Bah, there's always one: failed to `svn add' blackbox.c itself!
authorsimon <simon@cda61777-01e9-0310-a592-d414129be87e>
Sun, 17 Jul 2005 08:46:00 +0000 (08:46 +0000)
committersimon <simon@cda61777-01e9-0310-a592-d414129be87e>
Sun, 17 Jul 2005 08:46:00 +0000 (08:46 +0000)
git-svn-id: svn://svn.tartarus.org/sgt/puzzles@6101 cda61777-01e9-0310-a592-d414129be87e

blackbox.c [new file with mode: 0644]

diff --git a/blackbox.c b/blackbox.c
new file mode 100644 (file)
index 0000000..005ba3d
--- /dev/null
@@ -0,0 +1,1278 @@
+/*
+ * blackbox.c: implementation of 'Black Box'.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+#define PREFERRED_TILE_SIZE 32
+#define FLASH_FRAME 0.2F
+
+/* Terminology, for ease of reading various macros scattered about the place.
+ *
+ * The 'arena' is the inner area where the balls are placed. This is
+ *   indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1).
+ *
+ * The 'range' (firing range) is the bit around the edge where
+ *   the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1),
+ *   starting at the top left ((1,0) on the grid) and moving clockwise.
+ *
+ * The 'grid' is just the big array containing arena and range;
+ *   locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused.
+ */
+
+enum {
+    COL_BACKGROUND, COL_COVER, COL_LOCK,
+    COL_TEXT, COL_FLASHTEXT,
+    COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID,
+    COL_BALL, COL_WRONG, COL_BUTTON,
+    COL_LASER, COL_DIMLASER,
+    NCOLOURS
+};
+
+struct game_params {
+    int w, h;
+    int minballs, maxballs;
+};
+
+static game_params *default_params(void)
+{
+    game_params *ret = snew(game_params);
+
+    ret->w = ret->h = 8;
+    ret->minballs = ret->maxballs = 5;
+
+    return ret;
+}
+
+static const game_params blackbox_presets[] = {
+    { 5, 5, 3, 3 },
+    { 8, 8, 5, 5 },
+    { 8, 8, 3, 6 },
+    { 10, 10, 5, 5 },
+    { 10, 10, 4, 10 }
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+    char str[80];
+    game_params *ret;
+
+    if (i < 0 || i >= lenof(blackbox_presets))
+        return FALSE;
+
+    ret = snew(game_params);
+    *ret = blackbox_presets[i];
+
+    if (ret->minballs == ret->maxballs)
+        sprintf(str, "%dx%d, %d balls",
+                ret->w, ret->h, ret->minballs);
+    else
+        sprintf(str, "%dx%d, %d-%d balls",
+                ret->w, ret->h, ret->minballs, ret->maxballs);
+
+    *name = dupstr(str);
+    *params = ret;
+    return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+    sfree(params);
+}
+
+static game_params *dup_params(game_params *params)
+{
+    game_params *ret = snew(game_params);
+    *ret = *params;                   /* structure copy */
+    return ret;
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+    char const *p = string;
+    game_params *defs = default_params();
+
+    *params = *defs; free_params(defs);
+
+    while (*p) {
+        switch (*p++) {
+        case 'w':
+            params->w = atoi(p);
+            while (*p && isdigit((unsigned char)*p)) p++;
+            break;
+
+        case 'h':
+            params->h = atoi(p);
+            while (*p && isdigit((unsigned char)*p)) p++;
+            break;
+
+        case 'm':
+            params->minballs = atoi(p);
+            while (*p && isdigit((unsigned char)*p)) p++;
+            break;
+
+        case 'M':
+            params->maxballs = atoi(p);
+            while (*p && isdigit((unsigned char)*p)) p++;
+            break;
+
+        default:
+            ;
+        }
+    }
+}
+
+static char *encode_params(game_params *params, int full)
+{
+    char str[256];
+
+    sprintf(str, "w%dh%dm%dM%d",
+            params->w, params->h, params->minballs, params->maxballs);
+    return dupstr(str);
+}
+
+static config_item *game_configure(game_params *params)
+{
+    config_item *ret;
+    char buf[80];
+
+    ret = snewn(4, config_item);
+
+    ret[0].name = "Width";
+    ret[0].type = C_STRING;
+    sprintf(buf, "%d", params->w);
+    ret[0].sval = dupstr(buf);
+    ret[0].ival = 0;
