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 | |
0a6892db |
28 | /* |
29 | * `desc' and `privdesc' deserve a comment. |
30 | * |
31 | * `desc' is the game description as presented to the user when |
32 | * they ask for Game -> Specific. `privdesc', if non-NULL, is a |
33 | * different game description used to reconstruct the initial |
34 | * game_state when de-serialising. If privdesc is NULL, `desc' |
35 | * is used for both. |
36 | * |
37 | * For almost all games, `privdesc' is NULL and never used. The |
38 | * exception (as usual) is Mines: the initial game state has no |
39 | * squares open at all, but after the first click `desc' is |
40 | * rewritten to describe a game state with an initial click and |
41 | * thus a bunch of squares open. If we used that desc to |
42 | * serialise and deserialise, then the initial game state after |
43 | * deserialisation would look unlike the initial game state |
44 | * beforehand, and worse still execute_move() might fail on the |
45 | * attempted first click. So `privdesc' is also used in this |
46 | * case, to provide a game description describing the same |
47 | * fixed mine layout _but_ no initial click. (These game IDs |
48 | * may also be typed directly into Mines if you like.) |
49 | */ |
50 | char *desc, *privdesc, *seedstr; |
6f2d8d7c |
51 | game_aux_info *aux_info; |
1185e3c5 |
52 | enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; |
7f77ea24 |
53 | int nstates, statesize, statepos; |
eb2ad6f1 |
54 | |
55 | game_params **presets; |
56 | char **preset_names; |
57 | int npresets, presetsize; |
58 | |
f60f7e7c |
59 | game_params *params, *curparams; |
28d0118c |
60 | struct midend_state_entry *states; |
2ef96bd6 |
61 | game_drawstate *drawstate; |
62 | game_state *oldstate; |
74a4e547 |
63 | game_ui *ui; |
2ef96bd6 |
64 | float anim_time, anim_pos; |
87ed82be |
65 | float flash_time, flash_pos; |
c822de4a |
66 | int dir; |
6776a950 |
67 | |
48dcdd62 |
68 | int timing; |
69 | float elapsed; |
70 | char *laststatus; |
71 | |
6776a950 |
72 | int pressed_mouse_button; |
1e3e152d |
73 | |
74 | int winwidth, winheight; |
7f77ea24 |
75 | }; |
76 | |
77 | #define ensure(me) do { \ |
78 | if ((me)->nstates >= (me)->statesize) { \ |
79 | (me)->statesize = (me)->nstates + 128; \ |
28d0118c |
80 | (me)->states = sresize((me)->states, (me)->statesize, \ |
81 | struct midend_state_entry); \ |
7f77ea24 |
82 | } \ |
83 | } while (0) |
84 | |
be8d5aa1 |
85 | midend_data *midend_new(frontend *fe, const game *ourgame) |
7f77ea24 |
86 | { |
87 | midend_data *me = snew(midend_data); |
cbb5549e |
88 | void *randseed; |
89 | int randseedsize; |
90 | |
91 | get_random_seed(&randseed, &randseedsize); |
7f77ea24 |
92 | |
48d70ca9 |
93 | me->frontend = fe; |
be8d5aa1 |
94 | me->ourgame = ourgame; |
48d70ca9 |
95 | me->random = random_init(randseed, randseedsize); |
7f77ea24 |
96 | me->nstates = me->statesize = me->statepos = 0; |
97 | me->states = NULL; |
be8d5aa1 |
98 | me->params = ourgame->default_params(); |
f60f7e7c |
99 | me->curparams = NULL; |
0a6892db |
100 | me->desc = me->privdesc = NULL; |
1185e3c5 |
101 | me->seedstr = NULL; |
6f2d8d7c |
102 | me->aux_info = NULL; |
1185e3c5 |
103 | me->genmode = GOT_NOTHING; |
2ef96bd6 |
104 | me->drawstate = NULL; |
105 | me->oldstate = NULL; |
eb2ad6f1 |
106 | me->presets = NULL; |
107 | me->preset_names = NULL; |
108 | me->npresets = me->presetsize = 0; |
87ed82be |
109 | me->anim_time = me->anim_pos = 0.0F; |
110 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
111 | me->dir = 0; |
74a4e547 |
112 | me->ui = NULL; |
6776a950 |
113 | me->pressed_mouse_button = 0; |
48dcdd62 |
114 | me->laststatus = NULL; |
115 | me->timing = FALSE; |
116 | me->elapsed = 0.0F; |
1e3e152d |
117 | me->winwidth = me->winheight = 0; |
7f77ea24 |
118 | |
cbb5549e |
119 | sfree(randseed); |
120 | |
7f77ea24 |
121 | return me; |
122 | } |
123 | |
ab53eb64 |
124 | static void midend_free_game(midend_data *me) |
125 | { |
126 | while (me->nstates > 0) |
127 | me->ourgame->free_game(me->states[--me->nstates].state); |
128 | |
129 | if (me->drawstate) |
130 | me->ourgame->free_drawstate(me->drawstate); |
131 | } |
132 | |
7f77ea24 |
133 | void midend_free(midend_data *me) |
134 | { |
ab53eb64 |
135 | int i; |
136 | |
137 | midend_free_game(me); |
138 | |
139 | random_free(me->random); |
7f77ea24 |
140 | sfree(me->states); |
1185e3c5 |
141 | sfree(me->desc); |
142 | sfree(me->seedstr); |
6f2d8d7c |
143 | if (me->aux_info) |
144 | me->ourgame->free_aux_info(me->aux_info); |
be8d5aa1 |
