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 { |
df11cd4e |
370 | game_state *s; |
371 | char *movestr; |
372 | |
373 | movestr = |
374 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
375 | me->ui, me->drawstate, x, y, button); |
376 | if (!movestr) |
377 | s = NULL; |
378 | else if (!*movestr) |
379 | s = me->states[me->statepos-1].state; |
380 | else { |
381 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
382 | movestr); |
383 | assert(s != NULL); |
384 | sfree(movestr); |
385 | } |
74a4e547 |
386 | |
28d0118c |
387 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
388 | /* |
389 | * make_move() is allowed to return its input state to |
390 | * indicate that although no move has been made, the UI |
391 | * state has been updated and a redraw is called for. |
392 | */ |
393 | midend_redraw(me); |
ab53eb64 |
394 | goto done; |
74a4e547 |
395 | } else if (s) { |
dd216087 |
396 | midend_stop_anim(me); |
2ef96bd6 |
397 | while (me->nstates > me->statepos) |
28d0118c |
398 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
399 | ensure(me); |
28d0118c |
400 | me->states[me->nstates].state = s; |
401 | me->states[me->nstates].special = FALSE; /* normal move */ |
2ef96bd6 |
402 | me->statepos = ++me->nstates; |
c822de4a |
403 | me->dir = +1; |
2ef96bd6 |
404 | } else { |
ab53eb64 |
405 | goto done; |
2ef96bd6 |
406 | } |
7f77ea24 |
407 | } |
408 | |
28d0118c |
409 | if (!gotspecial) |
410 | special = me->states[me->statepos-1].special; |
411 | |
2ef96bd6 |
412 | /* |
413 | * See if this move requires an animation. |
414 | */ |
28d0118c |
415 | if (special) { |
416 | anim_time = 0; |
417 | } else { |
418 | anim_time = me->ourgame->anim_length(oldstate, |
419 | me->states[me->statepos-1].state, |
e3f21163 |
420 | me->dir, me->ui); |
28d0118c |
421 | } |
2ef96bd6 |
422 | |
ab53eb64 |
423 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
424 | if (anim_time > 0) { |
2ef96bd6 |
425 | me->anim_time = anim_time; |
426 | } else { |
2ef96bd6 |
427 | me->anim_time = 0.0; |
87ed82be |
428 | midend_finish_move(me); |
7f77ea24 |
429 | } |
2ef96bd6 |
430 | me->anim_pos = 0.0; |
431 | |
432 | midend_redraw(me); |
433 | |
48dcdd62 |
434 | midend_set_timer(me); |
7f77ea24 |
435 | |
ab53eb64 |
436 | done: |
437 | if (oldstate) me->ourgame->free_game(oldstate); |
438 | return ret; |
7f77ea24 |
439 | } |
2ef96bd6 |
440 | |
6776a950 |
441 | int midend_process_key(midend_data *me, int x, int y, int button) |
442 | { |
443 | int ret = 1; |
444 | |
445 | /* |
446 | * Harmonise mouse drag and release messages. |
447 | * |
448 | * Some front ends might accidentally switch from sending, say, |
449 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
450 | * drag. (This can happen on the Mac, for example, since |
451 | * RIGHT_DRAG is usually done using Command+drag, and if the |
452 | * user accidentally releases Command half way through the drag |
453 | * then there will be trouble.) |
454 | * |
455 | * It would be an O(number of front ends) annoyance to fix this |
456 | * in the front ends, but an O(number of back ends) annoyance |
457 | * to have each game capable of dealing with it. Therefore, we |
458 | * fix it _here_ in the common midend code so that it only has |
459 | * to be done once. |
460 | * |
eeba2afe |
461 | * The possible ways in which things can go screwy in the front |
462 | * end are: |
6776a950 |
463 | * |
eeba2afe |
464 | * - in a system containing multiple physical buttons button |
465 | * presses can inadvertently overlap. We can see ABab (caps |
466 | * meaning button-down and lowercase meaning button-up) when |
467 | * the user had semantically intended AaBb. |
6776a950 |
468 | * |
eeba2afe |
469 | * - in a system where one button is simulated by means of a |