+
+    ret[1].name = "Height";
+    ret[1].type = C_STRING;
+    sprintf(buf, "%d", params->h);
+    ret[1].sval = dupstr(buf);
+    ret[1].ival = 0;
+
+    ret[2].name = "No. of balls";
+    ret[2].type = C_STRING;
+    if (params->minballs == params->maxballs)
+        sprintf(buf, "%d", params->minballs);
+    else
+        sprintf(buf, "%d-%d", params->minballs, params->maxballs);
+    ret[2].sval = dupstr(buf);
+    ret[2].ival = 0;
+
+    ret[3].name = NULL;
+    ret[3].type = C_END;
+    ret[3].sval = NULL;
+    ret[3].ival = 0;
+
+    return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+    game_params *ret = snew(game_params);
+
+    ret->w = atoi(cfg[0].sval);
+    ret->h = atoi(cfg[1].sval);
+
+    /* Allow 'a-b' for a range, otherwise assume a single number. */
+    if (sscanf(cfg[2].sval, "%d-%d", &ret->minballs, &ret->maxballs) < 2)
+        ret->minballs = ret->maxballs = atoi(cfg[2].sval);
+
+    return ret;
+}
+
+static char *validate_params(game_params *params, int full)
+{
+    if (params->w < 2 || params->h < 2)
+        return "Grid must be at least 2 wide and 2 high";
+    /* next one is just for ease of coding stuff into 'char'
+     * types, and could be worked around if required. */
+    if (params->w > 255 || params->h > 255)
+        return "Grid must be < 255 in each direction";
+    if (params->minballs > params->maxballs)
+        return "Min. balls must be <= max. balls";
+    if (params->minballs >= params->w * params->h)
+        return "Too many balls for grid";
+    return NULL;
+}
+
+/*
+ * We store: width | height | ball1x | ball1y | [ ball2x | ball2y | [...] ]
+ * all stored as unsigned chars; validate_params has already
+ * checked this won't overflow an 8-bit char.
+ * Then we obfuscate it.
+ */
+
+static char *new_game_desc(game_params *params, random_state *rs,
+                          char **aux, int interactive)
+{
+    int nballs = params->minballs, i;
+    char *grid, *ret;
+    unsigned char *bmp;
+
+    if (params->maxballs > params->minballs)
+        nballs += random_upto(rs, params->maxballs-params->minballs);
+
+    grid = snewn(params->w*params->h, char);
+    memset(grid, 0, params->w * params->h * sizeof(char));
+
+    bmp = snewn(nballs*2 + 2, unsigned char);
+    memset(bmp, 0, (nballs*2 + 2) * sizeof(unsigned char));
+
+    bmp[0] = params->w;
+    bmp[1] = params->h;
+
+    for (i = 0; i < nballs; i++) {
+        int x, y;
+newball:
+        x = random_upto(rs, params->w);
+        y = random_upto(rs, params->h);
+        if (grid[y*params->h + x]) goto newball;
+        grid[y*params->h + x] = 1;
+        bmp[(i+1)*2 + 0] = x;
+        bmp[(i+1)*2 + 1] = y;
+    }
+    sfree(grid);
+
+    obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, FALSE);
+    ret = bin2hex(bmp, nballs*2 + 2);
+    sfree(bmp);
+
+    return ret;
+}
+
+static char *validate_desc(game_params *params, char *desc)
+{
+    int nballs, dlen = strlen(desc), i;
+    unsigned char *bmp;
+    char *ret;
+
+    /* the bitmap is 2+(nballs*2) long; the hex version is double that. */
+    nballs = ((dlen/2)-2)/2;
+
+    if (dlen < 4 || dlen % 4 ||
+        nballs < params->minballs || nballs > params->maxballs)
+        return "Game description is wrong length";
+
+    bmp = hex2bin(desc, nballs*2 + 2);
+    obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, TRUE);
+    ret = "Game description is corrupted";
+    /* check general grid size */
+    if (bmp[0] != params->w || bmp[1] != params->h)
+        goto done;
+    /* check each ball will fit on that grid */
+    for (i = 0; i < nballs; i++) {
+        int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1];
+        if (x < 0 || y < 0 || x > params->w || y > params->h)
+            goto done;
+    }
+    ret = NULL;
+
+done:
+    sfree(bmp);
+    return ret;
+}
+
+#define BALL_CORRECT    0x01
+#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)
+
+struct game_state {
+    int w, h, minballs, maxballs, nballs, nlasers;