145 | me->ourgame->free_params(me->params); |
ab53eb64 |
146 | if (me->npresets) { |
147 | for (i = 0; i < me->npresets; i++) { |
148 | sfree(me->presets[i]); |
149 | sfree(me->preset_names[i]); |
150 | } |
151 | sfree(me->presets); |
152 | sfree(me->preset_names); |
153 | } |
154 | if (me->ui) |
155 | me->ourgame->free_ui(me->ui); |
f60f7e7c |
156 | if (me->curparams) |
157 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
158 | sfree(me->laststatus); |
7f77ea24 |
159 | sfree(me); |
160 | } |
161 | |
1e3e152d |
162 | void midend_size(midend_data *me, int *x, int *y, int expand) |
7f77ea24 |
163 | { |
1e3e152d |
164 | me->ourgame->size(me->params, me->drawstate, x, y, expand); |
165 | me->winwidth = *x; |
166 | me->winheight = *y; |
7f77ea24 |
167 | } |
168 | |
169 | void midend_set_params(midend_data *me, game_params *params) |
170 | { |
be8d5aa1 |
171 | me->ourgame->free_params(me->params); |
172 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
173 | } |
174 | |
48dcdd62 |
175 | static void midend_set_timer(midend_data *me) |
176 | { |
177 | me->timing = (me->ourgame->is_timed && |
178 | me->ourgame->timing_state(me->states[me->statepos-1].state)); |
179 | if (me->timing || me->flash_time || me->anim_time) |
180 | activate_timer(me->frontend); |
181 | else |
182 | deactivate_timer(me->frontend); |
183 | } |
184 | |
1e3e152d |
185 | static void midend_size_new_drawstate(midend_data *me) |
186 | { |
187 | me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight, |
188 | TRUE); |
189 | } |
190 | |
008b4378 |
191 | void midend_force_redraw(midend_data *me) |
192 | { |
193 | if (me->drawstate) |
194 | me->ourgame->free_drawstate(me->drawstate); |
195 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
1e3e152d |
196 | midend_size_new_drawstate(me); |
008b4378 |
197 | midend_redraw(me); |
198 | } |
199 | |
5928817c |
200 | void midend_new_game(midend_data *me) |
7f77ea24 |
201 | { |
ab53eb64 |
202 | midend_free_game(me); |
2ef96bd6 |
203 | |
7f77ea24 |
204 | assert(me->nstates == 0); |
205 | |
1185e3c5 |
206 | if (me->genmode == GOT_DESC) { |
207 | me->genmode = GOT_NOTHING; |
208 | } else { |
209 | random_state *rs; |
210 | |
211 | if (me->genmode == GOT_SEED) { |
212 | me->genmode = GOT_NOTHING; |
213 | } else { |
214 | /* |
215 | * Generate a new random seed. 15 digits comes to about |
216 | * 48 bits, which should be more than enough. |
97c44af3 |
217 | * |
218 | * I'll avoid putting a leading zero on the number, |
219 | * just in case it confuses anybody who thinks it's |
220 | * processed as an integer rather than a string. |
1185e3c5 |
221 | */ |
222 | char newseed[16]; |
223 | int i; |
224 | newseed[15] = '\0'; |
97c44af3 |
225 | newseed[0] = '1' + random_upto(me->random, 9); |
226 | for (i = 1; i < 15; i++) |
1185e3c5 |
227 | newseed[i] = '0' + random_upto(me->random, 10); |
228 | sfree(me->seedstr); |
229 | me->seedstr = dupstr(newseed); |
f60f7e7c |
230 | |
231 | if (me->curparams) |
232 | me->ourgame->free_params(me->curparams); |
233 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
234 | } |
235 | |
236 | sfree(me->desc); |
0a6892db |
237 | sfree(me->privdesc); |
6f2d8d7c |
238 | if (me->aux_info) |
239 | me->ourgame->free_aux_info(me->aux_info); |
240 | me->aux_info = NULL; |
1185e3c5 |
241 | |
242 | rs = random_init(me->seedstr, strlen(me->seedstr)); |
6aa6af4c |
243 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
244 | &me->aux_info, TRUE); |
0a6892db |
245 | me->privdesc = NULL; |
1185e3c5 |
246 | random_free(rs); |
1185e3c5 |
247 | } |
7f77ea24 |
248 | |
249 | ensure(me); |
c380832d |
250 | me->states[me->nstates].state = |
251 | me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
252 | me->states[me->nstates].special = TRUE; |
253 | me->nstates++; |
7f77ea24 |
254 | me->statepos = 1; |
28d0118c |
255 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
1e3e152d |
256 | midend_size_new_drawstate(me); |
48dcdd62 |
257 | me->elapsed = 0.0F; |
258 | midend_set_timer(me); |
74a4e547 |
259 | if (me->ui) |
be8d5aa1 |
260 | me->ourgame->free_ui(me->ui); |
28d0118c |
261 | me->ui = me->ourgame->new_ui(me->states[0].state); |
6776a950 |
262 | me->pressed_mouse_button = 0; |
7f77ea24 |
263 | } |
264 | |
1482ee76 |
265 | static int midend_undo(midend_data *me) |
7f77ea24 |
266 | { |
1482ee76 |
267 | if (me->statepos > 1) { |
07dfb697 |
268 | if (me->ui) |
269 | me->ourgame->changed_state(me->ui, |
270 | me->states[me->statepos-1].state, |
271 | me->states[me->statepos-2].state); |
7f77ea24 |
272 | me->statepos--; |
c822de4a |
273 | me->dir = -1; |
