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Files

_conditionally_ able to format the current puzzle as text to be sent to the clipboard. For instance, if a game were to support playing on a square grid and on other kinds of grid such as hexagonal, then it might reasonably feel that only the former could be sensibly rendered in ASCII art; so it can now arrange for the "Copy" menu item to be greyed out depending on the game_params. To do this I've introduced a new backend function (can_format_as_text_now()), and renamed the existing static backend field "can_format_as_text" to "can_format_as_text_ever". The latter will cause compile errors for anyone maintaining a third-party front end; if any such person is reading this, I apologise to them for the inconvenience, but I did do it deliberately so that they'd know to update their front end. As yet, no checked-in game actually uses this feature; all current games can still either copy always or copy never. [originally from svn r8161]
1443 lines
41 KiB
C
1443 lines
41 KiB
C
/*
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* blackbox.c: implementation of 'Black Box'.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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#define PREFERRED_TILE_SIZE 32
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#define FLASH_FRAME 0.2F
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/* Terminology, for ease of reading various macros scattered about the place.
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*
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* The 'arena' is the inner area where the balls are placed. This is
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* indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1).
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*
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* The 'range' (firing range) is the bit around the edge where
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* the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1),
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* starting at the top left ((1,0) on the grid) and moving clockwise.
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*
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* The 'grid' is just the big array containing arena and range;
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* locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused.
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*/
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enum {
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COL_BACKGROUND, COL_COVER, COL_LOCK,
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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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NCOLOURS
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};
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struct game_params {
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int w, h;
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int minballs, maxballs;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 8;
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ret->minballs = ret->maxballs = 5;
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return ret;
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}
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static const game_params blackbox_presets[] = {
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{ 5, 5, 3, 3 },
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{ 8, 8, 5, 5 },
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{ 8, 8, 3, 6 },
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{ 10, 10, 5, 5 },
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{ 10, 10, 4, 10 }
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};
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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char str[80];
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game_params *ret;
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if (i < 0 || i >= lenof(blackbox_presets))
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return FALSE;
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ret = snew(game_params);
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*ret = blackbox_presets[i];
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if (ret->minballs == ret->maxballs)
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sprintf(str, "%dx%d, %d balls",
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ret->w, ret->h, ret->minballs);
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else
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sprintf(str, "%dx%d, %d-%d balls",
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ret->w, ret->h, ret->minballs, ret->maxballs);
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*name = dupstr(str);
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*params = ret;
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return TRUE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *params, char const *string)
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{
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char const *p = string;
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game_params *defs = default_params();
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*params = *defs; free_params(defs);
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while (*p) {
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switch (*p++) {
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case 'w':
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params->w = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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break;
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case 'h':
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params->h = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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break;
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case 'm':
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params->minballs = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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break;
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case 'M':
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params->maxballs = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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break;
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default:
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;
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}
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}
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}
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static char *encode_params(game_params *params, int full)
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{
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char str[256];
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sprintf(str, "w%dh%dm%dM%d",
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params->w, params->h, params->minballs, params->maxballs);
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return dupstr(str);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(4, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "No. of balls";
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ret[2].type = C_STRING;
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if (params->minballs == params->maxballs)
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sprintf(buf, "%d", params->minballs);
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else
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sprintf(buf, "%d-%d", params->minballs, params->maxballs);
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ret[2].sval = dupstr(buf);
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ret[2].ival = 0;
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ret[3].name = NULL;
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ret[3].type = C_END;
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ret[3].sval = NULL;
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ret[3].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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/* Allow 'a-b' for a range, otherwise assume a single number. */
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if (sscanf(cfg[2].sval, "%d-%d", &ret->minballs, &ret->maxballs) < 2)
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ret->minballs = ret->maxballs = atoi(cfg[2].sval);
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return ret;
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}
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static char *validate_params(game_params *params, int full)
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{
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if (params->w < 2 || params->h < 2)
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return "Width and height must both be at least two";
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/* next one is just for ease of coding stuff into 'char'
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* types, and could be worked around if required. */
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if (params->w > 255 || params->h > 255)
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return "Widths and heights greater than 255 are not supported";
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if (params->minballs > params->maxballs)
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return "Minimum number of balls may not be greater than maximum";
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if (params->minballs >= params->w * params->h)
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return "Too many balls to fit in grid";
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return NULL;
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}
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/*
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* We store: width | height | ball1x | ball1y | [ ball2x | ball2y | [...] ]
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* all stored as unsigned chars; validate_params has already
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* checked this won't overflow an 8-bit char.
