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of these recently) whose job is to update a game_ui to be consistent with a new game_state. This is called by midend.c in every situation where the current game_state changes _other_ than as a result of make_move (Undo, Redo, Restart, Solve). The introduction of this function allows a game_ui to contain information about selections or highlights within a game_state which simply wouldn't make sense when transferred to another game_state. In particular, I've used it to fix a subtle bug in Solo whereby, although you couldn't right-click to pencil-mode highlight a filled square, you could _get_ a pencil-mode highlight in a filled square if you used Undo and Redo. (Undo to before the square was filled, right-click to highlight it, then Redo. Alternatively, left-click and clear the square, right-click to highlight it, then Undo.) [originally from svn r5912]
991 lines
28 KiB
C
991 lines
28 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/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 <stdlib.h>
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#include <ctype.h>
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#include "puzzles.h"
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enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
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struct midend_state_entry {
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game_state *state;
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int special; /* created by solve or restart */
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};
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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 *desc, *seedstr;
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game_aux_info *aux_info;
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enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
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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, *curparams;
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struct midend_state_entry *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 timing;
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float elapsed;
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char *laststatus;
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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, \
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struct midend_state_entry); \
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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->curparams = NULL;
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me->desc = NULL;
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me->seedstr = NULL;
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me->aux_info = NULL;
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me->genmode = GOT_NOTHING;
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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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me->laststatus = NULL;
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me->timing = FALSE;
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me->elapsed = 0.0F;
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sfree(randseed);
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return me;
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}
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static void midend_free_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].state);
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if (me->drawstate)
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me->ourgame->free_drawstate(me->drawstate);
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}
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void midend_free(midend_data *me)
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{
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int i;
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midend_free_game(me);
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random_free(me->random);
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sfree(me->states);
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sfree(me->desc);
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sfree(me->seedstr);
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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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if (me->npresets) {
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for (i = 0; i < me->npresets; i++) {
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sfree(me->presets[i]);
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sfree(me->preset_names[i]);
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}
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sfree(me->presets);
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sfree(me->preset_names);
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}
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if (me->ui)
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me->ourgame->free_ui(me->ui);
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if (me->curparams)
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me->ourgame->free_params(me->curparams);
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sfree(me->laststatus);
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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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static void midend_set_timer(midend_data *me)
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{
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me->timing = (me->ourgame->is_timed &&
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me->ourgame->timing_state(me->states[me->statepos-1].state));
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if (me->timing || me->flash_time || me->anim_time)
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activate_timer(me->frontend);
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else
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deactivate_timer(me->frontend);
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}
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void midend_force_redraw(midend_data *me)
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{
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if (me->drawstate)
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me->ourgame->free_drawstate(me->drawstate);
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me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
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midend_redraw(me);
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}
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void midend_new_game(midend_data *me)
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{
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midend_free_game(me);
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assert(me->nstates == 0);
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if (me->genmode == GOT_DESC) {
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me->genmode = GOT_NOTHING;
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} else {
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random_state *rs;
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if (me->genmode == GOT_SEED) {
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me->genmode = GOT_NOTHING;
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} else {
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/*
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* Generate a new random seed. 15 digits comes to about
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* 48 bits, which should be more than enough.
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*
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* I'll avoid putting a leading zero on the number,
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* just in case it confuses anybody who thinks it's
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* processed as an integer rather than a string.
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*/
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char newseed[16];
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int i;
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newseed[15] = '\0';
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newseed[0] = '1' + random_upto(me->random, 9);
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for (i = 1; i < 15; i++)
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newseed[i] = '0' + random_upto(me->random, 10);
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sfree(me->seedstr);
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me->seedstr = dupstr(newseed);
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if (me->curparams)
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me->ourgame->free_params(me->curparams);
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me->curparams = me->ourgame->dup_params(me->params);
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}
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sfree(me->desc);
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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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rs = random_init(me->seedstr, strlen(me->seedstr));
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me->desc = me->ourgame->new_desc(me->curparams, rs,
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&me->aux_info, TRUE);
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random_free(rs);
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}
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ensure(me);
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me->states[me->nstates].state =
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me->ourgame->new_game(me, me->params, me->desc);
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me->states[me->nstates].special = TRUE;
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me->nstates++;
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me->statepos = 1;
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me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
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me->elapsed = 0.0F;
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midend_set_timer(me);
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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].state);
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me->pressed_mouse_button = 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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if (me->ui)
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me->ourgame->changed_state(me->ui,
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me->states[me->statepos-1].state,
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me->states[me->statepos-2].state);
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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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if (me->ui)
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me->ourgame->changed_state(me->ui,
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me->states[me->statepos-1].state,
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me->states[me->statepos].state);
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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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/*
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* We do not flash if the later of the two states is special.
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* This covers both forward Solve moves and backward (undone)
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* Restart moves.
