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; |
1e3e152d |
51 | |
52 | int winwidth, winheight; |
7f77ea24 |
53 | }; |
54 | |
55 | #define ensure(me) do { \ |
56 | if ((me)->nstates >= (me)->statesize) { \ |
57 | (me)->statesize = (me)->nstates + 128; \ |
28d0118c |
58 | (me)->states = sresize((me)->states, (me)->statesize, \ |
59 | struct midend_state_entry); \ |
7f77ea24 |
60 | } \ |
61 | } while (0) |
62 | |
be8d5aa1 |
63 | midend_data *midend_new(frontend *fe, const game *ourgame) |
7f77ea24 |
64 | { |
65 | midend_data *me = snew(midend_data); |
cbb5549e |
66 | void *randseed; |
67 | int randseedsize; |
68 | |
69 | get_random_seed(&randseed, &randseedsize); |
7f77ea24 |
70 | |
48d70ca9 |
71 | me->frontend = fe; |
be8d5aa1 |
72 | me->ourgame = ourgame; |
48d70ca9 |
73 | me->random = random_init(randseed, randseedsize); |
7f77ea24 |
74 | me->nstates = me->statesize = me->statepos = 0; |
75 | me->states = NULL; |
be8d5aa1 |
76 | me->params = ourgame->default_params(); |
f60f7e7c |
77 | me->curparams = NULL; |
1185e3c5 |
78 | me->desc = NULL; |
79 | me->seedstr = NULL; |
6f2d8d7c |
80 | me->aux_info = NULL; |
1185e3c5 |
81 | me->genmode = GOT_NOTHING; |
2ef96bd6 |
82 | me->drawstate = NULL; |
83 | me->oldstate = NULL; |
eb2ad6f1 |
84 | me->presets = NULL; |
85 | me->preset_names = NULL; |
86 | me->npresets = me->presetsize = 0; |
87ed82be |
87 | me->anim_time = me->anim_pos = 0.0F; |
88 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
89 | me->dir = 0; |
74a4e547 |
90 | me->ui = NULL; |
6776a950 |
91 | me->pressed_mouse_button = 0; |
48dcdd62 |
92 | me->laststatus = NULL; |
93 | me->timing = FALSE; |
94 | me->elapsed = 0.0F; |
1e3e152d |
95 | me->winwidth = me->winheight = 0; |
7f77ea24 |
96 | |
cbb5549e |
97 | sfree(randseed); |
98 | |
7f77ea24 |
99 | return me; |
100 | } |
101 | |
ab53eb64 |
102 | static void midend_free_game(midend_data *me) |
103 | { |
104 | while (me->nstates > 0) |
105 | me->ourgame->free_game(me->states[--me->nstates].state); |
106 | |
107 | if (me->drawstate) |
108 | me->ourgame->free_drawstate(me->drawstate); |
109 | } |
110 | |
7f77ea24 |
111 | void midend_free(midend_data *me) |
112 | { |
ab53eb64 |
113 | int i; |
114 | |
115 | midend_free_game(me); |
116 | |
117 | random_free(me->random); |
7f77ea24 |
118 | sfree(me->states); |
1185e3c5 |
119 | sfree(me->desc); |
120 | sfree(me->seedstr); |
6f2d8d7c |
121 | if (me->aux_info) |
122 | me->ourgame->free_aux_info(me->aux_info); |
be8d5aa1 |
123 | me->ourgame->free_params(me->params); |
ab53eb64 |
124 | if (me->npresets) { |
125 | for (i = 0; i < me->npresets; i++) { |
126 | sfree(me->presets[i]); |
127 | sfree(me->preset_names[i]); |
128 | } |
129 | sfree(me->presets); |
130 | sfree(me->preset_names); |
131 | } |
132 | if (me->ui) |
133 | me->ourgame->free_ui(me->ui); |
f60f7e7c |
134 | if (me->curparams) |
135 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
136 | sfree(me->laststatus); |
7f77ea24 |
137 | sfree(me); |
138 | } |
139 | |
1e3e152d |
140 | void midend_size(midend_data *me, int *x, int *y, int expand) |
7f77ea24 |
141 | { |
1e3e152d |
142 | me->ourgame->size(me->params, me->drawstate, x, y, expand); |
143 | me->winwidth = *x; |
144 | me->winheight = *y; |
7f77ea24 |
145 | } |
146 | |
147 | void midend_set_params(midend_data *me, game_params *params) |
148 | { |
be8d5aa1 |
149 | me->ourgame->free_params(me->params); |
150 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
151 | } |
152 | |
48dcdd62 |
153 | static void midend_set_timer(midend_data *me) |
154 | { |
155 | me->timing = (me->ourgame->is_timed && |
156 | me->ourgame->timing_state(me->states[me->statepos-1].state)); |
157 | if (me->timing || me->flash_time || me->anim_time) |
158 | activate_timer(me->frontend); |
159 | else |
160 | deactivate_timer(me->frontend); |
161 | } |
162 | |
1e3e152d |
163 | static void midend_size_new_drawstate(midend_data *me) |
164 | { |
165 | me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight, |
166 | TRUE); |
167 | } |
168 | |
008b4378 |
169 | void midend_force_redraw(midend_data *me) |
170 | { |
171 | if (me->drawstate) |
172 | me->ourgame->free_drawstate(me->drawstate); |
