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Files

various things: - if you haven't fully understood what a game is about, it gives you an immediate example of a puzzle plus its solution so you can understand it - in some games it's useful to compare your solution with the real one and see where you made a mistake - in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy to be able to get your hands on a pristine grid quickly so you can practise or experiment with manoeuvres on it - it provides a good way of debugging the games if you think you've encountered an unsolvable grid! [originally from svn r5731]
630 lines
17 KiB
C
630 lines
17 KiB
C
/*
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* midend.c: general middle fragment sitting between the
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* platform-specific front end and game-specific back end.
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* Maintains a move list, takes care of Undo and Redo commands, and
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* processes standard keystrokes for undo/redo/new/restart/quit.
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*/
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include "puzzles.h"
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struct midend_data {
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frontend *frontend;
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random_state *random;
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const game *ourgame;
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char *seed;
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game_aux_info *aux_info;
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int fresh_seed;
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int nstates, statesize, statepos;
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game_params **presets;
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char **preset_names;
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int npresets, presetsize;
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game_params *params;
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game_state **states;
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game_drawstate *drawstate;
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game_state *oldstate;
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game_ui *ui;
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float anim_time, anim_pos;
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float flash_time, flash_pos;
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int dir;
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int pressed_mouse_button;
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};
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#define ensure(me) do { \
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if ((me)->nstates >= (me)->statesize) { \
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(me)->statesize = (me)->nstates + 128; \
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(me)->states = sresize((me)->states, (me)->statesize, game_state *); \
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} \
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} while (0)
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midend_data *midend_new(frontend *fe, const game *ourgame)
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{
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midend_data *me = snew(midend_data);
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void *randseed;
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int randseedsize;
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get_random_seed(&randseed, &randseedsize);
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me->frontend = fe;
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me->ourgame = ourgame;
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me->random = random_init(randseed, randseedsize);
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me->nstates = me->statesize = me->statepos = 0;
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me->states = NULL;
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me->params = ourgame->default_params();
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me->seed = NULL;
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me->aux_info = NULL;
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me->fresh_seed = FALSE;
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me->drawstate = NULL;
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me->oldstate = NULL;
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me->presets = NULL;
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me->preset_names = NULL;
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me->npresets = me->presetsize = 0;
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me->anim_time = me->anim_pos = 0.0F;
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me->flash_time = me->flash_pos = 0.0F;
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me->dir = 0;
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me->ui = NULL;
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me->pressed_mouse_button = 0;
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sfree(randseed);
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return me;
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}
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void midend_free(midend_data *me)
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{
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sfree(me->states);
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sfree(me->seed);
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if (me->aux_info)
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me->ourgame->free_aux_info(me->aux_info);
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me->ourgame->free_params(me->params);
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sfree(me);
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}
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void midend_size(midend_data *me, int *x, int *y)
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{
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me->ourgame->size(me->params, x, y);
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}
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void midend_set_params(midend_data *me, game_params *params)
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{
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me->ourgame->free_params(me->params);
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me->params = me->ourgame->dup_params(params);
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}
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void midend_new_game(midend_data *me)
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{
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while (me->nstates > 0)
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me->ourgame->free_game(me->states[--me->nstates]);
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if (me->drawstate)
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me->ourgame->free_drawstate(me->drawstate);
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assert(me->nstates == 0);
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if (!me->fresh_seed) {
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sfree(me->seed);
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if (me->aux_info)
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me->ourgame->free_aux_info(me->aux_info);
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me->aux_info = NULL;
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me->seed = me->ourgame->new_seed(me->params, me->random,
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&me->aux_info);
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} else
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me->fresh_seed = FALSE;
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ensure(me);
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me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed);
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me->statepos = 1;
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me->drawstate = me->ourgame->new_drawstate(me->states[0]);
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if (me->ui)
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me->ourgame->free_ui(me->ui);
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me->ui = me->ourgame->new_ui(me->states[0]);
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me->pressed_mouse_button = 0;
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}
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void midend_restart_game(midend_data *me)
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{
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while (me->nstates > 1)
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me->ourgame->free_game(me->states[--me->nstates]);
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me->statepos = me->nstates;
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me->ourgame->free_ui(me->ui);
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me->ui = me->ourgame->new_ui(me->states[0]);
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}
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static int midend_undo(midend_data *me)
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{
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if (me->statepos > 1) {
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me->statepos--;
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me->dir = -1;
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return 1;
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} else
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return 0;
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}
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static int midend_redo(midend_data *me)
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{
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if (me->statepos < me->nstates) {
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me->statepos++;
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me->dir = +1;
