720a8fb7 |
1 | /* |
2 | * midend.c: general middle fragment sitting between the |
3 | * platform-specific front end and game-specific back end. |
4 | * Maintains a move list, takes care of Undo and Redo commands, and |
7f89707c |
5 | * processes standard keystrokes for undo/redo/new/quit. |
720a8fb7 |
6 | */ |
7f77ea24 |
7 | |
8 | #include <stdio.h> |
5928817c |
9 | #include <string.h> |
7f77ea24 |
10 | #include <assert.h> |
813593cc |
11 | #include <stdlib.h> |
12 | #include <ctype.h> |
7f77ea24 |
13 | |
14 | #include "puzzles.h" |
15 | |
1185e3c5 |
16 | enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ |
17 | |
28d0118c |
18 | struct midend_state_entry { |
19 | game_state *state; |
20 | int special; /* created by solve or restart */ |
21 | }; |
22 | |
7f77ea24 |
23 | struct midend_data { |
2ef96bd6 |
24 | frontend *frontend; |
48d70ca9 |
25 | random_state *random; |
be8d5aa1 |
26 | const game *ourgame; |
48d70ca9 |
27 | |
1185e3c5 |
28 | char *desc, *seedstr; |
6f2d8d7c |
29 | game_aux_info *aux_info; |
1185e3c5 |
30 | enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; |
7f77ea24 |
31 | int nstates, statesize, statepos; |
eb2ad6f1 |
32 | |
33 | game_params **presets; |
34 | char **preset_names; |
35 | int npresets, presetsize; |
36 | |
f60f7e7c |
37 | game_params *params, *curparams; |
28d0118c |
38 | struct midend_state_entry *states; |
2ef96bd6 |
39 | game_drawstate *drawstate; |
40 | game_state *oldstate; |
74a4e547 |
41 | game_ui *ui; |
2ef96bd6 |
42 | float anim_time, anim_pos; |
87ed82be |
43 | float flash_time, flash_pos; |
c822de4a |
44 | int dir; |
6776a950 |
45 | |
48dcdd62 |
46 | int timing; |
47 | float elapsed; |
48 | char *laststatus; |
49 | |
6776a950 |
50 | int pressed_mouse_button; |
7f77ea24 |
51 | }; |
52 | |
53 | #define ensure(me) do { \ |
54 | if ((me)->nstates >= (me)->statesize) { \ |
55 | (me)->statesize = (me)->nstates + 128; \ |
28d0118c |
56 | (me)->states = sresize((me)->states, (me)->statesize, \ |
57 | struct midend_state_entry); \ |
7f77ea24 |
58 | } \ |
59 | } while (0) |
60 | |
be8d5aa1 |
61 | midend_data *midend_new(frontend *fe, const game *ourgame) |
7f77ea24 |
62 | { |
63 | midend_data *me = snew(midend_data); |
cbb5549e |
64 | void *randseed; |
65 | int randseedsize; |
66 | |
67 | get_random_seed(&randseed, &randseedsize); |
7f77ea24 |
68 | |
48d70ca9 |
69 | me->frontend = fe; |
be8d5aa1 |
70 | me->ourgame = ourgame; |
48d70ca9 |
71 | me->random = random_init(randseed, randseedsize); |
7f77ea24 |
72 | me->nstates = me->statesize = me->statepos = 0; |
73 | me->states = NULL; |
be8d5aa1 |
74 | me->params = ourgame->default_params(); |
f60f7e7c |
75 | me->curparams = NULL; |
1185e3c5 |
76 | me->desc = NULL; |
77 | me->seedstr = NULL; |
6f2d8d7c |
78 | me->aux_info = NULL; |
1185e3c5 |
79 | me->genmode = GOT_NOTHING; |
2ef96bd6 |
80 | me->drawstate = NULL; |
81 | me->oldstate = NULL; |
eb2ad6f1 |
82 | me->presets = NULL; |
83 | me->preset_names = NULL; |
84 | me->npresets = me->presetsize = 0; |
87ed82be |
85 | me->anim_time = me->anim_pos = 0.0F; |
86 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
87 | me->dir = 0; |
74a4e547 |
88 | me->ui = NULL; |
6776a950 |
89 | me->pressed_mouse_button = 0; |
48dcdd62 |
90 | me->laststatus = NULL; |
91 | me->timing = FALSE; |
92 | me->elapsed = 0.0F; |
7f77ea24 |
93 | |
cbb5549e |
94 | sfree(randseed); |
95 | |
7f77ea24 |
96 | return me; |
97 | } |
98 | |
99 | void midend_free(midend_data *me) |
100 | { |
101 | sfree(me->states); |
1185e3c5 |
102 | sfree(me->desc); |
103 | sfree(me->seedstr); |
104 | random_free(me->random); |
6f2d8d7c |
105 | if (me->aux_info) |
106 | me->ourgame->free_aux_info(me->aux_info); |
be8d5aa1 |
107 | me->ourgame->free_params(me->params); |
f60f7e7c |
108 | if (me->curparams) |
109 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
110 | sfree(me->laststatus); |
7f77ea24 |
111 | sfree(me); |
112 | } |
113 | |
114 | void midend_size(midend_data *me, int *x, int *y) |
115 | { |
be8d5aa1 |