173 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
1e3e152d |
174 | midend_size_new_drawstate(me); |
008b4378 |
175 | midend_redraw(me); |
176 | } |
177 | |
5928817c |
178 | void midend_new_game(midend_data *me) |
7f77ea24 |
179 | { |
ab53eb64 |
180 | midend_free_game(me); |
2ef96bd6 |
181 | |
7f77ea24 |
182 | assert(me->nstates == 0); |
183 | |
1185e3c5 |
184 | if (me->genmode == GOT_DESC) { |
185 | me->genmode = GOT_NOTHING; |
186 | } else { |
187 | random_state *rs; |
188 | |
189 | if (me->genmode == GOT_SEED) { |
190 | me->genmode = GOT_NOTHING; |
191 | } else { |
192 | /* |
193 | * Generate a new random seed. 15 digits comes to about |
194 | * 48 bits, which should be more than enough. |
97c44af3 |
195 | * |
196 | * I'll avoid putting a leading zero on the number, |
197 | * just in case it confuses anybody who thinks it's |
198 | * processed as an integer rather than a string. |
1185e3c5 |
199 | */ |
200 | char newseed[16]; |
201 | int i; |
202 | newseed[15] = '\0'; |
97c44af3 |
203 | newseed[0] = '1' + random_upto(me->random, 9); |
204 | for (i = 1; i < 15; i++) |
1185e3c5 |
205 | newseed[i] = '0' + random_upto(me->random, 10); |
206 | sfree(me->seedstr); |
207 | me->seedstr = dupstr(newseed); |
f60f7e7c |
208 | |
209 | if (me->curparams) |
210 | me->ourgame->free_params(me->curparams); |
211 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
212 | } |
213 | |
214 | sfree(me->desc); |
6f2d8d7c |
215 | if (me->aux_info) |
216 | me->ourgame->free_aux_info(me->aux_info); |
217 | me->aux_info = NULL; |
1185e3c5 |
218 | |
219 | rs = random_init(me->seedstr, strlen(me->seedstr)); |
6aa6af4c |
220 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
221 | &me->aux_info, TRUE); |
1185e3c5 |
222 | random_free(rs); |
1185e3c5 |
223 | } |
7f77ea24 |
224 | |
225 | ensure(me); |
c380832d |
226 | me->states[me->nstates].state = |
227 | me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
228 | me->states[me->nstates].special = TRUE; |
229 | me->nstates++; |
7f77ea24 |
230 | me->statepos = 1; |
28d0118c |
231 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
1e3e152d |
232 | midend_size_new_drawstate(me); |
48dcdd62 |
233 | me->elapsed = 0.0F; |
234 | midend_set_timer(me); |
74a4e547 |
235 | if (me->ui) |
be8d5aa1 |
236 | me->ourgame->free_ui(me->ui); |
28d0118c |
237 | me->ui = me->ourgame->new_ui(me->states[0].state); |
6776a950 |
238 | me->pressed_mouse_button = 0; |
7f77ea24 |
239 | } |
240 | |
1482ee76 |
241 | static int midend_undo(midend_data *me) |
7f77ea24 |
242 | { |
1482ee76 |
243 | if (me->statepos > 1) { |
07dfb697 |
244 | if (me->ui) |
245 | me->ourgame->changed_state(me->ui, |
246 | me->states[me->statepos-1].state, |
247 | me->states[me->statepos-2].state); |
7f77ea24 |
248 | me->statepos--; |
c822de4a |
249 | me->dir = -1; |
1482ee76 |
250 | return 1; |
251 | } else |
252 | return 0; |
7f77ea24 |
253 | } |
254 | |
1482ee76 |
255 | static int midend_redo(midend_data *me) |
7f77ea24 |
256 | { |
1482ee76 |
257 | if (me->statepos < me->nstates) { |
07dfb697 |
258 | if (me->ui) |
259 | me->ourgame->changed_state(me->ui, |
260 | me->states[me->statepos-1].state, |
261 | me->states[me->statepos].state); |
7f77ea24 |
262 | me->statepos++; |
c822de4a |
263 | me->dir = +1; |
1482ee76 |
264 | return 1; |
265 | } else |
266 | return 0; |
7f77ea24 |
267 | } |
268 | |
87ed82be |
269 | static void midend_finish_move(midend_data *me) |
270 | { |
271 | float flashtime; |
272 | |
28d0118c |
273 | /* |
274 | * We do not flash if the later of the two states is special. |
275 | * This covers both forward Solve moves and backward (undone) |
276 | * Restart moves. |
277 | */ |
278 | if ((me->oldstate || me->statepos > 1) && |
279 | ((me->dir > 0 && !me->states[me->statepos-1].special) || |
280 | (me->dir < 0 && me->statepos < me->nstates && |
281 | !me->states[me->statepos].special))) { |
be8d5aa1 |
282 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
283 | me->states[me->statepos-2].state, |
284 | me->states[me->statepos-1].state, |
e3f21163 |
285 | me->oldstate ? me->dir : +1, |
286 | me->ui); |
87ed82be |
287 | if (flashtime > 0) { |
