X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/50ff573008fcfcc1cf1e9c071d36f5c84e2684dc..84cf18f701885475a025e3350492bbffcc201113:/midend.c diff --git a/midend.c b/midend.c index bd5d810..dec0cc9 100644 --- a/midend.c +++ b/midend.c @@ -2,17 +2,24 @@ * 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 #include #include +#include +#include #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; @@ -27,8 +34,8 @@ struct midend_data { 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; @@ -36,13 +43,20 @@ struct midend_data { float flash_time, flash_pos; int dir; + int timing; + float elapsed; + char *laststatus; + int pressed_mouse_button; + + int winwidth, winheight; }; #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) @@ -60,7 +74,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame) 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; @@ -75,29 +89,59 @@ midend_data *midend_new(frontend *fe, const game *ourgame) me->dir = 0; me->ui = NULL; me->pressed_mouse_button = 0; + me->laststatus = NULL; + me->timing = FALSE; + me->elapsed = 0.0F; + me->winwidth = me->winheight = 0; sfree(randseed); return me; } +static void midend_free_game(midend_data *me) +{ + while (me->nstates > 0) + me->ourgame->free_game(me->states[--me->nstates].state); + + if (me->drawstate) + me->ourgame->free_drawstate(me->drawstate); +} + void midend_free(midend_data *me) { + int i; + + midend_free_game(me); + + random_free(me->random); sfree(me->states); sfree(me->desc); sfree(me->seedstr); - random_free(me->random); 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->npresets) { + for (i = 0; i < me->npresets; i++) { + sfree(me->presets[i]); + sfree(me->preset_names[i]); + } + sfree(me->presets); + sfree(me->preset_names); + } + if (me->ui) + me->ourgame->free_ui(me->ui); + if (me->curparams) + me->ourgame->free_params(me->curparams); + sfree(me->laststatus); sfree(me); } -void midend_size(midend_data *me, int *x, int *y) +void midend_size(midend_data *me, int *x, int *y, int expand) { - me->ourgame->size(me->params, x, y); + me->ourgame->size(me->params, me->drawstate, x, y, expand); + me->winwidth = *x; + me->winheight = *y; } void midend_set_params(midend_data *me, game_params *params) @@ -106,13 +150,34 @@ void midend_set_params(midend_data *me, game_params *params) me->params = me->ourgame->dup_params(params); } -void midend_new_game(midend_data *me) +static void midend_set_timer(midend_data *me) { - while (me->nstates > 0) - me->ourgame->free_game(me->states[--me->nstates]); + 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); +} +static void midend_size_new_drawstate(midend_data *me) +{ + me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight, + TRUE); +} + +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_size_new_drawstate(me); + midend_redraw(me); +} + +void midend_new_game(midend_data *me) +{ + midend_free_game(me); assert(me->nstates == 0); @@ -127,14 +192,23 @@ void midend_new_game(midend_data *me) /* * 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); @@ -143,38 +217,34 @@ void midend_new_game(midend_data *me) 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); + midend_size_new_drawstate(me); + 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) { + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-1].state, + me->states[me->statepos-2].state); me->statepos--; me->dir = -1; return 1; @@ -185,6 +255,10 @@ static int midend_undo(midend_data *me) static int midend_redo(midend_data *me) { if (me->statepos < me->nstates) { + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-1].state, + me->states[me->statepos].state); me->statepos++; me->dir = +1; return 1; @@ -196,11 +270,20 @@ static void midend_finish_move(midend_data *me) { 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; @@ -213,13 +296,10 @@ static void midend_finish_move(midend_data *me) 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_stop_anim(midend_data *me) { if (me->oldstate || me->anim_time) { midend_finish_move(me); @@ -227,66 +307,107 @@ 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; + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-2].state, + me->states[me->statepos-1].state); + 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, ret = 1; float anim_time; if (button == 'n' || button == 'N' || button == '\x0E') { midend_stop_anim(me); 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 */ + goto done; /* 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') { + goto done; + } else if (button == 'r' || button == 'R' || + button == '\x12' || button == '\x19') { midend_stop_anim(me); if (!midend_redo(me)) - return 1; + goto done; } else if (button == 'q' || button == 'Q' || button == '\x11') { - me->ourgame->free_game(oldstate); - return 0; + ret = 0; + goto done; } 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, me->drawstate, 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 * state has been updated and a redraw is called for. */ midend_redraw(me); - return 