470 | * modifier key and another button, buttons can mutate |
471 | * between press and release (possibly during drag). So we |
472 | * can see Ab instead of Aa. |
6776a950 |
473 | * |
eeba2afe |
474 | * Definite requirements are: |
475 | * |
476 | * - button _presses_ must never be invented or destroyed. If |
477 | * the user presses two buttons in succession, the button |
478 | * presses must be transferred to the backend unchanged. So |
479 | * if we see AaBb , that's fine; if we see ABab (the button |
480 | * presses inadvertently overlapped) we must somehow |
481 | * `correct' it to AaBb. |
482 | * |
483 | * - every mouse action must end up looking like a press, zero |
484 | * or more drags, then a release. This allows back ends to |
485 | * make the _assumption_ that incoming mouse data will be |
486 | * sane in this regard, and not worry about the details. |
487 | * |
488 | * So my policy will be: |
489 | * |
490 | * - treat any button-up as a button-up for the currently |
491 | * pressed button, or ignore it if there is no currently |
492 | * pressed button. |
493 | * |
494 | * - treat any drag as a drag for the currently pressed |
495 | * button, or ignore it if there is no currently pressed |
496 | * button. |
497 | * |
498 | * - if we see a button-down while another button is currently |
499 | * pressed, invent a button-up for the first one and then |
500 | * pass the button-down through as before. |
6776a950 |
501 | * |
93b1da3d |
502 | * 2005-05-31: An addendum to the above. Some games might want |
503 | * a `priority order' among buttons, such that if one button is |
504 | * pressed while another is down then a fixed one of the |
505 | * buttons takes priority no matter what order they're pressed |
506 | * in. Mines, in particular, wants to treat a left+right click |
507 | * like a left click for the benefit of users of other |
508 | * implementations. So the last of the above points is modified |
509 | * in the presence of an (optional) button priority order. |
6776a950 |
510 | */ |
511 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
512 | if (me->pressed_mouse_button) { |
513 | if (IS_MOUSE_DRAG(button)) { |
514 | button = me->pressed_mouse_button + |
515 | (LEFT_DRAG - LEFT_BUTTON); |
516 | } else { |
517 | button = me->pressed_mouse_button + |
518 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
519 | } |
eeba2afe |
520 | } else |
521 | return ret; /* ignore it */ |
6776a950 |
522 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
523 | /* |
524 | * If the new button has lower priority than the old one, |
525 | * don't bother doing this. |
526 | */ |
527 | if (me->ourgame->mouse_priorities & |
528 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
529 | return ret; /* just ignore it */ |
530 | |
6776a950 |
531 | /* |
532 | * Fabricate a button-up for the previously pressed button. |
533 | */ |
534 | ret = ret && midend_really_process_key |
535 | (me, x, y, (me->pressed_mouse_button + |
536 | (LEFT_RELEASE - LEFT_BUTTON))); |
537 | } |
538 | |
539 | /* |
540 | * Now send on the event we originally received. |
541 | */ |
542 | ret = ret && midend_really_process_key(me, x, y, button); |
543 | |
544 | /* |
545 | * And update the currently pressed button. |
546 | */ |
547 | if (IS_MOUSE_RELEASE(button)) |
548 | me->pressed_mouse_button = 0; |
549 | else if (IS_MOUSE_DOWN(button)) |
550 | me->pressed_mouse_button = button; |
551 | |
552 | return ret; |
553 | } |
554 | |
2ef96bd6 |
555 | void midend_redraw(midend_data *me) |
556 | { |
557 | if (me->statepos > 0 && me->drawstate) { |
558 | start_draw(me->frontend); |
559 | if (me->oldstate && me->anim_time > 0 && |
560 | me->anim_pos < me->anim_time) { |
c822de4a |
561 | assert(me->dir != 0); |
