2 * blackbox.c: implementation of 'Black Box'.
14 #define PREFERRED_TILE_SIZE 32
15 #define FLASH_FRAME 0.2F
17 /* Terminology, for ease of reading various macros scattered about the place.
19 * The 'arena' is the inner area where the balls are placed. This is
20 * indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1).
22 * The 'range' (firing range) is the bit around the edge where
23 * the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1),
24 * starting at the top left ((1,0) on the grid) and moving clockwise.
26 * The 'grid' is just the big array containing arena and range;
27 * locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused.
31 COL_BACKGROUND, COL_COVER, COL_LOCK,
32 COL_TEXT, COL_FLASHTEXT,
33 COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID,
34 COL_BALL, COL_WRONG, COL_BUTTON,
35 COL_LASER, COL_DIMLASER,
41 int minballs, maxballs;
44 static game_params *default_params(void)
46 game_params *ret = snew(game_params);
49 ret->minballs = ret->maxballs = 5;
54 static const game_params blackbox_presets[] = {
62 static int game_fetch_preset(int i, char **name, game_params **params)
67 if (i < 0 || i >= lenof(blackbox_presets))
70 ret = snew(game_params);
71 *ret = blackbox_presets[i];
73 if (ret->minballs == ret->maxballs)
74 sprintf(str, "%dx%d, %d balls",
75 ret->w, ret->h, ret->minballs);
77 sprintf(str, "%dx%d, %d-%d balls",
78 ret->w, ret->h, ret->minballs, ret->maxballs);
85 static void free_params(game_params *params)
90 static game_params *dup_params(game_params *params)
92 game_params *ret = snew(game_params);
93 *ret = *params; /* structure copy */
97 static void decode_params(game_params *params, char const *string)
99 char const *p = string;
100 game_params *defs = default_params();
102 *params = *defs; free_params(defs);
108 while (*p && isdigit((unsigned char)*p)) p++;
113 while (*p && isdigit((unsigned char)*p)) p++;
117 params->minballs = atoi(p);
118 while (*p && isdigit((unsigned char)*p)) p++;
122 params->maxballs = atoi(p);
123 while (*p && isdigit((unsigned char)*p)) p++;
132 static char *encode_params(game_params *params, int full)
136 sprintf(str, "w%dh%dm%dM%d",
137 params->w, params->h, params->minballs, params->maxballs);
141 static config_item *game_configure(game_params *params)
146 ret = snewn(4, config_item);
148 ret[0].name = "Width";
149 ret[0].type = C_STRING;
150 sprintf(buf, "%d", params->w);
151 ret[0].sval = dupstr(buf);
154 ret[1].name = "Height";
155 ret[1].type = C_STRING;
156 sprintf(buf, "%d", params->h);
157 ret[1].sval = dupstr(buf);
160 ret[2].name = "No. of balls";
161 ret[2].type = C_STRING;
162 if (params->minballs == params->maxballs)
163 sprintf(buf, "%d", params->minballs);
165 sprintf(buf, "%d-%d", params->minballs, params->maxballs);
166 ret[2].sval = dupstr(buf);
177 static game_params *custom_params(config_item *cfg)
179 game_params *ret = snew(game_params);
181 ret->w = atoi(cfg[0].sval);
182 ret->h = atoi(cfg[1].sval);
184 /* Allow 'a-b' for a range, otherwise assume a single number. */
185 if (sscanf(cfg[2].sval, "%d-%d", &ret->minballs, &ret->maxballs) < 2)
186 ret->minballs = ret->maxballs = atoi(cfg[2].sval);
191 static char *validate_params(game_params *params, int full)
193 if (params->w < 2 || params->h < 2)
194 return "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 0xf800
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)
299 int w, h, minballs, maxballs, nballs, nlasers;
300 unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */
301 unsigned int *exits; /* one per laser */
302 int done; /* user has finished placing his own balls. */
303 int laserno; /* number of next laser to be fired. */
304 int nguesses, reveal, justwrong, nright, nwrong, nmissed;
307 #define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)])
309 #define RANGECHECK(s,x) ((x) >= 0 && (x) <= (s)->nlasers)