+    unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */
+    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;
+};
+
+#define GRID(s,x,y) ((s)->grid[(y)*((s)->h+2) + (x)])
+
+/* specify numbers because they must match array indexes. */
+enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
+
+struct _off { int x, y; };
+
+static const struct _off offsets[] = {
+    {  0, -1 }, /* up */
+    {  1,  0 }, /* right */
+    {  0,  1 }, /* down */
+    { -1,  0 }  /* left */
+};
+
+#ifdef DEBUGGING
+static const char *dirstrs[] = {
+    "UP", "RIGHT", "DOWN", "LEFT"
+};
+#endif
+
+static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direction)
+{
+    if (rangeno < 0)
+        return 0;
+
+    if (rangeno < state->w) {
+        /* top row; from (1,0) to (w,0) */
+        *x = rangeno + 1;
+        *y = 0;
+        *direction = DIR_DOWN;
+        return 1;
+    }
+    rangeno -= state->w;
+    if (rangeno < state->h) {
+        /* RHS; from (w+1, 1) to (w+1, h) */
+        *x = state->w+1;
+        *y = rangeno + 1;
+        *direction = DIR_LEFT;
+        return 1;
+    }
+    rangeno -= state->h;
+    if (rangeno < state->w) {
+        /* bottom row; from (1, h+1) to (w, h+1); counts backwards */
+        *x = (state->w - rangeno);
+        *y = state->h+1;
+        *direction = DIR_UP;
+        return 1;
+    }
+    rangeno -= state->w;
+    if (rangeno < state->h) {
+        /* LHS; from (0, 1) to (0, h); counts backwards */
+        *x = 0;
+        *y = (state->h - rangeno);
+        *direction = DIR_RIGHT;
+        return 1;
+    }
+    return 0;
+}
+
+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; /* one of 4 corners */
+
+    if (y == 0) {               /* top line */
+        ret = x - 1;
+    } else if (x == x1) {       /* RHS */
+        ret = y - 1 + state->w;
+    } else if (y == y1) {       /* Bottom [and counts backwards] */
+        ret = (state->w - x) + state->w + state->h;
+    } else {                    /* LHS [and counts backwards ] */
+        ret = (state->h-y) + state->w + state->w + state->h;
+    }
+    *rangeno = ret;
+    debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret));
+    return 1;
+}
+
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
+{
+    game_state *state = snew(game_state);
+    int dlen = strlen(desc), i;
+    unsigned char *bmp;
+
+    state->minballs = params->minballs;
+    state->maxballs = params->maxballs;
+    state->nballs = ((dlen/2)-2)/2;
+
+    bmp = hex2bin(desc, state->nballs*2 + 2);
+    obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, TRUE);
+
+    state->w = bmp[0]; state->h = bmp[1];
+    state->nlasers = 2 * (state->w + state->h);
+
+    state->grid = snewn((state->w+2)*(state->h+2), unsigned int);
+    memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int));
+
+    state->exits = snewn(state->nlasers, unsigned int);
+    memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int));
+
+    for (i = 0; i < state->nballs; i++) {
+        GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT;
+    }
+    sfree(bmp);
+
+    state->done = state->nguesses = state->reveal =
+        state->nright = state->nwrong = state->nmissed = 0;
+    state->laserno = 1;
+
+    return state;
+}
+
+#define XFER(x) ret->x = state->x
+
+static game_state *dup_game(game_state *state)
+{
+    game_state *ret = snew(game_state);
+
+    XFER(w); XFER(h);
+    XFER(minballs); XFER(maxballs);
+    XFER(nballs); XFER(nlasers);
+
+    ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int);
+    memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int));
+    ret->exits = snewn(ret->nlasers, unsigned int);
+    memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int));
+
+    XFER(done);
+    XFER(laserno);
+    XFER(nguesses);
+    XFER(reveal);
+    XFER(nright); XFER(nwrong); XFER(nmissed);
+
+    return ret;
+}
+
+#undef XFER
+
+static void free_game(game_state *state)
+{
+    sfree(state->exits);
+    sfree(state->grid);
+    sfree(state);
+}
+
