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