X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=blackbox.c;h=629b7ec5173ffd9b515ed99437af0b8d8a4022b7;hb=3234912f921916a1b8da164fd61dc75579358577;hp=89f673ee8ca16329ddc8252037261e73200f92bd;hpb=e6132341c4a7ed22492fc41556489f8876dcdf18;p=sgt-puzzles.git diff --git a/blackbox.c b/blackbox.c index 89f673e..629b7ec 100644 --- a/blackbox.c +++ b/blackbox.c @@ -32,7 +32,7 @@ enum { COL_TEXT, COL_FLASHTEXT, COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID, COL_BALL, COL_WRONG, COL_BUTTON, - COL_LASER, COL_DIMLASER, + COL_CURSOR, NCOLOURS }; @@ -87,7 +87,7 @@ static void free_params(game_params *params) 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 */ @@ -129,7 +129,7 @@ static void decode_params(game_params *params, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char str[256]; @@ -138,7 +138,7 @@ static char *encode_params(game_params *params, int full) 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]; @@ -174,7 +174,7 @@ static config_item *game_configure(game_params *params) 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); @@ -188,7 +188,7 @@ static game_params *custom_params(config_item *cfg) 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"; @@ -210,7 +210,7 @@ static char *validate_params(game_params *params, int full) * 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; @@ -251,7 +251,7 @@ static char *new_game_desc(game_params *params, random_state *rs, 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; @@ -287,13 +287,15 @@ done: #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; @@ -326,7 +328,8 @@ static const char *dirstrs[] = { }; #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; @@ -365,12 +368,12 @@ static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direc 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 */ @@ -389,7 +392,8 @@ 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, const game_params *params, + const char *desc) { game_state *state = snew(game_state); int dlen = strlen(desc), i; @@ -425,7 +429,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) #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); @@ -457,13 +461,18 @@ static void free_game(game_state *state) 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; } @@ -471,14 +480,22 @@ static char *game_text_format(game_state *state) 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; } @@ -487,7 +504,7 @@ static void free_ui(game_ui *ui) sfree(ui); } -static char *encode_ui(game_ui *ui) +static char *encode_ui(const game_ui *ui) { char buf[80]; /* @@ -497,13 +514,13 @@ static char *encode_ui(game_ui *ui) 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 @@ -540,7 +557,7 @@ static int isball(game_state *state, int gx, int gy, int direction, int lookwher 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) @@ -590,8 +607,7 @@ static int fire_laser_internal(game_state *state, int x, int y, int direction) 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 */ } @@ -693,9 +709,9 @@ static int check_guesses(game_state *state, int cagey) * 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++) { @@ -728,9 +744,9 @@ static int check_guesses(game_state *state, int cagey) * 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++) { @@ -814,7 +830,9 @@ static int check_guesses(game_state *state, int cagey) 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. */ @@ -860,20 +878,57 @@ 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, 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) +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) { @@ -891,9 +946,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, else action = TOGGLE_ROW_LOCK; /* and use gy */ } - } else if (button == LEFT_RELEASE) { - ui->flash_laserno = LASER_EMPTY; - return ""; } switch (action) { @@ -917,6 +969,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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 ""; @@ -925,6 +978,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, case REVEAL: if (!CAN_REVEAL(state)) return nullret; + if (ui->cur_visible == 1) ui->cur_x = ui->cur_y = 1; sprintf(buf, "R"); break; @@ -936,7 +990,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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; @@ -1043,8 +1097,8 @@ badmove: * 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 @@ -1053,15 +1107,15 @@ 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, + 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; @@ -1080,13 +1134,9 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) 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; @@ -1103,7 +1153,7 @@ 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, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); @@ -1111,33 +1161,48 @@ 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_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 @@ -1158,10 +1223,17 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds, 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)) { @@ -1178,7 +1250,7 @@ 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; @@ -1187,15 +1259,16 @@ 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, - 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; @@ -1216,22 +1289,25 @@ static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds, 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) @@ -1240,34 +1316,38 @@ 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); + 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)); } @@ -1275,56 +1355,68 @@ 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, 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)-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); + 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]; @@ -1357,18 +1449,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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) +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; @@ -1376,22 +1468,42 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, 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, @@ -1406,7 +1518,7 @@ 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, @@ -1421,9 +1533,11 @@ const struct game thegame = { 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: */