COL_TEXT, COL_FLASHTEXT,
COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID,
COL_BALL, COL_WRONG, COL_BUTTON,
- COL_LASER, COL_DIMLASER,
+ COL_CURSOR,
NCOLOURS
};
#define BALL_GUESS 0x02
#define BALL_LOCK 0x04
-#define LASER_FLAGMASK 0xf800
-#define LASER_OMITTED 0x0800
-#define LASER_REFLECT 0x1000
-#define LASER_HIT 0x2000
-#define LASER_WRONG 0x4000
-#define LASER_FLASHED 0x8000
-#define LASER_EMPTY (~0)
+#define LASER_FLAGMASK 0x1f800
+#define LASER_OMITTED 0x0800
+#define LASER_REFLECT 0x1000
+#define LASER_HIT 0x2000
+#define LASER_WRONG 0x4000
+#define LASER_FLASHED 0x8000
+#define LASER_EMPTY (~0)
+
+#define FLAG_CURSOR 0x10000 /* needs to be disjoint from both sets */
struct game_state {
int w, h, minballs, maxballs, nballs, nlasers;
return 1;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int dlen = strlen(desc), i;
return dupstr("S");
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
struct game_ui {
int flash_laserno;
int errors, newmove;
+ int cur_x, cur_y, cur_visible;
+ int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */
};
static game_ui *new_ui(game_state *state)
{
- game_ui *ui = snew(struct game_ui);
+ game_ui *ui = snew(game_ui);
ui->flash_laserno = LASER_EMPTY;
ui->errors = 0;
ui->newmove = FALSE;
+
+ ui->cur_x = ui->cur_y = 1;
+ ui->cur_visible = 0;
+
+ ui->flash_laser = 0;
+
return ui;
}
if (isball(state, x, y, direction, LOOK_FORWARD)) {
/* we're facing a ball; send back a reflection. */
- debug(("Ball ahead of (%d, %d); HIT at (%d, %d), new grid 0x%x\n",
- x, y, xstart, ystart, GRID(state, xstart, ystart)));
+ debug(("Ball ahead of (%d, %d)", x, y));
return LASER_HIT; /* hit */
}
* grid, so that repeating the same marking will give
* the same answer instead of a different one.
*/
- random_state *rs = random_init((char *)guesses->grid,
- (state->w+2)*(state->h+2) *
- sizeof(unsigned int));
+ random_state *rs = random_new((char *)guesses->grid,
+ (state->w+2)*(state->h+2) *
+ sizeof(unsigned int));
n = random_upto(rs, n);
random_free(rs);
for (i = 0; i < guesses->nlasers; i++) {
* grid, so that repeating the same marking will give
* the same answer instead of a different one.
*/
- random_state *rs = random_init((char *)guesses->grid,
- (state->w+2)*(state->h+2) *
- sizeof(unsigned int));
+ random_state *rs = random_new((char *)guesses->grid,
+ (state->w+2)*(state->h+2) *
+ sizeof(unsigned int));
n = random_upto(rs, n);
random_free(rs);
for (i = 0; i < guesses->nlasers; i++) {
ret = 0;
}
}
- if (ret == 0) goto done;
+ if (ret == 0 ||
+ state->nguesses < state->minballs ||
+ state->nguesses > state->maxballs) goto done;
/* fix up original state so the 'correct' balls end up matching the guesses,
* as we've just proved that they were equivalent. */
int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
unsigned int *grid; /* as the game_state grid */
int started, reveal;
- int flash_laserno;
+ int flash_laserno, isflash;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
- int gx = -1, gy = -1, rangeno = -1;
+ int gx = -1, gy = -1, rangeno = -1, wouldflash = 0;
enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL,
TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE;
char buf[80], *nullret = NULL;
+ if (IS_CURSOR_MOVE(button)) {
+ int cx = ui->cur_x, cy = ui->cur_y;
+
+ move_cursor(button, &cx, &cy, state->w+2, state->h+2, 0);
+ if ((cx == 0 && cy == 0 && !CAN_REVEAL(state)) ||
+ (cx == 0 && cy == state->h+1) ||
+ (cx == state->w+1 && cy == 0) ||
+ (cx == state->w+1 && cy == state->h+1))
+ return NULL; /* disallow moving cursor to corners. */
+ ui->cur_x = cx;
+ ui->cur_y = cy;
+ ui->cur_visible = 1;
+ return "";
+ }
+
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
gx = FROMDRAW(x);
gy = FROMDRAW(y);
+ ui->cur_visible = 0;
+ wouldflash = 1;
+ } else if (button == LEFT_RELEASE) {
+ ui->flash_laser = 0;
+ return "";
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ gx = ui->cur_x;
+ gy = ui->cur_y;
+ ui->flash_laser = 0;
+ wouldflash = 2;
+ } else {
+ ui->cur_visible = 1;
+ return "";
+ }
+ /* Fix up 'button' for the below logic. */
+ if (button == CURSOR_SELECT2) button = RIGHT_BUTTON;
