720a8fb7 |
1 | /* |
2 | * midend.c: general middle fragment sitting between the |
3 | * platform-specific front end and game-specific back end. |
4 | * Maintains a move list, takes care of Undo and Redo commands, and |
7f89707c |
5 | * processes standard keystrokes for undo/redo/new/quit. |
720a8fb7 |
6 | */ |
7f77ea24 |
7 | |
8 | #include <stdio.h> |
5928817c |
9 | #include <string.h> |
7f77ea24 |
10 | #include <assert.h> |
813593cc |
11 | #include <stdlib.h> |
12 | #include <ctype.h> |
7f77ea24 |
13 | |
14 | #include "puzzles.h" |
15 | |
1185e3c5 |
16 | enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ |
17 | |
28d0118c |
18 | struct midend_state_entry { |
19 | game_state *state; |
20 | int special; /* created by solve or restart */ |
21 | }; |
22 | |
7f77ea24 |
23 | struct midend_data { |
2ef96bd6 |
24 | frontend *frontend; |
48d70ca9 |
25 | random_state *random; |
be8d5aa1 |
26 | const game *ourgame; |
48d70ca9 |
27 | |
0a6892db |
28 | /* |
29 | * `desc' and `privdesc' deserve a comment. |
30 | * |
31 | * `desc' is the game description as presented to the user when |
32 | * they ask for Game -> Specific. `privdesc', if non-NULL, is a |
33 | * different game description used to reconstruct the initial |
34 | * game_state when de-serialising. If privdesc is NULL, `desc' |
35 | * is used for both. |
36 | * |
37 | * For almost all games, `privdesc' is NULL and never used. The |
38 | * exception (as usual) is Mines: the initial game state has no |
39 | * squares open at all, but after the first click `desc' is |
40 | * rewritten to describe a game state with an initial click and |
41 | * thus a bunch of squares open. If we used that desc to |
42 | * serialise and deserialise, then the initial game state after |
43 | * deserialisation would look unlike the initial game state |
44 | * beforehand, and worse still execute_move() might fail on the |
45 | * attempted first click. So `privdesc' is also used in this |
46 | * case, to provide a game description describing the same |
47 | * fixed mine layout _but_ no initial click. (These game IDs |
48 | * may also be typed directly into Mines if you like.) |
49 | */ |
50 | char *desc, *privdesc, *seedstr; |
c566778e |
51 | char *aux_info; |
1185e3c5 |
52 | enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; |
7f77ea24 |
53 | int nstates, statesize, statepos; |
eb2ad6f1 |
54 | |
55 | game_params **presets; |
56 | char **preset_names; |
57 | int npresets, presetsize; |
58 | |
f60f7e7c |
59 | game_params *params, *curparams; |
28d0118c |
60 | struct midend_state_entry *states; |
2ef96bd6 |
61 | game_drawstate *drawstate; |
62 | game_state *oldstate; |
74a4e547 |
63 | game_ui *ui; |
2ef96bd6 |
64 | float anim_time, anim_pos; |
87ed82be |
65 | float flash_time, flash_pos; |
c822de4a |
66 | int dir; |
6776a950 |
67 | |
48dcdd62 |
68 | int timing; |
69 | float elapsed; |
70 | char *laststatus; |
71 | |
6776a950 |
72 | int pressed_mouse_button; |
1e3e152d |
73 | |
74 | int winwidth, winheight; |
7f77ea24 |
75 | }; |
76 | |
77 | #define ensure(me) do { \ |
78 | if ((me)->nstates >= (me)->statesize) { \ |
79 | (me)->statesize = (me)->nstates + 128; \ |
28d0118c |
80 | (me)->states = sresize((me)->states, (me)->statesize, \ |
81 | struct midend_state_entry); \ |
7f77ea24 |
82 | } \ |
83 | } while (0) |
84 | |
be8d5aa1 |
85 | midend_data *midend_new(frontend *fe, const game *ourgame) |
7f77ea24 |
86 | { |
87 | midend_data *me = snew(midend_data); |
cbb5549e |
88 | void *randseed; |
89 | int randseedsize; |
90 | |
91 | get_random_seed(&randseed, &randseedsize); |
7f77ea24 |
92 | |
48d70ca9 |
93 | me->frontend = fe; |
be8d5aa1 |
94 | me->ourgame = ourgame; |
48d70ca9 |
95 | me->random = random_init(randseed, randseedsize); |
7f77ea24 |
96 | me->nstates = me->statesize = me->statepos = 0; |
97 | me->states = NULL; |
be8d5aa1 |
98 | me->params = ourgame->default_params(); |
f60f7e7c |
99 | me->curparams = NULL; |
0a6892db |
100 | me->desc = me->privdesc = NULL; |
1185e3c5 |
101 | me->seedstr = NULL; |
6f2d8d7c |
102 | me->aux_info = NULL; |
1185e3c5 |
103 | me->genmode = GOT_NOTHING; |
2ef96bd6 |
104 | me->drawstate = NULL; |
105 | me->oldstate = NULL; |
eb2ad6f1 |
106 | me->presets = NULL; |
107 | me->preset_names = NULL; |
108 | me->npresets = me->presetsize = 0; |
87ed82be |
109 | me->anim_time = me->anim_pos = 0.0F; |
110 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
111 | me->dir = 0; |
74a4e547 |
112 | me->ui = NULL; |
6776a950 |
113 | me->pressed_mouse_button = 0; |
48dcdd62 |
114 | me->laststatus = NULL; |
115 | me->timing = FALSE; |
116 | me->elapsed = 0.0F; |
1e3e152d |
117 | me->winwidth = me->winheight = 0; |