be8d5aa1 |
562 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
28d0118c |
563 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
564 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
565 | } else { |
be8d5aa1 |
566 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
28d0118c |
567 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
568 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
569 | } |
570 | end_draw(me->frontend); |
571 | } |
572 | } |
573 | |
574 | void midend_timer(midend_data *me, float tplus) |
575 | { |
576 | me->anim_pos += tplus; |
577 | if (me->anim_pos >= me->anim_time || |
578 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
579 | if (me->anim_time > 0) |
580 | midend_finish_move(me); |
581 | } |
48dcdd62 |
582 | |
87ed82be |
583 | me->flash_pos += tplus; |
584 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
585 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
586 | } |
48dcdd62 |
587 | |
2ef96bd6 |
588 | midend_redraw(me); |
48dcdd62 |
589 | |
590 | if (me->timing) { |
591 | float oldelapsed = me->elapsed; |
592 | me->elapsed += tplus; |
593 | if ((int)oldelapsed != (int)me->elapsed) |
594 | status_bar(me->frontend, me->laststatus ? me->laststatus : ""); |
595 | } |
596 | |
597 | midend_set_timer(me); |
2ef96bd6 |
598 | } |
599 | |
600 | float *midend_colours(midend_data *me, int *ncolours) |
601 | { |
602 | game_state *state = NULL; |
603 | float *ret; |
604 | |
605 | if (me->nstates == 0) { |
6f2d8d7c |
606 | game_aux_info *aux = NULL; |
6aa6af4c |
607 | char *desc = me->ourgame->new_desc(me->params, me->random, |
608 | &aux, TRUE); |
c380832d |
609 | state = me->ourgame->new_game(me, me->params, desc); |
1185e3c5 |
610 | sfree(desc); |
6f2d8d7c |
611 | if (aux) |
612 | me->ourgame->free_aux_info(aux); |
2ef96bd6 |
613 | } else |
28d0118c |
614 | state = me->states[0].state; |
2ef96bd6 |
615 | |
be8d5aa1 |
616 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
2ef96bd6 |
617 | |
813593cc |
618 | { |
619 | int i; |
620 | |
621 | /* |
622 | * Allow environment-based overrides for the standard |
623 | * colours by defining variables along the lines of |
624 | * `NET_COLOUR_4=6000c0'. |
625 | */ |
626 | |
627 | for (i = 0; i < *ncolours; i++) { |
628 | char buf[80], *e; |
629 | unsigned int r, g, b; |
630 | int j; |
631 | |
632 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
633 | for (j = 0; buf[j]; j++) |
634 | buf[j] = toupper((unsigned char)buf[j]); |
635 | if ((e = getenv(buf)) != NULL && |
636 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
637 | ret[i*3 + 0] = r / 255.0; |
638 | ret[i*3 + 1] = g / 255.0; |
639 | ret[i*3 + 2] = b / 255.0; |
640 | } |
641 | } |
642 | } |
643 | |
2ef96bd6 |
644 | if (me->nstates == 0) |
be8d5aa1 |
645 | me->ourgame->free_game(state); |
2ef96bd6 |
646 | |
647 | return ret; |
648 | } |
eb2ad6f1 |
649 | |
650 | int midend_num_presets(midend_data *me) |
651 | { |
652 | if (!me->npresets) { |
653 | char *name; |
654 | game_params *preset; |
655 | |
be8d5aa1 |
656 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
657 | if (me->presetsize <= me->npresets) { |
658 | me->presetsize = me->npresets + 10; |
659 | me->presets = sresize(me->presets, me->presetsize, |
660 | game_params *); |
661 | me->preset_names = sresize(me->preset_names, me->presetsize, |
662 | char *); |
663 | } |
664 | |
665 | me->presets[me->npresets] = preset; |
666 | me->preset_names[me->npresets] = name; |
667 | me->npresets++; |
668 | } |
669 | } |
670 | |
813593cc |
671 | { |
672 | /* |
673 | * Allow environment-based extensions to the preset list by |
674 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
675 | * Advanced:2x3da'. Colon-separated list of items, |