288 | me->flash_pos = 0.0F; |
289 | me->flash_time = flashtime; |
290 | } |
291 | } |
292 | |
293 | if (me->oldstate) |
be8d5aa1 |
294 | me->ourgame->free_game(me->oldstate); |
87ed82be |
295 | me->oldstate = NULL; |
296 | me->anim_pos = me->anim_time = 0; |
c822de4a |
297 | me->dir = 0; |
87ed82be |
298 | |
48dcdd62 |
299 | midend_set_timer(me); |
87ed82be |
300 | } |
301 | |
ab53eb64 |
302 | void midend_stop_anim(midend_data *me) |
7f77ea24 |
303 | { |
2ef96bd6 |
304 | if (me->oldstate || me->anim_time) { |
87ed82be |
305 | midend_finish_move(me); |
2ef96bd6 |
306 | midend_redraw(me); |
307 | } |
dd216087 |
308 | } |
309 | |
28d0118c |
310 | void midend_restart_game(midend_data *me) |
311 | { |
312 | game_state *s; |
313 | |
7f89707c |
314 | midend_stop_anim(me); |
315 | |
28d0118c |
316 | assert(me->statepos >= 1); |
317 | if (me->statepos == 1) |
318 | return; /* no point doing anything at all! */ |
319 | |
320 | s = me->ourgame->dup_game(me->states[0].state); |
321 | |
322 | /* |
323 | * Now enter the restarted state as the next move. |
324 | */ |
325 | midend_stop_anim(me); |
326 | while (me->nstates > me->statepos) |
327 | me->ourgame->free_game(me->states[--me->nstates].state); |
328 | ensure(me); |
329 | me->states[me->nstates].state = s; |
330 | me->states[me->nstates].special = TRUE; /* we just restarted */ |
331 | me->statepos = ++me->nstates; |
07dfb697 |
332 | if (me->ui) |
333 | me->ourgame->changed_state(me->ui, |
334 | me->states[me->statepos-2].state, |
335 | me->states[me->statepos-1].state); |
28d0118c |
336 | me->anim_time = 0.0; |
337 | midend_finish_move(me); |
338 | midend_redraw(me); |
48dcdd62 |
339 | midend_set_timer(me); |
28d0118c |
340 | } |
341 | |
6776a950 |
342 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
dd216087 |
343 | { |
28d0118c |
344 | game_state *oldstate = |
345 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
ab53eb64 |
346 | int special = FALSE, gotspecial = FALSE, ret = 1; |
dd216087 |
347 | float anim_time; |
7f77ea24 |
348 | |
349 | if (button == 'n' || button == 'N' || button == '\x0E') { |
dd216087 |
350 | midend_stop_anim(me); |
5928817c |
351 | midend_new_game(me); |
2ef96bd6 |
352 | midend_redraw(me); |
ab53eb64 |
353 | goto done; /* never animate */ |
7f77ea24 |
354 | } else if (button == 'u' || button == 'u' || |
1482ee76 |
355 | button == '\x1A' || button == '\x1F') { |
dd216087 |
356 | midend_stop_anim(me); |
28d0118c |
357 | special = me->states[me->statepos-1].special; |
358 | gotspecial = TRUE; |
1482ee76 |
359 | if (!midend_undo(me)) |
ab53eb64 |
360 | goto done; |
7f89707c |
361 | } else if (button == 'r' || button == 'R' || |
31ad8194 |
362 | button == '\x12' || button == '\x19') { |
dd216087 |
363 | midend_stop_anim(me); |
1482ee76 |
364 | if (!midend_redo(me)) |
ab53eb64 |
365 | goto done; |
7f77ea24 |
366 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
ab53eb64 |
367 | ret = 0; |
368 | goto done; |
2ef96bd6 |
369 | } else { |
28d0118c |
370 | game_state *s = |
371 | me->ourgame->make_move(me->states[me->statepos-1].state, |
c0361acd |
372 | me->ui, me->drawstate, x, y, button); |
74a4e547 |
373 | |
28d0118c |
374 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
375 | /* |
376 | * make_move() is allowed to return its input state to |
377 | * indicate that although no move has been made, the UI |
378 | * state has been updated and a redraw is called for. |
379 | */ |
380 | midend_redraw(me); |
ab53eb64 |
381 | goto done; |
74a4e547 |
382 | } else if (s) { |
dd216087 |
383 | midend_stop_anim(me); |
2ef96bd6 |
384 | while (me->nstates > me->statepos) |
28d0118c |
385 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
386 | ensure(me); |
28d0118c |
387 | me->states[me->nstates].state = s; |
388 | me->states[me->nstates].special = FALSE; /* normal move */ |
2ef96bd6 |
389 | me->statepos = ++me->nstates; |
c822de4a |
390 | me->dir = +1; |
2ef96bd6 |
391 | } else { |
ab53eb64 |
392 | goto done; |
2ef96bd6 |
393 | } |
7f77ea24 |
394 | } |
395 | |
28d0118c |
396 | if (!gotspecial) |
397 | special = me->states[me->statepos-1].special; |
398 | |
2ef96bd6 |
399 | /* |