116 | me->ourgame->size(me->params, x, y); |
7f77ea24 |
117 | } |
118 | |
119 | void midend_set_params(midend_data *me, game_params *params) |
120 | { |
be8d5aa1 |
121 | me->ourgame->free_params(me->params); |
122 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
123 | } |
124 | |
48dcdd62 |
125 | static void midend_set_timer(midend_data *me) |
126 | { |
127 | me->timing = (me->ourgame->is_timed && |
128 | me->ourgame->timing_state(me->states[me->statepos-1].state)); |
129 | if (me->timing || me->flash_time || me->anim_time) |
130 | activate_timer(me->frontend); |
131 | else |
132 | deactivate_timer(me->frontend); |
133 | } |
134 | |
5928817c |
135 | void midend_new_game(midend_data *me) |
7f77ea24 |
136 | { |
137 | while (me->nstates > 0) |
28d0118c |
138 | me->ourgame->free_game(me->states[--me->nstates].state); |
7f77ea24 |
139 | |
2ef96bd6 |
140 | if (me->drawstate) |
be8d5aa1 |
141 | me->ourgame->free_drawstate(me->drawstate); |
2ef96bd6 |
142 | |
7f77ea24 |
143 | assert(me->nstates == 0); |
144 | |
1185e3c5 |
145 | if (me->genmode == GOT_DESC) { |
146 | me->genmode = GOT_NOTHING; |
147 | } else { |
148 | random_state *rs; |
149 | |
150 | if (me->genmode == GOT_SEED) { |
151 | me->genmode = GOT_NOTHING; |
152 | } else { |
153 | /* |
154 | * Generate a new random seed. 15 digits comes to about |
155 | * 48 bits, which should be more than enough. |
97c44af3 |
156 | * |
157 | * I'll avoid putting a leading zero on the number, |
158 | * just in case it confuses anybody who thinks it's |
159 | * processed as an integer rather than a string. |
1185e3c5 |
160 | */ |
161 | char newseed[16]; |
162 | int i; |
163 | newseed[15] = '\0'; |
97c44af3 |
164 | newseed[0] = '1' + random_upto(me->random, 9); |
165 | for (i = 1; i < 15; i++) |
1185e3c5 |
166 | newseed[i] = '0' + random_upto(me->random, 10); |
167 | sfree(me->seedstr); |
168 | me->seedstr = dupstr(newseed); |
f60f7e7c |
169 | |
170 | if (me->curparams) |
171 | me->ourgame->free_params(me->curparams); |
172 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
173 | } |
174 | |
175 | sfree(me->desc); |
6f2d8d7c |
176 | if (me->aux_info) |
177 | me->ourgame->free_aux_info(me->aux_info); |
178 | me->aux_info = NULL; |
1185e3c5 |
179 | |
180 | rs = random_init(me->seedstr, strlen(me->seedstr)); |
f60f7e7c |
181 | me->desc = me->ourgame->new_desc(me->curparams, rs, &me->aux_info); |
1185e3c5 |
182 | random_free(rs); |
1185e3c5 |
183 | } |
7f77ea24 |
184 | |
185 | ensure(me); |
c380832d |
186 | me->states[me->nstates].state = |
187 | me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
188 | me->states[me->nstates].special = TRUE; |
189 | me->nstates++; |
7f77ea24 |
190 | me->statepos = 1; |
28d0118c |
191 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
48dcdd62 |
192 | me->elapsed = 0.0F; |
193 | midend_set_timer(me); |
74a4e547 |
194 | if (me->ui) |
be8d5aa1 |
195 | me->ourgame->free_ui(me->ui); |
28d0118c |
196 | me->ui = me->ourgame->new_ui(me->states[0].state); |
6776a950 |
197 | me->pressed_mouse_button = 0; |
7f77ea24 |
198 | } |
199 | |
1482ee76 |
200 | static int midend_undo(midend_data *me) |
7f77ea24 |
201 | { |
1482ee76 |
202 | if (me->statepos > 1) { |
7f77ea24 |
203 | me->statepos--; |
c822de4a |
204 | me->dir = -1; |
1482ee76 |
205 | return 1; |
206 | } else |
207 | return 0; |
7f77ea24 |
208 | } |
209 | |
1482ee76 |
210 | static int midend_redo(midend_data *me) |
7f77ea24 |
211 | { |
1482ee76 |
212 | if (me->statepos < me->nstates) { |
7f77ea24 |
213 | me->statepos++; |
c822de4a |
214 | me->dir = +1; |
1482ee76 |
215 | return 1; |
216 | } else |
217 | return 0; |
7f77ea24 |
218 | } |
219 | |
87ed82be |
220 | static void midend_finish_move(midend_data *me) |
221 | { |
222 | float flashtime; |
223 | |
28d0118c |
224 | /* |
225 | * We do not flash if the later of the two states is special. |
226 | * This covers both forward Solve moves and backward (undone) |
227 | * Restart moves. |
228 | */ |
229 | if ((me->oldstate || me->statepos > 1) && |