311 /* specify numbers because they must match array indexes. */
312 enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
314 struct offset { int x, y; };
316 static const struct offset offsets[] = {
318 { 1, 0 }, /* right */
324 static const char *dirstrs[] = {
325 "UP", "RIGHT", "DOWN", "LEFT"
329 static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direction)
334 if (rangeno < state->w) {
335 /* top row; from (1,0) to (w,0) */
338 *direction = DIR_DOWN;
342 if (rangeno < state->h) {
343 /* RHS; from (w+1, 1) to (w+1, h) */
346 *direction = DIR_LEFT;
350 if (rangeno < state->w) {
351 /* bottom row; from (1, h+1) to (w, h+1); counts backwards */
352 *x = (state->w - rangeno);
358 if (rangeno < state->h) {
359 /* LHS; from (0, 1) to (0, h); counts backwards */
361 *y = (state->h - rangeno);
362 *direction = DIR_RIGHT;
368 static int grid2range(game_state *state, int x, int y, int *rangeno)
370 int ret, x1 = state->w+1, y1 = state->h+1;
372 if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */
373 if (x < 0 || x > y1 || y < 0 || y > y1) return 0; /* outside grid */
375 if ((x == 0 || x == x1) && (y == 0 || y == y1))
376 return 0; /* one of 4 corners */
378 if (y == 0) { /* top line */
380 } else if (x == x1) { /* RHS */
381 ret = y - 1 + state->w;
382 } else if (y == y1) { /* Bottom [and counts backwards] */
383 ret = (state->w - x) + state->w + state->h;
384 } else { /* LHS [and counts backwards ] */
385 ret = (state->h-y) + state->w + state->w + state->h;
388 debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret));
392 static game_state *new_game(midend *me, game_params *params, char *desc)
394 game_state *state = snew(game_state);
395 int dlen = strlen(desc), i;
398 state->minballs = params->minballs;
399 state->maxballs = params->maxballs;
400 state->nballs = ((dlen/2)-2)/2;
402 bmp = hex2bin(desc, state->nballs*2 + 2);
403 obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, TRUE);
405 state->w = bmp[0]; state->h = bmp[1];
406 state->nlasers = 2 * (state->w + state->h);
408 state->grid = snewn((state->w+2)*(state->h+2), unsigned int);
409 memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int));
411 state->exits = snewn(state->nlasers, unsigned int);
412 memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int));
414 for (i = 0; i < state->nballs; i++) {
415 GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT;
419 state->done = state->nguesses = state->reveal = state->justwrong =
420 state->nright = state->nwrong = state->nmissed = 0;
426 #define XFER(x) ret->x = state->x
428 static game_state *dup_game(game_state *state)
430 game_state *ret = snew(game_state);
433 XFER(minballs); XFER(maxballs);
434 XFER(nballs); XFER(nlasers);
436 ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int);
437 memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int));
438 ret->exits = snewn(ret->nlasers, unsigned int);
439 memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int));
446 XFER(nright); XFER(nwrong); XFER(nmissed);
453 static void free_game(game_state *state)
460 static char *solve_game(game_state *state, game_state *currstate,
461 char *aux, char **error)
466 static char *game_text_format(game_state *state)
476 static game_ui *new_ui(game_state *state)
478 game_ui *ui = snew(game_ui);
479 ui->flash_laserno = LASER_EMPTY;
485 static void free_ui(game_ui *ui)
490 static char *encode_ui(game_ui *ui)
494 * The error counter needs preserving across a serialisation.
496 sprintf(buf, "E%d", ui->errors);
500 static void decode_ui(game_ui *ui, char *encoding)
502 sscanf(encoding, "E%d", &ui->errors);
505 static void game_changed_state(game_ui *ui, game_state *oldstate,
506 game_state *newstate)
509 * If we've encountered a `justwrong' state as a result of
510 * actually making a move, increment the ui error counter.