400 | * See if this move requires an animation. |
401 | */ |
28d0118c |
402 | if (special) { |
403 | anim_time = 0; |
404 | } else { |
405 | anim_time = me->ourgame->anim_length(oldstate, |
406 | me->states[me->statepos-1].state, |
e3f21163 |
407 | me->dir, me->ui); |
28d0118c |
408 | } |
2ef96bd6 |
409 | |
ab53eb64 |
410 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
411 | if (anim_time > 0) { |
2ef96bd6 |
412 | me->anim_time = anim_time; |
413 | } else { |
2ef96bd6 |
414 | me->anim_time = 0.0; |
87ed82be |
415 | midend_finish_move(me); |
7f77ea24 |
416 | } |
2ef96bd6 |
417 | me->anim_pos = 0.0; |
418 | |
419 | midend_redraw(me); |
420 | |
48dcdd62 |
421 | midend_set_timer(me); |
7f77ea24 |
422 | |
ab53eb64 |
423 | done: |
424 | if (oldstate) me->ourgame->free_game(oldstate); |
425 | return ret; |
7f77ea24 |
426 | } |
2ef96bd6 |
427 | |
6776a950 |
428 | int midend_process_key(midend_data *me, int x, int y, int button) |
429 | { |
430 | int ret = 1; |
431 | |
432 | /* |
433 | * Harmonise mouse drag and release messages. |
434 | * |
435 | * Some front ends might accidentally switch from sending, say, |
436 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
437 | * drag. (This can happen on the Mac, for example, since |
438 | * RIGHT_DRAG is usually done using Command+drag, and if the |
439 | * user accidentally releases Command half way through the drag |
440 | * then there will be trouble.) |
441 | * |
442 | * It would be an O(number of front ends) annoyance to fix this |
443 | * in the front ends, but an O(number of back ends) annoyance |
444 | * to have each game capable of dealing with it. Therefore, we |
445 | * fix it _here_ in the common midend code so that it only has |
446 | * to be done once. |
447 | * |
eeba2afe |
448 | * The possible ways in which things can go screwy in the front |
449 | * end are: |
6776a950 |
450 | * |
eeba2afe |
451 | * - in a system containing multiple physical buttons button |
452 | * presses can inadvertently overlap. We can see ABab (caps |
453 | * meaning button-down and lowercase meaning button-up) when |
454 | * the user had semantically intended AaBb. |
6776a950 |
455 | * |
eeba2afe |
456 | * - in a system where one button is simulated by means of a |
457 | * modifier key and another button, buttons can mutate |
458 | * between press and release (possibly during drag). So we |
459 | * can see Ab instead of Aa. |
6776a950 |
460 | * |
eeba2afe |
461 | * Definite requirements are: |
462 | * |
463 | * - button _presses_ must never be invented or destroyed. If |
464 | * the user presses two buttons in succession, the button |
465 | * presses must be transferred to the backend unchanged. So |
466 | * if we see AaBb , that's fine; if we see ABab (the button |
467 | * presses inadvertently overlapped) we must somehow |
468 | * `correct' it to AaBb. |
469 | * |
470 | * - every mouse action must end up looking like a press, zero |
471 | * or more drags, then a release. This allows back ends to |
472 | * make the _assumption_ that incoming mouse data will be |
473 | * sane in this regard, and not worry about the details. |
474 | * |
475 | * So my policy will be: |
476 | * |
477 | * - treat any button-up as a button-up for the currently |
478 | * pressed button, or ignore it if there is no currently |
479 | * pressed button. |
480 | * |
481 | * - treat any drag as a drag for the currently pressed |
482 | * button, or ignore it if there is no currently pressed |
483 | * button. |
484 | * |
485 | * - if we see a button-down while another button is currently |
486 | * pressed, invent a button-up for the first one and then |
487 | * pass the button-down through as before. |
6776a950 |
488 | * |
93b1da3d |
489 | * 2005-05-31: An addendum to the above. Some games might want |
490 | * a `priority order' among buttons, such that if one button is |
491 | * pressed while another is down then a fixed one of the |
492 | * buttons takes priority no matter what order they're pressed |
493 | * in. Mines, in particular, wants to treat a left+right click |
494 | * like a left click for the benefit of users of other |