230 | ((me->dir > 0 && !me->states[me->statepos-1].special) || |
231 | (me->dir < 0 && me->statepos < me->nstates && |
232 | !me->states[me->statepos].special))) { |
be8d5aa1 |
233 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
234 | me->states[me->statepos-2].state, |
235 | me->states[me->statepos-1].state, |
e3f21163 |
236 | me->oldstate ? me->dir : +1, |
237 | me->ui); |
87ed82be |
238 | if (flashtime > 0) { |
239 | me->flash_pos = 0.0F; |
240 | me->flash_time = flashtime; |
241 | } |
242 | } |
243 | |
244 | if (me->oldstate) |
be8d5aa1 |
245 | me->ourgame->free_game(me->oldstate); |
87ed82be |
246 | me->oldstate = NULL; |
247 | me->anim_pos = me->anim_time = 0; |
c822de4a |
248 | me->dir = 0; |
87ed82be |
249 | |
48dcdd62 |
250 | midend_set_timer(me); |
87ed82be |
251 | } |
252 | |
dd216087 |
253 | static void midend_stop_anim(midend_data *me) |
7f77ea24 |
254 | { |
2ef96bd6 |
255 | if (me->oldstate || me->anim_time) { |
87ed82be |
256 | midend_finish_move(me); |
2ef96bd6 |
257 | midend_redraw(me); |
258 | } |
dd216087 |
259 | } |
260 | |
28d0118c |
261 | void midend_restart_game(midend_data *me) |
262 | { |
263 | game_state *s; |
264 | |
7f89707c |
265 | midend_stop_anim(me); |
266 | |
28d0118c |
267 | assert(me->statepos >= 1); |
268 | if (me->statepos == 1) |
269 | return; /* no point doing anything at all! */ |
270 | |
271 | s = me->ourgame->dup_game(me->states[0].state); |
272 | |
273 | /* |
274 | * Now enter the restarted state as the next move. |
275 | */ |
276 | midend_stop_anim(me); |
277 | while (me->nstates > me->statepos) |
278 | me->ourgame->free_game(me->states[--me->nstates].state); |
279 | ensure(me); |
280 | me->states[me->nstates].state = s; |
281 | me->states[me->nstates].special = TRUE; /* we just restarted */ |
282 | me->statepos = ++me->nstates; |
283 | me->anim_time = 0.0; |
284 | midend_finish_move(me); |
285 | midend_redraw(me); |
48dcdd62 |
286 | midend_set_timer(me); |
28d0118c |
287 | } |
288 | |
6776a950 |
289 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
dd216087 |
290 | { |
28d0118c |
291 | game_state *oldstate = |
292 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
293 | int special = FALSE, gotspecial = FALSE; |
dd216087 |
294 | float anim_time; |
7f77ea24 |
295 | |
296 | if (button == 'n' || button == 'N' || button == '\x0E') { |
dd216087 |
297 | midend_stop_anim(me); |
5928817c |
298 | midend_new_game(me); |
2ef96bd6 |
299 | midend_redraw(me); |
300 | return 1; /* never animate */ |
7f77ea24 |
301 | } else if (button == 'u' || button == 'u' || |
1482ee76 |
302 | button == '\x1A' || button == '\x1F') { |
dd216087 |
303 | midend_stop_anim(me); |
28d0118c |
304 | special = me->states[me->statepos-1].special; |
305 | gotspecial = TRUE; |
1482ee76 |
306 | if (!midend_undo(me)) |
307 | return 1; |
7f89707c |
308 | } else if (button == 'r' || button == 'R' || |
309 | button == '\x12') { |
dd216087 |
310 | midend_stop_anim(me); |
1482ee76 |
311 | if (!midend_redo(me)) |
312 | return 1; |
7f77ea24 |
313 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
be8d5aa1 |
314 | me->ourgame->free_game(oldstate); |
2ef96bd6 |
315 | return 0; |
316 | } else { |
28d0118c |
317 | game_state *s = |
318 | me->ourgame->make_move(me->states[me->statepos-1].state, |
319 | me->ui, x, y, button); |
74a4e547 |
320 | |
28d0118c |
321 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
322 | /* |
323 | * make_move() is allowed to return its input state to |
324 | * indicate that although no move has been made, the UI |
325 | * state has been updated and a redraw is called for. |
326 | */ |
327 | midend_redraw(me); |
328 | return 1; |
329 | } else if (s) { |
dd216087 |
330 | midend_stop_anim(me); |
2ef96bd6 |
331 | while (me->nstates > me->statepos) |
28d0118c |
332 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
333 | ensure(me); |
28d0118c |
334 | me->states[me->nstates].state = s; |
335 | me->states[me->nstates].special = FALSE; /* normal move */ |
2ef96bd6 |
336 | me->statepos = ++me->nstates; |