7f77ea24 |
118 | |
cbb5549e |
119 | sfree(randseed); |
120 | |
7f77ea24 |
121 | return me; |
122 | } |
123 | |
ab53eb64 |
124 | static void midend_free_game(midend_data *me) |
125 | { |
126 | while (me->nstates > 0) |
127 | me->ourgame->free_game(me->states[--me->nstates].state); |
128 | |
129 | if (me->drawstate) |
130 | me->ourgame->free_drawstate(me->drawstate); |
131 | } |
132 | |
7f77ea24 |
133 | void midend_free(midend_data *me) |
134 | { |
ab53eb64 |
135 | int i; |
136 | |
137 | midend_free_game(me); |
138 | |
139 | random_free(me->random); |
7f77ea24 |
140 | sfree(me->states); |
1185e3c5 |
141 | sfree(me->desc); |
142 | sfree(me->seedstr); |
c566778e |
143 | sfree(me->aux_info); |
be8d5aa1 |
144 | me->ourgame->free_params(me->params); |
ab53eb64 |
145 | if (me->npresets) { |
146 | for (i = 0; i < me->npresets; i++) { |
147 | sfree(me->presets[i]); |
148 | sfree(me->preset_names[i]); |
149 | } |
150 | sfree(me->presets); |
151 | sfree(me->preset_names); |
152 | } |
153 | if (me->ui) |
154 | me->ourgame->free_ui(me->ui); |
f60f7e7c |
155 | if (me->curparams) |
156 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
157 | sfree(me->laststatus); |
7f77ea24 |
158 | sfree(me); |
159 | } |
160 | |
1e3e152d |
161 | void midend_size(midend_data *me, int *x, int *y, int expand) |
7f77ea24 |
162 | { |
1e3e152d |
163 | me->ourgame->size(me->params, me->drawstate, x, y, expand); |
164 | me->winwidth = *x; |
165 | me->winheight = *y; |
7f77ea24 |
166 | } |
167 | |
168 | void midend_set_params(midend_data *me, game_params *params) |
169 | { |
be8d5aa1 |
170 | me->ourgame->free_params(me->params); |
171 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
172 | } |
173 | |
48dcdd62 |
174 | static void midend_set_timer(midend_data *me) |
175 | { |
176 | me->timing = (me->ourgame->is_timed && |
177 | me->ourgame->timing_state(me->states[me->statepos-1].state)); |
178 | if (me->timing || me->flash_time || me->anim_time) |
179 | activate_timer(me->frontend); |
180 | else |
181 | deactivate_timer(me->frontend); |
182 | } |
183 | |
1e3e152d |
184 | static void midend_size_new_drawstate(midend_data *me) |
185 | { |
186 | me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight, |
187 | TRUE); |
188 | } |
189 | |
008b4378 |
190 | void midend_force_redraw(midend_data *me) |
191 | { |
192 | if (me->drawstate) |
193 | me->ourgame->free_drawstate(me->drawstate); |
194 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
1e3e152d |
195 | midend_size_new_drawstate(me); |
008b4378 |
196 | midend_redraw(me); |
197 | } |
198 | |
5928817c |
199 | void midend_new_game(midend_data *me) |
7f77ea24 |
200 | { |
ab53eb64 |
201 | midend_free_game(me); |
2ef96bd6 |
202 | |
7f77ea24 |
203 | assert(me->nstates == 0); |
204 | |
1185e3c5 |
205 | if (me->genmode == GOT_DESC) { |
206 | me->genmode = GOT_NOTHING; |
207 | } else { |
208 | random_state *rs; |
209 | |
210 | if (me->genmode == GOT_SEED) { |
211 | me->genmode = GOT_NOTHING; |
212 | } else { |
213 | /* |
214 | * Generate a new random seed. 15 digits comes to about |
215 | * 48 bits, which should be more than enough. |
97c44af3 |
216 | * |
217 | * I'll avoid putting a leading zero on the number, |
218 | * just in case it confuses anybody who thinks it's |
219 | * processed as an integer rather than a string. |
1185e3c5 |
220 | */ |
221 | char newseed[16]; |
222 | int i; |
223 | newseed[15] = '\0'; |
97c44af3 |
224 | newseed[0] = '1' + random_upto(me->random, 9); |
225 | for (i = 1; i < 15; i++) |
1185e3c5 |
226 | newseed[i] = '0' + random_upto(me->random, 10); |
227 | sfree(me->seedstr); |
228 | me->seedstr = dupstr(newseed); |
f60f7e7c |
229 | |
230 | if (me->curparams) |
231 | me->ourgame->free_params(me->curparams); |
232 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
233 | } |
234 | |
235 | sfree(me->desc); |
0a6892db |
236 | sfree(me->privdesc); |
c566778e |
237 | sfree(me->aux_info); |
6f2d8d7c |
238 | me->aux_info = NULL; |
1185e3c5 |
239 | |
240 | rs = random_init(me->seedstr, strlen(me->seedstr)); |
6aa6af4c |
241 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
242 | &me->aux_info, TRUE); |
0a6892db |
243 | me->privdesc = NULL; |
1185e3c5 |
244 | random_free(rs); |
1185e3c5 |
245 | } |
7f77ea24 |
246 | |
247 | ensure(me); |
c380832d |
248 | me->states[me->nstates].state = |
249 | me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
250 | me->states[me->nstates].special = TRUE; |
251 | me->nstates++; |
7f77ea24 |
252 | me->statepos = 1; |
28d0118c |
253 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
1e3e152d |
254 | midend_size_new_drawstate(me); |
48dcdd62 |