+ else button = LEFT_BUTTON;
+ }
+
+ if (gx != -1 && gy != -1) {
if (gx == 0 && gy == 0 && button == LEFT_BUTTON)
action = REVEAL;
if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) {
else
action = TOGGLE_ROW_LOCK; /* and use gy */
}
- } else if (button == LEFT_RELEASE) {
- ui->flash_laserno = LASER_EMPTY;
- return "";
}
switch (action) {
if (state->reveal && state->exits[rangeno] == LASER_EMPTY)
return nullret;
ui->flash_laserno = rangeno;
+ ui->flash_laser = wouldflash;
nullret = "";
if (state->exits[rangeno] != LASER_EMPTY)
return "";
case REVEAL:
if (!CAN_REVEAL(state)) return nullret;
+ if (ui->cur_visible == 1) ui->cur_x = ui->cur_y = 1;
sprintf(buf, "R");
break;
*y = (params->h + 3) * tilesize;
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, 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)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
ret[COL_BUTTON * 3 + 1] = 1.0F;
ret[COL_BUTTON * 3 + 2] = 0.0F;
- ret[COL_LASER * 3 + 0] = 1.0F;
- ret[COL_LASER * 3 + 1] = 0.0F;
- ret[COL_LASER * 3 + 2] = 0.0F;
-
- ret[COL_DIMLASER * 3 + 0] = 0.5F;
- ret[COL_DIMLASER * 3 + 1] = 0.0F;
- ret[COL_DIMLASER * 3 + 2] = 0.0F;
+ ret[COL_CURSOR * 3 + 0] = 1.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.0F;
+ ret[COL_CURSOR * 3 + 2] = 0.0F;
for (i = 0; i < 3; i++) {
ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
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->started = ds->reveal = 0;
ds->flash_laserno = LASER_EMPTY;
+ ds->isflash = 0;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, 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)
+static void draw_square_cursor(drawing *dr, game_drawstate *ds, int dx, int dy)
+{
+ int coff = TILE_SIZE/8;
+ draw_rect_outline(dr, dx + coff, dy + coff,
+ TILE_SIZE - coff*2,
+ TILE_SIZE - coff*2,
+ COL_CURSOR);
+}
+
+
+static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
+ game_ui *ui, int ax, int ay, int force, int isflash)
{
int gx = ax+1, gy = ay+1;
int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy);
int dx = TODRAW(gx), dy = TODRAW(gy);
+ if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
+ gs_tile |= FLAG_CURSOR;
+
if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
- int bcol, bg;
+ int bcol, ocol, bg;
bg = (gs->reveal ? COL_BACKGROUND :
(gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
- draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, bg);
- draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, bg);
+ draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs->reveal) {
/* Guessed balls are always black; if they're incorrect they'll
bcol = bg;
}
}
+ ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol;
- draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
+ ocol, ocol);
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-3,
bcol, bcol);
+
+ if (gs_tile & FLAG_CURSOR && bcol == bg)
+ draw_square_cursor(dr, ds, dx, dy);
+
if (gs->reveal &&
(gs_tile & BALL_GUESS) &&
!(gs_tile & BALL_CORRECT)) {
coords[5] = y2-1;
coords[6] = x2-1;
coords[7] = y2+1;
- draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
+ draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
coords[0] = x2+1;
coords[1] = y1+1;
coords[2] = x2-1;
coords[5] = y2-1;
coords[6] = x1+1;
coords[7] = y2+1;
- draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
+ draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
}
- draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, 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,
+static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds,
game_ui *ui, int lno, int force)
{
int gx, gy, dx, dy, unused;
hit = gs_tile & LASER_HIT;
laserval = gs_tile & ~LASER_FLAGMASK;
- if (lno == ui->flash_laserno)
+ if (lno == ds->flash_laserno)
gs_tile |= LASER_FLASHED;
else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
- if (exitno == ui->flash_laserno)
+ if (exitno == ds->flash_laserno)
gs_tile |= LASER_FLASHED;
}
if (gs_tile & LASER_FLASHED) flash = 1;
gs_tile |= wrong | omitted;
+ if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
+ gs_tile |= FLAG_CURSOR;
+
