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