495 | * implementations. So the last of the above points is modified |
496 | * in the presence of an (optional) button priority order. |
6776a950 |
497 | */ |
498 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
499 | if (me->pressed_mouse_button) { |
500 | if (IS_MOUSE_DRAG(button)) { |
501 | button = me->pressed_mouse_button + |
502 | (LEFT_DRAG - LEFT_BUTTON); |
503 | } else { |
504 | button = me->pressed_mouse_button + |
505 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
506 | } |
eeba2afe |
507 | } else |
508 | return ret; /* ignore it */ |
6776a950 |
509 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
510 | /* |
511 | * If the new button has lower priority than the old one, |
512 | * don't bother doing this. |
513 | */ |
514 | if (me->ourgame->mouse_priorities & |
515 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
516 | return ret; /* just ignore it */ |
517 | |
6776a950 |
518 | /* |
519 | * Fabricate a button-up for the previously pressed button. |
520 | */ |
521 | ret = ret && midend_really_process_key |
522 | (me, x, y, (me->pressed_mouse_button + |
523 | (LEFT_RELEASE - LEFT_BUTTON))); |
524 | } |
525 | |
526 | /* |
527 | * Now send on the event we originally received. |
528 | */ |
529 | ret = ret && midend_really_process_key(me, x, y, button); |
530 | |
531 | /* |
532 | * And update the currently pressed button. |
533 | */ |
534 | if (IS_MOUSE_RELEASE(button)) |
535 | me->pressed_mouse_button = 0; |
536 | else if (IS_MOUSE_DOWN(button)) |
537 | me->pressed_mouse_button = button; |
538 | |
539 | return ret; |
540 | } |
541 | |
2ef96bd6 |
542 | void midend_redraw(midend_data *me) |
543 | { |
544 | if (me->statepos > 0 && me->drawstate) { |
545 | start_draw(me->frontend); |
546 | if (me->oldstate && me->anim_time > 0 && |
547 | me->anim_pos < me->anim_time) { |
c822de4a |
548 | assert(me->dir != 0); |
be8d5aa1 |
549 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
28d0118c |
550 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
551 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
552 | } else { |
be8d5aa1 |
553 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
28d0118c |
554 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
555 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
556 | } |
557 | end_draw(me->frontend); |
558 | } |
559 | } |
560 | |
561 | void midend_timer(midend_data *me, float tplus) |
562 | { |
563 | me->anim_pos += tplus; |
564 | if (me->anim_pos >= me->anim_time || |
565 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
566 | if (me->anim_time > 0) |
567 | midend_finish_move(me); |
568 | } |
48dcdd62 |
569 | |
87ed82be |
570 | me->flash_pos += tplus; |
571 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
572 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
573 | } |
48dcdd62 |
574 | |
2ef96bd6 |
575 | midend_redraw(me); |
48dcdd62 |
576 | |
577 | if (me->timing) { |
578 | float oldelapsed = me->elapsed; |
579 | me->elapsed += tplus; |
580 | if ((int)oldelapsed != (int)me->elapsed) |
581 | status_bar(me->frontend, me->laststatus ? me->laststatus : ""); |
582 | } |
583 | |
584 | midend_set_timer(me); |
2ef96bd6 |
585 | } |
586 | |
587 | float *midend_colours(midend_data *me, int *ncolours) |
588 | { |
589 | game_state *state = NULL; |
590 | float *ret; |
591 | |
592 | if (me->nstates == 0) { |
6f2d8d7c |
593 | game_aux_info *aux = NULL; |
6aa6af4c |
594 | char *desc = me->ourgame->new_desc(me->params, me->random, |
595 | &aux, TRUE); |
c380832d |
596 | state = me->ourgame->new_game(me, me->params, desc); |
1185e3c5 |
597 | sfree(desc); |
6f2d8d7c |
598 | if (aux) |
599 | me->ourgame->free_aux_info(aux); |
2ef96bd6 |
600 | } else |
28d0118c |
601 | state = me->states[0].state; |
2ef96bd6 |
602 | |
be8d5aa1 |
603 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
2ef96bd6 |
604 | |
813593cc |
605 | { |
606 | int i; |
607 | |
608 | /* |
609 | * Allow environment-based overrides for the standard |
610 | * colours by defining variables along the lines of |
611 | * `NET_COLOUR_4=6000c0'. |
612 | */ |
613 | |
614 | for (i = 0; i < *ncolours; i++) { |
615 | char buf[80], *e; |
616 | unsigned int r, g, b; |
