chiark / gitweb /
New infrastructure feature. Games are now permitted to be
[sgt-puzzles.git] / blackbox.c
index 17ce1b4ade2accb563a54666ade7d7bdba68e0b0..a8c6d5a2cb5c0c303452585a77aaec855e09f782 100644 (file)
@@ -273,7 +273,7 @@ static char *validate_desc(game_params *params, char *desc)
     /* check each ball will fit on that grid */
     for (i = 0; i < nballs; i++) {
         int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1];
-        if (x < 0 || y < 0 || x > params->w || y > params->h)
+        if (x < 0 || y < 0 || x >= params->w || y >= params->h)
             goto done;
     }
     ret = NULL;
@@ -301,11 +301,13 @@ struct game_state {
     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 };
 
@@ -387,7 +389,7 @@ static int grid2range(game_state *state, int x, int y, int *rangeno)
     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;
@@ -414,7 +416,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
     }
     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;
 
@@ -440,6 +442,7 @@ static game_state *dup_game(game_state *state)
     XFER(laserno);
     XFER(nguesses);
     XFER(reveal);
+    XFER(justwrong);
     XFER(nright); XFER(nwrong); XFER(nmissed);
 
     return ret;
@@ -460,6 +463,11 @@ static char *solve_game(game_state *state, game_state *currstate,
     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;
@@ -467,12 +475,15 @@ static char *game_text_format(game_state *state)
 
 struct game_ui {
     int flash_laserno;
+    int errors, newmove;
 };
 
 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;
     return ui;
 }
 
@@ -483,16 +494,29 @@ static void free_ui(game_ui *ui)
 
 static char *encode_ui(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)
 {
+    sscanf(encoding, "E%d", &ui->errors);
 }
 
 static void game_changed_state(game_ui *ui, game_state *oldstate,
                                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 {                                    \
@@ -530,9 +554,9 @@ static int isball(game_state *state, int gx, int gy, int direction, int lookwher
     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);
@@ -544,17 +568,13 @@ static void fire_laser(game_state *state, int x, int y, int direction)
      * 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);
@@ -563,35 +583,20 @@ static void fire_laser(game_state *state, int x, int y, int 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)) {
@@ -612,17 +617,144 @@ static void fire_laser(game_state *state, int x, int y, int direction)
     }
 }
 
+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, &yend, &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);
 
@@ -650,12 +782,10 @@ static int check_guesses(game_state *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 */
@@ -688,7 +818,9 @@ static int check_guesses(game_state *state)
             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. */
@@ -717,6 +849,7 @@ done:
     }
     free_game(solution);
     free_game(guesses);
+    state->reveal = 1;
     return ret;
 }
 
@@ -725,11 +858,15 @@ done:
 #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,
@@ -793,7 +930,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         break;
 
     case REVEAL:
-        if (!ds->canreveal) return nullret;
+        if (!CAN_REVEAL(state)) return nullret;
         sprintf(buf, "R");
         break;
 
@@ -801,16 +938,25 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         return nullret;
     }
     if (state->reveal) return nullret;
+    ui->newmove = TRUE;
     return dupstr(buf);
 }
 
 static game_state *execute_move(game_state *from, char *move)
 {
     game_state *ret = dup_game(from);
-    int gx = -1, gy = -1, rangeno = -1, direction;
+    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;
     }
 
@@ -835,17 +981,16 @@ static game_state *execute_move(game_state *from, char *move)
         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':
@@ -914,15 +1059,15 @@ static void game_compute_size(game_params *params, int tilesize,
     *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;
@@ -964,7 +1109,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     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);
 
@@ -972,19 +1117,20 @@ static game_drawstate *game_new_drawstate(game_state *state)
     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_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
                             int ax, int ay, int force, int isflash)
 {
     int gx = ax+1, gy = ay+1;
@@ -994,11 +1140,11 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
     if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
         int bcol, bg;
 
-        bg = (gs_tile & BALL_LOCK) ? COL_LOCK :
-            gs->reveal ? COL_BACKGROUND : COL_COVER;
+        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
@@ -1020,7 +1166,7 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
             }
         }
 
-        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,
                     bcol, bcol);
 
         if (gs->reveal &&
@@ -1039,7 +1185,7 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
            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;
@@ -1048,14 +1194,14 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
            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;
@@ -1088,8 +1234,8 @@ static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
     gs_tile |= wrong | omitted;
 
     if (gs_tile != ds_tile || force) {
-        draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
-        draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+        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];
@@ -1101,25 +1247,25 @@ static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
                 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);
+        draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
     }
     GRID(ds, gx, gy) = gs_tile;
 }
 
 
-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)
 {
@@ -1128,7 +1274,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     if (flashtime > 0) {
         int frame = (int)(flashtime / FLASH_FRAME);
         isflash = (frame % 2) == 0;
-        force = 1;
         debug(("game_redraw: flashtime = %f", flashtime));
     }
 
@@ -1136,60 +1281,59 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         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, x, y, force, isflash);
         }
     }
 
     /* draw the lasers */
     for (i = 0; i < 2*(state->w+state->h); i++) {
-        draw_laser_tile(fe, state, ds, ui, i, force);
+        draw_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,
+    if (CAN_REVEAL(state)) {
+        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,
                     COL_BUTTON, COL_BALL);
-       unclip(fe);
-        ds->canreveal = 1;
+       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);
-        ds->canreveal = 0;
     }
-    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];
@@ -1202,7 +1346,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
             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);
@@ -1216,7 +1362,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                 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);
     }
 }
 
@@ -1235,14 +1385,17 @@ 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
@@ -1250,7 +1403,7 @@ static int game_timing_state(game_state *state, game_ui *ui)
 #endif
 
 const struct game thegame = {
-    "Black Box", "games.blackbox",
+    "Black Box", "games.blackbox", "blackbox",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1265,7 +1418,7 @@ const struct game thegame = {
     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,
@@ -1280,9 +1433,10 @@ const struct game thegame = {
     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: */