512 if (newstate->justwrong && ui->newmove)
517 #define OFFSET(gx,gy,o) do { \
518 int off = (4 + (o) % 4) % 4; \
519 (gx) += offsets[off].x; \
520 (gy) += offsets[off].y; \
523 enum { LOOK_LEFT, LOOK_FORWARD, LOOK_RIGHT };
525 /* Given a position and a direction, check whether we can see a ball in front
526 * of us, or to our front-left or front-right. */
527 static int isball(game_state *state, int gx, int gy, int direction, int lookwhere)
529 debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction],
530 lookwhere == LOOK_LEFT ? "LEFT" :
531 lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT"));
532 OFFSET(gx,gy,direction);
533 if (lookwhere == LOOK_LEFT)
534 OFFSET(gx,gy,direction-1);
535 else if (lookwhere == LOOK_RIGHT)
536 OFFSET(gx,gy,direction+1);
537 else if (lookwhere != LOOK_FORWARD)
538 assert(!"unknown lookwhere");
540 debug(("isball, new (%d, %d)\n", gx, gy));
542 /* if we're off the grid (into the firing range) there's never a ball. */
543 if (gx < 1 || gy < 1 || gx > state->h || gy > state->w)
546 if (GRID(state, gx,gy) & BALL_CORRECT)
552 static int fire_laser_internal(game_state *state, int x, int y, int direction)
554 int unused, lno, tmp;
556 tmp = grid2range(state, x, y, &lno);
559 /* deal with strange initial reflection rules (that stop
560 * you turning down the laser range) */
562 /* I've just chosen to prioritise instant-hit over instant-reflection;
563 * I can't find anywhere that gives me a definite algorithm for this. */
564 if (isball(state, x, y, direction, LOOK_FORWARD)) {
565 debug(("Instant hit at (%d, %d)\n", x, y));
566 return LASER_HIT; /* hit */
569 if (isball(state, x, y, direction, LOOK_LEFT) ||
570 isball(state, x, y, direction, LOOK_RIGHT)) {
571 debug(("Instant reflection at (%d, %d)\n", x, y));
572 return LASER_REFLECT; /* reflection */
574 /* move us onto the grid. */
575 OFFSET(x, y, direction);
578 debug(("fire_laser: looping at (%d, %d) pointing %s\n",
579 x, y, dirstrs[direction]));
580 if (grid2range(state, x, y, &unused)) {
583 tmp = grid2range(state, x, y, &exitno);
586 return (lno == exitno ? LASER_REFLECT : exitno);
588 /* paranoia. This obviously should never happen */
589 assert(!(GRID(state, x, y) & BALL_CORRECT));
591 if (isball(state, x, y, direction, LOOK_FORWARD)) {
592 /* we're facing a ball; send back a reflection. */
593 debug(("Ball ahead of (%d, %d)", x, y));
594 return LASER_HIT; /* hit */
597 if (isball(state, x, y, direction, LOOK_LEFT)) {
598 /* ball to our left; rotate clockwise and look again. */
599 debug(("Ball to left; turning clockwise.\n"));
600 direction += 1; direction %= 4;
603 if (isball(state, x, y, direction, LOOK_RIGHT)) {
604 /* ball to our right; rotate anti-clockwise and look again. */
605 debug(("Ball to rightl turning anti-clockwise.\n"));
606 direction += 3; direction %= 4;
609 /* ... otherwise, we have no balls ahead of us so just move one step. */
610 debug(("No balls; moving forwards.\n"));
611 OFFSET(x, y, direction);
615 static int laser_exit(game_state *state, int entryno)
617 int tmp, x, y, direction;
619 tmp = range2grid(state, entryno, &x, &y, &direction);
622 return fire_laser_internal(state, x, y, direction);
625 static void fire_laser(game_state *state, int entryno)
627 int tmp, exitno, x, y, direction;
629 tmp = range2grid(state, entryno, &x, &y, &direction);
632 exitno = fire_laser_internal(state, x, y, direction);
634 if (exitno == LASER_HIT || exitno == LASER_REFLECT) {
635 GRID(state, x, y) = state->exits[entryno] = exitno;
637 int newno = state->laserno++;
638 int xend, yend, unused;
639 tmp = range2grid(state, exitno, &xend, ¥d, &unused);
641 GRID(state, x, y) = GRID(state, xend, yend) = newno;
642 state->exits[entryno] = exitno;
643 state->exits[exitno] = entryno;
647 /* Checks that the guessed balls in the state match up with the real balls
648 * for all possible lasers (i.e. not just the ones that the player might
649 * have already guessed). This is required because any layout with >4 balls
650 * might have multiple valid solutions. Returns non-zero for a 'correct'
651 * (i.e. consistent) layout. */
652 static int check_guesses(game_state *state, int cagey)
654 game_state *solution, *guesses;
655 int i, x, y, n, unused, tmp;
660 * First, check that each laser the player has already
661 * fired is consistent with the layout. If not, show them
662 * one error they've made and reveal no further
665 * Failing that, check to see whether the player would have
666 * been able to fire any laser which distinguished the real
667 * solution from their guess. If so, show them one such
668 * laser and reveal no further information.
