/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */ /* * Copyright 1997 - 2007 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. */ /* Re: boards that can't fit on the screen. Let's have an assumption, that * the tray is always either below the board or overlapping its bottom. There * is never any board visible below the tray. But it's possible to have a * board small enough that scrolling is necessary even with the tray hidden. * * Currently we don't specify the board bounds. We give top,left and the size * of cells, and the board figures out the bounds. That's probably a mistake. * Better to give bounds, and maybe a min scale, and let it figure out how * many cells can be visible. Could it also decide if the tray should overlap * or be below? Some platforms have to own that decision since the tray is * narrower than the board. So give them separate bounds-setting functions, * and let the board code figure out if they overlap. * * Problem: the board size must always be a multiple of the scale. The * platform-specific code has an easy time doing that math. The board can't: * it'd have to take bounds, then spit them back out slightly modified. It'd * also have to refuse to work (maybe just assert) if asked to take bounds * before it had a min_scale. * * Another way of looking at it closer to the current: the board's position * and the tray's bounds determine the board's bounds. If the board's vScale * times the number of rows places its would-be bottom at or above the bottom * of the tray, then it's potentially visible. If its would-be bottom is * above the top of the tray, no scrolling is needed. But if it's below the * tray entirely then scrolling will happen even with the tray hidden. As * above, we assume the board never appears below the tray. */ #include "comtypes.h" #include "board.h" #include "scorebdp.h" #include "game.h" #include "server.h" #include "comms.h" /* for CHANNEL_NONE */ #include "dictnry.h" #include "draw.h" #include "engine.h" #include "util.h" #include "mempool.h" /* debug only */ #include "memstream.h" #include "strutils.h" #include "LocalizedStrIncludes.h" #include "boardp.h" #include "dbgutil.h" #define bEND 0x62454e44 #ifdef CPLUS extern "C" { #endif /****************************** prototypes ******************************/ static XP_Bool getCellRect( BoardCtxt* board, XP_U16 col, XP_U16 row, XP_Rect* rect); static XP_Bool coordToCell( BoardCtxt* board, XP_U16 x, XP_U16 y, XP_U16* colP, XP_U16* rowP ); static XP_Bool drawCell( BoardCtxt* board, XP_U16 col, XP_U16 row, XP_Bool skipBlanks ); static void figureBoardRect( BoardCtxt* board ); static void drawBoard( BoardCtxt* board ); static void invalCell( BoardCtxt* board, XP_U16 col, XP_U16 row ); static void invalCellsUnderRect( BoardCtxt* board, XP_Rect* rect ); static XP_Bool moveTileToBoard( BoardCtxt* board, XP_U16 col, XP_U16 row, XP_U16 tileIndex, Tile blankFace ); static XP_Bool rectContainsRect( XP_Rect* rect1, XP_Rect* rect2 ); static void boardCellChanged( void* board, XP_U16 turn, XP_U16 col, XP_U16 row, XP_Bool added ); static void boardTileChanged( void* board, XP_U16 turn, TileBit bits ); static void boardTurnChanged( void* board ); static void boardGameOver( void* board ); static void setArrow( BoardCtxt* board, XP_U16 row, XP_U16 col ); static void setArrowFor( BoardCtxt* board, XP_U16 player, XP_U16 col, XP_U16 row ); static XP_Bool setArrowVisible( BoardCtxt* board, XP_Bool visible ); static XP_Bool cellOccupied( BoardCtxt* board, XP_U16 col, XP_U16 row, XP_Bool inclPending ); static void makeMiniWindowForTrade( BoardCtxt* board ); static void makeMiniWindowForText( BoardCtxt* board, XP_UCHAR* text, MiniWindowType winType ); static void invalTradeWindow( BoardCtxt* board, XP_S16 turn, XP_Bool redraw ); static void invalSelTradeWindow( BoardCtxt* board ); static void setTimerIf( BoardCtxt* board ); static void p_board_timerFired( void* closure, XWTimerReason why ); static XP_Bool replaceLastTile( BoardCtxt* board ); static XP_Bool setTrayVisState( BoardCtxt* board, XW_TrayVisState newState ); static XP_Bool advanceArrow( BoardCtxt* board ); static XP_Bool exitTradeMode( BoardCtxt* board ); static XP_Bool getArrow( BoardCtxt* board, XP_U16* col, XP_U16* row ); static XP_Bool setArrowVisibleFor( BoardCtxt* board, XP_U16 player, XP_Bool visible ); static XP_Bool board_moveArrow( BoardCtxt* board, XP_Key cursorKey ); static void flipIf( const BoardCtxt* board, XP_U16 col, XP_U16 row, XP_U16* fCol, XP_U16* fRow ); #ifdef KEY_SUPPORT static XP_Bool moveKeyTileToBoard( BoardCtxt* board, XP_Key cursorKey, XP_Bool* gotArrow ); #endif #ifdef KEYBOARD_NAV static XP_Bool board_moveCursor( BoardCtxt* board, XP_Key cursorKey, XP_Bool preflightOnly, XP_Bool* up ); static XP_Bool invalFocusOwner( BoardCtxt* board ); #endif #ifdef XWFEATURE_SEARCHLIMIT static HintAtts figureHintAtts( BoardCtxt* board, XP_U16 col, XP_U16 row ); static void invalCurHintRect( BoardCtxt* board, XP_U16 player ); static void clearCurHintRect( BoardCtxt* board ); #else # define figureHintAtts(b,c,r) HINT_BORDER_NONE #endif /***************************************************************************** * ****************************************************************************/ BoardCtxt* board_make( MPFORMAL ModelCtxt* model, ServerCtxt* server, DrawCtx* draw, XW_UtilCtxt* util ) { BoardCtxt* result = (BoardCtxt*)XP_MALLOC( mpool, sizeof( *result ) ); XP_ASSERT( !!draw ); XP_ASSERT( !!server ); XP_ASSERT( !!util ); XP_ASSERT( !!model ); if ( result != NULL ) { XP_MEMSET( result, 0, sizeof( *result ) ); MPASSIGN(result->mpool, mpool); result->model = model; result->server = server; result->draw = draw; result->util = util; result->gi = util->gameInfo; XP_ASSERT( !!result->gi ); result->trayVisState = TRAY_HIDDEN; result->star_row = (XP_U16)(model_numRows(model) / 2); /* could just pass in invalCell.... PENDING(eeh) */ model_setBoardListener( model, boardCellChanged, result ); model_setTrayListener( model, boardTileChanged, result ); server_setTurnChangeListener( server, boardTurnChanged, result ); server_setGameOverListener( server, boardGameOver, result ); setTimerIf( result ); #ifdef KEYBOARD_NAV { /* set up some useful initial values */ XP_U16 i; for ( i = 0; i < MAX_NUM_PLAYERS; ++i ) { result->trayCursorLoc[i] = 1; result->bdCursor[i].col = 5; result->bdCursor[i].row = 7; } } #endif } return result; } /* board_make */ void board_destroy( BoardCtxt* board ) { XP_FREE( board->mpool, board ); } /* board_destroy */ BoardCtxt* board_makeFromStream( MPFORMAL XWStreamCtxt* stream, ModelCtxt* model, ServerCtxt* server, DrawCtx* draw, XW_UtilCtxt* util, XP_U16 nPlayers ) { BoardCtxt* board; XP_U16 i; XP_U16 version = stream_getVersion( stream ); board = board_make( MPPARM(mpool) model, server, draw, util ); /* This won't be enough for 'doze case: square with the SIP visible */ board->yOffset = (XP_U16)stream_getBits( stream, 2 ); board->isFlipped = (XP_Bool)stream_getBits( stream, 1 ); board->gameOver = (XP_Bool)stream_getBits( stream, 1 ); board->showColors = (XP_Bool)stream_getBits( stream, 1 ); board->showCellValues = (XP_Bool)stream_getBits( stream, 1 ); #ifdef KEYBOARD_NAV if ( version >= STREAM_VERS_KEYNAV ) { board->focussed = (BoardObjectType)stream_getBits( stream, 2 ); board->focusHasDived = (BoardObjectType)stream_getBits( stream, 1 ); board->scoreCursorLoc = (BoardObjectType)stream_getBits( stream, 2 ); } #endif XP_ASSERT( !!server ); for ( i = 0; i < nPlayers; ++i ) { BoardArrow* arrow = &board->boardArrow[i]; arrow->col = (XP_U8)stream_getBits( stream, NUMCOLS_NBITS ); arrow->row = (XP_U8)stream_getBits( stream, NUMCOLS_NBITS ); arrow->vert = (XP_Bool)stream_getBits( stream, 1 ); arrow->visible = (XP_Bool)stream_getBits( stream, 1 ); board->dividerLoc[i] = (XP_U8)stream_getBits( stream, NTILES_NBITS ); board->traySelBits[i] = (TileBit)stream_getBits( stream, MAX_TRAY_TILES ); board->tradeInProgress[i] = (XP_Bool)stream_getBits( stream, 1 ); #ifdef KEYBOARD_NAV if ( version >= STREAM_VERS_KEYNAV ) { board->bdCursor[i].col = stream_getBits( stream, 4 ); board->bdCursor[i].row = stream_getBits( stream, 4 ); board->trayCursorLoc[i] = stream_getBits( stream, 3 ); } #endif #ifdef XWFEATURE_SEARCHLIMIT if ( version >= STREAM_VERS_41B4 ) { board->hasHintRect[i] = stream_getBits( stream, 1 ); } else { board->hasHintRect[i] = XP_FALSE; } if ( board->hasHintRect[i] ) { board->limits[i].left = stream_getBits( stream, 4 ); board->limits[i].top = stream_getBits( stream, 4 ); board->limits[i].right = stream_getBits( stream, 4 ); board->limits[i].bottom = stream_getBits( stream, 4 ); } #endif } board->selPlayer = (XP_U8)stream_getBits( stream, PLAYERNUM_NBITS ); board->trayVisState = (XW_TrayVisState)stream_getBits( stream, 2 ); XP_ASSERT( stream_getU32( stream ) == bEND ); return board; } /* board_makeFromStream */ void board_writeToStream( BoardCtxt* board, XWStreamCtxt* stream ) { XP_U16 nPlayers, i; stream_putBits( stream, 2, board->yOffset ); stream_putBits( stream, 1, board->isFlipped ); stream_putBits( stream, 1, board->gameOver ); stream_putBits( stream, 1, board->showColors ); stream_putBits( stream, 1, board->showCellValues ); #ifdef KEYBOARD_NAV stream_putBits( stream, 2, board->focussed ); stream_putBits( stream, 1, board->focusHasDived ); stream_putBits( stream, 2, board->scoreCursorLoc ); #endif XP_ASSERT( !!board->server ); nPlayers = board->gi->nPlayers; for ( i = 0; i < nPlayers; ++i ) { BoardArrow* arrow = &board->boardArrow[i]; stream_putBits( stream, NUMCOLS_NBITS, arrow->col ); stream_putBits( stream, NUMCOLS_NBITS, arrow->row ); stream_putBits( stream, 1, arrow->vert ); stream_putBits( stream, 1, arrow->visible ); stream_putBits( stream, NTILES_NBITS, board->dividerLoc[i] ); stream_putBits( stream, MAX_TRAY_TILES, board->traySelBits[i] ); stream_putBits( stream, 1, board->tradeInProgress[i] ); #ifdef KEYBOARD_NAV stream_putBits( stream, 4, board->bdCursor[i].col ); stream_putBits( stream, 4, board->bdCursor[i].row ); stream_putBits( stream, 3, board->trayCursorLoc[i] ); #endif #ifdef XWFEATURE_SEARCHLIMIT stream_putBits( stream, 1, board->hasHintRect[i] ); if ( board->hasHintRect[i] ) { stream_putBits( stream, 4, board->limits[i].left ); stream_putBits( stream, 4, board->limits[i].top ); stream_putBits( stream, 4, board->limits[i].right ); stream_putBits( stream, 4, board->limits[i].bottom ); } #endif } stream_putBits( stream, PLAYERNUM_NBITS, board->selPlayer ); stream_putBits( stream, 2, board->trayVisState ); #ifdef DEBUG stream_putU32( stream, bEND ); #endif } /* board_writeToStream */ void board_reset( BoardCtxt* board ) { XP_U16 i; XW_TrayVisState newState; XP_ASSERT( !!board->model ); /* This