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return 1;
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} else
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return 0;
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}
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static void midend_finish_move(midend_data *me)
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{
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float flashtime;
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if (me->oldstate || me->statepos > 1) {
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flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
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me->states[me->statepos-2],
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me->states[me->statepos-1],
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me->oldstate ? me->dir : +1);
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if (flashtime > 0) {
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me->flash_pos = 0.0F;
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me->flash_time = flashtime;
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}
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}
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if (me->oldstate)
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me->ourgame->free_game(me->oldstate);
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me->oldstate = NULL;
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me->anim_pos = me->anim_time = 0;
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me->dir = 0;
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if (me->flash_time == 0 && me->anim_time == 0)
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deactivate_timer(me->frontend);
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else
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activate_timer(me->frontend);
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}
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static void midend_stop_anim(midend_data *me)
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{
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if (me->oldstate || me->anim_time) {
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midend_finish_move(me);
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midend_redraw(me);
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}
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}
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static int midend_really_process_key(midend_data *me, int x, int y, int button)
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{
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game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
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float anim_time;
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if (button == 'n' || button == 'N' || button == '\x0E') {
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midend_stop_anim(me);
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midend_new_game(me);
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midend_redraw(me);
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return 1; /* never animate */
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} else if (button == 'r' || button == 'R') {
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midend_stop_anim(me);
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midend_restart_game(me);
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midend_redraw(me);
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return 1; /* never animate */
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} else if (button == 'u' || button == 'u' ||
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button == '\x1A' || button == '\x1F') {
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midend_stop_anim(me);
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if (!midend_undo(me))
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return 1;
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} else if (button == '\x12') {
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midend_stop_anim(me);
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if (!midend_redo(me))
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return 1;
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} else if (button == 'q' || button == 'Q' || button == '\x11') {
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me->ourgame->free_game(oldstate);
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return 0;
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} else {
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game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
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me->ui, x, y, button);
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if (s == me->states[me->statepos-1]) {
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/*
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* make_move() is allowed to return its input state to
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* indicate that although no move has been made, the UI
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* state has been updated and a redraw is called for.
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*/
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midend_redraw(me);
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return 1;
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} else if (s) {
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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me->ourgame->free_game(me->states[--me->nstates]);
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ensure(me);
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me->states[me->nstates] = s;
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me->statepos = ++me->nstates;
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me->dir = +1;
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} else {
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me->ourgame->free_game(oldstate);
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return 1;
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}
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}
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/*
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* See if this move requires an animation.
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*/
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anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
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me->dir);
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me->oldstate = oldstate;
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if (anim_time > 0) {
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me->anim_time = anim_time;
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} else {
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me->anim_time = 0.0;
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midend_finish_move(me);
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}
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me->anim_pos = 0.0;
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midend_redraw(me);
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activate_timer(me->frontend);
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return 1;
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}
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int midend_process_key(midend_data *me, int x, int y, int button)
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{
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int ret = 1;
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/*
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* Harmonise mouse drag and release messages.
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*
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* Some front ends might accidentally switch from sending, say,
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* RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
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* drag. (This can happen on the Mac, for example, since
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* RIGHT_DRAG is usually done using Command+drag, and if the
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* user accidentally releases Command half way through the drag
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* then there will be trouble.)
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*
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* It would be an O(number of front ends) annoyance to fix this
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* in the front ends, but an O(number of back ends) annoyance
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* to have each game capable of dealing with it. Therefore, we
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* fix it _here_ in the common midend code so that it only has
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* to be done once.
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*
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* The possible ways in which things can go screwy in the front
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* end are:
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*
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* - in a system containing multiple physical buttons button
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* presses can inadvertently overlap. We can see ABab (caps
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* meaning button-down and lowercase meaning button-up) when
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* the user had semantically intended AaBb.
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*
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* - in a system where one button is simulated by means of a
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* modifier key and another button, buttons can mutate
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* between press and release (possibly during drag). So we
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* can see Ab instead of Aa.
