2 * blackbox.c: implementation of 'Black Box'.
14 #define PREFERRED_TILE_SIZE 32
15 #define FLASH_FRAME 0.2F
17 /* Terminology, for ease of reading various macros scattered about the place.
19 * The 'arena' is the inner area where the balls are placed. This is
20 * indexed from (0,0) to (w-1,h-1) but its offset in the grid is (1,1).
22 * The 'range' (firing range) is the bit around the edge where
23 * the lasers are fired from. This is indexed from 0 --> (2*(w+h) - 1),
24 * starting at the top left ((1,0) on the grid) and moving clockwise.
26 * The 'grid' is just the big array containing arena and range;
27 * locations (0,0), (0,w+1), (h+1,w+1) and (h+1,0) are unused.
31 COL_BACKGROUND
, COL_COVER
, COL_LOCK
,
32 COL_TEXT
, COL_FLASHTEXT
,
33 COL_HIGHLIGHT
, COL_LOWLIGHT
, COL_GRID
,
34 COL_BALL
, COL_WRONG
, COL_BUTTON
,
41 int minballs
, maxballs
;
44 static game_params
*default_params(void)
46 game_params
*ret
= snew(game_params
);
49 ret
->minballs
= ret
->maxballs
= 5;
54 static const game_params blackbox_presets
[] = {
62 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
67 if (i
< 0 || i
>= lenof(blackbox_presets
))
70 ret
= snew(game_params
);
71 *ret
= blackbox_presets
[i
];
73 if (ret
->minballs
== ret
->maxballs
)
74 sprintf(str
, "%dx%d, %d balls",
75 ret
->w
, ret
->h
, ret
->minballs
);
77 sprintf(str
, "%dx%d, %d-%d balls",
78 ret
->w
, ret
->h
, ret
->minballs
, ret
->maxballs
);
85 static void free_params(game_params
*params
)
90 static game_params
*dup_params(game_params
*params
)
92 game_params
*ret
= snew(game_params
);
93 *ret
= *params
; /* structure copy */
97 static void decode_params(game_params
*params
, char const *string
)
99 char const *p
= string
;
100 game_params
*defs
= default_params();
102 *params
= *defs
; free_params(defs
);
108 while (*p
&& isdigit((unsigned char)*p
)) p
++;
113 while (*p
&& isdigit((unsigned char)*p
)) p
++;
117 params
->minballs
= atoi(p
);
118 while (*p
&& isdigit((unsigned char)*p
)) p
++;
122 params
->maxballs
= atoi(p
);
123 while (*p
&& isdigit((unsigned char)*p
)) p
++;
132 static char *encode_params(game_params
*params
, int full
)
136 sprintf(str
, "w%dh%dm%dM%d",
137 params
->w
, params
->h
, params
->minballs
, params
->maxballs
);
141 static config_item
*game_configure(game_params
*params
)
146 ret
= snewn(4, config_item
);
148 ret
[0].name
= "Width";
149 ret
[0].type
= C_STRING
;
150 sprintf(buf
, "%d", params
->w
);
151 ret
[0].sval
= dupstr(buf
);
154 ret
[1].name
= "Height";
155 ret
[1].type
= C_STRING
;
156 sprintf(buf
, "%d", params
->h
);
157 ret
[1].sval
= dupstr(buf
);
160 ret
[2].name
= "No. of balls";
161 ret
[2].type
= C_STRING
;
162 if (params
->minballs
== params
->maxballs
)
163 sprintf(buf
, "%d", params
->minballs
);
165 sprintf(buf
, "%d-%d", params
->minballs
, params
->maxballs
);
166 ret
[2].sval
= dupstr(buf
);
177 static game_params
*custom_params(config_item
*cfg
)
179 game_params
*ret
= snew(game_params
);
181 ret
->w
= atoi(cfg
[0].sval
);
182 ret
->h
= atoi(cfg
[1].sval
);
184 /* Allow 'a-b' for a range, otherwise assume a single number. */
185 if (sscanf(cfg
[2].sval
, "%d-%d", &ret
->minballs
, &ret
->maxballs
) < 2)
186 ret
->minballs
= ret
->maxballs
= atoi(cfg
[2].sval
);
191 static char *validate_params(game_params
*params
, int full
)
193 if (params
->w
< 2 || params
->h
< 2)
194 return "Width and height must both be at least two";
195 /* next one is just for ease of coding stuff into 'char'
196 * types, and could be worked around if required. */
197 if (params
->w
> 255 || params
->h
> 255)
198 return "Widths and heights greater than 255 are not supported";
199 if (params
->minballs
> params
->maxballs
)
200 return "Minimum number of balls may not be greater than maximum";
201 if (params
->minballs
>= params
->w
* params
->h
)
202 return "Too many balls to fit in grid";
207 * We store: width | height | ball1x | ball1y | [ ball2x | ball2y | [...] ]
208 * all stored as unsigned chars; validate_params has already
209 * checked this won't overflow an 8-bit char.
210 * Then we obfuscate it.