617 | int j; |
618 | |
619 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
620 | for (j = 0; buf[j]; j++) |
621 | buf[j] = toupper((unsigned char)buf[j]); |
622 | if ((e = getenv(buf)) != NULL && |
623 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
624 | ret[i*3 + 0] = r / 255.0; |
625 | ret[i*3 + 1] = g / 255.0; |
626 | ret[i*3 + 2] = b / 255.0; |
627 | } |
628 | } |
629 | } |
630 | |
2ef96bd6 |
631 | if (me->nstates == 0) |
be8d5aa1 |
632 | me->ourgame->free_game(state); |
2ef96bd6 |
633 | |
634 | return ret; |
635 | } |
eb2ad6f1 |
636 | |
637 | int midend_num_presets(midend_data *me) |
638 | { |
639 | if (!me->npresets) { |
640 | char *name; |
641 | game_params *preset; |
642 | |
be8d5aa1 |
643 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
644 | if (me->presetsize <= me->npresets) { |
645 | me->presetsize = me->npresets + 10; |
646 | me->presets = sresize(me->presets, me->presetsize, |
647 | game_params *); |
648 | me->preset_names = sresize(me->preset_names, me->presetsize, |
649 | char *); |
650 | } |
651 | |
652 | me->presets[me->npresets] = preset; |
653 | me->preset_names[me->npresets] = name; |
654 | me->npresets++; |
655 | } |
656 | } |
657 | |
813593cc |
658 | { |
659 | /* |
660 | * Allow environment-based extensions to the preset list by |
661 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
662 | * Advanced:2x3da'. Colon-separated list of items, |
663 | * alternating between textual titles in the menu and |
664 | * encoded parameter strings. |
665 | */ |
666 | char buf[80], *e, *p; |
667 | int j; |
668 | |
669 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
670 | for (j = 0; buf[j]; j++) |
671 | buf[j] = toupper((unsigned char)buf[j]); |
672 | |
673 | if ((e = getenv(buf)) != NULL) { |
674 | p = e = dupstr(e); |
675 | |
676 | while (*p) { |
677 | char *name, *val; |
678 | game_params *preset; |
679 | |
680 | name = p; |
681 | while (*p && *p != ':') p++; |
682 | if (*p) *p++ = '\0'; |
683 | val = p; |
684 | while (*p && *p != ':') p++; |
685 | if (*p) *p++ = '\0'; |
686 | |
687 | preset = me->ourgame->default_params(); |
688 | me->ourgame->decode_params(preset, val); |
689 | |
239ba6e6 |
690 | if (me->ourgame->validate_params(preset)) { |
691 | /* Drop this one from the list. */ |
692 | me->ourgame->free_params(preset); |
693 | continue; |
694 | } |
695 | |
813593cc |
696 | if (me->presetsize <= me->npresets) { |
697 | me->presetsize = me->npresets + 10; |
698 | me->presets = sresize(me->presets, me->presetsize, |
699 | game_params *); |
700 | me->preset_names = sresize(me->preset_names, |
701 | me->presetsize, char *); |
702 | } |
703 | |
704 | me->presets[me->npresets] = preset; |
705 | me->preset_names[me->npresets] = name; |
706 | me->npresets++; |
707 | } |
708 | } |
709 | } |
710 | |
eb2ad6f1 |
711 | return me->npresets; |
712 | } |
713 | |
714 | void midend_fetch_preset(midend_data *me, int n, |
715 | char **name, game_params **params) |
716 | { |
717 | assert(n >= 0 && n < me->npresets); |
718 | *name = me->preset_names[n]; |
719 | *params = me->presets[n]; |
720 | } |
fd1a1a2b |
721 | |
722 | int midend_wants_statusbar(midend_data *me) |
723 | { |
be8d5aa1 |
724 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
725 | } |
c8230524 |
726 | |
c380832d |
727 | void midend_supersede_game_desc(midend_data *me, char *desc) |
728 | { |
729 | sfree(me->desc); |
730 | me->desc = dupstr(desc); |
731 | } |
732 | |
5928817c |
733 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
c8230524 |
734 | { |
ab53eb64 |
735 | char *titlebuf, *parstr, *rest; |
5928817c |
736 | config_item *ret; |
ab53eb64 |
737 | char sep; |
5928817c |
738 | |
ab53eb64 |
739 | assert(wintitle); |
be8d5aa1 |
740 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
741 | |
742 | switch (which) { |
743 | case CFG_SETTINGS: |
be8d5aa1 |
744 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
745 | *wintitle = titlebuf; |
be8d5aa1 |
746 | return me->ourgame->configure(me->params); |
5928817c |
747 | case CFG_SEED: |
1185e3c5 |
748 | case CFG_DESC: |
ab53eb64 |
749 | if (!me->curparams) { |
750 | sfree(titlebuf); |
751 | return NULL; |