670 guesses = dup_game(state);
671 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
672 for (x = 1; x <= state->w; x++) {
673 for (y = 1; y <= state->h; y++) {
674 GRID(guesses, x, y) &= ~BALL_CORRECT;
675 if (GRID(guesses, x, y) & BALL_GUESS)
676 GRID(guesses, x, y) |= BALL_CORRECT;
680 for (i = 0; i < guesses->nlasers; i++) {
681 if (guesses->exits[i] != LASER_EMPTY &&
682 guesses->exits[i] != laser_exit(guesses, i))
687 * At least one of the player's existing lasers
688 * contradicts their ball placement. Pick a random one,
689 * highlight it, and return.
691 * A temporary random state is created from the current
692 * grid, so that repeating the same marking will give
693 * the same answer instead of a different one.
695 random_state *rs = random_init((char *)guesses->grid,
696 (state->w+2)*(state->h+2) *
697 sizeof(unsigned int));
698 n = random_upto(rs, n);
700 for (i = 0; i < guesses->nlasers; i++) {
701 if (guesses->exits[i] != LASER_EMPTY &&
702 guesses->exits[i] != laser_exit(guesses, i) &&
704 state->exits[i] |= LASER_WRONG;
705 tmp = laser_exit(state, i);
706 if (RANGECHECK(state, tmp))
707 state->exits[tmp] |= LASER_WRONG;
708 state->justwrong = TRUE;
715 for (i = 0; i < guesses->nlasers; i++) {
716 if (guesses->exits[i] == LASER_EMPTY &&
717 laser_exit(state, i) != laser_exit(guesses, i))
722 * At least one of the player's unfired lasers would
723 * demonstrate their ball placement to be wrong. Pick a
724 * random one, highlight it, and return.
726 * A temporary random state is created from the current
727 * grid, so that repeating the same marking will give
728 * the same answer instead of a different one.
730 random_state *rs = random_init((char *)guesses->grid,
731 (state->w+2)*(state->h+2) *
732 sizeof(unsigned int));
733 n = random_upto(rs, n);
735 for (i = 0; i < guesses->nlasers; i++) {
736 if (guesses->exits[i] == LASER_EMPTY &&
737 laser_exit(state, i) != laser_exit(guesses, i) &&
739 fire_laser(state, i);
740 state->exits[i] |= LASER_OMITTED;
741 tmp = laser_exit(state, i);
742 if (RANGECHECK(state, tmp))
743 state->exits[tmp] |= LASER_OMITTED;
744 state->justwrong = TRUE;
753 /* duplicate the state (to solution) */
754 solution = dup_game(state);
756 /* clear out the lasers of solution */
757 for (i = 0; i < solution->nlasers; i++) {
758 tmp = range2grid(solution, i, &x, &y, &unused);
760 GRID(solution, x, y) = 0;
761 solution->exits[i] = LASER_EMPTY;
764 /* duplicate solution to guess. */
765 guesses = dup_game(solution);
767 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
768 for (x = 1; x <= state->w; x++) {
769 for (y = 1; y <= state->h; y++) {
770 GRID(guesses, x, y) &= ~BALL_CORRECT;
771 if (GRID(guesses, x, y) & BALL_GUESS)
772 GRID(guesses, x, y) |= BALL_CORRECT;
776 /* for each laser (on both game_states), fire it if it hasn't been fired.