213 static char *new_game_desc(game_params
*params
, random_state
*rs
,
214 char **aux
, int interactive
)
216 int nballs
= params
->minballs
, i
;
220 if (params
->maxballs
> params
->minballs
)
221 nballs
+= random_upto(rs
, params
->maxballs
- params
->minballs
+ 1);
223 grid
= snewn(params
->w
*params
->h
, char);
224 memset(grid
, 0, params
->w
* params
->h
* sizeof(char));
226 bmp
= snewn(nballs
*2 + 2, unsigned char);
227 memset(bmp
, 0, (nballs
*2 + 2) * sizeof(unsigned char));
232 for (i
= 0; i
< nballs
; i
++) {
236 x
= random_upto(rs
, params
->w
);
237 y
= random_upto(rs
, params
->h
);
238 } while (grid
[y
*params
->w
+ x
]);
240 grid
[y
*params
->w
+ x
] = 1;
242 bmp
[(i
+1)*2 + 0] = x
;
243 bmp
[(i
+1)*2 + 1] = y
;
247 obfuscate_bitmap(bmp
, (nballs
*2 + 2) * 8, FALSE
);
248 ret
= bin2hex(bmp
, nballs
*2 + 2);
254 static char *validate_desc(game_params
*params
, char *desc
)
256 int nballs
, dlen
= strlen(desc
), i
;
260 /* the bitmap is 2+(nballs*2) long; the hex version is double that. */
261 nballs
= ((dlen
/2)-2)/2;
263 if (dlen
< 4 || dlen
% 4 ||
264 nballs
< params
->minballs
|| nballs
> params
->maxballs
)
265 return "Game description is wrong length";
267 bmp
= hex2bin(desc
, nballs
*2 + 2);
268 obfuscate_bitmap(bmp
, (nballs
*2 + 2) * 8, TRUE
);
269 ret
= "Game description is corrupted";
270 /* check general grid size */
271 if (bmp
[0] != params
->w
|| bmp
[1] != params
->h
)
273 /* check each ball will fit on that grid */
274 for (i
= 0; i
< nballs
; i
++) {
275 int x
= bmp
[(i
+1)*2 + 0], y
= bmp
[(i
+1)*2 + 1];
276 if (x
< 0 || y
< 0 || x
>= params
->w
|| y
>= params
->h
)
286 #define BALL_CORRECT 0x01
287 #define BALL_GUESS 0x02
288 #define BALL_LOCK 0x04
290 #define LASER_FLAGMASK 0x1f800
291 #define LASER_OMITTED 0x0800
292 #define LASER_REFLECT 0x1000
293 #define LASER_HIT 0x2000
294 #define LASER_WRONG 0x4000
295 #define LASER_FLASHED 0x8000
296 #define LASER_EMPTY (~0)
298 #define FLAG_CURSOR 0x10000 /* needs to be disjoint from both sets */
301 int w
, h
, minballs
, maxballs
, nballs
, nlasers
;
302 unsigned int *grid
; /* (w+2)x(h+2), to allow for laser firing range */
303 unsigned int *exits
; /* one per laser */
304 int done
; /* user has finished placing his own balls. */
305 int laserno
; /* number of next laser to be fired. */
306 int nguesses
, reveal
, justwrong
, nright
, nwrong
, nmissed
;
309 #define GRID(s,x,y) ((s)->grid[(y)*((s)->w+2) + (x)])
311 #define RANGECHECK(s,x) ((x) >= 0 && (x) <= (s)->nlasers)
313 /* specify numbers because they must match array indexes. */
314 enum { DIR_UP
= 0, DIR_RIGHT
= 1, DIR_DOWN
= 2, DIR_LEFT
= 3 };
316 struct offset
{ int x
, y
; };
318 static const struct offset offsets
[] = {
320 { 1, 0 }, /* right */
326 static const char *dirstrs
[] = {
327 "UP", "RIGHT", "DOWN", "LEFT"
331 static int range2grid(game_state
*state
, int rangeno
, int *x
, int *y
, int *direction
)
336 if (rangeno
< state
->w
) {
337 /* top row; from (1,0) to (w,0) */
340 *direction
= DIR_DOWN
;
344 if (rangeno
< state
->h
) {
345 /* RHS; from (w+1, 1) to (w+1, h) */
348 *direction
= DIR_LEFT
;
352 if (rangeno
< state
->w
) {
353 /* bottom row; from (1, h+1) to (w, h+1); counts backwards */
354 *x
= (state
->w
- rangeno
);
360 if (rangeno
< state
->h
) {
361 /* LHS; from (0, 1) to (0, h); counts backwards */
363 *y
= (state
->h
- rangeno
);
364 *direction
= DIR_RIGHT
;
370 static int grid2range(game_state
*state
, int x
, int y
, int *rangeno
)
372 int ret
, x1
= state
->w
+1, y1
= state
->h
+1;
374 if (x
> 0 && x
< x1
&& y
> 0 && y
< y1
) return 0; /* in arena */
375 if (x
< 0 || x
> x1
|| y
< 0 || y
> y1
) return 0; /* outside grid */
377 if ((x
== 0 || x
== x1
) && (y
== 0 || y
== y1
))
378 return 0; /* one of 4 corners */
380 if (y
== 0) { /* top line */
382 } else if (x
== x1
) { /* RHS */
383 ret
= y
- 1 + state
->w
;
384 } else if (y
== y1
) { /* Bottom [and counts backwards] */
385 ret
= (state
->w
- x
) + state
->w
+ state
->h
;
386 } else { /* LHS [and counts backwards ] */
387 ret
= (state
->h
-y
) + state
->w
+ state
->w
+ state
->h
;
390 debug(("grid2range: (%d,%d) rangeno = %d\n", x
, y
, ret
));
394 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
396 game_state
*state
= snew(game_state
);
397 int dlen
= strlen(desc
), i
;
400 state
->minballs
= params
->minballs
;
401 state
->maxballs
= params
->maxballs
;
402 state
->nballs
= ((dlen
/2)-2)/2;
404 bmp
= hex2bin(desc
, state
->nballs
*2 + 2);
405 obfuscate_bitmap(bmp
, (state
->nballs
*2 + 2) * 8, TRUE
);
407 state
->w
= bmp
[0]; state
->h
= bmp
[1];
408 state
->nlasers
= 2 * (state
->w
+ state
->h
);
410 state
->grid
= snewn((state
->w
+2)*(state
->h
+2), unsigned int);
411 memset(state
->grid
, 0, (state
->w
+2)*(state
->h
+2) * sizeof(unsigned int));
413 state
->exits
= snewn(state
->nlasers
, unsigned int);
414 memset(state
->exits
, LASER_EMPTY
, state
->nlasers
* sizeof(unsigned int));
416 for (i
= 0; i
< state
->nballs
; i
++) {
417 GRID(state
, bmp
[(i
+1)*2 + 0]+1, bmp
[(i
+1)*2 + 1]+1) = BALL_CORRECT
;
421 state
->done
= state
->nguesses
= state
->reveal
= state
->justwrong
=
422 state
->nright
= state
->nwrong
= state
->nmissed
= 0;
428 #define XFER(x) ret->x = state->x
430 static game_state
*dup_game(game_state
*state
)
432 game_state
*ret
= snew(game_state
);
435 XFER(minballs
); XFER(maxballs
);
436 XFER(nballs
); XFER(nlasers
);
438 ret
->grid
= snewn((ret
->w
+2)*(ret
->h
+2), unsigned int);
439 memcpy(ret
->grid
, state
->grid
, (ret
->w
+2)*(ret
->h
+2) * sizeof(unsigned int));
440 ret
->exits
= snewn(ret
->nlasers
, unsigned int);
441 memcpy(ret
->exits
, state
->exits
, ret
->nlasers
* sizeof(unsigned int));
448 XFER(nright
); XFER(nwrong
); XFER(nmissed
);
455 static void free_game(game_state
*state
)
462 static char *solve_game(game_state
*state
, game_state
*currstate
,
463 char *aux
, char **error
)
468 static int game_can_format_as_text_now(game_params
*params
)
473 static char *game_text_format(game_state
*state
)
481 int cur_x
, cur_y
, cur_visible
;
482 int flash_laser
; /* 0 = never, 1 = always, 2 = if anim. */
485 static game_ui
*new_ui(game_state
*state
)
487 game_ui
*ui
= snew(game_ui
);
488 ui
->flash_laserno
= LASER_EMPTY
;
492 ui
->cur_x
= ui
->cur_y
= 1;
500 static void free_ui(game_ui
*ui
)
505 static char *encode_ui(game_ui
*ui
)
509 * The error counter needs preserving across a serialisation.
