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,
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 "Width and height must both be at least two";
195 /* next one is just for ease of coding stuff into 'char'
196 * types, and could be worked around if required. */
197 if (params->w > 255 || params->h > 255)
198 return "Widths and heights greater than 255 are not supported";
199 if (params->minballs > params->maxballs)
200 return "Minimum number of balls may not be greater than maximum";
201 if (params->minballs >= params->w * params->h)
202 return "Too many balls to fit in grid";
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 + 1);
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++) {
236 x = random_upto(rs, params->w);
237 y = random_upto(rs, params->h);
238 } while (grid[y*params->w + x]);
240 grid[y*params->w + x] = 1;
242 bmp[(i+1)*2 + 0] = x;
243 bmp[(i+1)*2 + 1] = y;
247 obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, FALSE);
248 ret = bin2hex(bmp, nballs*2 + 2);
254 static char *validate_desc(game_params *params, char *desc)
256 int nballs, dlen = strlen(desc), i;
260 /* the bitmap is 2+(nballs*2) long; the hex version is double that. */
261 nballs = ((dlen/2)-2)/2;
263 if (dlen < 4 || dlen % 4 ||
264 nballs < params->minballs || nballs > params->maxballs)
265 return "Game description is wrong length";
267 bmp = hex2bin(desc, nballs*2 + 2);
268 obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, TRUE);
269 ret = "Game description is corrupted";
270 /* check general grid size */
271 if (bmp[0] != params->w || bmp[1] != params->h)
273 /* check each ball will fit on that grid */
274 for (i = 0; i < nballs; i++) {
275 int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1];
276 if (x < 0 || y < 0 || x >= params->w || y >= params->h)
286 #define BALL_CORRECT 0x01
287 #define BALL_GUESS 0x02
288 #define BALL_LOCK 0x04
290 #define LASER_FLAGMASK 0x1f800
291 #define LASER_OMITTED 0x0800
292 #define LASER_REFLECT 0x1000
293 #define LASER_HIT 0x2000
294 #define LASER_WRONG 0x4000
295 #define LASER_FLASHED 0x8000
296 #define LASER_EMPTY (~0)
298 #define FLAG_CURSOR 0x10000 /* needs to be disjoint from both sets */
301 int w, h, minballs, maxballs, nballs, nlasers;
302 unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */
303 unsigned int *exits; /* one per laser */
304 int done; /* user has finished placing his own balls. */
305 int laserno; /* number of next laser to be fired. */
306 int nguesses, reveal, justwrong, nright, nwrong, nmissed;
309 #define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)])
311 #define RANGECHECK(s,x) ((x) >= 0 && (x) <= (s)->nlasers)
313 /* specify numbers because they must match array indexes. */
314 enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
316 struct offset { int x, y; };
318 static const struct offset offsets[] = {
320 { 1, 0 }, /* right */
326 static const char *dirstrs[] = {
327 "UP", "RIGHT", "DOWN", "LEFT"
331 static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direction)
336 if (rangeno < state->w) {
337 /* top row; from (1,0) to (w,0) */
340 *direction = DIR_DOWN;
344 if (rangeno < state->h) {
345 /* RHS; from (w+1, 1) to (w+1, h) */
348 *direction = DIR_LEFT;
352 if (rangeno < state->w) {
353 /* bottom row; from (1, h+1) to (w, h+1); counts backwards */
354 *x = (state->w - rangeno);
360 if (rangeno < state->h) {
361 /* LHS; from (0, 1) to (0, h); counts backwards */
363 *y = (state->h - rangeno);
364 *direction = DIR_RIGHT;
370 static int grid2range(game_state *state, int x, int y, int *rangeno)
372 int ret, x1 = state->w+1, y1 = state->h+1;
374 if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */
375 if (x < 0 || x > x1 || y < 0 || y > y1) return 0; /* outside grid */
377 if ((x == 0 || x == x1) && (y == 0 || y == y1))
378 return 0; /* one of 4 corners */
380 if (y == 0) { /* top line */
382 } else if (x == x1) { /* RHS */
383 ret = y - 1 + state->w;
384 } else if (y == y1) { /* Bottom [and counts backwards] */
