X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/c380832d0b832bcfbd16e760ade393f9adab02b6..1a47546fb131305875f590ba827075ac6e10fb03:/midend.c diff --git a/midend.c b/midend.c index e31ce26..e545841 100644 --- a/midend.c +++ b/midend.c @@ -25,7 +25,29 @@ struct midend_data { random_state *random; const game *ourgame; - char *desc, *seedstr; + /* + * `desc' and `privdesc' deserve a comment. + * + * `desc' is the game description as presented to the user when + * they ask for Game -> Specific. `privdesc', if non-NULL, is a + * different game description used to reconstruct the initial + * game_state when de-serialising. If privdesc is NULL, `desc' + * is used for both. + * + * For almost all games, `privdesc' is NULL and never used. The + * exception (as usual) is Mines: the initial game state has no + * squares open at all, but after the first click `desc' is + * rewritten to describe a game state with an initial click and + * thus a bunch of squares open. If we used that desc to + * serialise and deserialise, then the initial game state after + * deserialisation would look unlike the initial game state + * beforehand, and worse still execute_move() might fail on the + * attempted first click. So `privdesc' is also used in this + * case, to provide a game description describing the same + * fixed mine layout _but_ no initial click. (These game IDs + * may also be typed directly into Mines if you like.) + */ + char *desc, *privdesc, *seedstr; game_aux_info *aux_info; enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; int nstates, statesize, statepos; @@ -43,7 +65,13 @@ 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 { \ @@ -69,7 +97,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame) me->states = NULL; me->params = ourgame->default_params(); me->curparams = NULL; - me->desc = NULL; + me->desc = me->privdesc = NULL; me->seedstr = NULL; me->aux_info = NULL; me->genmode = GOT_NOTHING; @@ -83,29 +111,59 @@ 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->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) @@ -114,13 +172,34 @@ 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].state); + 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); @@ -155,12 +234,15 @@ void midend_new_game(midend_data *me) } sfree(me->desc); + sfree(me->privdesc); if (me->aux_info) me->ourgame->free_aux_info(me->aux_info); me->aux_info = NULL; rs = random_init(me->seedstr, strlen(me->seedstr)); - me->desc = me->ourgame->new_desc(me->curparams, rs, &me->aux_info); + me->desc = me->ourgame->new_desc(me->curparams, rs, + &me->aux_info, TRUE); + me->privdesc = NULL; random_free(rs); } @@ -171,6 +253,9 @@ void midend_new_game(midend_data *me) me->nstates++; me->statepos = 1; 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].state); @@ -180,6 +265,10 @@ void midend_new_game(midend_data *me) 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; @@ -190,6 +279,10 @@ 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; @@ -227,13 +320,10 @@ 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); @@ -251,7 +341,14 @@ void midend_restart_game(midend_data *me) if (me->statepos == 1) return; /* no point doing anything at all! */ - s = me->ourgame->dup_game(me->states[0].state); + /* + * During restart, we reconstruct the game from the (public) + * game description rather than from states[0], because that + * way Mines gets slightly more sensible behaviour (restart + * goes to _after_ the first click so you don't have to + * remember where you clicked). + */ + s = me->ourgame->new_game(me, me->params, me->desc); /* * Now enter the restarted state as the next move. @@ -263,43 +360,60 @@ void midend_restart_game(midend_data *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); - activate_timer(me->frontend); + 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].state); - int special = FALSE, gotspecial = FALSE; + 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 */ + 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; + goto done; } else if (button == 'r' || button == 'R' || - button == '\x12') { + 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].state, - me->ui, x, y, button); + game_state *s; + char *movestr; + + movestr = + me->ourgame->interpret_move(me->states[me->statepos-1].state, + me->ui, me->drawstate, x, y, button); + if (!movestr) + s = NULL; + else if (!*movestr) + s = me->states[me->statepos-1].state; + else { + s = me->ourgame->execute_move(me->states[me->statepos-1].state, + movestr); + assert(s != NULL); + sfree(movestr); + } if (s == me->states[me->statepos-1].state) { /* @@ -308,7 +422,7 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) * 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) @@ -319,8 +433,7 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) me->statepos = ++me->nstates; me->dir = +1; } else { - me->ourgame->free_game(oldstate); - return 1; + goto done; } } @@ -338,7 +451,7 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) me->dir, me->ui); } - me->oldstate = oldstate; + me->oldstate = oldstate; oldstate = NULL; if (anim_time > 0) { me->anim_time = anim_time; } else { @@ -349,9 +462,11 @@ 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) @@ -415,6 +530,14 @@ 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) { @@ -428,6 +551,14 @@ 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. */ @@ -479,13 +610,22 @@ 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) @@ -495,7 +635,8 @@ 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); + 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) @@ -627,29 +768,37 @@ int midend_wants_statusbar(midend_data *me) return me->ourgame->wants_statusbar(); } -void midend_supersede_game_desc(midend_data *me, char *desc) +void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc) { sfree(me->desc); + sfree(me->privdesc); me->desc = dupstr(desc); + me->privdesc = privdesc ? dupstr(privdesc) : NULL; } 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); @@ -669,21 +818,16 @@ config_item *midend_get_config(midend_data *me, int which, char **wintitle) * changes). */ 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; @@ -769,7 +913,8 @@ static char *midend_game_id_int(midend_data *me, char *id, int defmode) } sfree(me->desc); - me->desc = NULL; + sfree(me->privdesc); + me->desc = me->privdesc = NULL; sfree(me->seedstr); me->seedstr = NULL; @@ -840,7 +985,7 @@ char *midend_text_format(midend_data *me) char *midend_solve(midend_data *me) { game_state *s; - char *msg; + char *msg, *movestr; if (!me->ourgame->can_solve) return "This game does not support the Solve operation"; @@ -849,9 +994,14 @@ 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].state, me->aux_info, &msg); - if (!s) + movestr = me->ourgame->solve(me->states[0].state, + me->states[me->statepos-1].state, + me->aux_info, &msg); + if (!movestr) return msg; + s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); + assert(s); + sfree(movestr); /* * Now enter the solved state as the next move. @@ -863,9 +1013,43 @@ char *midend_solve(midend_data *me) 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); + } +}