COL_TEXT, COL_FLASHTEXT,
COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID,
COL_BALL, COL_WRONG, COL_BUTTON,
- COL_LASER, COL_DIMLASER,
+ COL_CURSOR,
NCOLOURS
};
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char str[256];
return dupstr(str);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->w < 2 || params->h < 2)
return "Width and height must both be at least two";
* Then we obfuscate it.
*/
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
int nballs = params->minballs, i;
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int nballs, dlen = strlen(desc), i;
unsigned char *bmp;
#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;
unsigned int *exits; /* one per laser */
int done; /* user has finished placing his own balls. */
int laserno; /* number of next laser to be fired. */
- int nguesses, reveal, nright, nwrong, nmissed;
+ int nguesses, reveal, justwrong, nright, nwrong, nmissed;
};
#define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)])
+#define RANGECHECK(s,x) ((x) >= 0 && (x) <= (s)->nlasers)
+
/* specify numbers because they must match array indexes. */
enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
};
#endif
-static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direction)
+static int range2grid(const game_state *state, int rangeno, int *x, int *y,
+ int *direction)
{
if (rangeno < 0)
return 0;
return 0;
}
-static int grid2range(game_state *state, int x, int y, int *rangeno)
+static int grid2range(const 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; /* outside grid */
if ((x == 0 || x == x1) && (y == 0 || y == y1))
return 0; /* one of 4 corners */
return 1;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
int dlen = strlen(desc), i;
}
sfree(bmp);
- state->done = state->nguesses = state->reveal =
+ state->done = state->nguesses = state->reveal = state->justwrong =
state->nright = state->nwrong = state->nmissed = 0;
state->laserno = 1;
#define XFER(x) ret->x = state->x
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
XFER(laserno);
XFER(nguesses);
XFER(reveal);
+ XFER(justwrong);
XFER(nright); XFER(nwrong); XFER(nmissed);
return ret;
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
return dupstr("S");
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const 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)
+static game_ui *new_ui(const 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;
}
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
- return NULL;
+ char buf[80];
+ /*
+ * The error counter needs preserving across a serialisation.
+ */
+ sprintf(buf, "E%d", ui->errors);
+ return dupstr(buf);
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
+ sscanf(encoding, "E%d", &ui->errors);
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
+ /*
+ * If we've encountered a `justwrong' state as a result of
+ * actually making a move, increment the ui error counter.
+ */
+ if (newstate->justwrong && ui->newmove)
+ ui->errors++;
+ ui->newmove = FALSE;
}
#define OFFSET(gx,gy,o) do { \
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)
+ if (gx < 1 || gy < 1 || gx > state->w || gy > state->h)
return 0;
if (GRID(state, gx,gy) & BALL_CORRECT)
return 0;
}
-static void fire_laser(game_state *state, int x, int y, int direction)
+static int fire_laser_internal(game_state *state, int x, int y, int direction)
{
- int xstart = x, ystart = y, unused, lno, tmp;
+ int unused, lno, tmp;
tmp = grid2range(state, x, y, &lno);
assert(tmp);
* I can't find anywhere that gives me a definite algorithm for this. */
if (isball(state, x, y, direction, LOOK_FORWARD)) {
debug(("Instant hit at (%d, %d)\n", x, y));
- GRID(state, x, y) = LASER_HIT;
- state->exits[lno] = LASER_HIT;
- return;
+ return LASER_HIT; /* hit */
}
if (isball(state, x, y, direction, LOOK_LEFT) ||
isball(state, x, y, direction, LOOK_RIGHT)) {
debug(("Instant reflection at (%d, %d)\n", x, y));
- GRID(state, x, y) = LASER_REFLECT;
- state->exits[lno] = LASER_REFLECT;
- return;
+ return LASER_REFLECT; /* reflection */
}
/* move us onto the grid. */
OFFSET(x, y, direction);
debug(("fire_laser: looping at (%d, %d) pointing %s\n",
x, y, dirstrs[direction]));
if (grid2range(state, x, y, &unused)) {
- int newno = state->laserno++, exitno;
- debug(("Back on range; (%d, %d) --> (%d, %d)\n",
- xstart, ystart, x, y));
- /* We're back out of the grid; the move is complete. */
- if (xstart == x && ystart == y) {
