* midend.c: general middle fragment sitting between the
* platform-specific front end and game-specific back end.
* Maintains a move list, takes care of Undo and Redo commands, and
- * processes standard keystrokes for undo/redo/new/restart/quit.
+ * processes standard keystrokes for undo/redo/new/quit.
*/
#include <stdio.h>
#include <string.h>
#include <assert.h>
+#include <stdlib.h>
+#include <ctype.h>
#include "puzzles.h"
enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
+struct midend_state_entry {
+ game_state *state;
+ int special; /* created by solve or restart */
+};
+
struct midend_data {
frontend *frontend;
random_state *random;
char **preset_names;
int npresets, presetsize;
- game_params *params, *tmpparams;
- game_state **states;
+ game_params *params, *curparams;
+ struct midend_state_entry *states;
game_drawstate *drawstate;
game_state *oldstate;
game_ui *ui;
float flash_time, flash_pos;
int dir;
+ int timing;
+ float elapsed;
+ char *laststatus;
+
int pressed_mouse_button;
};
#define ensure(me) do { \
if ((me)->nstates >= (me)->statesize) { \
(me)->statesize = (me)->nstates + 128; \
- (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
+ (me)->states = sresize((me)->states, (me)->statesize, \
+ struct midend_state_entry); \
} \
} while (0)
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
- me->tmpparams = NULL;
+ me->curparams = NULL;
me->desc = NULL;
me->seedstr = NULL;
me->aux_info = NULL;
me->dir = 0;
me->ui = NULL;
me->pressed_mouse_button = 0;
+ me->laststatus = NULL;
+ me->timing = FALSE;
+ me->elapsed = 0.0F;
sfree(randseed);
if (me->aux_info)
me->ourgame->free_aux_info(me->aux_info);
me->ourgame->free_params(me->params);
- if (me->tmpparams)
- me->ourgame->free_params(me->tmpparams);
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ sfree(me->laststatus);
sfree(me);
}
me->params = me->ourgame->dup_params(params);
}
+static void midend_set_timer(midend_data *me)
+{
+ me->timing = (me->ourgame->is_timed &&
+ me->ourgame->timing_state(me->states[me->statepos-1].state));
+ if (me->timing || me->flash_time || me->anim_time)
+ activate_timer(me->frontend);
+ else
+ deactivate_timer(me->frontend);
+}
+
+void midend_force_redraw(midend_data *me)
+{
+ if (me->drawstate)
+ me->ourgame->free_drawstate(me->drawstate);
+ me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
+ midend_redraw(me);
+}
+
void midend_new_game(midend_data *me)
{
while (me->nstates > 0)
- me->ourgame->free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates].state);
if (me->drawstate)
me->ourgame->free_drawstate(me->drawstate);
/*
* Generate a new random seed. 15 digits comes to about
* 48 bits, which should be more than enough.
+ *
+ * I'll avoid putting a leading zero on the number,
+ * just in case it confuses anybody who thinks it's
+ * processed as an integer rather than a string.