255 | me->elapsed = 0.0F; |
256 | midend_set_timer(me); |
74a4e547 |
257 | if (me->ui) |
be8d5aa1 |
258 | me->ourgame->free_ui(me->ui); |
28d0118c |
259 | me->ui = me->ourgame->new_ui(me->states[0].state); |
6776a950 |
260 | me->pressed_mouse_button = 0; |
7f77ea24 |
261 | } |
262 | |
1482ee76 |
263 | static int midend_undo(midend_data *me) |
7f77ea24 |
264 | { |
1482ee76 |
265 | if (me->statepos > 1) { |
07dfb697 |
266 | if (me->ui) |
267 | me->ourgame->changed_state(me->ui, |
268 | me->states[me->statepos-1].state, |
269 | me->states[me->statepos-2].state); |
7f77ea24 |
270 | me->statepos--; |
c822de4a |
271 | me->dir = -1; |
1482ee76 |
272 | return 1; |
273 | } else |
274 | return 0; |
7f77ea24 |
275 | } |
276 | |
1482ee76 |
277 | static int midend_redo(midend_data *me) |
7f77ea24 |
278 | { |
1482ee76 |
279 | if (me->statepos < me->nstates) { |
07dfb697 |
280 | if (me->ui) |
281 | me->ourgame->changed_state(me->ui, |
282 | me->states[me->statepos-1].state, |
283 | me->states[me->statepos].state); |
7f77ea24 |
284 | me->statepos++; |
c822de4a |
285 | me->dir = +1; |
1482ee76 |
286 | return 1; |
287 | } else |
288 | return 0; |
7f77ea24 |
289 | } |
290 | |
87ed82be |
291 | static void midend_finish_move(midend_data *me) |
292 | { |
293 | float flashtime; |
294 | |
28d0118c |
295 | /* |
296 | * We do not flash if the later of the two states is special. |
297 | * This covers both forward Solve moves and backward (undone) |
298 | * Restart moves. |
299 | */ |
300 | if ((me->oldstate || me->statepos > 1) && |
301 | ((me->dir > 0 && !me->states[me->statepos-1].special) || |
302 | (me->dir < 0 && me->statepos < me->nstates && |
303 | !me->states[me->statepos].special))) { |
be8d5aa1 |
304 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
305 | me->states[me->statepos-2].state, |
306 | me->states[me->statepos-1].state, |
e3f21163 |
307 | me->oldstate ? me->dir : +1, |
308 | me->ui); |
87ed82be |
309 | if (flashtime > 0) { |
310 | me->flash_pos = 0.0F; |
311 | me->flash_time = flashtime; |
312 | } |
313 | } |
314 | |
315 | if (me->oldstate) |
be8d5aa1 |
316 | me->ourgame->free_game(me->oldstate); |
87ed82be |
317 | me->oldstate = NULL; |
318 | me->anim_pos = me->anim_time = 0; |
c822de4a |
319 | me->dir = 0; |
87ed82be |
320 | |
48dcdd62 |
321 | midend_set_timer(me); |
87ed82be |
322 | } |
323 | |
ab53eb64 |
324 | void midend_stop_anim(midend_data *me) |
7f77ea24 |
325 | { |
2ef96bd6 |
326 | if (me->oldstate || me->anim_time) { |
87ed82be |
327 | midend_finish_move(me); |
2ef96bd6 |
328 | midend_redraw(me); |
329 | } |
dd216087 |
330 | } |
331 | |
28d0118c |
332 | void midend_restart_game(midend_data *me) |
333 | { |
334 | game_state *s; |
335 | |
7f89707c |
336 | midend_stop_anim(me); |
337 | |
28d0118c |
338 | assert(me->statepos >= 1); |
339 | if (me->statepos == 1) |
340 | return; /* no point doing anything at all! */ |
341 | |
0a6892db |
342 | /* |
343 | * During restart, we reconstruct the game from the (public) |
344 | * game description rather than from states[0], because that |
345 | * way Mines gets slightly more sensible behaviour (restart |
346 | * goes to _after_ the first click so you don't have to |
347 | * remember where you clicked). |
348 | */ |
349 | s = me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
350 | |
351 | /* |
352 | * Now enter the restarted state as the next move. |
353 | */ |
354 | midend_stop_anim(me); |
355 | while (me->nstates > me->statepos) |
356 | me->ourgame->free_game(me->states[--me->nstates].state); |
357 | ensure(me); |
358 | me->states[me->nstates].state = s; |
359 | me->states[me->nstates].special = TRUE; /* we just restarted */ |
360 | me->statepos = ++me->nstates; |
07dfb697 |
361 | if (me->ui) |
362 | me->ourgame->changed_state(me->ui, |
363 | me->states[me->statepos-2].state, |
364 | me->states[me->statepos-1].state); |
28d0118c |
365 | me->anim_time = 0.0; |
366 | midend_finish_move(me); |
367 | midend_redraw(me); |
48dcdd62 |
368 | midend_set_timer(me); |
28d0118c |
369 | } |
370 | |
6776a950 |
371 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
dd216087 |
372 | { |
28d0118c |
373 | game_state *oldstate = |
374 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
ab53eb64 |
375 | int special = FALSE, gotspecial = FALSE, ret = 1; |
dd216087 |
376 | float anim_time; |
7f77ea24 |
377 | |
378 | if (button == 'n' || button == 'N' || button == '\x0E') { |
dd216087 |
379 | midend_stop_anim(me); |
5928817c |
380 | midend_new_game(me); |
2ef96bd6 |
381 | midend_redraw(me); |
ab53eb64 |
382 | goto done; /* never animate */ |
7f77ea24 |
383 | } else if (button == 'u' || button == 'u' || |
1482ee76 |
