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 | |
ab53eb64 |
99 | static void midend_free_game(midend_data *me) |
100 | { |
101 | while (me->nstates > 0) |
102 | me->ourgame->free_game(me->states[--me->nstates].state); |
103 | |
104 | if (me->drawstate) |
105 | me->ourgame->free_drawstate(me->drawstate); |
106 | } |
107 | |
7f77ea24 |
108 | void midend_free(midend_data *me) |
109 | { |
ab53eb64 |
110 | int i; |
111 | |
112 | midend_free_game(me); |
113 | |
114 | random_free(me->random); |
7f77ea24 |
115 | sfree(me->states); |
1185e3c5 |
116 | sfree(me->desc); |
117 | sfree(me->seedstr); |
6f2d8d7c |
118 | if (me->aux_info) |
119 | me->ourgame->free_aux_info(me->aux_info); |
be8d5aa1 |
120 | me->ourgame->free_params(me->params); |
ab53eb64 |
121 | if (me->npresets) { |
122 | for (i = 0; i < me->npresets; i++) { |
123 | sfree(me->presets[i]); |
124 | sfree(me->preset_names[i]); |
125 | } |
126 | sfree(me->presets); |
127 | sfree(me->preset_names); |
128 | } |
129 | if (me->ui) |
130 | me->ourgame->free_ui(me->ui); |
f60f7e7c |
131 | if (me->curparams) |
132 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
133 | sfree(me->laststatus); |
7f77ea24 |
134 | sfree(me); |
135 | } |
136 | |
137 | void midend_size(midend_data *me, int *x, int *y) |
138 | { |
be8d5aa1 |
139 | me->ourgame->size(me->params, x, y); |
7f77ea24 |
140 | } |
141 | |
142 | void midend_set_params(midend_data *me, game_params *params) |
143 | { |
be8d5aa1 |
144 | me->ourgame->free_params(me->params); |
145 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
146 | } |
147 | |
48dcdd62 |
148 | static void midend_set_timer(midend_data *me) |
149 | { |
150 | me->timing = (me->ourgame->is_timed && |
151 | me->ourgame->timing_state(me->states[me->statepos-1].state)); |
152 | if (me->timing || me->flash_time || me->anim_time) |
153 | activate_timer(me->frontend); |
154 | else |
155 | deactivate_timer(me->frontend); |
156 | } |
157 | |
008b4378 |
158 | void midend_force_redraw(midend_data *me) |
159 | { |
160 | if (me->drawstate) |
161 | me->ourgame->free_drawstate(me->drawstate); |
162 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
163 | midend_redraw(me); |
164 | } |
165 | |
5928817c |
166 | void midend_new_game(midend_data *me) |
7f77ea24 |
167 | { |
ab53eb64 |
168 | midend_free_game(me); |
2ef96bd6 |
169 | |
7f77ea24 |
170 | assert(me->nstates == 0); |
171 | |
1185e3c5 |
172 | if (me->genmode == GOT_DESC) { |
173 | me->genmode = GOT_NOTHING; |
174 | } else { |
175 | random_state *rs; |
176 | |
177 | if (me->genmode == GOT_SEED) { |
178 | me->genmode = GOT_NOTHING; |
179 | } else { |
180 | /* |
181 | * Generate a new random seed. 15 digits comes to about |
182 | * 48 bits, which should be more than enough. |
97c44af3 |
183 | * |
184 | * I'll avoid putting a leading zero on the number, |
185 | * just in case it confuses anybody who thinks it's |
186 | * processed as an integer rather than a string. |
1185e3c5 |
187 | */ |
188 | char newseed[16]; |
189 | int i; |
190 | newseed[15] = '\0'; |
97c44af3 |
191 | newseed[0] = '1' + random_upto(me->random, 9); |
192 | for (i = 1; i < 15; i++) |
1185e3c5 |
193 | newseed[i] = '0' + random_upto(me->random, 10); |
194 | sfree(me->seedstr); |
195 | me->seedstr = dupstr(newseed); |
f60f7e7c |
196 | |
197 | if (me->curparams) |
198 | me->ourgame->free_params(me->curparams); |
199 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
200 | } |
201 | |
202 | sfree(me->desc); |
6f2d8d7c |
203 | if (me->aux_info) |
204 | me->ourgame->free_aux_info(me->aux_info); |
205 | me->aux_info = NULL; |
1185e3c5 |
206 | |
207 | rs = random_init(me->seedstr, strlen(me->seedstr)); |
6aa6af4c |
208 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
209 | &me->aux_info, TRUE); |
1185e3c5 |
210 | random_free(rs); |