511 sprintf(buf
, "E%d", ui
->errors
);
515 static void decode_ui(game_ui
*ui
, char *encoding
)
517 sscanf(encoding
, "E%d", &ui
->errors
);
520 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
521 game_state
*newstate
)
524 * If we've encountered a `justwrong' state as a result of
525 * actually making a move, increment the ui error counter.
527 if (newstate
->justwrong
&& ui
->newmove
)
532 #define OFFSET(gx,gy,o) do { \
533 int off = (4 + (o) % 4) % 4; \
534 (gx) += offsets[off].x; \
535 (gy) += offsets[off].y; \
538 enum { LOOK_LEFT
, LOOK_FORWARD
, LOOK_RIGHT
};
540 /* Given a position and a direction, check whether we can see a ball in front
541 * of us, or to our front-left or front-right. */
542 static int isball(game_state
*state
, int gx
, int gy
, int direction
, int lookwhere
)
544 debug(("isball, (%d, %d), dir %s, lookwhere %s\n", gx
, gy
, dirstrs
[direction
],
545 lookwhere
== LOOK_LEFT
? "LEFT" :
546 lookwhere
== LOOK_FORWARD
? "FORWARD" : "RIGHT"));
547 OFFSET(gx
,gy
,direction
);
548 if (lookwhere
== LOOK_LEFT
)
549 OFFSET(gx
,gy
,direction
-1);
550 else if (lookwhere
== LOOK_RIGHT
)
551 OFFSET(gx
,gy
,direction
+1);
552 else if (lookwhere
!= LOOK_FORWARD
)
553 assert(!"unknown lookwhere");
555 debug(("isball, new (%d, %d)\n", gx
, gy
));
557 /* if we're off the grid (into the firing range) there's never a ball. */
558 if (gx
< 1 || gy
< 1 || gx
> state
->w
|| gy
> state
->h
)
561 if (GRID(state
, gx
,gy
) & BALL_CORRECT
)
567 static int fire_laser_internal(game_state
*state
, int x
, int y
, int direction
)
569 int unused
, lno
, tmp
;
571 tmp
= grid2range(state
, x
, y
, &lno
);
574 /* deal with strange initial reflection rules (that stop
575 * you turning down the laser range) */
577 /* I've just chosen to prioritise instant-hit over instant-reflection;
578 * I can't find anywhere that gives me a definite algorithm for this. */
579 if (isball(state
, x
, y
, direction
, LOOK_FORWARD
)) {
580 debug(("Instant hit at (%d, %d)\n", x
, y
));
581 return LASER_HIT
; /* hit */
584 if (isball(state
, x
, y
, direction
, LOOK_LEFT
) ||
585 isball(state
, x
, y
, direction
, LOOK_RIGHT
)) {
586 debug(("Instant reflection at (%d, %d)\n", x
, y
));
587 return LASER_REFLECT
; /* reflection */
589 /* move us onto the grid. */
590 OFFSET(x
, y
, direction
);
593 debug(("fire_laser: looping at (%d, %d) pointing %s\n",
594 x
, y
, dirstrs
[direction
]));
595 if (grid2range(state
, x
, y
, &unused
)) {
598 tmp
= grid2range(state
, x
, y
, &exitno
);
601 return (lno
== exitno
? LASER_REFLECT
: exitno
);
603 /* paranoia. This obviously should never happen */
604 assert(!(GRID(state
, x
, y
) & BALL_CORRECT
));
606 if (isball(state
, x
, y
, direction
, LOOK_FORWARD
)) {
607 /* we're facing a ball; send back a reflection. */
608 debug(("Ball ahead of (%d, %d)", x
, y
));
609 return LASER_HIT
; /* hit */
612 if (isball(state
, x
, y
, direction
, LOOK_LEFT
)) {
613 /* ball to our left; rotate clockwise and look again. */
614 debug(("Ball to left; turning clockwise.\n"));
615 direction
+= 1; direction
%= 4;
618 if (isball(state
, x
, y
, direction
, LOOK_RIGHT
)) {
619 /* ball to our right; rotate anti-clockwise and look again. */
620 debug(("Ball to rightl turning anti-clockwise.\n"));
621 direction
+= 3; direction
%= 4;
624 /* ... otherwise, we have no balls ahead of us so just move one step. */
625 debug(("No balls; moving forwards.\n"));
626 OFFSET(x
, y
, direction
);
630 static int laser_exit(game_state
*state
, int entryno
)
632 int tmp
, x
, y
, direction
;
634 tmp
= range2grid(state
, entryno
, &x
, &y
, &direction
);
637 return fire_laser_internal(state
, x
, y
, direction
);
640 static void fire_laser(game_state
*state
, int entryno
)
642 int tmp
, exitno
, x
, y
, direction
;
644 tmp
= range2grid(state
, entryno
, &x
, &y
, &direction
);
647 exitno
= fire_laser_internal(state
, x
, y
, direction
);
649 if (exitno
== LASER_HIT
|| exitno
== LASER_REFLECT
) {
650 GRID(state
, x
, y
) = state
->exits
[entryno
] = exitno
;
652 int newno
= state
->laserno
++;
653 int xend
, yend
, unused
;
654 tmp
= range2grid(state
, exitno
, &xend
, ¥d
, &unused
);
656 GRID(state
, x
, y
) = GRID(state
, xend
, yend
) = newno
;
657 state
->exits
[entryno
] = exitno
;
658 state
->exits
[exitno
] = entryno
;
662 /* Checks that the guessed balls in the state match up with the real balls
663 * for all possible lasers (i.e. not just the ones that the player might
664 * have already guessed). This is required because any layout with >4 balls
665 * might have multiple valid solutions. Returns non-zero for a 'correct'
666 * (i.e. consistent) layout. */
667 static int check_guesses(game_state
*state
, int cagey
)
669 game_state
*solution
, *guesses
;
670 int i
, x
, y
, n
, unused
, tmp
;
675 * First, check that each laser the player has already
676 * fired is consistent with the layout. If not, show them
677 * one error they've made and reveal no further
680 * Failing that, check to see whether the player would have
681 * been able to fire any laser which distinguished the real
682 * solution from their guess. If so, show them one such
683 * laser and reveal no further information.