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*
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* Definite requirements are:
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*
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* - button _presses_ must never be invented or destroyed. If
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* the user presses two buttons in succession, the button
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* presses must be transferred to the backend unchanged. So
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* if we see AaBb , that's fine; if we see ABab (the button
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* presses inadvertently overlapped) we must somehow
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* `correct' it to AaBb.
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*
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* - every mouse action must end up looking like a press, zero
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* or more drags, then a release. This allows back ends to
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* make the _assumption_ that incoming mouse data will be
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* sane in this regard, and not worry about the details.
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*
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* So my policy will be:
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*
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* - treat any button-up as a button-up for the currently
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* pressed button, or ignore it if there is no currently
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* pressed button.
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*
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* - treat any drag as a drag for the currently pressed
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* button, or ignore it if there is no currently pressed
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* button.
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*
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* - if we see a button-down while another button is currently
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* pressed, invent a button-up for the first one and then
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* pass the button-down through as before.
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*
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*/
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if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
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if (me->pressed_mouse_button) {
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if (IS_MOUSE_DRAG(button)) {
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button = me->pressed_mouse_button +
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(LEFT_DRAG - LEFT_BUTTON);
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} else {
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button = me->pressed_mouse_button +
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(LEFT_RELEASE - LEFT_BUTTON);
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}
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} else
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return ret; /* ignore it */
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} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
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/*
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* Fabricate a button-up for the previously pressed button.
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*/
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ret = ret && midend_really_process_key
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(me, x, y, (me->pressed_mouse_button +
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(LEFT_RELEASE - LEFT_BUTTON)));
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}
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/*
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* Now send on the event we originally received.
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*/
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ret = ret && midend_really_process_key(me, x, y, button);
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/*
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* And update the currently pressed button.
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*/
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if (IS_MOUSE_RELEASE(button))
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me->pressed_mouse_button = 0;
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else if (IS_MOUSE_DOWN(button))
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me->pressed_mouse_button = button;
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return ret;
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}
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void midend_redraw(midend_data *me)
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{
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if (me->statepos > 0 && me->drawstate) {
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start_draw(me->frontend);
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if (me->oldstate && me->anim_time > 0 &&
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me->anim_pos < me->anim_time) {
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assert(me->dir != 0);
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me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
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me->states[me->statepos-1], me->dir,
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me->ui, me->anim_pos, me->flash_pos);
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} else {
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me->ourgame->redraw(me->frontend, me->drawstate, NULL,
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me->states[me->statepos-1], +1 /*shrug*/,
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me->ui, 0.0, me->flash_pos);
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}
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end_draw(me->frontend);
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}
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}
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void midend_timer(midend_data *me, float tplus)
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{
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me->anim_pos += tplus;
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if (me->anim_pos >= me->anim_time ||
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me->anim_time == 0 || !me->oldstate) {
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if (me->anim_time > 0)
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midend_finish_move(me);
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}
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me->flash_pos += tplus;
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if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
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me->flash_pos = me->flash_time = 0;
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}
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if (me->flash_time == 0 && me->anim_time == 0)
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deactivate_timer(me->frontend);
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midend_redraw(me);
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}
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float *midend_colours(midend_data *me, int *ncolours)
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{
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game_state *state = NULL;
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float *ret;
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if (me->nstates == 0) {
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game_aux_info *aux = NULL;
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char *seed = me->ourgame->new_seed(me->params, me->random, &aux);
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state = me->ourgame->new_game(me->params, seed);
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sfree(seed);
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if (aux)
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me->ourgame->free_aux_info(aux);
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} else
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state = me->states[0];
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ret = me->ourgame->colours(me->frontend, state, ncolours);
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if (me->nstates == 0)
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me->ourgame->free_game(state);
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return ret;
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}
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int midend_num_presets(midend_data *me)
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{
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if (!me->npresets) {
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char *name;
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game_params *preset;
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while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
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if (me->presetsize <= me->npresets) {
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me->presetsize = me->npresets + 10;
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me->presets = sresize(me->presets, me->presetsize,
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game_params *);
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me->preset_names = sresize(me->preset_names, me->presetsize,
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char *);
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}
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me->presets[me->npresets] = preset;
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me->preset_names[me->npresets] = name;
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me->npresets++;
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}
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}
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return me->npresets;
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}
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void midend_fetch_preset(midend_data *me, int n,
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char **name, game_params **params)
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{
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assert(n >= 0 && n < me->npresets);
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*name = me->preset_names[n];
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*params = me->presets[n];
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}
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int midend_wants_statusbar(midend_data *me)
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{
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return me->ourgame->wants_statusbar();
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}
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config_item *midend_get_config(midend_data *me, int which, char **wintitle)
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{
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char *titlebuf, *parstr;
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config_item *ret;
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titlebuf = snewn(40 + strlen(me->ourgame->name), char);
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switch (which) {
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case CFG_SETTINGS:
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sprintf(titlebuf, "%s configuration", me->ourgame->name);
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*wintitle = dupstr(titlebuf);
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return me->ourgame->configure(me->params);
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case CFG_SEED:
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sprintf(titlebuf, "%s game selection", me->ourgame->name);
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*wintitle = dupstr(titlebuf);
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ret = snewn(2, config_item);
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ret[0].type = C_STRING;
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ret[0].name = "Game ID";
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ret[0].ival = 0;
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/*
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* The text going in here will be a string encoding of the
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* parameters, plus a colon, plus the game seed. This is a
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* full game ID.