384 | button == '\x1A' || button == '\x1F') { |
dd216087 |
385 | midend_stop_anim(me); |
28d0118c |
386 | special = me->states[me->statepos-1].special; |
387 | gotspecial = TRUE; |
1482ee76 |
388 | if (!midend_undo(me)) |
ab53eb64 |
389 | goto done; |
7f89707c |
390 | } else if (button == 'r' || button == 'R' || |
31ad8194 |
391 | button == '\x12' || button == '\x19') { |
dd216087 |
392 | midend_stop_anim(me); |
1482ee76 |
393 | if (!midend_redo(me)) |
ab53eb64 |
394 | goto done; |
7f77ea24 |
395 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
ab53eb64 |
396 | ret = 0; |
397 | goto done; |
2ef96bd6 |
398 | } else { |
df11cd4e |
399 | game_state *s; |
400 | char *movestr; |
401 | |
402 | movestr = |
403 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
404 | me->ui, me->drawstate, x, y, button); |
405 | if (!movestr) |
406 | s = NULL; |
407 | else if (!*movestr) |
408 | s = me->states[me->statepos-1].state; |
409 | else { |
410 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
411 | movestr); |
412 | assert(s != NULL); |
413 | sfree(movestr); |
414 | } |
74a4e547 |
415 | |
28d0118c |
416 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
417 | /* |
418 | * make_move() is allowed to return its input state to |
419 | * indicate that although no move has been made, the UI |
420 | * state has been updated and a redraw is called for. |
421 | */ |
422 | midend_redraw(me); |
ab53eb64 |
423 | goto done; |
74a4e547 |
424 | } else if (s) { |
dd216087 |
425 | midend_stop_anim(me); |
2ef96bd6 |
426 | while (me->nstates > me->statepos) |
28d0118c |
427 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
428 | ensure(me); |
28d0118c |
429 | me->states[me->nstates].state = s; |
430 | me->states[me->nstates].special = FALSE; /* normal move */ |
2ef96bd6 |
431 | me->statepos = ++me->nstates; |
c822de4a |
432 | me->dir = +1; |
2ef96bd6 |
433 | } else { |
ab53eb64 |
434 | goto done; |
2ef96bd6 |
435 | } |
7f77ea24 |
436 | } |
437 | |
28d0118c |
438 | if (!gotspecial) |
439 | special = me->states[me->statepos-1].special; |
440 | |
2ef96bd6 |
441 | /* |
442 | * See if this move requires an animation. |
443 | */ |
28d0118c |
444 | if (special) { |
445 | anim_time = 0; |
446 | } else { |
447 | anim_time = me->ourgame->anim_length(oldstate, |
448 | me->states[me->statepos-1].state, |
e3f21163 |
449 | me->dir, me->ui); |
28d0118c |
450 | } |
2ef96bd6 |
451 | |
ab53eb64 |
452 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
453 | if (anim_time > 0) { |
2ef96bd6 |
454 | me->anim_time = anim_time; |
455 | } else { |
2ef96bd6 |
456 | me->anim_time = 0.0; |
87ed82be |
457 | midend_finish_move(me); |
7f77ea24 |
458 | } |
2ef96bd6 |
459 | me->anim_pos = 0.0; |
460 | |
461 | midend_redraw(me); |
462 | |
48dcdd62 |
463 | midend_set_timer(me); |
7f77ea24 |
464 | |
ab53eb64 |
465 | done: |
466 | if (oldstate) me->ourgame->free_game(oldstate); |
467 | return ret; |
7f77ea24 |
468 | } |
2ef96bd6 |
469 | |
6776a950 |
470 | int midend_process_key(midend_data *me, int x, int y, int button) |
471 | { |
472 | int ret = 1; |
473 | |
474 | /* |
475 | * Harmonise mouse drag and release messages. |
476 | * |
477 | * Some front ends might accidentally switch from sending, say, |
478 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
479 | * drag. (This can happen on the Mac, for example, since |
480 | * RIGHT_DRAG is usually done using Command+drag, and if the |
481 | * user accidentally releases Command half way through the drag |
482 | * then there will be trouble.) |
483 | * |
484 | * It would be an O(number of front ends) annoyance to fix this |
485 | * in the front ends, but an O(number of back ends) annoyance |
486 | * to have each game capable of dealing with it. Therefore, we |
487 | * fix it _here_ in the common midend code so that it only has |
488 | * to be done once. |
489 | * |
eeba2afe |
490 | * The possible ways in which things can go screwy in the front |
491 | * end are: |
6776a950 |
492 | * |
eeba2afe |
493 | * - in a system containing multiple physical buttons button |
494 | * presses can inadvertently overlap. We can see ABab (caps |
495 | * meaning button-down and lowercase meaning button-up) when |
496 | * the user had semantically intended AaBb. |
6776a950 |
497 | * |
eeba2afe |
498 | * - in a system where one button is simulated by means of a |
499 | * modifier key and another button, buttons can mutate |
500 | * between press and release (possibly during drag). So we |
501 | * can see Ab instead of Aa. |
6776a950 |
502 | * |
eeba2afe |
503 | * Definite requirements are: |
504 | * |
505 | * - button _presses_ must never be invented or destroyed. If |
