ref: dbced097ac16973f648ad2f024cc2302fa187578
dir: /blackbox.c/
/* * blackbox.c: implementation of 'Black Box'. */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include <ctype.h> #include <math.h> #include "puzzles.h" #define PREFERRED_TILE_SIZE 32 #define FLASH_FRAME 0.2F /* Terminology, for ease of reading various macros scattered about the place. * * The 'arena' is the inner area where the balls are placed. This is * indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1). * * The 'range' (firing range) is the bit around the edge where * the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1), * starting at the top left ((1,0) on the grid) and moving clockwise. * * The 'grid' is just the big array containing arena and range; * locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused. */ enum { COL_BACKGROUND, COL_COVER, COL_LOCK, COL_TEXT, COL_FLASHTEXT, COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID, COL_BALL, COL_WRONG, COL_BUTTON, COL_CURSOR, NCOLOURS }; struct game_params { int w, h; int minballs, maxballs; }; static game_params *default_params(void) { game_params *ret = snew(game_params); ret->w = ret->h = 8; ret->minballs = ret->maxballs = 5; return ret; } static const game_params blackbox_presets[] = { { 5, 5, 3, 3 }, { 8, 8, 5, 5 }, { 8, 8, 3, 6 }, { 10, 10, 5, 5 }, { 10, 10, 4, 10 } }; static bool 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(const 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(const game_params *params, bool 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(const 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].u.string.sval = dupstr(buf); ret[1].name = "Height"; ret[1].type = C_STRING; sprintf(buf, "%d", params->h); ret[1].u.string.sval = dupstr(buf); 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].u.string.sval = dupstr(buf); ret[3].name = NULL; ret[3].type = C_END; return ret; } static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); ret->w = atoi(cfg[0].u.string.sval); ret->h = atoi(cfg[1].u.string.sval); /* Allow 'a-b' for a range, otherwise assume a single number. */ if (sscanf(cfg[2].u.string.sval, "%d-%d", &ret->minballs, &ret->maxballs) < 2) ret->minballs = ret->maxballs = atoi(cfg[2].u.string.sval); return ret; } static const char *validate_params(const game_params *params, bool full) { if (params->w < 2 || params->h < 2) return "Width and height must both be at least two"; /* next one is just for ease of coding stuff into 'char' * types, and could be worked around if required. */ if (params->w > 255 || params->h > 255) return "Widths and heights greater than 255 are not supported"; if (params->minballs < 0) return "Negative number of balls"; if (params->minballs > params->maxballs) return "Minimum number of balls may not be greater than maximum"; if (params->minballs >= params->w * params->h) return "Too many balls to fit in grid"; return NULL; } /* * We store: width | height | ball1x | ball1y | [ ball2x | ball2y | [...] ] * all stored as unsigned chars; validate_params has already * checked this won't overflow an 8-bit char. * Then we obfuscate it. */ static char *new_game_desc(const game_params *params, random_state *rs, char **aux, bool interactive) { int nballs = params->minballs, i; char *grid, *ret; unsigned char *bmp; if (params->maxballs > params->minballs) nballs += random_upto(rs, params->maxballs - params->minballs + 1); grid = snewn(params->w*params->h, char); memset(grid, 0, params->w * params->h * sizeof(char)); bmp = snewn(nballs*2 + 2, unsigned char); memset(bmp, 0, (nballs*2 + 2) * sizeof(unsigned char)); bmp[0] = params->w; bmp[1] = params->h; for (i = 0; i < nballs; i++) { int x, y; do { x = random_upto(rs, params->w); y = random_upto(rs, params->h); } while (grid[y*params->w + x]); grid[y*params->w + x] = 1; bmp[(i+1)*2 + 0] = x; bmp[(i+1)*2 + 1] = y; } sfree(grid); obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, false); ret = bin2hex(bmp, nballs*2 + 