1185e3c5 |
211 | } |
7f77ea24 |
212 | |
213 | ensure(me); |
c380832d |
214 | me->states[me->nstates].state = |
215 | me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
216 | me->states[me->nstates].special = TRUE; |
217 | me->nstates++; |
7f77ea24 |
218 | me->statepos = 1; |
28d0118c |
219 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
48dcdd62 |
220 | me->elapsed = 0.0F; |
221 | midend_set_timer(me); |
74a4e547 |
222 | if (me->ui) |
be8d5aa1 |
223 | me->ourgame->free_ui(me->ui); |
28d0118c |
224 | me->ui = me->ourgame->new_ui(me->states[0].state); |
6776a950 |
225 | me->pressed_mouse_button = 0; |
7f77ea24 |
226 | } |
227 | |
1482ee76 |
228 | static int midend_undo(midend_data *me) |
7f77ea24 |
229 | { |
1482ee76 |
230 | if (me->statepos > 1) { |
7f77ea24 |
231 | me->statepos--; |
c822de4a |
232 | me->dir = -1; |
1482ee76 |
233 | return 1; |
234 | } else |
235 | return 0; |
7f77ea24 |
236 | } |
237 | |
1482ee76 |
238 | static int midend_redo(midend_data *me) |
7f77ea24 |
239 | { |
1482ee76 |
240 | if (me->statepos < me->nstates) { |
7f77ea24 |
241 | me->statepos++; |
c822de4a |
242 | me->dir = +1; |
1482ee76 |
243 | return 1; |
244 | } else |
245 | return 0; |
7f77ea24 |
246 | } |
247 | |
87ed82be |
248 | static void midend_finish_move(midend_data *me) |
249 | { |
250 | float flashtime; |
251 | |
28d0118c |
252 | /* |
253 | * We do not flash if the later of the two states is special. |
254 | * This covers both forward Solve moves and backward (undone) |
255 | * Restart moves. |
256 | */ |
257 | if ((me->oldstate || me->statepos > 1) && |
258 | ((me->dir > 0 && !me->states[me->statepos-1].special) || |
259 | (me->dir < 0 && me->statepos < me->nstates && |
260 | !me->states[me->statepos].special))) { |
be8d5aa1 |
261 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
262 | me->states[me->statepos-2].state, |
263 | me->states[me->statepos-1].state, |
e3f21163 |
264 | me->oldstate ? me->dir : +1, |
265 | me->ui); |
87ed82be |
266 | if (flashtime > 0) { |
267 | me->flash_pos = 0.0F; |
268 | me->flash_time = flashtime; |
269 | } |
270 | } |
271 | |
272 | if (me->oldstate) |
be8d5aa1 |
273 | me->ourgame->free_game(me->oldstate); |
87ed82be |
274 | me->oldstate = NULL; |
275 | me->anim_pos = me->anim_time = 0; |
c822de4a |
276 | me->dir = 0; |
87ed82be |
277 | |
48dcdd62 |
278 | midend_set_timer(me); |
87ed82be |
279 | } |
280 | |
ab53eb64 |
281 | void midend_stop_anim(midend_data *me) |
7f77ea24 |
282 | { |
2ef96bd6 |
283 | if (me->oldstate || me->anim_time) { |
87ed82be |
284 | midend_finish_move(me); |
2ef96bd6 |
285 | midend_redraw(me); |
286 | } |
dd216087 |
287 | } |
288 | |
28d0118c |
289 | void midend_restart_game(midend_data *me) |
290 | { |
291 | game_state *s; |
292 | |
7f89707c |
293 | midend_stop_anim(me); |
294 | |
28d0118c |
295 | assert(me->statepos >= 1); |
296 | if (me->statepos == 1) |
297 | return; /* no point doing anything at all! */ |
298 | |
299 | s = me->ourgame->dup_game(me->states[0].state); |
300 | |
301 | /* |
302 | * Now enter the restarted state as the next move. |
303 | */ |
304 | midend_stop_anim(me); |
305 | while (me->nstates > me->statepos) |
306 | me->ourgame->free_game(me->states[--me->nstates].state); |
307 | ensure(me); |
308 | me->states[me->nstates].state = s; |
309 | me->states[me->nstates].special = TRUE; /* we just restarted */ |
310 | me->statepos = ++me->nstates; |
311 | me->anim_time = 0.0; |
312 | midend_finish_move(me); |
313 | midend_redraw(me); |
48dcdd62 |
314 | midend_set_timer(me); |
28d0118c |
315 | } |
316 | |
6776a950 |
317 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
dd216087 |
318 | { |
28d0118c |
319 | game_state *oldstate = |
320 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
ab53eb64 |
321 | int special = FALSE, gotspecial = FALSE, ret = 1; |