685 guesses
= dup_game(state
);
686 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
687 for (x
= 1; x
<= state
->w
; x
++) {
688 for (y
= 1; y
<= state
->h
; y
++) {
689 GRID(guesses
, x
, y
) &= ~BALL_CORRECT
;
690 if (GRID(guesses
, x
, y
) & BALL_GUESS
)
691 GRID(guesses
, x
, y
) |= BALL_CORRECT
;
695 for (i
= 0; i
< guesses
->nlasers
; i
++) {
696 if (guesses
->exits
[i
] != LASER_EMPTY
&&
697 guesses
->exits
[i
] != laser_exit(guesses
, i
))
702 * At least one of the player's existing lasers
703 * contradicts their ball placement. Pick a random one,
704 * highlight it, and return.
706 * A temporary random state is created from the current
707 * grid, so that repeating the same marking will give
708 * the same answer instead of a different one.
710 random_state
*rs
= random_new((char *)guesses
->grid
,
711 (state
->w
+2)*(state
->h
+2) *
712 sizeof(unsigned int));
713 n
= random_upto(rs
, n
);
715 for (i
= 0; i
< guesses
->nlasers
; i
++) {
716 if (guesses
->exits
[i
] != LASER_EMPTY
&&
717 guesses
->exits
[i
] != laser_exit(guesses
, i
) &&
719 state
->exits
[i
] |= LASER_WRONG
;
720 tmp
= laser_exit(state
, i
);
721 if (RANGECHECK(state
, tmp
))
722 state
->exits
[tmp
] |= LASER_WRONG
;
723 state
->justwrong
= TRUE
;
730 for (i
= 0; i
< guesses
->nlasers
; i
++) {
731 if (guesses
->exits
[i
] == LASER_EMPTY
&&
732 laser_exit(state
, i
) != laser_exit(guesses
, i
))
737 * At least one of the player's unfired lasers would
738 * demonstrate their ball placement to be wrong. Pick a
739 * random one, highlight it, and return.
741 * A temporary random state is created from the current
742 * grid, so that repeating the same marking will give
743 * the same answer instead of a different one.
745 random_state
*rs
= random_new((char *)guesses
->grid
,
746 (state
->w
+2)*(state
->h
+2) *
747 sizeof(unsigned int));
748 n
= random_upto(rs
, n
);
750 for (i
= 0; i
< guesses
->nlasers
; i
++) {
751 if (guesses
->exits
[i
] == LASER_EMPTY
&&
752 laser_exit(state
, i
) != laser_exit(guesses
, i
) &&
754 fire_laser(state
, i
);
755 state
->exits
[i
] |= LASER_OMITTED
;
756 tmp
= laser_exit(state
, i
);
757 if (RANGECHECK(state
, tmp
))
758 state
->exits
[tmp
] |= LASER_OMITTED
;
759 state
->justwrong
= TRUE
;
768 /* duplicate the state (to solution) */
769 solution
= dup_game(state
);
771 /* clear out the lasers of solution */
772 for (i
= 0; i
< solution
->nlasers
; i
++) {
773 tmp
= range2grid(solution
, i
, &x
, &y
, &unused
);
775 GRID(solution
, x
, y
) = 0;
776 solution
->exits
[i
] = LASER_EMPTY
;
779 /* duplicate solution to guess. */
780 guesses
= dup_game(solution
);
782 /* clear out BALL_CORRECT on guess, make BALL_GUESS BALL_CORRECT. */
783 for (x
= 1; x
<= state
->w
; x
++) {
784 for (y
= 1; y
<= state
->h
; y
++) {
785 GRID(guesses
, x
, y
) &= ~BALL_CORRECT
;
786 if (GRID(guesses
, x
, y
) & BALL_GUESS
)
787 GRID(guesses
, x
, y
) |= BALL_CORRECT
;
791 /* for each laser (on both game_states), fire it if it hasn't been fired.
