Files
puzzles/blackbox.c
Simon Tatham 3b250baa02 New rule: interpret_move() is passed a pointer to the game_drawstate
basically just so that it can divide mouse coordinates by the tile
size, but is definitely not expected to _write_ to it, and it hadn't
previously occurred to me that anyone might try. Therefore,
interpret_move() now gets a pointer to a _const_ game_drawstate
instead of a writable one.

All existing puzzles cope fine with this API change (as long as the
new const qualifier is also added to a couple of subfunctions to which
interpret_move delegates work), except for the just-committed Undead,
which somehow had ds->ascii and ui->ascii the wrong way round but is
otherwise unproblematic.

[originally from svn r9657]
2012-09-09 18:40:12 +00:00

1538 lines
44 KiB
C

/*
* blackbox.c: implementation of 'Black Box'.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
#define PREFERRED_TILE_SIZE 32
#define FLASH_FRAME 0.2F
/* Terminology, for ease of reading various macros scattered about the place.
*
* The 'arena' is the inner area where the balls are placed. This is
* indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1).
*
* The 'range' (firing range) is the bit around the edge where
* the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1),
* starting at the top left ((1,0) on the grid) and moving clockwise.
*
* The 'grid' is just the big array containing arena and range;
* locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused.
*/
enum {
COL_BACKGROUND, COL_COVER, COL_LOCK,
COL_TEXT, COL_FLASHTEXT,
COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID,
COL_BALL, COL_WRONG, COL_BUTTON,
COL_CURSOR,
NCOLOURS
};
struct game_params {
int w, h;
int minballs, maxballs;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 8;
ret->minballs = ret->maxballs = 5;
return ret;
}
static const game_params blackbox_presets[] = {
{ 5, 5, 3, 3 },
{ 8, 8, 5, 5 },
{ 8, 8, 3, 6 },
{ 10, 10, 5, 5 },
{ 10, 10, 4, 10 }
};
static int game_fetch_preset(int i, char **name, game_params **params)
{
char str[80];
game_params *ret;
if (i < 0 || i >= lenof(blackbox_presets))
return FALSE;
ret = snew(game_params);
*ret = blackbox_presets[i];
if (ret->minballs == ret->maxballs)
sprintf(str, "%dx%d, %d balls",
ret->w, ret->h, ret->minballs);
else
sprintf(str, "%dx%d, %d-%d balls",
ret->w, ret->h, ret->minballs, ret->maxballs);
*name = dupstr(str);
*params = ret;
return TRUE;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *params, char const *string)
{
char const *p = string;
game_params *defs = default_params();
*params = *defs; free_params(defs);
while (*p) {
switch (*p++) {
case 'w':
params->w = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
break;
case 'h':
params->h = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
break;
case 'm':
params->minballs = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
break;
case 'M':
params->maxballs = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
break;
default:
;
}
}
}
static char *encode_params(game_params *params, int full)
{
char str[256];
sprintf(str, "w%dh%dm%dM%d",
params->w, params->h, params->minballs, params->maxballs);
return dupstr(str);
}
static config_item *game_configure(game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(4, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[2].name = "No. of balls";
ret[2].type = C_STRING;
if (params->minballs == params->maxballs)
sprintf(buf, "%d", params->minballs);
else
sprintf(buf, "%d-%d", params->minballs, params->maxballs);
ret[2].sval = dupstr(buf);
ret[2].ival = 0;
ret[3].name = NULL;
ret[3].type = C_END;
ret[3].sval = NULL;
ret[3].ival = 0;
return ret;
}
static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
/* Allow 'a-b' for a range, otherwise assume a single number. */
if (sscanf(cfg[2].sval, "%d-%d", &ret->minballs, &ret->maxballs) < 2)
ret->minballs = ret->maxballs = atoi(cfg[2].sval);
return ret;
}
static char *validate_params(game_params *params, int full)
{
if (params->w < 2 || params->h < 2)
return "Width and height must both be at least two";
/* next one is just for ease of coding stuff into 'char'
* types, and could be worked around if required. */
if (params->w > 255 || params->h > 255)
return "Widths and heights greater than 255 are not supported";
if (params->minballs > params->maxballs)
return "Minimum number of balls may not be greater than maximum";
if (params->minballs >= params->w * params->h)
return "Too many balls to fit in grid";
return NULL;
}
/*
* We store: width | height | ball1x | ball1y | [ ball2x | ball2y | [...] ]
* all stored as unsigned chars; validate_params has already
* checked this won't overflow an 8-bit char.