dd216087 |
322 | float anim_time; |
7f77ea24 |
323 | |
324 | if (button == 'n' || button == 'N' || button == '\x0E') { |
dd216087 |
325 | midend_stop_anim(me); |
5928817c |
326 | midend_new_game(me); |
2ef96bd6 |
327 | midend_redraw(me); |
ab53eb64 |
328 | goto done; /* never animate */ |
7f77ea24 |
329 | } else if (button == 'u' || button == 'u' || |
1482ee76 |
330 | button == '\x1A' || button == '\x1F') { |
dd216087 |
331 | midend_stop_anim(me); |
28d0118c |
332 | special = me->states[me->statepos-1].special; |
333 | gotspecial = TRUE; |
1482ee76 |
334 | if (!midend_undo(me)) |
ab53eb64 |
335 | goto done; |
7f89707c |
336 | } else if (button == 'r' || button == 'R' || |
31ad8194 |
337 | button == '\x12' || button == '\x19') { |
dd216087 |
338 | midend_stop_anim(me); |
1482ee76 |
339 | if (!midend_redo(me)) |
ab53eb64 |
340 | goto done; |
7f77ea24 |
341 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
ab53eb64 |
342 | ret = 0; |
343 | goto done; |
2ef96bd6 |
344 | } else { |
28d0118c |
345 | game_state *s = |
346 | me->ourgame->make_move(me->states[me->statepos-1].state, |
c0361acd |
347 | me->ui, me->drawstate, x, y, button); |
74a4e547 |
348 | |
28d0118c |
349 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
350 | /* |
351 | * make_move() is allowed to return its input state to |
352 | * indicate that although no move has been made, the UI |
353 | * state has been updated and a redraw is called for. |
354 | */ |
355 | midend_redraw(me); |
ab53eb64 |
356 | goto done; |
74a4e547 |
357 | } else if (s) { |
dd216087 |
358 | midend_stop_anim(me); |
2ef96bd6 |
359 | while (me->nstates > me->statepos) |
28d0118c |
360 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
361 | ensure(me); |
28d0118c |
362 | me->states[me->nstates].state = s; |
363 | me->states[me->nstates].special = FALSE; /* normal move */ |
2ef96bd6 |
364 | me->statepos = ++me->nstates; |
c822de4a |
365 | me->dir = +1; |
2ef96bd6 |
366 | } else { |
ab53eb64 |
367 | goto done; |
2ef96bd6 |
368 | } |
7f77ea24 |
369 | } |
370 | |
28d0118c |
371 | if (!gotspecial) |
372 | special = me->states[me->statepos-1].special; |
373 | |
2ef96bd6 |
374 | /* |
375 | * See if this move requires an animation. |
376 | */ |
28d0118c |
377 | if (special) { |
378 | anim_time = 0; |
379 | } else { |
380 | anim_time = me->ourgame->anim_length(oldstate, |
381 | me->states[me->statepos-1].state, |
e3f21163 |
382 | me->dir, me->ui); |
28d0118c |
383 | } |
2ef96bd6 |
384 | |
ab53eb64 |
385 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
386 | if (anim_time > 0) { |
2ef96bd6 |
387 | me->anim_time = anim_time; |
388 | } else { |
2ef96bd6 |
389 | me->anim_time = 0.0; |
87ed82be |
390 | midend_finish_move(me); |
7f77ea24 |
391 | } |
2ef96bd6 |
392 | me->anim_pos = 0.0; |
393 | |
394 | midend_redraw(me); |
395 | |
48dcdd62 |
396 | midend_set_timer(me); |
7f77ea24 |
397 | |
ab53eb64 |
398 | done: |
399 | if (oldstate) me->ourgame->free_game(oldstate); |
400 | return ret; |
7f77ea24 |
401 | } |
2ef96bd6 |
402 | |
6776a950 |
403 | int midend_process_key(midend_data *me, int x, int y, int button) |
404 | { |
405 | int ret = 1; |
406 | |
407 | /* |
408 | * Harmonise mouse drag and release messages. |
409 | * |
410 | * Some front ends might accidentally switch from sending, say, |
411 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
412 | * drag. (This can happen on the Mac, for example, since |
413 | * RIGHT_DRAG is usually done using Command+drag, and if the |
414 | * user accidentally releases Command half way through the drag |
415 | * then there will be trouble.) |
416 | * |
417 | * It would be an O(number of front ends) annoyance to fix this |
418 | * in the front ends, but an O(number of back ends) annoyance |