1482ee76 |
274 | return 1; |
275 | } else |
276 | return 0; |
7f77ea24 |
277 | } |
278 | |
1482ee76 |
279 | static int midend_redo(midend_data *me) |
7f77ea24 |
280 | { |
1482ee76 |
281 | if (me->statepos < me->nstates) { |
07dfb697 |
282 | if (me->ui) |
283 | me->ourgame->changed_state(me->ui, |
284 | me->states[me->statepos-1].state, |
285 | me->states[me->statepos].state); |
7f77ea24 |
286 | me->statepos++; |
c822de4a |
287 | me->dir = +1; |
1482ee76 |
288 | return 1; |
289 | } else |
290 | return 0; |
7f77ea24 |
291 | } |
292 | |
87ed82be |
293 | static void midend_finish_move(midend_data *me) |
294 | { |
295 | float flashtime; |
296 | |
28d0118c |
297 | /* |
298 | * We do not flash if the later of the two states is special. |
299 | * This covers both forward Solve moves and backward (undone) |
300 | * Restart moves. |
301 | */ |
302 | if ((me->oldstate || me->statepos > 1) && |
303 | ((me->dir > 0 && !me->states[me->statepos-1].special) || |
304 | (me->dir < 0 && me->statepos < me->nstates && |
305 | !me->states[me->statepos].special))) { |
be8d5aa1 |
306 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
307 | me->states[me->statepos-2].state, |
308 | me->states[me->statepos-1].state, |
e3f21163 |
309 | me->oldstate ? me->dir : +1, |
310 | me->ui); |
87ed82be |
311 | if (flashtime > 0) { |
312 | me->flash_pos = 0.0F; |
313 | me->flash_time = flashtime; |
314 | } |
315 | } |
316 | |
317 | if (me->oldstate) |
be8d5aa1 |
318 | me->ourgame->free_game(me->oldstate); |
87ed82be |
319 | me->oldstate = NULL; |
320 | me->anim_pos = me->anim_time = 0; |
c822de4a |
321 | me->dir = 0; |
87ed82be |
322 | |
48dcdd62 |
323 | midend_set_timer(me); |
87ed82be |
324 | } |
325 | |
ab53eb64 |
326 | void midend_stop_anim(midend_data *me) |
7f77ea24 |
327 | { |
2ef96bd6 |
328 | if (me->oldstate || me->anim_time) { |
87ed82be |
329 | midend_finish_move(me); |
2ef96bd6 |
330 | midend_redraw(me); |
331 | } |
dd216087 |
332 | } |
333 | |
28d0118c |
334 | void midend_restart_game(midend_data *me) |
335 | { |
336 | game_state *s; |
337 | |
7f89707c |
338 | midend_stop_anim(me); |
339 | |
28d0118c |
340 | assert(me->statepos >= 1); |
341 | if (me->statepos == 1) |
342 | return; /* no point doing anything at all! */ |
343 | |
0a6892db |
344 | /* |
345 | * During restart, we reconstruct the game from the (public) |
346 | * game description rather than from states[0], because that |
347 | * way Mines gets slightly more sensible behaviour (restart |
348 | * goes to _after_ the first click so you don't have to |
349 | * remember where you clicked). |
350 | */ |
351 | s = me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
352 | |
353 | /* |
354 | * Now enter the restarted state as the next move. |
355 | */ |
356 | midend_stop_anim(me); |
357 | while (me->nstates > me->statepos) |
358 | me->ourgame->free_game(me->states[--me->nstates].state); |
359 | ensure(me); |
360 | me->states[me->nstates].state = s; |
361 | me->states[me->nstates].special = TRUE; /* we just restarted */ |
362 | me->statepos = ++me->nstates; |
07dfb697 |
363 | if (me->ui) |
364 | me->ourgame->changed_state(me->ui, |
365 | me->states[me->statepos-2].state, |
366 | me->states[me->statepos-1].state); |
28d0118c |
367 | me->anim_time = 0.0; |
368 | midend_finish_move(me); |
369 | midend_redraw(me); |
48dcdd62 |
370 | midend_set_timer(me); |
28d0118c |
371 | } |
372 | |
6776a950 |
373 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
dd216087 |
374 | { |
28d0118c |
375 | game_state *oldstate = |
376 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
ab53eb64 |
377 | int special = FALSE, gotspecial = FALSE, ret = 1; |
dd216087 |
378 | float anim_time; |
7f77ea24 |
379 | |
380 | if (button == 'n' || button == 'N' || button == '\x0E') { |
dd216087 |
381 | midend_stop_anim(me); |
5928817c |
382 | midend_new_game(me); |
2ef96bd6 |
383 | midend_redraw(me); |
ab53eb64 |
384 | goto done; /* never animate */ |
7f77ea24 |
385 | } else if (button == 'u' || button == 'u' || |
1482ee76 |
386 | button == '\x1A' || button == '\x1F') { |
dd216087 |
387 | midend_stop_anim(me); |
28d0118c |
388 | special = me->states[me->statepos-1].special; |
389 | gotspecial = TRUE; |
1482ee76 |
390 | if (!midend_undo(me)) |
ab53eb64 |
391 | goto done; |
7f89707c |
392 | } else if (button == 'r' || button == 'R' || |
31ad8194 |
393 | button == '\x12' || button == '\x19') { |
dd216087 |
394 | midend_stop_anim(me); |
1482ee76 |
395 | if (!midend_redo(me)) |
ab53eb64 |
396 | goto done; |
7f77ea24 |
397 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