c822de4a |
337 | me->dir = +1; |
2ef96bd6 |
338 | } else { |
be8d5aa1 |
339 | me->ourgame->free_game(oldstate); |
2ef96bd6 |
340 | return 1; |
341 | } |
7f77ea24 |
342 | } |
343 | |
28d0118c |
344 | if (!gotspecial) |
345 | special = me->states[me->statepos-1].special; |
346 | |
2ef96bd6 |
347 | /* |
348 | * See if this move requires an animation. |
349 | */ |
28d0118c |
350 | if (special) { |
351 | anim_time = 0; |
352 | } else { |
353 | anim_time = me->ourgame->anim_length(oldstate, |
354 | me->states[me->statepos-1].state, |
e3f21163 |
355 | me->dir, me->ui); |
28d0118c |
356 | } |
2ef96bd6 |
357 | |
87ed82be |
358 | me->oldstate = oldstate; |
2ef96bd6 |
359 | if (anim_time > 0) { |
2ef96bd6 |
360 | me->anim_time = anim_time; |
361 | } else { |
2ef96bd6 |
362 | me->anim_time = 0.0; |
87ed82be |
363 | midend_finish_move(me); |
7f77ea24 |
364 | } |
2ef96bd6 |
365 | me->anim_pos = 0.0; |
366 | |
367 | midend_redraw(me); |
368 | |
48dcdd62 |
369 | midend_set_timer(me); |
7f77ea24 |
370 | |
371 | return 1; |
372 | } |
2ef96bd6 |
373 | |
6776a950 |
374 | int midend_process_key(midend_data *me, int x, int y, int button) |
375 | { |
376 | int ret = 1; |
377 | |
378 | /* |
379 | * Harmonise mouse drag and release messages. |
380 | * |
381 | * Some front ends might accidentally switch from sending, say, |
382 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
383 | * drag. (This can happen on the Mac, for example, since |
384 | * RIGHT_DRAG is usually done using Command+drag, and if the |
385 | * user accidentally releases Command half way through the drag |
386 | * then there will be trouble.) |
387 | * |
388 | * It would be an O(number of front ends) annoyance to fix this |
389 | * in the front ends, but an O(number of back ends) annoyance |
390 | * to have each game capable of dealing with it. Therefore, we |
391 | * fix it _here_ in the common midend code so that it only has |
392 | * to be done once. |
393 | * |
eeba2afe |
394 | * The possible ways in which things can go screwy in the front |
395 | * end are: |
6776a950 |
396 | * |
eeba2afe |
397 | * - in a system containing multiple physical buttons button |
398 | * presses can inadvertently overlap. We can see ABab (caps |
399 | * meaning button-down and lowercase meaning button-up) when |
400 | * the user had semantically intended AaBb. |
6776a950 |
401 | * |
eeba2afe |
402 | * - in a system where one button is simulated by means of a |
403 | * modifier key and another button, buttons can mutate |
404 | * between press and release (possibly during drag). So we |
405 | * can see Ab instead of Aa. |
6776a950 |
406 | * |
eeba2afe |
407 | * Definite requirements are: |
408 | * |
409 | * - button _presses_ must never be invented or destroyed. If |
410 | * the user presses two buttons in succession, the button |
411 | * presses must be transferred to the backend unchanged. So |
412 | * if we see AaBb , that's fine; if we see ABab (the button |
413 | * presses inadvertently overlapped) we must somehow |
414 | * `correct' it to AaBb. |
415 | * |
416 | * - every mouse action must end up looking like a press, zero |
417 | * or more drags, then a release. This allows back ends to |
418 | * make the _assumption_ that incoming mouse data will be |
419 | * sane in this regard, and not worry about the details. |
420 | * |
421 | * So my policy will be: |
422 | * |
423 | * - treat any button-up as a button-up for the currently |
424 | * pressed button, or ignore it if there is no currently |
425 | * pressed button. |
426 | * |
427 | * - treat any drag as a drag for the currently pressed |
428 | * button, or ignore it if there is no currently pressed |
429 | * button. |
430 | * |
431 | * - if we see a button-down while another button is currently |
432 | * pressed, invent a button-up for the first one and then |
433 | * pass the button-down through as before. |
6776a950 |
434 | * |
6776a950 |
435 | */ |
436 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