is appropriate for a new game *ONLY*. reset */ for ( i = 0; i < MAX_NUM_PLAYERS; ++i ) { board->traySelBits[i] = 0; board->tradeInProgress[i] = XP_FALSE; board->dividerLoc[i] = 0; } XP_MEMSET( &board->boardArrow, 0, sizeof(board->boardArrow) ); board->gameOver = XP_FALSE; board->selPlayer = 0; board->star_row = (XP_U16)(model_numRows(board->model) / 2); newState = board->boardObscuresTray? TRAY_HIDDEN:TRAY_REVERSED; setTrayVisState( board, newState ); board_invalAll( board ); setTimerIf( board ); } /* board_reset */ void board_setPos( BoardCtxt* board, XP_U16 left, XP_U16 top, XP_Bool leftHanded ) { board->boardBounds.left = left; board->boardBounds.top = top; board->leftHanded = leftHanded; figureBoardRect( board ); } /* board_setPos */ void board_setTimerLoc( BoardCtxt* board, XP_U16 timerLeft, XP_U16 timerTop, XP_U16 timerWidth, XP_U16 timerHeight ) { board->timerBounds.left = timerLeft; board->timerBounds.top = timerTop; board->timerBounds.width = timerWidth; board->timerBounds.height = timerHeight; } /* board_setTimerLoc */ void board_setScale( BoardCtxt* board, XP_U16 hScale, XP_U16 vScale ) { if ( hScale != board->boardHScale || vScale != board->boardVScale ) { board->boardVScale = vScale; board->boardHScale = hScale; figureBoardRect( board ); board_invalAll( board ); } } /* board_setScale */ void board_getScale( BoardCtxt* board, XP_U16* hScale, XP_U16* vScale ) { *hScale = board->boardHScale; *vScale = board->boardVScale; } /* board_getScale */ XP_Bool board_prefsChanged( BoardCtxt* board, CommonPrefs* cp ) { XP_Bool showArrowChanged; XP_Bool hideValChanged; showArrowChanged = cp->showBoardArrow == board->disableArrow; hideValChanged = cp->hideTileValues != board->hideValsInTray; board->disableArrow = !cp->showBoardArrow; board->hideValsInTray = cp->hideTileValues; if ( showArrowChanged ) { showArrowChanged = setArrowVisible( board, XP_FALSE ); } #ifdef XWFEATURE_SEARCHLIMIT if ( !board->gi->allowHintRect && board->hasHintRect[board->selPlayer] ) { EngineCtxt* engine = server_getEngineFor( board->server, board->selPlayer ); if ( !!engine ) { engine_reset( engine ); } clearCurHintRect( board ); } #endif return showArrowChanged || hideValChanged; } /* board_prefsChanged */ XP_Bool board_setYOffset( BoardCtxt* board, XP_U16 offset ) { XP_U16 oldOffset = board->yOffset; XP_Bool result = oldOffset != offset; if ( result ) { /* check if scrolling makes sense for this board in its current state. */ XP_U16 visibleHeight = board->boardBounds.height; XP_U16 fullHeight = model_numRows(board->model) * board->boardVScale; result = visibleHeight < fullHeight; if ( result ) { invalSelTradeWindow( board ); board->yOffset = offset; figureBoardRect( board ); util_yOffsetChange( board->util, oldOffset, offset ); invalSelTradeWindow( board ); board->needsDrawing = XP_TRUE; } } return result; } /* board_setYOffset */ XP_U16 board_getYOffset( BoardCtxt* board ) { return board->yOffset; } /* board_getYOffset */ #ifdef KEYBOARD_NAV /* called by ncurses version only */ BoardObjectType board_getFocusOwner( BoardCtxt* board ) { return board->focussed; } /* board_getFocusOwner */ #endif static void invalArrowCell( BoardCtxt* board ) { BoardArrow* arrow = &board->boardArrow[board->selPlayer]; invalCell( board, arrow->col, arrow->row ); } /* invalArrowCell */ static void flipArrow( BoardCtxt* board ) { BoardArrow* arrow = &board->boardArrow[board->selPlayer]; XP_U16 tmp = arrow->col; arrow->col = arrow->row; arrow->row = tmp; arrow->vert = !arrow->vert; } /* flipArrow */ #ifdef KEYBOARD_NAV static void invalCursorCell( BoardCtxt* board ) { BdCursorLoc loc = board->bdCursor[board->selPlayer]; invalCell( board, loc.col, loc.row ); } /* invalCursorCell */ #endif static void invalTradeWindow( BoardCtxt* board, XP_S16 turn, XP_Bool redraw ) { XP_ASSERT( turn >= 0 ); if ( board->tradeInProgress[turn] ) { MiniWindowStuff* stuff = &board->miniWindowStuff[MINIWINDOW_TRADING]; invalCellsUnderRect( board, &stuff->rect ); if ( redraw ) { board->tradingMiniWindowInvalid = XP_TRUE; } } } /* invalTradeWindow */ static void invalSelTradeWindow( BoardCtxt* board ) { invalTradeWindow( board, board->selPlayer, board->trayVisState == TRAY_REVEALED ); } /* invalSelTradeWindow */ #ifdef POINTER_SUPPORT static void hideMiniWindow( BoardCtxt* board, XP_Bool destroy, MiniWindowType winType ) { MiniWindowStuff* stuff = &board->miniWindowStuff[winType]; board_invalRect( board, &stuff->rect ); if ( destroy ) { stuff->text = (XP_UCHAR*)NULL; } } /* hideMiniWindow */ #endif static XP_Bool warnBadWords( XP_UCHAR* word, void* closure ) { BadWordInfo bwi; XP_Bool ok; BoardCtxt* board = (BoardCtxt*)closure; XP_S16 turn = server_getCurrentTurn( board->server ); bwi.nWords = 1; bwi.words[0] = word; ok = util_warnIllegalWord( board->util, &bwi, turn, XP_FALSE ); board->badWordRejected = !ok || board->badWordRejected; return ok; } /* warnBadWords */ XP_Bool board_commitTurn( BoardCtxt* board ) { XP_Bool result = XP_FALSE; XP_S16 turn = server_getCurrentTurn( board->server ); if ( board->gameOver || turn < 0 ) { /* do nothing */ } else if ( turn != board->selPlayer ) { if ( board->tradeInProgress[board->selPlayer] ) { result = exitTradeMode( board ); } else { util_userError( board->util, ERR_NOT_YOUR_TURN ); } } else if ( checkRevealTray( board ) ) { if ( board->tradeInProgress[turn] ) { result = XP_TRUE; /* there's at least the window to clean up after */ invalSelTradeWindow( board ); board->tradeInProgress[turn] = XP_FALSE; if ( util_userQuery( board->util, QUERY_COMMIT_TRADE, (XWStreamCtxt*)NULL ) ) { result = server_commitTrade( board->server, board->traySelBits[turn] ); /* XP_DEBUGF( "server_commitTrade returned %d\n", result ); */ } board->traySelBits[turn] = 0x00; } else { XP_Bool warn, legal; WordNotifierInfo info; XWStreamCtxt* stream = mem_stream_make( MPPARM(board->mpool) util_getVTManager(board->util), NULL, CHANNEL_NONE, (MemStreamCloseCallback)NULL ); XP_UCHAR* str = util_getUserString(board->util, STR_COMMIT_CONFIRM); stream_putBytes( stream, (void*)str, (XP_U16)XP_STRLEN((const char*)str) ); warn = board->util->gameInfo->phoniesAction == PHONIES_WARN; board->badWordRejected = XP_FALSE; info.proc = warnBadWords; info.closure = board; legal = model_checkMoveLegal( board->model, turn, stream, warn? &info:(WordNotifierInfo*)NULL); if ( !legal || board->badWordRejected ) { result = XP_FALSE; } else { /* Hide the tray so no peeking. Leave it hidden even if user cancels as otherwise another player could get around passwords and peek at tiles. */ result = board_hideTray( board ); if ( util_userQuery( board->util, QUERY_COMMIT_TURN, stream ) ) { result = server_commitMove( board->server ) || result; /* invalidate any selected tiles in case we'll be drawing this tray again rather than some other -- as is the case in a two-player game where one's a robot. */ board_invalTrayTiles( board, board->traySelBits[turn] ); board->traySelBits[turn] = 0x00; } } stream_destroy( stream ); if ( result ) { setArrowVisibleFor( board, turn, XP_FALSE ); } } } return result; } /* board_commitTurn */ /* Make all the changes necessary for the board to reflect the currently * selected player. Many slots are duplicated on a per-player basis, e.g. * cursor and tray traySelBits. Others, such as the miniwindow stuff, are * singletons that may have to be hidden or shown. */ void board_selectPlayer( BoardCtxt* board, XP_U16 newPlayer ) { if ( !board->gameOver && server_getCurrentTurn(board->server) < 0 ) { /* game not started yet; do nothing */ } else if ( board->selPlayer == newPlayer ) { checkRevealTray( board ); } else { XP_U16 oldPlayer = board->selPlayer; model_foreachPendingCell( board->model, newPlayer, boardCellChanged, board ); model_foreachPendingCell( board->model, oldPlayer, boardCellChanged, board ); /* if there are pending cells on one view and not the other, then the previous move will be drawn highlighted on one and not the other and so needs to be invalidated so it'll get redrawn.*/ if ( (0 == model_getCurrentMoveCount( board->model, newPlayer )) != (0 == model_getCurrentMoveCount( board->model, oldPlayer )) ) { model_foreachPrevCell( board->model, boardCellChanged, board ); } /* Just in case somebody started a trade when it wasn't his turn and there were plenty of tiles but now there aren't. */ if ( board->tradeInProgress[newPlayer] && server_countTilesInPool(board->server) < MIN_TRADE_TILES ) { board->tradeInProgress[newPlayer] = XP_FALSE; board->traySelBits[newPlayer] = 0x00; /* clear any selected */ } invalTradeWindow( board, oldPlayer, board->tradeInProgress[newPlayer] ); #ifdef XWFEATURE_SEARCHLIMIT if ( board->hasHintRect[oldPlayer] ) { invalCurHintRect( board, oldPlayer ); } if ( board->hasHintRect[newPlayer] ) { invalCurHintRect( board, newPlayer ); } #endif invalArrowCell( board ); board->selPlayer = (XP_U8)newPlayer; invalArrowCell( board ); board_invalTrayTiles( board, ALLTILES ); board->dividerInvalid = XP_TRUE; setTrayVisState( board, TRAY_REVERSED ); } board->scoreBoardInvalid = XP_TRUE; /* if only one player, number of tiles remaining may have changed*/ } /* board_selectPlayer */ void board_hiliteCellAt( BoardCtxt* board, XP_U16 col, XP_U16 row ) { XP_Rect cellRect; flipIf( board, col, row, &col, &row ); if ( getCellRect( board, col, row, &cellRect ) ) { draw_invertCell( board->draw, &cellRect ); invalCell( board, col, row ); } /* sleep(1); */ } /* board_hiliteCellAt */ void board_resetEngine( BoardCtxt* board ) { server_resetEngine( board->server, board->selPlayer ); } /* board_resetEngine */ /* Find a rectangle either centered on the board or pinned to the point at * which the mouse went down. */ static void positionMiniWRect( BoardCtxt* board, XP_Rect* rect, XP_Bool center ) { if ( center ) { XP_Rect boardBounds = board->boardBounds; rect->top = boardBounds.top + ((boardBounds.height - rect->height)/2); rect->left = boardBounds.left + ((boardBounds.width - rect->width)/2); } else { XP_S16 x = board->penDownX; XP_S16 y = board->penDownY; if ( board->leftHanded ) { rect->left = (x + rect->width <= board->boardBounds.width)? x : x - rect->width; } else { rect->left = x - rect->width > 0? x - rect->width : x; } rect->left = XP_MAX( board->boardBounds.left + 1, rect->left ); rect->top = XP_MAX( board->boardBounds.top + 1, y - rect->height ); } } /* positionBonusRect */ static void timerFiredForPen( BoardCtxt* board ) { XP_UCHAR* text = (XP_UCHAR*)NULL; XP_UCHAR buf[80]; if ( board->penDownObject == OBJ_BOARD #ifdef XWFEATURE_SEARCHLIMIT && !board->hintDragInProgress #endif ) { XP_U16 col, row; XWBonusType bonus; coordToCell( board, board->penDownX, board->penDownY, &col, &row ); bonus = util_getSquareBonus(board->util, board->model, col, row); if ( bonus != BONUS_NONE ) { text = draw_getMiniWText( board->draw, (XWMiniTextType)bonus ); } board->penTimerFired = XP_TRUE; } else if ( board->penDownObject == OBJ_SCORE ) { XP_S16 player; LocalPlayer* lp; player = figureScorePlayerTapped( board, board->penDownX, board->penDownY ); /* I've seen this assert fire on simulator. No log is kept so I can't tell why, but might want to test and do nothing in this case. */ /* XP_ASSERT( player >= 0 ); */ if ( player >= 0 ) { XP_UCHAR* format; XP_UCHAR scoreExpl[48]; XP_U16 explLen; lp = &board->gi->players[player]; format = util_getUserString( board->util, lp->isLocal? STR_LOCAL_NAME: STR_NONLOCAL_NAME ); XP_SNPRINTF( buf, sizeof(buf), format, emptyStringIfNull(lp->name) ); explLen = sizeof(scoreExpl); if ( model_getPlayersLastScore( board->model, player, scoreExpl, &explLen ) ) { XP_STRCAT( buf, XP_CR ); XP_ASSERT( XP_STRLEN(buf) + explLen < sizeof(buf) ); XP_STRCAT( buf, scoreExpl ); } text = buf; } board->penTimerFired = XP_TRUE; } if ( !!text ) { MiniWindowStuff* stuff = &board->miniWindowStuff[MINIWINDOW_VALHINT]; makeMiniWindowForText( board, text, MINIWINDOW_VALHINT ); XP_ASSERT( stuff->text == text ); draw_drawMiniWindow(board->draw, text, &stuff->rect, &stuff->closure); } } /* timerFiredForPen */ static void setTimerIf( BoardCtxt* board ) { XP_Bool timerWanted = board->gi->timerEnabled && !board->gameOver; if ( timerWanted && !board->timerPending ) { util_setTimer( board->util, TIMER_TIMERTICK, 0, p_board_timerFired, board ); board->timerPending = XP_TRUE; } } /* setTimerIf */ static void timerFiredForTimer( BoardCtxt* board ) { board->timerPending = XP_FALSE; if ( !board->gameOver ) { XP_S16 turn = server_getCurrentTurn( board->server ); if ( turn >= 0 ) { ++board->gi->players[turn].secondsUsed; if ( turn == board->selPlayer ) { drawTimer( board ); } } } setTimerIf( board ); } /* timerFiredForTimer */ static void p_board_timerFired( void* closure, XWTimerReason why ) { BoardCtxt* board = (BoardCtxt*)closure; if ( why == TIMER_PENDOWN ) { timerFiredForPen( board ); } else { XP_ASSERT( why == TIMER_TIMERTICK ); timerFiredForTimer( board ); } } /* board_timerFired */ void board_pushTimerSave( BoardCtxt* board ) { if ( board->gi->timerEnabled ) { if ( board->timerSaveCount++ == 0 ) { board->timerStoppedTime = util_getCurSeconds( board->util ); #ifdef DEBUG board->timerStoppedTurn = server_getCurrentTurn( board->server ); #endif } } } /* board_pushTimerSave */ void board_popTimerSave( BoardCtxt* board ) { if ( board->gi->timerEnabled ) { /* it's possible for the count to be 0, if e.g. the timer was enabled between calls to board_pushTimerSave and this call, as can happen on franklin. So that's not an error. */ if ( board->timerSaveCount > 0 ) { XP_S16 turn = server_getCurrentTurn( board->server ); XP_ASSERT( board->timerStoppedTurn == turn ); if ( --board->timerSaveCount == 0 && turn >= 0 ) { XP_U32 curTime = util_getCurSeconds( board->util ); XP_U32 elapsed; XP_ASSERT( board->timerStoppedTime != 0 ); elapsed = curTime - board->timerStoppedTime; XP_LOGF( "board_popTimerSave: elapsed=%ld", elapsed ); XP_ASSERT( elapsed <= 0xFFFF ); board->gi->players[turn].secondsUsed += (XP_U16)elapsed; } } } } /* board_popTimerSave */ /* Figure out if the current player's tiles should be excluded, then call * server to format. */ void board_formatRemainingTiles( BoardCtxt* board, XWStreamCtxt* stream ) { XP_S16 curPlayer = board->selPlayer; if ( board->trayVisState != TRAY_REVEALED ) { curPlayer = -1; } server_formatRemainingTiles( board->server, stream, curPlayer ); } /* board_formatRemainingTiles */ static void board_invalAllTiles( BoardCtxt* board ) { XP_U16 lastRow = model_numRows( board->model ); while ( lastRow-- ) { board->redrawFlags[lastRow] = ~0; } board->tradingMiniWindowInvalid = XP_TRUE; board->needsDrawing = XP_TRUE; } /* board_invalAllTiles */ #ifdef KEYBOARD_NAV #ifdef PERIMETER_FOCUS static void invalOldPerimeter( BoardCtxt* board ) { /* We need to inval the center of the row that's moving into the center from a border (at which point it got borders drawn on it.) */ XP_S16 diff = board->yOffset - board->prevYScrollOffset; XP_U16 firstRow, lastRow; XP_ASSERT( diff != 0 ); if ( diff < 0 ) { /* moving up; inval row previously on bottom */ firstRow = board->yOffset + 1; lastRow = board->prevYScrollOffset; } else { XP_U16 nVisible = board->lastVisibleRow - board->yOffset; lastRow = board->prevYScrollOffset + nVisible - 1; firstRow = lastRow - diff + 1; } XP_ASSERT( firstRow <= lastRow ); while ( firstRow <= lastRow ) { board->redrawFlags[firstRow] |= ~0; ++firstRow; } } /* invalOldPerimeter */ static void invalPerimeter( BoardCtxt* board ) { XP_U16 lastCol = model_numCols( board->model ) - 1; XP_U16 firstAndLast = (1 << lastCol) | 1; XP_U16 firstRow = board->yOffset; XP_U16 lastRow = board->lastVisibleRow - 1; /* top and bottom rows */ board->redrawFlags[firstRow] = ~0; board->redrawFlags[lastRow] = ~0; while ( --lastRow > firstRow ) { board->redrawFlags[lastRow] |= firstAndLast; } } /* invalPerimeter */ #endif #endif void board_invalAll( BoardCtxt* board ) { board_invalAllTiles( board ); board_invalTrayTiles( board, ALLTILES ); board->dividerInvalid = XP_TRUE; board->scoreBoardInvalid = XP_TRUE; } /* board_invalAll */ static void flipIf( const BoardCtxt* board, XP_U16 col, XP_U16 row, XP_U16* fCol, XP_U16* fRow ) { XP_U16 tmp = col; /* might be the same */ if ( board->isFlipped ) { *fCol = row; *fRow = tmp; } else { *fRow = row; *fCol = tmp; } } /* flipIf */ #ifdef XWFEATURE_SEARCHLIMIT static void flipLimits( BdHintLimits* lim ) { XP_U16 tmp = lim->left; lim->left = lim->top; lim->top = tmp; tmp = lim->right; lim->right = lim->bottom; lim->bottom = tmp; } static void flipAllLimits( BoardCtxt* board ) { XP_U16 nPlayers = board->gi->nPlayers; XP_U16 i; for ( i = 0; i < nPlayers; ++i ) { flipLimits( &board->limits[i] ); } } #endif /* * invalidate all cells that contain a tile. Return TRUE if any invalidation * actually happens. */ static XP_Bool invalCellsWithTiles( BoardCtxt* board ) { ModelCtxt* model = board->model; XP_S16 turn = board->selPlayer; XP_Bool includePending = board->trayVisState == TRAY_REVEALED; XP_S16 col, row; /* For each col,row pair, invalidate it if it holds a tile. Previously we * optimized by checking that the tile was actually visible, but with * flipping and now boards obscured by more than just the tray that's hard * to get right. The cell drawing code is pretty good about exiting * quickly when its cell is off the visible board. We'll count on that * for now. */ for ( row = model_numRows( model )-1; row >= 0; --row ) { for ( col = model_numCols( model )-1; col >= 0; --col ) { Tile tile; XP_Bool ignore; if ( model_getTile( model, col, row, includePending, turn, &tile, &ignore, &ignore, &ignore ) ) { XP_U16 boardCol, boardRow; flipIf( board, col, row, &boardCol, &boardRow ); invalCell( board, boardCol, boardRow ); } } } return board->needsDrawing; } /* invalCellsWithTiles */ static void checkScrollCell( void* p_board, XP_U16 col, XP_U16 row ) { BoardCtxt* board = (BoardCtxt*)p_board; XP_Rect rect; if ( board->boardObscuresTray && board->trayVisState != TRAY_HIDDEN ) { while ( !getCellRect( board, col, row, &rect ) ) { XP_U16 oldOffset = board_getYOffset( board ); if ( rect.top < board->boardBounds.top ) { --oldOffset; } else if ( rect.top + rect.height > board->boardBounds.top + board->boardBounds.height ) { ++oldOffset; } else { XP_ASSERT( 0 ); } board_setYOffset( board, oldOffset ); } } } /* checkScrollCell */ /* if any of a blank's neighbors is invalid, so must the blank become (since * they share a border and drawing the neighbor will redraw the blank's border * too) We'll want to redraw only those blanks that are themselves already * invalid *OR* that become invalid this way, and so we'll build a new * BlankQueue of them and replace the old. * * I'm not sure what happens if two blanks are neighbors. */ #define INVAL_BIT_SET(b,c,r) (((b)->redrawFlags[(r)] & (1 <<(c))) != 0) static void invalBlanksWithNeighbors( BoardCtxt* board, BlankQueue* bqp ) { XP_U16 i; XP_U16 lastCol, lastRow; BlankQueue invalBlanks; XP_U16 nInvalBlanks = 0; lastCol = model_numCols(board->model) - 1; lastRow = model_numRows(board->model) - 1; for ( i = 0; i < bqp->nBlanks; ++i ) { XP_U16 modelCol = bqp->col[i]; XP_U16 modelRow = bqp->row[i]; XP_U16 col, row; flipIf( board, modelCol, modelRow, &col, &row ); if ( INVAL_BIT_SET( board, col, row ) || (col > 0 && INVAL_BIT_SET( board, col-1, row )) || (col < lastCol && INVAL_BIT_SET( board, col+1, row )) || (row > 0 && INVAL_BIT_SET( board, col, row-1 )) || (row < lastRow && INVAL_BIT_SET( board, col, row+1 )) ) { invalCell( board, col, row ); invalBlanks.col[nInvalBlanks] = (XP_U8)col; invalBlanks.row[nInvalBlanks] = (XP_U8)row; ++nInvalBlanks; } } invalBlanks.nBlanks = nInvalBlanks; XP_MEMCPY( bqp, &invalBlanks, sizeof(*bqp) ); } /* invalBlanksWithNeighbors */ static void scrollIfCan( BoardCtxt* board ) { if ( board->yOffset != board->prevYScrollOffset ) { XP_Rect scrollR = board->boardBounds; XP_Bool scrolled; XP_S16 dist; #ifdef PERIMETER_FOCUS if ( (board->focussed == OBJ_BOARD) && !board->focusHasDived ) { invalOldPerimeter( board ); } #endif invalSelTradeWindow( board ); dist = (board->yOffset - board->prevYScrollOffset) * board->boardVScale; scrolled = draw_vertScrollBoard( board->draw, &scrollR, dist, dfsFor( board, OBJ_BOARD ) ); if ( scrolled ) { /* inval the rows that have been scrolled into view. I'm cheating making the client figure the inval rect, but Palm's the only client now and it does it so well.... */ invalCellsUnderRect( board, &scrollR ); } else { board_invalAll( board ); } board->prevYScrollOffset = board->yOffset; } } /* scrollIfCan */ static void drawTradeWindowIf( BoardCtxt* board ) { if ( board->tradingMiniWindowInvalid && TRADE_IN_PROGRESS(board) && board->trayVisState == TRAY_REVEALED ) { MiniWindowStuff* stuff; makeMiniWindowForTrade( board ); stuff = &board->miniWindowStuff[MINIWINDOW_TRADING]; draw_drawMiniWindow( board->draw, stuff->text, &stuff->rect, (void**)NULL ); board->tradingMiniWindowInvalid = XP_FALSE; } } /* drawTradeWindowIf */ XP_Bool board_draw( BoardCtxt* board ) { if ( board->boardBounds.width > 0 ) { drawScoreBoard( board ); drawTray( board ); drawBoard( board ); } return !board->needsDrawing; } /* board_draw */ #ifdef KEYBOARD_NAV static XP_Bool cellFocused( const BoardCtxt* board, XP_U16 col, XP_U16 row ) { XP_Bool focussed = XP_FALSE; if ( board->focussed == OBJ_BOARD ) { if ( board->focusHasDived ) { if ( (col == board->bdCursor[board->selPlayer].col) && (row == board->bdCursor[board->selPlayer].row) ) { focussed = XP_TRUE; } } else { #ifdef PERIMETER_FOCUS focussed = (col == 0) || (col == model_numCols(board->model) - 1) || (row == board->yOffset) || (row == board->lastVisibleRow - 1); #else focussed = XP_TRUE; #endif } } return focussed; } /* cellFocused */ #endif static void drawBoard( BoardCtxt* board ) { if ( board->needsDrawing && draw_boardBegin( board->draw, model_getDictionary( board->model ), &board->boardBounds, dfsFor( board, OBJ_BOARD ) ) ) { XP_Bool allDrawn = XP_TRUE; XP_S16 lastCol, i; XP_S16 row; ModelCtxt* model = board->model; BlankQueue bq; XP_Rect arrowRect; scrollIfCan( board ); /* this must happen before we count blanks since it invalidates squares */ /* This is freaking expensive!!!! PENDING FIXME Can't we start from what's invalid rather than scanning the entire model every time somebody dirties a single cell? */ model_listPlacedBlanks( model, board->selPlayer, board->trayVisState == TRAY_REVEALED, &bq ); invalBlanksWithNeighbors( board, &bq ); for ( row = board->yOffset; row < board->lastVisibleRow; ++row ) { XP_U16 rowFlags = board->redrawFlags[row]; if ( rowFlags != 0 ) { XP_U16 colMask; XP_U16 failedBits = 0; lastCol = model_numCols( model ); for ( colMask = 1<<(lastCol-1); lastCol--; colMask >>= 1 ) { if ( (rowFlags & colMask) != 0 ) { if ( !drawCell( board, lastCol, row, XP_TRUE )) { failedBits |= colMask; allDrawn = XP_FALSE; } } } board->redrawFlags[row] = failedBits; } } /* draw the blanks we skipped before */ for ( i = 0; i < bq.nBlanks; ++i ) { if ( !drawCell( board, bq.col[i], bq.row[i], XP_FALSE ) ) { allDrawn = XP_FALSE; } } if ( board->trayVisState == TRAY_REVEALED ) { BoardArrow* arrow = &board->boardArrow[board->selPlayer]; if ( arrow->visible ) { XP_U16 col = arrow->col; XP_U16 row = arrow->row; if ( getCellRect( board, col, row, &arrowRect ) ) { XWBonusType bonus; HintAtts hintAtts; CellFlags flags = CELL_NONE; bonus = util_getSquareBonus( board->util, model, col, row ); hintAtts = figureHintAtts( board, col, row ); #ifdef KEYBOARD_NAV if ( cellFocused( board, col, row ) ) { flags |= CELL_ISCURSOR; } #endif draw_drawBoardArrow( board->draw, &arrowRect, bonus, arrow->vert, hintAtts, flags ); } } } drawTradeWindowIf( board ); draw_objFinished( board->draw, OBJ_BOARD, &board->boardBounds, dfsFor( board, OBJ_BOARD ) ); board->needsDrawing = !allDrawn; } } /* drawBoard */ #ifdef KEYBOARD_NAV DrawFocusState dfsFor( BoardCtxt* board, BoardObjectType obj ) { DrawFocusState dfs; if ( board->focussed == obj ) { if ( board->focusHasDived ) { dfs = DFS_DIVED; } else { dfs = DFS_TOP; } } else { dfs = DFS_NONE; } return dfs; } /* dfsFor */ #endif void board_setTrayLoc( BoardCtxt* board, XP_U16 trayLeft, XP_U16 trayTop, XP_U16 trayWidth, XP_U16 trayHeight, XP_U16 minDividerWidth ) { XP_U16 dividerWidth; XP_U16 boardBottom, boardRight; XP_Bool boardHidesTray; board->trayBounds.left = trayLeft; board->trayBounds.top = trayTop; /* what's this +1 for? */ board->trayBounds.width = trayWidth; board->trayBounds.height = trayHeight; dividerWidth = minDividerWidth + ((trayWidth - minDividerWidth) % MAX_TRAY_TILES); board->trayScaleH = (trayWidth - dividerWidth) / MAX_TRAY_TILES; board->trayScaleV = trayHeight; board->dividerWidth = dividerWidth; /* boardObscuresTray is about whether they *can* overlap, not just about * they do given the current scroll position of the board. Remember * (e.g. for curses version) that vertical intersection isn't enough.*/ boardBottom = board->boardBounds.top + (board->boardVScale * model_numRows( board->model )); boardRight = board->boardBounds.left + (board->boardHScale * model_numCols( board->model )); board->boardObscuresTray = (trayTop < boardBottom) && (trayLeft < boardRight); boardHidesTray = board->boardObscuresTray; if ( boardHidesTray ) { /* can't hide if doesn't obscure */ if ( (trayTop + trayHeight) > boardBottom ) { boardHidesTray = XP_FALSE; } else if ( (trayLeft + trayWidth) > boardRight ) { boardHidesTray = XP_FALSE; } } board->boardHidesTray = boardHidesTray; if ( board->trayVisState == TRAY_HIDDEN ) { if ( !board->boardHidesTray ) { XW_TrayVisState state = TRAY_REVERSED; setTrayVisState( board, state ); } } figureBoardRect( board ); } /* board_setTrayLoc */ static void invalCellsUnderRect( BoardCtxt* board, XP_Rect* rect ) { XP_U16 lastCol, lastRow; lastRow = model_numRows( board->model ); while ( lastRow-- ) { lastCol = model_numCols( board->model ); while ( lastCol-- ) { XP_Rect cell; if ( getCellRect( board, lastCol, lastRow, &cell ) && rectsIntersect( rect, &cell ) ) { invalCell( board, lastCol, lastRow ); } } } } /* invalCellsUnderRect */ void board_invalRect( BoardCtxt* board, XP_Rect* rect ) { if ( rectsIntersect( rect, &board->boardBounds ) ) { invalCellsUnderRect( board, rect ); } if ( rectsIntersect( rect, &board->trayBounds ) ) { invalTilesUnderRect( board, rect ); } if ( rectsIntersect( rect, &board->scoreBdBounds ) ) { board->scoreBoardInvalid = XP_TRUE; } } /* board_invalRect */ /* When the tray's hidden, check if it overlaps where the board wants to be, * and adjust the board's rect if needed so that hit-testing will work * "through" where the tray used to be. * * Visible here means different things depending on whether the tray can * overlap the board. If not, then we never "hide" the tray; rather, we turn * it over. So figure out what hidden means and then change the state if it's * not already there. * * But remember that revealing the tray in an overlapping situation is a * two-step process. First anyone can cause the tray to be drawn over the top * of the board. But then a second gesture is required to cause the tray to * be drawn with tiles face-up. */ XP_Bool board_hideTray( BoardCtxt* board ) { XW_TrayVisState soughtState; if ( board->boardObscuresTray ) { soughtState = TRAY_HIDDEN; } else { soughtState = TRAY_REVERSED; } return setTrayVisState( board, soughtState ); } /* board_hideTray */ static XP_S16 chooseBestSelPlayer( BoardCtxt* board ) { ServerCtxt* server = board->server; if ( board->gameOver ) { return board->selPlayer; } else { XP_S16 curTurn = server_getCurrentTurn( server ); if ( curTurn >= 0 ) { XP_U16 nPlayers = board->gi->nPlayers; XP_U16 i; for ( i = 0; i < nPlayers; ++i ) { LocalPlayer* lp = &board->gi->players[curTurn]; if ( !lp->isRobot && lp->isLocal ) { return curTurn; } curTurn = (curTurn + 1) % nPlayers; } } } return -1; } /* chooseBestSelPlayer */ /* Reveal the tray of the currently selected player. If that's a robot other * code should flag the error. */ XP_Bool board_showTray( BoardCtxt* board ) { return checkRevealTray( board ); } /* board_showTray */ XW_TrayVisState board_getTrayVisState( BoardCtxt* board ) { return board->trayVisState; } /* board_getTrayVisible */ static XP_Bool setTrayVisState( BoardCtxt* board, XW_TrayVisState newState ) { XP_Bool changed; if ( newState == TRAY_REVERSED && board->gameOver ) { newState = TRAY_REVEALED; } changed = board->trayVisState != newState; if ( changed ) { XP_Bool nowHidden = newState == TRAY_HIDDEN; XP_U16 selPlayer = board->selPlayer; XP_U16 nVisible; /* redraw cells that are pending; whether tile is visible may change */ model_foreachPendingCell( board->model, selPlayer, boardCellChanged, board ); /* ditto -- if there's a pending move */ model_foreachPrevCell( board->model, boardCellChanged, board ); board_invalTrayTiles( board, ALLTILES ); board->dividerInvalid = XP_TRUE; board->trayVisState = newState; invalSelTradeWindow( board ); figureBoardRect( board ); /* comes before setYOffset since that uses rects to calc scroll */ if ( board->boardObscuresTray ) { if ( nowHidden ) { board->preHideYOffset = board_getYOffset( board ); board_setYOffset( board, 0 ); } else { board_setYOffset( board, board->preHideYOffset ); } } if ( nowHidden ) { /* Can't always set this to TRUE since in obscuring case tray will * get erased after the cells that are supposed to be revealed * get drawn. */ board->eraseTray = !board->boardHidesTray; invalCellsUnderRect( board, &board->trayBounds ); } invalArrowCell( board ); board->scoreBoardInvalid = XP_TRUE; /* b/c what's bold may change */ #ifdef XWFEATURE_SEARCHLIMIT invalCurHintRect( board, selPlayer ); #endif nVisible = board->lastVisibleRow - board->yOffset; util_trayHiddenChange( board->util, board->trayVisState, nVisible ); } return changed; } /* setTrayVisState */ static void invalReflection( BoardCtxt* board ) { XP_U16 nRows = model_numRows( board->model ); XP_U16 saveCols = model_numCols( board->model ); while ( nRows-- ) { XP_U16 nCols; XP_U16 redrawFlag = board->redrawFlags[nRows]; if ( !redrawFlag ) { continue; /* nothing set this row */ } nCols = saveCols; while ( nCols-- ) { if ( 0 != (redrawFlag & (1<boardObscuresTray ) { invalCellsUnderRect( board, &board->trayBounds ); } invalCellsWithTiles( board ); #ifdef XWFEATURE_SEARCHLIMIT invalCurHintRect( board, board->selPlayer ); flipAllLimits( board ); #endif board->isFlipped = !board->isFlipped; invalReflection( board ); /* For every x,y set, also set y,x */ return board->needsDrawing; } /* board_flip */ XP_Bool board_toggle_showValues( BoardCtxt* board ) { board->showCellValues = !board->showCellValues; return invalCellsWithTiles( board ); } /* board_toggle_showValues */ XP_Bool board_setShowColors( BoardCtxt* board, XP_Bool showColors ) { board->showColors = showColors; board->scoreBoardInvalid = XP_TRUE; return invalCellsWithTiles( board ); } /* board_setShowColors */ XP_Bool board_replaceTiles( BoardCtxt* board ) { XP_Bool result = XP_FALSE; while ( replaceLastTile( board ) ) { result = XP_TRUE; } if ( result ) { (void)setArrowVisible( board, XP_FALSE ); } return result; } /* board_replaceTiles */ /* There are a few conditions that must be true for any of several actions to be allowed. Check them here. */ static XP_Bool preflight( BoardCtxt* board ) { return !board->gameOver && !TRADE_IN_PROGRESS(board) && server_getCurrentTurn(board->server) >= 0 && checkRevealTray( board ); } /* preflight */ /* Refuse with error message if any tiles are currently on board in this turn. * Then call the engine, and display the first move. Return true if there's * any redrawing to be done. */ XP_Bool board_requestHint( BoardCtxt* board, #ifdef XWFEATURE_SEARCHLIMIT XP_Bool useTileLimits, #endif XP_Bool* workRemainsP ) { MoveInfo newMove; XP_Bool result = XP_FALSE; XP_S16 nTiles; const Tile* tiles; XP_U16 selPlayer; EngineCtxt* engine; XP_Bool searchComplete = XP_TRUE; XP_Bool redraw = XP_FALSE; *workRemainsP = XP_FALSE; /* in case we exit without calling engine */ selPlayer = board->selPlayer; engine = server_getEngineFor( board->server, selPlayer ); /* engine may be null, if e.g. hint menu's chosen for a remote player */ result = !!engine && !board->gi->hintsNotAllowed && preflight( board ); if ( result ) { const TrayTileSet* tileSet; ModelCtxt* model = board->model; /* undo any current move. otherwise we won't pass the full tray to the engine. Would it be better, though, to pass the whole tray regardless where its contents are? */ if ( model_getCurrentMoveCount( model, selPlayer ) > 0 ) { model_resetCurrentTurn( model, selPlayer ); /* Draw's a no-op on Wince with a null hdc, but it'll draw again. Should probably define OS_INITS_DRAW on Wince...