ab53eb64 |
398 | ret = 0; |
399 | goto done; |
2ef96bd6 |
400 | } else { |
df11cd4e |
401 | game_state *s; |
402 | char *movestr; |
403 | |
404 | movestr = |
405 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
406 | me->ui, me->drawstate, x, y, button); |
407 | if (!movestr) |
408 | s = NULL; |
409 | else if (!*movestr) |
410 | s = me->states[me->statepos-1].state; |
411 | else { |
412 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
413 | movestr); |
414 | assert(s != NULL); |
415 | sfree(movestr); |
416 | } |
74a4e547 |
417 | |
28d0118c |
418 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
419 | /* |
420 | * make_move() is allowed to return its input state to |
421 | * indicate that although no move has been made, the UI |
422 | * state has been updated and a redraw is called for. |
423 | */ |
424 | midend_redraw(me); |
ab53eb64 |
425 | goto done; |
74a4e547 |
426 | } else if (s) { |
dd216087 |
427 | midend_stop_anim(me); |
2ef96bd6 |
428 | while (me->nstates > me->statepos) |
28d0118c |
429 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
430 | ensure(me); |
28d0118c |
431 | me->states[me->nstates].state = s; |
432 | me->states[me->nstates].special = FALSE; /* normal move */ |
2ef96bd6 |
433 | me->statepos = ++me->nstates; |
c822de4a |
434 | me->dir = +1; |
2ef96bd6 |
435 | } else { |
ab53eb64 |
436 | goto done; |
2ef96bd6 |
437 | } |
7f77ea24 |
438 | } |
439 | |
28d0118c |
440 | if (!gotspecial) |
441 | special = me->states[me->statepos-1].special; |
442 | |
2ef96bd6 |
443 | /* |
444 | * See if this move requires an animation. |
445 | */ |
28d0118c |
446 | if (special) { |
447 | anim_time = 0; |
448 | } else { |
449 | anim_time = me->ourgame->anim_length(oldstate, |
450 | me->states[me->statepos-1].state, |
e3f21163 |
451 | me->dir, me->ui); |
28d0118c |
452 | } |
2ef96bd6 |
453 | |
ab53eb64 |
454 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
455 | if (anim_time > 0) { |
2ef96bd6 |
456 | me->anim_time = anim_time; |
457 | } else { |
2ef96bd6 |
458 | me->anim_time = 0.0; |
87ed82be |
459 | midend_finish_move(me); |
7f77ea24 |
460 | } |
2ef96bd6 |
461 | me->anim_pos = 0.0; |
462 | |
463 | midend_redraw(me); |
464 | |
48dcdd62 |
465 | midend_set_timer(me); |
7f77ea24 |
466 | |
ab53eb64 |
467 | done: |
468 | if (oldstate) me->ourgame->free_game(oldstate); |
469 | return ret; |
7f77ea24 |
470 | } |
2ef96bd6 |
471 | |
6776a950 |
472 | int midend_process_key(midend_data *me, int x, int y, int button) |
473 | { |
474 | int ret = 1; |
475 | |
476 | /* |
477 | * Harmonise mouse drag and release messages. |
478 | * |
479 | * Some front ends might accidentally switch from sending, say, |
480 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
481 | * drag. (This can happen on the Mac, for example, since |
482 | * RIGHT_DRAG is usually done using Command+drag, and if the |
483 | * user accidentally releases Command half way through the drag |
484 | * then there will be trouble.) |
485 | * |
486 | * It would be an O(number of front ends) annoyance to fix this |
487 | * in the front ends, but an O(number of back ends) annoyance |
488 | * to have each game capable of dealing with it. Therefore, we |
489 | * fix it _here_ in the common midend code so that it only has |
490 | * to be done once. |
491 | * |
eeba2afe |
492 | * The possible ways in which things can go screwy in the front |
493 | * end are: |
6776a950 |
494 | * |
eeba2afe |
495 | * - in a system containing multiple physical buttons button |
496 | * presses can inadvertently overlap. We can see ABab (caps |
497 | * meaning button-down and lowercase meaning button-up) when |
498 | * the user had semantically intended AaBb. |
6776a950 |
499 | * |
eeba2afe |
500 | * - in a system where one button is simulated by means of a |
501 | * modifier key and another button, buttons can mutate |
502 | * between press and release (possibly during drag). So we |
503 | * can see Ab instead of Aa. |
6776a950 |
504 | * |
eeba2afe |
505 | * Definite requirements are: |
506 | * |
507 | * - button _presses_ must never be invented or destroyed. If |
508 | * the user presses two buttons in succession, the button |
509 | * presses must be transferred to the backend unchanged. So |
510 | * if we see AaBb , that's fine; if we see ABab (the button |
511 | * presses inadvertently overlapped) we must somehow |
512 | * `correct' it to AaBb. |
513 | * |
514 | * - every mouse action must end up looking like a press, zero |
515 | * or more drags, then a release. This allows back ends to |