1; + goto done; } 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 { - me->ourgame->free_game(oldstate); - return 1; + goto done; } } + 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; + me->oldstate = oldstate; oldstate = NULL; if (anim_time > 0) { me->anim_time = anim_time; } else { @@ -297,9 +418,11 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) midend_redraw(me); - activate_timer(me->frontend); + midend_set_timer(me); - return 1; + done: + if (oldstate) me->ourgame->free_game(oldstate); + return ret; } int midend_process_key(midend_data *me, int x, int y, int button) @@ -363,6 +486,14 @@ int midend_process_key(midend_data *me, int x, int y, int button) * pressed, invent a button-up for the first one and then * pass the button-down through as before. * + * 2005-05-31: An addendum to the above. Some games might want + * a `priority order' among buttons, such that if one button is + * pressed while another is down then a fixed one of the + * buttons takes priority no matter what order they're pressed + * in. Mines, in particular, wants to treat a left+right click + * like a left click for the benefit of users of other + * implementations. So the last of the above points is modified + * in the presence of an (optional) button priority order. */ if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { if (me->pressed_mouse_button) { @@ -376,6 +507,14 @@ int midend_process_key(midend_data *me, int x, int y, int button) } else return ret; /* ignore it */ } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { + /* + * If the new button has lower priority than the old one, + * don't bother doing this. + */ + if (me->ourgame->mouse_priorities & + BUTTON_BEATS(me->pressed_mouse_button, button)) + return ret; /* just ignore it */ + /* * Fabricate a button-up for the previously pressed button. */ @@ -408,11 +547,11 @@ void midend_redraw(midend_data *me) 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); @@ -427,13 +566,22 @@ void midend_timer(midend_data *me, float tplus) 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) @@ -443,16 +591,43 @@ 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); @@ -480,6 +655,59 @@ int midend_num_presets(midend_data *me) } } + { + /* + * 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; } @@ -496,23 +724,35 @@ int midend_wants_statusbar(midend_data *me) 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; + char *titlebuf, *parstr, *rest; config_item *ret; + char sep; + assert(wintitle); titlebuf = snewn(40 + strlen(me->ourgame->name), char); switch (which) { case CFG_SETTINGS: sprintf(titlebuf, "%s configuration", me->ourgame->name); - *wintitle = dupstr(titlebuf); + *wintitle = titlebuf; return me->ourgame->configure(me->params); case CFG_SEED: case CFG_DESC: - sprintf(titlebuf, "%s %s selection", me->ourgame->name, + if (!me->curparams) { + sfree(titlebuf); + return NULL; + } + sprintf(titlebuf, "%s %s selection", me->ourgame->name, which == CFG_SEED ? "random" : "game"); - *wintitle = dupstr(titlebuf); + *wintitle = titlebuf; ret = snewn(2, config_item); @@ -531,22 +771,17 @@ config_item *midend_get_config(midend_data *me, int which, char **wintitle) * 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); + assert(parstr); if (which == CFG_DESC) { - ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char); - sprintf(ret[0].sval, "%s:%s", parstr, me->desc); - } else if (me->seedstr) { - ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char); - sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr); + rest = me->desc ? me->desc : ""; + sep = ':'; } else { - /* - * If the current game was not randomly generated, the - * best we can do is to give a template for typing a - * new seed in. - */ - ret[0].sval = snewn(strlen(parstr) + 2, char); - sprintf(ret[0].sval, "%s#", parstr); + rest = me->seedstr ? me->seedstr : ""; + sep = '#'; } + ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); + sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); sfree(parstr); ret[1].type = C_END; @@ -611,9 +846,9 @@ static char *midend_game_id_int(midend_data *me, char *id, int defmode) 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 @@ -624,18 +859,23 @@ static char *midend_game_id_int(midend_data *me, char *id, int defmode) 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) @@ -644,7 +884,6 @@ static char *midend_game_id_int(midend_data *me, char *id, int defmode) } if (seed) { - sfree(me->seedstr); me->seedstr = dupstr(seed); me->genmode = GOT_SEED; } @@ -691,7 +930,7 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg) 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; } @@ -708,22 +947,59 @@ char *midend_solve(midend_data *me) 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->states[me->statepos-1].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; + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-2].state, + me->states[me->statepos-1].state); 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); + } +}