*/ #ifdef OS_INITS_DRAW /* On symbian, it's illegal to draw except from inside the Draw method. But the move search will probably be so fast that it's ok to wait until we've found the move anyway. */ redraw = XP_TRUE; #else board_draw( board ); #endif } tileSet = model_getPlayerTiles( model, selPlayer ); nTiles = tileSet->nTiles - board->dividerLoc[selPlayer]; result = nTiles > 0; if ( result ) { #ifdef XWFEATURE_SEARCHLIMIT BdHintLimits limits; BdHintLimits* lp = NULL; #endif XP_Bool wasVisible; XP_Bool canMove; wasVisible = setArrowVisible( board, XP_FALSE ); (void)board_replaceTiles( board ); tiles = tileSet->tiles + board->dividerLoc[selPlayer]; board_pushTimerSave( board ); #ifdef XWFEATURE_SEARCHLIMIT XP_ASSERT( board->gi->allowHintRect || !board->hasHintRect[selPlayer] ); if ( board->gi->allowHintRect && board->hasHintRect[selPlayer] ) { limits = board->limits[selPlayer]; lp = &limits; if ( board->isFlipped ) { flipLimits( lp ); } } #endif searchComplete = engine_findMove(engine, model, model_getDictionary(model), tiles, nTiles, #ifdef XWFEATURE_SEARCHLIMIT lp, useTileLimits, #endif NO_SCORE_LIMIT, &canMove, &newMove ); board_popTimerSave( board ); if ( searchComplete && canMove ) { model_makeTurnFromMoveInfo( model, selPlayer, &newMove); } else { XP_STATUSF( "unable to complete hint request\n" ); } *workRemainsP = !searchComplete; /* hide the cursor if it's been obscured by the new move */ if ( wasVisible ) { XP_U16 col, row; getArrow( board, &col, &row ); if ( cellOccupied( board, col, row, XP_TRUE ) ) { wasVisible = XP_FALSE; } setArrowVisible( board, wasVisible ); } } } return result || redraw; } /* board_requestHint */ static XP_Bool drawCell( BoardCtxt* board, XP_U16 col, XP_U16 row, XP_Bool skipBlanks ) { XP_Rect cellRect; Tile tile; XP_UCHAR ch[4]; XP_Bool isBlank, isEmpty, recent, pending = XP_FALSE; XWBonusType bonus; ModelCtxt* model = board->model; DictionaryCtxt* dict = model_getDictionary( model ); XP_U16 modelCol, modelRow; if ( dict != NULL && getCellRect( board, col, row, &cellRect ) ) { /* We want to invert EITHER the current pending tiles OR the most recent * move. So if the tray is visible AND there are tiles missing from it, * show them. Otherwise show the most recent move. */ XP_U16 selPlayer = board->selPlayer; XP_U16 curCount = model_getCurrentMoveCount( model, selPlayer ); XP_Bool showPending = board->trayVisState == TRAY_REVEALED && curCount > 0; flipIf( board, col, row, &modelCol, &modelRow ); /* This 'while' is only here so I can 'break' below */ while ( board->trayVisState == TRAY_HIDDEN || !rectContainsRect( &board->trayBounds, &cellRect ) ) { XP_S16 owner = -1; XP_Bool invert = XP_FALSE; XP_Bitmap bitmap = NULL; XP_UCHAR* textP = (XP_UCHAR*)ch; HintAtts hintAtts; CellFlags flags = CELL_NONE; isEmpty = !model_getTile( model, modelCol, modelRow, showPending, selPlayer, &tile, &isBlank, &pending, &recent ); *(unsigned long*)&ch[0] = 0L; if ( isEmpty ) { isBlank = XP_FALSE; } else if ( isBlank && skipBlanks ) { break; } else { if ( board->showColors ) { owner = (XP_S16)model_getCellOwner( model, modelCol, modelRow ); } invert = showPending? pending : recent; if ( board->showCellValues ) { Tile valTile = isBlank? dict_getBlankTile( dict ) : tile; XP_U16 val = dict_getTileValue( dict, valTile ); XP_SNPRINTF( ch, sizeof(ch), (XP_UCHAR*)"%d", val ); } else if ( dict_faceIsBitmap( dict, tile ) ) { bitmap = dict_getFaceBitmap( dict, tile, XP_FALSE ); XP_ASSERT( !!bitmap ); textP = (XP_UCHAR*)NULL; } else { dict_tilesToString( dict, &tile, 1, ch, sizeof(ch) ); } } bonus = util_getSquareBonus( board->util, model, col, row ); hintAtts = figureHintAtts( board, col, row ); if ( isEmpty && (col==board->star_row) && (row==board->star_row ) ) { flags |= CELL_ISSTAR; } if ( invert ) { flags |= CELL_HIGHLIGHT; } if ( isBlank ) { flags |= CELL_ISBLANK; } #ifdef KEYBOARD_NAV if ( cellFocused( board, col, row ) ) { flags |= CELL_ISCURSOR; } #endif return draw_drawCell( board->draw, &cellRect, textP, bitmap, tile, owner, bonus, hintAtts, flags ); } } return XP_TRUE; } /* drawCell */ static void figureBoardRect( BoardCtxt* board ) { XP_U16 boardVScale = board->boardVScale; if ( boardVScale > 0 ) { XP_Rect boardBounds = board->boardBounds; XP_U16 nVisible; boardBounds.width = model_numCols( board->model ) * board->boardHScale; boardBounds.height = (model_numRows( board->model ) - board->yOffset) * board->boardVScale; if ( board->boardObscuresTray ) { if ( board->trayVisState != TRAY_HIDDEN ) { boardBounds.height = board->trayBounds.top - boardBounds.top; } else { XP_U16 trayBottom; trayBottom = board->trayBounds.top + board->trayBounds.height; if ( trayBottom < boardBounds.top + boardBounds.height ) { boardBounds.height = trayBottom - boardBounds.top; } } } /* round down */ nVisible = boardBounds.height / boardVScale; boardBounds.height = nVisible * boardVScale; board->lastVisibleRow = nVisible + board->yOffset; board->boardBounds = boardBounds; } } /* figureBoardRect */ static XP_Bool coordToCell( BoardCtxt* board, XP_U16 x, XP_U16 y, XP_U16* colP, XP_U16* rowP ) { XP_U16 col, row, max; XP_Bool onBoard = XP_TRUE; x -= board->boardBounds.left; y -= board->boardBounds.top; y += board->boardVScale * board->yOffset; col = x / board->boardHScale; row = y / board->boardVScale; max = model_numCols( board->model ) - 1; /* I don't deal with non-square boards yet. */ XP_ASSERT( max + 1 == model_numRows( board->model ) ); if ( col > max ) { col = max; onBoard = XP_FALSE; } if ( row > max ) { row = max; onBoard = XP_FALSE; } *colP = col; *rowP = row; return onBoard; } /* coordToCell */ static XP_Bool getCellRect( BoardCtxt* board, XP_U16 col, XP_U16 row, XP_Rect* rect ) { XP_S16 top; XP_Bool onBoard = XP_TRUE; if ( row < board->yOffset ) { onBoard = XP_FALSE; } rect->left = board->boardBounds.left + (col * board->boardHScale); top = board->boardBounds.top + ((row - board->yOffset) * board->boardVScale); if ( top >= (board->boardBounds.top + board->boardBounds.height) ) { onBoard = XP_FALSE; } rect->top = top; rect->width = board->boardHScale; rect->height = board->boardVScale; return onBoard; } /* getCellRect */ static void invalCell( BoardCtxt* board, XP_U16 col, XP_U16 row ) { board->redrawFlags[row] |= 1 << col; XP_ASSERT( col < MAX_ROWS ); XP_ASSERT( row < MAX_ROWS ); /* if the trade window is up and this cell intersects it, set up to draw it again */ if ( (board->trayVisState != TRAY_HIDDEN) && TRADE_IN_PROGRESS(board) ) { XP_Rect rect; if ( getCellRect( board, col, row, &rect ) ) { /* cell's visible */ XP_Rect windowR = board->miniWindowStuff[MINIWINDOW_TRADING].rect; if ( rectsIntersect( &rect, &windowR ) ) { board->tradingMiniWindowInvalid = XP_TRUE; } } } board->needsDrawing = XP_TRUE; } /* invalCell */ #ifdef POINTER_SUPPORT static XP_Bool pointOnSomething( BoardCtxt* board, XP_U16 x, XP_U16 y, BoardObjectType* wp ) { if ( board->trayVisState != TRAY_HIDDEN && rectContainsPt( &board->trayBounds, x, y ) ) { *wp = OBJ_TRAY; } else if ( rectContainsPt( &board->boardBounds, x, y ) ) { *wp = OBJ_BOARD; } else if ( rectContainsPt( &board->scoreBdBounds, x, y ) ) { *wp = OBJ_SCORE; } else { return XP_FALSE; } return XP_TRUE; } /* pointOnSomething */ #endif #if defined POINTER_SUPPORT || defined KEYBOARD_NAV /* Move the given tile to the board. If it's a blank, we need to ask the user * what to call it first. */ XP_Bool moveTileToArrowLoc( BoardCtxt* board, XP_U8 index ) { XP_Bool result; BoardArrow* arrow = &board->boardArrow[board->selPlayer]; if ( arrow->visible ) { result = moveTileToBoard( board, arrow->col, arrow->row, (XP_U16)index, EMPTY_TILE ); if ( result ) { XP_Bool moved = advanceArrow( board ); if ( !moved ) { /* If the arrow didn't move, we can't leave it in place or it'll get drawn over the new tile. */ setArrowVisible( board, XP_FALSE ); } } } else { result = XP_FALSE; } return result; } /* moveTileToArrowLoc */ static void makeMiniWindowForText( BoardCtxt* board, XP_UCHAR* text, MiniWindowType winType ) { XP_Rect rect; MiniWindowStuff* stuff = &board->miniWindowStuff[winType]; draw_measureMiniWText( board->draw, text, (XP_U16*)&rect.width, (XP_U16*)&rect.height ); positionMiniWRect( board, &rect, winType == MINIWINDOW_TRADING ); stuff->rect = rect; stuff->text = text; } /* makeMiniWindowForText */ static void makeMiniWindowForTrade( BoardCtxt* board ) { XP_UCHAR* text; text = draw_getMiniWText( board->draw, INTRADE_MW_TEXT ); makeMiniWindowForText( board, text, MINIWINDOW_TRADING ); } /* makeMiniWindowForTrade */ XP_Bool board_beginTrade( BoardCtxt* board ) { XP_Bool result; result = preflight( board ); if ( result ) { /* check turn before tradeInProgress so I can't tell my opponent's in a trade */ if ( 0 != model_getCurrentMoveCount( board->model, board->selPlayer )){ util_userError( board->util, ERR_CANT_TRADE_MID_MOVE ); } else { if ( server_countTilesInPool(board->server) < MIN_TRADE_TILES){ util_userError( board->util, ERR_TOO_FEW_TILES_LEFT_TO_TRADE ); } else { board->tradingMiniWindowInvalid = XP_TRUE; board->needsDrawing = XP_TRUE; board->tradeInProgress[board->selPlayer] = XP_TRUE; setArrowVisible( board, XP_FALSE ); result = XP_TRUE; } } } return result; } /* board_beginTrade */ #ifdef POINTER_SUPPORT static XP_Bool ptOnTradeWindow( BoardCtxt* board, XP_U16 x, XP_U16 y ) { XP_Rect* windowR = &board->miniWindowStuff[MINIWINDOW_TRADING].rect; return rectContainsPt( windowR, x, y ); } /* ptOnTradeWindow */ #ifdef XWFEATURE_SEARCHLIMIT static HintAtts figureHintAtts( BoardCtxt* board, XP_U16 col, XP_U16 row ) { HintAtts result = HINT_BORDER_NONE; if ( board->trayVisState == TRAY_REVEALED && board->gi->allowHintRect ) { BdHintLimits limits = board->limits[board->selPlayer]; /* while lets us break to exit... */ while ( board->hasHintRect[board->selPlayer] || board->hintDragInProgress ) { if ( col < limits.left ) break; if ( row < limits.top ) break; if ( col > limits.right ) break; if ( row > limits.bottom ) break; if ( col == limits.left ) { result |= HINT_BORDER_LEFT; } if ( col == limits.right ) { result |= HINT_BORDER_RIGHT; } if ( row == limits.top) { result |= HINT_BORDER_TOP; } if ( row == limits.bottom ) { result |= HINT_BORDER_BOTTOM; } #ifndef