506 | * the user presses two buttons in succession, the button |
507 | * presses must be transferred to the backend unchanged. So |
508 | * if we see AaBb , that's fine; if we see ABab (the button |
509 | * presses inadvertently overlapped) we must somehow |
510 | * `correct' it to AaBb. |
511 | * |
512 | * - every mouse action must end up looking like a press, zero |
513 | * or more drags, then a release. This allows back ends to |
514 | * make the _assumption_ that incoming mouse data will be |
515 | * sane in this regard, and not worry about the details. |
516 | * |
517 | * So my policy will be: |
518 | * |
519 | * - treat any button-up as a button-up for the currently |
520 | * pressed button, or ignore it if there is no currently |
521 | * pressed button. |
522 | * |
523 | * - treat any drag as a drag for the currently pressed |
524 | * button, or ignore it if there is no currently pressed |
525 | * button. |
526 | * |
527 | * - if we see a button-down while another button is currently |
528 | * pressed, invent a button-up for the first one and then |
529 | * pass the button-down through as before. |
6776a950 |
530 | * |
93b1da3d |
531 | * 2005-05-31: An addendum to the above. Some games might want |
532 | * a `priority order' among buttons, such that if one button is |
533 | * pressed while another is down then a fixed one of the |
534 | * buttons takes priority no matter what order they're pressed |
535 | * in. Mines, in particular, wants to treat a left+right click |
536 | * like a left click for the benefit of users of other |
537 | * implementations. So the last of the above points is modified |
538 | * in the presence of an (optional) button priority order. |
6776a950 |
539 | */ |
540 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
541 | if (me->pressed_mouse_button) { |
542 | if (IS_MOUSE_DRAG(button)) { |
543 | button = me->pressed_mouse_button + |
544 | (LEFT_DRAG - LEFT_BUTTON); |
545 | } else { |
546 | button = me->pressed_mouse_button + |
547 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
548 | } |
eeba2afe |
549 | } else |
550 | return ret; /* ignore it */ |
6776a950 |
551 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
552 | /* |
553 | * If the new button has lower priority than the old one, |
554 | * don't bother doing this. |
555 | */ |
556 | if (me->ourgame->mouse_priorities & |
557 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
558 | return ret; /* just ignore it */ |
559 | |
6776a950 |
560 | /* |
561 | * Fabricate a button-up for the previously pressed button. |
562 | */ |
563 | ret = ret && midend_really_process_key |
564 | (me, x, y, (me->pressed_mouse_button + |
565 | (LEFT_RELEASE - LEFT_BUTTON))); |
566 | } |
567 | |
568 | /* |
569 | * Now send on the event we originally received. |
570 | */ |
571 | ret = ret && midend_really_process_key(me, x, y, button); |
572 | |
573 | /* |
574 | * And update the currently pressed button. |
575 | */ |
576 | if (IS_MOUSE_RELEASE(button)) |
577 | me->pressed_mouse_button = 0; |
578 | else if (IS_MOUSE_DOWN(button)) |
579 | me->pressed_mouse_button = button; |
580 | |
581 | return ret; |
582 | } |
583 | |
2ef96bd6 |
584 | void midend_redraw(midend_data *me) |
585 | { |
586 | if (me->statepos > 0 && me->drawstate) { |
587 | start_draw(me->frontend); |
588 | if (me->oldstate && me->anim_time > 0 && |
589 | me->anim_pos < me->anim_time) { |
c822de4a |
590 | assert(me->dir != 0); |
be8d5aa1 |
591 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
28d0118c |
592 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
593 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
594 | } else { |
be8d5aa1 |
595 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
28d0118c |
596 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
597 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
598 | } |
599 | end_draw(me->frontend); |
600 | } |
601 | } |
602 | |
603 | void midend_timer(midend_data *me, float tplus) |
604 | { |
605 | me->anim_pos += tplus; |
606 | if (me->anim_pos >= me->anim_time || |
607 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
608 | if (me->anim_time > 0) |
609 | midend_finish_move(me); |
610 | } |
48dcdd62 |
611 | |
87ed82be |
612 | me->flash_pos += tplus; |
613 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
614 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
615 | } |
48dcdd62 |
616 | |
2ef96bd6 |
617 | midend_redraw(me); |
48dcdd62 |
618 | |
619 | if (me->timing) { |
620 | float oldelapsed = me->elapsed; |
621 | me->elapsed += tplus; |
622 | if ((int)oldelapsed != (int)me->elapsed) |
623 | status_bar(me->frontend, me->laststatus ? me->laststatus : ""); |