516 | * make the _assumption_ that incoming mouse data will be |
517 | * sane in this regard, and not worry about the details. |
518 | * |
519 | * So my policy will be: |
520 | * |
521 | * - treat any button-up as a button-up for the currently |
522 | * pressed button, or ignore it if there is no currently |
523 | * pressed button. |
524 | * |
525 | * - treat any drag as a drag for the currently pressed |
526 | * button, or ignore it if there is no currently pressed |
527 | * button. |
528 | * |
529 | * - if we see a button-down while another button is currently |
530 | * pressed, invent a button-up for the first one and then |
531 | * pass the button-down through as before. |
6776a950 |
532 | * |
93b1da3d |
533 | * 2005-05-31: An addendum to the above. Some games might want |
534 | * a `priority order' among buttons, such that if one button is |
535 | * pressed while another is down then a fixed one of the |
536 | * buttons takes priority no matter what order they're pressed |
537 | * in. Mines, in particular, wants to treat a left+right click |
538 | * like a left click for the benefit of users of other |
539 | * implementations. So the last of the above points is modified |
540 | * in the presence of an (optional) button priority order. |
6776a950 |
541 | */ |
542 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
543 | if (me->pressed_mouse_button) { |
544 | if (IS_MOUSE_DRAG(button)) { |
545 | button = me->pressed_mouse_button + |
546 | (LEFT_DRAG - LEFT_BUTTON); |
547 | } else { |
548 | button = me->pressed_mouse_button + |
549 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
550 | } |
eeba2afe |
551 | } else |
552 | return ret; /* ignore it */ |
6776a950 |
553 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
554 | /* |
555 | * If the new button has lower priority than the old one, |
556 | * don't bother doing this. |
557 | */ |
558 | if (me->ourgame->mouse_priorities & |
559 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
560 | return ret; /* just ignore it */ |
561 | |
6776a950 |
562 | /* |
563 | * Fabricate a button-up for the previously pressed button. |
564 | */ |
565 | ret = ret && midend_really_process_key |
566 | (me, x, y, (me->pressed_mouse_button + |
567 | (LEFT_RELEASE - LEFT_BUTTON))); |
568 | } |
569 | |
570 | /* |
571 | * Now send on the event we originally received. |
572 | */ |
573 | ret = ret && midend_really_process_key(me, x, y, button); |
574 | |
575 | /* |
576 | * And update the currently pressed button. |
577 | */ |
578 | if (IS_MOUSE_RELEASE(button)) |
579 | me->pressed_mouse_button = 0; |
580 | else if (IS_MOUSE_DOWN(button)) |
581 | me->pressed_mouse_button = button; |
582 | |
583 | return ret; |
584 | } |
585 | |
2ef96bd6 |
586 | void midend_redraw(midend_data *me) |
587 | { |
588 | if (me->statepos > 0 && me->drawstate) { |
589 | start_draw(me->frontend); |
590 | if (me->oldstate && me->anim_time > 0 && |
591 | me->anim_pos < me->anim_time) { |
c822de4a |
592 | assert(me->dir != 0); |
be8d5aa1 |
593 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
28d0118c |
594 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
595 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
596 | } else { |
be8d5aa1 |
597 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
28d0118c |
598 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
599 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
600 | } |
601 | end_draw(me->frontend); |
602 | } |
603 | } |
604 | |
605 | void midend_timer(midend_data *me, float tplus) |
606 | { |
607 | me->anim_pos += tplus; |
608 | if (me->anim_pos >= me->anim_time || |
609 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
610 | if (me->anim_time > 0) |
611 | midend_finish_move(me); |
612 | } |
48dcdd62 |
613 | |
87ed82be |
614 | me->flash_pos += tplus; |
615 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
616 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
617 | } |
48dcdd62 |
618 | |
2ef96bd6 |
619 | midend_redraw(me); |
48dcdd62 |
620 | |
621 | if (me->timing) { |
622 | float oldelapsed = me->elapsed; |
623 | me->elapsed += tplus; |
624 | if ((int)oldelapsed != (int)me->elapsed) |
625 | status_bar(me->frontend, me->laststatus ? me->laststatus : ""); |
626 | } |
627 | |
628 | midend_set_timer(me); |
2ef96bd6 |
629 | } |
630 | |
631 | float *midend_colours(midend_data *me, int *ncolours) |
632 | { |
633 | game_state *state = NULL; |
634 | float *ret; |
635 | |
636 | if (me->nstates == 0) { |
6f2d8d7c |
637 | game_aux_info *aux = NULL; |
6aa6af4c |