419 | * to have each game capable of dealing with it. Therefore, we |
420 | * fix it _here_ in the common midend code so that it only has |
421 | * to be done once. |
422 | * |
eeba2afe |
423 | * The possible ways in which things can go screwy in the front |
424 | * end are: |
6776a950 |
425 | * |
eeba2afe |
426 | * - in a system containing multiple physical buttons button |
427 | * presses can inadvertently overlap. We can see ABab (caps |
428 | * meaning button-down and lowercase meaning button-up) when |
429 | * the user had semantically intended AaBb. |
6776a950 |
430 | * |
eeba2afe |
431 | * - in a system where one button is simulated by means of a |
432 | * modifier key and another button, buttons can mutate |
433 | * between press and release (possibly during drag). So we |
434 | * can see Ab instead of Aa. |
6776a950 |
435 | * |
eeba2afe |
436 | * Definite requirements are: |
437 | * |
438 | * - button _presses_ must never be invented or destroyed. If |
439 | * the user presses two buttons in succession, the button |
440 | * presses must be transferred to the backend unchanged. So |
441 | * if we see AaBb , that's fine; if we see ABab (the button |
442 | * presses inadvertently overlapped) we must somehow |
443 | * `correct' it to AaBb. |
444 | * |
445 | * - every mouse action must end up looking like a press, zero |
446 | * or more drags, then a release. This allows back ends to |
447 | * make the _assumption_ that incoming mouse data will be |
448 | * sane in this regard, and not worry about the details. |
449 | * |
450 | * So my policy will be: |
451 | * |
452 | * - treat any button-up as a button-up for the currently |
453 | * pressed button, or ignore it if there is no currently |
454 | * pressed button. |
455 | * |
456 | * - treat any drag as a drag for the currently pressed |
457 | * button, or ignore it if there is no currently pressed |
458 | * button. |
459 | * |
460 | * - if we see a button-down while another button is currently |
461 | * pressed, invent a button-up for the first one and then |
462 | * pass the button-down through as before. |
6776a950 |
463 | * |
93b1da3d |
464 | * 2005-05-31: An addendum to the above. Some games might want |
465 | * a `priority order' among buttons, such that if one button is |
466 | * pressed while another is down then a fixed one of the |
467 | * buttons takes priority no matter what order they're pressed |
468 | * in. Mines, in particular, wants to treat a left+right click |
469 | * like a left click for the benefit of users of other |
470 | * implementations. So the last of the above points is modified |
471 | * in the presence of an (optional) button priority order. |
6776a950 |
472 | */ |
473 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
474 | if (me->pressed_mouse_button) { |
475 | if (IS_MOUSE_DRAG(button)) { |
476 | button = me->pressed_mouse_button + |
477 | (LEFT_DRAG - LEFT_BUTTON); |
478 | } else { |
479 | button = me->pressed_mouse_button + |
480 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
481 | } |
eeba2afe |
482 | } else |
483 | return ret; /* ignore it */ |
6776a950 |
484 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
485 | /* |
486 | * If the new button has lower priority than the old one, |
487 | * don't bother doing this. |
488 | */ |
489 | if (me->ourgame->mouse_priorities & |
490 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
491 | return ret; /* just ignore it */ |
492 | |
6776a950 |
493 | /* |
494 | * Fabricate a button-up for the previously pressed button. |
495 | */ |
496 | ret = ret && midend_really_process_key |
497 | (me, x, y, (me->pressed_mouse_button + |
498 | (LEFT_RELEASE - LEFT_BUTTON))); |
499 | } |
500 | |
501 | /* |
502 | * Now send on the event we originally received. |
503 | */ |
504 | ret = ret && midend_really_process_key(me, x, y, button); |