676 | * alternating between textual titles in the menu and |
677 | * encoded parameter strings. |
678 | */ |
679 | char buf[80], *e, *p; |
680 | int j; |
681 | |
682 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
683 | for (j = 0; buf[j]; j++) |
684 | buf[j] = toupper((unsigned char)buf[j]); |
685 | |
686 | if ((e = getenv(buf)) != NULL) { |
687 | p = e = dupstr(e); |
688 | |
689 | while (*p) { |
690 | char *name, *val; |
691 | game_params *preset; |
692 | |
693 | name = p; |
694 | while (*p && *p != ':') p++; |
695 | if (*p) *p++ = '\0'; |
696 | val = p; |
697 | while (*p && *p != ':') p++; |
698 | if (*p) *p++ = '\0'; |
699 | |
700 | preset = me->ourgame->default_params(); |
701 | me->ourgame->decode_params(preset, val); |
702 | |
239ba6e6 |
703 | if (me->ourgame->validate_params(preset)) { |
704 | /* Drop this one from the list. */ |
705 | me->ourgame->free_params(preset); |
706 | continue; |
707 | } |
708 | |
813593cc |
709 | if (me->presetsize <= me->npresets) { |
710 | me->presetsize = me->npresets + 10; |
711 | me->presets = sresize(me->presets, me->presetsize, |
712 | game_params *); |
713 | me->preset_names = sresize(me->preset_names, |
714 | me->presetsize, char *); |
715 | } |
716 | |
717 | me->presets[me->npresets] = preset; |
718 | me->preset_names[me->npresets] = name; |
719 | me->npresets++; |
720 | } |
721 | } |
722 | } |
723 | |
eb2ad6f1 |
724 | return me->npresets; |
725 | } |
726 | |
727 | void midend_fetch_preset(midend_data *me, int n, |
728 | char **name, game_params **params) |
729 | { |
730 | assert(n >= 0 && n < me->npresets); |
731 | *name = me->preset_names[n]; |
732 | *params = me->presets[n]; |
733 | } |
fd1a1a2b |
734 | |
735 | int midend_wants_statusbar(midend_data *me) |
736 | { |
be8d5aa1 |
737 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
738 | } |
c8230524 |
739 | |
c380832d |
740 | void midend_supersede_game_desc(midend_data *me, char *desc) |
741 | { |
742 | sfree(me->desc); |
743 | me->desc = dupstr(desc); |
744 | } |
745 | |
5928817c |
746 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
c8230524 |
747 | { |
ab53eb64 |
748 | char *titlebuf, *parstr, *rest; |
5928817c |
749 | config_item *ret; |
ab53eb64 |
750 | char sep; |
5928817c |
751 | |
ab53eb64 |
752 | assert(wintitle); |
be8d5aa1 |
753 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
754 | |
755 | switch (which) { |
756 | case CFG_SETTINGS: |
be8d5aa1 |
757 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
758 | *wintitle = titlebuf; |
be8d5aa1 |
759 | return me->ourgame->configure(me->params); |
5928817c |
760 | case CFG_SEED: |
1185e3c5 |
761 | case CFG_DESC: |
ab53eb64 |
762 | if (!me->curparams) { |
763 | sfree(titlebuf); |
764 | return NULL; |
765 | } |
766 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
767 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
768 | *wintitle = titlebuf; |
5928817c |
769 | |
770 | ret = snewn(2, config_item); |
771 | |
772 | ret[0].type = C_STRING; |
1185e3c5 |
773 | if (which == CFG_SEED) |
774 | ret[0].name = "Game random seed"; |
775 | else |
776 | ret[0].name = "Game ID"; |
5928817c |
777 | ret[0].ival = 0; |
b0e26073 |
778 | /* |
1185e3c5 |
779 | * For CFG_DESC the text going in here will be a string |
780 | * encoding of the restricted parameters, plus a colon, |
781 | * plus the game description. For CFG_SEED it will be the |
782 | * full parameters, plus a hash, plus the random seed data. |
783 | * Either of these is a valid full game ID (although only |
784 | * the former is likely to persist across many code |
785 | * changes). |
b0e26073 |
786 | */ |
f60f7e7c |
787 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
788 | assert(parstr); |
1185e3c5 |
789 | if (which == CFG_DESC) { |
ab53eb64 |