624 | } |
625 | |
626 | midend_set_timer(me); |
2ef96bd6 |
627 | } |
628 | |
629 | float *midend_colours(midend_data *me, int *ncolours) |
630 | { |
631 | game_state *state = NULL; |
632 | float *ret; |
633 | |
634 | if (me->nstates == 0) { |
c566778e |
635 | char *aux = NULL; |
6aa6af4c |
636 | char *desc = me->ourgame->new_desc(me->params, me->random, |
637 | &aux, TRUE); |
c380832d |
638 | state = me->ourgame->new_game(me, me->params, desc); |
1185e3c5 |
639 | sfree(desc); |
c566778e |
640 | sfree(aux); |
2ef96bd6 |
641 | } else |
28d0118c |
642 | state = me->states[0].state; |
2ef96bd6 |
643 | |
be8d5aa1 |
644 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
2ef96bd6 |
645 | |
813593cc |
646 | { |
647 | int i; |
648 | |
649 | /* |
650 | * Allow environment-based overrides for the standard |
651 | * colours by defining variables along the lines of |
652 | * `NET_COLOUR_4=6000c0'. |
653 | */ |
654 | |
655 | for (i = 0; i < *ncolours; i++) { |
656 | char buf[80], *e; |
657 | unsigned int r, g, b; |
658 | int j; |
659 | |
660 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
661 | for (j = 0; buf[j]; j++) |
662 | buf[j] = toupper((unsigned char)buf[j]); |
663 | if ((e = getenv(buf)) != NULL && |
664 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
665 | ret[i*3 + 0] = r / 255.0; |
666 | ret[i*3 + 1] = g / 255.0; |
667 | ret[i*3 + 2] = b / 255.0; |
668 | } |
669 | } |
670 | } |
671 | |
2ef96bd6 |
672 | if (me->nstates == 0) |
be8d5aa1 |
673 | me->ourgame->free_game(state); |
2ef96bd6 |
674 | |
675 | return ret; |
676 | } |
eb2ad6f1 |
677 | |
678 | int midend_num_presets(midend_data *me) |
679 | { |
680 | if (!me->npresets) { |
681 | char *name; |
682 | game_params *preset; |
683 | |
be8d5aa1 |
684 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
685 | if (me->presetsize <= me->npresets) { |
686 | me->presetsize = me->npresets + 10; |
687 | me->presets = sresize(me->presets, me->presetsize, |
688 | game_params *); |
689 | me->preset_names = sresize(me->preset_names, me->presetsize, |
690 | char *); |
691 | } |
692 | |
693 | me->presets[me->npresets] = preset; |
694 | me->preset_names[me->npresets] = name; |
695 | me->npresets++; |
696 | } |
697 | } |
698 | |
813593cc |
699 | { |
700 | /* |
701 | * Allow environment-based extensions to the preset list by |
702 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
703 | * Advanced:2x3da'. Colon-separated list of items, |
704 | * alternating between textual titles in the menu and |
705 | * encoded parameter strings. |
706 | */ |
707 | char buf[80], *e, *p; |
708 | int j; |
709 | |
710 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
711 | for (j = 0; buf[j]; j++) |
712 | buf[j] = toupper((unsigned char)buf[j]); |
713 | |
714 | if ((e = getenv(buf)) != NULL) { |
715 | p = e = dupstr(e); |
716 | |
717 | while (*p) { |
718 | char *name, *val; |
719 | game_params *preset; |
720 | |
721 | name = p; |
722 | while (*p && *p != ':') p++; |
723 | if (*p) *p++ = '\0'; |
724 | val = p; |
725 | while (*p && *p != ':') p++; |
726 | if (*p) *p++ = '\0'; |
727 | |
728 | preset = me->ourgame->default_params(); |
729 | me->ourgame->decode_params(preset, val); |
730 | |
239ba6e6 |
731 | if (me->ourgame->validate_params(preset)) { |
732 | /* Drop this one from the list. */ |
733 | me->ourgame->free_params(preset); |
734 | continue; |
735 | } |
736 | |
813593cc |
737 | if (me->presetsize <= me->npresets) { |
738 | me->presetsize = me->npresets + 10; |
739 | me->presets = sresize(me->presets, me->presetsize, |
740 | game_params *); |
741 | me->preset_names = sresize(me->preset_names, |
742 | me->presetsize, char *); |
743 | } |
744 | |
745 | me->presets[me->npresets] = preset; |
746 | me->preset_names[me->npresets] = name; |
747 | me->npresets++; |
748 | } |
749 | } |
750 | } |
751 | |
eb2ad6f1 |
752 | return me->npresets; |
753 | } |
754 | |
755 | void midend_fetch_preset(midend_data *me, int n, |
756 | char **name, game_params **params) |
757 | { |
758 | assert(n >= 0 && n < me->npresets); |
759 | *name = me->preset_names[n]; |
760 | *params = me->presets[n]; |
761 | } |
fd1a1a2b |
762 | |
763 | int midend_wants_statusbar(midend_data *me) |
764 | { |
be8d5aa1 |
765 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
766 | } |
c8230524 |
767 | |
0a6892db |
768 | void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc) |
c380832d |
769 | { |
770 | sfree(me->desc); |
0a6892db |
771 | sfree(me->privdesc); |
c380832d |
772 | me->desc = dupstr(desc); |
0a6892db |
773 | me->privdesc = privdesc ? dupstr(privdesc) : NULL; |
c380832d |
774 | } |
775 | |
5928817c |
