mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Keyboard control patch for Black Box, from James H.
[originally from svn r8439]
This commit is contained in:
133
blackbox.c
133
blackbox.c
@ -32,7 +32,7 @@ enum {
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COL_TEXT, COL_FLASHTEXT,
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COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID,
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COL_BALL, COL_WRONG, COL_BUTTON,
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COL_LASER, COL_DIMLASER,
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COL_CURSOR,
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NCOLOURS
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};
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@ -287,13 +287,15 @@ done:
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#define BALL_GUESS 0x02
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#define BALL_LOCK 0x04
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#define LASER_FLAGMASK 0xf800
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#define LASER_OMITTED 0x0800
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#define LASER_REFLECT 0x1000
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#define LASER_HIT 0x2000
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#define LASER_WRONG 0x4000
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#define LASER_FLASHED 0x8000
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#define LASER_EMPTY (~0)
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#define LASER_FLAGMASK 0x1f800
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#define LASER_OMITTED 0x0800
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#define LASER_REFLECT 0x1000
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#define LASER_HIT 0x2000
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#define LASER_WRONG 0x4000
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#define LASER_FLASHED 0x8000
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#define LASER_EMPTY (~0)
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#define FLAG_CURSOR 0x10000 /* needs to be disjoint from both sets */
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struct game_state {
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int w, h, minballs, maxballs, nballs, nlasers;
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@ -476,6 +478,8 @@ static char *game_text_format(game_state *state)
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struct game_ui {
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int flash_laserno;
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int errors, newmove;
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int cur_x, cur_y, cur_visible;
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int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */
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};
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static game_ui *new_ui(game_state *state)
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@ -484,6 +488,12 @@ static game_ui *new_ui(game_state *state)
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ui->flash_laserno = LASER_EMPTY;
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ui->errors = 0;
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ui->newmove = FALSE;
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ui->cur_x = ui->cur_y = 1;
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ui->cur_visible = 0;
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ui->flash_laser = 0;
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return ui;
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}
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@ -872,14 +882,50 @@ struct game_drawstate {
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static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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{
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int gx = -1, gy = -1, rangeno = -1;
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int gx = -1, gy = -1, rangeno = -1, wouldflash = 0;
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enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL,
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TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE;
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char buf[80], *nullret = NULL;
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if (IS_CURSOR_MOVE(button)) {
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int cx = ui->cur_x, cy = ui->cur_y;
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move_cursor(button, &cx, &cy, state->w+2, state->h+2, 0);
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if ((cx == 0 && cy == 0 && !CAN_REVEAL(state)) ||
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(cx == 0 && cy == state->h+1) ||
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(cx == state->w+1 && cy == 0) ||
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(cx == state->w+1 && cy == state->h+1))
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return NULL; /* disallow moving cursor to corners. */
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ui->cur_x = cx;
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ui->cur_y = cy;
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ui->cur_visible = 1;
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return "";
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}
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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gx = FROMDRAW(x);
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gy = FROMDRAW(y);
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ui->cur_visible = 0;
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wouldflash = 1;
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} else if (button == LEFT_RELEASE) {
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ui->flash_laser = 0;
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return "";
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} else if (IS_CURSOR_SELECT(button)) {
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if (ui->cur_visible) {
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gx = ui->cur_x;
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gy = ui->cur_y;
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ui->flash_laser = 0;
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wouldflash = 2;
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} else {
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ui->cur_visible = 1;
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return "";
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}
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/* Fix up 'button' for the below logic. */
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if (button == CURSOR_SELECT2) button = RIGHT_BUTTON;
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else button = LEFT_BUTTON;
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}
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if (gx != -1 && gy != -1) {
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if (gx == 0 && gy == 0 && button == LEFT_BUTTON)
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action = REVEAL;
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if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) {
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@ -897,9 +943,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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else
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action = TOGGLE_ROW_LOCK; /* and use gy */
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}
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} else if (button == LEFT_RELEASE) {
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ui->flash_laserno = LASER_EMPTY;
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return "";
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}
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switch (action) {
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@ -923,6 +966,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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if (state->reveal && state->exits[rangeno] == LASER_EMPTY)
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return nullret;
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ui->flash_laserno = rangeno;
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ui->flash_laser = wouldflash;
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nullret = "";
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if (state->exits[rangeno] != LASER_EMPTY)
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return "";
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@ -931,6 +975,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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case REVEAL:
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if (!CAN_REVEAL(state)) return nullret;
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if (ui->cur_visible == 1) ui->cur_x = ui->cur_y = 1;
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sprintf(buf, "R");
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break;
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@ -1086,13 +1131,9 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_BUTTON * 3 + 1] = 1.0F;
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ret[COL_BUTTON * 3 + 2] = 0.0F;
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ret[COL_LASER * 3 + 0] = 1.0F;
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ret[COL_LASER * 3 + 1] = 0.0F;
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ret[COL_LASER * 3 + 2] = 0.0F;
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ret[COL_DIMLASER * 3 + 0] = 0.5F;
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ret[COL_DIMLASER * 3 + 1] = 0.0F;
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ret[COL_DIMLASER * 3 + 2] = 0.0F;
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ret[COL_CURSOR * 3 + 0] = 1.0F;
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ret[COL_CURSOR * 3 + 1] = 0.0F;
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ret[COL_CURSOR * 3 + 2] = 0.0F;
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for (i = 0; i < 3; i++) {
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ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
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@ -1130,15 +1171,28 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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sfree(ds);
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}
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static void draw_square_cursor(drawing *dr, game_drawstate *ds, int dx, int dy)