638 | char *desc = me->ourgame->new_desc(me->params, me->random, |
639 | &aux, TRUE); |
c380832d |
640 | state = me->ourgame->new_game(me, me->params, desc); |
1185e3c5 |
641 | sfree(desc); |
6f2d8d7c |
642 | if (aux) |
643 | me->ourgame->free_aux_info(aux); |
2ef96bd6 |
644 | } else |
28d0118c |
645 | state = me->states[0].state; |
2ef96bd6 |
646 | |
be8d5aa1 |
647 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
2ef96bd6 |
648 | |
813593cc |
649 | { |
650 | int i; |
651 | |
652 | /* |
653 | * Allow environment-based overrides for the standard |
654 | * colours by defining variables along the lines of |
655 | * `NET_COLOUR_4=6000c0'. |
656 | */ |
657 | |
658 | for (i = 0; i < *ncolours; i++) { |
659 | char buf[80], *e; |
660 | unsigned int r, g, b; |
661 | int j; |
662 | |
663 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
664 | for (j = 0; buf[j]; j++) |
665 | buf[j] = toupper((unsigned char)buf[j]); |
666 | if ((e = getenv(buf)) != NULL && |
667 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
668 | ret[i*3 + 0] = r / 255.0; |
669 | ret[i*3 + 1] = g / 255.0; |
670 | ret[i*3 + 2] = b / 255.0; |
671 | } |
672 | } |
673 | } |
674 | |
2ef96bd6 |
675 | if (me->nstates == 0) |
be8d5aa1 |
676 | me->ourgame->free_game(state); |
2ef96bd6 |
677 | |
678 | return ret; |
679 | } |
eb2ad6f1 |
680 | |
681 | int midend_num_presets(midend_data *me) |
682 | { |
683 | if (!me->npresets) { |
684 | char *name; |
685 | game_params *preset; |
686 | |
be8d5aa1 |
687 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
688 | if (me->presetsize <= me->npresets) { |
689 | me->presetsize = me->npresets + 10; |
690 | me->presets = sresize(me->presets, me->presetsize, |
691 | game_params *); |
692 | me->preset_names = sresize(me->preset_names, me->presetsize, |
693 | char *); |
694 | } |
695 | |
696 | me->presets[me->npresets] = preset; |
697 | me->preset_names[me->npresets] = name; |
698 | me->npresets++; |
699 | } |
700 | } |
701 | |
813593cc |
702 | { |
703 | /* |
704 | * Allow environment-based extensions to the preset list by |
705 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
706 | * Advanced:2x3da'. Colon-separated list of items, |
707 | * alternating between textual titles in the menu and |
708 | * encoded parameter strings. |
709 | */ |
710 | char buf[80], *e, *p; |
711 | int j; |
712 | |
713 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
714 | for (j = 0; buf[j]; j++) |
715 | buf[j] = toupper((unsigned char)buf[j]); |
716 | |
717 | if ((e = getenv(buf)) != NULL) { |
718 | p = e = dupstr(e); |
719 | |
720 | while (*p) { |
721 | char *name, *val; |
722 | game_params *preset; |
723 | |
724 | name = p; |
725 | while (*p && *p != ':') p++; |
726 | if (*p) *p++ = '\0'; |
727 | val = p; |
728 | while (*p && *p != ':') p++; |
729 | if (*p) *p++ = '\0'; |
730 | |
731 | preset = me->ourgame->default_params(); |
732 | me->ourgame->decode_params(preset, val); |
733 | |
239ba6e6 |
734 | if (me->ourgame->validate_params(preset)) { |
735 | /* Drop this one from the list. */ |
736 | me->ourgame->free_params(preset); |
737 | continue; |
738 | } |
739 | |
813593cc |
740 | if (me->presetsize <= me->npresets) { |
741 | me->presetsize = me->npresets + 10; |
742 | me->presets = sresize(me->presets, me->presetsize, |
743 | game_params *); |
744 | me->preset_names = sresize(me->preset_names, |
745 | me->presetsize, char *); |
746 | } |
747 | |
748 | me->presets[me->npresets] = preset; |
749 | me->preset_names[me->npresets] = name; |
750 | me->npresets++; |
751 | } |
752 | } |
753 | } |
754 | |
eb2ad6f1 |
755 | return me->npresets; |
756 | } |
757 | |
758 | void midend_fetch_preset(midend_data *me, int n, |
759 | char **name, game_params **params) |
760 | { |
761 | assert(n >= 0 && n < me->npresets); |
762 | *name = me->preset_names[n]; |
763 | *params = me->presets[n]; |
764 | } |
fd1a1a2b |
765 | |
766 | int midend_wants_statusbar(midend_data *me) |
767 | { |
be8d5aa1 |
768 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
769 | } |
c8230524 |
770 | |
0a6892db |
771 | void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc) |
c380832d |
772 | { |
773 | sfree(me->desc); |
0a6892db |
774 | sfree(me->privdesc); |
c380832d |
775 | me->desc = dupstr(desc); |
0a6892db |
776 | me->privdesc = privdesc ? dupstr(privdesc) : NULL; |
c380832d |
777 | } |
778 | |
5928817c |
779 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
c8230524 |
780 | { |
ab53eb64 |
781 | char *titlebuf, *parstr, *rest; |
5928817c |
782 | config_item *ret; |
ab53eb64 |
783 | char sep; |
5928817c |
784 | |
ab53eb64 |