- GRID(state, x, y) = LASER_REFLECT;
- state->exits[lno] = LASER_REFLECT;
- } else {
- /* it wasn't a reflection */
- GRID(state, xstart, ystart) = newno;
- GRID(state, x, y) = newno;
-
- tmp = grid2range(state, x, y, &exitno);
- assert(tmp);
- state->exits[lno] = exitno;
- state->exits[exitno] = lno;
- }
- return;
+ int exitno;
+
+ tmp = grid2range(state, x, y, &exitno);
+ assert(tmp);
+
+ return (lno == exitno ? LASER_REFLECT : exitno);
}
/* paranoia. This obviously should never happen */
assert(!(GRID(state, x, y) & BALL_CORRECT));
if (isball(state, x, y, direction, LOOK_FORWARD)) {
/* we're facing a ball; send back a reflection. */
- GRID(state, xstart, ystart) = LASER_HIT;
- state->exits[lno] = LASER_HIT;
- debug(("Ball ahead of (%d, %d); HIT at (%d, %d), new grid 0x%x\n",
- x, y, xstart, ystart, GRID(state, xstart, ystart)));
- return;
+ debug(("Ball ahead of (%d, %d)", x, y));
+ return LASER_HIT; /* hit */
}
if (isball(state, x, y, direction, LOOK_LEFT)) {
}
}
+static int laser_exit(game_state *state, int entryno)
+{
+ int tmp, x, y, direction;
+
+ tmp = range2grid(state, entryno, &x, &y, &direction);
+ assert(tmp);
+
+ return fire_laser_internal(state, x, y, direction);
+}
+
+static void fire_laser(game_state *state, int entryno)
+{
+ int tmp, exitno, x, y, direction;
+
+ tmp = range2grid(state, entryno, &x, &y, &direction);
+ assert(tmp);
+
+ exitno = fire_laser_internal(state, x, y, direction);
+
+ if (exitno == LASER_HIT || exitno == LASER_REFLECT) {
+ GRID(state, x, y) = state->exits[entryno] = exitno;
+ } else {
+ int newno = state->laserno++;
+ int xend, yend, unused;
+ tmp = range2grid(state, exitno, &xend, ¥d, &unused);
+ assert(tmp);
+ GRID(state, x, y) = GRID(state, xend, yend) = newno;
+ state->exits[entryno] = exitno;
+ state->exits[exitno] = entryno;
+ }
+}
+
/* Checks that the guessed balls in the state match up with the real balls
* for all possible lasers (i.e. not just the ones that the player might
* have already guessed). This is required because any layout with >4 balls
* might have multiple valid solutions. Returns non-zero for a 'correct'
* (i.e. consistent) layout. */
-static int check_guesses(game_state *state)
+static int check_guesses(game_state *state, int cagey)
{
game_state *solution, *guesses;
- int i, x, y, dir, unused, tmp;
+ int i, x, y, n, unused, tmp;
int ret = 0;
+ if (cagey) {
+ /*
+ * First, check that each laser the player has already
+ * fired is consistent with the layout. If not, show them
+ * one error they've made and reveal no further
+ * information.
+ *
+ * Failing that, check to see whether the player would have
+ * been able to fire any laser which distinguished the real
+ * solution from their guess. If so, show them one such
+ * laser and reveal no further information.
+ */
+ guesses = dup_game(state);
+ /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
+ for (x = 1; x <= state->w; x++) {
+ for (y = 1; y <= state->h; y++) {
+ GRID(guesses, x, y) &= ~BALL_CORRECT;
+ if (GRID(guesses, x, y) & BALL_GUESS)
+ GRID(guesses, x, y) |= BALL_CORRECT;
+ }
+ }
+ n = 0;
+ for (i = 0; i < guesses->nlasers; i++) {
+ if (guesses->exits[i] != LASER_EMPTY &&
+ guesses->exits[i] != laser_exit(guesses, i))
+ n++;
+ }
+ if (n) {
+ /*
+ * At least one of the player's existing lasers
+ * contradicts their ball placement. Pick a random one,
+ * highlight it, and return.
+ *
+ * A temporary random state is created from the current
+ * grid, so that repeating the same marking will give
+ * the same answer instead of a different one.
+ */
+ random_state *rs = random_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++) {
+ if (guesses->exits[i] != LASER_EMPTY &&
+ guesses->exits[i] != laser_exit(guesses, i) &&
+ n-- == 0) {
+ state->exits[i] |= LASER_WRONG;
+ tmp = laser_exit(state, i);
+ if (RANGECHECK(state, tmp))
+ state->exits[tmp] |= LASER_WRONG;
+ state->justwrong = TRUE;
+ free_game(guesses);
+ return 0;
+ }
+ }
+ }
+ n = 0;
+ for (i = 0; i < guesses->nlasers; i++) {
+ if (guesses->exits[i] == LASER_EMPTY &&
+ laser_exit(state, i) != laser_exit(guesses, i))
+ n++;
+ }
+ if (n) {
+ /*
+ * At least one of the player's unfired lasers would
+ * demonstrate their ball placement to be wrong. Pick a
+ * random one, highlight it, and return.
+ *
+ * A temporary random state is created from the current
+ * grid, so that repeating the same marking will give
+ * the same answer instead of a different one.