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* Then we obfuscate it.
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*/
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static char *new_game_desc(game_params *params, random_state *rs,
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char **aux, int interactive)
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{
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int nballs = params->minballs, i;
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char *grid, *ret;
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unsigned char *bmp;
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if (params->maxballs > params->minballs)
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nballs += random_upto(rs, params->maxballs - params->minballs + 1);
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grid = snewn(params->w*params->h, char);
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memset(grid, 0, params->w * params->h * sizeof(char));
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bmp = snewn(nballs*2 + 2, unsigned char);
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memset(bmp, 0, (nballs*2 + 2) * sizeof(unsigned char));
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bmp[0] = params->w;
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bmp[1] = params->h;
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for (i = 0; i < nballs; i++) {
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int x, y;
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do {
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x = random_upto(rs, params->w);
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y = random_upto(rs, params->h);
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} while (grid[y*params->w + x]);
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grid[y*params->w + x] = 1;
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bmp[(i+1)*2 + 0] = x;
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bmp[(i+1)*2 + 1] = y;
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}
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sfree(grid);
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obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, FALSE);
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ret = bin2hex(bmp, nballs*2 + 2);
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sfree(bmp);
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return ret;
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}
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static char *validate_desc(game_params *params, char *desc)
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{
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int nballs, dlen = strlen(desc), i;
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unsigned char *bmp;
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char *ret;
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/* the bitmap is 2+(nballs*2) long; the hex version is double that. */
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nballs = ((dlen/2)-2)/2;
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if (dlen < 4 || dlen % 4 ||
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nballs < params->minballs || nballs > params->maxballs)
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return "Game description is wrong length";
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bmp = hex2bin(desc, nballs*2 + 2);
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obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, TRUE);
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ret = "Game description is corrupted";
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/* check general grid size */
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if (bmp[0] != params->w || bmp[1] != params->h)
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goto done;
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/* check each ball will fit on that grid */
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for (i = 0; i < nballs; i++) {
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int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1];
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if (x < 0 || y < 0 || x >= params->w || y >= params->h)
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goto done;
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}
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ret = NULL;
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done:
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sfree(bmp);
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return ret;
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}
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#define BALL_CORRECT 0x01
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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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struct game_state {
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int w, h, minballs, maxballs, nballs, nlasers;
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unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */
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unsigned int *exits; /* one per laser */
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int done; /* user has finished placing his own balls. */
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int laserno; /* number of next laser to be fired. */
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int nguesses, reveal, justwrong, nright, nwrong, nmissed;
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};
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#define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)])
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#define RANGECHECK(s,x) ((x) >= 0 && (x) <= (s)->nlasers)
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/* specify numbers because they must match array indexes. */
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enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
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struct offset { int x, y; };
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static const struct offset offsets[] = {
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{ 0, -1 }, /* up */
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{ 1, 0 }, /* right */
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{ 0, 1 }, /* down */
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{ -1, 0 } /* left */
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};
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#ifdef DEBUGGING
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static const char *dirstrs[] = {
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"UP", "RIGHT", "DOWN", "LEFT"
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};
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#endif
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static int range2grid(game_state *state, int rangeno, int *x, int *y, int *direction)
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{
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if (rangeno < 0)
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return 0;
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if (rangeno < state->w) {
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/* top row; from (1,0) to (w,0) */
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*x = rangeno + 1;
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*y = 0;
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*direction = DIR_DOWN;
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return 1;
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}
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rangeno -= state->w;
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if (rangeno < state->h) {
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/* RHS; from (w+1, 1) to (w+1, h) */
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*x = state->w+1;
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*y = rangeno + 1;
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*direction = DIR_LEFT;
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return 1;
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}
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rangeno -= state->h;
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if (rangeno < state->w) {
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/* bottom row; from (1, h+1) to (w, h+1); counts backwards */
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*x = (state->w - rangeno);
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*y = state->h+1;
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*direction = DIR_UP;
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return 1;
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}