385 ret = (state->w - x) + state->w + state->h;
386 } else { /* LHS [and counts backwards ] */
387 ret = (state->h-y) + state->w + state->w + state->h;
390 debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret));
394 static game_state *new_game(midend *me, game_params *params, char *desc)
396 game_state *state = snew(game_state);
397 int dlen = strlen(desc), i;
400 state->minballs = params->minballs;
401 state->maxballs = params->maxballs;
402 state->nballs = ((dlen/2)-2)/2;
404 bmp = hex2bin(desc, state->nballs*2 + 2);
405 obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, TRUE);
407 state->w = bmp[0]; state->h = bmp[1];
408 state->nlasers = 2 * (state->w + state->h);
410 state->grid = snewn((state->w+2)*(state->h+2), unsigned int);
411 memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int));
413 state->exits = snewn(state->nlasers, unsigned int);
414 memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int));
416 for (i = 0; i < state->nballs; i++) {
417 GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT;
421 state->done = state->nguesses = state->reveal = state->justwrong =
422 state->nright = state->nwrong = state->nmissed = 0;
428 #define XFER(x) ret->x = state->x
430 static game_state *dup_game(game_state *state)
432 game_state *ret = snew(game_state);
435 XFER(minballs); XFER(maxballs);
436 XFER(nballs); XFER(nlasers);
438 ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int);
439 memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int));
440 ret->exits = snewn(ret->nlasers, unsigned int);
441 memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int));
448 XFER(nright); XFER(nwrong); XFER(nmissed);
455 static void free_game(game_state *state)
462 static char *solve_game(game_state *state, game_state *currstate,
463 char *aux, char **error)
468 static int game_can_format_as_text_now(game_params *params)
473 static char *game_text_format(game_state *state)
481 int cur_x, cur_y, cur_visible;
482 int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */
485 static game_ui *new_ui(game_state *state)
487 game_ui *ui = snew(game_ui);
488 ui->flash_laserno = LASER_EMPTY;
492 ui->cur_x = ui->cur_y = 1;
500 static void free_ui(game_ui *ui)
505 static char *encode_ui(game_ui *ui)
509 * The error counter needs preserving across a serialisation.
511 sprintf(buf, "E%d", ui->errors);
515 static void decode_ui(game_ui *ui, char *encoding)
517 sscanf(encoding, "E%d", &ui->errors);
520 static void game_changed_state(game_ui *ui, game_state *oldstate,
521 game_state *newstate)
524 * If we've encountered a `justwrong' state as a result of
525 * actually making a move, increment the ui error counter.
527 if (newstate->justwrong && ui->newmove)
532 #define OFFSET(gx,gy,o) do { \
533 int off = (4 + (o) % 4) % 4; \
534 (gx) += offsets[off].x; \
535 (gy) += offsets[off].y; \
538 enum { LOOK_LEFT, LOOK_FORWARD, LOOK_RIGHT };
540 /* Given a position and a direction, check whether we can see a ball in front
541 * of us, or to our front-left or front-right. */
542 static int isball(game_state *state, int gx, int gy, int direction, int lookwhere)
544 debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction],
545 lookwhere == LOOK_LEFT ? "LEFT" :
546 lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT"));
547 OFFSET(gx,gy,direction);
548 if (lookwhere == LOOK_LEFT)
549 OFFSET(gx,gy,direction-1);
550 else if (lookwhere == LOOK_RIGHT)
551 OFFSET(gx,gy,direction+1);
552 else if (lookwhere != LOOK_FORWARD)
553 assert(!"unknown lookwhere");
555 debug(("isball, new (%d, %d)\n", gx, gy));
557 /* if we're off the grid (into the firing range) there's never a ball. */
558 if (gx < 1 || gy < 1 || gx > state->w || gy > state->h)
561 if (GRID(state, gx,gy) & BALL_CORRECT)
567 static int fire_laser_internal(game_state *state, int x, int y, int direction)
569 int unused, lno, tmp;
571 tmp = grid2range(state, x, y, &lno);
574 /* deal with strange initial reflection rules (that stop
575 * you turning down the laser range) */