777 * If one has been fired (or received a hit) and another hasn't, we know
778 * the ball layouts didn't match and can short-circuit return. */
779 for (i = 0; i < solution->nlasers; i++) {
780 if (solution->exits[i] == LASER_EMPTY)
781 fire_laser(solution, i);
782 if (guesses->exits[i] == LASER_EMPTY)
783 fire_laser(guesses, i);
786 /* check each game_state's laser against the other; if any differ, return 0 */
788 for (i = 0; i < solution->nlasers; i++) {
789 tmp = range2grid(solution, i, &x, &y, &unused);
792 if (solution->exits[i] != guesses->exits[i]) {
793 /* If the original state didn't have this shot fired,
794 * and it would be wrong between the guess and the solution,
796 if (state->exits[i] == LASER_EMPTY) {
797 state->exits[i] = solution->exits[i];
798 if (state->exits[i] == LASER_REFLECT ||
799 state->exits[i] == LASER_HIT)
800 GRID(state, x, y) = state->exits[i];
802 /* add a new shot, incrementing state's laser count. */
803 int ex, ey, newno = state->laserno++;
804 tmp = range2grid(state, state->exits[i], &ex, &ey, &unused);
806 GRID(state, x, y) = newno;
807 GRID(state, ex, ey) = newno;
809 state->exits[i] |= LASER_OMITTED;
811 state->exits[i] |= LASER_WRONG;
816 if (ret == 0) goto done;
818 /* fix up original state so the 'correct' balls end up matching the guesses,
819 * as we've just proved that they were equivalent. */
820 for (x = 1; x <= state->w; x++) {
821 for (y = 1; y <= state->h; y++) {
822 if (GRID(state, x, y) & BALL_GUESS)
823 GRID(state, x, y) |= BALL_CORRECT;
825 GRID(state, x, y) &= ~BALL_CORRECT;
830 /* fill in nright and nwrong. */
831 state->nright = state->nwrong = state->nmissed = 0;
832 for (x = 1; x <= state->w; x++) {
833 for (y = 1; y <= state->h; y++) {
834 int bs = GRID(state, x, y) & (BALL_GUESS | BALL_CORRECT);
835 if (bs == (BALL_GUESS | BALL_CORRECT))
837 else if (bs == BALL_GUESS)
839 else if (bs == BALL_CORRECT)
849 #define TILE_SIZE (ds->tilesize)
851 #define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2))
852 #define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE)
854 #define CAN_REVEAL(state) ((state)->nguesses >= (state)->minballs && \
855 (state)->nguesses <= (state)->maxballs && \
856 !(state)->reveal && !(state)->justwrong)
858 struct game_drawstate {
859 int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
860 unsigned int *grid; /* as the game_state grid */
862 int flash_laserno, isflash;
865 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
866 int x, int y, int button)
868 int gx = -1, gy = -1, rangeno = -1;
869 enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL,
870 TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE;
871 char buf[80], *nullret = NULL;
873 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
876 if (gx == 0 && gy == 0 && button == LEFT_BUTTON)
878 if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) {
879 if (button == LEFT_BUTTON) {
880 if (!(GRID(state, gx,gy) & BALL_LOCK))
881 action = TOGGLE_BALL;
883 action = TOGGLE_LOCK;
885 if (grid2range(state, gx, gy, &rangeno)) {
886 if (button == LEFT_BUTTON)
888 else if (gy == 0 || gy > state->h)
889 action = TOGGLE_COLUMN_LOCK; /* and use gx */
891 action = TOGGLE_ROW_LOCK; /* and use gy */
893 } else if (button == LEFT_RELEASE) {
894 ui->flash_laserno = LASER_EMPTY;
900 sprintf(buf, "T%d,%d", gx, gy);
904 sprintf(buf, "LB%d,%d", gx, gy);
907 case TOGGLE_COLUMN_LOCK:
908 sprintf(buf, "LC%d", gx);
911 case TOGGLE_ROW_LOCK:
912 sprintf(buf, "LR%d", gy);
916 if (state->reveal && state->exits[rangeno] == LASER_EMPTY)
918 ui->flash_laserno = rangeno;
920 if (state->exits[rangeno] != LASER_EMPTY)
922 sprintf(buf, "F%d", rangeno);
926 if (!CAN_REVEAL(state)) return nullret;
933 if (state->reveal) return nullret;