2); sfree(bmp); return ret; } static const char *validate_desc(const game_params *params, const char *desc) { int nballs, dlen = strlen(desc), i; unsigned char *bmp; const char *ret; /* the bitmap is 2+(nballs*2) long; the hex version is double that. */ nballs = ((dlen/2)-2)/2; if (dlen < 4 || dlen % 4 || nballs < params->minballs || nballs > params->maxballs) return "Game description is wrong length"; bmp = hex2bin(desc, nballs*2 + 2); obfuscate_bitmap(bmp, (nballs*2 + 2) * 8, true); ret = "Game description is corrupted"; /* check general grid size */ if (bmp[0] != params->w || bmp[1] != params->h) goto done; /* check each ball will fit on that grid */ for (i = 0; i < nballs; i++) { int x = bmp[(i+1)*2 + 0], y = bmp[(i+1)*2 + 1]; if (x < 0 || y < 0 || x >= params->w || y >= params->h) goto done; } ret = NULL; done: sfree(bmp); return ret; } #define BALL_CORRECT 0x01 #define BALL_GUESS 0x02 #define BALL_LOCK 0x04 #define LASER_FLAGMASK 0x1f800 #define LASER_OMITTED 0x0800 #define LASER_REFLECT 0x1000 #define LASER_HIT 0x2000 #define LASER_WRONG 0x4000 #define LASER_FLASHED 0x8000 #define LASER_EMPTY (~0) #define FLAG_CURSOR 0x10000 /* needs to be disjoint from both sets */ struct game_state { int w, h, minballs, maxballs, nballs, nlasers; unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */ unsigned int *exits; /* one per laser */ bool done; /* user has finished placing his own balls. */ int laserno; /* number of next laser to be fired. */ int nguesses, nright, nwrong, nmissed; bool reveal, justwrong; }; #define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)]) #define RANGECHECK(s,x) ((x) >= 0 && (x) < (s)->nlasers) /* specify numbers because they must match array indexes. */ enum { DIR_UP = 0, DIR_RIGHT = 1, DIR_DOWN = 2, DIR_LEFT = 3 }; struct offset { int x, y; }; static const struct offset offsets[] = { { 0, -1 }, /* up */ { 1, 0 }, /* right */ { 0, 1 }, /* down */ { -1, 0 } /* left */ }; #ifdef DEBUGGING static const char *dirstrs[] = { "UP", "RIGHT", "DOWN", "LEFT" }; #endif static bool range2grid(const game_state *state, int rangeno, int *x, int *y, int *direction) { if (rangeno < 0) return false; if (rangeno < state->w) { /* top row; from (1,0) to (w,0) */ *x = rangeno + 1; *y = 0; *direction = DIR_DOWN; return true; } 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 true; } 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 true; } 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 true; } return false; } static bool grid2range(const game_state *state, int x, int y, int *rangeno) { int ret, x1 = state->w+1, y1 = state->h+1; if (x > 0 && x < x1 && y > 0 && y < y1) return false; /* in arena */ if (x < 0 || x > x1 || y < 0 || y > y1) return false; /* outside grid */ if ((x == 0 || x == x1) && (y == 0 || y == y1)) return false; /* 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 true; } static game_state *new_game(midend *me, const game_params *params, const char *desc) { game_state *state = snew(game_state); int dlen = strlen(desc), i; 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 = false; state->justwrong = false; state->reveal = false; state->nguesses = state->nright = state->nwrong = state->nmissed = 0; state->laserno = 1; return state; } #define XFER(x) ret->x = state->x static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); XFER(w); XFER(h); XFER(minballs); XFER(maxballs); XFER(nballs); XFER(nlasers); ret->grid = snewn((ret->w+2)*(ret->h+2), unsigned int); memcpy(ret->grid, state->grid, (ret->w+2)*(ret->h+2) * sizeof(unsigned int)); ret->exits = snewn(ret->nlasers, unsigned int); memcpy(ret->exits, state->exits, ret->nlasers * sizeof(unsigned int)); XFER(done); XFER(laserno); XFER(nguesses); XFER(reveal); XFER(justwrong); XFER(nright); XFER(nwrong); XFER(nmissed); return ret; } #undef XFER static void free_game(game_state *state) { sfree(state->exits); sfree(state->grid); sfree(state); } static char *solve_game(const game_state *state, const