577 /* I've just chosen to prioritise instant-hit over instant-reflection;
578 * I can't find anywhere that gives me a definite algorithm for this. */
579 if (isball(state, x, y, direction, LOOK_FORWARD)) {
580 debug(("Instant hit at (%d, %d)\n", x, y));
581 return LASER_HIT; /* hit */
584 if (isball(state, x, y, direction, LOOK_LEFT) ||
585 isball(state, x, y, direction, LOOK_RIGHT)) {
586 debug(("Instant reflection at (%d, %d)\n", x, y));
587 return LASER_REFLECT; /* reflection */
589 /* move us onto the grid. */
590 OFFSET(x, y, direction);
593 debug(("fire_laser: looping at (%d, %d) pointing %s\n",
594 x, y, dirstrs[direction]));
595 if (grid2range(state, x, y, &unused)) {
598 tmp = grid2range(state, x, y, &exitno);
601 return (lno == exitno ? LASER_REFLECT : exitno);
603 /* paranoia. This obviously should never happen */
604 assert(!(GRID(state, x, y) & BALL_CORRECT));
606 if (isball(state, x, y, direction, LOOK_FORWARD)) {
607 /* we're facing a ball; send back a reflection. */
608 debug(("Ball ahead of (%d, %d)", x, y));
609 return LASER_HIT; /* hit */
612 if (isball(state, x, y, direction, LOOK_LEFT)) {
613 /* ball to our left; rotate clockwise and look again. */
614 debug(("Ball to left; turning clockwise.\n"));
615 direction += 1; direction %= 4;
618 if (isball(state, x, y, direction, LOOK_RIGHT)) {
619 /* ball to our right; rotate anti-clockwise and look again. */
620 debug(("Ball to rightl turning anti-clockwise.\n"));
621 direction += 3; direction %= 4;
624 /* ... otherwise, we have no balls ahead of us so just move one step. */
625 debug(("No balls; moving forwards.\n"));
626 OFFSET(x, y, direction);
630 static int laser_exit(game_state *state, int entryno)
632 int tmp, x, y, direction;
634 tmp = range2grid(state, entryno, &x, &y, &direction);
637 return fire_laser_internal(state, x, y, direction);
640 static void fire_laser(game_state *state, int entryno)
642 int tmp, exitno, x, y, direction;
644 tmp = range2grid(state, entryno, &x, &y, &direction);
647 exitno = fire_laser_internal(state, x, y, direction);
649 if (exitno == LASER_HIT || exitno == LASER_REFLECT) {
650 GRID(state, x, y) = state->exits[entryno] = exitno;
652 int newno = state->laserno++;
653 int xend, yend, unused;
654 tmp = range2grid(state, exitno, &xend, ¥d, &unused);
656 GRID(state, x, y) = GRID(state, xend, yend) = newno;
657 state->exits[entryno] = exitno;
658 state->exits[exitno] = entryno;
662 /* Checks that the guessed balls in the state match up with the real balls
663 * for all possible lasers (i.e. not just the ones that the player might
664 * have already guessed). This is required because any layout with >4 balls
665 * might have multiple valid solutions. Returns non-zero for a 'correct'
666 * (i.e. consistent) layout. */
667 static int check_guesses(game_state *state, int cagey)
669 game_state *solution, *guesses;
670 int i, x, y, n, unused, tmp;
675 * First, check that each laser the player has already
676 * fired is consistent with the layout. If not, show them
677 * one error they've made and reveal no further
680 * Failing that, check to see whether the player would have
681 * been able to fire any laser which distinguished the real
682 * solution from their guess. If so, show them one such
683 * laser and reveal no further information.
685 guesses = dup_game(state);
686 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
687 for (x = 1; x <= state->w; x++) {
688 for (y = 1; y <= state->h; y++) {
689 GRID(guesses, x, y) &= ~BALL_CORRECT;
690 if (GRID(guesses, x, y) & BALL_GUESS)
691 GRID(guesses, x, y) |= BALL_CORRECT;
695 for (i = 0; i < guesses->nlasers; i++) {
696 if (guesses->exits[i] != LASER_EMPTY &&
697 guesses->exits[i] != laser_exit(guesses, i))
702 * At least one of the player's existing lasers
703 * contradicts their ball placement. Pick a random one,
704 * highlight it, and return.
706 * A temporary random state is created from the current
707 * grid, so that repeating the same marking will give
708 * the same answer instead of a different one.