505 | |
506 | /* |
507 | * And update the currently pressed button. |
508 | */ |
509 | if (IS_MOUSE_RELEASE(button)) |
510 | me->pressed_mouse_button = 0; |
511 | else if (IS_MOUSE_DOWN(button)) |
512 | me->pressed_mouse_button = button; |
513 | |
514 | return ret; |
515 | } |
516 | |
2ef96bd6 |
517 | void midend_redraw(midend_data *me) |
518 | { |
519 | if (me->statepos > 0 && me->drawstate) { |
520 | start_draw(me->frontend); |
521 | if (me->oldstate && me->anim_time > 0 && |
522 | me->anim_pos < me->anim_time) { |
c822de4a |
523 | assert(me->dir != 0); |
be8d5aa1 |
524 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
28d0118c |
525 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
526 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
527 | } else { |
be8d5aa1 |
528 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
28d0118c |
529 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
530 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
531 | } |
532 | end_draw(me->frontend); |
533 | } |
534 | } |
535 | |
536 | void midend_timer(midend_data *me, float tplus) |
537 | { |
538 | me->anim_pos += tplus; |
539 | if (me->anim_pos >= me->anim_time || |
540 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
541 | if (me->anim_time > 0) |
542 | midend_finish_move(me); |
543 | } |
48dcdd62 |
544 | |
87ed82be |
545 | me->flash_pos += tplus; |
546 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
547 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
548 | } |
48dcdd62 |
549 | |
2ef96bd6 |
550 | midend_redraw(me); |
48dcdd62 |
551 | |
552 | if (me->timing) { |
553 | float oldelapsed = me->elapsed; |
554 | me->elapsed += tplus; |
555 | if ((int)oldelapsed != (int)me->elapsed) |
556 | status_bar(me->frontend, me->laststatus ? me->laststatus : ""); |
557 | } |
558 | |
559 | midend_set_timer(me); |
2ef96bd6 |
560 | } |
561 | |
562 | float *midend_colours(midend_data *me, int *ncolours) |
563 | { |
564 | game_state *state = NULL; |
565 | float *ret; |
566 | |
567 | if (me->nstates == 0) { |
6f2d8d7c |
568 | game_aux_info *aux = NULL; |
6aa6af4c |
569 | char *desc = me->ourgame->new_desc(me->params, me->random, |
570 | &aux, TRUE); |
c380832d |
571 | state = me->ourgame->new_game(me, me->params, desc); |
1185e3c5 |
572 | sfree(desc); |
6f2d8d7c |
573 | if (aux) |
574 | me->ourgame->free_aux_info(aux); |
2ef96bd6 |
575 | } else |
28d0118c |
576 | state = me->states[0].state; |
2ef96bd6 |
577 | |
be8d5aa1 |
578 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
2ef96bd6 |
579 | |
813593cc |
580 | { |
581 | int i; |
582 | |
583 | /* |
584 | * Allow environment-based overrides for the standard |
585 | * colours by defining variables along the lines of |
586 | * `NET_COLOUR_4=6000c0'. |
587 | */ |
588 | |
589 | for (i = 0; i < *ncolours; i++) { |
590 | char buf[80], *e; |
591 | unsigned int r, g, b; |
592 | int j; |
593 | |
594 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
595 | for (j = 0; buf[j]; j++) |
596 | buf[j] = toupper((unsigned char)buf[j]); |
597 | if ((e = getenv(buf)) != NULL && |
598 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
599 | ret[i*3 + 0] = r / 255.0; |
600 | ret[i*3 + 1] = g / 255.0; |
601 | ret[i*3 + 2] = b / 255.0; |
602 | } |
603 | } |
604 | } |
605 | |
2ef96bd6 |
606 | if (me->nstates == 0) |
be8d5aa1 |
607 | me->ourgame->free_game(state); |
2ef96bd6 |
608 | |
609 | return ret; |
610 | } |
eb2ad6f1 |
611 | |
612 | int midend_num_presets(midend_data *me) |
613 | { |
614 | if (!me->npresets) { |
615 | char *name; |
616 | game_params *preset; |
617 | |
be8d5aa1 |
618 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
619 | if (me->presetsize <= me->npresets) { |
620 | me->presetsize = me->npresets + 10; |
