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