710 random_state *rs = random_new((char *)guesses->grid,
711 (state->w+2)*(state->h+2) *
712 sizeof(unsigned int));
713 n = random_upto(rs, n);
715 for (i = 0; i < guesses->nlasers; i++) {
716 if (guesses->exits[i] != LASER_EMPTY &&
717 guesses->exits[i] != laser_exit(guesses, i) &&
719 state->exits[i] |= LASER_WRONG;
720 tmp = laser_exit(state, i);
721 if (RANGECHECK(state, tmp))
722 state->exits[tmp] |= LASER_WRONG;
723 state->justwrong = TRUE;
730 for (i = 0; i < guesses->nlasers; i++) {
731 if (guesses->exits[i] == LASER_EMPTY &&
732 laser_exit(state, i) != laser_exit(guesses, i))
737 * At least one of the player's unfired lasers would
738 * demonstrate their ball placement to be wrong. Pick a
739 * random one, highlight it, and return.
741 * A temporary random state is created from the current
742 * grid, so that repeating the same marking will give
743 * the same answer instead of a different one.
745 random_state *rs = random_new((char *)guesses->grid,
746 (state->w+2)*(state->h+2) *
747 sizeof(unsigned int));
748 n = random_upto(rs, n);
750 for (i = 0; i < guesses->nlasers; i++) {
751 if (guesses->exits[i] == LASER_EMPTY &&
752 laser_exit(state, i) != laser_exit(guesses, i) &&
754 fire_laser(state, i);
755 state->exits[i] |= LASER_OMITTED;
756 tmp = laser_exit(state, i);
757 if (RANGECHECK(state, tmp))
758 state->exits[tmp] |= LASER_OMITTED;
759 state->justwrong = TRUE;
768 /* duplicate the state (to solution) */
769 solution = dup_game(state);
771 /* clear out the lasers of solution */
772 for (i = 0; i < solution->nlasers; i++) {
773 tmp = range2grid(solution, i, &x, &y, &unused);
775 GRID(solution, x, y) = 0;
776 solution->exits[i] = LASER_EMPTY;
779 /* duplicate solution to guess. */
780 guesses = dup_game(solution);
782 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
783 for (x = 1; x <= state->w; x++) {
784 for (y = 1; y <= state->h; y++) {
785 GRID(guesses, x, y) &= ~BALL_CORRECT;
786 if (GRID(guesses, x, y) & BALL_GUESS)
787 GRID(guesses, x, y) |= BALL_CORRECT;
791 /* for each laser (on both game_states), fire it if it hasn't been fired.
792 * If one has been fired (or received a hit) and another hasn't, we know
793 * the ball layouts didn't match and can short-circuit return. */
794 for (i = 0; i < solution->nlasers; i++) {
795 if (solution->exits[i] == LASER_EMPTY)
796 fire_laser(solution, i);
797 if (guesses->exits[i] == LASER_EMPTY)
798 fire_laser(guesses, i);
801 /* check each game_state's laser against the other; if any differ, return 0 */
803 for (i = 0; i < solution->nlasers; i++) {
804 tmp = range2grid(solution, i, &x, &y, &unused);
807 if (solution->exits[i] != guesses->exits[i]) {
808 /* If the original state didn't have this shot fired,
809 * and it would be wrong between the guess and the solution,
811 if (state->exits[i] == LASER_EMPTY) {
812 state->exits[i] = solution->exits[i];
813 if (state->exits[i] == LASER_REFLECT ||
814 state->exits[i] == LASER_HIT)
815 GRID(state, x, y) = state->exits[i];
817 /* add a new shot, incrementing state's laser count. */
818 int ex, ey, newno = state->laserno++;
819 tmp = range2grid(state, state->exits[i], &ex, &ey, &unused);
821 GRID(state, x, y) = newno;
822 GRID(state, ex, ey) = newno;
824 state->exits[i] |= LASER_OMITTED;
826 state->exits[i] |= LASER_WRONG;
832 state->nguesses < state->minballs ||
833 state->nguesses > state->maxballs) goto done;
835 /* fix up original state so the 'correct' balls end up matching the guesses,
836 * as we've just proved that they were equivalent. */
837 for (x = 1; x <= state->w; x++) {
838 for (y = 1; y <= state->h; y++) {
839 if (GRID(state, x, y) & BALL_GUESS)
840 GRID(state, x, y) |= BALL_CORRECT;
842 GRID(state, x, y) &= ~BALL_CORRECT;
847 /* fill in nright and nwrong. */