776 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
c8230524 |
777 | { |
ab53eb64 |
778 | char *titlebuf, *parstr, *rest; |
5928817c |
779 | config_item *ret; |
ab53eb64 |
780 | char sep; |
5928817c |
781 | |
ab53eb64 |
782 | assert(wintitle); |
be8d5aa1 |
783 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
784 | |
785 | switch (which) { |
786 | case CFG_SETTINGS: |
be8d5aa1 |
787 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
788 | *wintitle = titlebuf; |
be8d5aa1 |
789 | return me->ourgame->configure(me->params); |
5928817c |
790 | case CFG_SEED: |
1185e3c5 |
791 | case CFG_DESC: |
ab53eb64 |
792 | if (!me->curparams) { |
793 | sfree(titlebuf); |
794 | return NULL; |
795 | } |
796 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
797 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
798 | *wintitle = titlebuf; |
5928817c |
799 | |
800 | ret = snewn(2, config_item); |
801 | |
802 | ret[0].type = C_STRING; |
1185e3c5 |
803 | if (which == CFG_SEED) |
804 | ret[0].name = "Game random seed"; |
805 | else |
806 | ret[0].name = "Game ID"; |
5928817c |
807 | ret[0].ival = 0; |
b0e26073 |
808 | /* |
1185e3c5 |
809 | * For CFG_DESC the text going in here will be a string |
810 | * encoding of the restricted parameters, plus a colon, |
811 | * plus the game description. For CFG_SEED it will be the |
812 | * full parameters, plus a hash, plus the random seed data. |
813 | * Either of these is a valid full game ID (although only |
814 | * the former is likely to persist across many code |
815 | * changes). |
b0e26073 |
816 | */ |
f60f7e7c |
817 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
818 | assert(parstr); |
1185e3c5 |
819 | if (which == CFG_DESC) { |
ab53eb64 |
820 | rest = me->desc ? me->desc : ""; |
821 | sep = ':'; |
1185e3c5 |
822 | } else { |
ab53eb64 |
823 | rest = me->seedstr ? me->seedstr : ""; |
824 | sep = '#'; |
1185e3c5 |
825 | } |
ab53eb64 |
826 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
827 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
828 | sfree(parstr); |
5928817c |
829 | |
830 | ret[1].type = C_END; |
831 | ret[1].name = ret[1].sval = NULL; |
832 | ret[1].ival = 0; |
833 | |
834 | return ret; |
835 | } |
836 | |
837 | assert(!"We shouldn't be here"); |
838 | return NULL; |
c8230524 |
839 | } |
840 | |
1185e3c5 |
841 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
8b7938e7 |
842 | { |
1185e3c5 |
843 | char *error, *par, *desc, *seed; |
8b7938e7 |
844 | |
1185e3c5 |
845 | seed = strchr(id, '#'); |
846 | desc = strchr(id, ':'); |
8b7938e7 |
847 | |
1185e3c5 |
848 | if (desc && (!seed || desc < seed)) { |
849 | /* |
850 | * We have a colon separating parameters from game |
851 | * description. So `par' now points to the parameters |
852 | * string, and `desc' to the description string. |
853 | */ |
854 | *desc++ = '\0'; |
855 | par = id; |
856 | seed = NULL; |
857 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
858 | /* |
50ff5730 |
859 | * We have a hash separating parameters from random seed. |
1185e3c5 |
860 | * So `par' now points to the parameters string, and `seed' |
861 | * to the seed string. |
8b7938e7 |
862 | */ |
863 | *seed++ = '\0'; |
864 | par = id; |
1185e3c5 |
865 | desc = NULL; |
8b7938e7 |
866 | } else { |
867 | /* |
1185e3c5 |
868 | * We only have one string. Depending on `defmode', we take |
869 | * it to be either parameters, seed or description. |
8b7938e7 |
870 | */ |
1185e3c5 |
871 | if (defmode == DEF_SEED) { |
8b7938e7 |
872 | seed = id; |
1185e3c5 |
873 | par = desc = NULL; |
874 | } else if (defmode == DEF_DESC) { |
875 | desc = id; |
876 | par = seed = NULL; |
8b7938e7 |
877 | } else { |
8b7938e7 |
878 | par = id; |
1185e3c5 |
879 | seed = desc = NULL; |
8b7938e7 |
880 | } |
881 | } |
882 | |
883 | if (par) { |
1185e3c5 |
884 | game_params *tmpparams; |
885 | tmpparams = me->ourgame->dup_params(me->params); |
886 | me->ourgame->decode_params(tmpparams, par); |
887 | error = me->ourgame->validate_params(tmpparams); |
8b7938e7 |
888 | if (error) { |
1185e3c5 |
889 | me->ourgame->free_params(tmpparams); |
8b7938e7 |
890 | return error; |
891 | } |
f60f7e7c |
892 | if (me->curparams) |
893 | me->ourgame->free_params(me->curparams); |
894 | me->curparams = tmpparams; |
1185e3c5 |
895 | |
896 | /* |
897 | * Now filter only the persistent parts of this state into |
898 | * the long-term params structure, unless we've _only_ |
899 | * received a params string in which case the whole lot is |
900 | * persistent. |
901 | */ |
902 | if (seed || desc) { |
903 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
904 | me->ourgame->decode_params(me->params, tmpstr); |