if (gs_tile != ds_tile || force) {
- draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
- draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+ draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
- if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) {
+ if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
char str[10];
int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
sprintf(str, "%d", laserval);
if (wrong) {
- draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ draw_circle(dr, 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,
+ draw_circle(dr, 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,
+ draw_text(dr, 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);
+ if (gs_tile & FLAG_CURSOR)
+ draw_square_cursor(dr, ds, dx, dy);
+
+ draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
GRID(ds, gx, gy) = gs_tile;
}
+#define CUR_ANIM 0.2F
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
isflash = (frame % 2) == 0;
- force = 1;
debug(("game_redraw: flashtime = %f", flashtime));
}
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,
+ draw_rect(dr, 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);
+ draw_line(dr, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
+ draw_line(dr, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
+ draw_line(dr, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
+ draw_line(dr, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
+ draw_line(dr, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
+ draw_line(dr, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
+ draw_line(dr, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
+ draw_line(dr, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
+ draw_line(dr, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
+ draw_line(dr, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
+ draw_line(dr, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
+ draw_line(dr, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
/* phew... */
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3));
force = 1;
ds->started = 1;
}
+ if (isflash != ds->isflash) force = 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_arena_tile(dr, state, ds, ui, x, y, force, isflash);
}
}
/* draw the lasers */
+ ds->flash_laserno = LASER_EMPTY;
+ if (ui->flash_laser == 1)
+ ds->flash_laserno = ui->flash_laserno;
+ else if (ui->flash_laser == 2 && animtime > 0)
+ ds->flash_laserno = ui->flash_laserno;
+
for (i = 0; i < 2*(state->w+state->h); i++) {
- draw_laser_tile(fe, state, ds, ui, i, force);
+ draw_laser_tile(dr, state, ds, ui, i, force);
}
/* draw the 'finish' button */
if (CAN_REVEAL(state)) {
- clip(fe, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
- draw_circle(fe, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
- COL_BUTTON, COL_BALL);
- unclip(fe);
+ int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0)
+ ? COL_CURSOR : COL_BALL;
+ clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
+ draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
+ outline, outline);
+ draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad-2,
+ COL_BUTTON, COL_BUTTON);
+ unclip(dr);
} else {
- draw_rect(fe, TODRAW(0), TODRAW(0),
+ draw_rect(dr, TODRAW(0), TODRAW(0),
TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
}
- draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
+ draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
ds->reveal = state->reveal;
- ds->flash_laserno = ui->flash_laserno;
+ ds->isflash = isflash;
{
char buf[256];
sprintf(buf + strlen(buf), " (%d error%s)",
ui->errors, ui->errors > 1 ? "s" : "");
}
- status_bar(fe, buf);
+ status_bar(dr, buf);
}
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
- return 0.0F;
+ return (ui->flash_laser == 2) ? CUR_ANIM : 0.0F;
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
{
- return TRUE;
}
#ifdef COMBINED
#endif
const struct game thegame = {
- "Black Box", "games.blackbox",
+ "Black Box", "games.blackbox", "blackbox",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ REQUIRE_RBUTTON, /* flags */
};
/* vim: set shiftwidth=4 tabstop=8: */