848 state->nright = state->nwrong = state->nmissed = 0;
849 for (x = 1; x <= state->w; x++) {
850 for (y = 1; y <= state->h; y++) {
851 int bs = GRID(state, x, y) & (BALL_GUESS | BALL_CORRECT);
852 if (bs == (BALL_GUESS | BALL_CORRECT))
854 else if (bs == BALL_GUESS)
856 else if (bs == BALL_CORRECT)
866 #define TILE_SIZE (ds->tilesize)
868 #define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2))
869 #define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE)
871 #define CAN_REVEAL(state) ((state)->nguesses >= (state)->minballs && \
872 (state)->nguesses <= (state)->maxballs && \
873 !(state)->reveal && !(state)->justwrong)
875 struct game_drawstate {
876 int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
877 unsigned int *grid; /* as the game_state grid */
879 int flash_laserno, isflash;
882 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
883 int x, int y, int button)
885 int gx = -1, gy = -1, rangeno = -1, wouldflash = 0;
886 enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL,
887 TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE;
888 char buf[80], *nullret = NULL;
890 if (IS_CURSOR_MOVE(button)) {
891 int cx = ui->cur_x, cy = ui->cur_y;
893 move_cursor(button, &cx, &cy, state->w+2, state->h+2, 0);
894 if ((cx == 0 && cy == 0 && !CAN_REVEAL(state)) ||
895 (cx == 0 && cy == state->h+1) ||
896 (cx == state->w+1 && cy == 0) ||
897 (cx == state->w+1 && cy == state->h+1))
898 return NULL; /* disallow moving cursor to corners. */
905 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
910 } else if (button == LEFT_RELEASE) {
913 } else if (IS_CURSOR_SELECT(button)) {
914 if (ui->cur_visible) {
923 /* Fix up 'button' for the below logic. */
924 if (button == CURSOR_SELECT2) button = RIGHT_BUTTON;
925 else button = LEFT_BUTTON;
928 if (gx != -1 && gy != -1) {
929 if (gx == 0 && gy == 0 && button == LEFT_BUTTON)
931 if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) {
932 if (button == LEFT_BUTTON) {
933 if (!(GRID(state, gx,gy) & BALL_LOCK))
934 action = TOGGLE_BALL;
936 action = TOGGLE_LOCK;
938 if (grid2range(state, gx, gy, &rangeno)) {
939 if (button == LEFT_BUTTON)
941 else if (gy == 0 || gy > state->h)
942 action = TOGGLE_COLUMN_LOCK; /* and use gx */
944 action = TOGGLE_ROW_LOCK; /* and use gy */
950 sprintf(buf, "T%d,%d", gx, gy);
954 sprintf(buf, "LB%d,%d", gx, gy);
957 case TOGGLE_COLUMN_LOCK:
958 sprintf(buf, "LC%d", gx);
961 case TOGGLE_ROW_LOCK:
962 sprintf(buf, "LR%d", gy);
966 if (state->reveal && state->exits[rangeno] == LASER_EMPTY)
968 ui->flash_laserno = rangeno;
969 ui->flash_laser = wouldflash;
971 if (state->exits[rangeno] != LASER_EMPTY)
973 sprintf(buf, "F%d", rangeno);
977 if (!CAN_REVEAL(state)) return nullret;
978 if (ui->cur_visible == 1) ui->cur_x = ui->cur_y = 1;
985 if (state->reveal) return nullret;
990 static game_state *execute_move(game_state *from, char *move)
992 game_state *ret = dup_game(from);
993 int gx = -1, gy = -1, rangeno = -1;
995 if (ret->justwrong) {
997 ret->justwrong = FALSE;
998 for (i = 0; i < ret->nlasers; i++)
999 if (ret->exits[i] != LASER_EMPTY)
1000 ret->exits[i] &= ~(LASER_OMITTED | LASER_WRONG);
1003 if (!strcmp(move, "S")) {
1004 check_guesses(ret, FALSE);
1008 if (from->reveal) goto badmove;
1009 if (!*move) goto badmove;
1013 sscanf(move+1, "%d,%d", &gx, &gy);
1014 if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
1016 if (GRID(ret, gx, gy) & BALL_GUESS) {
1018 GRID(ret, gx, gy) &= ~BALL_GUESS;
1021 GRID(ret, gx, gy) |= BALL_GUESS;
1026 sscanf(move+1, "%d", &rangeno);
1027 if (ret->exits[rangeno] != LASER_EMPTY)
1029 if (!RANGECHECK(ret, rangeno))
1031 fire_laser(ret, rangeno);
1035 if (ret->nguesses < ret->minballs ||
1036 ret->nguesses > ret->maxballs)