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{
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int coff = TILE_SIZE/8;
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draw_rect_outline(dr, dx + coff, dy + coff,
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TILE_SIZE - coff*2,
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TILE_SIZE - coff*2,
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COL_CURSOR);
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}
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static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
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int ax, int ay, int force, int isflash)
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game_ui *ui, int ax, int ay, int force, int isflash)
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{
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int gx = ax+1, gy = ay+1;
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int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy);
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int dx = TODRAW(gx), dy = TODRAW(gy);
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if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
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gs_tile |= FLAG_CURSOR;
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if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
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int bcol, bg;
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int bcol, ocol, bg;
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bg = (gs->reveal ? COL_BACKGROUND :
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(gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
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@ -1165,10 +1219,17 @@ static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
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bcol = bg;
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}
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}
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ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol;
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draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
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ocol, ocol);
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draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-3,
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bcol, bcol);
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if (gs_tile & FLAG_CURSOR && bcol == bg)
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draw_square_cursor(dr, ds, dx, dy);
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if (gs->reveal &&
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(gs_tile & BALL_GUESS) &&
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!(gs_tile & BALL_CORRECT)) {
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@ -1223,21 +1284,24 @@ static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds,
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hit = gs_tile & LASER_HIT;
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laserval = gs_tile & ~LASER_FLAGMASK;
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if (lno == ui->flash_laserno)
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if (lno == ds->flash_laserno)
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gs_tile |= LASER_FLASHED;
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else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
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if (exitno == ui->flash_laserno)
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if (exitno == ds->flash_laserno)
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gs_tile |= LASER_FLASHED;
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}
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if (gs_tile & LASER_FLASHED) flash = 1;
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gs_tile |= wrong | omitted;
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if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
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gs_tile |= FLAG_CURSOR;
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if (gs_tile != ds_tile || force) {
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draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
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draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
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if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) {
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if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
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char str[10];
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int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
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@ -1259,11 +1323,15 @@ static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds,
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FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
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tcol, str);
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}
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if (gs_tile & FLAG_CURSOR)
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draw_square_cursor(dr, ds, dx, dy);
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draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
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}
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GRID(ds, gx, gy) = gs_tile;
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}
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#define CUR_ANIM 0.2F
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui,
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@ -1311,20 +1379,30 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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/* draw the arena */
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for (x = 0; x < state->w; x++) {
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for (y = 0; y < state->h; y++) {
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draw_arena_tile(dr, state, ds, x, y, force, isflash);
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draw_arena_tile(dr, state, ds, ui, x, y, force, isflash);
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}
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}
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/* draw the lasers */
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ds->flash_laserno = LASER_EMPTY;
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if (ui->flash_laser == 1)
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ds->flash_laserno = ui->flash_laserno;
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else if (ui->flash_laser == 2 && animtime > 0)
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ds->flash_laserno = ui->flash_laserno;
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for (i = 0; i < 2*(state->w+state->h); i++) {
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draw_laser_tile(dr, state, ds, ui, i, force);
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}
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/* draw the 'finish' button */
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if (CAN_REVEAL(state)) {
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int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0)
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? COL_CURSOR : COL_BALL;
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clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
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draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
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COL_BUTTON, COL_BALL);
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outline, outline);
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draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad-2,
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COL_BUTTON, COL_BUTTON);
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unclip(dr);
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} else {
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draw_rect(dr, TODRAW(0), TODRAW(0),
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@ -1332,7 +1410,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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}
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draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
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ds->reveal = state->reveal;
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ds->flash_laserno = ui->flash_laserno;
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ds->isflash = isflash;
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{
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@ -1373,7 +1450,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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{
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return 0.0F;
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return (ui->flash_laser == 2) ? CUR_ANIM : 0.0F;
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}
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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@ -1583,9 +1583,13 @@ right-clicking; whole rows and columns may be similarly locked by
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right-clicking in the laser firing range above/below that column, or
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to the left/right of that row.
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The cursor keys may also be used to move around the grid. Pressing the
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Enter key will add a new ball-location guess, and pressing Space will
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lock a cell or a row/column.
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When an appropriate number of balls have been guessed a button will
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appear at the top-left corner of the grid; clicking that will mark
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your guesses.
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appear at the top-left corner of the grid; clicking that (with mouse or
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cursor) will mark your guesses.
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If you click the \q{mark} button and your guesses are not correct,
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the game will show you as little information as possible to
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