790 | rest = me->desc ? me->desc : ""; |
791 | sep = ':'; |
1185e3c5 |
792 | } else { |
ab53eb64 |
793 | rest = me->seedstr ? me->seedstr : ""; |
794 | sep = '#'; |
1185e3c5 |
795 | } |
ab53eb64 |
796 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
797 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
798 | sfree(parstr); |
5928817c |
799 | |
800 | ret[1].type = C_END; |
801 | ret[1].name = ret[1].sval = NULL; |
802 | ret[1].ival = 0; |
803 | |
804 | return ret; |
805 | } |
806 | |
807 | assert(!"We shouldn't be here"); |
808 | return NULL; |
c8230524 |
809 | } |
810 | |
1185e3c5 |
811 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
8b7938e7 |
812 | { |
1185e3c5 |
813 | char *error, *par, *desc, *seed; |
8b7938e7 |
814 | |
1185e3c5 |
815 | seed = strchr(id, '#'); |
816 | desc = strchr(id, ':'); |
8b7938e7 |
817 | |
1185e3c5 |
818 | if (desc && (!seed || desc < seed)) { |
819 | /* |
820 | * We have a colon separating parameters from game |
821 | * description. So `par' now points to the parameters |
822 | * string, and `desc' to the description string. |
823 | */ |
824 | *desc++ = '\0'; |
825 | par = id; |
826 | seed = NULL; |
827 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
828 | /* |
50ff5730 |
829 | * We have a hash separating parameters from random seed. |
1185e3c5 |
830 | * So `par' now points to the parameters string, and `seed' |
831 | * to the seed string. |
8b7938e7 |
832 | */ |
833 | *seed++ = '\0'; |
834 | par = id; |
1185e3c5 |
835 | desc = NULL; |
8b7938e7 |
836 | } else { |
837 | /* |
1185e3c5 |
838 | * We only have one string. Depending on `defmode', we take |
839 | * it to be either parameters, seed or description. |
8b7938e7 |
840 | */ |
1185e3c5 |
841 | if (defmode == DEF_SEED) { |
8b7938e7 |
842 | seed = id; |
1185e3c5 |
843 | par = desc = NULL; |
844 | } else if (defmode == DEF_DESC) { |
845 | desc = id; |
846 | par = seed = NULL; |
8b7938e7 |
847 | } else { |
8b7938e7 |
848 | par = id; |
1185e3c5 |
849 | seed = desc = NULL; |
8b7938e7 |
850 | } |
851 | } |
852 | |
853 | if (par) { |
1185e3c5 |
854 | game_params *tmpparams; |
855 | tmpparams = me->ourgame->dup_params(me->params); |
856 | me->ourgame->decode_params(tmpparams, par); |
857 | error = me->ourgame->validate_params(tmpparams); |
8b7938e7 |
858 | if (error) { |
1185e3c5 |
859 | me->ourgame->free_params(tmpparams); |
8b7938e7 |
860 | return error; |
861 | } |
f60f7e7c |
862 | if (me->curparams) |
863 | me->ourgame->free_params(me->curparams); |
864 | me->curparams = tmpparams; |
1185e3c5 |
865 | |
866 | /* |
867 | * Now filter only the persistent parts of this state into |
868 | * the long-term params structure, unless we've _only_ |
869 | * received a params string in which case the whole lot is |
870 | * persistent. |
871 | */ |
872 | if (seed || desc) { |
873 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
874 | me->ourgame->decode_params(me->params, tmpstr); |
3af70dd4 |
875 | sfree(tmpstr); |
1185e3c5 |
876 | } else { |
877 | me->ourgame->free_params(me->params); |
878 | me->params = me->ourgame->dup_params(tmpparams); |
879 | } |
8b7938e7 |
880 | } |
881 | |
3af70dd4 |
882 | sfree(me->desc); |
883 | me->desc = NULL; |
884 | sfree(me->seedstr); |
885 | me->seedstr = NULL; |
886 | |
1185e3c5 |
887 | if (desc) { |
888 | error = me->ourgame->validate_desc(me->params, desc); |
8b7938e7 |
889 | if (error) |
890 | return error; |
891 | |
1185e3c5 |
892 | me->desc = dupstr(desc); |
893 | me->genmode = GOT_DESC; |
6f2d8d7c |
894 | if (me->aux_info) |
895 | me->ourgame->free_aux_info(me->aux_info); |
896 | me->aux_info = NULL; |
8b7938e7 |
897 | } |
898 | |
1185e3c5 |
899 | if (seed) { |
1185e3c5 |
900 | me->seedstr = dupstr(seed); |
901 | me->genmode = GOT_SEED; |
902 | } |
903 | |