1038 check_guesses(ret, TRUE);
1044 if (strlen(move) < 2) goto badmove;
1047 sscanf(move+2, "%d,%d", &gx, &gy);
1048 if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
1050 GRID(ret, gx, gy) ^= BALL_LOCK;
1053 #define COUNTLOCK do { if (GRID(ret, gx, gy) & BALL_LOCK) lcount++; } while (0)
1054 #define SETLOCKIF(c) do { \
1055 if (lcount > (c)) GRID(ret, gx, gy) &= ~BALL_LOCK; \
1056 else GRID(ret, gx, gy) |= BALL_LOCK; \
1060 sscanf(move+2, "%d", &gx);
1061 if (gx < 1 || gx > ret->w) goto badmove;
1062 for (gy = 1; gy <= ret->h; gy++) { COUNTLOCK; }
1063 for (gy = 1; gy <= ret->h; gy++) { SETLOCKIF(ret->h/2); }
1067 sscanf(move+2, "%d", &gy);
1068 if (gy < 1 || gy > ret->h) goto badmove;
1069 for (gx = 1; gx <= ret->w; gx++) { COUNTLOCK; }
1070 for (gx = 1; gx <= ret->w; gx++) { SETLOCKIF(ret->w/2); }
1093 /* ----------------------------------------------------------------------
1097 static void game_compute_size(game_params *params, int tilesize,
1100 /* Border is ts/2, to make things easier.
1101 * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles
1102 * across, and similarly height + 2 + 1 tiles down. */
1103 *x = (params->w + 3) * tilesize;
1104 *y = (params->h + 3) * tilesize;
1107 static void game_set_size(drawing *dr, game_drawstate *ds,
1108 game_params *params, int tilesize)
1110 ds->tilesize = tilesize;
1111 ds->crad = (tilesize-1)/2;
1112 ds->rrad = (3*tilesize)/8;
1115 static float *game_colours(frontend *fe, int *ncolours)
1117 float *ret = snewn(3 * NCOLOURS, float);
1120 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1122 ret[COL_BALL * 3 + 0] = 0.0F;
1123 ret[COL_BALL * 3 + 1] = 0.0F;
1124 ret[COL_BALL * 3 + 2] = 0.0F;
1126 ret[COL_WRONG * 3 + 0] = 1.0F;
1127 ret[COL_WRONG * 3 + 1] = 0.0F;
1128 ret[COL_WRONG * 3 + 2] = 0.0F;
1130 ret[COL_BUTTON * 3 + 0] = 0.0F;
1131 ret[COL_BUTTON * 3 + 1] = 1.0F;
1132 ret[COL_BUTTON * 3 + 2] = 0.0F;
1134 ret[COL_CURSOR * 3 + 0] = 1.0F;
1135 ret[COL_CURSOR * 3 + 1] = 0.0F;
1136 ret[COL_CURSOR * 3 + 2] = 0.0F;
1138 for (i = 0; i < 3; i++) {
1139 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
1140 ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F;
1141 ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F;
1142 ret[COL_TEXT * 3 + i] = 0.0F;
1145 ret[COL_FLASHTEXT * 3 + 0] = 0.0F;
1146 ret[COL_FLASHTEXT * 3 + 1] = 1.0F;
1147 ret[COL_FLASHTEXT * 3 + 2] = 0.0F;
1149 *ncolours = NCOLOURS;
1153 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1155 struct game_drawstate *ds = snew(struct game_drawstate);
1158 ds->w = state->w; ds->h = state->h;
1159 ds->grid = snewn((state->w+2)*(state->h+2), unsigned int);
1160 memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int));
1161 ds->started = ds->reveal = 0;
1162 ds->flash_laserno = LASER_EMPTY;
1168 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1174 static void draw_square_cursor(drawing *dr, game_drawstate *ds, int dx, int dy)
1176 int coff = TILE_SIZE/8;
1177 draw_rect_outline(dr, dx + coff, dy + coff,
1184 static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
1185 game_ui *ui, int ax, int ay, int force, int isflash)
1187 int gx = ax+1, gy = ay+1;
1188 int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy);
1189 int dx = TODRAW(gx), dy = TODRAW(gy);
1191 if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
1192 gs_tile |= FLAG_CURSOR;
1194 if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
1197 bg = (gs->reveal ? COL_BACKGROUND :
1198 (gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
1200 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, bg);
1201 draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
1204 /* Guessed balls are always black; if they're incorrect they'll
1205 * have a red cross added later.