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
+{
+    return dupstr("S");
+}
+
+static char *game_text_format(game_state *state)
+{
+    return NULL;
+}
+
+struct game_ui {
+    int flash_laserno;
+};
+
+static game_ui *new_ui(game_state *state)
+{
+    game_ui *ui = snew(struct game_ui);
+    ui->flash_laserno = LASER_EMPTY;
+    return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+    sfree(ui);
+}
+
+static char *encode_ui(game_ui *ui)
+{
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
+{
+}
+
+#define OFFSET(gx,gy,o) do {                                    \
+    int off = (o); while (off < 0) { off += 4; }  off %= 4;     \
+    (gx) += offsets[off].x;                                     \
+    (gy) += offsets[off].y;                                     \
+} while(0)
+
+enum { LOOK_LEFT, LOOK_FORWARD, LOOK_RIGHT };
+
+/* Given a position and a direction, check whether we can see a ball in front
+ * of us, or to our front-left or front-right. */
+static int isball(game_state *state, int gx, int gy, int direction, int lookwhere)
+{
+    debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction],
+           lookwhere == LOOK_LEFT ? "LEFT" :
+           lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT"));
+    OFFSET(gx,gy,direction);
+    if (lookwhere == LOOK_LEFT)
+        OFFSET(gx,gy,direction-1);
+    else if (lookwhere == LOOK_RIGHT)
+        OFFSET(gx,gy,direction+1);
+    else if (lookwhere != LOOK_FORWARD)
+        assert(!"unknown lookwhere");
+
+    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)
+        return 0;
+
+    if (GRID(state, gx,gy) & BALL_CORRECT)
+        return 1;
+
+    return 0;
+}
+
+static void fire_laser(game_state *state, int x, int y, int direction)
+{
+    int xstart = x, ystart = y, unused, lno;
+
+    assert(grid2range(state, x, y, &lno));
+
+    /* deal with strange initial reflection rules (that stop
+     * you turning down the laser range) */
+
+    /* I've just chosen to prioritise instant-hit over instant-reflection;
+     * 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;
+    }
+
+    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;
+    }
+    /* move us onto the grid. */
+    OFFSET(x, y, direction);
+
+    while (1) {
+        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;
+
+                assert(grid2range(state, x, y, &exitno));
+                state->exits[lno] = exitno;
+                state->exits[exitno] = lno;
+            }
+            return;
+        }
+        /* 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;
+        }
+
+        if (isball(state, x, y, direction, LOOK_LEFT)) {
+            /* ball to our left; rotate clockwise and look again. */
+            debug(("Ball to left; turning clockwise.\n"));
+            direction += 1; direction %= 4;
+            continue;
+        }
+        if (isball(state, x, y, direction, LOOK_RIGHT)) {
+            /* ball to our right; rotate anti-clockwise and look again. */
+            debug(("Ball to rightl turning anti-clockwise.\n"));
+            direction += 3; direction %= 4;
+            continue;
+        }
+        /* ... otherwise, we have no balls ahead of us so just move one step. */
+        debug(("No balls; moving forwards.\n"));
+        OFFSET(x, y, direction);
+    }
+}
+
+/* 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)
+{
+    game_state *solution, *guesses;
+    int i, x, y, dir, unused;
+    int ret = 0;
+
+    /* duplicate the state (to solution) */
+    solution = dup_game(state);
+
+    /* clear out the lasers of solution */
+    for (i = 0; i < solution->nlasers; i++) {
+        assert(range2grid(solution, i, &x, &y, &unused));
+        GRID(solution, x, y) = 0;
+        solution->exits[i] = LASER_EMPTY;
+    }
+
+    /* duplicate solution to guess. */
+    guesses = dup_game(solution);
+
+    /* 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;
+        }
+    }
+
+    /* for each laser (on both game_states), fire it if it hasn't been fired.