* Then we obfuscate it.
*/
static char *new_game_desc(game_params *params, random_state *rs,
char **aux, int interactive)
{
int nballs = params->minballs, i;
char *grid, *ret;
unsigned char *bmp;
if (params->maxballs > params->minballs)
nballs += random_upto(rs, params->maxballs - params->minballs + 1);
grid = snewn(params->w*params->h, char);
memset(grid, 0, params->w * params->h * sizeof(char));
bmp = snewn(nballs*2 + 2, unsigned char);
memset(bmp, 0, (nballs*2 + 2) * sizeof(unsigned char));
bmp[0] = params->w;
bmp[1] = params->h;
for (i = 0; i < nballs; i++) {
int x, y;
do {
x = random_upto(rs, params->w);
y = random_upto(rs, params->h);
} while (grid[y*params->w + x]);
grid[y*params->w + x] = 1;
bmp[(i+1)*2 + 0] = x;
bmp[(i+1)*2 + 1] = y;
}
sfree(grid);
obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, FALSE);
ret = bin2hex(bmp, nballs*2 + 2);
sfree(bmp);
return ret;
}
static char *validate_desc(game_params *params, char *desc)
{
int nballs, dlen = strlen(desc), i;
unsigned char *bmp;
char *ret;
/* the bitmap is 2+(nballs*2) long; the hex version is double that. */
nballs = ((dlen/2)-2)/2;
if (dlen < 4 || dlen % 4 ||
nballs < params->minballs || nballs > params->maxballs)
return "Game description is wrong length";
bmp = hex2bin(desc, nballs*2 + 2);
obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, TRUE);
ret = "Game description is corrupted";
/* check general grid size */
if (bmp[0] != params->w || bmp[1] != params->h)
goto done;
/* 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)
goto done;
}
ret = NULL;
done:
sfree(bmp);
return ret;
}
#define BALL_CORRECT 0x01
#define BALL_GUESS 0x02
#define BALL_LOCK 0x04
#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 *grid; /* (w+2)x(h+2), to allow for laser firing range */
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, 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 };
struct offset { int x, y; };
static const struct offset offsets[] = {
{ 0, -1 }, /* up */
{ 1, 0 }, /* right */
{ 0, 1 }, /* down */
{ -1, 0 } /* left */
};
#ifdef DEBUGGING
static const char *dirstrs[] = {
"UP", "RIGHT", "DOWN", "LEFT"
};
#endif
static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direction)
{
if (rangeno < 0)
return 0;
if (rangeno < state->w) {
/* top row; from (1,0) to (w,0) */
*x = rangeno + 1;
*y = 0;
*direction = DIR_DOWN;
return 1;
}
rangeno -= state->w;
if (rangeno < state->h) {
/* RHS; from (w+1, 1) to (w+1, h) */
*x = state->w+1;
*y = rangeno + 1;
*direction = DIR_LEFT;
return 1;
}
rangeno -= state->h;
if (rangeno < state->w) {
/* bottom row; from (1, h+1) to (w, h+1); counts backwards */
*x = (state->w - rangeno);
*y = state->h+1;
*direction = DIR_UP;
return 1;
}
rangeno -= state->w;
if (rangeno < state->h) {
/* LHS; from (0, 1) to (0, h); counts backwards */
*x = 0;
*y = (state->h - rangeno);
*direction = DIR_RIGHT;
return 1;
}
return 0;
}
static int grid2range(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 > x1 || y < 0 || y > y1) return 0; /* outside grid */
if ((x == 0 || x == x1) && (y == 0 || y == y1))
return 0; /* one of 4 corners */
if (y == 0) { /* top line */
ret = x - 1;
} else if (x == x1) { /* RHS */
ret = y - 1 + state->w;
} else if (y == y1) { /* Bottom [and counts backwards] */
ret = (state->w - x) + state->w + state->h;
} else { /* LHS [and counts backwards ] */
ret = (state->h-y) + state->w + state->w + state->h;
}
*rangeno = ret;
debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret));
return 1;
}
static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int dlen = strlen(desc), i;
unsigned char *bmp;
state->minballs = params->minballs;
state->maxballs = params->maxballs;
state->nballs = ((dlen/2)-2)/2;
bmp = hex2bin(desc, state->nballs*2 + 2);
obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, TRUE);
state->w = bmp[0]; state->h = bmp[1];
state->nlasers = 2 * (state->w + state->h);
state->grid = snewn((state->w+2)*(state->h+2), unsigned int);
memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int));
state->exits = snewn(state->nlasers, unsigned int);
memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int));
for (i = 0; i < state->nballs; i++) {
GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT;