785 | assert(wintitle); |
be8d5aa1 |
786 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
787 | |
788 | switch (which) { |
789 | case CFG_SETTINGS: |
be8d5aa1 |
790 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
791 | *wintitle = titlebuf; |
be8d5aa1 |
792 | return me->ourgame->configure(me->params); |
5928817c |
793 | case CFG_SEED: |
1185e3c5 |
794 | case CFG_DESC: |
ab53eb64 |
795 | if (!me->curparams) { |
796 | sfree(titlebuf); |
797 | return NULL; |
798 | } |
799 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
800 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
801 | *wintitle = titlebuf; |
5928817c |
802 | |
803 | ret = snewn(2, config_item); |
804 | |
805 | ret[0].type = C_STRING; |
1185e3c5 |
806 | if (which == CFG_SEED) |
807 | ret[0].name = "Game random seed"; |
808 | else |
809 | ret[0].name = "Game ID"; |
5928817c |
810 | ret[0].ival = 0; |
b0e26073 |
811 | /* |
1185e3c5 |
812 | * For CFG_DESC the text going in here will be a string |
813 | * encoding of the restricted parameters, plus a colon, |
814 | * plus the game description. For CFG_SEED it will be the |
815 | * full parameters, plus a hash, plus the random seed data. |
816 | * Either of these is a valid full game ID (although only |
817 | * the former is likely to persist across many code |
818 | * changes). |
b0e26073 |
819 | */ |
f60f7e7c |
820 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
821 | assert(parstr); |
1185e3c5 |
822 | if (which == CFG_DESC) { |
ab53eb64 |
823 | rest = me->desc ? me->desc : ""; |
824 | sep = ':'; |
1185e3c5 |
825 | } else { |
ab53eb64 |
826 | rest = me->seedstr ? me->seedstr : ""; |
827 | sep = '#'; |
1185e3c5 |
828 | } |
ab53eb64 |
829 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
830 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
831 | sfree(parstr); |
5928817c |
832 | |
833 | ret[1].type = C_END; |
834 | ret[1].name = ret[1].sval = NULL; |
835 | ret[1].ival = 0; |
836 | |
837 | return ret; |
838 | } |
839 | |
840 | assert(!"We shouldn't be here"); |
841 | return NULL; |
c8230524 |
842 | } |
843 | |
1185e3c5 |
844 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
8b7938e7 |
845 | { |
1185e3c5 |
846 | char *error, *par, *desc, *seed; |
8b7938e7 |
847 | |
1185e3c5 |
848 | seed = strchr(id, '#'); |
849 | desc = strchr(id, ':'); |
8b7938e7 |
850 | |
1185e3c5 |
851 | if (desc && (!seed || desc < seed)) { |
852 | /* |
853 | * We have a colon separating parameters from game |
854 | * description. So `par' now points to the parameters |
855 | * string, and `desc' to the description string. |
856 | */ |
857 | *desc++ = '\0'; |
858 | par = id; |
859 | seed = NULL; |
860 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
861 | /* |
50ff5730 |
862 | * We have a hash separating parameters from random seed. |
1185e3c5 |
863 | * So `par' now points to the parameters string, and `seed' |
864 | * to the seed string. |
8b7938e7 |
865 | */ |
866 | *seed++ = '\0'; |
867 | par = id; |
1185e3c5 |
868 | desc = NULL; |
8b7938e7 |
869 | } else { |
870 | /* |
1185e3c5 |
871 | * We only have one string. Depending on `defmode', we take |
872 | * it to be either parameters, seed or description. |
8b7938e7 |
873 | */ |
1185e3c5 |
874 | if (defmode == DEF_SEED) { |
8b7938e7 |
875 | seed = id; |
1185e3c5 |
876 | par = desc = NULL; |
877 | } else if (defmode == DEF_DESC) { |
878 | desc = id; |
879 | par = seed = NULL; |
8b7938e7 |
880 | } else { |
8b7938e7 |
881 | par = id; |
1185e3c5 |
882 | seed = desc = NULL; |
8b7938e7 |
883 | } |
884 | } |
885 | |
886 | if (par) { |
1185e3c5 |
887 | game_params *tmpparams; |
888 | tmpparams = me->ourgame->dup_params(me->params); |
889 | me->ourgame->decode_params(tmpparams, par); |
890 | error = me->ourgame->validate_params(tmpparams); |
8b7938e7 |
891 | if (error) { |
1185e3c5 |
892 | me->ourgame->free_params(tmpparams); |
8b7938e7 |
893 | return error; |
894 | } |
f60f7e7c |
895 | if (me->curparams) |
896 | me->ourgame->free_params(me->curparams); |
897 | me->curparams = tmpparams; |
1185e3c5 |
898 | |
899 | /* |
900 | * Now filter only the persistent parts of this state into |
901 | * the long-term params structure, unless we've _only_ |
902 | * received a params string in which case the whole lot is |
903 | * persistent. |
904 | */ |
905 | if (seed || desc) { |
906 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
907 | me->ourgame->decode_params(me->params, tmpstr); |
3af70dd4 |
908 | sfree(tmpstr); |
1185e3c5 |
909 | } else { |
910 | me->ourgame->free_params(me->params); |