+     * 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++) {
+        assert(range2grid(solution, i, &x, &y, &dir));
+        if (solution->exits[i] == LASER_EMPTY)
+            fire_laser(solution, x, y, dir);
+        if (guesses->exits[i] == LASER_EMPTY)
+            fire_laser(guesses, x, y, dir);
+    }
+
+    /* check each game_state's laser against the other; if any differ, return 0 */
+    ret = 1;
+    for (i = 0; i < solution->nlasers; i++) {
+        assert(range2grid(solution, i, &x, &y, &unused));
+
+        if (solution->exits[i] != guesses->exits[i]) {
+            /* If the original state didn't have this shot fired,
+             * and it would be wrong between the guess and the solution,
+             * add it. */
+            if (state->exits[i] == LASER_EMPTY) {
+                state->exits[i] = solution->exits[i];
+                if (state->exits[i] == LASER_REFLECT ||
+                    state->exits[i] == LASER_HIT)
+                    GRID(state, x, y) = state->exits[i];
+                else {
+                    /* add a new shot, incrementing state's laser count. */
+                    int ex, ey, newno = state->laserno++;
+                    assert(range2grid(state, state->exits[i], &ex, &ey, &unused));
+                    GRID(state, x, y) = newno;
+                    GRID(state, ex, ey) = newno;
+                }
+               state->exits[i] |= LASER_OMITTED;
+            } else {
+               state->exits[i] |= LASER_WRONG;
+           }
+            ret = 0;
+        }
+    }
+    if (ret == 0) goto done;
+
+    /* fix up original state so the 'correct' balls end up matching the guesses,
+     * as we've just proved that they were equivalent. */
+    for (x = 1; x <= state->w; x++) {
+        for (y = 1; y <= state->h; y++) {
+            if (GRID(state, x, y) & BALL_GUESS)
+                GRID(state, x, y) |= BALL_CORRECT;
+            else
+                GRID(state, x, y) &= ~BALL_CORRECT;
+        }
+    }
+
+done:
+    /* fill in nright and nwrong. */
+    state->nright = state->nwrong = state->nmissed = 0;
+    for (x = 1; x <= state->w; x++) {
+        for (y = 1; y <= state->h; y++) {
+            int bs = GRID(state, x, y) & (BALL_GUESS | BALL_CORRECT);
+            if (bs == (BALL_GUESS | BALL_CORRECT))
+                state->nright++;
+            else if (bs == BALL_GUESS)
+                state->nwrong++;
+            else if (bs == BALL_CORRECT)
+                state->nmissed++;
+        }
+    }
+    free_game(solution);
+    free_game(guesses);
+    return ret;
+}
+
+#define TILE_SIZE (ds->tilesize)
+
+#define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2))
+#define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE)
+
+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 flash_laserno;
+};
+
+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;
+    enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL,
+           TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE;
+    char buf[80], *nullret = NULL;
+
+    if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+        gx = FROMDRAW(x);
+        gy = FROMDRAW(y);
+        if (gx == 0 && gy == 0 && button == LEFT_BUTTON)
+            action = REVEAL;
+        if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) {
+            if (button == LEFT_BUTTON) {
+                if (!(GRID(state, gx,gy) & BALL_LOCK))
+                    action = TOGGLE_BALL;
+            } else
+                action = TOGGLE_LOCK;
+        }
+        if (grid2range(state, gx, gy, &rangeno)) {
+            if (button == LEFT_BUTTON)
+                action = FIRE;
+            else if (gy == 0 || gy > state->h)
+                action = TOGGLE_COLUMN_LOCK; /* and use gx */
+            else
+                action = TOGGLE_ROW_LOCK;    /* and use gy */
+        }
+    } else if (button == LEFT_RELEASE) {
+        ui->flash_laserno = LASER_EMPTY;
+        return "";
+    }
+
+    switch (action) {
+    case TOGGLE_BALL:
+        sprintf(buf, "T%d,%d", gx, gy);
+        break;
+
+    case TOGGLE_LOCK:
+        sprintf(buf, "LB%d,%d", gx, gy);
+        break;
+
+    case TOGGLE_COLUMN_LOCK:
+        sprintf(buf, "LC%d", gx);
+        break;
+
+    case TOGGLE_ROW_LOCK:
+        sprintf(buf, "LR%d", gy);
+        break;
+
+    case FIRE:
+       if (state->reveal && state->exits[rangeno] == LASER_EMPTY)
+           return nullret;
+        ui->flash_laserno = rangeno;
+        nullret = "";
+        if (state->exits[rangeno] != LASER_EMPTY)
+            return "";
+        sprintf(buf, "F%d", rangeno);
+        break;
+
+    case REVEAL:
+        if (!ds->canreveal) return nullret;
+        sprintf(buf, "R");
+        break;
+
+    default:
+        return nullret;
+    }
+    if (state->reveal) return nullret;
+    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;
+
+    if (!strcmp(move, "S")) {
+        ret->reveal = 1;
+        return ret;
+    }
+
+    if (from->reveal) goto badmove;