792 * If one has been fired (or received a hit) and another hasn't, we know
793 * the ball layouts didn't match and can short-circuit return. */
794 for (i
= 0; i
< solution
->nlasers
; i
++) {
795 if (solution
->exits
[i
] == LASER_EMPTY
)
796 fire_laser(solution
, i
);
797 if (guesses
->exits
[i
] == LASER_EMPTY
)
798 fire_laser(guesses
, i
);
801 /* check each game_state's laser against the other; if any differ, return 0 */
803 for (i
= 0; i
< solution
->nlasers
; i
++) {
804 tmp
= range2grid(solution
, i
, &x
, &y
, &unused
);
807 if (solution
->exits
[i
] != guesses
->exits
[i
]) {
808 /* If the original state didn't have this shot fired,
809 * and it would be wrong between the guess and the solution,
811 if (state
->exits
[i
] == LASER_EMPTY
) {
812 state
->exits
[i
] = solution
->exits
[i
];
813 if (state
->exits
[i
] == LASER_REFLECT
||
814 state
->exits
[i
] == LASER_HIT
)
815 GRID(state
, x
, y
) = state
->exits
[i
];
817 /* add a new shot, incrementing state's laser count. */
818 int ex
, ey
, newno
= state
->laserno
++;
819 tmp
= range2grid(state
, state
->exits
[i
], &ex
, &ey
, &unused
);
821 GRID(state
, x
, y
) = newno
;
822 GRID(state
, ex
, ey
) = newno
;
824 state
->exits
[i
] |= LASER_OMITTED
;
826 state
->exits
[i
] |= LASER_WRONG
;
832 state
->nguesses
< state
->minballs
||
833 state
->nguesses
> state
->maxballs
) goto done
;
835 /* fix up original state so the 'correct' balls end up matching the guesses,
836 * as we've just proved that they were equivalent. */
837 for (x
= 1; x
<= state
->w
; x
++) {
838 for (y
= 1; y
<= state
->h
; y
++) {
839 if (GRID(state
, x
, y
) & BALL_GUESS
)
840 GRID(state
, x
, y
) |= BALL_CORRECT
;
842 GRID(state
, x
, y
) &= ~BALL_CORRECT
;
847 /* fill in nright and nwrong. */
848 state
->nright
= state
->nwrong
= state
->nmissed
= 0;
849 for (x
= 1; x
<= state
->w
; x
++) {
850 for (y
= 1; y
<= state
->h
; y
++) {
851 int bs
= GRID(state
, x
, y
) & (BALL_GUESS
| BALL_CORRECT
);
852 if (bs
== (BALL_GUESS
| BALL_CORRECT
))
854 else if (bs
== BALL_GUESS
)
856 else if (bs
== BALL_CORRECT
)
866 #define TILE_SIZE (ds->tilesize)
868 #define TODRAW(x) ((TILE_SIZE * (x)) + (TILE_SIZE / 2))
869 #define FROMDRAW(x) (((x) - (TILE_SIZE / 2)) / TILE_SIZE)
871 #define CAN_REVEAL(state) ((state)->nguesses >= (state)->minballs && \
872 (state)->nguesses <= (state)->maxballs && \
873 !(state)->reveal && !(state)->justwrong)
875 struct game_drawstate
{
876 int tilesize
, crad
, rrad
, w
, h
; /* w and h to make macros work... */
877 unsigned int *grid
; /* as the game_state grid */
879 int flash_laserno
, isflash
;
882 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
883 int x
, int y
, int button
)
885 int gx
= -1, gy
= -1, rangeno
= -1, wouldflash
= 0;
886 enum { NONE
, TOGGLE_BALL
, TOGGLE_LOCK
, FIRE
, REVEAL
,
887 TOGGLE_COLUMN_LOCK
, TOGGLE_ROW_LOCK
} action
= NONE
;
888 char buf
[80], *nullret
= NULL
;
890 if (IS_CURSOR_MOVE(button
)) {
891 int cx
= ui
->cur_x
, cy
= ui
->cur_y
;
893 move_cursor(button
, &cx
, &cy
, state
->w
+2, state
->h
+2, 0);
894 if ((cx
== 0 && cy
== 0 && !CAN_REVEAL(state
)) ||
895 (cx
== 0 && cy
== state
->h
+1) ||
896 (cx
== state
->w
+1 && cy
== 0) ||
897 (cx
== state
->w
+1 && cy
== state
->h
+1))
898 return NULL
; /* disallow moving cursor to corners. */
905 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
910 } else if (button
== LEFT_RELEASE
) {
913 } else if (IS_CURSOR_SELECT(button
)) {
914 if (ui
->cur_visible
) {
923 /* Fix up 'button' for the below logic. */
924 if (button
== CURSOR_SELECT2
) button
= RIGHT_BUTTON
;
925 else button
= LEFT_BUTTON
;
928 if (gx
!= -1 && gy
!= -1) {
929 if (gx
== 0 && gy
== 0 && button
== LEFT_BUTTON
)
931 if (gx
>= 1 && gx
<= state
->w
&& gy
>= 1 && gy
<= state
->h
) {
932 if (button
== LEFT_BUTTON
) {
933 if (!(GRID(state
, gx
,gy
) & BALL_LOCK
))
934 action
= TOGGLE_BALL
;
936 action
= TOGGLE_LOCK
;
938 if (grid2range(state
, gx
, gy
, &rangeno
)) {
939 if (button
== LEFT_BUTTON
)
941 else if (gy
== 0 || gy
> state
->h
)
942 action
= TOGGLE_COLUMN_LOCK
; /* and use gx */
944 action
= TOGGLE_ROW_LOCK
; /* and use gy */
950 sprintf(buf
, "T%d,%d", gx
, gy
);
954 sprintf(buf
, "LB%d,%d", gx
, gy
);
957 case TOGGLE_COLUMN_LOCK
:
958 sprintf(buf
, "LC%d", gx
);
961 case TOGGLE_ROW_LOCK
:
962 sprintf(buf
, "LR%d", gy
);
966 if (state
->reveal
&& state
->exits
[rangeno
] == LASER_EMPTY
)
968 ui
->flash_laserno
= rangeno
;
969 ui
->flash_laser
= wouldflash
;
971 if (state
->exits
[rangeno
] != LASER_EMPTY
)
973 sprintf(buf
, "F%d", rangeno
);
977 if (!CAN_REVEAL(state
)) return nullret
;
978 if (ui
->cur_visible
== 1) ui
->cur_x
= ui
->cur_y
= 1;
985 if (state
->reveal
) return nullret
;
990 static game_state
*execute_move(game_state
*from
, char *move
)
992 game_state
*ret
= dup_game(from
);
993 int gx
= -1, gy
