ref: 9d4be786a7e495626c111acc35eac830db629bcf
parent: e12017b291b621d33708750018412c436e82d950
author: Simon Tatham <anakin@pobox.com>
date: Sun Jul 17 04:46:00 EDT 2005
Bah, there's always one: failed to `svn add' blackbox.c itself! [originally from svn r6101]
--- /dev/null
+++ b/blackbox.c
@@ -1,0 +1,1278 @@
+/*
+ * 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_LASER, COL_DIMLASER,
+ 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 "Grid must be at least 2 wide and 2 high";
+ /* 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 "Grid must be < 255 in each direction";
+ if (params->minballs > params->maxballs)
+ return "Min. balls must be <= max. balls";
+ if (params->minballs >= params->w * params->h)
+ return "Too many balls for 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);
+
+ 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;
+newball:
+ x = random_upto(rs, params->w);
+ y = random_upto(rs, params->h);
+ if (grid[y*params->h + x]) goto newball;
+ grid[y*params->h + 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 0xf800
+#define LASER_OMITTED 0x0800
+#define LASER_REFLECT 0x1000
+#define LASER_HIT 0x2000
+#define LASER_WRONG 0x4000
+#define LASER_FLASHED 0x8000
+#define LASER_EMPTY (~0)
+
+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, nright, nwrong, nmissed;
+};
+
+#define GRID(s,x,y) ((s)->grid[(y)*((s)->h+2) + (x)])
+
+/* specify numbers because they must match array indexes. */
+enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 };
+
+struct _off { int x, y; };
+
+static const struct _off 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 > y1 || 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_data *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->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(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 char *game_text_format(game_state *state)
+{
+ return NULL;
+}
+
+struct game_ui {
+ int flash_laserno;
+};
+
+static game_ui *new_ui(game_state *state)
+{
+ game_ui *ui = snew(struct game_ui);
+ ui->flash_laserno = LASER_EMPTY;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
+#define OFFSET(gx,gy,o) do { \
+ int off = (o); while (off < 0) { off += 4; } off %= 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 void fire_laser(game_state *state, int x, int y, int direction)
+{
+ int xstart = x, ystart = y, unused, lno;
+
+ assert(grid2range(state, x, y, &lno));
+
+ /* 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));
+ GRID(state, x, y) = LASER_HIT;
+ state->exits[lno] = LASER_HIT;
+ return;
+ }
+
+ if (isball(state, x, y, direction, LOOK_LEFT) ||
+ isball(state, x, y, direction, LOOK_RIGHT)) {
+ debug(("Instant reflection at (%d, %d)\n", x, y));
+ GRID(state, x, y) = LASER_REFLECT;
+ state->exits[lno] = LASER_REFLECT;
+ return;
+ }
+ /* 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 newno = state->laserno++, exitno;
+ debug(("Back on range; (%d, %d) --> (%d, %d)\n",
+ xstart, ystart, x, y));
+ /* We're back out of the grid; the move is complete. */
+ if (xstart == x && ystart == y) {
+ GRID(state, x, y) = LASER_REFLECT;
+ state->exits[lno] = LASER_REFLECT;
+ } else {
+ /* it wasn't a reflection */
+ GRID(state, xstart, ystart) = newno;
+ GRID(state, x, y) = newno;
+
+ assert(grid2range(state, x, y, &exitno));
+ state->exits[lno] = exitno;
+ state->exits[exitno] = lno;
+ }
+ return;
+ }
+ /* paranoia. This obviously should never happen */
+ assert(!(GRID(state, x, y) & BALL_CORRECT));
+
+ if (isball(state, x, y, direction, LOOK_FORWARD)) {
+ /* we're facing a ball; send back a reflection. */
+ GRID(state, xstart, ystart) = LASER_HIT;
+ state->exits[lno] = LASER_HIT;
+ debug(("Ball ahead of (%d, %d); HIT at (%d, %d), new grid 0x%x\n",
+ x, y, xstart, ystart, GRID(state, xstart, ystart)));
+ return;
+ }
+
+ 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);
+ }
+}
+
+/* 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)
+{
+ game_state *solution, *guesses;
+ int i, x, y, dir, unused;
+ int ret = 0;
+
+ /* duplicate the state (to solution) */
+ solution = dup_game(state);
+
+ /* clear out the lasers of solution */
+ for (i = 0; i < solution->nlasers; i++) {
+ assert(range2grid(solution, i, &x, &y, &unused));
+ 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++) {
+ assert(range2grid(solution, i, &x, &y, &dir));
+ if (solution->exits[i] == LASER_EMPTY)
+ fire_laser(solution, x, y, dir);
+ if (guesses->exits[i] == LASER_EMPTY)
+ fire_laser(guesses, x, y, dir);
+ }
+
+ /* check each game_state's laser against the other; if any differ, return 0 */
+ ret = 1;
+ for (i = 0; i < solution->nlasers; i++) {
+ assert(range2grid(solution, i, &x, &y, &unused));
+
+ 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++;
+ assert(range2grid(state, state->exits[i], &ex, &ey, &unused));
+ 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) 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);
+ 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)
+
+struct game_drawstate {
+ int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
+ unsigned int *grid; /* as the game_state grid */
+ int started, canreveal, reveal;
+ int flash_laserno;
+};
+
+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 (!ds->canreveal) return nullret;
+ sprintf(buf, "R");
+ break;
+
+ default:
+ return nullret;
+ }
+ if (state->reveal) return nullret;
+ return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret = dup_game(from);
+ int gx = -1, gy = -1, rangeno = -1, direction;
+
+ if (!strcmp(move, "S")) {
+ ret->reveal = 1;
+ return ret;
+ }
+
+ if (from->reveal) goto badmove;
+ if (strlen(move) < 1) 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 (!range2grid(ret, rangeno, &gx, &gy, &direction))
+ goto badmove;
+ fire_laser(ret, gx, gy, direction);
+ break;
+
+ case 'R':
+ if (ret->nguesses < ret->minballs ||
+ ret->nguesses > ret->maxballs)
+ goto badmove;
+ check_guesses(ret);
+ ret->reveal = 1;
+ 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(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ ds->tilesize = tilesize;
+ ds->crad = (tilesize-1)/2;
+ ds->rrad = (3*tilesize)/8;
+}
+
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+{
+ 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(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 = 0;
+ ds->flash_laserno = LASER_EMPTY;
+
+ return ds;
+}
+
+static void game_free_drawstate(game_drawstate *ds)
+{
+ sfree(ds->grid);
+ sfree(ds);
+}
+
+static void draw_arena_tile(frontend *fe, 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_tile & BALL_LOCK) ? COL_LOCK :
+ gs->reveal ? COL_BACKGROUND : COL_COVER;
+
+ draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, bg);
+ draw_rect_outline(fe, 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(fe, 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(fe, 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(fe, coords, 4, COL_WRONG, COL_WRONG);
+ }
+ draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+ }
+ GRID(ds,gx,gy) = gs_tile;
+}
+
+static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
+ game_ui *ui, int lno, int force)
+{
+ int gx, gy, dx, dy, unused;
+ int wrong, omitted, reflect, hit, laserval, flash = 0;
+ unsigned int gs_tile, ds_tile, exitno;
+
+ assert(range2grid(gs, lno, &gx, &gy, &unused));
+ 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(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+ draw_rect_outline(fe, 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(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ ds->rrad,
+ COL_WRONG, COL_WRONG);
+ draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ ds->rrad - TILE_SIZE/16,
+ COL_BACKGROUND, COL_WRONG);
+ }
+
+ draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
+ tcol, str);
+ }
+ draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+ }
+ GRID(ds, gx, gy) = gs_tile;
+}
+
+
+static void game_redraw(frontend *fe, 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;
+ force = 1;
+ 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(fe, 0, 0,
+ TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3),
+ COL_BACKGROUND);
+
+ /* clockwise around the outline starting at pt behind (1,1). */
+ draw_line(fe, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
+ draw_line(fe, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
+ draw_line(fe, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
+ draw_line(fe, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
+ draw_line(fe, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
+ draw_line(fe, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
+ draw_line(fe, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
+ draw_line(fe, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
+ draw_line(fe, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
+ draw_line(fe, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
+ draw_line(fe, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
+ draw_line(fe, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
+ /* phew... */
+
+ draw_update(fe, 0, 0,
+ TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3));
+ force = 1;
+ ds->started = 1;
+ }
+
+ /* draw the arena */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ draw_arena_tile(fe, state, ds, x, y, force, isflash);
+ }
+ }
+
+ /* draw the lasers */
+ for (i = 0; i < 2*(state->w+state->h); i++) {
+ draw_laser_tile(fe, state, ds, ui, i, force);
+ }
+
+ /* draw the 'finish' button */
+ if (state->nguesses >= state->minballs &&
+ state->nguesses <= state->maxballs &&
+ !state->reveal) {
+ clip(fe, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
+ draw_circle(fe, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
+ COL_BUTTON, COL_BALL);
+ unclip(fe);
+ ds->canreveal = 1;
+ } else {
+ draw_rect(fe, TODRAW(0), TODRAW(0),
+ TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
+ ds->canreveal = 0;
+ }
+ draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
+ ds->reveal = state->reveal;
+ ds->flash_laserno = ui->flash_laserno;
+
+ {
+ 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->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);
+ }
+ status_bar(fe, 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_wants_statusbar(void)
+{
+ return TRUE;
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+#ifdef COMBINED
+#define thegame blackbox
+#endif
+
+const struct game thegame = {
+ "Black Box", "games.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_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_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
+};
+
+/* vim: set shiftwidth=4 tabstop=8: */