+    if (strlen(move) < 1) goto badmove;
+
+    switch (move[0]) {
+    case 'T':
+        sscanf(move+1, "%d,%d", &gx, &gy);
+        if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
+            goto badmove;
+        if (GRID(ret, gx, gy) & BALL_GUESS) {
+            ret->nguesses--;
+            GRID(ret, gx, gy) &= ~BALL_GUESS;
+        } else {
+            ret->nguesses++;
+            GRID(ret, gx, gy) |= BALL_GUESS;
+        }
+        break;
+
+    case 'F':
+        sscanf(move+1, "%d", &rangeno);
+        if (ret->exits[rangeno] != LASER_EMPTY)
+            goto badmove;
+        if (!range2grid(ret, rangeno, &gx, &gy, &direction))
+            goto badmove;
+        fire_laser(ret, gx, gy, direction);
+        break;
+
+    case 'R':
+        if (ret->nguesses < ret->minballs ||
+            ret->nguesses > ret->maxballs)
+            goto badmove;
+        check_guesses(ret);
+        ret->reveal = 1;
+        break;
+
+    case 'L':
+        {
+            int lcount = 0;
+            if (strlen(move) < 2) goto badmove;
+            switch (move[1]) {
+            case 'B':
+                sscanf(move+2, "%d,%d", &gx, &gy);
+                if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
+                    goto badmove;
+                GRID(ret, gx, gy) ^= BALL_LOCK;
+                break;
+
+#define COUNTLOCK do { if (GRID(ret, gx, gy) & BALL_LOCK) lcount++; } while (0)
+#define SETLOCKIF(c) do {                                       \
+    if (lcount > (c)) GRID(ret, gx, gy) &= ~BALL_LOCK;          \
+    else              GRID(ret, gx, gy) |= BALL_LOCK;           \
+} while(0)
+
+            case 'C':
+                sscanf(move+2, "%d", &gx);
+                if (gx < 1 || gx > ret->w) goto badmove;
+                for (gy = 1; gy <= ret->h; gy++) { COUNTLOCK; }
+                for (gy = 1; gy <= ret->h; gy++) { SETLOCKIF(ret->h/2); }
+                break;
+
+            case 'R':
+                sscanf(move+2, "%d", &gy);
+                if (gy < 1 || gy > ret->h) goto badmove;
+                for (gx = 1; gx <= ret->w; gx++) { COUNTLOCK; }
+                for (gx = 1; gx <= ret->w; gx++) { SETLOCKIF(ret->w/2); }
+                break;
+
+#undef COUNTLOCK
+#undef SETLOCKIF
+
+            default:
+                goto badmove;
+            }
+        }
+        break;
+
+    default:
+        goto badmove;
+    }
+
+    return ret;
+
+badmove:
+    free_game(ret);
+    return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
+{
+    /* Border is ts/2, to make things easier.
+     * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles
+     * across, and similarly height + 2 + 1 tiles down. */
+    *x = (params->w + 3) * tilesize;
+    *y = (params->h + 3) * tilesize;
+}
+
+static void game_set_size(game_drawstate *ds, game_params *params,
+                         int tilesize)
+{
+    ds->tilesize = tilesize;
+    ds->crad = (tilesize-1)/2;
+    ds->rrad = (3*tilesize)/8;
+}
+
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+{
+    float *ret = snewn(3 * NCOLOURS, float);
+    int i;
+
+    game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+    ret[COL_BALL * 3 + 0] = 0.0F;
+    ret[COL_BALL * 3 + 1] = 0.0F;
+    ret[COL_BALL * 3 + 2] = 0.0F;
+
+    ret[COL_WRONG * 3 + 0] = 1.0F;
+    ret[COL_WRONG * 3 + 1] = 0.0F;
+    ret[COL_WRONG * 3 + 2] = 0.0F;
+
+    ret[COL_BUTTON * 3 + 0] = 0.0F;
+    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;
+
+    for (i = 0; i < 3; i++) {
+        ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
+        ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F;
+        ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F;
+        ret[COL_TEXT * 3 + i] = 0.0F;
+    }
+
+    ret[COL_FLASHTEXT * 3 + 0] = 0.0F;
+    ret[COL_FLASHTEXT * 3 + 1] = 1.0F;
+    ret[COL_FLASHTEXT * 3 + 2] = 0.0F;
+
+    *ncolours = NCOLOURS;
+    return ret;
+}
+
+static game_drawstate *game_new_drawstate(game_state *state)
+{
+    struct game_drawstate *ds = snew(struct game_drawstate);
+
+    ds->tilesize = 0;
+    ds->w = state->w; ds->h = state->h;
+    ds->grid = snewn((state->w+2)*(state->h+2), unsigned int);
+    memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int));
+    ds->started = 0;
+    ds->flash_laserno = LASER_EMPTY;
+
+    return ds;
+}
+
+static void game_free_drawstate(game_drawstate *ds)
+{
+    sfree(ds->grid);
+    sfree(ds);
+}
+
+static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
+                            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 (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
+        int bcol, bg;
+
+        bg = (gs_tile & BALL_LOCK) ? COL_LOCK :
+            gs->reveal ? COL_BACKGROUND : COL_COVER;
+
+        draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, bg);
+        draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+
+        if (gs->reveal) {
+            /* Guessed balls are always black; if they're incorrect they'll
+             * have a red cross added later.
