers
, unsigned int);
407 memset(state
->exits
, LASER_EMPTY
, state
->nlasers
* sizeof(unsigned int));
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
;
414 state
->done
= state
->nguesses
= state
->reveal
=
415 state
->nright
= state
->nwrong
= state
->nmissed
= 0;
421 #define XFER(x) ret->x = state->x
423 static game_state
*dup_game(game_state
*state
)
425 game_state
*ret
= snew(game_state
);
428 XFER(minballs
); XFER(maxballs
);
429 XFER(nballs
); XFER(nlasers
);
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));
440 XFER(nright
); XFER(nwrong
); XFER(nmissed
);
447 static void free_game(game_state
*state
)
454 static char *solve_game(game_state
*state
, game_state
*currstate
,
455 char *aux
, char **error
)
460 static char *game_text_format(game_state
*state
)
469 static game_ui
*new_ui(game_state
*state
)
471 game_ui
*ui
= snew(struct game_ui
);
472 ui
->flash_laserno
= LASER_EMPTY
;
476 static void free_ui(game_ui
*ui
)
481 static char *encode_ui(game_ui
*ui
)
486 static void decode_ui(game_ui
*ui
, char *encoding
)
490 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
491 game_state
*newstate
)
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; \
501 enum { LOOK_LEFT
, LOOK_FORWARD
, LOOK_RIGHT
};
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
)
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");
518 debug(("isball, new (%d, %d)\n", gx
, gy
));
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
)
524 if (GRID(state
, gx
,gy
) & BALL_CORRECT
)
530 static void fire_laser(game_state
*state
, int x
, int y
, int direction
)
532 int xstart
= x
, ystart
= y
, unused
, lno
;
534 assert(grid2range(state
, x
, y
, &lno
));
536 /* deal with strange initial reflection rules (that stop
537 * you turning down the laser range) */
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
;
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
;
555 /* move us onto the grid. */
556 OFFSET(x
, y
, direction
);
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
;
570 /* it wasn't a reflection */
571 GRID(state
, xstart
, ystart
) = newno
;
572 GRID(state
, x
, y
) = newno
;
574 assert(grid2range(state
, x
, y
, &exitno
));
575 state
->exits
[lno
] = exitno
;
576 state
->exits
[exitno
] = lno
;
580 /* paranoia. This obviously should never happen */
581 assert(!(GRID(state
, x
, y
) & BALL_CORRECT
));
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
)));
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;
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;
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
);
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
)
617 game_state
*solution
, *guesses
;
618 int i
, x
, y
, dir
, unused
;
621 /* duplicate the state (to solution) */
622 solution
= dup_game(state
);
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
;
631 /* duplicate solution to guess. */
632 guesses
= dup_game(solution
);
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
;
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
);
654 /* check each game_state's laser against the other; if any differ, return 0 */
656 for (i
= 0; i
< solution
->nlasers
; i
++) {
657 assert(range2grid(solution
, i
, &x
, &y
, &unused
));
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,
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
];
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
;
675 state
->exits
[i
] |= LASER_OMITTED
;
677 state
->exits
[i
] |= LASER_WRONG
;
682 if (ret
== 0) goto done
;
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
;
691 GRID(state
, x
, y
) &= ~BALL_CORRECT
;
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
))
703 else if (bs
== BALL_GUESS
)
705 else if (bs
== BALL_CORRECT
)
714 #define TILE_SIZE (ds->tilesize)
716 #define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2))
717 #define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE)
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
;
726 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
727 int x
, int y
, int button
)
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
;
734 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
737 if (gx
== 0 && gy
== 0 && button
== LEFT_BUTTON
)