437 | if (me->pressed_mouse_button) { |
438 | if (IS_MOUSE_DRAG(button)) { |
439 | button = me->pressed_mouse_button + |
440 | (LEFT_DRAG - LEFT_BUTTON); |
441 | } else { |
442 | button = me->pressed_mouse_button + |
443 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
444 | } |
eeba2afe |
445 | } else |
446 | return ret; /* ignore it */ |
6776a950 |
447 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
448 | /* |
449 | * Fabricate a button-up for the previously pressed button. |
450 | */ |
451 | ret = ret && midend_really_process_key |
452 | (me, x, y, (me->pressed_mouse_button + |
453 | (LEFT_RELEASE - LEFT_BUTTON))); |
454 | } |
455 | |
456 | /* |
457 | * Now send on the event we originally received. |
458 | */ |
459 | ret = ret && midend_really_process_key(me, x, y, button); |
460 | |
461 | /* |
462 | * And update the currently pressed button. |
463 | */ |
464 | if (IS_MOUSE_RELEASE(button)) |
465 | me->pressed_mouse_button = 0; |
466 | else if (IS_MOUSE_DOWN(button)) |
467 | me->pressed_mouse_button = button; |
468 | |
469 | return ret; |
470 | } |
471 | |
2ef96bd6 |
472 | void midend_redraw(midend_data *me) |
473 | { |
474 | if (me->statepos > 0 && me->drawstate) { |
475 | start_draw(me->frontend); |
476 | if (me->oldstate && me->anim_time > 0 && |
477 | me->anim_pos < me->anim_time) { |
c822de4a |
478 | assert(me->dir != 0); |
be8d5aa1 |
479 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
28d0118c |
480 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
481 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
482 | } else { |
be8d5aa1 |
483 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
28d0118c |
484 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
485 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
486 | } |
487 | end_draw(me->frontend); |
488 | } |
489 | } |
490 | |
491 | void midend_timer(midend_data *me, float tplus) |
492 | { |
493 | me->anim_pos += tplus; |
494 | if (me->anim_pos >= me->anim_time || |
495 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
496 | if (me->anim_time > 0) |
497 | midend_finish_move(me); |
498 | } |
48dcdd62 |
499 | |
87ed82be |
500 | me->flash_pos += tplus; |
501 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
502 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
503 | } |
48dcdd62 |
504 | |
2ef96bd6 |
505 | midend_redraw(me); |
48dcdd62 |
506 | |
507 | if (me->timing) { |
508 | float oldelapsed = me->elapsed; |
509 | me->elapsed += tplus; |
510 | if ((int)oldelapsed != (int)me->elapsed) |
511 | status_bar(me->frontend, me->laststatus ? me->laststatus : ""); |
512 | } |
513 | |
514 | midend_set_timer(me); |
2ef96bd6 |
515 | } |
516 | |
517 | float *midend_colours(midend_data *me, int *ncolours) |
518 | { |
519 | game_state *state = NULL; |
520 | float *ret; |
521 | |
522 | if (me->nstates == 0) { |
6f2d8d7c |
523 | game_aux_info *aux = NULL; |
1185e3c5 |
524 | char *desc = me->ourgame->new_desc(me->params, me->random, &aux); |
c380832d |
525 | state = me->ourgame->new_game(me, me->params, desc); |
1185e3c5 |
526 | sfree(desc); |
6f2d8d7c |
527 | if (aux) |
528 | me->ourgame->free_aux_info(aux); |
2ef96bd6 |
529 | } else |
28d0118c |
530 | state = me->states[0].state; |
2ef96bd6 |
531 | |
be8d5aa1 |
532 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
2ef96bd6 |
533 | |
813593cc |
534 | { |
535 | int i; |
536 | |
537 | /* |
538 | * Allow environment-based overrides for the standard |
539 | * colours by defining variables along the lines of |
540 | * `NET_COLOUR_4=6000c0'. |
541 | */ |
542 | |
543 | for (i = 0; i < *ncolours; i++) { |
544 | char buf[80], *e; |
545 | unsigned int r, g, b; |
546 | int j; |
547 | |
548 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
549 | for (j = 0; buf[j]; j++) |
550 | buf[j] = toupper((unsigned char)buf[j]); |
551 | if ((e = getenv(buf)) != NULL && |
552 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
553 | ret[i*3 + 0] = r / 255.0; |
554 | ret[i*3 + 1] = g / 255.0; |