938 static game_state *execute_move(game_state *from, char *move)
940 game_state *ret = dup_game(from);
941 int gx = -1, gy = -1, rangeno = -1;
943 if (ret->justwrong) {
945 ret->justwrong = FALSE;
946 for (i = 0; i < ret->nlasers; i++)
947 if (ret->exits[i] != LASER_EMPTY)
948 ret->exits[i] &= ~(LASER_OMITTED | LASER_WRONG);
951 if (!strcmp(move, "S")) {
952 check_guesses(ret, FALSE);
956 if (from->reveal) goto badmove;
957 if (!*move) goto badmove;
961 sscanf(move+1, "%d,%d", &gx, &gy);
962 if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
964 if (GRID(ret, gx, gy) & BALL_GUESS) {
966 GRID(ret, gx, gy) &= ~BALL_GUESS;
969 GRID(ret, gx, gy) |= BALL_GUESS;
974 sscanf(move+1, "%d", &rangeno);
975 if (ret->exits[rangeno] != LASER_EMPTY)
977 if (!RANGECHECK(ret, rangeno))
979 fire_laser(ret, rangeno);
983 if (ret->nguesses < ret->minballs ||
984 ret->nguesses > ret->maxballs)
986 check_guesses(ret, TRUE);
992 if (strlen(move) < 2) goto badmove;
995 sscanf(move+2, "%d,%d", &gx, &gy);
996 if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
998 GRID(ret, gx, gy) ^= BALL_LOCK;
1001 #define COUNTLOCK do { if (GRID(ret, gx, gy) & BALL_LOCK) lcount++; } while (0)
1002 #define SETLOCKIF(c) do { \
1003 if (lcount > (c)) GRID(ret, gx, gy) &= ~BALL_LOCK; \
1004 else GRID(ret, gx, gy) |= BALL_LOCK; \
1008 sscanf(move+2, "%d", &gx);
1009 if (gx < 1 || gx > ret->w) goto badmove;
1010 for (gy = 1; gy <= ret->h; gy++) { COUNTLOCK; }
1011 for (gy = 1; gy <= ret->h; gy++) { SETLOCKIF(ret->h/2); }
1015 sscanf(move+2, "%d", &gy);
1016 if (gy < 1 || gy > ret->h) goto badmove;
1017 for (gx = 1; gx <= ret->w; gx++) { COUNTLOCK; }
1018 for (gx = 1; gx <= ret->w; gx++) { SETLOCKIF(ret->w/2); }
1041 /* ----------------------------------------------------------------------
1045 static void game_compute_size(game_params *params, int tilesize,
1048 /* Border is ts/2, to make things easier.
1049 * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles
1050 * across, and similarly height + 2 + 1 tiles down. */
1051 *x = (params->w + 3) * tilesize;
1052 *y = (params->h + 3) * tilesize;
1055 static void game_set_size(drawing *dr, game_drawstate *ds,
1056 game_params *params, int tilesize)
1058 ds->tilesize = tilesize;
1059 ds->crad = (tilesize-1)/2;
1060 ds->rrad = (3*tilesize)/8;
1063 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1065 float *ret = snewn(3 * NCOLOURS, float);
1068 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1070 ret[COL_BALL * 3 + 0] = 0.0F;
1071 ret[COL_BALL * 3 + 1] = 0.0F;
1072 ret[COL_BALL * 3 + 2] = 0.0F;
1074 ret[COL_WRONG * 3 + 0] = 1.0F;
1075 ret[COL_WRONG * 3 + 1] = 0.0F;
1076 ret[COL_WRONG * 3 + 2] = 0.0F;
1078 ret[COL_BUTTON * 3 + 0] = 0.0F;
1079 ret[COL_BUTTON * 3 + 1] = 1.0F;
1080 ret[COL_BUTTON * 3 + 2] = 0.0F;
1082 ret[COL_LASER * 3 + 0] = 1.0F;
1083 ret[COL_LASER * 3 + 1] = 0.0F;
1084 ret[COL_LASER * 3 + 2] = 0.0F;
1086 ret[COL_DIMLASER * 3 + 0] = 0.5F;
1087 ret[COL_DIMLASER * 3 + 1] = 0.0F;
1088 ret[COL_DIMLASER * 3 + 2] = 0.0F;
1090 for (i = 0; i < 3; i++) {
1091 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
1092 ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F;
1093 ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F;
1094 ret[COL_TEXT * 3 + i] = 0.0F;
1097 ret[COL_FLASHTEXT * 3 + 0] = 0.0F;
1098 ret[COL_FLASHTEXT * 3 + 1] = 1.0F;
1099 ret[COL_FLASHTEXT * 3 + 2] = 0.0F;
1101 *ncolours = NCOLOURS;
1105 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1107 struct game_drawstate *ds = snew(struct game_drawstate);
1110 ds->w = state->w; ds->h = state->h;
1111 ds->grid = snewn((state->w+2)*(state->h+2), unsigned int);
1112 memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int));
1113 ds->started = ds->reveal = 0;
1114 ds->flash_laserno = LASER_EMPTY;
