unsigned int *exits; /* one per laser */
int done; /* user has finished placing his own balls. */
int laserno; /* number of next laser to be fired. */
- int nguesses, reveal, nright, nwrong, nmissed;
+ int nguesses, reveal, justwrong, nright, nwrong, nmissed;
};
#define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)])
+#define RANGECHECK(s,x) ((x) >= 0 && (x) <= (s)->nlasers)
+
/* specify numbers because they must match array indexes. */
enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
}
sfree(bmp);
- state->done = state->nguesses = state->reveal =
+ state->done = state->nguesses = state->reveal = state->justwrong =
state->nright = state->nwrong = state->nmissed = 0;
state->laserno = 1;
XFER(laserno);
XFER(nguesses);
XFER(reveal);
+ XFER(justwrong);
XFER(nright); XFER(nwrong); XFER(nmissed);
return ret;
struct game_ui {
int flash_laserno;
+ int errors, newmove;
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(struct game_ui);
ui->flash_laserno = LASER_EMPTY;
+ ui->errors = 0;
+ ui->newmove = FALSE;
return ui;
}
static char *encode_ui(game_ui *ui)
{
- return NULL;
+ char buf[80];
+ /*
+ * The error counter needs preserving across a serialisation.
+ */
+ sprintf(buf, "E%d", ui->errors);
+ return dupstr(buf);
}
static void decode_ui(game_ui *ui, char *encoding)
{
+ sscanf(encoding, "E%d", &ui->errors);
}
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
+ /*
+ * If we've encountered a `justwrong' state as a result of
+ * actually making a move, increment the ui error counter.
+ */
+ if (newstate->justwrong && ui->newmove)
+ ui->errors++;
+ ui->newmove = FALSE;
}
#define OFFSET(gx,gy,o) do { \
return 0;
}
-static void fire_laser(game_state *state, int x, int y, int direction)
+static int fire_laser_internal(game_state *state, int x, int y, int direction)
{
- int xstart = x, ystart = y, unused, lno, tmp;
+ int unused, lno, tmp;
tmp = grid2range(state, x, y, &lno);
assert(tmp);
* I can't find anywhere that gives me a definite algorithm for this. */
if (isball(state, x, y, direction, LOOK_FORWARD)) {
debug(("Instant hit at (%d, %d)\n", x, y));
- GRID(state, x, y) = LASER_HIT;
- state->exits[lno] = LASER_HIT;
- return;
+ return LASER_HIT; /* hit */
}
if (isball(state, x, y, direction, LOOK_LEFT) ||
isball(state, x, y, direction, LOOK_RIGHT)) {
debug(("Instant reflection at (%d, %d)\n", x, y));
- GRID(state, x, y) = LASER_REFLECT;
- state->exits[lno] = LASER_REFLECT;
- return;
+ return LASER_REFLECT; /* reflection */
}
/* move us onto the grid. */
OFFSET(x, y, direction);
debug(("fire_laser: looping at (%d, %d) pointing %s\n",
x, y, dirstrs[direction]));
if (grid2range(state, x, y, &unused)) {
- int newno = state->laserno++, exitno;
- debug(("Back on range; (%d, %d) --> (%d, %d)\n",
- xstart, ystart, x, y));
- /* We're back out of the grid; the move is complete. */
- if (xstart == x && ystart == y) {
- GRID(state, x, y) = LASER_REFLECT;
- state->exits[lno] = LASER_REFLECT;
- } else {
- /* it wasn't a reflection */
- GRID(state, xstart, ystart) = newno;
- GRID(state, x, y) = newno;
-
- tmp = grid2range(state, x, y, &exitno);
- assert(tmp);
- state->exits[lno] = exitno;
- state->exits[exitno] = lno;
- }
- return;
+ int exitno;
+
+ tmp = grid2range(state, x, y, &exitno);
+ assert(tmp);
+
+ return (lno == exitno ? LASER_REFLECT : exitno);
}
/* paranoia. This obviously should never happen */
assert(!(GRID(state, x, y) & BALL_CORRECT));
if (isball(state, x, y, direction, LOOK_FORWARD)) {
/* we're facing a ball; send back a reflection. */
- GRID(state, xstart, ystart) = LASER_HIT;
- state->exits[lno] = LASER_HIT;
debug(("Ball ahead of (%d, %d); HIT at (%d, %d), new grid 0x%x\n",