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*/
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if ((me->oldstate || me->statepos > 1) &&
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((me->dir > 0 && !me->states[me->statepos-1].special) ||
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(me->dir < 0 && me->statepos < me->nstates &&
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!me->states[me->statepos].special))) {
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flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
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me->states[me->statepos-2].state,
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me->states[me->statepos-1].state,
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me->oldstate ? me->dir : +1,
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me->ui);
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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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midend_set_timer(me);
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}
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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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void midend_restart_game(midend_data *me)
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{
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game_state *s;
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midend_stop_anim(me);
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assert(me->statepos >= 1);
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if (me->statepos == 1)
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return; /* no point doing anything at all! */
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s = me->ourgame->dup_game(me->states[0].state);
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/*
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* Now enter the restarted state as the next move.
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*/
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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].state);
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ensure(me);
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me->states[me->nstates].state = s;
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me->states[me->nstates].special = TRUE; /* we just restarted */
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me->statepos = ++me->nstates;
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if (me->ui)
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me->ourgame->changed_state(me->ui,
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me->states[me->statepos-2].state,
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me->states[me->statepos-1].state);
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me->anim_time = 0.0;
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midend_finish_move(me);
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midend_redraw(me);
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midend_set_timer(me);
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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 =
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me->ourgame->dup_game(me->states[me->statepos - 1].state);
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int special = FALSE, gotspecial = FALSE, ret = 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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goto done; /* 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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special = me->states[me->statepos-1].special;
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gotspecial = TRUE;
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if (!midend_undo(me))
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goto done;
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} else if (button == 'r' || button == 'R' ||
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button == '\x12' || button == '\x19') {
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midend_stop_anim(me);
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if (!midend_redo(me))
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goto done;
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} else if (button == 'q' || button == 'Q' || button == '\x11') {
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ret = 0;
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goto done;
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} else {
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game_state *s =
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me->ourgame->make_move(me->states[me->statepos-1].state,
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me->ui, me->drawstate, x, y, button);
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if (s == me->states[me->statepos-1].state) {
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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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goto done;
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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].state);
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ensure(me);
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me->states[me->nstates].state = s;
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me->states[me->nstates].special = FALSE; /* normal move */
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me->statepos = ++me->nstates;
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me->dir = +1;
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} else {
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goto done;
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}
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}
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if (!gotspecial)
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special = me->states[me->statepos-1].special;
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/*
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* See if this move requires an animation.
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*/
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if (special) {
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anim_time = 0;
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} else {
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anim_time = me->ourgame->anim_length(oldstate,
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me->states[me->statepos-1].state,
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me->dir, me->ui);
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}
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me->oldstate = oldstate; oldstate = NULL;
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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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midend_set_timer(me);
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done:
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if (oldstate) me->ourgame->free_game(oldstate);
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return ret;
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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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* 2005-05-31: An addendum to the above. Some games might want
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* a `priority order' among buttons, such that if one button is
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* pressed while another is down then a fixed one of the
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* buttons takes priority no matter what order they're pressed
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* in. Mines, in particular, wants to treat a left+right click
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* like a left click for the benefit of users of other
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* implementations. So the last of the above points is modified
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* in the presence of an (optional) button priority order.
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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) {
|
|
/*
|
|
* 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.
|
|
*/
|
|
ret = ret && midend_really_process_key
|
|
(me, x, y, (me->pressed_mouse_button +
|
|
(LEFT_RELEASE - LEFT_BUTTON)));
|
|
}
|
|
|
|
/*
|
|
* Now send on the event we originally received.
|
|
*/
|
|
ret = ret && midend_really_process_key(me, x, y, button);
|
|
|
|
/*
|
|
* And update the currently pressed button.
|
|
*/
|
|
if (IS_MOUSE_RELEASE(button))
|
|
me->pressed_mouse_button = 0;
|
|
else if (IS_MOUSE_DOWN(button))
|
|
me->pressed_mouse_button = button;
|
|
|
|
return ret;
|
|
}
|
|
|
|
void midend_redraw(midend_data *me)
|
|
{
|
|
if (me->statepos > 0 && me->drawstate) {
|
|
start_draw(me->frontend);
|
|
if (me->oldstate && me->anim_time > 0 &&
|
|
me->anim_pos < me->anim_time) {
|
|
assert(me->dir != 0);
|
|
me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
|
|
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].state, +1 /*shrug*/,
|
|
me->ui, 0.0, me->flash_pos);
|
|
}
|
|
end_draw(me->frontend);
|
|
}
|
|
}
|
|
|
|
void midend_timer(midend_data *me, float tplus)
|
|
{
|
|
me->anim_pos += tplus;
|
|
if (me->anim_pos >= me->anim_time ||
|
|
me->anim_time == 0 || !me->oldstate) {
|
|
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;
|
|
}
|
|
|
|
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)
|
|
{
|
|
game_state *state = NULL;
|
|
float *ret;
|
|
|
|
if (me->nstates == 0) {
|
|
game_aux_info *aux = NULL;
|
|
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;
|
|
|
|
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);
|
|
|
|
return ret;
|
|
}
|
|
|
|
int midend_num_presets(midend_data *me)
|
|
{
|
|
if (!me->npresets) {
|
|
char *name;
|
|
game_params *preset;
|
|
|
|
while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
|
|
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++;
|
|
}
|
|
}
|
|
|
|
{
|
|
/*
|
|
* 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;
|
|
}
|
|
|
|
void midend_fetch_preset(midend_data *me, int n,
|
|
char **name, game_params **params)
|
|
{
|
|
assert(n >= 0 && n < me->npresets);
|
|
*name = me->preset_names[n];
|
|
*params = me->presets[n];
|
|
}
|
|
|
|
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, *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 = titlebuf;
|
|
return me->ourgame->configure(me->params);
|
|
case CFG_SEED:
|
|
case CFG_DESC:
|
|
if (!me->curparams) {
|
|
sfree(titlebuf);
|
|
return NULL;
|
|
}
|
|
sprintf(titlebuf, "%s %s selection", me->ourgame->name,
|
|
which == CFG_SEED ? "random" : "game");
|
|
*wintitle = titlebuf;
|
|
|
|
ret = snewn(2, config_item);
|
|
|
|
ret[0].type = C_STRING;
|
|
if (which == CFG_SEED)
|
|
ret[0].name = "Game random seed";
|
|
else
|
|
ret[0].name = "Game ID";
|
|
ret[0].ival = 0;
|
|
/*
|
|
* For CFG_DESC the text going in here will be a string
|
|
* encoding of the restricted parameters, plus a colon,
|
|
* plus the game description. For CFG_SEED it will be the
|
|
* full parameters, plus a hash, plus the random seed data.