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rangeno -= state->w;
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if (rangeno < state->h) {
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/* LHS; from (0, 1) to (0, h); counts backwards */
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*x = 0;
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*y = (state->h - rangeno);
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*direction = DIR_RIGHT;
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return 1;
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}
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return 0;
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}
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static int grid2range(game_state *state, int x, int y, int *rangeno)
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{
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int ret, x1 = state->w+1, y1 = state->h+1;
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if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */
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if (x < 0 || x > y1 || y < 0 || y > y1) return 0; /* outside grid */
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if ((x == 0 || x == x1) && (y == 0 || y == y1))
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return 0; /* one of 4 corners */
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if (y == 0) { /* top line */
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ret = x - 1;
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} else if (x == x1) { /* RHS */
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ret = y - 1 + state->w;
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} else if (y == y1) { /* Bottom [and counts backwards] */
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ret = (state->w - x) + state->w + state->h;
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} else { /* LHS [and counts backwards ] */
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ret = (state->h-y) + state->w + state->w + state->h;
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}
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*rangeno = ret;
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debug(("grid2range: (%d,%d) rangeno = %d\n", x, y, ret));
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return 1;
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}
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static game_state *new_game(midend *me, game_params *params, char *desc)
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{
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game_state *state = snew(game_state);
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int dlen = strlen(desc), i;
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unsigned char *bmp;
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state->minballs = params->minballs;
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state->maxballs = params->maxballs;
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state->nballs = ((dlen/2)-2)/2;
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bmp = hex2bin(desc, state->nballs*2 + 2);
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obfuscate_bitmap(bmp, (state->nballs*2 + 2) * 8, TRUE);
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state->w = bmp[0]; state->h = bmp[1];
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state->nlasers = 2 * (state->w + state->h);
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state->grid = snewn((state->w+2)*(state->h+2), unsigned int);
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memset(state->grid, 0, (state->w+2)*(state->h+2) * sizeof(unsigned int));
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state->exits = snewn(state->nlasers, unsigned int);
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memset(state->exits, LASER_EMPTY, state->nlasers * sizeof(unsigned int));
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for (i = 0; i < state->nballs; i++) {
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GRID(state, bmp[(i+1)*2 + 0]+1, bmp[(i+1)*2 + 1]+1) = BALL_CORRECT;
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}
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sfree(bmp);
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state->done = state->nguesses = state->reveal = state->justwrong =
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state->nright = state->nwrong = state->nmissed = 0;
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state->laserno = 1;
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return state;
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}
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#define XFER(x) ret->x = state->x
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static game_state *dup_game(game_state *state)
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{
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game_state *ret = snew(game_state);
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XFER(w); XFER(h);
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XFER(minballs); XFER(maxballs);
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XFER(nballs); XFER(nlasers);
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ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int);
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memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int));
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ret->exits = snewn(ret->nlasers, unsigned int);
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memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int));
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XFER(done);
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XFER(laserno);
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XFER(nguesses);
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XFER(reveal);
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XFER(justwrong);
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XFER(nright); XFER(nwrong); XFER(nmissed);
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return ret;
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}
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#undef XFER
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static void free_game(game_state *state)
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{
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sfree(state->exits);
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sfree(state->grid);
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sfree(state);
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}
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static char *solve_game(game_state *state, game_state *currstate,
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char *aux, char **error)
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{
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return dupstr("S");
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}
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static int game_can_format_as_text_now(game_params *params)
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{
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return TRUE;
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}
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static char *game_text_format(game_state *state)
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{
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return NULL;
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}
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|
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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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};
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static game_ui *new_ui(game_state *state)
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{
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game_ui *ui = snew(game_ui);
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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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return ui;
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}
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static void free_ui(game_ui *ui)
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{
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sfree(ui);
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}
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static char *encode_ui(game_ui *ui)
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{
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char buf[80];
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/*
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* The error counter needs preserving across a serialisation.