x, y, xstart, ystart, GRID(state, xstart, ystart)));
- return;
+ return LASER_HIT; /* hit */
}
if (isball(state, x, y, direction, LOOK_LEFT)) {
}
}
+static int laser_exit(game_state *state, int entryno)
+{
+ int tmp, x, y, direction;
+
+ tmp = range2grid(state, entryno, &x, &y, &direction);
+ assert(tmp);
+
+ return fire_laser_internal(state, x, y, direction);
+}
+
+static void fire_laser(game_state *state, int entryno)
+{
+ int tmp, exitno, x, y, direction;
+
+ tmp = range2grid(state, entryno, &x, &y, &direction);
+ assert(tmp);
+
+ exitno = fire_laser_internal(state, x, y, direction);
+
+ if (exitno == LASER_HIT || exitno == LASER_REFLECT) {
+ GRID(state, x, y) = state->exits[entryno] = exitno;
+ } else {
+ int newno = state->laserno++;
+ int xend, yend, unused;
+ tmp = range2grid(state, exitno, &xend, ¥d, &unused);
+ assert(tmp);
+ GRID(state, x, y) = GRID(state, xend, yend) = newno;
+ state->exits[entryno] = exitno;
+ state->exits[exitno] = entryno;
+ }
+}
+
/* Checks that the guessed balls in the state match up with the real balls
* for all possible lasers (i.e. not just the ones that the player might
* have already guessed). This is required because any layout with >4 balls
* might have multiple valid solutions. Returns non-zero for a 'correct'
* (i.e. consistent) layout. */
-static int check_guesses(game_state *state)
+static int check_guesses(game_state *state, int cagey)
{
game_state *solution, *guesses;
- int i, x, y, dir, unused, tmp;
+ int i, x, y, n, unused, tmp;
int ret = 0;
+ if (cagey) {
+ /*
+ * First, check that each laser the player has already
+ * fired is consistent with the layout. If not, show them
+ * one error they've made and reveal no further
+ * information.
+ *
+ * Failing that, check to see whether the player would have
+ * been able to fire any laser which distinguished the real
+ * solution from their guess. If so, show them one such
+ * laser and reveal no further information.
+ */
+ guesses = dup_game(state);
+ /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
+ for (x = 1; x <= state->w; x++) {
+ for (y = 1; y <= state->h; y++) {
+ GRID(guesses, x, y) &= ~BALL_CORRECT;
+ if (GRID(guesses, x, y) & BALL_GUESS)
+ GRID(guesses, x, y) |= BALL_CORRECT;
+ }
+ }
+ n = 0;
+ for (i = 0; i < guesses->nlasers; i++) {
+ if (guesses->exits[i] != LASER_EMPTY &&
+ guesses->exits[i] != laser_exit(guesses, i))
+ n++;
+ }
+ if (n) {
+ /*
+ * At least one of the player's existing lasers
+ * contradicts their ball placement. Pick a random one,
+ * highlight it, and return.
+ *
+ * A temporary random state is created from the current
+ * grid, so that repeating the same marking will give
+ * the same answer instead of a different one.
+ */
+ random_state *rs = random_init((char *)guesses->grid,
+ (state->w+2)*(state->h+2) *
+ sizeof(unsigned int));
+ n = random_upto(rs, n);
+ random_free(rs);
+ for (i = 0; i < guesses->nlasers; i++) {
+ if (guesses->exits[i] != LASER_EMPTY &&
+ guesses->exits[i] != laser_exit(guesses, i) &&
+ n-- == 0) {
+ state->exits[i] |= LASER_WRONG;
+ tmp = laser_exit(state, i);
+ if (RANGECHECK(state, tmp))
+ state->exits[tmp] |= LASER_WRONG;
+ state->justwrong = TRUE;
+ free_game(guesses);
+ return 0;
+ }
+ }
+ }
+ n = 0;
+ for (i = 0; i < guesses->nlasers; i++) {
+ if (guesses->exits[i] == LASER_EMPTY &&
+ laser_exit(state, i) != laser_exit(guesses, i))
+ n++;
+ }
+ if (n) {
+ /*
+ * At least one of the player's unfired lasers would
+ * demonstrate their ball placement to be wrong. Pick a
+ * random one, highlight it, and return.
+ *
+ * A temporary random state is created from the current
+ * grid, so that repeating the same marking will give
+ * the same answer instead of a different one.