}
sfree(bmp);
state->done = state->nguesses = state->reveal = state->justwrong =
state->nright = state->nwrong = state->nmissed = 0;
state->laserno = 1;
return state;
}
#define XFER(x) ret->x = state->x
static game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
XFER(w); XFER(h);
XFER(minballs); XFER(maxballs);
XFER(nballs); XFER(nlasers);
ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int);
memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int));
ret->exits = snewn(ret->nlasers, unsigned int);
memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int));
XFER(done);
XFER(laserno);
XFER(nguesses);
XFER(reveal);
XFER(justwrong);
XFER(nright); XFER(nwrong); XFER(nmissed);
return ret;
}
#undef XFER
static void free_game(game_state *state)
{
sfree(state->exits);
sfree(state->grid);
sfree(state);
}
static char *solve_game(game_state *state, game_state *currstate,
char *aux, char **error)
{
return dupstr("S");
}
static int game_can_format_as_text_now(game_params *params)
{
return TRUE;
}
static char *game_text_format(game_state *state)
{
return NULL;
}
struct game_ui {
int flash_laserno;
int errors, newmove;
int cur_x, cur_y, cur_visible;
int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(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;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static char *encode_ui(game_ui *ui)
{
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 { \
int off = (4 + (o) % 4) % 4; \
(gx) += offsets[off].x; \
(gy) += offsets[off].y; \
} while(0)
enum { LOOK_LEFT, LOOK_FORWARD, LOOK_RIGHT };
/* Given a position and a direction, check whether we can see a ball in front
* of us, or to our front-left or front-right. */
static int isball(game_state *state, int gx, int gy, int direction, int lookwhere)
{
debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction],
lookwhere == LOOK_LEFT ? "LEFT" :
lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT"));
OFFSET(gx,gy,direction);
if (lookwhere == LOOK_LEFT)
OFFSET(gx,gy,direction-1);
else if (lookwhere == LOOK_RIGHT)
OFFSET(gx,gy,direction+1);
else if (lookwhere != LOOK_FORWARD)
assert(!"unknown lookwhere");
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->w || gy > state->h)
return 0;
if (GRID(state, gx,gy) & BALL_CORRECT)
return 1;
return 0;
}
static int fire_laser_internal(game_state *state, int x, int y, int direction)
{
int unused, lno, tmp;
tmp = grid2range(state, x, y, &lno);
assert(tmp);
/* deal with strange initial reflection rules (that stop
* you turning down the laser range) */
/* I've just chosen to prioritise instant-hit over instant-reflection;
* 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));
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));
return LASER_REFLECT; /* reflection */
}
/* move us onto the grid. */
OFFSET(x, y, direction);
while (1) {
debug(("fire_laser: looping at (%d, %d) pointing %s\n",
x, y, dirstrs[direction]));
if (grid2range(state, x, y, &unused)) {
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. */
debug(("Ball ahead of (%d, %d)", x, y));
return LASER_HIT; /* hit */
}
if (isball(state, x, y, direction, LOOK_LEFT)) {
/* ball to our left; rotate clockwise and look again. */
debug(("Ball to left; turning clockwise.\n"));
direction += 1; direction %= 4;
continue;
}
if (isball(state, x, y, direction, LOOK_RIGHT)) {
/* ball to our right; rotate anti-clockwise and look again. */
debug(("Ball to rightl turning anti-clockwise.\n"));
direction += 3; direction %= 4;
continue;
}
/* ... otherwise, we have no balls ahead of us so just move one step. */
debug(("No balls; moving forwards.\n"));
OFFSET(x, y, 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, int cagey)
{
game_state *solution, *guesses;
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);
/* clear out the lasers of solution */
for (i = 0; i < solution->nlasers; i++) {
tmp = range2grid(solution, i, &x, &y, &unused);
assert(tmp);
GRID(solution, x, y) = 0;
solution->exits[i] = LASER_EMPTY;
}
/* duplicate solution to guess. */
guesses = dup_game(solution);
/* 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;
}
}
/* for each laser (on both game_states), fire it if it hasn't been fired.