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*/
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parstr = me->ourgame->encode_params(me->params);
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ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
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sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
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sfree(parstr);
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ret[1].type = C_END;
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ret[1].name = ret[1].sval = NULL;
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ret[1].ival = 0;
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return ret;
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}
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assert(!"We shouldn't be here");
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return NULL;
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}
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char *midend_game_id(midend_data *me, char *id, int def_seed)
|
|
{
|
|
char *error, *par, *seed;
|
|
game_params *params;
|
|
|
|
seed = strchr(id, ':');
|
|
|
|
if (seed) {
|
|
/*
|
|
* We have a colon separating parameters from game seed. So
|
|
* `par' now points to the parameters string, and `seed' to
|
|
* the seed string.
|
|
*/
|
|
*seed++ = '\0';
|
|
par = id;
|
|
} else {
|
|
/*
|
|
* We only have one string. Depending on `def_seed', we
|
|
* take it to be either parameters or seed.
|
|
*/
|
|
if (def_seed) {
|
|
seed = id;
|
|
par = NULL;
|
|
} else {
|
|
seed = NULL;
|
|
par = id;
|
|
}
|
|
}
|
|
|
|
if (par) {
|
|
params = me->ourgame->decode_params(par);
|
|
error = me->ourgame->validate_params(params);
|
|
if (error) {
|
|
me->ourgame->free_params(params);
|
|
return error;
|
|
}
|
|
me->ourgame->free_params(me->params);
|
|
me->params = params;
|
|
}
|
|
|
|
if (seed) {
|
|
error = me->ourgame->validate_seed(me->params, seed);
|
|
if (error)
|
|
return error;
|
|
|
|
sfree(me->seed);
|
|
me->seed = dupstr(seed);
|
|
me->fresh_seed = TRUE;
|
|
if (me->aux_info)
|
|
me->ourgame->free_aux_info(me->aux_info);
|
|
me->aux_info = NULL;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
char *midend_set_config(midend_data *me, int which, config_item *cfg)
|
|
{
|
|
char *error;
|
|
game_params *params;
|
|
|
|
switch (which) {
|
|
case CFG_SETTINGS:
|
|
params = me->ourgame->custom_params(cfg);
|
|
error = me->ourgame->validate_params(params);
|
|
|
|
if (error) {
|
|
me->ourgame->free_params(params);
|
|
return error;
|
|
}
|
|
|
|
me->ourgame->free_params(me->params);
|
|
me->params = params;
|
|
break;
|
|
|
|
case CFG_SEED:
|
|
error = midend_game_id(me, cfg[0].sval, TRUE);
|
|
if (error)
|
|
return error;
|
|
break;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
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]);
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
char *midend_solve(midend_data *me)
|
|
{
|
|
game_state *s;
|
|
char *msg;
|
|
|
|
if (!me->ourgame->can_solve)
|
|
return "This game does not support the Solve operation";
|
|
|
|
if (me->statepos < 1)
|
|
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);
|
|
if (!s)
|
|
return msg;
|
|
|
|
/*
|
|
* 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]);
|
|
ensure(me);
|
|
me->states[me->nstates] = s;
|
|
me->statepos = ++me->nstates;
|
|
me->anim_time = 0.0;
|
|
midend_finish_move(me);
|
|
midend_redraw(me);
|
|
activate_timer(me->frontend);
|
|
return NULL;
|
|
}
|