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
;
744 action
= TOGGLE_LOCK
;
746 if (grid2range(state
, gx
, gy
, &rangeno
)) {
747 if (button
== LEFT_BUTTON
)
749 else if (gy
== 0 || gy
> state
->h
)
750 action
= TOGGLE_COLUMN_LOCK
; /* and use gx */
752 action
= TOGGLE_ROW_LOCK
; /* and use gy */
754 } else if (button
== LEFT_RELEASE
) {
755 ui
->flash_laserno
= LASER_EMPTY
;
761 sprintf(buf
, "T%d,%d", gx
, gy
);
765 sprintf(buf
, "LB%d,%d", gx
, gy
);
768 case TOGGLE_COLUMN_LOCK
:
769 sprintf(buf
, "LC%d", gx
);
772 case TOGGLE_ROW_LOCK
:
773 sprintf(buf
, "LR%d", gy
);
777 if (state
->reveal
&& state
->exits
[rangeno
] == LASER_EMPTY
)
779 ui
->flash_laserno
= rangeno
;
781 if (state
->exits
[rangeno
] != LASER_EMPTY
)
783 sprintf(buf
, "F%d", rangeno
);
787 if (!ds
->canreveal
) return nullret
;
794 if (state
->reveal
) return nullret
;
798 static game_state
*execute_move(game_state
*from
, char *move
)
800 game_state
*ret
= dup_game(from
);
801 int gx
= -1, gy
= -1, rangeno
= -1, direction
;
803 if (!strcmp(move
, "S")) {
808 if (from
->reveal
) goto badmove
;
809 if (strlen(move
) < 1) goto badmove
;
813 sscanf(move
+1, "%d,%d", &gx
, &gy
);
814 if (gx
< 1 || gy
< 1 || gx
> ret
->w
|| gy
> ret
->h
)
816 if (GRID(ret
, gx
, gy
) & BALL_GUESS
) {
818 GRID(ret
, gx
, gy
) &= ~BALL_GUESS
;
821 GRID(ret
, gx
, gy
) |= BALL_GUESS
;
826 sscanf(move
+1, "%d", &rangeno
);
827 if (ret
->exits
[rangeno
] != LASER_EMPTY
)
829 if (!range2grid(ret
, rangeno
, &gx
, &gy
, &direction
))
831 fire_laser(ret
, gx
, gy
, direction
);
835 if (ret
->nguesses
< ret
->minballs
||
836 ret
->nguesses
> ret
->maxballs
)
845 if (strlen(move
) < 2) goto badmove
;
848 sscanf(move
+2, "%d,%d", &gx
, &gy
);
849 if (gx
< 1 || gy
< 1 || gx
> ret
->w
|| gy
> ret
->h
)
851 GRID(ret
, gx
, gy
) ^= BALL_LOCK
;
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; \
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); }
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); }
894 /* ----------------------------------------------------------------------
898 static void game_compute_size(game_params
*params
, int tilesize
,
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
;
908 static void game_set_size(game_drawstate
*ds
, game_params
*params
,
911 ds
->tilesize
= tilesize
;
912 ds
->crad
= (tilesize
-1)/2;
913 ds
->rrad
= (3*tilesize
)/8;
916 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
918 float *ret
= snewn(3 * NCOLOURS
, float);
921 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
923 ret
[COL_BALL
* 3 + 0] = 0.0F
;
924 ret
[COL_BALL
* 3 + 1] = 0.0F
;
925 ret
[COL_BALL
* 3 + 2] = 0.0F
;
927 ret
[COL_WRONG
* 3 + 0] = 1.0F
;
928 ret
[COL_WRONG
* 3 + 1] = 0.0F
;
929 ret
[COL_WRONG
* 3 + 2] = 0.0F
;
931 ret
[COL_BUTTON
* 3 + 0] = 0.0F
;
932 ret
[COL_BUTTON
* 3 + 1] = 1.0F
;
933 ret
[COL_BUTTON
* 3 + 2] = 0.0F
;
935 ret
[COL_LASER
* 3 + 0] = 1.0F
;
936 ret
[COL_LASER
* 3 + 1] = 0.0F
;
937 ret
[COL_LASER
* 3 + 2] = 0.0F
;
939 ret
[COL_DIMLASER
* 3 + 0] = 0.5F
;
940 ret
[COL_DIMLASER
* 3 + 1] = 0.0F
;
941 ret
[COL_DIMLASER
* 3 + 2] = 0.0F
;
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
;
950 ret
[COL_FLASHTEXT
* 3 + 0] = 0.0F
;
951 ret
[COL_FLASHTEXT
* 3 + 1] = 1.0F
;
952 ret
[COL_FLASHTEXT
* 3 + 2] = 0.0F
;
954 *ncolours
= NCOLOURS
;
958 static game_drawstate
*game_new_drawstate(game_state
*state
)
960 struct game_drawstate
*ds
= snew(struct game_drawstate
);
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));
967 ds
->flash_laserno
= LASER_EMPTY
;
972 static void game_free_drawstate(game_drawstate
*ds
)
978 static void draw_arena_tile(frontend
*fe
, game_state
*gs
, game_drawstate
*ds
,
979 int ax
, int ay
, int force
, int isflash
)
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
);
985 if (gs_tile
!= ds_tile
|| gs
->reveal
!= ds
->reveal
|| force
) {
988 bg
= (gs_tile
& BALL_LOCK
) ? COL_LOCK
:
989 gs
->reveal ? COL_BACKGROUND
: COL_COVER
;
991 draw_rect(fe
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, bg
);
992 draw_rect_outline(fe
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
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
;
1006 /* guesses are black/black, all else background. */
1007 if (gs_tile