555 | ret[i*3 + 2] = b / 255.0; |
556 | } |
557 | } |
558 | } |
559 | |
2ef96bd6 |
560 | if (me->nstates == 0) |
be8d5aa1 |
561 | me->ourgame->free_game(state); |
2ef96bd6 |
562 | |
563 | return ret; |
564 | } |
eb2ad6f1 |
565 | |
566 | int midend_num_presets(midend_data *me) |
567 | { |
568 | if (!me->npresets) { |
569 | char *name; |
570 | game_params *preset; |
571 | |
be8d5aa1 |
572 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
573 | if (me->presetsize <= me->npresets) { |
574 | me->presetsize = me->npresets + 10; |
575 | me->presets = sresize(me->presets, me->presetsize, |
576 | game_params *); |
577 | me->preset_names = sresize(me->preset_names, me->presetsize, |
578 | char *); |
579 | } |
580 | |
581 | me->presets[me->npresets] = preset; |
582 | me->preset_names[me->npresets] = name; |
583 | me->npresets++; |
584 | } |
585 | } |
586 | |
813593cc |
587 | { |
588 | /* |
589 | * Allow environment-based extensions to the preset list by |
590 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
591 | * Advanced:2x3da'. Colon-separated list of items, |
592 | * alternating between textual titles in the menu and |
593 | * encoded parameter strings. |
594 | */ |
595 | char buf[80], *e, *p; |
596 | int j; |
597 | |
598 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
599 | for (j = 0; buf[j]; j++) |
600 | buf[j] = toupper((unsigned char)buf[j]); |
601 | |
602 | if ((e = getenv(buf)) != NULL) { |
603 | p = e = dupstr(e); |
604 | |
605 | while (*p) { |
606 | char *name, *val; |
607 | game_params *preset; |
608 | |
609 | name = p; |
610 | while (*p && *p != ':') p++; |
611 | if (*p) *p++ = '\0'; |
612 | val = p; |
613 | while (*p && *p != ':') p++; |
614 | if (*p) *p++ = '\0'; |
615 | |
616 | preset = me->ourgame->default_params(); |
617 | me->ourgame->decode_params(preset, val); |
618 | |
239ba6e6 |
619 | if (me->ourgame->validate_params(preset)) { |
620 | /* Drop this one from the list. */ |
621 | me->ourgame->free_params(preset); |
622 | continue; |
623 | } |
624 | |
813593cc |
625 | if (me->presetsize <= me->npresets) { |
626 | me->presetsize = me->npresets + 10; |
627 | me->presets = sresize(me->presets, me->presetsize, |
628 | game_params *); |
629 | me->preset_names = sresize(me->preset_names, |
630 | me->presetsize, char *); |
631 | } |
632 | |
633 | me->presets[me->npresets] = preset; |
634 | me->preset_names[me->npresets] = name; |
635 | me->npresets++; |
636 | } |
637 | } |
638 | } |
639 | |
eb2ad6f1 |
640 | return me->npresets; |
641 | } |
642 | |
643 | void midend_fetch_preset(midend_data *me, int n, |
644 | char **name, game_params **params) |
645 | { |
646 | assert(n >= 0 && n < me->npresets); |
647 | *name = me->preset_names[n]; |
648 | *params = me->presets[n]; |
649 | } |
fd1a1a2b |
650 | |
651 | int midend_wants_statusbar(midend_data *me) |
652 | { |
be8d5aa1 |
653 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
654 | } |
c8230524 |
655 | |
c380832d |
656 | void midend_supersede_game_desc(midend_data *me, char *desc) |
657 | { |
658 | sfree(me->desc); |
659 | me->desc = dupstr(desc); |
660 | } |
661 | |
5928817c |
662 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
c8230524 |
663 | { |
b0e26073 |
664 | char *titlebuf, *parstr; |
5928817c |
665 | config_item *ret; |
666 | |
be8d5aa1 |
667 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
668 | |
669 | switch (which) { |
670 | case CFG_SETTINGS: |
be8d5aa1 |
671 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
5928817c |
672 | *wintitle = dupstr(titlebuf); |
be8d5aa1 |
673 | return me->ourgame->configure(me->params); |
5928817c |
674 | case CFG_SEED: |
1185e3c5 |
675 | case CFG_DESC: |
676 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
677 | which == CFG_SEED ? "random" : "game"); |
5928817c |
678 | *wintitle = dupstr(titlebuf); |
679 | |
680 | ret = snewn(2, config_item); |
681 | |
682 | ret[0].type = C_STRING; |
1185e3c5 |
683 | if (which == CFG_SEED) |
684 | ret[0].name = "Game random seed"; |
685 | else |
686 | ret[0].name = "Game ID"; |