752 | } |
753 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
754 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
755 | *wintitle = titlebuf; |
5928817c |
756 | |
757 | ret = snewn(2, config_item); |
758 | |
759 | ret[0].type = C_STRING; |
1185e3c5 |
760 | if (which == CFG_SEED) |
761 | ret[0].name = "Game random seed"; |
762 | else |
763 | ret[0].name = "Game ID"; |
5928817c |
764 | ret[0].ival = 0; |
b0e26073 |
765 | /* |
1185e3c5 |
766 | * For CFG_DESC the text going in here will be a string |
767 | * encoding of the restricted parameters, plus a colon, |
768 | * plus the game description. For CFG_SEED it will be the |
769 | * full parameters, plus a hash, plus the random seed data. |
770 | * Either of these is a valid full game ID (although only |
771 | * the former is likely to persist across many code |
772 | * changes). |
b0e26073 |
773 | */ |
f60f7e7c |
774 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
775 | assert(parstr); |
1185e3c5 |
776 | if (which == CFG_DESC) { |
ab53eb64 |
777 | rest = me->desc ? me->desc : ""; |
778 | sep = ':'; |
1185e3c5 |
779 | } else { |
ab53eb64 |
780 | rest = me->seedstr ? me->seedstr : ""; |
781 | sep = '#'; |
1185e3c5 |
782 | } |
ab53eb64 |
783 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
784 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
785 | sfree(parstr); |
5928817c |
786 | |
787 | ret[1].type = C_END; |
788 | ret[1].name = ret[1].sval = NULL; |
789 | ret[1].ival = 0; |
790 | |
791 | return ret; |
792 | } |
793 | |
794 | assert(!"We shouldn't be here"); |
795 | return NULL; |
c8230524 |
796 | } |
797 | |
1185e3c5 |
798 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
8b7938e7 |
799 | { |
1185e3c5 |
800 | char *error, *par, *desc, *seed; |
8b7938e7 |
801 | |
1185e3c5 |
802 | seed = strchr(id, '#'); |
803 | desc = strchr(id, ':'); |
8b7938e7 |
804 | |
1185e3c5 |
805 | if (desc && (!seed || desc < seed)) { |
806 | /* |
807 | * We have a colon separating parameters from game |
808 | * description. So `par' now points to the parameters |
809 | * string, and `desc' to the description string. |
810 | */ |
811 | *desc++ = '\0'; |
812 | par = id; |
813 | seed = NULL; |
814 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
815 | /* |
50ff5730 |
816 | * We have a hash separating parameters from random seed. |
1185e3c5 |
817 | * So `par' now points to the parameters string, and `seed' |
818 | * to the seed string. |
8b7938e7 |
819 | */ |
820 | *seed++ = '\0'; |
821 | par = id; |
1185e3c5 |
822 | desc = NULL; |
8b7938e7 |
823 | } else { |
824 | /* |
1185e3c5 |
825 | * We only have one string. Depending on `defmode', we take |
826 | * it to be either parameters, seed or description. |
8b7938e7 |
827 | */ |
1185e3c5 |
828 | if (defmode == DEF_SEED) { |
8b7938e7 |
829 | seed = id; |
1185e3c5 |
830 | par = desc = NULL; |
831 | } else if (defmode == DEF_DESC) { |
832 | desc = id; |
833 | par = seed = NULL; |
8b7938e7 |
834 | } else { |
8b7938e7 |
835 | par = id; |
1185e3c5 |
836 | seed = desc = NULL; |
8b7938e7 |
837 | } |
838 | } |
839 | |
840 | if (par) { |
1185e3c5 |
841 | game_params *tmpparams; |
842 | tmpparams = me->ourgame->dup_params(me->params); |
843 | me->ourgame->decode_params(tmpparams, par); |
844 | error = me->ourgame->validate_params(tmpparams); |
8b7938e7 |
845 | if (error) { |
1185e3c5 |
846 | me->ourgame->free_params(tmpparams); |
8b7938e7 |
847 | return error; |
848 | } |
f60f7e7c |
849 | if (me->curparams) |
850 | me->ourgame->free_params(me->curparams); |
851 | me->curparams = tmpparams; |
1185e3c5 |
852 | |
853 | /* |
854 | * Now filter only the persistent parts of this state into |
855 | * the long-term params structure, unless we've _only_ |
856 | * received a params string in which case the whole lot is |
857 | * persistent. |
858 | */ |
859 | if (seed || desc) { |
860 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
861 | me->ourgame->decode_params(me->params, tmpstr); |
3af70dd4 |
862 | sfree(tmpstr); |
1185e3c5 |
863 | } else { |
864 | me->ourgame->free_params(me->params); |
865 | me->params = me->ourgame->dup_params(tmpparams); |
866 | } |
8b7938e7 |
