/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */ /* * Copyright 1997 - 2006 by Eric House (xwords@eehouse.org). All rights * reserved. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "nwgamest.h" #include "strutils.h" #include "LocalizedStrIncludes.h" #ifdef CPLUS extern "C" { #endif #define NG_NUM_COLS ((XP_U16)(NG_COL_PASSWD+1)) struct NewGameCtx { NewGameEnableColProc enableColProc; NewGameEnableAttrProc enableAttrProc; NewGameSetColProc setColProc; NewGameGetColProc getColProc; NewGameSetAttrProc setAttrProc; XW_UtilCtxt* util; void* closure; /* Palm needs to store cleartext passwords separately in order to store '***' in the visible field */ NewGameEnable enabled[NG_NUM_COLS][MAX_NUM_PLAYERS]; XP_U16 nPlayers; #ifndef XWFEATURE_STANDALONE_ONLY Connectedness role; #endif XP_Bool isNewGame; NewGameEnable juggleEnabled; MPSLOT }; static void enableOne( NewGameCtx* ngc, XP_U16 player, NewGameColumn col, NewGameEnable enable, XP_Bool force ); static void adjustAllRows( NewGameCtx* ngc, XP_Bool force ); static void adjustOneRow( NewGameCtx* ngc, XP_U16 player, XP_Bool force ); static void setRoleStrings( NewGameCtx* ngc ); static void considerEnableJuggle( NewGameCtx* ngc ); static void storePlayer( NewGameCtx* ngc, XP_U16 player, LocalPlayer* lp ); static void loadPlayer( NewGameCtx* ngc, XP_U16 player, const LocalPlayer* lp ); NewGameCtx* newg_make( MPFORMAL XP_Bool isNewGame, XW_UtilCtxt* util, NewGameEnableColProc enableColProc, NewGameEnableAttrProc enableAttrProc, NewGameGetColProc getColProc, NewGameSetColProc setColProc, NewGameSetAttrProc setAttrProc, void* closure ) { NewGameCtx* result = XP_MALLOC( mpool, sizeof(*result) ); XP_MEMSET( result, 0, sizeof(*result) ); result->enableColProc = enableColProc; result->enableAttrProc = enableAttrProc; result->setColProc = setColProc; result->getColProc = getColProc; result->setAttrProc = setAttrProc; result->closure = closure; result->isNewGame = isNewGame; result->util = util; MPASSIGN(result->mpool, mpool); return result; } /* newg_make */ void newg_destroy( NewGameCtx* ngc ) { XP_FREE( ngc->mpool, ngc ); } /* newg_destroy */ void newg_load( NewGameCtx* ngc, const CurGameInfo* gi ) { void* closure = ngc->closure; NGValue value; XP_U16 i; ngc->nPlayers = gi->nPlayers; value.ng_u16 = ngc->nPlayers; (*ngc->setAttrProc)( closure, NG_ATTR_NPLAYERS, value ); (*ngc->enableAttrProc)( closure, NG_ATTR_NPLAYERS, ngc->isNewGame? NGEnableEnabled : NGEnableDisabled ); #ifndef XWFEATURE_STANDALONE_ONLY ngc->role = gi->serverRole; value.ng_role = ngc->role; (*ngc->setAttrProc)( closure, NG_ATTR_ROLE, value ); (*ngc->enableAttrProc)( closure, NG_ATTR_ROLE, ngc->isNewGame? NGEnableEnabled : NGEnableDisabled ); #endif setRoleStrings( ngc ); considerEnableJuggle( ngc ); for ( i = 0; i < MAX_NUM_PLAYERS; ++i ) { loadPlayer( ngc, i, &gi->players[i] ); } adjustAllRows( ngc, XP_TRUE ); } /* newg_load */ typedef struct NGCopyClosure { XP_U16 player; NewGameColumn col; NewGameCtx* ngc; LocalPlayer* lp; } NGCopyClosure; static void cpToLP( NGValue value, const void* cbClosure ) { NGCopyClosure* cpcl = (NGCopyClosure*)cbClosure; LocalPlayer* lp = cpcl->lp; XP_UCHAR** strAddr = NULL; switch ( cpcl->col ) { #ifndef XWFEATURE_STANDALONE_ONLY case NG_COL_REMOTE: lp->isLocal = !value.ng_bool; break; #endif case NG_COL_NAME: strAddr = &lp->name; break; case NG_COL_PASSWD: strAddr = &lp->password; break; case NG_COL_ROBOT: lp->isRobot = value.ng_bool; break; } if ( !!strAddr ) { replaceStringIfDifferent( MPPARM(cpcl->ngc->mpool) strAddr, value.ng_cp ); } } /* cpToLP */ void newg_store( NewGameCtx* ngc, CurGameInfo* gi ) { XP_U16 player; gi->nPlayers = ngc->nPlayers; #ifndef XWFEATURE_STANDALONE_ONLY gi->serverRole = ngc->role; #endif for ( player = 0; player < MAX_NUM_PLAYERS; ++player ) { storePlayer( ngc, player, &gi->players[player] ); } } /* newg_store */ void newg_colChanged( NewGameCtx* ngc, XP_U16 player, NewGameColumn col, NGValue value ) { /* Sometimes we'll get this notification for inactive rows, e.g. when setting default values. */ if ( player < ngc->nPlayers ) { adjustOneRow( ngc, player, XP_FALSE ); } } void newg_attrChanged( NewGameCtx* ngc, NewGameAttr attr, NGValue value ) { if ( attr == NG_ATTR_NPLAYERS ) { ngc->nPlayers = value.ng_u16; considerEnableJuggle( ngc ); #ifndef XWFEATURE_STANDALONE_ONLY } else if ( NG_ATTR_ROLE == attr ) { ngc->role = value.ng_role; setRoleStrings( ngc ); #endif } else { XP_ASSERT( 0 ); } adjustAllRows( ngc, XP_FALSE ); } typedef struct DeepValue { NGValue value; NewGameColumn col; MPSLOT } DeepValue; static void deepCopy( NGValue value, const void* closure ) { DeepValue* dvp = (DeepValue*)closure; switch ( dvp->col ) { case NG_COL_ROBOT: #ifndef XWFEATURE_STANDALONE_ONLY case NG_COL_REMOTE: #endif dvp->value.ng_bool = value.ng_bool; break; case NG_COL_NAME: case NG_COL_PASSWD: dvp->value.ng_cp = copyString( MPPARM(dvp->mpool) value.ng_cp ); break; } } XP_Bool newg_juggle( NewGameCtx* ngc ) { XP_Bool changed = XP_FALSE; XP_U16 nPlayers = ngc->nPlayers; if ( nPlayers > 1 ) { LocalPlayer tmpPlayers[MAX_NUM_PLAYERS]; XP_U16 pos[MAX_NUM_PLAYERS]; XP_U16 player; /* Get a randomly juggled array of numbers 0..nPlayers-1. Then the number at pos[n] inicates where the entry currently at n should be. */ changed = randIntArray( pos, nPlayers ); if ( changed ) { /* Deep-copy off to tmp storage. But skip lines that won't be moved in the juggle. */ XP_MEMSET( &tmpPlayers, 0, sizeof(tmpPlayers) ); for ( player = 0; player < nPlayers; ++player ) { if ( player != pos[player] ) { storePlayer( ngc, player, &tmpPlayers[player] ); } } for ( player = 0; player < nPlayers; ++player ) { if ( player != pos[player] ) { LocalPlayer* lp = &tmpPlayers[player]; XP_U16 dest = pos[player]; loadPlayer( ngc, dest, lp ); if ( !!lp->name ) { XP_FREE( ngc->mpool, lp->name ); } if ( !!lp->password ) { XP_FREE( ngc->mpool, lp->password ); } adjustOneRow( ngc, dest, XP_FALSE ); } } } } return changed; } /* newg_juggle */ static void enableOne( NewGameCtx* ngc, XP_U16 player, NewGameColumn col, NewGameEnable enable, XP_Bool force ) { NewGameEnable* esp = &ngc->enabled[col][player]; if ( force || (*esp != enable) ) { (*ngc->enableColProc)( ngc->closure, player, col, enable ); } *esp = enable; } /* enableOne */ static void adjustAllRows( NewGameCtx* ngc, XP_Bool force ) { XP_U16 player; for ( player = 0; player < MAX_NUM_PLAYERS; ++player ) { adjustOneRow( ngc, player, force ); } } /* adjustAllRows */ static void adjustOneRow( NewGameCtx* ngc, XP_U16 player, XP_Bool force ) { NewGameEnable enable[NG_NUM_COLS]; NewGameColumn col; XP_Bool isLocal = XP_TRUE; DeepValue dValue; for ( col = 0; col < NG_NUM_COLS; ++col ) { enable[col] = NGEnableHidden; } /* If there aren't this many players, all are disabled */ if ( player >= ngc->nPlayers ) { /* do nothing: all are hidden above */ } else { #ifndef XWFEATURE_STANDALONE_ONLY /* If standalone or client, remote is hidden. If server but not new game, it's disabled */ if ( ngc->role == SERVER_ISSERVER ) { if ( ngc->isNewGame ) { enable[NG_COL_REMOTE] = NGEnableEnabled; } else { enable[NG_COL_REMOTE] = NGEnableDisabled; } dValue.col = NG_COL_REMOTE; (*ngc->getColProc)( ngc->closure, player, NG_COL_REMOTE, deepCopy, &dValue ); isLocal = !dValue.value.ng_bool; } #endif /* If remote is enabled and set, then if it's a new game all else is hidden. But if it's not a new game, they're disabled. Password is always hidden if robot is set. */ if ( isLocal ) { /* No changing name or robotness since they're sent to remote host. */ enable[NG_COL_NAME] = NGEnableEnabled; enable[NG_COL_ROBOT] = NGEnableEnabled; dValue.col = NG_COL_ROBOT; (*ngc->getColProc)( ngc->closure, player, NG_COL_ROBOT, deepCopy, &dValue ); if ( !dValue.value.ng_bool ) { /* It is's a robot, leave it hidden */ enable[NG_COL_PASSWD] = NGEnableEnabled; } } else { if ( ngc->isNewGame ) { /* leave 'em hidden */ } else { enable[NG_COL_NAME] = NGEnableDisabled; enable[NG_COL_ROBOT] = NGEnableDisabled; /* leave passwd hidden */ } } } for ( col = 0; col < NG_NUM_COLS; ++col ) { enableOne( ngc, player, col, enable[col], force ); } } /* adjustOneRow */ static void setRoleStrings( NewGameCtx* ngc ) { XP_U16 strID; NGValue value; void* closure = ngc->closure; /* Tell client to set/change players label text, and also to add remote checkbox column header if required. */ #ifndef XWFEATURE_STANDALONE_ONLY (*ngc->enableAttrProc)( closure, NG_ATTR_REMHEADER, ngc->role == SERVER_ISSERVER? NGEnableEnabled : NGEnableHidden ); #endif if ( 0 ) { #ifndef XWFEATURE_STANDALONE_ONLY } else if ( ngc->role == SERVER_ISCLIENT ) { strID = STR_LOCALPLAYERS; #endif } else { strID = STR_TOTALPLAYERS; } value.ng_cp = util_getUserString( ngc->util, strID ); (*ngc->setAttrProc)( closure, NG_ATTR_NPLAYHEADER, value ); } /* setRoleStrings */ static void considerEnableJuggle( NewGameCtx* ngc ) { NewGameEnable newEnable; newEnable = (ngc->isNewGame && ngc->nPlayers > 1)? NGEnableEnabled : NGEnableDisabled; if ( newEnable != ngc->juggleEnabled ) { (*ngc->enableAttrProc)( ngc->closure, NG_ATTR_CANJUGGLE, newEnable ); ngc->juggleEnabled = newEnable; } } /* considerEnableJuggle */ static void storePlayer( NewGameCtx* ngc, XP_U16 player, LocalPlayer* lp ) { void* closure = ngc->closure; NGCopyClosure cpcl; cpcl.player = player; cpcl.ngc = ngc; cpcl.lp = lp; for ( cpcl.col = 0; cpcl.col < NG_NUM_COLS; ++cpcl.col ) { (*ngc->getColProc)( closure, cpcl.player, cpcl.col, cpToLP, &cpcl ); } } static void loadPlayer( NewGameCtx* ngc, XP_U16 player, const LocalPlayer* lp ) { NGValue value; void* closure = ngc->closure; #ifndef XWFEATURE_STANDALONE_ONLY value.ng_bool = !lp->isLocal; (*ngc->setColProc)(closure, player, NG_COL_REMOTE, value ); #endif value.ng_cp = lp->name; (*ngc->setColProc)(closure, player, NG_COL_NAME, value ); value.ng_cp = lp->password; (*ngc->setColProc)(closure, player, NG_COL_PASSWD, value ); value.ng_bool = lp->isRobot; (*ngc->setColProc)(closure, player, NG_COL_ROBOT, value ); } #ifdef CPLUS } #endif