* 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++) {
if (solution->exits[i] == LASER_EMPTY)
fire_laser(solution, i);
if (guesses->exits[i] == LASER_EMPTY)
fire_laser(guesses, i);
}
/* check each game_state's laser against the other; if any differ, return 0 */
ret = 1;
for (i = 0; i < solution->nlasers; i++) {
tmp = range2grid(solution, i, &x, &y, &unused);
assert(tmp);
if (solution->exits[i] != guesses->exits[i]) {
/* If the original state didn't have this shot fired,
* and it would be wrong between the guess and the solution,
* add it. */
if (state->exits[i] == LASER_EMPTY) {
state->exits[i] = solution->exits[i];
if (state->exits[i] == LASER_REFLECT ||
state->exits[i] == LASER_HIT)
GRID(state, x, y) = state->exits[i];
else {
/* add a new shot, incrementing state's laser count. */
int ex, ey, newno = state->laserno++;
tmp = range2grid(state, state->exits[i], &ex, &ey, &unused);
assert(tmp);
GRID(state, x, y) = newno;
GRID(state, ex, ey) = newno;
}
state->exits[i] |= LASER_OMITTED;
} else {
state->exits[i] |= LASER_WRONG;
}
ret = 0;
}
}
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. */
for (x = 1; x <= state->w; x++) {
for (y = 1; y <= state->h; y++) {
if (GRID(state, x, y) & BALL_GUESS)
GRID(state, x, y) |= BALL_CORRECT;
else
GRID(state, x, y) &= ~BALL_CORRECT;
}
}
done:
/* fill in nright and nwrong. */
state->nright = state->nwrong = state->nmissed = 0;
for (x = 1; x <= state->w; x++) {
for (y = 1; y <= state->h; y++) {
int bs = GRID(state, x, y) & (BALL_GUESS | BALL_CORRECT);
if (bs == (BALL_GUESS | BALL_CORRECT))
state->nright++;
else if (bs == BALL_GUESS)
state->nwrong++;
else if (bs == BALL_CORRECT)
state->nmissed++;
}
}
free_game(solution);
free_game(guesses);
state->reveal = 1;
return ret;
}
#define TILE_SIZE (ds->tilesize)
#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, reveal;
int flash_laserno, isflash;
};
static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
int x, int y, int button)
{
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) {
if (button == LEFT_BUTTON) {
if (!(GRID(state, gx,gy) & BALL_LOCK))
action = TOGGLE_BALL;
} else
action = TOGGLE_LOCK;
}
if (grid2range(state, gx, gy, &rangeno)) {
if (button == LEFT_BUTTON)
action = FIRE;
else if (gy == 0 || gy > state->h)
action = TOGGLE_COLUMN_LOCK; /* and use gx */
else
action = TOGGLE_ROW_LOCK; /* and use gy */
}
}
switch (action) {
case TOGGLE_BALL:
sprintf(buf, "T%d,%d", gx, gy);
break;
case TOGGLE_LOCK:
sprintf(buf, "LB%d,%d", gx, gy);
break;
case TOGGLE_COLUMN_LOCK:
sprintf(buf, "LC%d", gx);
break;
case TOGGLE_ROW_LOCK:
sprintf(buf, "LR%d", gy);
break;
case FIRE:
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 "";
sprintf(buf, "F%d", rangeno);
break;
case REVEAL:
if (!CAN_REVEAL(state)) return nullret;
if (ui->cur_visible == 1) ui->cur_x = ui->cur_y = 1;
sprintf(buf, "R");
break;
default:
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;
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")) {
check_guesses(ret, FALSE);
return ret;
}
if (from->reveal) goto badmove;
if (!*move) goto badmove;
switch (move[0]) {
case 'T':
sscanf(move+1, "%d,%d", &gx, &gy);
if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
goto badmove;