867 | } |
868 | |
3af70dd4 |
869 | sfree(me->desc); |
870 | me->desc = NULL; |
871 | sfree(me->seedstr); |
872 | me->seedstr = NULL; |
873 | |
1185e3c5 |
874 | if (desc) { |
875 | error = me->ourgame->validate_desc(me->params, desc); |
8b7938e7 |
876 | if (error) |
877 | return error; |
878 | |
1185e3c5 |
879 | me->desc = dupstr(desc); |
880 | me->genmode = GOT_DESC; |
6f2d8d7c |
881 | if (me->aux_info) |
882 | me->ourgame->free_aux_info(me->aux_info); |
883 | me->aux_info = NULL; |
8b7938e7 |
884 | } |
885 | |
1185e3c5 |
886 | if (seed) { |
1185e3c5 |
887 | me->seedstr = dupstr(seed); |
888 | me->genmode = GOT_SEED; |
889 | } |
890 | |
8b7938e7 |
891 | return NULL; |
892 | } |
893 | |
1185e3c5 |
894 | char *midend_game_id(midend_data *me, char *id) |
895 | { |
896 | return midend_game_id_int(me, id, DEF_PARAMS); |
897 | } |
898 | |
5928817c |
899 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
c8230524 |
900 | { |
8b7938e7 |
901 | char *error; |
c8230524 |
902 | game_params *params; |
903 | |
5928817c |
904 | switch (which) { |
905 | case CFG_SETTINGS: |
be8d5aa1 |
906 | params = me->ourgame->custom_params(cfg); |
907 | error = me->ourgame->validate_params(params); |
c8230524 |
908 | |
5928817c |
909 | if (error) { |
be8d5aa1 |
910 | me->ourgame->free_params(params); |
5928817c |
911 | return error; |
912 | } |
c8230524 |
913 | |
be8d5aa1 |
914 | me->ourgame->free_params(me->params); |
5928817c |
915 | me->params = params; |
916 | break; |
917 | |
918 | case CFG_SEED: |
1185e3c5 |
919 | case CFG_DESC: |
920 | error = midend_game_id_int(me, cfg[0].sval, |
921 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
922 | if (error) |
923 | return error; |
5928817c |
924 | break; |
925 | } |
c8230524 |
926 | |
927 | return NULL; |
928 | } |
9b4b03d3 |
929 | |
930 | char *midend_text_format(midend_data *me) |
931 | { |
932 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
933 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
934 | else |
935 | return NULL; |
936 | } |
2ac6d24e |
937 | |
938 | char *midend_solve(midend_data *me) |
939 | { |
940 | game_state *s; |
941 | char *msg; |
942 | |
943 | if (!me->ourgame->can_solve) |
944 | return "This game does not support the Solve operation"; |
945 | |
946 | if (me->statepos < 1) |
947 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
948 | |
949 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
28d0118c |
950 | s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg); |
2ac6d24e |
951 | if (!s) |
952 | return msg; |
953 | |
954 | /* |
28d0118c |
955 | * Now enter the solved state as the next move. |
2ac6d24e |
956 | */ |
957 | midend_stop_anim(me); |
958 | while (me->nstates > me->statepos) |
28d0118c |
959 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ac6d24e |
960 | ensure(me); |
28d0118c |
961 | me->states[me->nstates].state = s; |
962 | me->states[me->nstates].special = TRUE; /* created using solve */ |
2ac6d24e |
963 | me->statepos = ++me->nstates; |
07dfb697 |
964 | if (me->ui) |
965 | me->ourgame->changed_state(me->ui, |
966 | me->states[me->statepos-2].state, |
967 | me->states[me->statepos-1].state); |
2ac6d24e |
968 | me->anim_time = 0.0; |
969 | midend_finish_move(me); |
970 | midend_redraw(me); |
48dcdd62 |
971 | midend_set_timer(me); |
2ac6d24e |
972 | return NULL; |
973 | } |
48dcdd62 |
974 | |
975 | char *midend_rewrite_statusbar(midend_data *me, char *text) |
976 | { |
977 | /* |
978 | * An important special case is that we are occasionally called |
979 | * with our own laststatus, to update the timer. |
980 | */ |
981 | if (me->laststatus != text) { |
982 | sfree(me->laststatus); |
983 | me->laststatus = dupstr(text); |
984 | } |
985 | |
986 | if (me->ourgame->is_timed) { |
987 | char timebuf[100], *ret; |
988 | int min, sec; |
989 | |
990 | sec = me->elapsed; |
991 | min = sec / 60; |
992 | sec %= 60; |
993 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
994 | |
995 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
996 | strcpy(ret, timebuf); |
997 | strcat(ret, text); |
998 | return ret; |
999 | |
1000 | } else { |
1001 | return dupstr(text); |
1002 | } |
1003 | } |