X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/2705d3741495f136d9d092d873f9b1c803ba1d8f..b21345d458b5ea10f110a59b7522fe602cc1b9ea:/blackbox.c diff --git a/blackbox.c b/blackbox.c index b8c6bc0..305feac 100644 --- a/blackbox.c +++ b/blackbox.c @@ -32,7 +32,7 @@ enum { COL_TEXT, COL_FLASHTEXT, COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID, COL_BALL, COL_WRONG, COL_BUTTON, - COL_LASER, COL_DIMLASER, + COL_CURSOR, NCOLOURS }; @@ -287,13 +287,15 @@ done: #define BALL_GUESS 0x02 #define BALL_LOCK 0x04 -#define LASER_FLAGMASK 0xf800 -#define LASER_OMITTED 0x0800 -#define LASER_REFLECT 0x1000 -#define LASER_HIT 0x2000 -#define LASER_WRONG 0x4000 -#define LASER_FLASHED 0x8000 -#define LASER_EMPTY (~0) +#define LASER_FLAGMASK 0x1f800 +#define LASER_OMITTED 0x0800 +#define LASER_REFLECT 0x1000 +#define LASER_HIT 0x2000 +#define LASER_WRONG 0x4000 +#define LASER_FLASHED 0x8000 +#define LASER_EMPTY (~0) + +#define FLAG_CURSOR 0x10000 /* needs to be disjoint from both sets */ struct game_state { int w, h, minballs, maxballs, nballs, nlasers; @@ -370,7 +372,7 @@ static int grid2range(game_state *state, int x, int y, int *rangeno) int ret, x1 = state->w+1, y1 = state->h+1; if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */ - if (x < 0 || x > y1 || y < 0 || y > y1) return 0; /* outside grid */ + if (x < 0 || x > x1 || y < 0 || y > y1) return 0; /* outside grid */ if ((x == 0 || x == x1) && (y == 0 || y == y1)) return 0; /* one of 4 corners */ @@ -463,6 +465,11 @@ static char *solve_game(game_state *state, game_state *currstate, return dupstr("S"); } +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + static char *game_text_format(game_state *state) { return NULL; @@ -471,6 +478,8 @@ static char *game_text_format(game_state *state) struct game_ui { int flash_laserno; int errors, newmove; + int cur_x, cur_y, cur_visible; + int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */ }; static game_ui *new_ui(game_state *state) @@ -479,6 +488,12 @@ static game_ui *new_ui(game_state *state) ui->flash_laserno = LASER_EMPTY; ui->errors = 0; ui->newmove = FALSE; + + ui->cur_x = ui->cur_y = 1; + ui->cur_visible = 0; + + ui->flash_laser = 0; + return ui; } @@ -540,7 +555,7 @@ static int isball(game_state *state, int gx, int gy, int direction, int lookwher debug(("isball, new (%d, %d)\n", gx, gy)); /* if we're off the grid (into the firing range) there's never a ball. */ - if (gx < 1 || gy < 1 || gx > state->h || gy > state->w) + if (gx < 1 || gy < 1 || gx > state->w || gy > state->h) return 0; if (GRID(state, gx,gy) & BALL_CORRECT) @@ -813,7 +828,9 @@ static int check_guesses(game_state *state, int cagey) ret = 0; } } - if (ret == 0) goto done; + if (ret == 0 || + state->nguesses < state->minballs || + state->nguesses > state->maxballs) goto done; /* fix up original state so the 'correct' balls end up matching the guesses, * as we've just proved that they were equivalent. */ @@ -865,14 +882,50 @@ struct game_drawstate { static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button) { - int gx = -1, gy = -1, rangeno = -1; + int gx = -1, gy = -1, rangeno = -1, wouldflash = 0; enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL, TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE; char buf[80], *nullret = NULL; + if (IS_CURSOR_MOVE(button)) { + int cx = ui->cur_x, cy = ui->cur_y; + + move_cursor(button, &cx, &cy, state->w+2, state->h+2, 0); + if ((cx == 0 && cy == 0 && !CAN_REVEAL(state)) || + (cx == 0 && cy == state->h+1) || + (cx == state->w+1 && cy == 0) || + (cx == state->w+1 && cy == state->h+1)) + return NULL; /* disallow moving cursor to corners. */ + ui->cur_x = cx; + ui->cur_y = cy; + ui->cur_visible = 1; + return ""; + } + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { gx = FROMDRAW(x); gy = FROMDRAW(y); + ui->cur_visible = 0; + wouldflash = 1; + } else if (button == LEFT_RELEASE) { + ui->flash_laser = 0; + return ""; + } else if (IS_CURSOR_SELECT(button)) { + if (ui->cur_visible) { + gx = ui->cur_x; + gy = ui->cur_y; + ui->flash_laser = 0; + wouldflash = 2; + } else { + ui->cur_visible = 1; + return ""; + } + /* Fix up 'button' for the below logic. */ + if (button == CURSOR_SELECT2) button = RIGHT_BUTTON; + else button = LEFT_BUTTON; + } + + if (gx != -1 && gy != -1) { if (gx == 0 && gy == 0 && button == LEFT_BUTTON) action = REVEAL; if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) { @@ -890,9 +943,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, else action = TOGGLE_ROW_LOCK; /* and use gy */ } - } else if (button == LEFT_RELEASE) { - ui->flash_laserno = LASER_EMPTY; - return ""; } switch (action) { @@ -916,6 +966,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, if (state->reveal && state->exits[rangeno] == LASER_EMPTY) return nullret; ui->flash_laserno = rangeno; + ui->flash_laser = wouldflash; nullret = ""; if (state->exits[rangeno] != LASER_EMPTY) return ""; @@ -924,6 +975,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, case REVEAL: if (!CAN_REVEAL(state)) return nullret; + if (ui->cur_visible == 1) ui->cur_x = ui->cur_y = 1; sprintf(buf, "R"); break; @@ -1060,7 +1112,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds, ds->rrad = (3*tilesize)/8; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; @@ -1079,13 +1131,9 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) ret[COL_BUTTON * 3 + 1] = 1.0F; ret[COL_BUTTON * 3 + 2] = 0.0F; - ret[COL_LASER * 3 + 0] = 1.0F; - ret[COL_LASER * 3 + 1] = 0.0F; - ret[COL_LASER * 3 + 2] = 0.0F; - - ret[COL_DIMLASER * 3 + 0] = 0.5F; - ret[COL_DIMLASER * 3 + 1] = 0.0F; - ret[COL_DIMLASER * 3 + 2] = 0.0F; + ret[COL_CURSOR * 3 + 0] = 1.0F; + ret[COL_CURSOR * 3 + 1] = 0.0F; + ret[COL_CURSOR * 3 + 2] = 0.0F; for (i = 0; i < 3; i++) { ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; @@ -1123,15 +1171,28 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) sfree(ds); } +static void draw_square_cursor(drawing *dr, game_drawstate *ds, int dx, int dy) +{ + int coff = TILE_SIZE/8; + draw_rect_outline(dr, dx + coff, dy + coff, + TILE_SIZE - coff*2, + TILE_SIZE - coff*2, + COL_CURSOR); +} + + static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds, - int ax, int ay, int force, int isflash) + game_ui *ui, int ax, int ay, int force, int isflash) { int gx = ax+1, gy = ay+1; int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy); int dx = TODRAW(gx), dy = TODRAW(gy); + if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy) + gs_tile |= FLAG_CURSOR; + if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) { - int bcol, bg; + int bcol, ocol, bg; bg = (gs->reveal ? COL_BACKGROUND : (gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER); @@ -1158,10 +1219,17 @@ static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds, bcol = bg; } } + ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol; draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1, + ocol, ocol); + draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-3, bcol, bcol); + + if (gs_tile & FLAG_CURSOR && bcol == bg) + draw_square_cursor(dr, ds, dx, dy); + if (gs->reveal && (gs_tile & BALL_GUESS) && !(gs_tile & BALL_CORRECT)) { @@ -1216,22 +1284,25 @@ static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds, hit = gs_tile & LASER_HIT; laserval = gs_tile & ~LASER_FLAGMASK; - if (lno == ui->flash_laserno) + if (lno == ds->flash_laserno) gs_tile |= LASER_FLASHED; else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) { - if (exitno == ui->flash_laserno) + if (exitno == ds->flash_laserno) gs_tile |= LASER_FLASHED; } if (gs_tile & LASER_FLASHED) flash = 1; gs_tile |= wrong | omitted; + if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy) + gs_tile |= FLAG_CURSOR; + if (gs_tile != ds_tile || force) { draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); - if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) { - char str[10]; + if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) { + char str[32]; int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT; if (reflect || hit) @@ -1252,11 +1323,15 @@ static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds, FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, str); } + if (gs_tile & FLAG_CURSOR) + draw_square_cursor(dr, ds, dx, dy); + draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); } GRID(ds, gx, gy) = gs_tile; } +#define CUR_ANIM 0.2F static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, @@ -1304,20 +1379,30 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, /* draw the arena */ for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { - draw_arena_tile(dr, state, ds, x, y, force, isflash); + draw_arena_tile(dr, state, ds, ui, x, y, force, isflash); } } /* draw the lasers */ + ds->flash_laserno = LASER_EMPTY; + if (ui->flash_laser == 1) + ds->flash_laserno = ui->flash_laserno; + else if (ui->flash_laser == 2 && animtime > 0) + ds->flash_laserno = ui->flash_laserno; + for (i = 0; i < 2*(state->w+state->h); i++) { draw_laser_tile(dr, state, ds, ui, i, force); } /* draw the 'finish' button */ if (CAN_REVEAL(state)) { + int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0) + ? COL_CURSOR : COL_BALL; clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1); draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad, - COL_BUTTON, COL_BALL); + outline, outline); + draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad-2, + COL_BUTTON, COL_BUTTON); unclip(dr); } else { draw_rect(dr, TODRAW(0), TODRAW(0), @@ -1325,7 +1410,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, } draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE); ds->reveal = state->reveal; - ds->flash_laserno = ui->flash_laserno; ds->isflash = isflash; { @@ -1366,7 +1450,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, static float game_anim_length(game_state *oldstate, game_state *newstate, int dir, game_ui *ui) { - return 0.0F; + return (ui->flash_laser == 2) ? CUR_ANIM : 0.0F; } static float game_flash_length(game_state *oldstate, game_state *newstate, @@ -1378,9 +1462,13 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_is_solved(game_state *state) { - return TRUE; + /* + * We return true whenever the solution has been revealed, even + * (on spoiler grounds) if it wasn't guessed correctly. + */ + return state->reveal; } static int game_timing_state(game_state *state, game_ui *ui) @@ -1401,7 +1489,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize) #endif const struct game thegame = { - "Black Box", "games.blackbox", + "Black Box", "games.blackbox", "blackbox", default_params, game_fetch_preset, decode_params, @@ -1416,7 +1504,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - FALSE, game_text_format, + FALSE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -1431,10 +1519,11 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_is_solved, FALSE, FALSE, game_print_size, game_print, - game_wants_statusbar, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* flags */ + REQUIRE_RBUTTON, /* flags */ }; /* vim: set shiftwidth=4 tabstop=8: */