if (GRID(ret, gx, gy) & BALL_GUESS) {
ret->nguesses--;
GRID(ret, gx, gy) &= ~BALL_GUESS;
} else {
ret->nguesses++;
GRID(ret, gx, gy) |= BALL_GUESS;
}
break;
case 'F':
sscanf(move+1, "%d", &rangeno);
if (ret->exits[rangeno] != LASER_EMPTY)
goto badmove;
if (!RANGECHECK(ret, rangeno))
goto badmove;
fire_laser(ret, rangeno);
break;
case 'R':
if (ret->nguesses < ret->minballs ||
ret->nguesses > ret->maxballs)
goto badmove;
check_guesses(ret, TRUE);
break;
case 'L':
{
int lcount = 0;
if (strlen(move) < 2) goto badmove;
switch (move[1]) {
case 'B':
sscanf(move+2, "%d,%d", &gx, &gy);
if (gx < 1 || gy < 1 || gx > ret->w || gy > ret->h)
goto badmove;
GRID(ret, gx, gy) ^= BALL_LOCK;
break;
#define COUNTLOCK do { if (GRID(ret, gx, gy) & BALL_LOCK) lcount++; } while (0)
#define SETLOCKIF(c) do { \
if (lcount > (c)) GRID(ret, gx, gy) &= ~BALL_LOCK; \
else GRID(ret, gx, gy) |= BALL_LOCK; \
} while(0)
case 'C':
sscanf(move+2, "%d", &gx);
if (gx < 1 || gx > ret->w) goto badmove;
for (gy = 1; gy <= ret->h; gy++) { COUNTLOCK; }
for (gy = 1; gy <= ret->h; gy++) { SETLOCKIF(ret->h/2); }
break;
case 'R':
sscanf(move+2, "%d", &gy);
if (gy < 1 || gy > ret->h) goto badmove;
for (gx = 1; gx <= ret->w; gx++) { COUNTLOCK; }
for (gx = 1; gx <= ret->w; gx++) { SETLOCKIF(ret->w/2); }
break;
#undef COUNTLOCK
#undef SETLOCKIF
default:
goto badmove;
}
}
break;
default:
goto badmove;
}
return ret;
badmove:
free_game(ret);
return NULL;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_compute_size(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
* across, and similarly height + 2 + 1 tiles down. */
*x = (params->w + 3) * tilesize;
*y = (params->h + 3) * 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, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
ret[COL_BALL * 3 + 0] = 0.0F;
ret[COL_BALL * 3 + 1] = 0.0F;
ret[COL_BALL * 3 + 2] = 0.0F;
ret[COL_WRONG * 3 + 0] = 1.0F;
ret[COL_WRONG * 3 + 1] = 0.0F;
ret[COL_WRONG * 3 + 2] = 0.0F;
ret[COL_BUTTON * 3 + 0] = 0.0F;
ret[COL_BUTTON * 3 + 1] = 1.0F;
ret[COL_BUTTON * 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;
ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F;
ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F;
ret[COL_TEXT * 3 + i] = 0.0F;
}
ret[COL_FLASHTEXT * 3 + 0] = 0.0F;
ret[COL_FLASHTEXT * 3 + 1] = 1.0F;
ret[COL_FLASHTEXT * 3 + 2] = 0.0F;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->tilesize = 0;
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 = ds->reveal = 0;
ds->flash_laserno = LASER_EMPTY;
ds->isflash = 0;
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->grid);
sfree(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, game_state *gs, game_drawstate *ds,
game_ui *ui, int ax, int ay, int force, int isflash)
{
int gx = ax+1, gy = ay+1;
int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy);
int dx = TODRAW(gx), dy = TODRAW(gy);
if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
gs_tile |= FLAG_CURSOR;
if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
int bcol, ocol, bg;
bg = (gs->reveal ? COL_BACKGROUND :
(gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
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
* have a red cross added later.