1206 * Missing balls are red. */
1207 if (gs_tile & BALL_GUESS) {
1208 bcol = isflash ? bg : COL_BALL;
1209 } else if (gs_tile & BALL_CORRECT) {
1210 bcol = isflash ? bg : COL_WRONG;
1215 /* guesses are black/black, all else background. */
1216 if (gs_tile & BALL_GUESS) {
1222 ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol;
1224 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
1226 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-3,
1230 if (gs_tile & FLAG_CURSOR && bcol == bg)
1231 draw_square_cursor(dr, ds, dx, dy);
1234 (gs_tile & BALL_GUESS) &&
1235 !(gs_tile & BALL_CORRECT)) {
1236 int x1 = dx + 3, y1 = dy + 3;
1237 int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3;
1240 /* Incorrect guess; draw a red cross over the ball. */
1249 draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
1258 draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
1260 draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
1262 GRID(ds,gx,gy) = gs_tile;
1265 static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds,
1266 game_ui *ui, int lno, int force)
1268 int gx, gy, dx, dy, unused;
1269 int wrong, omitted, reflect, hit, laserval, flash = 0, tmp;
1270 unsigned int gs_tile, ds_tile, exitno;
1272 tmp = range2grid(gs, lno, &gx, &gy, &unused);
1274 gs_tile = GRID(gs, gx, gy);
1275 ds_tile = GRID(ds, gx, gy);
1279 wrong = gs->exits[lno] & LASER_WRONG;
1280 omitted = gs->exits[lno] & LASER_OMITTED;
1281 exitno = gs->exits[lno] & ~LASER_FLAGMASK;
1283 reflect = gs_tile & LASER_REFLECT;
1284 hit = gs_tile & LASER_HIT;
1285 laserval = gs_tile & ~LASER_FLAGMASK;
1287 if (lno == ds->flash_laserno)
1288 gs_tile |= LASER_FLASHED;
1289 else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
1290 if (exitno == ds->flash_laserno)
1291 gs_tile |= LASER_FLASHED;
1293 if (gs_tile & LASER_FLASHED) flash = 1;
1295 gs_tile |= wrong | omitted;
1297 if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
1298 gs_tile |= FLAG_CURSOR;
1300 if (gs_tile != ds_tile || force) {
1301 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
1302 draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
1304 if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
1306 int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
1309 sprintf(str, "%s", reflect ? "R" : "H");
1311 sprintf(str, "%d", laserval);
1314 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1316 COL_WRONG, COL_WRONG);
1317 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1318 ds->rrad - TILE_SIZE/16,
1319 COL_BACKGROUND, COL_WRONG);
1322 draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1323 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1326 if (gs_tile & FLAG_CURSOR)
1327 draw_square_cursor(dr, ds, dx, dy);
1329 draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
1331 GRID(ds, gx, gy) = gs_tile;
1334 #define CUR_ANIM 0.2F
1336 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1337 game_state *state, int dir, game_ui *ui,
1338 float animtime, float flashtime)
1340 int i, x, y, ts = TILE_SIZE, isflash = 0, force = 0;
1342 if (flashtime > 0) {
1343 int frame = (int)(flashtime / FLASH_FRAME);
1344 isflash = (frame % 2) == 0;
1345 debug(("game_redraw: flashtime = %f", flashtime));
1349 int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1;
1350 int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2);
1353 TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3),
1356 /* clockwise around the outline starting at pt behind (1,1). */
1357 draw_line(dr, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
1358 draw_line(dr, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
1359 draw_line(dr, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
1360 draw_line(dr, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
1361 draw_line(dr, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
1362 draw_line(dr, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