+             * Missing balls are red. */
+            if (gs_tile & BALL_GUESS) {
+                bcol = isflash ? bg : COL_BALL;
+            } else if (gs_tile & BALL_CORRECT) {
+                bcol = isflash ? bg : COL_WRONG;
+            } else {
+                bcol = bg;
+            }
+        } else {
+            /* guesses are black/black, all else background. */
+            if (gs_tile & BALL_GUESS) {
+                bcol = COL_BALL;
+            } else {
+                bcol = bg;
+            }
+        }
+
+        draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
+                    bcol, bcol);
+
+        if (gs->reveal &&
+            (gs_tile & BALL_GUESS) &&
+            !(gs_tile & BALL_CORRECT)) {
+            int x1 = dx + 3, y1 = dy + 3;
+            int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3;
+           int coords[8];
+
+            /* Incorrect guess; draw a red cross over the ball. */
+           coords[0] = x1-1;
+           coords[1] = y1+1;
+           coords[2] = x1+1;
+           coords[3] = y1-1;
+           coords[4] = x2+1;
+           coords[5] = y2-1;
+           coords[6] = x2-1;
+           coords[7] = y2+1;
+           draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
+           coords[0] = x2+1;
+           coords[1] = y1+1;
+           coords[2] = x2-1;
+           coords[3] = y1-1;
+           coords[4] = x1-1;
+           coords[5] = y2-1;
+           coords[6] = x1+1;
+           coords[7] = y2+1;
+           draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
+        }
+        draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+    }
+    GRID(ds,gx,gy) = gs_tile;
+}
+
+static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
+                            game_ui *ui, int lno, int force)
+{
+    int gx, gy, dx, dy, unused;
+    int wrong, omitted, reflect, hit, laserval, flash = 0;
+    unsigned int gs_tile, ds_tile, exitno;
+
+    assert(range2grid(gs, lno, &gx, &gy, &unused));
+    gs_tile = GRID(gs, gx, gy);
+    ds_tile = GRID(ds, gx, gy);
+    dx = TODRAW(gx);
+    dy = TODRAW(gy);
+
+    wrong = gs->exits[lno] & LASER_WRONG;
+    omitted = gs->exits[lno] & LASER_OMITTED;
+    exitno = gs->exits[lno] & ~LASER_FLAGMASK;
+
+    reflect = gs_tile & LASER_REFLECT;
+    hit = gs_tile & LASER_HIT;
+    laserval = gs_tile & ~LASER_FLAGMASK;
+
+    if (lno == ui->flash_laserno)
+        gs_tile |= LASER_FLASHED;
+    else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
+        if (exitno == ui->flash_laserno)
+            gs_tile |= LASER_FLASHED;
+    }
+    if (gs_tile & LASER_FLASHED) flash = 1;
+
+    gs_tile |= wrong | omitted;
+
+    if (gs_tile != ds_tile || force) {
+        draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+        draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+
+        if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) {
+            char str[10];
+            int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
+
+            if (reflect || hit)
+                sprintf(str, "%s", reflect ? "R" : "H");
+            else
+                sprintf(str, "%d", laserval);
+
+            if (wrong) {
+                draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+                            ds->rrad,
+                            COL_WRONG, COL_WRONG);
+                draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+                            ds->rrad - TILE_SIZE/16,
+                            COL_BACKGROUND, COL_WRONG);
+            }
+
+            draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+                      FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
+                      tcol, str);
+        }
+        draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+    }
+    GRID(ds, gx, gy) = gs_tile;
+}
+
+
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+                       game_state *state, int dir, game_ui *ui,
+                       float animtime, float flashtime)
+{
+    int i, x, y, ts = TILE_SIZE, isflash = 0, force = 0;
+
+    if (flashtime > 0) {
+        int frame = (int)(flashtime / FLASH_FRAME);
+        isflash = (frame % 2) == 0;
+        force = 1;
+        debug(("game_redraw: flashtime = %f", flashtime));
+    }
+
+    if (!ds->started) {