*/
char newseed[16];
int i;
newseed[15] = '\0';
- for (i = 0; i < 15; i++)
+ newseed[0] = '1' + random_upto(me->random, 9);
+ for (i = 1; i < 15; i++)
newseed[i] = '0' + random_upto(me->random, 10);
sfree(me->seedstr);
me->seedstr = dupstr(newseed);
+
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ me->curparams = me->ourgame->dup_params(me->params);
}
sfree(me->desc);
me->aux_info = NULL;
rs = random_init(me->seedstr, strlen(me->seedstr));
- me->desc = me->ourgame->new_desc
- (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info);
+ me->desc = me->ourgame->new_desc(me->curparams, rs,
+ &me->aux_info, TRUE);
random_free(rs);
-
- if (me->tmpparams) {
- me->ourgame->free_params(me->tmpparams);
- me->tmpparams = NULL;
- }
}
ensure(me);
- me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc);
+ me->states[me->nstates].state =
+ me->ourgame->new_game(me, me->params, me->desc);
+ me->states[me->nstates].special = TRUE;
+ me->nstates++;
me->statepos = 1;
- me->drawstate = me->ourgame->new_drawstate(me->states[0]);
+ me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
+ me->elapsed = 0.0F;
+ midend_set_timer(me);
if (me->ui)
me->ourgame->free_ui(me->ui);
- me->ui = me->ourgame->new_ui(me->states[0]);
+ me->ui = me->ourgame->new_ui(me->states[0].state);
me->pressed_mouse_button = 0;
}
-void midend_restart_game(midend_data *me)
-{
- while (me->nstates > 1)
- me->ourgame->free_game(me->states[--me->nstates]);
- me->statepos = me->nstates;
- me->ourgame->free_ui(me->ui);
- me->ui = me->ourgame->new_ui(me->states[0]);
-}
-
static int midend_undo(midend_data *me)
{
if (me->statepos > 1) {
{
float flashtime;
- if (me->oldstate || me->statepos > 1) {
+ /*
+ * We do not flash if the later of the two states is special.
+ * This covers both forward Solve moves and backward (undone)
+ * Restart moves.
+ */
+ if ((me->oldstate || me->statepos > 1) &&
+ ((me->dir > 0 && !me->states[me->statepos-1].special) ||
+ (me->dir < 0 && me->statepos < me->nstates &&
+ !me->states[me->statepos].special))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
- me->states[me->statepos-2],
- me->states[me->statepos-1],
- me->oldstate ? me->dir : +1);
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state,
+ me->oldstate ? me->dir : +1,
+ me->ui);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
me->anim_pos = me->anim_time = 0;
me->dir = 0;
- if (me->flash_time == 0 && me->anim_time == 0)
- deactivate_timer(me->frontend);
- else
- activate_timer(me->frontend);
+ midend_set_timer(me);
}
static void midend_stop_anim(midend_data *me)
}
}
+void midend_restart_game(midend_data *me)
+{
+ game_state *s;
+
+ midend_stop_anim(me);
+
+ assert(me->statepos >= 1);
+ if (me->statepos == 1)
+ return; /* no point doing anything at all! */
+
+ s = me->ourgame->dup_game(me->states[0].state);
+
+ /*
+ * Now enter the restarted state as the next move.
+ */
+ midend_stop_anim(me);
+ while (me->nstates > me->statepos)
+ me->ourgame->free_game(me->states[--me->nstates].state);
+ ensure(me);
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].special = TRUE; /* we just restarted */
+ me->statepos = ++me->nstates;
+ me->anim_time = 0.0;
+ midend_finish_move(me);
+ midend_redraw(me);
+ midend_set_timer(me);
+}
+
static int midend_really_process_key(midend_data *me, int x, int y, int button)
{
- game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
+ game_state *oldstate =
+ me->ourgame->dup_game(me->states[me->statepos - 1].state);
+ int special = FALSE, gotspecial = FALSE;
float anim_time;
if (button == 'n' || button == 'N' || button == '\x0E') {
midend_new_game(me);
midend_redraw(me);
return 1; /* never animate */
- } else if (button == 'r' || button == 'R') {
- midend_stop_anim(me);
- midend_restart_game(me);
- midend_redraw(me);
- return 1; /* never animate */
} else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') {
midend_stop_anim(me);
+ special = me->states[me->statepos-1].special;
+ gotspecial = TRUE;
if (!midend_undo(me))
return 1;
- } else if (button == '\x12') {
+ } else if (button == 'r' || button == 'R' ||
+ button == '\x12') {
midend_stop_anim(me);
if (!midend_redo(me))
return 1;
me->ourgame->free_game(oldstate);
return 0;
} else {
- game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
- me->ui, x, y, button);
+ game_state *s =
+ me->ourgame->make_move(me->states[me->statepos-1].state,
+ me->ui, x, y, button);
- if (s == me->states[me->statepos-1]) {
+ if (s == me->states[me->statepos-1].state) {
/*
* make_move() is allowed to return its input state to
* indicate that although no move has been made, the UI
} else if (s) {
midend_stop_anim(me);
while (me->nstates > me->statepos)
- me->ourgame->free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
- me->states[me->nstates] = s;
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].special = FALSE; /* normal move */
me->statepos = ++me->nstates;
me->dir = +1;
} else {
}
}
+ if (!gotspecial)
+ special = me->states[me->statepos-1].special;
+
/*
* See if this move requires an animation.