XWFEATURE_SEARCHLIMIT_DOCENTERS if ( result == HINT_BORDER_NONE ) { result = HINT_BORDER_CENTER; } #endif break; } } return result; } /* figureHintAtts */ static XP_Bool startHintRegionDrag( BoardCtxt* board, XP_U16 x, XP_U16 y ) { XP_Bool needsRedraw = XP_FALSE; XP_U16 col, row; coordToCell( board, x, y, &col, &row ); board->hintDragStartCol = board->hintDragCurCol = col; board->hintDragStartRow = board->hintDragCurRow = row; return needsRedraw; } /* startHintRegionDrag */ static void invalCellRegion( BoardCtxt* board, XP_U16 colA, XP_U16 rowA, XP_U16 colB, XP_U16 rowB ) { XP_U16 col, row; XP_U16 firstCol, lastCol, firstRow, lastRow; if ( colA <= colB ) { firstCol = colA; lastCol = colB; } else { firstCol = colB; lastCol = colA; } if ( rowA <= rowB ) { firstRow = rowA; lastRow = rowB; } else { firstRow = rowB; lastRow = rowA; } for ( row = firstRow; row <= lastRow; ++row ) { for ( col = firstCol; col <= lastCol; ) { invalCell( board, col, row ); ++col; #ifndef XWFEATURE_SEARCHLIMIT_DOCENTERS if ( row > firstRow && row < lastRow && (col < lastCol) ) { col = lastCol; } #endif } } } /* invalCellRegion */ static void invalCurHintRect( BoardCtxt* board, XP_U16 player ) { BdHintLimits* limits = &board->limits[player]; invalCellRegion( board, limits->left, limits->top, limits->right, limits->bottom ); } /* invalCurHintRect */ static void clearCurHintRect( BoardCtxt* board ) { invalCurHintRect( board, board->selPlayer ); board->hasHintRect[board->selPlayer] = XP_FALSE; } /* clearCurHintRect */ static void setHintRect( BoardCtxt* board ) { BdHintLimits limits; if ( board->hintDragStartRow < board->hintDragCurRow ) { limits.top = board->hintDragStartRow; limits.bottom = board->hintDragCurRow; } else { limits.top = board->hintDragCurRow; limits.bottom = board->hintDragStartRow; } if ( board->hintDragStartCol < board->hintDragCurCol ) { limits.left = board->hintDragStartCol; limits.right = board->hintDragCurCol; } else { limits.left = board->hintDragCurCol; limits.right = board->hintDragStartCol; } board->limits[board->selPlayer] = limits; board->hasHintRect[board->selPlayer] = XP_TRUE; } /* setHintRect */ static void invalHintRectDiffs( BoardCtxt* board, BdHintLimits* newLim, BdHintLimits* oldLim ) { /* These two regions will generally have close to 50% of their borders in common. Try not to inval what needn't be inval'd. But at the moment performance seems good enough without adding the complexity and new bugs... */ invalCellRegion( board, newLim->left, newLim->top, newLim->right, newLim->bottom ); invalCellRegion( board, oldLim->left, oldLim->top, oldLim->right, oldLim->bottom ); /* The challenge in doing a smarter diff is that some squares need to be invalidated even if they're part of the borders of both limits rects, in particular if one is a corner of one and just a side of another. One simple but expensive way of accounting for this would be to call figureHintAtts() on each square in the borders of both rects and invalidate when the hintAttributes aren't the same for both. That misses an opportunity to avoid doing any calculations on those border squares that clearly haven't changed at all. */ } /* invalHintRectDiffs */ static XP_Bool continueHintRegionDrag( BoardCtxt* board, XP_U16 x, XP_U16 y ) { XP_Bool needsRedraw = XP_FALSE; XP_U16 col, row; if ( coordToCell( board, x, y, &col, &row ) ) { XP_U16 selPlayer = board->selPlayer; checkScrollCell( board, col, row ); if ( col != board->hintDragCurCol || row != board->hintDragCurRow ) { BdHintLimits oldHL; needsRedraw = XP_TRUE; board->hintDragInProgress = XP_TRUE; /* Now that we've moved, this isn't a timer thing. Clean up any artifacts. */ board->penTimerFired = XP_FALSE; if ( valHintMiniWindowActive( board ) ) { hideMiniWindow( board, XP_TRUE, MINIWINDOW_VALHINT ); } board->hintDragCurCol = col; board->hintDragCurRow = row; oldHL = board->limits[selPlayer]; setHintRect( board ); invalHintRectDiffs( board, &board->limits[selPlayer], &oldHL ); } } return needsRedraw; } /* continueHintRegionDrag */ static XP_Bool finishHintRegionDrag( BoardCtxt* board, XP_U16 x, XP_U16 y ) { XP_Bool needsRedraw = XP_FALSE; XP_Bool makeActive; XP_ASSERT( board->hintDragInProgress ); needsRedraw = continueHintRegionDrag( board, x, y ); /* Now check if the whole drag ended above where it started. If yes, it means erase! */ makeActive = board->hintDragStartRow <= board->hintDragCurRow; board->hasHintRect[board->selPlayer] = makeActive; if ( !makeActive ) { invalCurHintRect( board, board->selPlayer ); needsRedraw = XP_TRUE; } board_resetEngine( board ); return needsRedraw; } /* finishHintRegionDrag */ #endif static XP_Bool handlePenDownOnBoard( BoardCtxt* board, XP_U16 x, XP_U16 y ) { XP_Bool result = XP_FALSE; /* Start a timer no matter what. After it fires we'll decide whether it's appropriate to handle it. No. That's too expensive */ if ( TRADE_IN_PROGRESS(board) && ptOnTradeWindow( board, x, y ) ) { return XP_FALSE; } util_setTimer( board->util, TIMER_PENDOWN, 0, p_board_timerFired, board ); #ifdef XWFEATURE_SEARCHLIMIT if ( board->gi->allowHintRect && board->trayVisState == TRAY_REVEALED ) { result = startHintRegionDrag( board, x, y ); } #endif return result; } /* handlePenDownOnBoard */ #endif /* POINTER_SUPPORT */ /* If there's a password, ask it; if they match, change the state of the tray * to TRAY_REVEALED (unless we're not supposed to show the tiles). Return * value talks about whether the tray needs to be redrawn, not the success of * the password compare. */ static XP_Bool askRevealTray( BoardCtxt* board ) { XP_Bool revealed = XP_FALSE; XP_Bool reversed = board->trayVisState == TRAY_REVERSED; XP_U16 selPlayer = board->selPlayer; LocalPlayer* lp = &board->gi->players[selPlayer]; XP_Bool justReverse = XP_FALSE; if ( board->gameOver ) { revealed = XP_TRUE; } else if ( server_getCurrentTurn( board->server ) < 0 ) { revealed = XP_FALSE; #ifndef XWFEATURE_STANDALONE_ONLY } else if ( !lp->isLocal ) { util_userError( board->util, ERR_NO_PEEK_REMOTE_TILES ); #endif } else if ( lp->isRobot ) { if ( reversed ) { util_userError( board->util, ERR_NO_PEEK_ROBOT_TILES ); } else { justReverse = XP_TRUE; } } else { revealed = !player_hasPasswd( lp ); if ( !revealed ) { XP_UCHAR buf[16]; XP_U16 buflen = sizeof(buf); XP_UCHAR* name = emptyStringIfNull(lp->name); /* repeat until player gets passwd right or hits cancel */ while ( util_askPassword( board->util, name, buf, &buflen ) ) { if ( buflen > 0 ) { if ( player_passwordMatches( lp, (XP_U8*)buf, buflen ) ) { revealed = XP_TRUE; break; } } } } } if ( revealed ) { setTrayVisState( board, TRAY_REVEALED ); } else if ( justReverse ) { setTrayVisState( board, TRAY_REVERSED ); } return justReverse || revealed; } /* askRevealTray */ XP_Bool checkRevealTray( BoardCtxt* board ) { XP_Bool result = board->trayVisState == TRAY_REVEALED; if ( !result ) { result = askRevealTray( board ); } return result; } /* checkRevealTray */ static XP_Bool handleLikeDown( BoardCtxt* board, BoardObjectType onWhich, XP_U16 x, XP_U16 y ) { XP_Bool result = XP_FALSE; switch ( onWhich ) { case OBJ_BOARD: result = handlePenDownOnBoard( board, x, y ) || result; break; case OBJ_TRAY: XP_ASSERT( board->trayVisState != TRAY_HIDDEN ); if ( board->trayVisState != TRAY_REVERSED ) { result = handlePenDownInTray( board, x, y ) || result; } break; case OBJ_SCORE: if ( figureScorePlayerTapped( board, x, y ) >= 0 ) { util_setTimer( board->util, TIMER_PENDOWN, 0, p_board_timerFired, board ); } break; default: break; } board->penDownX = x; board->penDownY = y; board->penDownObject = onWhich; return result; } /* handleLikeDown */ #ifdef POINTER_SUPPORT XP_Bool board_handlePenDown( BoardCtxt* board, XP_U16 x, XP_U16 y, XP_Bool* handled ) { XP_Bool result = XP_FALSE; XP_Bool penDidSomething; BoardObjectType onWhich; penDidSomething = pointOnSomething( board, x, y, &onWhich ); if ( !penDidSomething ) { board->penDownObject = OBJ_NONE; } else { #ifdef KEYBOARD_NAV /* clear focus as soon as pen touches board */ result = invalFocusOwner( board ); board->focussed = OBJ_NONE; board->focusHasDived = XP_FALSE; #endif result = handleLikeDown( board, onWhich, x, y ); } *handled = penDidSomething; return result; /* no redraw needed */ } /* board_handlePenDown */ #endif XP_Bool board_handlePenMove( BoardCtxt* board, XP_U16 x, XP_U16 y ) { XP_Bool result = XP_FALSE; if ( board->tileDragState.dragInProgress ) { result = continueTileDrag( board, x, y ) != 0; } else if ( board->divDragState.dragInProgress ) { result = continueDividerDrag( board, x, y ) != 0; #ifdef XWFEATURE_SEARCHLIMIT } else if ( board->gi->allowHintRect && board->trayVisState == TRAY_REVEALED ) { result = continueHintRegionDrag( board, x, y ); #endif } return result; } /* board_handlePenMove */ /* Called when user taps on the board and a tray tile's selected. */ static XP_Bool moveSelTileToBoardXY( BoardCtxt* board, XP_U16 col, XP_U16 row ) { XP_Bool result; XP_U16 selPlayer = board->selPlayer; TileBit bits = board->traySelBits[selPlayer]; XP_U16 tileIndex; if ( bits == NO_TILES ) { return XP_FALSE; } tileIndex = indexForBits( bits ); result = tileIndex < model_getNumTilesInTray( board->model, selPlayer ) && moveTileToBoard( board, col, row, tileIndex, EMPTY_TILE ); if ( result ) { XP_U16 leftInTray; leftInTray = model_getNumTilesInTray( board->model, selPlayer ); if ( leftInTray == 0 ) { bits = NO_TILES; } else if ( leftInTray <= tileIndex ) { bits = 1 << (tileIndex-1); board_invalTrayTiles( board, bits ); } board->traySelBits[selPlayer] = bits; } return result; } /* moveSelTileToBoardXY */ static XP_Bool cellOccupied( BoardCtxt* board, XP_U16 col, XP_U16 row, XP_Bool inclPending ) { Tile tile; XP_Bool ignr; XP_Bool result; flipIf( board, col, row, &col, &row ); result = model_getTile( board->model, col, row, inclPending, board->selPlayer, &tile, &ignr, &ignr, &ignr ); return result; } /* cellOccupied */ /* If I tap on the arrow, transform it. If I tap in an empty square where * it's not, move it there, making it visible if it's not already. */ static XP_Bool tryMoveArrow( BoardCtxt* board, XP_U16 col, XP_U16 row ) { XP_Bool result = XP_FALSE; if ( !cellOccupied( board, col, row, board->trayVisState == TRAY_REVEALED ) ) { BoardArrow* arrow = &board->boardArrow[board->selPlayer]; if ( arrow->visible && arrow->col == col && arrow->row == row ) { /* change it; if vertical, hide; else if horizontal make vertical */ if ( arrow->vert ) { arrow->visible = XP_FALSE; } else { arrow->vert = XP_TRUE; } } else { /* move it/reveal it */ if ( !arrow->visible && !board->disableArrow ) { arrow->visible = XP_TRUE; arrow->vert = XP_FALSE; } else { invalArrowCell( board ); } arrow->col = (XP_U8)col; arrow->row = (XP_U8)row; } invalCell( board, col, row ); result = XP_TRUE; } return result; } /* tryMoveArrow */ /* Did I tap on a tile on the board that I have not yet committed? If so, * return it to the tray. */ static XP_Bool tryReplaceTile( BoardCtxt* board, XP_U16 pencol, XP_U16 penrow ) { XP_Bool result = XP_FALSE; XP_S16 index; XP_U16 col, row; Tile tile; XP_Bool ignore, isPending; flipIf( board, pencol, penrow, &pencol, &penrow ); if ( model_getTile( board->model, pencol, penrow, XP_TRUE, board->selPlayer, &tile, &ignore, &isPending, (XP_Bool*)NULL ) && isPending ) { XP_S16 count = model_getCurrentMoveCount( board->model, board->selPlayer ); while ( count-- ) { index = count; model_getCurrentMoveTile( board->model, board->selPlayer, &index, &tile, &col, &row, &ignore ); if ( col == pencol && row == penrow ) { model_moveBoardToTray( board->model, board->selPlayer, index ); /* the cursor should show up where the tile used to be so it's easy to replace it. */ setArrow( board, col, row ); result = XP_TRUE; break; } } } return result; } /* tryReplaceTile */ static XP_Bool handleActionInCell( BoardCtxt* board, XP_U16 col, XP_U16 row ) { return moveSelTileToBoardXY( board, col, row ) || tryMoveArrow( board, col, row ) || tryReplaceTile( board, col, row ); } /* handleActionInCell */ #endif /* POINTER_SUPPORT || KEYBOARD_NAV */ static XP_Bool exitTradeMode( BoardCtxt* board ) { XP_U16 selPlayer = board->selPlayer; invalSelTradeWindow( board ); board->tradeInProgress[selPlayer] = XP_FALSE; board_invalTrayTiles( board, board->traySelBits[selPlayer] ); board->traySelBits[selPlayer] = 0x00; return XP_TRUE; } /* exitTradeMode */ #ifdef POINTER_SUPPORT XP_Bool board_handlePenUp( BoardCtxt* board, XP_U16 x, XP_U16 y ) { XP_Bool result = XP_FALSE; BoardObjectType prevObj = board->penDownObject; /* prevent timer from firing after pen lifted. Set now rather than later in case we put up a modal alert/dialog that must be dismissed before exiting this function (which might give timer time to fire. */ board->penDownObject = OBJ_NONE; if ( board->tileDragState.dragInProgress ) { result = endTileDrag( board, x, y ); } else if ( board->divDragState.dragInProgress ) { result = endDividerDrag( board, x, y ); #ifdef XWFEATURE_SEARCHLIMIT } else if ( board->hintDragInProgress ) { XP_ASSERT( board->gi->allowHintRect ); result = finishHintRegionDrag( board, x, y ); #endif } else if ( board->penTimerFired ) { if ( valHintMiniWindowActive( board ) ) { hideMiniWindow( board, XP_TRUE, MINIWINDOW_VALHINT ); result = XP_TRUE; } /* Need to clean up if there's been any dragging happening */ board->penTimerFired = XP_FALSE; } else { BoardObjectType onWhich; if ( pointOnSomething( board, x, y, &onWhich ) ) { switch( onWhich ) { case OBJ_SCORE: if ( prevObj == OBJ_SCORE ) { result = handlePenUpScore( board, x, y ); } break; case OBJ_BOARD: if ( prevObj == OBJ_BOARD && board->trayVisState == TRAY_REVEALED ) { if ( TRADE_IN_PROGRESS(board) ) { if ( ptOnTradeWindow( board, x, y )) { result = exitTradeMode( board ); } } else { XP_U16 col, row; coordToCell( board, board->penDownX, board->penDownY, &col, &row ); result = handleActionInCell( board, col, row ); } } break; case OBJ_TRAY: if ( board->trayVisState == TRAY_REVERSED ) { result = askRevealTray( board ); } else { result = handlePenUpTray( board, x, y ); } break; default: XP_ASSERT( XP_FALSE ); } } } #ifdef XWFEATURE_SEARCHLIMIT board->hintDragInProgress = XP_FALSE; #endif return result; } /* board_handlePenUp */ #endif /* #ifdef POINTER_SUPPORT */ #ifdef KEYBOARD_NAV static void getRectCenter( const XP_Rect* rect, XP_U16* xp, XP_U16* yp ) { *xp = rect->left + ( rect->width >> 1 ); *yp = rect->top + ( rect->height >> 1 ); } static void getFocussedCellCenter( BoardCtxt* board, XP_U16* xp, XP_U16* yp ) { XP_Rect rect; XP_U16 selPlayer = board->selPlayer; BdCursorLoc* cursorLoc = &board->bdCursor[selPlayer]; getCellRect( board, cursorLoc->col, cursorLoc->row, &rect ); getRectCenter( &rect, xp, yp ); } static void getFocussedTileCenter( BoardCtxt* board, XP_U16* xp, XP_U16* yp ) { XP_Rect rect; XP_U16 indx = board->trayCursorLoc[board->selPlayer]; figureTrayTileRect( board, indx, &rect ); getRectCenter( &rect, xp, yp ); } static void getFocussedScoreCenter( BoardCtxt* board, XP_U16* xp, XP_U16* yp ) { getRectCenter( &board->scoreRects[board->scoreCursorLoc], xp, yp ); } static XP_Bool focusToCoords( BoardCtxt* board, XP_U16* xp, XP_U16* yp ) { XP_Bool result = board->focusHasDived; if ( result ) { switch( board->focussed ) { case OBJ_NONE: result = XP_FALSE; break; case OBJ_BOARD: getFocussedCellCenter( board, xp, yp ); break; case OBJ_TRAY: getFocussedTileCenter( board, xp, yp ); break; case OBJ_SCORE: getFocussedScoreCenter( board, xp, yp ); break; } } return result; } /* focusToCoords */ /* The focus keys are special because they can cause focus to leave one object * and move to another (which the platform needs to be involved with). On * palm, that only works if the keyDown handler claims not to have handled the * event. So we must preflight, determining if the keyUp handler will handle * the event should it get to it. If it wouldn't, then the platform wants a * chance not to generate a keyUp event at all. */ static XP_Bool handleFocusKeyUp( BoardCtxt* board, XP_Key key, XP_Bool preflightOnly, XP_Bool* pHandled ) { XP_Bool redraw = XP_FALSE; if ( board->focusHasDived ) { XP_Bool up = XP_FALSE; if ( board->focussed == OBJ_BOARD ) { redraw = board_moveCursor( board, key, preflightOnly, &up ); } else if ( board->focussed == OBJ_SCORE ) { redraw = moveScoreCursor( board, key, preflightOnly, &up ); } else if ( board->focussed == OBJ_TRAY ) { redraw = tray_moveCursor( board, key, preflightOnly, &up ); } if ( up ) { if ( !preflightOnly ) { invalFocusOwner( board ); board->focusHasDived = XP_FALSE; invalFocusOwner( board ); } } else { *pHandled = redraw; } } else { /* Do nothing. We don't handle transition among top-level focussed objects. Platform must. */ } return redraw; } /* handleFocusKeyUp */ XP_Bool board_handleKeyRepeat( BoardCtxt* board, XP_Key key, XP_Bool* handled ) { XP_Bool draw; if ( key == XP_RETURN_KEY ) { *handled = XP_FALSE; draw = XP_FALSE; } else { XP_Bool upHandled, downHandled; draw = board_handleKeyUp( board, key, &upHandled ); draw = board_handleKeyDown( board, key, &downHandled ) || draw; *handled = upHandled || downHandled; } return draw; } #endif /* KEYBOARD_NAV */ #ifdef KEY_SUPPORT XP_Bool board_handleKeyDown( BoardCtxt* board, XP_Key key, XP_Bool* pHandled ) { XP_Bool draw = XP_FALSE; #ifdef KEYBOARD_NAV XP_U16 x, y; *pHandled = XP_FALSE; if ( key == XP_RETURN_KEY ) { if ( focusToCoords( board, &x, &y ) ) { draw = handleLikeDown( board, board->focussed, x, y ); *pHandled = draw; } } else if ( board->focussed != OBJ_NONE ) { if ( board->focusHasDived && (key == XP_RAISEFOCUS_KEY) ) { *pHandled = XP_TRUE; } else { draw = handleFocusKeyUp( board, key, XP_TRUE, pHandled ) || draw; } } #endif return draw; } /* board_handleKeyDown */ XP_Bool board_handleKeyUp( BoardCtxt* board, XP_Key key, XP_Bool* pHandled ) { XP_Bool redraw = XP_FALSE; XP_Bool handled = XP_FALSE; XP_Bool trayVisible = board->trayVisState == TRAY_REVEALED; XP_Bool gotArrow; switch( key ) { #ifdef KEYBOARD_NAV case XP_CURSOR_KEY_DOWN: case XP_CURSOR_KEY_ALTDOWN: case XP_CURSOR_KEY_UP: case XP_CURSOR_KEY_ALTUP: case XP_CURSOR_KEY_LEFT: case XP_CURSOR_KEY_ALTLEFT: case XP_CURSOR_KEY_RIGHT: case XP_CURSOR_KEY_ALTRIGHT: redraw = handleFocusKeyUp( board, key, XP_FALSE, &handled ); break; #endif case XP_CURSOR_KEY_DEL: if ( trayVisible ) { handled = redraw = replaceLastTile( board ); } break; #ifdef KEYBOARD_NAV case XP_RAISEFOCUS_KEY: if ( board->focussed != OBJ_NONE && board->focusHasDived ) { invalFocusOwner( board ); board->focusHasDived = XP_FALSE; invalFocusOwner( board ); handled = redraw = XP_TRUE; } break; case XP_RETURN_KEY: if ( board->focusHasDived ) { XP_U16 x, y; if ( focusToCoords( board, &x, &y ) ) { redraw = board_handlePenUp( board, x, y ); handled = XP_TRUE; } } else if ( board->focussed != OBJ_NONE ) { redraw = invalFocusOwner( board ); board->focusHasDived = XP_TRUE; redraw = invalFocusOwner( board ); handled = XP_TRUE; } break; #endif default: XP_ASSERT( key >= XP_KEY_LAST ); handled = redraw = trayVisible && moveKeyTileToBoard( board, key, &gotArrow ); if ( handled && gotArrow && !advanceArrow( board ) ) { setArrowVisible( board, XP_FALSE ); } } /* switch */ if ( !!pHandled ) { *pHandled = handled; } return redraw; } /* board_handleKeyUp */ XP_Bool board_handleKey( BoardCtxt* board, XP_Key key, XP_Bool* handled ) { XP_Bool handled1, handled2; XP_Bool draw = board_handleKeyDown( board, key, &handled1 ); draw = board_handleKeyUp( board, key, &handled2 ) || draw; *handled = handled1 || handled2; return draw; } #endif /* KEY_SUPPORT */ #ifdef KEYBOARD_NAV static XP_Bool invalFocusOwner( BoardCtxt* board ) { XP_Bool draw = XP_TRUE; XP_S16 selPlayer = board->selPlayer; switch( board->focussed ) { case OBJ_SCORE: board->scoreBoardInvalid = XP_TRUE; break; case OBJ_BOARD: if ( board->focusHasDived ) { BdCursorLoc loc = board->bdCursor[selPlayer]; invalCell( board, loc.col, loc.row ); } else { #ifdef PERIMETER_FOCUS invalPerimeter( board ); #else board_invalAllTiles( board ); #endif } break; case OBJ_TRAY: if ( board->focusHasDived ) { XP_U16 loc = board->trayCursorLoc[selPlayer]; board_invalTrayTiles( board, 1 << loc ); } else { board_invalTrayTiles( board, ALLTILES ); board->dividerInvalid = XP_TRUE; } break; case OBJ_NONE: draw = XP_FALSE; break; } board->needsDrawing = draw || board->needsDrawing; return draw; } /* invalFocusOwner */ XP_Bool board_focusChanged( BoardCtxt* board, BoardObjectType typ, XP_Bool gained ) { XP_Bool draw = XP_FALSE; LOG_FUNC(); /* Called when there's been a decision to advance the focus to a new object, or when an object will lose it. Need to update internal data structures, but also to communicate to client draw code in a way that doesn't assume how it's representing focus. Should pop focus to top on gaining it. Calling code should not be seeing internal movement as focus events, but as key events we handle One rule: each object must draw focus indicator entirely within its own space. No interdependencies. So handling updating of focus indication within the tray drawing process, for example, is ok. Problem: on palm at least take and lost are inverted: you get a take on the new object before a lose on the previous one. So we want to ignore lost events *except* when it's a loss of something we have currently -- meaning the focus is moving to soemthing we don't control (a platform-specific object) */ if ( gained ) { /* Are we losing focus we