= -1, rangeno
= -1;
995 if (ret
->justwrong
) {
997 ret
->justwrong
= FALSE
;
998 for (i
= 0; i
< ret
->nlasers
; i
++)
999 if (ret
->exits
[i
] != LASER_EMPTY
)
1000 ret
->exits
[i
] &= ~(LASER_OMITTED
| LASER_WRONG
);
1003 if (!strcmp(move
, "S")) {
1004 check_guesses(ret
, FALSE
);
1008 if (from
->reveal
) goto badmove
;
1009 if (!*move
) goto badmove
;
1013 sscanf(move
+1, "%d,%d", &gx
, &gy
);
1014 if (gx
< 1 || gy
< 1 || gx
> ret
->w
|| gy
> ret
->h
)
1016 if (GRID(ret
, gx
, gy
) & BALL_GUESS
) {
1018 GRID(ret
, gx
, gy
) &= ~BALL_GUESS
;
1021 GRID(ret
, gx
, gy
) |= BALL_GUESS
;
1026 sscanf(move
+1, "%d", &rangeno
);
1027 if (ret
->exits
[rangeno
] != LASER_EMPTY
)
1029 if (!RANGECHECK(ret
, rangeno
))
1031 fire_laser(ret
, rangeno
);
1035 if (ret
->nguesses
< ret
->minballs
||
1036 ret
->nguesses
> ret
->maxballs
)
1038 check_guesses(ret
, TRUE
);
1044 if (strlen(move
) < 2) goto badmove
;
1047 sscanf(move
+2, "%d,%d", &gx
, &gy
);
1048 if (gx
< 1 || gy
< 1 || gx
> ret
->w
|| gy
> ret
->h
)
1050 GRID(ret
, gx
, gy
) ^= BALL_LOCK
;
1053 #define COUNTLOCK do { if (GRID(ret, gx, gy) & BALL_LOCK) lcount++; } while (0)
1054 #define SETLOCKIF(c) do { \
1055 if (lcount > (c)) GRID(ret, gx, gy) &= ~BALL_LOCK; \
1056 else GRID(ret, gx, gy) |= BALL_LOCK; \
1060 sscanf(move
+2, "%d", &gx
);
1061 if (gx
< 1 || gx
> ret
->w
) goto badmove
;
1062 for (gy
= 1; gy
<= ret
->h
; gy
++) { COUNTLOCK
; }
1063 for (gy
= 1; gy
<= ret
->h
; gy
++) { SETLOCKIF(ret
->h
/2); }
1067 sscanf(move
+2, "%d", &gy
);
1068 if (gy
< 1 || gy
> ret
->h
) goto badmove
;
1069 for (gx
= 1; gx
<= ret
->w
; gx
++) { COUNTLOCK
; }
1070 for (gx
= 1; gx
<= ret
->w
; gx
++) { SETLOCKIF(ret
->w
/2); }
1093 /* ----------------------------------------------------------------------
1097 static void game_compute_size(game_params
*params
, int tilesize
,
1100 /* Border is ts/2, to make things easier.
1101 * Thus we have (width) + 2 (firing range*2) + 1 (border*2) tiles
1102 * across, and similarly height + 2 + 1 tiles down. */
1103 *x
= (params
->w
+ 3) * tilesize
;
1104 *y
= (params
->h
+ 3) * tilesize
;
1107 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1108 game_params
*params
, int tilesize
)
1110 ds
->tilesize
= tilesize
;
1111 ds
->crad
= (tilesize
-1)/2;
1112 ds
->rrad
= (3*tilesize
)/8;
1115 static float *game_colours(frontend
*fe
, int *ncolours
)
1117 float *ret
= snewn(3 * NCOLOURS
, float);
1120 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
1122 ret
[COL_BALL
* 3 + 0] = 0.0F
;
1123 ret
[COL_BALL
* 3 + 1] = 0.0F
;
1124 ret
[COL_BALL
* 3 + 2] = 0.0F
;
1126 ret
[COL_WRONG
* 3 + 0] = 1.0F
;
1127 ret
[COL_WRONG
* 3 + 1] = 0.0F
;
1128 ret
[COL_WRONG
* 3 + 2] = 0.0F
;
1130 ret
[COL_BUTTON
* 3 + 0] = 0.0F
;
1131 ret
[COL_BUTTON
* 3 + 1] = 1.0F
;
1132 ret
[COL_BUTTON
* 3 + 2] = 0.0F
;
1134 ret
[COL_CURSOR
* 3 + 0] = 1.0F
;
1135 ret
[COL_CURSOR
* 3 + 1] = 0.0F
;
1136 ret
[COL_CURSOR
* 3 + 2] = 0.0F
;
1138 for (i
= 0; i
< 3; i
++) {
1139 ret
[COL_GRID
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.9F
;
1140 ret
[COL_LOCK
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.7F
;
1141 ret
[COL_COVER
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.5F
;
1142 ret
[COL_TEXT
* 3 + i
] = 0.0F
;
1145 ret
[COL_FLASHTEXT
* 3 + 0] = 0.0F
;
1146 ret
[COL_FLASHTEXT
* 3 + 1] = 1.0F
;
1147 ret
[COL_FLASHTEXT
* 3 + 2] = 0.0F
;
1149 *ncolours
= NCOLOURS
;
1153 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1155 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1158 ds
->w
= state
->w
; ds
->h
= state
->h
;
1159 ds
->grid
= snewn((state
->w
+2)*(state
->h
+2), unsigned int);
1160 memset(ds
->grid
, 0, (state
->w
+2)*(state
->h
+2)*sizeof(unsigned int));
1161 ds
->started
= ds
->reveal
= 0;
1162 ds
->flash_laserno
= LASER_EMPTY
;
1168 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1174 static void draw_square_cursor(drawing
*dr
, game_drawstate
*ds
, int dx
, int dy
)
1176 int coff
= TILE_SIZE
/8;
1177 draw_rect_outline(dr
, dx
+ coff
, dy
+ coff
,
1184 static void draw_arena_tile(drawing
*dr
, game_state
*gs
, game_drawstate
*ds
,
1185 game_ui
*ui
, int ax
, int ay
, int force
, int isflash
)
1187 int gx
= ax
+1, gy
= ay
+1;
1188 int gs_tile
= GRID(gs
, gx
, gy
), ds_tile
= GRID(ds
, gx
, gy
);
1189 int dx
= TODRAW(gx
), dy
= TODRAW(gy
);
1191 if (ui
->cur_visible
&& ui
->cur_x
== gx
&& ui
->cur_y
== gy
)
1192 gs_tile
|= FLAG_CURSOR
;
1194 if (gs_tile
!= ds_tile
|| gs
->reveal
!= ds
->reveal
|| force
) {
1197 bg
= (gs
->reveal
? COL_BACKGROUND
:
1198 (gs_tile
& BALL_LOCK
) ? COL_LOCK
: COL_COVER
);
1200 draw_rect(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, bg
);
1201 draw_rect_outline(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
1204 /* Guessed balls are always black; if they're incorrect they'll
1205 * have a red cross added later.