|
|
* Either of these is a valid full game ID (although only
|
|
* the former is likely to persist across many code
|
|
* changes).
|
|
*/
|
|
parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
|
|
assert(parstr);
|
|
if (which == CFG_DESC) {
|
|
rest = me->desc ? me->desc : "";
|
|
sep = ':';
|
|
} else {
|
|
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;
|
|
ret[1].name = ret[1].sval = NULL;
|
|
ret[1].ival = 0;
|
|
|
|
return ret;
|
|
}
|
|
|
|
assert(!"We shouldn't be here");
|
|
return NULL;
|
|
}
|
|
|
|
static char *midend_game_id_int(midend_data *me, char *id, int defmode)
|
|
{
|
|
char *error, *par, *desc, *seed;
|
|
|
|
seed = strchr(id, '#');
|
|
desc = strchr(id, ':');
|
|
|
|
if (desc && (!seed || desc < seed)) {
|
|
/*
|
|
* We have a colon separating parameters from game
|
|
* description. So `par' now points to the parameters
|
|
* string, and `desc' to the description string.
|
|
*/
|
|
*desc++ = '\0';
|
|
par = id;
|
|
seed = NULL;
|
|
} else if (seed && (!desc || seed < desc)) {
|
|
/*
|
|
* We have a hash separating parameters from random seed.
|
|
* So `par' now points to the parameters string, and `seed'
|
|
* to the seed string.
|
|
*/
|
|
*seed++ = '\0';
|
|
par = id;
|
|
desc = NULL;
|
|
} else {
|
|
/*
|
|
* We only have one string. Depending on `defmode', we take
|
|
* it to be either parameters, seed or description.
|
|
*/
|
|
if (defmode == DEF_SEED) {
|
|
seed = id;
|
|
par = desc = NULL;
|
|
} else if (defmode == DEF_DESC) {
|
|
desc = id;
|
|
par = seed = NULL;
|
|
} else {
|
|
par = id;
|
|
seed = desc = NULL;
|
|
}
|
|
}
|
|
|
|
if (par) {
|
|
game_params *tmpparams;
|
|
tmpparams = me->ourgame->dup_params(me->params);
|
|
me->ourgame->decode_params(tmpparams, par);
|
|
error = me->ourgame->validate_params(tmpparams);
|
|
if (error) {
|
|
me->ourgame->free_params(tmpparams);
|
|
return error;
|
|
}
|
|
if (me->curparams)
|
|
me->ourgame->free_params(me->curparams);
|
|
me->curparams = tmpparams;
|
|
|
|
/*
|
|
* Now filter only the persistent parts of this state into
|
|
* the long-term params structure, unless we've _only_
|
|
* received a params string in which case the whole lot is
|
|
* persistent.
|
|
*/
|
|
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;
|
|
|
|
me->desc = dupstr(desc);
|
|
me->genmode = GOT_DESC;
|
|
if (me->aux_info)
|
|
me->ourgame->free_aux_info(me->aux_info);
|
|
me->aux_info = NULL;
|
|
}
|
|
|
|
if (seed) {
|
|
me->seedstr = dupstr(seed);
|
|
me->genmode = GOT_SEED;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
char *midend_game_id(midend_data *me, char *id)
|
|
{
|
|
return midend_game_id_int(me, id, DEF_PARAMS);
|
|
}
|
|
|
|
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:
|
|
case CFG_DESC:
|
|
error = midend_game_id_int(me, cfg[0].sval,
|
|
(which == CFG_SEED ? DEF_SEED : DEF_DESC));
|
|
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].state);
|
|
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].state, 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].state);
|
|
ensure(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);
|
|
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);
|
|
}
|
|
}
|