5928817c |
687 | ret[0].ival = 0; |
b0e26073 |
688 | /* |
1185e3c5 |
689 | * For CFG_DESC the text going in here will be a string |
690 | * encoding of the restricted parameters, plus a colon, |
691 | * plus the game description. For CFG_SEED it will be the |
692 | * full parameters, plus a hash, plus the random seed data. |
693 | * Either of these is a valid full game ID (although only |
694 | * the former is likely to persist across many code |
695 | * changes). |
b0e26073 |
696 | */ |
f60f7e7c |
697 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
1185e3c5 |
698 | if (which == CFG_DESC) { |
699 | ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char); |
700 | sprintf(ret[0].sval, "%s:%s", parstr, me->desc); |
701 | } else if (me->seedstr) { |
702 | ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char); |
703 | sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr); |
704 | } else { |
705 | /* |
706 | * If the current game was not randomly generated, the |
707 | * best we can do is to give a template for typing a |
708 | * new seed in. |
709 | */ |
710 | ret[0].sval = snewn(strlen(parstr) + 2, char); |
711 | sprintf(ret[0].sval, "%s#", parstr); |
712 | } |
b0e26073 |
713 | sfree(parstr); |
5928817c |
714 | |
715 | ret[1].type = C_END; |
716 | ret[1].name = ret[1].sval = NULL; |
717 | ret[1].ival = 0; |
718 | |
719 | return ret; |
720 | } |
721 | |
722 | assert(!"We shouldn't be here"); |
723 | return NULL; |
c8230524 |
724 | } |
725 | |
1185e3c5 |
726 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
8b7938e7 |
727 | { |
1185e3c5 |
728 | char *error, *par, *desc, *seed; |
8b7938e7 |
729 | |
1185e3c5 |
730 | seed = strchr(id, '#'); |
731 | desc = strchr(id, ':'); |
8b7938e7 |
732 | |
1185e3c5 |
733 | if (desc && (!seed || desc < seed)) { |
734 | /* |
735 | * We have a colon separating parameters from game |
736 | * description. So `par' now points to the parameters |
737 | * string, and `desc' to the description string. |
738 | */ |
739 | *desc++ = '\0'; |
740 | par = id; |
741 | seed = NULL; |
742 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
743 | /* |
50ff5730 |
744 | * We have a hash separating parameters from random seed. |
1185e3c5 |
745 | * So `par' now points to the parameters string, and `seed' |
746 | * to the seed string. |
8b7938e7 |
747 | */ |
748 | *seed++ = '\0'; |
749 | par = id; |
1185e3c5 |
750 | desc = NULL; |
8b7938e7 |
751 | } else { |
752 | /* |
1185e3c5 |
753 | * We only have one string. Depending on `defmode', we take |
754 | * it to be either parameters, seed or description. |
8b7938e7 |
755 | */ |
1185e3c5 |
756 | if (defmode == DEF_SEED) { |
8b7938e7 |
757 | seed = id; |
1185e3c5 |
758 | par = desc = NULL; |
759 | } else if (defmode == DEF_DESC) { |
760 | desc = id; |
761 | par = seed = NULL; |
8b7938e7 |
762 | } else { |
8b7938e7 |
763 | par = id; |
1185e3c5 |
764 | seed = desc = NULL; |
8b7938e7 |
765 | } |
766 | } |
767 | |
768 | if (par) { |
1185e3c5 |
769 | game_params *tmpparams; |
770 | tmpparams = me->ourgame->dup_params(me->params); |
771 | me->ourgame->decode_params(tmpparams, par); |
772 | error = me->ourgame->validate_params(tmpparams); |
8b7938e7 |
773 | if (error) { |
1185e3c5 |
774 | me->ourgame->free_params(tmpparams); |
8b7938e7 |
775 | return error; |
776 | } |
f60f7e7c |
777 | if (me->curparams) |
778 | me->ourgame->free_params(me->curparams); |
779 | me->curparams = tmpparams; |
1185e3c5 |
780 | |
781 | /* |
782 | * Now filter only the persistent parts of this state into |
783 | * the long-term params structure, unless we've _only_ |
784 | * received a params string in which case the whole lot is |
785 | * persistent. |
786 | */ |
787 | if (seed || desc) { |
788 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
789 | me->ourgame->decode_params(me->params, tmpstr); |
3af70dd4 |
790 | sfree(tmpstr); |
1185e3c5 |
791 | } else { |
792 | me->ourgame->free_params(me->params); |
793 | me->params = me->ourgame->dup_params(tmpparams); |