1120 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1126 static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
1127 int ax, int ay, int force, int isflash)
1129 int gx = ax+1, gy = ay+1;
1130 int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy);
1131 int dx = TODRAW(gx), dy = TODRAW(gy);
1133 if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
1136 bg = (gs->reveal ? COL_BACKGROUND :
1137 (gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
1139 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, bg);
1140 draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
1143 /* Guessed balls are always black; if they're incorrect they'll
1144 * have a red cross added later.
1145 * Missing balls are red. */
1146 if (gs_tile & BALL_GUESS) {
1147 bcol = isflash ? bg : COL_BALL;
1148 } else if (gs_tile & BALL_CORRECT) {
1149 bcol = isflash ? bg : COL_WRONG;
1154 /* guesses are black/black, all else background. */
1155 if (gs_tile & BALL_GUESS) {
1162 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
1166 (gs_tile & BALL_GUESS) &&
1167 !(gs_tile & BALL_CORRECT)) {
1168 int x1 = dx + 3, y1 = dy + 3;
1169 int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3;
1172 /* Incorrect guess; draw a red cross over the ball. */
1181 draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
1190 draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
1192 draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
1194 GRID(ds,gx,gy) = gs_tile;
1197 static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds,
1198 game_ui *ui, int lno, int force)
1200 int gx, gy, dx, dy, unused;
1201 int wrong, omitted, reflect, hit, laserval, flash = 0, tmp;
1202 unsigned int gs_tile, ds_tile, exitno;
1204 tmp = range2grid(gs, lno, &gx, &gy, &unused);
1206 gs_tile = GRID(gs, gx, gy);
1207 ds_tile = GRID(ds, gx, gy);
1211 wrong = gs->exits[lno] & LASER_WRONG;
1212 omitted = gs->exits[lno] & LASER_OMITTED;
1213 exitno = gs->exits[lno] & ~LASER_FLAGMASK;
1215 reflect = gs_tile & LASER_REFLECT;
1216 hit = gs_tile & LASER_HIT;
1217 laserval = gs_tile & ~LASER_FLAGMASK;
1219 if (lno == ui->flash_laserno)
1220 gs_tile |= LASER_FLASHED;
1221 else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
1222 if (exitno == ui->flash_laserno)
1223 gs_tile |= LASER_FLASHED;
1225 if (gs_tile & LASER_FLASHED) flash = 1;
1227 gs_tile |= wrong | omitted;
1229 if (gs_tile != ds_tile || force) {
1230 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
1231 draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
1233 if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) {
1235 int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
1238 sprintf(str, "%s", reflect ? "R" : "H");
1240 sprintf(str, "%d", laserval);
1243 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1245 COL_WRONG, COL_WRONG);
1246 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1247 ds->rrad - TILE_SIZE/16,
1248 COL_BACKGROUND, COL_WRONG);
1251 draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1252 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1255 draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
1257 GRID(ds, gx, gy) = gs_tile;
1261 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1262 game_state *state, int dir, game_ui *ui,
1263 float animtime, float flashtime)
1265 int i, x, y, ts = TILE_SIZE, isflash = 0, force = 0;
1267 if (flashtime > 0) {
1268 int frame = (int)(flashtime / FLASH_FRAME);
1269 isflash = (frame % 2) == 0;
1270 debug(("game_redraw: flashtime = %f", flashtime));
1274 int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1;
1275 int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2);
1278 TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3),