*/
- anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
- me->dir);
+ if (special) {
+ anim_time = 0;
+ } else {
+ anim_time = me->ourgame->anim_length(oldstate,
+ me->states[me->statepos-1].state,
+ me->dir, me->ui);
+ }
me->oldstate = oldstate;
if (anim_time > 0) {
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
return 1;
}
me->anim_pos < me->anim_time) {
assert(me->dir != 0);
me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
- me->states[me->statepos-1], me->dir,
+ me->states[me->statepos-1].state, me->dir,
me->ui, me->anim_pos, me->flash_pos);
} else {
me->ourgame->redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], +1 /*shrug*/,
+ me->states[me->statepos-1].state, +1 /*shrug*/,
me->ui, 0.0, me->flash_pos);
}
end_draw(me->frontend);
if (me->anim_time > 0)
midend_finish_move(me);
}
+
me->flash_pos += tplus;
if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
me->flash_pos = me->flash_time = 0;
}
- if (me->flash_time == 0 && me->anim_time == 0)
- deactivate_timer(me->frontend);
+
midend_redraw(me);
+
+ if (me->timing) {
+ float oldelapsed = me->elapsed;
+ me->elapsed += tplus;
+ if ((int)oldelapsed != (int)me->elapsed)
+ status_bar(me->frontend, me->laststatus ? me->laststatus : "");
+ }
+
+ midend_set_timer(me);
}
float *midend_colours(midend_data *me, int *ncolours)
if (me->nstates == 0) {
game_aux_info *aux = NULL;
- char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
- state = me->ourgame->new_game(me->params, desc);
+ char *desc = me->ourgame->new_desc(me->params, me->random,
+ &aux, TRUE);
+ state = me->ourgame->new_game(me, me->params, desc);
sfree(desc);
if (aux)
me->ourgame->free_aux_info(aux);
} else
- state = me->states[0];
+ state = me->states[0].state;
ret = me->ourgame->colours(me->frontend, state, ncolours);
+ {
+ int i;
+
+ /*
+ * Allow environment-based overrides for the standard
+ * colours by defining variables along the lines of
+ * `NET_COLOUR_4=6000c0'.
+ */
+
+ for (i = 0; i < *ncolours; i++) {
+ char buf[80], *e;
+ unsigned int r, g, b;
+ int j;
+
+ sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
+ for (j = 0; buf[j]; j++)
+ buf[j] = toupper((unsigned char)buf[j]);
+ if ((e = getenv(buf)) != NULL &&
+ sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
+ ret[i*3 + 0] = r / 255.0;
+ ret[i*3 + 1] = g / 255.0;
+ ret[i*3 + 2] = b / 255.0;
+ }
+ }
+ }
+
if (me->nstates == 0)
me->ourgame->free_game(state);
}
}
+ {
+ /*
+ * Allow environment-based extensions to the preset list by
+ * defining a variable along the lines of `SOLO_PRESETS=2x3
+ * Advanced:2x3da'. Colon-separated list of items,
+ * alternating between textual titles in the menu and
+ * encoded parameter strings.