621 | me->presets = sresize(me->presets, me->presetsize, |
622 | game_params *); |
623 | me->preset_names = sresize(me->preset_names, me->presetsize, |
624 | char *); |
625 | } |
626 | |
627 | me->presets[me->npresets] = preset; |
628 | me->preset_names[me->npresets] = name; |
629 | me->npresets++; |
630 | } |
631 | } |
632 | |
813593cc |
633 | { |
634 | /* |
635 | * Allow environment-based extensions to the preset list by |
636 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
637 | * Advanced:2x3da'. Colon-separated list of items, |
638 | * alternating between textual titles in the menu and |
639 | * encoded parameter strings. |
640 | */ |
641 | char buf[80], *e, *p; |
642 | int j; |
643 | |
644 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
645 | for (j = 0; buf[j]; j++) |
646 | buf[j] = toupper((unsigned char)buf[j]); |
647 | |
648 | if ((e = getenv(buf)) != NULL) { |
649 | p = e = dupstr(e); |
650 | |
651 | while (*p) { |
652 | char *name, *val; |
653 | game_params *preset; |
654 | |
655 | name = p; |
656 | while (*p && *p != ':') p++; |
657 | if (*p) *p++ = '\0'; |
658 | val = p; |
659 | while (*p && *p != ':') p++; |
660 | if (*p) *p++ = '\0'; |
661 | |
662 | preset = me->ourgame->default_params(); |
663 | me->ourgame->decode_params(preset, val); |
664 | |
239ba6e6 |
665 | if (me->ourgame->validate_params(preset)) { |
666 | /* Drop this one from the list. */ |
667 | me->ourgame->free_params(preset); |
668 | continue; |
669 | } |
670 | |
813593cc |
671 | if (me->presetsize <= me->npresets) { |
672 | me->presetsize = me->npresets + 10; |
673 | me->presets = sresize(me->presets, me->presetsize, |
674 | game_params *); |
675 | me->preset_names = sresize(me->preset_names, |
676 | me->presetsize, char *); |
677 | } |
678 | |
679 | me->presets[me->npresets] = preset; |
680 | me->preset_names[me->npresets] = name; |
681 | me->npresets++; |
682 | } |
683 | } |
684 | } |
685 | |
eb2ad6f1 |
686 | return me->npresets; |
687 | } |
688 | |
689 | void midend_fetch_preset(midend_data *me, int n, |
690 | char **name, game_params **params) |
691 | { |
692 | assert(n >= 0 && n < me->npresets); |
693 | *name = me->preset_names[n]; |
694 | *params = me->presets[n]; |
695 | } |
fd1a1a2b |
696 | |
697 | int midend_wants_statusbar(midend_data *me) |
698 | { |
be8d5aa1 |
699 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
700 | } |
c8230524 |
701 | |
c380832d |
702 | void midend_supersede_game_desc(midend_data *me, char *desc) |
703 | { |
704 | sfree(me->desc); |
705 | me->desc = dupstr(desc); |
706 | } |
707 | |
5928817c |
708 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
c8230524 |
709 | { |
ab53eb64 |
710 | char *titlebuf, *parstr, *rest; |
5928817c |
711 | config_item *ret; |
ab53eb64 |
712 | char sep; |
5928817c |
713 | |
ab53eb64 |
714 | assert(wintitle); |
be8d5aa1 |
715 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
716 | |
717 | switch (which) { |
718 | case CFG_SETTINGS: |
be8d5aa1 |
719 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
720 | *wintitle = titlebuf; |
be8d5aa1 |
721 | return me->ourgame->configure(me->params); |
5928817c |
722 | case CFG_SEED: |
1185e3c5 |
723 | case CFG_DESC: |
ab53eb64 |
724 | if (!me->curparams) { |
725 | sfree(titlebuf); |
726 | return NULL; |
727 | } |
728 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
729 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
730 | *wintitle = titlebuf; |
5928817c |
731 | |
732 | ret = snewn(2, config_item); |
733 | |
734 | ret[0].type = C_STRING; |
1185e3c5 |
735 | if (which == CFG_SEED) |
736 | ret[0].name = "Game random seed"; |
737 | else |
738 | ret[0].name = "Game ID"; |
5928817c |
739 | ret[0].ival = 0; |
b0e26073 |
740 | /* |
1185e3c5 |
741 | * For CFG_DESC the text going in here will be a string |