1206 * Missing balls are red. */
1207 if (gs_tile
& BALL_GUESS
) {
1208 bcol
= isflash
? bg
: COL_BALL
;
1209 } else if (gs_tile
& BALL_CORRECT
) {
1210 bcol
= isflash
? bg
: COL_WRONG
;
1215 /* guesses are black/black, all else background. */
1216 if (gs_tile
& BALL_GUESS
) {
1222 ocol
= (gs_tile
& FLAG_CURSOR
&& bcol
!= bg
) ? COL_CURSOR
: bcol
;
1224 draw_circle(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2, ds
->crad
-1,
1226 draw_circle(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2, ds
->crad
-3,
1230 if (gs_tile
& FLAG_CURSOR
&& bcol
== bg
)
1231 draw_square_cursor(dr
, ds
, dx
, dy
);
1234 (gs_tile
& BALL_GUESS
) &&
1235 !(gs_tile
& BALL_CORRECT
)) {
1236 int x1
= dx
+ 3, y1
= dy
+ 3;
1237 int x2
= dx
+ TILE_SIZE
- 3, y2
= dy
+ TILE_SIZE
-3;
1240 /* Incorrect guess; draw a red cross over the ball. */
1249 draw_polygon(dr
, coords
, 4, COL_WRONG
, COL_WRONG
);
1258 draw_polygon(dr
, coords
, 4, COL_WRONG
, COL_WRONG
);
1260 draw_update(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
);
1262 GRID(ds
,gx
,gy
) = gs_tile
;
1265 static void draw_laser_tile(drawing
*dr
, game_state
*gs
, game_drawstate
*ds
,
1266 game_ui
*ui
, int lno
, int force
)
1268 int gx
, gy
, dx
, dy
, unused
;
1269 int wrong
, omitted
, reflect
, hit
, laserval
, flash
= 0, tmp
;
1270 unsigned int gs_tile
, ds_tile
, exitno
;
1272 tmp
= range2grid(gs
, lno
, &gx
, &gy
, &unused
);
1274 gs_tile
= GRID(gs
, gx
, gy
);
1275 ds_tile
= GRID(ds
, gx
, gy
);
1279 wrong
= gs
->exits
[lno
] & LASER_WRONG
;
1280 omitted
= gs
->exits
[lno
] & LASER_OMITTED
;
1281 exitno
= gs
->exits
[lno
] & ~LASER_FLAGMASK
;
1283 reflect
= gs_tile
& LASER_REFLECT
;
1284 hit
= gs_tile
& LASER_HIT
;
1285 laserval
= gs_tile
& ~LASER_FLAGMASK
;
1287 if (lno
== ds
->flash_laserno
)
1288 gs_tile
|= LASER_FLASHED
;
1289 else if (!(gs
->exits
[lno
] & (LASER_HIT
| LASER_REFLECT
))) {
1290 if (exitno
== ds
->flash_laserno
)
1291 gs_tile
|= LASER_FLASHED
;
1293 if (gs_tile
& LASER_FLASHED
) flash
= 1;
1295 gs_tile
|= wrong
| omitted
;
1297 if (ui
->cur_visible
&& ui
->cur_x
== gx
&& ui
->cur_y
== gy
)
1298 gs_tile
|= FLAG_CURSOR
;
1300 if (gs_tile
!= ds_tile
|| force
) {
1301 draw_rect(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, COL_BACKGROUND
);
1302 draw_rect_outline(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
1304 if (gs_tile
&~ (LASER_WRONG
| LASER_OMITTED
| FLAG_CURSOR
)) {
1306 int tcol
= flash
? COL_FLASHTEXT
: omitted
? COL_WRONG
: COL_TEXT
;
1309 sprintf(str
, "%s", reflect
? "R" : "H");
1311 sprintf(str
, "%d", laserval
);
1314 draw_circle(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
1316 COL_WRONG
, COL_WRONG
);
1317 draw_circle(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
1318 ds
->rrad
- TILE_SIZE
/16,
1319 COL_BACKGROUND
, COL_WRONG
);
1322 draw_text(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
1323 FONT_VARIABLE
, TILE_SIZE
/2, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1326 if (gs_tile
& FLAG_CURSOR
)
1327 draw_square_cursor(dr
, ds
, dx
, dy
);
1329 draw_update(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
);
1331 GRID(ds
, gx
, gy
) = gs_tile
;
1334 #define CUR_ANIM 0.2F
1336 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1337 game_state
*state
, int dir
, game_ui
*ui
,
1338 float animtime
, float flashtime
)
1340 int i
, x
, y
, ts
= TILE_SIZE
, isflash
= 0, force
= 0;
1342 if (flashtime
> 0) {
1343 int frame
= (int)(flashtime
/ FLASH_FRAME
);
1344 isflash
= (frame
% 2) == 0;
1345 debug(("game_redraw: flashtime = %f", flashtime
));
1349 int x0
= TODRAW(0)-1, y0
= TODRAW(0)-1;
1350 int x1
= TODRAW(state
->w
+2), y1
= TODRAW(state
->h
+2);
1353 TILE_SIZE
* (state
->w
+3), TILE_SIZE
* (state
->h
+3),
1356 /* clockwise around the outline starting at pt behind (1,1). */
1357 draw_line(dr
, x0
+ts
, y0
+ts
, x0
+ts
, y0
, COL_HIGHLIGHT
);
1358 draw_line(dr
, x0
+ts
, y0
, x1
-ts
, y0
, COL_HIGHLIGHT
);
1359 draw_line(dr
, x1
-ts
, y0
, x1
-ts
, y0
+ts
, COL_LOWLIGHT
);
1360 draw_line(dr
, x1
-ts
, y0
+ts
, x1
, y0
+ts
, COL_HIGHLIGHT
);
1361 draw_line(dr
, x1
, y0
+ts
, x1
, y1
-ts
, COL_LOWLIGHT