game_state *currstate, const char *aux, const char **error) { return dupstr("S"); } struct game_ui { int flash_laserno; int errors; bool newmove; int cur_x, cur_y; bool cur_visible; int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */ }; static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); ui->flash_laserno = LASER_EMPTY; ui->errors = 0; ui->newmove = false; ui->cur_x = ui->cur_y = 1; ui->cur_visible = false; ui->flash_laser = 0; return ui; } static void free_ui(game_ui *ui) { sfree(ui); } static char *encode_ui(const game_ui *ui) { char buf[80]; /* * The error counter needs preserving across a serialisation. */ sprintf(buf, "E%d", ui->errors); return dupstr(buf); } static void decode_ui(game_ui *ui, const char *encoding) { sscanf(encoding, "E%d", &ui->errors); } static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { /* * If we've encountered a `justwrong' state as a result of * actually making a move, increment the ui error counter. */ if (newstate->justwrong && ui->newmove) ui->errors++; ui->newmove = false; } static const char *current_key_label(const game_ui *ui, const game_state *state, int button) { if (IS_CURSOR_SELECT(button) && ui->cur_visible && !state->reveal) { int gx = ui->cur_x, gy = ui->cur_y, rangeno = -1; if (gx == 0 && gy == 0 && button == CURSOR_SELECT) return "Check"; if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) { /* Cursor somewhere in the arena. */ if (button == CURSOR_SELECT && !(GRID(state, gx,gy) & BALL_LOCK)) return (GRID(state, gx, gy) & BALL_GUESS) ? "Clear" : "Ball"; if (button == CURSOR_SELECT2) return (GRID(state, gx, gy) & BALL_LOCK) ? "Unlock" : "Lock"; } if (grid2range(state, gx, gy, &rangeno)) { if (button == CURSOR_SELECT && state->exits[rangeno] == LASER_EMPTY) return "Fire"; if (button == CURSOR_SELECT2) { int n = 0; /* Row or column lock or unlock. */ if (gy == 0 || gy > state->h) { /* Column lock */ for (gy = 1; gy <= state->h; gy++) n += !!(GRID(state, gx, gy) & BALL_LOCK); return n > state->h/2 ? "Unlock" : "Lock"; } else { /* Row lock */ for (gx = 1; gx <= state->w; gx++) n += !!(GRID(state, gx, gy) & BALL_LOCK); return n > state->w/2 ? "Unlock" : "Lock"; } } } } return ""; } #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 bool isball(game_state *state, int gx, int gy, int direction, int lookwhere) { debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx, gy, dirstrs[direction], lookwhere == LOOK_LEFT ? "LEFT" : lookwhere == LOOK_FORWARD ? "FORWARD" : "RIGHT")); OFFSET(gx,gy,direction); if (lookwhere == LOOK_LEFT) OFFSET(gx,gy,direction-1); else if (lookwhere == LOOK_RIGHT) OFFSET(gx,gy,direction+1); else if (lookwhere != LOOK_FORWARD) assert(!"unknown lookwhere"); debug(("isball, new (%d, %d)\n", gx, gy)); /* if we're off the grid (into the firing range) there's never a ball. */ if (gx < 1 || gy < 1 || gx > state->w || gy > state->h) return false; if (GRID(state, gx,gy) & BALL_CORRECT) return true; return false; } static int fire_laser_internal(game_state *state, int x, int y, int direction) { int unused, lno; bool 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 x, y, direction; bool tmp; 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 exitno, x, y, direction; bool tmp; 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, bool cagey) { game_state *solution, *guesses; int i, x, y, n, unused, tmp; bool tmpb; 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++) { tmpb = range2grid(solution, i, &x, &y, &unused); assert(tmpb); 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++) { tmpb = range2grid(solution, i, &x, &y, &unused); assert(tmpb); 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++; tmpb = range2grid(state, state->exits[i], &ex, &ey, &unused); assert(tmpb); 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 = true; 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 */ bool started, reveal, isflash; int flash_laserno; }; static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { int gx = -1, gy = -1, rangeno = -1, wouldflash = 0; enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL, TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE; char buf[80], *nullret = NULL; if (IS_CURSOR_MOVE(button)) { int cx = ui->cur_x, cy = ui->cur_y; move_cursor(button, &cx, &cy, state->w+2, state->h+2, false); if ((cx == 0 && cy == 0 && !CAN_REVEAL(state)) || (cx == 0 && cy == state->h+1) || (cx == state->w+1 && cy == 0) || (cx == state->w+1 && cy == state->h+1)) return NULL; /* disallow moving cursor to corners. */ ui->cur_x = cx; ui->cur_y = cy; ui->cur_visible = true; return UI_UPDATE; } if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { gx = FROMDRAW(x); gy = FROMDRAW(y); ui->cur_visible = false; wouldflash = 1; } else if (button == LEFT_RELEASE) { ui->flash_laser = 0; return UI_UPDATE; } else if (IS_CURSOR_SELECT(button)) { if (ui->cur_visible) { gx = ui->cur_x; gy = ui->cur_y; ui->flash_laser = 0; wouldflash = 2; } else { ui->cur_visible = true; return UI_UPDATE; } /* Fix up 'button' for the below logic. */ if (button == CURSOR_SELECT2) button = RIGHT_BUTTON; else button = LEFT_BUTTON; } if (gx != -1 && gy != -1) { if (gx == 0 && gy == 0 && button == LEFT_BUTTON) action = REVEAL; if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) { if (button == LEFT_BUTTON) { if (!(GRID(state, gx,gy) & BALL_LOCK)) action = TOGGLE_BALL; } else action = TOGGLE_LOCK; } if (grid2range(state, gx, gy, &rangeno)) { if (button == LEFT_BUTTON) action = FIRE; else if (gy == 0 || gy > state->h) action = TOGGLE_COLUMN_LOCK; /* and use gx */ else action = TOGGLE_ROW_LOCK; /* and use gy */ } } switch (action) { case TOGGLE_BALL: sprintf(buf, "T%d,%d", gx, gy); break; case TOGGLE_LOCK: sprintf(buf, "LB%d,%d", gx, gy); break; case TOGGLE_COLUMN_LOCK: sprintf(buf, "LC%d", gx); break; case TOGGLE_ROW_LOCK: sprintf(buf, "LR%d", gy); break; case FIRE: if (state->reveal && state->exits[rangeno] == LASER_EMPTY) return nullret; ui->flash_laserno = rangeno; ui->flash_laser = wouldflash; nullret = UI_UPDATE; if (state->exits[rangeno] != LASER_EMPTY) return UI_UPDATE; sprintf(buf, "F%d", rangeno); break; case REVEAL: if (!CAN_REVEAL(state)) return nullret; if (ui->cur_visible) ui->cur_x = ui->cur_y = 1; sprintf(buf, "R"); break; default: return nullret; } if (state->reveal) return nullret; ui->newmove = true; return dupstr(buf); } static game_state *execute_move(const game_state *from, const 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 (!RANGECHECK(ret, rangeno)) goto badmove; if (ret->exits[rangeno] != LASER_EMPTY) 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; } static void game_get_cursor_location(const game_ui *ui, const game_drawstate *ds, const game_state *state, const game_params *params, int *x, int *y, int *w, int *h) { if(ui->cur_visible) { *x = TODRAW(ui->cur_x); *y = TODRAW(ui->cur_y); *w = *h = TILE_SIZE; } } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_compute_size(const game_params *params, int tilesize, int *x, int *y) { /* Border is ts/2, to make things easier. * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles * 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, const game_params *params, int tilesize) { ds->tilesize = tilesize; ds->crad = (tilesize-1)/2; ds->rrad = (3*tilesize)/8; } static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); ret[COL_BALL * 3 + 0] = 0.0F; ret[COL_BALL * 3 + 1] = 0.0F; ret[COL_BALL * 3 + 2] = 0.0F; ret[COL_WRONG * 3 + 0] = 1.0F; ret[COL_WRONG * 3 + 1] = 0.0F; ret[COL_WRONG * 3 + 2] = 0.0F; ret[COL_BUTTON * 3 + 0] = 0.0F; ret[COL_BUTTON * 3 + 1] = 1.0F; ret[COL_BUTTON * 3 + 2] = 0.0F; ret[COL_CURSOR * 3 + 0] = 1.0F; ret[COL_CURSOR * 3 + 1] = 0.0F; ret[COL_CURSOR * 3 + 2] = 0.0F; for (i = 0; i < 3; i++) { ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F; ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F; ret[COL_TEXT * 3 + i] = 0.0F; } ret[COL_FLASHTEXT * 3 + 0] = 0.0F; ret[COL_FLASHTEXT * 3 + 1] = 1.0F; ret[COL_FLASHTEXT * 3 + 2] = 0.0F; *ncolours = NCOLOURS; return ret; } static game_drawstate *game_new_drawstate(drawing *dr, const 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 = false; ds->reveal = false; ds->flash_laserno = LASER_EMPTY; ds->isflash = false; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->grid); sfree(ds); } static void draw_square_cursor(drawing *dr, game_drawstate *ds, int dx, int dy) { int coff = TILE_SIZE/8; draw_rect_outline(dr, dx + coff, dy + coff, TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR); } static void draw_arena_tile(drawing *dr, const game_state *gs, game_drawstate *ds, const game_ui *ui, int ax, int ay, bool force, bool isflash) { int gx = ax+1, gy = ay+1; int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy); int dx = TODRAW(gx), dy = TODRAW(gy); if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy) gs_tile |= FLAG_CURSOR; if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) { int bcol, ocol, bg; bg = (gs->reveal ? COL_BACKGROUND : (gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER); draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, bg); draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); if (gs->reveal) { /* Guessed balls are always black; if they're incorrect they'll * have a red cross added later. * Missing balls are red. */ if (gs_tile & BALL_GUESS) { bcol = isflash ? bg : COL_BALL; } else if (gs_tile & BALL_CORRECT) { bcol = isflash ? bg : COL_WRONG; } else { bcol = bg; } } else { /* guesses are black/black, all else background. */ if (gs_tile & BALL_GUESS) { bcol = COL_BALL; } else { bcol = bg; } } ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol; draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1, ocol, ocol); draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-3, bcol, bcol); if (gs_tile & FLAG_CURSOR && bcol == bg) draw_square_cursor(dr, ds, dx, dy); if (gs->reveal && (gs_tile & BALL_GUESS) && !(gs_tile & BALL_CORRECT)) { int x1 = dx + 3, y1 = dy + 3; int x2 = dx + TILE_SIZE - 3, y2 = dy + TILE_SIZE-3; int coords[8]; /* Incorrect guess; draw a red cross over the ball. */ coords[0] = x1-1; coords[1] = y1+1; coords[2] = x1+1; coords[3] = y1-1; coords[4] = x2+1; coords[5] = y2-1; coords[6] = x2-1; coords[7] = y2+1; draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG); coords[0] = x2+1; coords[1] = y1+1; coords[2] = x2-1; coords[3] = y1-1; coords[4] = x1-1; coords[5] = y2-1; coords[6] = x1+1; coords[7] = y2+1; draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG); } draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); } GRID(ds,gx,gy) = gs_tile; } static void draw_laser_tile(drawing *dr, const game_state *gs, game_drawstate *ds, const game_ui *ui, int lno, bool force) { int gx, gy, dx, dy, unused; int wrong, omitted, laserval; bool tmp, reflect, hit, flash = false; unsigned int gs_tile, ds_tile, exitno; tmp = range2grid(gs, lno, &gx, &gy, &unused); assert(tmp); gs_tile = GRID(gs, gx, gy); ds_tile = GRID(ds, gx, gy); dx = TODRAW(gx); dy = TODRAW(gy); wrong = gs->exits[lno] & LASER_WRONG; omitted = gs->exits[lno] & LASER_OMITTED; exitno = gs->exits[lno] & ~LASER_FLAGMASK; reflect = gs_tile & LASER_REFLECT; hit = gs_tile & LASER_HIT; laserval = gs_tile & ~LASER_FLAGMASK; if (lno == ds->flash_laserno) gs_tile |= LASER_FLASHED; else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) { if (exitno == ds->flash_laserno) gs_tile |= LASER_FLASHED; } if (gs_tile & LASER_FLASHED) flash = true; gs_tile |= wrong | omitted; if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy) gs_tile |= FLAG_CURSOR; if (gs_tile != ds_tile || force) { draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) { char str[32]; int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT; if (reflect || hit) sprintf(str, "%s", reflect ? "R" : "H"); else sprintf(str, "%d", laserval); if (wrong) { draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->rrad, COL_WRONG, COL_WRONG); draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->rrad - TILE_SIZE/16, COL_BACKGROUND, COL_WRONG); } draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, str); } if (gs_tile & FLAG_CURSOR) draw_square_cursor(dr, ds, dx, dy); draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); } GRID(ds, gx, gy) = gs_tile; } #define CUR_ANIM 0.2F static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const game_ui *ui, float animtime, float flashtime) { int i, x, y, ts = TILE_SIZE; bool isflash = false, force = false; 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); /* 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 = true; ds->started = true; } if (isflash != ds->isflash) force = true; /* draw the arena */ for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { draw_arena_tile(dr, state, ds, ui, x, y, force, isflash); } } /* draw the lasers */ ds->flash_laserno = LASER_EMPTY; if (ui->flash_laser == 1) ds->flash_laserno = ui->flash_laserno; else if (ui->flash_laser == 2 && animtime > 0) ds->flash_laserno = ui->flash_laserno; for (i = 0; i < 2*(state->w+state->h); i++) { draw_laser_tile(dr, state, ds, ui, i, force); } /* draw the 'finish' button */ if (CAN_REVEAL(state)) { int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0) ? COL_CURSOR : COL_BALL; clip(dr, TODRAW(0)-1, TODRAW(0)-1, TILE_SIZE+1, TILE_SIZE+1); draw_circle(dr, TODRAW(0) + ds->crad-1, TODRAW(0) + ds->crad-1, ds->crad-1, outline, outline); draw_circle(dr, TODRAW(0) + ds->crad-1, TODRAW(0) + ds->crad-1, ds->crad-3, COL_BUTTON, COL_BUTTON); unclip(dr); } else { draw_rect(dr, TODRAW(0)-1, TODRAW(0)-1, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); } draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE); ds->reveal = state->reveal; ds->isflash = isflash; { char buf[256]; if (ds->reveal) { if (state->nwrong == 0 && state->nmissed == 0 && state->nright >= state->minballs) sprintf(buf, "CORRECT!"); else sprintf(buf, "%d wrong and %d missed balls.", state->nwrong, state->nmissed); } else if (state->justwrong) { sprintf(buf, "Wrong! Guess again."); } else { if (state->nguesses > state->maxballs) sprintf(buf, "%d too many balls marked.", state->nguesses - state->maxballs); else if (state->nguesses <= state->maxballs && state->nguesses >= state->minballs) sprintf(buf, "Click button to verify guesses."); else if (state->maxballs == state->minballs) sprintf(buf, "Balls marked: %d / %d", state->nguesses, state->minballs); else sprintf(buf, "Balls marked: %d / %d-%d.", state->nguesses, state->minballs, state->maxballs); } if (ui->errors) { sprintf(buf + strlen(buf), " (%d error%s)", ui->errors, ui->errors > 1 ? "s" : ""); } status_bar(dr, buf); } } static float game_anim_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return (ui->flash_laser == 2) ? CUR_ANIM : 0.0F; } static float game_flash_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { if (!oldstate->reveal && newstate->reveal) return 4.0F * FLASH_FRAME; else return 0.0F; } static int game_status(const game_state *state) { if (state->reveal) { /* * We return nonzero whenever the solution has been revealed, * even (on spoiler grounds) if it wasn't guessed correctly. */ if (state->nwrong == 0 && state->nmissed == 0 && state->nright >= state->minballs) return +1; else return -1; } return 0; } #ifdef COMBINED #define thegame blackbox #endif const struct game thegame = { "Black Box", "games.blackbox", "blackbox", default_params, game_fetch_preset, NULL, 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, NULL, NULL, /* can_format_as_text_now, text_format */ new_ui, free_ui, encode_ui, decode_ui, NULL, /* game_request_keys */ game_changed_state, current_key_label, 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_get_cursor_location, game_status, false, false, NULL, NULL, /* print_size, print */ true, /* wants_statusbar */ false, NULL, /* timing_state */ REQUIRE_RBUTTON, /* flags */ }; /* vim: set shiftwidth=4 tabstop=8: */