1363 draw_line(dr, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
1364 draw_line(dr, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
1365 draw_line(dr, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
1366 draw_line(dr, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
1367 draw_line(dr, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
1368 draw_line(dr, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
1371 draw_update(dr, 0, 0,
1372 TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3));
1377 if (isflash != ds->isflash) force = 1;
1379 /* draw the arena */
1380 for (x = 0; x < state->w; x++) {
1381 for (y = 0; y < state->h; y++) {
1382 draw_arena_tile(dr, state, ds, ui, x, y, force, isflash);
1386 /* draw the lasers */
1387 ds->flash_laserno = LASER_EMPTY;
1388 if (ui->flash_laser == 1)
1389 ds->flash_laserno = ui->flash_laserno;
1390 else if (ui->flash_laser == 2 && animtime > 0)
1391 ds->flash_laserno = ui->flash_laserno;
1393 for (i = 0; i < 2*(state->w+state->h); i++) {
1394 draw_laser_tile(dr, state, ds, ui, i, force);
1397 /* draw the 'finish' button */
1398 if (CAN_REVEAL(state)) {
1399 int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0)
1400 ? COL_CURSOR : COL_BALL;
1401 clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
1402 draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
1404 draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad-2,
1405 COL_BUTTON, COL_BUTTON);
1408 draw_rect(dr, TODRAW(0), TODRAW(0),
1409 TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
1411 draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
1412 ds->reveal = state->reveal;
1413 ds->isflash = isflash;
1419 if (state->nwrong == 0 &&
1420 state->nmissed == 0 &&
1421 state->nright >= state->minballs)
1422 sprintf(buf, "CORRECT!");
1424 sprintf(buf, "%d wrong and %d missed balls.",
1425 state->nwrong, state->nmissed);
1426 } else if (state->justwrong) {
1427 sprintf(buf, "Wrong! Guess again.");
1429 if (state->nguesses > state->maxballs)
1430 sprintf(buf, "%d too many balls marked.",
1431 state->nguesses - state->maxballs);
1432 else if (state->nguesses <= state->maxballs &&
1433 state->nguesses >= state->minballs)
1434 sprintf(buf, "Click button to verify guesses.");
1435 else if (state->maxballs == state->minballs)
1436 sprintf(buf, "Balls marked: %d / %d",
1437 state->nguesses, state->minballs);
1439 sprintf(buf, "Balls marked: %d / %d-%d.",
1440 state->nguesses, state->minballs, state->maxballs);
1443 sprintf(buf + strlen(buf), " (%d error%s)",
1444 ui->errors, ui->errors > 1 ? "s" : "");
1446 status_bar(dr, buf);
1450 static float game_anim_length(game_state *oldstate, game_state *newstate,
1451 int dir, game_ui *ui)
1453 return (ui->flash_laser == 2) ? CUR_ANIM : 0.0F;
1456 static float game_flash_length(game_state *oldstate, game_state *newstate,
1457 int dir, game_ui *ui)
1459 if (!oldstate->reveal && newstate->reveal)
1460 return 4.0F * FLASH_FRAME;
1465 static int game_is_solved(game_state *state)
1468 * We return true whenever the solution has been revealed, even
1469 * (on spoiler grounds) if it wasn't guessed correctly.
1471 return state->reveal;
1474 static int game_timing_state(game_state *state, game_ui *ui)
1479 static void game_print_size(game_params *params, float *x, float *y)
1483 static void game_print(drawing *dr, game_state *state, int tilesize)
1488 #define thegame blackbox
1491 const struct game thegame = {
1492 "Black Box", "games.blackbox", "blackbox",
1499 TRUE, game_configure, custom_params,
1507 FALSE, game_can_format_as_text_now, game_text_format,
1515 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1518 game_free_drawstate,
1523 FALSE, FALSE, game_print_size, game_print,
1524 TRUE, /* wants_statusbar */
1525 FALSE, game_timing_state,
1526 REQUIRE_RBUTTON, /* flags */
1529 /* vim: set shiftwidth=4 tabstop=8: */