8b7938e7 |
904 | return NULL; |
905 | } |
906 | |
1185e3c5 |
907 | char *midend_game_id(midend_data *me, char *id) |
908 | { |
909 | return midend_game_id_int(me, id, DEF_PARAMS); |
910 | } |
911 | |
5928817c |
912 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
c8230524 |
913 | { |
8b7938e7 |
914 | char *error; |
c8230524 |
915 | game_params *params; |
916 | |
5928817c |
917 | switch (which) { |
918 | case CFG_SETTINGS: |
be8d5aa1 |
919 | params = me->ourgame->custom_params(cfg); |
920 | error = me->ourgame->validate_params(params); |
c8230524 |
921 | |
5928817c |
922 | if (error) { |
be8d5aa1 |
923 | me->ourgame->free_params(params); |
5928817c |
924 | return error; |
925 | } |
c8230524 |
926 | |
be8d5aa1 |
927 | me->ourgame->free_params(me->params); |
5928817c |
928 | me->params = params; |
929 | break; |
930 | |
931 | case CFG_SEED: |
1185e3c5 |
932 | case CFG_DESC: |
933 | error = midend_game_id_int(me, cfg[0].sval, |
934 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
935 | if (error) |
936 | return error; |
5928817c |
937 | break; |
938 | } |
c8230524 |
939 | |
940 | return NULL; |
941 | } |
9b4b03d3 |
942 | |
943 | char *midend_text_format(midend_data *me) |
944 | { |
945 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
946 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
947 | else |
948 | return NULL; |
949 | } |
2ac6d24e |
950 | |
951 | char *midend_solve(midend_data *me) |
952 | { |
953 | game_state *s; |
df11cd4e |
954 | char *msg, *movestr; |
2ac6d24e |
955 | |
956 | if (!me->ourgame->can_solve) |
957 | return "This game does not support the Solve operation"; |
958 | |
959 | if (me->statepos < 1) |
960 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
961 | |
962 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
df11cd4e |
963 | movestr = me->ourgame->solve(me->states[0].state, |
964 | me->states[me->statepos-1].state, |
965 | me->aux_info, &msg); |
966 | if (!movestr) |
2ac6d24e |
967 | return msg; |
df11cd4e |
968 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
969 | assert(s); |
970 | sfree(movestr); |
2ac6d24e |
971 | |
972 | /* |
28d0118c |
973 | * Now enter the solved state as the next move. |
2ac6d24e |
974 | */ |
975 | midend_stop_anim(me); |
976 | while (me->nstates > me->statepos) |
28d0118c |
977 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ac6d24e |
978 | ensure(me); |
28d0118c |
979 | me->states[me->nstates].state = s; |
980 | me->states[me->nstates].special = TRUE; /* created using solve */ |
2ac6d24e |
981 | me->statepos = ++me->nstates; |
07dfb697 |
982 | if (me->ui) |
983 | me->ourgame->changed_state(me->ui, |
984 | me->states[me->statepos-2].state, |
985 | me->states[me->statepos-1].state); |
2ac6d24e |
986 | me->anim_time = 0.0; |
987 | midend_finish_move(me); |
988 | midend_redraw(me); |
48dcdd62 |
989 | midend_set_timer(me); |
2ac6d24e |
990 | return NULL; |
991 | } |
48dcdd62 |
992 | |
993 | char *midend_rewrite_statusbar(midend_data *me, char *text) |
994 | { |
995 | /* |
996 | * An important special case is that we are occasionally called |
997 | * with our own laststatus, to update the timer. |
998 | */ |
999 | if (me->laststatus != text) { |
1000 | sfree(me->laststatus); |
1001 | me->laststatus = dupstr(text); |
1002 | } |
1003 | |
1004 | if (me->ourgame->is_timed) { |
1005 | char timebuf[100], *ret; |
1006 | int min, sec; |
1007 | |
1008 | sec = me->elapsed; |
1009 | min = sec / 60; |
1010 | sec %= 60; |
1011 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
1012 | |
1013 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
1014 | strcpy(ret, timebuf); |
1015 | strcat(ret, text); |
1016 | return ret; |
1017 | |
1018 | } else { |
1019 | return dupstr(text); |
1020 | } |
1021 | } |