794 | } |
8b7938e7 |
795 | } |
796 | |
3af70dd4 |
797 | sfree(me->desc); |
798 | me->desc = NULL; |
799 | sfree(me->seedstr); |
800 | me->seedstr = NULL; |
801 | |
1185e3c5 |
802 | if (desc) { |
803 | error = me->ourgame->validate_desc(me->params, desc); |
8b7938e7 |
804 | if (error) |
805 | return error; |
806 | |
1185e3c5 |
807 | me->desc = dupstr(desc); |
808 | me->genmode = GOT_DESC; |
6f2d8d7c |
809 | if (me->aux_info) |
810 | me->ourgame->free_aux_info(me->aux_info); |
811 | me->aux_info = NULL; |
8b7938e7 |
812 | } |
813 | |
1185e3c5 |
814 | if (seed) { |
1185e3c5 |
815 | me->seedstr = dupstr(seed); |
816 | me->genmode = GOT_SEED; |
817 | } |
818 | |
8b7938e7 |
819 | return NULL; |
820 | } |
821 | |
1185e3c5 |
822 | char *midend_game_id(midend_data *me, char *id) |
823 | { |
824 | return midend_game_id_int(me, id, DEF_PARAMS); |
825 | } |
826 | |
5928817c |
827 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
c8230524 |
828 | { |
8b7938e7 |
829 | char *error; |
c8230524 |
830 | game_params *params; |
831 | |
5928817c |
832 | switch (which) { |
833 | case CFG_SETTINGS: |
be8d5aa1 |
834 | params = me->ourgame->custom_params(cfg); |
835 | error = me->ourgame->validate_params(params); |
c8230524 |
836 | |
5928817c |
837 | if (error) { |
be8d5aa1 |
838 | me->ourgame->free_params(params); |
5928817c |
839 | return error; |
840 | } |
c8230524 |
841 | |
be8d5aa1 |
842 | me->ourgame->free_params(me->params); |
5928817c |
843 | me->params = params; |
844 | break; |
845 | |
846 | case CFG_SEED: |
1185e3c5 |
847 | case CFG_DESC: |
848 | error = midend_game_id_int(me, cfg[0].sval, |
849 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
850 | if (error) |
851 | return error; |
5928817c |
852 | break; |
853 | } |
c8230524 |
854 | |
855 | return NULL; |
856 | } |
9b4b03d3 |
857 | |
858 | char *midend_text_format(midend_data *me) |
859 | { |
860 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
861 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
862 | else |
863 | return NULL; |
864 | } |
2ac6d24e |
865 | |
866 | char *midend_solve(midend_data *me) |
867 | { |
868 | game_state *s; |
869 | char *msg; |
870 | |
871 | if (!me->ourgame->can_solve) |
872 | return "This game does not support the Solve operation"; |
873 | |
874 | if (me->statepos < 1) |
875 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
876 | |
877 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
28d0118c |
878 | s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg); |
2ac6d24e |
879 | if (!s) |
880 | return msg; |
881 | |
882 | /* |
28d0118c |
883 | * Now enter the solved state as the next move. |
2ac6d24e |
884 | */ |
885 | midend_stop_anim(me); |
886 | while (me->nstates > me->statepos) |
28d0118c |
887 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ac6d24e |
888 | ensure(me); |
28d0118c |
889 | me->states[me->nstates].state = s; |
890 | me->states[me->nstates].special = TRUE; /* created using solve */ |
2ac6d24e |
891 | me->statepos = ++me->nstates; |
892 | me->anim_time = 0.0; |
893 | midend_finish_move(me); |
894 | midend_redraw(me); |
48dcdd62 |
895 | midend_set_timer(me); |
2ac6d24e |
896 | return NULL; |
897 | } |
48dcdd62 |
898 | |
899 | char *midend_rewrite_statusbar(midend_data *me, char *text) |
900 | { |
901 | /* |
902 | * An important special case is that we are occasionally called |
903 | * with our own laststatus, to update the timer. |
904 | */ |
905 | if (me->laststatus != text) { |
906 | sfree(me->laststatus); |
907 | me->laststatus = dupstr(text); |
908 | } |
909 | |
910 | if (me->ourgame->is_timed) { |
911 | char timebuf[100], *ret; |
912 | int min, sec; |
913 | |
914 | sec = me->elapsed; |
915 | min = sec / 60; |
916 | sec %= 60; |
917 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
918 | |
919 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
920 | strcpy(ret, timebuf); |
921 | strcat(ret, text); |
922 | return ret; |
923 | |
924 | } else { |
925 | return dupstr(text); |
926 | } |
927 | } |