+ */
+ char buf[80], *e, *p;
+ int j;
+
+ sprintf(buf, "%s_PRESETS", me->ourgame->name);
+ for (j = 0; buf[j]; j++)
+ buf[j] = toupper((unsigned char)buf[j]);
+
+ if ((e = getenv(buf)) != NULL) {
+ p = e = dupstr(e);
+
+ while (*p) {
+ char *name, *val;
+ game_params *preset;
+
+ name = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+ val = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+
+ preset = me->ourgame->default_params();
+ me->ourgame->decode_params(preset, val);
+
+ if (me->ourgame->validate_params(preset)) {
+ /* Drop this one from the list. */
+ me->ourgame->free_params(preset);
+ continue;
+ }
+
+ if (me->presetsize <= me->npresets) {
+ me->presetsize = me->npresets + 10;
+ me->presets = sresize(me->presets, me->presetsize,
+ game_params *);
+ me->preset_names = sresize(me->preset_names,
+ me->presetsize, char *);
+ }
+
+ me->presets[me->npresets] = preset;
+ me->preset_names[me->npresets] = name;
+ me->npresets++;
+ }
+ }
+ }
+
return me->npresets;
}
return me->ourgame->wants_statusbar();
}
+void midend_supersede_game_desc(midend_data *me, char *desc)
+{
+ sfree(me->desc);
+ me->desc = dupstr(desc);
+}
+
config_item *midend_get_config(midend_data *me, int which, char **wintitle)
{
char *titlebuf, *parstr;
* the former is likely to persist across many code
* changes).
*/
- parstr = me->ourgame->encode_params(me->params, which == CFG_SEED);
+ parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
if (which == CFG_DESC) {
ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
me->ourgame->free_params(tmpparams);
return error;
}
- if (me->tmpparams)
- me->ourgame->free_params(me->tmpparams);
- me->tmpparams = tmpparams;
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ me->curparams = tmpparams;
/*
* Now filter only the persistent parts of this state into
if (seed || desc) {
char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
me->ourgame->decode_params(me->params, tmpstr);
+ sfree(tmpstr);
} else {
me->ourgame->free_params(me->params);
me->params = me->ourgame->dup_params(tmpparams);
}
}
+ sfree(me->desc);
+ me->desc = NULL;
+ sfree(me->seedstr);
+ me->seedstr = NULL;
+
if (desc) {
error = me->ourgame->validate_desc(me->params, desc);
if (error)
return error;
- sfree(me->desc);
me->desc = dupstr(desc);
me->genmode = GOT_DESC;
if (me->aux_info)
}
if (seed) {
- sfree(me->seedstr);
me->seedstr = dupstr(seed);
me->genmode = GOT_SEED;
}
char *midend_text_format(midend_data *me)
{
if (me->ourgame->can_format_as_text && me->statepos > 0)
- return me->ourgame->text_format(me->states[me->statepos-1]);
+ return me->ourgame->text_format(me->states[me->statepos-1].state);
else
return NULL;
}
return "No game set up to solve"; /* _shouldn't_ happen! */
msg = "Solve operation failed"; /* game _should_ overwrite on error */
- s = me->ourgame->solve(me->states[0], me->aux_info, &msg);
+ s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
if (!s)
return msg;
/*
- * Now enter the solved state as the next move.~|~
+ * Now enter the solved state as the next move.
*/
midend_stop_anim(me);
while (me->nstates > me->statepos)
- me->ourgame->free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
- me->states[me->nstates] = s;
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].special = TRUE; /* created using solve */
me->statepos = ++me->nstates;
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
return NULL;
}
+
+char *midend_rewrite_statusbar(midend_data *me, char *text)
+{
+ /*
+ * An important special case is that we are occasionally called
+ * with our own laststatus, to update the timer.
+ */
+ if (me->laststatus != text) {
+ sfree(me->laststatus);
+ me->laststatus = dupstr(text);
+ }
+
+ if (me->ourgame->is_timed) {
+ char timebuf[100], *ret;
+ int min, sec;
+
+ sec = me->elapsed;
+ min = sec / 60;
+ sec %= 60;
+ sprintf(timebuf, "[%d:%02d] ", min, sec);
+
+ ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
+ strcpy(ret, timebuf);
+ strcat(ret, text);
+ return ret;
+
+ } else {
+ return dupstr(text);
+ }
+}