1281 /* clockwise around the outline starting at pt behind (1,1). */
1282 draw_line(dr, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
1283 draw_line(dr, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
1284 draw_line(dr, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
1285 draw_line(dr, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
1286 draw_line(dr, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
1287 draw_line(dr, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
1288 draw_line(dr, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
1289 draw_line(dr, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
1290 draw_line(dr, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
1291 draw_line(dr, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
1292 draw_line(dr, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
1293 draw_line(dr, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
1296 draw_update(dr, 0, 0,
1297 TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3));
1302 if (isflash != ds->isflash) force = 1;
1304 /* draw the arena */
1305 for (x = 0; x < state->w; x++) {
1306 for (y = 0; y < state->h; y++) {
1307 draw_arena_tile(dr, state, ds, x, y, force, isflash);
1311 /* draw the lasers */
1312 for (i = 0; i < 2*(state->w+state->h); i++) {
1313 draw_laser_tile(dr, state, ds, ui, i, force);
1316 /* draw the 'finish' button */
1317 if (CAN_REVEAL(state)) {
1318 clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
1319 draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
1320 COL_BUTTON, COL_BALL);
1323 draw_rect(dr, TODRAW(0), TODRAW(0),
1324 TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
1326 draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
1327 ds->reveal = state->reveal;
1328 ds->flash_laserno = ui->flash_laserno;
1329 ds->isflash = isflash;
1335 if (state->nwrong == 0 &&
1336 state->nmissed == 0 &&
1337 state->nright >= state->minballs)
1338 sprintf(buf, "CORRECT!");
1340 sprintf(buf, "%d wrong and %d missed balls.",
1341 state->nwrong, state->nmissed);
1342 } else if (state->justwrong) {
1343 sprintf(buf, "Wrong! Guess again.");
1345 if (state->nguesses > state->maxballs)
1346 sprintf(buf, "%d too many balls marked.",
1347 state->nguesses - state->maxballs);
1348 else if (state->nguesses <= state->maxballs &&
1349 state->nguesses >= state->minballs)
1350 sprintf(buf, "Click button to verify guesses.");
1351 else if (state->maxballs == state->minballs)
1352 sprintf(buf, "Balls marked: %d / %d",
1353 state->nguesses, state->minballs);
1355 sprintf(buf, "Balls marked: %d / %d-%d.",
1356 state->nguesses, state->minballs, state->maxballs);
1359 sprintf(buf + strlen(buf), " (%d error%s)",
1360 ui->errors, ui->errors > 1 ? "s" : "");
1362 status_bar(dr, buf);
1366 static float game_anim_length(game_state *oldstate, game_state *newstate,
1367 int dir, game_ui *ui)
1372 static float game_flash_length(game_state *oldstate, game_state *newstate,
1373 int dir, game_ui *ui)
1375 if (!oldstate->reveal && newstate->reveal)
1376 return 4.0F * FLASH_FRAME;
1381 static int game_wants_statusbar(void)
1386 static int game_timing_state(game_state *state, game_ui *ui)
1391 static void game_print_size(game_params *params, float *x, float *y)
1395 static void game_print(drawing *dr, game_state *state, int tilesize)
1400 #define thegame blackbox
1403 const struct game thegame = {
1404 "Black Box", "games.blackbox",
1411 TRUE, game_configure, custom_params,
1419 FALSE, game_text_format,
1427 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1430 game_free_drawstate,
1434 FALSE, FALSE, game_print_size, game_print,
1435 game_wants_statusbar,
1436 FALSE, game_timing_state,
1437 0, /* mouse_priorities */
1440 /* vim: set shiftwidth=4 tabstop=8: */