+ */
+ random_state *rs = random_init((char *)guesses->grid,
+ (state->w+2)*(state->h+2) *
+ sizeof(unsigned int));
+ n = random_upto(rs, n);
+ random_free(rs);
+ for (i = 0; i < guesses->nlasers; i++) {
+ if (guesses->exits[i] == LASER_EMPTY &&
+ laser_exit(state, i) != laser_exit(guesses, i) &&
+ n-- == 0) {
+ fire_laser(state, i);
+ state->exits[i] |= LASER_OMITTED;
+ tmp = laser_exit(state, i);
+ if (RANGECHECK(state, tmp))
+ state->exits[tmp] |= LASER_OMITTED;
+ state->justwrong = TRUE;
+ free_game(guesses);
+ return 0;
+ }
+ }
+ }
+ free_game(guesses);
+ }
+
/* duplicate the state (to solution) */
solution = dup_game(state);
* If one has been fired (or received a hit) and another hasn't, we know
* the ball layouts didn't match and can short-circuit return. */
for (i = 0; i < solution->nlasers; i++) {
- tmp = range2grid(solution, i, &x, &y, &dir);
- assert(tmp);
if (solution->exits[i] == LASER_EMPTY)
- fire_laser(solution, x, y, dir);
+ fire_laser(solution, i);
if (guesses->exits[i] == LASER_EMPTY)
- fire_laser(guesses, x, y, dir);
+ fire_laser(guesses, i);
}
/* check each game_state's laser against the other; if any differ, return 0 */
}
free_game(solution);
free_game(guesses);
+ state->reveal = 1;
return ret;
}
#define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2))
#define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE)
+#define CAN_REVEAL(state) ((state)->nguesses >= (state)->minballs && \
+ (state)->nguesses <= (state)->maxballs && \
+ !(state)->reveal && !(state)->justwrong)
+
struct game_drawstate {
int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
unsigned int *grid; /* as the game_state grid */
- int started, canreveal, reveal;
+ int started, reveal;
int flash_laserno;
};
break;
case REVEAL:
- if (!ds->canreveal) return nullret;
+ if (!CAN_REVEAL(state)) return nullret;
sprintf(buf, "R");
break;
return nullret;
}
if (state->reveal) return nullret;
+ ui->newmove = TRUE;
return dupstr(buf);
}
static game_state *execute_move(game_state *from, char *move)
{
game_state *ret = dup_game(from);
- int gx = -1, gy = -1, rangeno = -1, direction;
+ int gx = -1, gy = -1, rangeno = -1;
+
+ if (ret->justwrong) {
+ int i;
+ ret->justwrong = FALSE;
+ for (i = 0; i < ret->nlasers; i++)
+ if (ret->exits[i] != LASER_EMPTY)
+ ret->exits[i] &= ~(LASER_OMITTED | LASER_WRONG);
+ }
if (!strcmp(move, "S")) {
- ret->reveal = 1;
+ check_guesses(ret, FALSE);
return ret;
}
sscanf(move+1, "%d", &rangeno);
if (ret->exits[rangeno] != LASER_EMPTY)
goto badmove;
- if (!range2grid(ret, rangeno, &gx, &gy, &direction))
+ if (!RANGECHECK(ret, rangeno))
goto badmove;
- fire_laser(ret, gx, gy, direction);
+ fire_laser(ret, rangeno);
break;
case 'R':
if (ret->nguesses < ret->minballs ||
ret->nguesses > ret->maxballs)
goto badmove;
- check_guesses(ret);
- ret->reveal = 1;
+ check_guesses(ret, TRUE);
break;
case 'L':
}
/* draw the 'finish' button */
- if (state->nguesses >= state->minballs &&
- state->nguesses <= state->maxballs &&
- !state->reveal) {
+ if (CAN_REVEAL(state)) {
clip(fe, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
draw_circle(fe, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
COL_BUTTON, COL_BALL);
unclip(fe);
- ds->canreveal = 1;
} else {
draw_rect(fe, TODRAW(0), TODRAW(0),
TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
- ds->canreveal = 0;
}
draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
ds->reveal = state->reveal;
else
sprintf(buf, "%d wrong and %d missed balls.",
state->nwrong, state->nmissed);
- } else {
+ } else if (state->justwrong) {
+ sprintf(buf, "Wrong! Guess again.");
+ } else {
if (state->nguesses > state->maxballs)
sprintf(buf, "%d too many balls marked.",
state->nguesses - state->maxballs);
sprintf(buf, "Balls marked: %d / %d-%d.",
state->nguesses, state->minballs, state->maxballs);
}
+ if (ui->errors) {
+ sprintf(buf + strlen(buf), " (%d error%s)",
+ ui->errors, ui->errors > 1 ? "s" : "");
+ }
status_bar(fe, buf);
}
}