& BALL_GUESS
) {
1014 draw_circle(fe
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2, ds
->crad
-1,
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;
1024 /* Incorrect guess; draw a red cross over the ball. */
1033 draw_polygon(fe
, coords
, 4, COL_WRONG
, COL_WRONG
);
1042 draw_polygon(fe
, coords
, 4, COL_WRONG
, COL_WRONG
);
1044 draw_update(fe
, dx
, dy
, TILE_SIZE
, TILE_SIZE
);
1046 GRID(ds
,gx
,gy
) = gs_tile
;
1049 static void draw_laser_tile(frontend
*fe
, game_state
*gs
, game_drawstate
*ds
,
1050 game_ui
*ui
, int lno
, int force
)
1052 int gx
, gy
, dx
, dy
, unused
;
1053 int wrong
, omitted
, reflect
, hit
, laserval
, flash
= 0;
1054 unsigned int gs_tile
, ds_tile
, exitno
;
1056 assert(range2grid(gs
, lno
, &gx
, &gy
, &unused
));
1057 gs_tile
= GRID(gs
, gx
, gy
);
1058 ds_tile
= GRID(ds
, gx
, gy
);
1062 wrong
= gs
->exits
[lno
] & LASER_WRONG
;
1063 omitted
= gs
->exits
[lno
] & LASER_OMITTED
;
1064 exitno
= gs
->exits
[lno
] & ~LASER_FLAGMASK
;
1066 reflect
= gs_tile
& LASER_REFLECT
;
1067 hit
= gs_tile
& LASER_HIT
;
1068 laserval
= gs_tile
& ~LASER_FLAGMASK
;
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
;
1076 if (gs_tile
& LASER_FLASHED
) flash
= 1;
1078 gs_tile
|= wrong
| omitted
;
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
);
1084 if (gs_tile
&~ (LASER_WRONG
| LASER_OMITTED
)) {
1086 int tcol
= flash ? COL_FLASHTEXT
: omitted ? COL_WRONG
: COL_TEXT
;
1089 sprintf(str
, "%s", reflect ?
"R" : "H");
1091 sprintf(str
, "%d", laserval
);
1094 draw_circle(fe
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
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
);
1102 draw_text(fe
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
1103 FONT_VARIABLE
, TILE_SIZE
/2, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1106 draw_update(fe
, dx
, dy
, TILE_SIZE
, TILE_SIZE
);
1108 GRID(ds
, gx
, gy
) = gs_tile
;
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
)
1116 int i
, x
, y
, ts
= TILE_SIZE
, isflash
= 0, force
= 0;
1118 if (flashtime
> 0) {
1119 int frame
= (int)(flashtime
/ FLASH_FRAME
);
1120 isflash
= (frame
% 2) == 0;
1122 debug(("game_redraw: flashtime = %f", flashtime
));
1126 int x0
= TODRAW(0)-1, y0
= TODRAW(0)-1;
1127 int x1
= TODRAW(state
->w
+2), y1
= TODRAW(state
->h
+2);
1130 TILE_SIZE
* (state
->w
+3), TILE_SIZE
* (state
->h
+3),
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
);
1148 draw_update(fe
, 0, 0,
1149 TILE_SIZE
* (state
->w
+3), TILE_SIZE
* (state
->h
+3));
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
);
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
);
1166 /* draw the 'finish' button */
1167 if (state
->nguesses
>= state
->minballs
&&
1168 state
->nguesses
<= state
->maxballs
&&
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
);
1176 draw_rect(fe
, TODRAW(0), TODRAW(0),
1177 TILE_SIZE
-1, TILE_SIZE
-1, COL_BACKGROUND
);
1180 draw_update(fe
, TODRAW(0), TODRAW(0), TILE_SIZE
, TILE_SIZE
);
1181 ds
->reveal
= state
->reveal
;
1182 ds
->flash_laserno
= ui
->flash_laserno
;
1188 if (state
->nwrong
== 0 &&
1189 state
->nmissed
== 0 &&
1190 state
->nright
>= state
->minballs
)
1191 sprintf(buf
, "CORRECT!");
1193 sprintf(buf
, "%d wrong and %d missed balls.",
1194 state
->nwrong
, state
->nmissed
);
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
);
1206 sprintf(buf
, "Balls marked: %d / %d-%d.",
1207 state
->nguesses
, state
->minballs
, state
->maxballs
);
1209 status_bar(fe
, buf
);
1213 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1214 int dir
, game_ui
*ui
)
1219 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1220 int dir
, game_ui
*ui
)
1222 if (!oldstate
->reveal
&& newstate
->reveal
)
1223 return 4.0F
* FLASH_FRAME
;
1228 static int game_wants_statusbar(void)
1233 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1239 #define thegame blackbox
1242 const struct game thegame
= {
1243 "Black Box", "games.blackbox",
1250 TRUE
, game_configure
, custom_params
,
1258 FALSE
, game_text_format
,
1266 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
1269 game_free_drawstate
,
1273 game_wants_statusbar
,
1274 FALSE
, game_timing_state
,
1275 0, /* mouse_priorities */
1278 /* vim: set shiftwidth=4 tabstop=8: */