742 | * encoding of the restricted parameters, plus a colon, |
743 | * plus the game description. For CFG_SEED it will be the |
744 | * full parameters, plus a hash, plus the random seed data. |
745 | * Either of these is a valid full game ID (although only |
746 | * the former is likely to persist across many code |
747 | * changes). |
b0e26073 |
748 | */ |
f60f7e7c |
749 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
750 | assert(parstr); |
1185e3c5 |
751 | if (which == CFG_DESC) { |
ab53eb64 |
752 | rest = me->desc ? me->desc : ""; |
753 | sep = ':'; |
1185e3c5 |
754 | } else { |
ab53eb64 |
755 | rest = me->seedstr ? me->seedstr : ""; |
756 | sep = '#'; |
1185e3c5 |
757 | } |
ab53eb64 |
758 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
759 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
760 | sfree(parstr); |
5928817c |
761 | |
762 | ret[1].type = C_END; |
763 | ret[1].name = ret[1].sval = NULL; |
764 | ret[1].ival = 0; |
765 | |
766 | return ret; |
767 | } |
768 | |
769 | assert(!"We shouldn't be here"); |
770 | return NULL; |
c8230524 |
771 | } |
772 | |
1185e3c5 |
773 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
8b7938e7 |
774 | { |
1185e3c5 |
775 | char *error, *par, *desc, *seed; |
8b7938e7 |
776 | |
1185e3c5 |
777 | seed = strchr(id, '#'); |
778 | desc = strchr(id, ':'); |
8b7938e7 |
779 | |
1185e3c5 |
780 | if (desc && (!seed || desc < seed)) { |
781 | /* |
782 | * We have a colon separating parameters from game |
783 | * description. So `par' now points to the parameters |
784 | * string, and `desc' to the description string. |
785 | */ |
786 | *desc++ = '\0'; |
787 | par = id; |
788 | seed = NULL; |
789 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
790 | /* |
50ff5730 |
791 | * We have a hash separating parameters from random seed. |
1185e3c5 |
792 | * So `par' now points to the parameters string, and `seed' |
793 | * to the seed string. |
8b7938e7 |
794 | */ |
795 | *seed++ = '\0'; |
796 | par = id; |
1185e3c5 |
797 | desc = NULL; |
8b7938e7 |
798 | } else { |
799 | /* |
1185e3c5 |
800 | * We only have one string. Depending on `defmode', we take |
801 | * it to be either parameters, seed or description. |
8b7938e7 |
802 | */ |
1185e3c5 |
803 | if (defmode == DEF_SEED) { |
8b7938e7 |
804 | seed = id; |
1185e3c5 |
805 | par = desc = NULL; |
806 | } else if (defmode == DEF_DESC) { |
807 | desc = id; |
808 | par = seed = NULL; |
8b7938e7 |
809 | } else { |
8b7938e7 |
810 | par = id; |
1185e3c5 |
811 | seed = desc = NULL; |
8b7938e7 |
812 | } |
813 | } |
814 | |
815 | if (par) { |
1185e3c5 |
816 | game_params *tmpparams; |
817 | tmpparams = me->ourgame->dup_params(me->params); |
818 | me->ourgame->decode_params(tmpparams, par); |
819 | error = me->ourgame->validate_params(tmpparams); |
8b7938e7 |
820 | if (error) { |
1185e3c5 |
821 | me->ourgame->free_params(tmpparams); |
8b7938e7 |
822 | return error; |
823 | } |
f60f7e7c |
824 | if (me->curparams) |
825 | me->ourgame->free_params(me->curparams); |
826 | me->curparams = tmpparams; |
1185e3c5 |
827 | |
828 | /* |
829 | * Now filter only the persistent parts of this state into |
830 | * the long-term params structure, unless we've _only_ |
831 | * received a params string in which case the whole lot is |
832 | * persistent. |
833 | */ |
834 | if (seed || desc) { |
835 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
836 | me->ourgame->decode_params(me->params, tmpstr); |
3af70dd4 |
837 | sfree(tmpstr); |
1185e3c5 |
838 | } else { |
839 | me->ourgame->free_params(me->params); |
840 | me->params = me->ourgame->dup_params(tmpparams); |
841 | } |
8b7938e7 |
842 | } |
843 | |
3af70dd4 |
844 | sfree(me->desc); |
845 | me->desc = NULL; |
846 | sfree(me->seedstr); |
847 | me->seedstr = NULL; |
848 | |
1185e3c5 |
849 | if (desc) { |