3af70dd4 |
905 | sfree(tmpstr); |
1185e3c5 |
906 | } else { |
907 | me->ourgame->free_params(me->params); |
908 | me->params = me->ourgame->dup_params(tmpparams); |
909 | } |
8b7938e7 |
910 | } |
911 | |
3af70dd4 |
912 | sfree(me->desc); |
0a6892db |
913 | sfree(me->privdesc); |
914 | me->desc = me->privdesc = NULL; |
3af70dd4 |
915 | sfree(me->seedstr); |
916 | me->seedstr = NULL; |
917 | |
1185e3c5 |
918 | if (desc) { |
919 | error = me->ourgame->validate_desc(me->params, desc); |
8b7938e7 |
920 | if (error) |
921 | return error; |
922 | |
1185e3c5 |
923 | me->desc = dupstr(desc); |
924 | me->genmode = GOT_DESC; |
c566778e |
925 | sfree(me->aux_info); |
6f2d8d7c |
926 | me->aux_info = NULL; |
8b7938e7 |
927 | } |
928 | |
1185e3c5 |
929 | if (seed) { |
1185e3c5 |
930 | me->seedstr = dupstr(seed); |
931 | me->genmode = GOT_SEED; |
932 | } |
933 | |
8b7938e7 |
934 | return NULL; |
935 | } |
936 | |
1185e3c5 |
937 | char *midend_game_id(midend_data *me, char *id) |
938 | { |
939 | return midend_game_id_int(me, id, DEF_PARAMS); |
940 | } |
941 | |
5928817c |
942 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
c8230524 |
943 | { |
8b7938e7 |
944 | char *error; |
c8230524 |
945 | game_params *params; |
946 | |
5928817c |
947 | switch (which) { |
948 | case CFG_SETTINGS: |
be8d5aa1 |
949 | params = me->ourgame->custom_params(cfg); |
950 | error = me->ourgame->validate_params(params); |
c8230524 |
951 | |
5928817c |
952 | if (error) { |
be8d5aa1 |
953 | me->ourgame->free_params(params); |
5928817c |
954 | return error; |
955 | } |
c8230524 |
956 | |
be8d5aa1 |
957 | me->ourgame->free_params(me->params); |
5928817c |
958 | me->params = params; |
959 | break; |
960 | |
961 | case CFG_SEED: |
1185e3c5 |
962 | case CFG_DESC: |
963 | error = midend_game_id_int(me, cfg[0].sval, |
964 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
965 | if (error) |
966 | return error; |
5928817c |
967 | break; |
968 | } |
c8230524 |
969 | |
970 | return NULL; |
971 | } |
9b4b03d3 |
972 | |
973 | char *midend_text_format(midend_data *me) |
974 | { |
975 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
976 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
977 | else |
978 | return NULL; |
979 | } |
2ac6d24e |
980 | |
981 | char *midend_solve(midend_data *me) |
982 | { |
983 | game_state *s; |
df11cd4e |
984 | char *msg, *movestr; |
2ac6d24e |
985 | |
986 | if (!me->ourgame->can_solve) |
987 | return "This game does not support the Solve operation"; |
988 | |
989 | if (me->statepos < 1) |
990 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
991 | |
992 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
df11cd4e |
993 | movestr = me->ourgame->solve(me->states[0].state, |
994 | me->states[me->statepos-1].state, |
995 | me->aux_info, &msg); |
996 | if (!movestr) |
2ac6d24e |
997 | return msg; |
df11cd4e |
998 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
999 | assert(s); |
1000 | sfree(movestr); |
2ac6d24e |
1001 | |
1002 | /* |
28d0118c |
1003 | * Now enter the solved state as the next move. |
2ac6d24e |
1004 | */ |
1005 | midend_stop_anim(me); |
1006 | while (me->nstates > me->statepos) |
28d0118c |
1007 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ac6d24e |
1008 | ensure(me); |
28d0118c |
1009 | me->states[me->nstates].state = s; |
1010 | me->states[me->nstates].special = TRUE; /* created using solve */ |
2ac6d24e |
1011 | me->statepos = ++me->nstates; |
07dfb697 |
1012 | if (me->ui) |
1013 | me->ourgame->changed_state(me->ui, |
1014 | me->states[me->statepos-2].state, |
1015 | me->states[me->statepos-1].state); |
2ac6d24e |
1016 | me->anim_time = 0.0; |
1017 | midend_finish_move(me); |
1018 | midend_redraw(me); |
48dcdd62 |
1019 | midend_set_timer(me); |
2ac6d24e |
1020 | return NULL; |
1021 | } |
48dcdd62 |
1022 | |
1023 | char *midend_rewrite_statusbar(midend_data *me, char *text) |
1024 | { |
1025 | /* |
1026 | * An important special case is that we are occasionally called |
1027 | * with our own laststatus, to update the timer. |
1028 | */ |
1029 | if (me->laststatus != text) { |
1030 | sfree(me->laststatus); |
1031 | me->laststatus = dupstr(text); |
1032 | } |
1033 | |
1034 | if (me->ourgame->is_timed) { |
1035 | char timebuf[100], *ret; |
1036 | int min, sec; |
1037 | |
1038 | sec = me->elapsed; |
1039 | min = sec / 60; |
1040 | sec %= 60; |
1041 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
1042 | |
1043 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
1044 | strcpy(ret, timebuf); |
1045 | strcat(ret, text); |
1046 | return ret; |
1047 | |
1048 | } else { |
1049 | return dupstr(text); |
1050 | } |
1051 | } |