+        int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1;
+        int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2);
+
+        draw_rect(fe, 0, 0,
+                  TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3),
+                  COL_BACKGROUND);
+
+        /* clockwise around the outline starting at pt behind (1,1). */
+        draw_line(fe, x0+ts, y0+ts, x0+ts, y0,    COL_HIGHLIGHT);
+        draw_line(fe, x0+ts, y0,    x1-ts, y0,    COL_HIGHLIGHT);
+        draw_line(fe, x1-ts, y0,    x1-ts, y0+ts, COL_LOWLIGHT);
+        draw_line(fe, x1-ts, y0+ts, x1,    y0+ts, COL_HIGHLIGHT);
+        draw_line(fe, x1,    y0+ts, x1,    y1-ts, COL_LOWLIGHT);
+        draw_line(fe, x1,    y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
+        draw_line(fe, x1-ts, y1-ts, x1-ts, y1,    COL_LOWLIGHT);
+        draw_line(fe, x1-ts, y1,    x0+ts, y1,    COL_LOWLIGHT);
+        draw_line(fe, x0+ts, y1,    x0+ts, y1-ts, COL_HIGHLIGHT);
+        draw_line(fe, x0+ts, y1-ts, x0,    y1-ts, COL_LOWLIGHT);
+        draw_line(fe, x0,    y1-ts, x0,    y0+ts, COL_HIGHLIGHT);
+        draw_line(fe, x0,    y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
+        /* phew... */
+
+        draw_update(fe, 0, 0,
+                    TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3));
+        force = 1;
+        ds->started = 1;
+    }
+
+    /* draw the arena */
+    for (x = 0; x < state->w; x++) {
+        for (y = 0; y < state->h; y++) {
+            draw_arena_tile(fe, state, ds, x, y, force, isflash);
+        }
+    }
+
+    /* draw the lasers */
+    for (i = 0; i < 2*(state->w+state->h); i++) {
+        draw_laser_tile(fe, state, ds, ui, i, force);
+    }
+
+    /* draw the 'finish' button */
+    if (state->nguesses >= state->minballs &&
+        state->nguesses <= state->maxballs &&
+        !state->reveal) {
+        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;
+    ds->flash_laserno = ui->flash_laserno;
+
+    {
+        char buf[256];
+
+        if (ds->reveal) {
+            if (state->nwrong == 0 &&
+                state->nmissed == 0 &&
+                state->nright >= state->minballs)
+                sprintf(buf, "CORRECT!");
+            else
+                sprintf(buf, "%d wrong and %d missed balls.",
+                        state->nwrong, state->nmissed);
+        } else {
+            if (state->nguesses > state->maxballs)
+                sprintf(buf, "%d too many balls marked.",
+                        state->nguesses - state->maxballs);
+            else if (state->nguesses <= state->maxballs &&
+                     state->nguesses >= state->minballs)
+                sprintf(buf, "Click button to verify guesses.");
+            else if (state->maxballs == state->minballs)
+                sprintf(buf, "Balls marked: %d / %d",
+                        state->nguesses, state->minballs);
+            else
+                sprintf(buf, "Balls marked: %d / %d-%d.",
+                        state->nguesses, state->minballs, state->maxballs);
+        }
+        status_bar(fe, buf);
+    }
+}
+
+static float game_anim_length(game_state *oldstate, game_state *newstate,
+                             int dir, game_ui *ui)
+{
+    return 0.0F;
+}
+
+static float game_flash_length(game_state *oldstate, game_state *newstate,
+                              int dir, game_ui *ui)
+{
+    if (!oldstate->reveal && newstate->reveal)
+        return 4.0F * FLASH_FRAME;
+    else
+        return 0.0F;
+}
+
+static int game_wants_statusbar(void)
+{
+    return TRUE;
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+    return TRUE;
+}
+
+#ifdef COMBINED
+#define thegame blackbox
+#endif
+
+const struct game thegame = {
+    "Black Box", "games.blackbox",
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    TRUE, game_configure, custom_params,
+    validate_params,
+    new_game_desc,
+    validate_desc,
+    new_game,
+    dup_game,
+    free_game,
+    TRUE, solve_game,
+    FALSE, game_text_format,
+    new_ui,
+    free_ui,
+    encode_ui,
+    decode_ui,
+    game_changed_state,
+    interpret_move,
+    execute_move,
+    PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    game_wants_statusbar,
+    FALSE, game_timing_state,
+    0,                                /* mouse_priorities */
+};
+
+/* vim: set shiftwidth=4 tabstop=8: */