* Missing balls are red. */
if (gs_tile & BALL_GUESS) {
bcol = isflash ? bg : COL_BALL;
} else if (gs_tile & BALL_CORRECT) {
bcol = isflash ? bg : COL_WRONG;
} else {
bcol = bg;
}
} else {
/* guesses are black/black, all else background. */
if (gs_tile & BALL_GUESS) {
bcol = COL_BALL;
} else {
bcol = bg;
}
}
ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol;
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)) {
int x1 = dx + 3, y1 = dy + 3;
int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3;
int coords[8];
/* Incorrect guess; draw a red cross over the ball. */
coords[0] = x1-1;
coords[1] = y1+1;
coords[2] = x1+1;
coords[3] = y1-1;
coords[4] = x2+1;
coords[5] = y2-1;
coords[6] = x2-1;
coords[7] = y2+1;
draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
coords[0] = x2+1;
coords[1] = y1+1;
coords[2] = x2-1;
coords[3] = y1-1;
coords[4] = x1-1;
coords[5] = y2-1;
coords[6] = x1+1;
coords[7] = y2+1;
draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
}
draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
GRID(ds,gx,gy) = gs_tile;
}
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;
int wrong, omitted, reflect, hit, laserval, flash = 0, tmp;
unsigned int gs_tile, ds_tile, exitno;
tmp = range2grid(gs, lno, &gx, &gy, &unused);
assert(tmp);
gs_tile = GRID(gs, gx, gy);
ds_tile = GRID(ds, gx, gy);
dx = TODRAW(gx);
dy = TODRAW(gy);
wrong = gs->exits[lno] & LASER_WRONG;
omitted = gs->exits[lno] & LASER_OMITTED;
exitno = gs->exits[lno] & ~LASER_FLAGMASK;
reflect = gs_tile & LASER_REFLECT;
hit = gs_tile & LASER_HIT;
laserval = gs_tile & ~LASER_FLAGMASK;
if (lno == ds->flash_laserno)
gs_tile |= LASER_FLASHED;
else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
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(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 | FLAG_CURSOR)) {
char str[32];
int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
if (reflect || hit)
sprintf(str, "%s", reflect ? "R" : "H");
else
sprintf(str, "%d", laserval);
if (wrong) {
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
ds->rrad,
COL_WRONG, COL_WRONG);
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
ds->rrad - TILE_SIZE/16,
COL_BACKGROUND, COL_WRONG);
}
draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
tcol, str);
}
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(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, 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;
debug(("game_redraw: flashtime = %f", flashtime));
}
if (!ds->started) {
int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1;
int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2);
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(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(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(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(dr, state, ds, ui, i, force);
}
/* draw the 'finish' button */
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(dr, TODRAW(0)-1, TODRAW(0)-1,
TILE_SIZE+1, TILE_SIZE+1, COL_BACKGROUND);
}
draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
ds->reveal = state->reveal;
ds->isflash = isflash;
{
char buf[256];
if (ds->reveal) {
if (state->nwrong == 0 &&
state->nmissed == 0 &&
state->nright >= state->minballs)
sprintf(buf, "CORRECT!");
else
sprintf(buf, "%d wrong and %d missed balls.",
state->nwrong, state->nmissed);
} 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);
else if (state->nguesses <= state->maxballs &&
state->nguesses >= state->minballs)
sprintf(buf, "Click button to verify guesses.");
else if (state->maxballs == state->minballs)
sprintf(buf, "Balls marked: %d / %d",
state->nguesses, state->minballs);
else
sprintf(buf, "Balls marked: %d / %d-%d.",
state->nguesses, state->minballs, state->maxballs);
}
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)
{
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)
{
if (!oldstate->reveal && newstate->reveal)
return 4.0F * FLASH_FRAME;
else
return 0.0F;
}
static int game_status(game_state *state)
{
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)
{
return TRUE;
}
static void game_print_size(game_params *params, float *x, float *y)
{
}
static void game_print(drawing *dr, game_state *state, int tilesize)
{
}
#ifdef COMBINED
#define thegame blackbox
#endif
const struct game thegame = {
"Black Box", "games.blackbox", "blackbox",
default_params,
game_fetch_preset,
decode_params,
encode_params,
free_params,
dup_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
new_game,
dup_game,
free_game,
TRUE, solve_game,
FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
decode_ui,
game_changed_state,
interpret_move,
execute_move,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_status,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,
REQUIRE_RBUTTON, /* flags */
};
/* vim: set shiftwidth=4 tabstop=8: */