850 | error = me->ourgame->validate_desc(me->params, desc); |
8b7938e7 |
851 | if (error) |
852 | return error; |
853 | |
1185e3c5 |
854 | me->desc = dupstr(desc); |
855 | me->genmode = GOT_DESC; |
6f2d8d7c |
856 | if (me->aux_info) |
857 | me->ourgame->free_aux_info(me->aux_info); |
858 | me->aux_info = NULL; |
8b7938e7 |
859 | } |
860 | |
1185e3c5 |
861 | if (seed) { |
1185e3c5 |
862 | me->seedstr = dupstr(seed); |
863 | me->genmode = GOT_SEED; |
864 | } |
865 | |
8b7938e7 |
866 | return NULL; |
867 | } |
868 | |
1185e3c5 |
869 | char *midend_game_id(midend_data *me, char *id) |
870 | { |
871 | return midend_game_id_int(me, id, DEF_PARAMS); |
872 | } |
873 | |
5928817c |
874 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
c8230524 |
875 | { |
8b7938e7 |
876 | char *error; |
c8230524 |
877 | game_params *params; |
878 | |
5928817c |
879 | switch (which) { |
880 | case CFG_SETTINGS: |
be8d5aa1 |
881 | params = me->ourgame->custom_params(cfg); |
882 | error = me->ourgame->validate_params(params); |
c8230524 |
883 | |
5928817c |
884 | if (error) { |
be8d5aa1 |
885 | me->ourgame->free_params(params); |
5928817c |
886 | return error; |
887 | } |
c8230524 |
888 | |
be8d5aa1 |
889 | me->ourgame->free_params(me->params); |
5928817c |
890 | me->params = params; |
891 | break; |
892 | |
893 | case CFG_SEED: |
1185e3c5 |
894 | case CFG_DESC: |
895 | error = midend_game_id_int(me, cfg[0].sval, |
896 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
897 | if (error) |
898 | return error; |
5928817c |
899 | break; |
900 | } |
c8230524 |
901 | |
902 | return NULL; |
903 | } |
9b4b03d3 |
904 | |
905 | char *midend_text_format(midend_data *me) |
906 | { |
907 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
908 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
909 | else |
910 | return NULL; |
911 | } |
2ac6d24e |
912 | |
913 | char *midend_solve(midend_data *me) |
914 | { |
915 | game_state *s; |
916 | char *msg; |
917 | |
918 | if (!me->ourgame->can_solve) |
919 | return "This game does not support the Solve operation"; |
920 | |
921 | if (me->statepos < 1) |
922 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
923 | |
924 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
28d0118c |
925 | s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg); |
2ac6d24e |
926 | if (!s) |
927 | return msg; |
928 | |
929 | /* |
28d0118c |
930 | * Now enter the solved state as the next move. |
2ac6d24e |
931 | */ |
932 | midend_stop_anim(me); |
933 | while (me->nstates > me->statepos) |
28d0118c |
934 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ac6d24e |
935 | ensure(me); |
28d0118c |
936 | me->states[me->nstates].state = s; |
937 | me->states[me->nstates].special = TRUE; /* created using solve */ |
2ac6d24e |
938 | me->statepos = ++me->nstates; |
939 | me->anim_time = 0.0; |
940 | midend_finish_move(me); |
941 | midend_redraw(me); |
48dcdd62 |
942 | midend_set_timer(me); |
2ac6d24e |
943 | return NULL; |
944 | } |
48dcdd62 |
945 | |
946 | char *midend_rewrite_statusbar(midend_data *me, char *text) |
947 | { |
948 | /* |
949 | * An important special case is that we are occasionally called |
950 | * with our own laststatus, to update the timer. |
951 | */ |
952 | if (me->laststatus != text) { |
953 | sfree(me->laststatus); |
954 | me->laststatus = dupstr(text); |
955 | } |
956 | |
957 | if (me->ourgame->is_timed) { |
958 | char timebuf[100], *ret; |
959 | int min, sec; |
960 | |
961 | sec = me->elapsed; |
962 | min = sec / 60; |
963 | sec %= 60; |
964 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
965 | |
966 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
967 | strcpy(ret, timebuf); |
968 | strcat(ret, text); |
969 | return ret; |
970 | |
971 | } else { |
972 | return dupstr(text); |
973 | } |
974 | } |