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*/
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sprintf(buf, "E%d", ui->errors);
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return dupstr(buf);
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}
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static void decode_ui(game_ui *ui, char *encoding)
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{
|
|
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->h || gy > state->w)
|
|
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, ¥d, &unused);
|
|
assert(tmp);
|
|
GRID(state, x, y) = GRID(state, xend, yend) = newno;
|
|
state->exits[entryno] = exitno;
|
|
state->exits[exitno] = entryno;
|
|
}
|
|
}
|
|
|
|
/* Checks that the guessed balls in the state match up with the real balls
|
|
* for all possible lasers (i.e. not just the ones that the player might
|
|
* have already guessed). This is required because any layout with >4 balls
|
|
* might have multiple valid solutions. Returns non-zero for a 'correct'
|
|
* (i.e. consistent) layout. */
|
|
static int check_guesses(game_state *state, 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, game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
int gx = -1, gy = -1, rangeno = -1;
|
|
enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL,
|
|
TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE;
|
|
char buf[80], *nullret = NULL;
|
|
|
|
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
|
|
gx = FROMDRAW(x);
|
|
gy = FROMDRAW(y);
|
|
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 */
|
|
}
|
|
} else if (button == LEFT_RELEASE) {
|
|
ui->flash_laserno = LASER_EMPTY;
|
|
return "";
|
|
}
|
|
|
|
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;
|
|
nullret = "";
|
|
if (state->exits[rangeno] != LASER_EMPTY)
|
|
return "";
|
|
sprintf(buf, "F%d", rangeno);
|
|
break;
|
|
|
|
case REVEAL:
|
|
if (!CAN_REVEAL(state)) return nullret;
|
|
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_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;
|
|
|
|
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_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;
|
|
int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy);
|
|
int dx = TODRAW(gx), dy = TODRAW(gy);
|
|
|
|
if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
|
|
int bcol, 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;
|
|
}
|
|
}
|
|
|
|
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
|
|
bcol, bcol);
|
|
|
|
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 == ui->flash_laserno)
|
|
gs_tile |= LASER_FLASHED;
|
|
else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
|
|
if (exitno == ui->flash_laserno)
|
|
gs_tile |= LASER_FLASHED;
|
|
}
|
|
if (gs_tile & LASER_FLASHED) flash = 1;
|
|
|
|
gs_tile |= wrong | omitted;
|
|
|
|
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)) {
|
|
char str[10];
|
|
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);
|
|
}
|
|
draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
|
|
}
|
|
GRID(ds, gx, gy) = gs_tile;
|
|
}
|
|
|
|
|
|
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, x, y, force, isflash);
|
|
}
|
|
}
|
|
|
|
/* draw the lasers */
|
|
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)) {
|
|
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(dr);
|
|
} else {
|
|
draw_rect(dr, TODRAW(0), TODRAW(0),
|
|
TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
|
|
}
|
|
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];
|
|
|
|
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 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_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,
|
|
FALSE, FALSE, game_print_size, game_print,
|
|
TRUE, /* wants_statusbar */
|
|
FALSE, game_timing_state,
|
|
REQUIRE_RBUTTON, /* flags */
|
|
};
|
|
|
|
/* vim: set shiftwidth=4 tabstop=8: */
|