);
1362 draw_line(dr
, x1
, y1
-ts
, x1
-ts
, y1
-ts
, COL_LOWLIGHT
);
1363 draw_line(dr
, x1
-ts
, y1
-ts
, x1
-ts
, y1
, COL_LOWLIGHT
);
1364 draw_line(dr
, x1
-ts
, y1
, x0
+ts
, y1
, COL_LOWLIGHT
);
1365 draw_line(dr
, x0
+ts
, y1
, x0
+ts
, y1
-ts
, COL_HIGHLIGHT
);
1366 draw_line(dr
, x0
+ts
, y1
-ts
, x0
, y1
-ts
, COL_LOWLIGHT
);
1367 draw_line(dr
, x0
, y1
-ts
, x0
, y0
+ts
, COL_HIGHLIGHT
);
1368 draw_line(dr
, x0
, y0
+ts
, x0
+ts
, y0
+ts
, COL_HIGHLIGHT
);
1371 draw_update(dr
, 0, 0,
1372 TILE_SIZE
* (state
->w
+3), TILE_SIZE
* (state
->h
+3));
1377 if (isflash
!= ds
->isflash
) force
= 1;
1379 /* draw the arena */
1380 for (x
= 0; x
< state
->w
; x
++) {
1381 for (y
= 0; y
< state
->h
; y
++) {
1382 draw_arena_tile(dr
, state
, ds
, ui
, x
, y
, force
, isflash
);
1386 /* draw the lasers */
1387 ds
->flash_laserno
= LASER_EMPTY
;
1388 if (ui
->flash_laser
== 1)
1389 ds
->flash_laserno
= ui
->flash_laserno
;
1390 else if (ui
->flash_laser
== 2 && animtime
> 0)
1391 ds
->flash_laserno
= ui
->flash_laserno
;
1393 for (i
= 0; i
< 2*(state
->w
+state
->h
); i
++) {
1394 draw_laser_tile(dr
, state
, ds
, ui
, i
, force
);
1397 /* draw the 'finish' button */
1398 if (CAN_REVEAL(state
)) {
1399 int outline
= (ui
->cur_visible
&& ui
->cur_x
== 0 && ui
->cur_y
== 0)
1400 ? COL_CURSOR
: COL_BALL
;
1401 clip(dr
, TODRAW(0), TODRAW(0), TILE_SIZE
-1, TILE_SIZE
-1);
1402 draw_circle(dr
, TODRAW(0) + ds
->crad
, TODRAW(0) + ds
->crad
, ds
->crad
,
1404 draw_circle(dr
, TODRAW(0) + ds
->crad
, TODRAW(0) + ds
->crad
, ds
->crad
-2,
1405 COL_BUTTON
, COL_BUTTON
);
1408 draw_rect(dr
, TODRAW(0), TODRAW(0),
1409 TILE_SIZE
-1, TILE_SIZE
-1, COL_BACKGROUND
);
1411 draw_update(dr
, TODRAW(0), TODRAW(0), TILE_SIZE
, TILE_SIZE
);
1412 ds
->reveal
= state
->reveal
;
1413 ds
->isflash
= isflash
;
1419 if (state
->nwrong
== 0 &&
1420 state
->nmissed
== 0 &&
1421 state
->nright
>= state
->minballs
)
1422 sprintf(buf
, "CORRECT!");
1424 sprintf(buf
, "%d wrong and %d missed balls.",
1425 state
->nwrong
, state
->nmissed
);
1426 } else if (state
->justwrong
) {
1427 sprintf(buf
, "Wrong! Guess again.");
1429 if (state
->nguesses
> state
->maxballs
)
1430 sprintf(buf
, "%d too many balls marked.",
1431 state
->nguesses
- state
->maxballs
);
1432 else if (state
->nguesses
<= state
->maxballs
&&
1433 state
->nguesses
>= state
->minballs
)
1434 sprintf(buf
, "Click button to verify guesses.");
1435 else if (state
->maxballs
== state
->minballs
)
1436 sprintf(buf
, "Balls marked: %d / %d",
1437 state
->nguesses
, state
->minballs
);
1439 sprintf(buf
, "Balls marked: %d / %d-%d.",
1440 state
->nguesses
, state
->minballs
, state
->maxballs
);
1443 sprintf(buf
+ strlen(buf
), " (%d error%s)",
1444 ui
->errors
, ui
->errors
> 1 ? "s" : "");
1446 status_bar(dr
, buf
);
1450 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1451 int dir
, game_ui
*ui
)
1453 return (ui
->flash_laser
== 2) ? CUR_ANIM
: 0.0F
;
1456 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1457 int dir
, game_ui
*ui
)
1459 if (!oldstate
->reveal
&& newstate
->reveal
)
1460 return 4.0F
* FLASH_FRAME
;
1465 static int game_status(game_state
*state
)
1467 if (state
->reveal
) {
1469 * We return nonzero whenever the solution has been revealed,
1470 * even (on spoiler grounds) if it wasn't guessed correctly.
1472 if (state
->nwrong
== 0 &&
1473 state
->nmissed
== 0 &&
1474 state
->nright
>= state
->minballs
)
1482 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1487 static void game_print_size(game_params
*params
, float *x
, float *y
)
1491 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1496 #define thegame blackbox
1499 const struct game thegame
= {
1500 "Black Box", "games.blackbox", "blackbox",
1507 TRUE
, game_configure
, custom_params
,
1515 FALSE
, game_can_format_as_text_now
, game_text_format
,
1523 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
1526 game_free_drawstate
,
1531 FALSE
, FALSE
, game_print_size
, game_print
,
1532 TRUE
, /* wants_statusbar */
1533 FALSE
, game_timing_state
,
1534 REQUIRE_RBUTTON
, /* flags */
1537 /* vim: set shiftwidth=4 tabstop=8: */