+ */
+ random_state *rs = random_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++) {
+ if (guesses->exits[i] == LASER_EMPTY &&
+ laser_exit(state, i) != laser_exit(guesses, i) &&
+ n-- == 0) {
+ fire_laser(state, i);
+ state->exits[i] |= LASER_OMITTED;
+ tmp = laser_exit(state, i);
+ if (RANGECHECK(state, tmp))
+ state->exits[tmp] |= LASER_OMITTED;
+ state->justwrong = TRUE;
+ free_game(guesses);
+ return 0;
+ }
+ }
+ }
+ free_game(guesses);
+ }
+
/* duplicate the state (to solution) */
solution = dup_game(state);
* If one has been fired (or received a hit) and another hasn't, we know
* the ball layouts didn't match and can short-circuit return. */
for (i = 0; i < solution->nlasers; i++) {
- tmp = range2grid(solution, i, &x, &y, &dir);
- assert(tmp);
if (solution->exits[i] == LASER_EMPTY)
- fire_laser(solution, x, y, dir);
+ fire_laser(solution, i);
if (guesses->exits[i] == LASER_EMPTY)
- fire_laser(guesses, x, y, dir);
+ fire_laser(guesses, i);
}
/* check each game_state's laser against the other; if any differ, return 0 */
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. */
}
free_game(solution);
free_game(guesses);
+ state->reveal = 1;
return ret;
}
#define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2))
#define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE)
+#define CAN_REVEAL(state) ((state)->nguesses >= (state)->minballs && \
+ (state)->nguesses <= (state)->maxballs && \
+ !(state)->reveal && !(state)->justwrong)
+
struct game_drawstate {
int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
unsigned int *grid; /* as the game_state grid */
- int started, canreveal, reveal;
- int flash_laserno;
+ int started, reveal;
+ int flash_laserno, isflash;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const 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 "";
break;
case REVEAL:
- if (!ds->canreveal) return nullret;
+ if (!CAN_REVEAL(state)) return nullret;
+ if (ui->cur_visible == 1) ui->cur_x = ui->cur_y = 1;
sprintf(buf, "R");
break;
return nullret;
}
if (state->reveal) return nullret;
+ ui->newmove = TRUE;
return dupstr(buf);
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
game_state *ret = dup_game(from);
- int gx = -1, gy = -1, rangeno = -1, direction;
+ int gx = -1, gy = -1, rangeno = -1;
+
+ if (ret->justwrong) {
+ int i;
+ ret->justwrong = FALSE;
+ for (i = 0; i < ret->nlasers; i++)
+ if (ret->exits[i] != LASER_EMPTY)
+ ret->exits[i] &= ~(LASER_OMITTED | LASER_WRONG);
+ }
if (!strcmp(move, "S")) {
- ret->reveal = 1;
+ check_guesses(ret, FALSE);
return ret;
}
sscanf(move+1, "%d", &rangeno);
if (ret->exits[rangeno] != LASER_EMPTY)
goto badmove;
- if (!range2grid(ret, rangeno, &gx, &gy, &direction))
+ if (!RANGECHECK(ret, rangeno))
goto badmove;
- fire_laser(ret, gx, gy, direction);
+ fire_laser(ret, rangeno);
break;
case 'R':
if (ret->nguesses < ret->minballs ||
ret->nguesses > ret->maxballs)
goto badmove;
- check_guesses(ret);
- ret->reveal = 1;
+ check_guesses(ret, TRUE);
break;
case 'L':
* Drawing routines.
*/
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const 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
*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,
+ const 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, const 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,
+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, const game_state *gs,
+ game_drawstate *ds, const 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,
- game_ui *ui, int lno, int force)
+static void draw_laser_tile(drawing *dr, const game_state *gs,
+ game_drawstate *ds, const game_ui *ui,
+ int lno, int force)
{
int gx, gy, dx, dy, unused;
int wrong, omitted, reflect, hit, laserval, flash = 0, tmp;
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)) {
- char str[10];
+ if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
+ char str[32];
int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
if (reflect || hit)
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,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const 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));
}
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 (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;
+ if (CAN_REVEAL(state)) {
+ int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0)
+ ? COL_CURSOR : COL_BALL;
+ clip(dr, TODRAW(0)-1, TODRAW(0)-1, 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),
- TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
- ds->canreveal = 0;
+ draw_rect(dr, TODRAW(0)-1, TODRAW(0)-1,
+ 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];
else
sprintf(buf, "%d wrong and %d missed balls.",
state->nwrong, state->nmissed);
- } else {
+ } else if (state->justwrong) {
+ sprintf(buf, "Wrong! Guess again.");
+ } else {
if (state->nguesses > state->maxballs)
sprintf(buf, "%d too many balls marked.",
state->nguesses - state->maxballs);
sprintf(buf, "Balls marked: %d / %d-%d.",
state->nguesses, state->minballs, state->maxballs);
}
- status_bar(fe, buf);
+ if (ui->errors) {
+ sprintf(buf + strlen(buf), " (%d error%s)",
+ ui->errors, ui->errors > 1 ? "s" : "");
+ }
+ status_bar(dr, buf);
}
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const 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,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->reveal && newstate->reveal)
return 4.0F * FLASH_FRAME;
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ if (state->reveal) {
+ /*
+ * We return nonzero whenever the solution has been revealed,
+ * even (on spoiler grounds) if it wasn't guessed correctly.
+ */
+ if (state->nwrong == 0 &&
+ state->nmissed == 0 &&
+ state->nright >= state->minballs)
+ return +1;
+ else
+ return -1;
+ }
+ return 0;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame blackbox
#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,
+ game_status,
+ 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: */