911 | me->params = me->ourgame->dup_params(tmpparams); |
912 | } |
8b7938e7 |
913 | } |
914 | |
3af70dd4 |
915 | sfree(me->desc); |
0a6892db |
916 | sfree(me->privdesc); |
917 | me->desc = me->privdesc = NULL; |
3af70dd4 |
918 | sfree(me->seedstr); |
919 | me->seedstr = NULL; |
920 | |
1185e3c5 |
921 | if (desc) { |
922 | error = me->ourgame->validate_desc(me->params, desc); |
8b7938e7 |
923 | if (error) |
924 | return error; |
925 | |
1185e3c5 |
926 | me->desc = dupstr(desc); |
927 | me->genmode = GOT_DESC; |
6f2d8d7c |
928 | if (me->aux_info) |
929 | me->ourgame->free_aux_info(me->aux_info); |
930 | me->aux_info = NULL; |
8b7938e7 |
931 | } |
932 | |
1185e3c5 |
933 | if (seed) { |
1185e3c5 |
934 | me->seedstr = dupstr(seed); |
935 | me->genmode = GOT_SEED; |
936 | } |
937 | |
8b7938e7 |
938 | return NULL; |
939 | } |
940 | |
1185e3c5 |
941 | char *midend_game_id(midend_data *me, char *id) |
942 | { |
943 | return midend_game_id_int(me, id, DEF_PARAMS); |
944 | } |
945 | |
5928817c |
946 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
c8230524 |
947 | { |
8b7938e7 |
948 | char *error; |
c8230524 |
949 | game_params *params; |
950 | |
5928817c |
951 | switch (which) { |
952 | case CFG_SETTINGS: |
be8d5aa1 |
953 | params = me->ourgame->custom_params(cfg); |
954 | error = me->ourgame->validate_params(params); |
c8230524 |
955 | |
5928817c |
956 | if (error) { |
be8d5aa1 |
957 | me->ourgame->free_params(params); |
5928817c |
958 | return error; |
959 | } |
c8230524 |
960 | |
be8d5aa1 |
961 | me->ourgame->free_params(me->params); |
5928817c |
962 | me->params = params; |
963 | break; |
964 | |
965 | case CFG_SEED: |
1185e3c5 |
966 | case CFG_DESC: |
967 | error = midend_game_id_int(me, cfg[0].sval, |
968 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
969 | if (error) |
970 | return error; |
5928817c |
971 | break; |
972 | } |
c8230524 |
973 | |
974 | return NULL; |
975 | } |
9b4b03d3 |
976 | |
977 | char *midend_text_format(midend_data *me) |
978 | { |
979 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
980 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
981 | else |
982 | return NULL; |
983 | } |
2ac6d24e |
984 | |
985 | char *midend_solve(midend_data *me) |
986 | { |
987 | game_state *s; |
df11cd4e |
988 | char *msg, *movestr; |
2ac6d24e |
989 | |
990 | if (!me->ourgame->can_solve) |
991 | return "This game does not support the Solve operation"; |
992 | |
993 | if (me->statepos < 1) |
994 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
995 | |
996 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
df11cd4e |
997 | movestr = me->ourgame->solve(me->states[0].state, |
998 | me->states[me->statepos-1].state, |
999 | me->aux_info, &msg); |
1000 | if (!movestr) |
2ac6d24e |
1001 | return msg; |
df11cd4e |
1002 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
1003 | assert(s); |
1004 | sfree(movestr); |
2ac6d24e |
1005 | |
1006 | /* |
28d0118c |
1007 | * Now enter the solved state as the next move. |
2ac6d24e |
1008 | */ |
1009 | midend_stop_anim(me); |
1010 | while (me->nstates > me->statepos) |
28d0118c |
1011 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ac6d24e |
1012 | ensure(me); |
28d0118c |
1013 | me->states[me->nstates].state = s; |
1014 | me->states[me->nstates].special = TRUE; /* created using solve */ |
2ac6d24e |
1015 | me->statepos = ++me->nstates; |
07dfb697 |
1016 | if (me->ui) |
1017 | me->ourgame->changed_state(me->ui, |
1018 | me->states[me->statepos-2].state, |
1019 | me->states[me->statepos-1].state); |
2ac6d24e |
1020 | me->anim_time = 0.0; |
1021 | midend_finish_move(me); |
1022 | midend_redraw(me); |
48dcdd62 |
1023 | midend_set_timer(me); |
2ac6d24e |
1024 | return NULL; |
1025 | } |
48dcdd62 |
1026 | |
1027 | char *midend_rewrite_statusbar(midend_data *me, char *text) |
1028 | { |
1029 | /* |
1030 | * An important special case is that we are occasionally called |
1031 | * with our own laststatus, to update the timer. |
1032 | */ |
1033 | if (me->laststatus != text) { |
1034 | sfree(me->laststatus); |
1035 | me->laststatus = dupstr(text); |
1036 | } |
1037 | |
1038 | if (me->ourgame->is_timed) { |
1039 | char timebuf[100], *ret; |
1040 | int min, sec; |
1041 | |
1042 | sec = me->elapsed; |
1043 | min = sec / 60; |
1044 | sec %= 60; |
1045 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
1046 | |
1047 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
1048 | strcpy(ret, timebuf); |
1049 | strcat(ret, text); |
1050 | return ret; |
1051 | |
1052 | } else { |
1053 | return dupstr(text); |
1054 | } |
1055 | } |