currently have elsewhere? */ if ( typ != board->focussed ) { draw = invalFocusOwner( board ) || draw; } board->focussed = typ; XP_LOGF( "%s: set focussed to %s", __FUNCTION__, BoardObjectType_2str(typ) ); board->focusHasDived = XP_FALSE; draw = invalFocusOwner( board ) || draw; } else { /* we're losing it; inval and clear IFF we currently have same focus, otherwise ignore */ if ( typ == board->focussed ) { draw = invalFocusOwner( board ) || draw; board->focussed = OBJ_NONE; } } LOG_RETURNF( "%d", (int)draw ); return draw; } /* board_focusChanged */ XP_Bool board_toggle_arrowDir( BoardCtxt* board ) { BoardArrow* arrow = &board->boardArrow[board->selPlayer]; if ( arrow->visible ) { arrow->vert = !arrow->vert; invalArrowCell( board ); return XP_TRUE; } else { return XP_FALSE; } } /* board_toggle_cursorDir */ #endif /* KEYBOARD_NAV */ static XP_Bool advanceArrow( BoardCtxt* board ) { XP_Key key = board->boardArrow[board->selPlayer].vert ? XP_CURSOR_KEY_DOWN : XP_CURSOR_KEY_RIGHT; XP_ASSERT( board->trayVisState == TRAY_REVEALED ); return board_moveArrow( board, key ); } /* advanceArrow */ static XP_Bool figureNextLoc( BoardCtxt* board, XP_Key cursorKey, XP_Bool inclPending, XP_Bool forceFirst, XP_U16* colP, XP_U16* rowP, XP_Bool* XP_UNUSED_KEYBOARD_NAV(pUp) ) { XP_S16 max; XP_S16* useWhat = NULL; /* make compiler happy */ XP_S16 end = 0; XP_S16 incr = 0; XP_U16 numCols, numRows; XP_Bool result = XP_FALSE; /* XP_ASSERT( board->focussed == OBJ_BOARD ); */ /* don't allow cursor's jumps to reveal hidden tiles */ if ( cursorKey != XP_KEY_NONE ) { numRows = model_numRows( board->model ); numCols = model_numCols( board->model ); switch ( cursorKey ) { case XP_CURSOR_KEY_DOWN: incr = 1; useWhat = (XP_S16*)rowP; max = numRows - 1; end = max; break; case XP_CURSOR_KEY_UP: incr = -1; useWhat = (XP_S16*)rowP; max = numRows - 1; end = 0; break; case XP_CURSOR_KEY_LEFT: incr = -1; useWhat = (XP_S16*)colP; max = numCols - 1; end = 0; break; case XP_CURSOR_KEY_RIGHT: incr = 1; useWhat = (XP_S16*)colP; max = numCols - 1; end = max; break; default: XP_LOGF( "%s: odd cursor key: %d", __FUNCTION__, cursorKey ); } if ( incr != 0 ) { for ( ; ; ) { if ( *useWhat == end ) { #ifdef KEYBOARD_NAV if ( !!pUp ) { *pUp = XP_TRUE; } #endif break; } result = XP_TRUE; *useWhat += incr; if ( forceFirst || !cellOccupied( board, *colP, *rowP, inclPending ) ) { break; } } } } return result; } /* figureNextLoc */ static XP_Bool board_moveArrow( BoardCtxt* board, XP_Key cursorKey ) { XP_U16 col, row; XP_Bool changed; setArrowVisible( board, XP_TRUE ); (void)getArrow( board, &col, &row ); changed = figureNextLoc( board, cursorKey, XP_TRUE, XP_FALSE, &col, &row, NULL ); if ( changed ) { (void)setArrow( board, col, row ); } return changed; } /* board_moveArrow */ #ifdef KEYBOARD_NAV static XP_Key stripAlt( XP_Key key, XP_Bool* wasAlt ) { XP_Bool alt = XP_FALSE; switch ( key ) { case XP_CURSOR_KEY_ALTDOWN: case XP_CURSOR_KEY_ALTRIGHT: case XP_CURSOR_KEY_ALTUP: case XP_CURSOR_KEY_ALTLEFT: alt = XP_TRUE; --key; default: break; } if ( !!wasAlt ) { *wasAlt = alt; } return key; } /* stripAlt */ static XP_Bool board_moveCursor( BoardCtxt* board, XP_Key cursorKey, XP_Bool preflightOnly, XP_Bool* up ) { BdCursorLoc loc = board->bdCursor[board->selPlayer]; XP_U16 col = loc.col; XP_U16 row = loc.row; XP_Bool changed; XP_Bool altSet; cursorKey = stripAlt( cursorKey, &altSet ); changed = figureNextLoc( board, cursorKey, XP_FALSE, altSet, &col, &row, up ); if ( changed && !preflightOnly ) { invalCell( board, loc.col, loc.row ); invalCell( board, col, row ); loc.col = col; loc.row = row; board->bdCursor[board->selPlayer] = loc; checkScrollCell( board, col, row ); } return changed; } /* board_moveCursor */ #endif static XP_Bool rectContainsRect( XP_Rect* rect1, XP_Rect* rect2 ) { return ( rect1->top <= rect2->top && rect1->left <= rect2->left && rect1->top + rect1->height >= rect2->top + rect2->height && rect1->left + rect1->width >= rect2->left + rect2->width ); } /* rectContainsRect */ XP_Bool rectContainsPt( XP_Rect* rect, XP_S16 x, XP_S16 y ) { /* 7/4 Made <= into <, etc., because a tap on the right boundary of the board was still mapped onto the board but dividing by scale put it in the 15th column. If this causes other problems and the '=' chars have to be put back then deal with that, probably by forcing an out-of-bounds col/row to the nearest possible. */ return ( rect->top <= y && rect->left <= x && (rect->top + rect->height) >= y && (rect->left + rect->width) >= x ); } /* rectContainsPt */ XP_Bool rectsIntersect( const XP_Rect* rect1, const XP_Rect* rect2 ) { if ( rect1->top >= rect2->top + rect2->height ) { return XP_FALSE; } else if ( rect1->left >= rect2->left + rect2->width ) { return XP_FALSE; } else if ( rect2->top >= rect1->top + rect1->height ) { return XP_FALSE; } else if ( rect2->left >= rect1->left + rect1->width ) { return XP_FALSE; } else { return XP_TRUE; } } /* rectsIntersect */ static XP_Bool replaceLastTile( BoardCtxt* board ) { XP_Bool result = XP_FALSE; XP_U16 tilesInMove = model_getCurrentMoveCount( board->model, board->selPlayer ); if ( tilesInMove > 0 ) { XP_U16 col, row; Tile tile; XP_Bool isBlank; XP_S16 index; index = -1; model_getCurrentMoveTile( board->model, board->selPlayer, &index, &tile, &col, &row, &isBlank ); model_moveBoardToTray( board->model, board->selPlayer, index ); flipIf( board, col, row, &col, &row ); setArrow( board, col, row ); result = XP_TRUE; } return result; } /* replaceLastTile */ static XP_Bool moveTileToBoard( BoardCtxt* board, XP_U16 col, XP_U16 row, XP_U16 tileIndex, Tile blankFace ) { if ( cellOccupied( board, col, row, XP_TRUE ) ) { return XP_FALSE; } flipIf( board, col, row, &col, &row ); model_moveTrayToBoard( board->model, board->selPlayer, col, row, tileIndex, blankFace ); return XP_TRUE; } /* moveTileToBoard */ #ifdef KEY_SUPPORT static XP_Bool moveKeyTileToBoard( BoardCtxt* board, XP_Key cursorKey, XP_Bool* gotArrow ) { /* keep compiler happy: assign defaults */ Tile tile, blankFace = EMPTY_TILE; /* make compiler happy */ XP_U16 col, row; DictionaryCtxt* dict = model_getDictionary( board->model ); XP_S16 turn = board->selPlayer; XP_S16 tileIndex; XP_UCHAR buf[2]; XP_Bool success; /* Is there a cursor at all? */ *gotArrow = success = getArrow( board, &col, &row ); #ifdef KEYBOARD_NAV if ( !success && (board->focussed == OBJ_BOARD) && board->focusHasDived ) { BdCursorLoc loc = board->bdCursor[turn]; col = loc.col; row = loc.row; success = XP_TRUE; } #endif if ( success ) { XP_ASSERT( !TRADE_IN_PROGRESS(board) ); /* Figure out if we have the tile in the tray */ buf[0] = cursorKey; buf[1] = '\0'; tile = dict_tileForString( dict, buf ); if ( tile == EMPTY_TILE ) { /* not found in dict */ success = XP_FALSE; } } if ( success ) { tileIndex = model_trayContains( board->model, turn, tile ); if ( tileIndex >= 0 ) { // blankFace = EMPTY_TILE; /* already set (and will be ignored) */ } else { Tile blankTile = dict_getBlankTile( dict ); tileIndex = model_trayContains( board->model, turn, blankTile ); if ( tileIndex >= 0 ) { /* there's a blank for it */ blankFace = tile; } else { success = XP_FALSE; } } } if ( success ) { success = moveTileToBoard( board, col, row, tileIndex, blankFace ); } return success; } /* moveKeyTileToBoard */ #endif static void setArrowFor( BoardCtxt* board, XP_U16 player, XP_U16 col, XP_U16 row ) { BoardArrow* arrow = &board->boardArrow[player]; invalCell( board, arrow->col, arrow->row ); invalCell( board, col, row ); arrow->col = (XP_U8)col; arrow->row = (XP_U8)row; checkScrollCell( board, col, row ); } /* setArrowFor */ static void setArrow( BoardCtxt* board, XP_U16 col, XP_U16 row ) { setArrowFor( board, board->selPlayer, col, row ); } /* setArrow */ static XP_Bool getArrowFor( BoardCtxt* board, XP_U16 player, XP_U16* col, XP_U16* row ) { BoardArrow* arrow = &board->boardArrow[player]; *col = arrow->col; *row = arrow->row; return arrow->visible; } /* getArrowFor */ static XP_Bool getArrow( BoardCtxt* board, XP_U16* col, XP_U16* row ) { return getArrowFor( board, board->selPlayer, col, row ); } /* getArrow */ static XP_Bool setArrowVisible( BoardCtxt* board, XP_Bool visible ) { return setArrowVisibleFor( board, board->selPlayer, visible ); } /* setArrowVisible */ static XP_Bool setArrowVisibleFor( BoardCtxt* board, XP_U16 player, XP_Bool visible ) { BoardArrow* arrow = &board->boardArrow[player]; XP_Bool result = arrow->visible; if ( arrow->visible != visible ) { arrow->visible = visible; invalArrowCell( board ); } return result; } /* setArrowVisibleFor */ /***************************************************************************** * Listener callbacks ****************************************************************************/ static void boardCellChanged( void* p_board, XP_U16 turn, XP_U16 modelCol, XP_U16 modelRow, XP_Bool added ) { BoardCtxt* board = (BoardCtxt*)p_board; XP_Bool pending, found, ignoreBlank; Tile ignoreTile; XP_U16 col, row; flipIf( board, modelCol, modelRow, &col, &row ); /* for each player, check if the tile overwrites the cursor */ found = model_getTile( board->model, modelCol, modelRow, XP_TRUE, turn, &ignoreTile, &ignoreBlank, &pending, (XP_Bool*)NULL ); XP_ASSERT( !added || found ); /* if added is true so must found be */ if ( !added && !found ) { /* nothing to do */ } else { XP_U16 ccol, crow; XP_U16 player, nPlayers; nPlayers = board->gi->nPlayers; /* This is a bit gross. It's an attempt to combine two loops. In one case, we've added a tile (tentative move, say) and need to hide the cursor for the player who added the tile. In the second, we're changing the state of a tile (from tentative to permanent, say) and now need to worry about the players who turn it _isn't_ but whose cursor may be in the wrong place. This latter case happens a lot in multi-device games when a turn shows up from elsewhere and plops down on the board. */ for ( player = 0; player < nPlayers; ++player ) { if ( (added && (!pending || turn == board->selPlayer)) || (found && turn != board->selPlayer) ) { if ( getArrowFor( board, player, &ccol, &crow ) && ( (ccol == col) && (crow == row) ) ) { setArrowVisibleFor( board, player, XP_FALSE ); } } } checkScrollCell( board, col, row ); } invalCell( (BoardCtxt*)p_board, col, row ); } /* boardCellChanged */ static void boardTileChanged( void* p_board, XP_U16 turn, TileBit bits ) { BoardCtxt* board = (BoardCtxt*)p_board; if ( turn == board->selPlayer ) { board_invalTrayTiles( board, bits ); } } /* boardTileChanged */ static void boardTurnChanged( void* p_board ) { BoardCtxt* board = (BoardCtxt*)p_board; XP_S16 nextPlayer; XP_ASSERT( board->timerSaveCount == 0 ); board->gameOver = XP_FALSE; nextPlayer = chooseBestSelPlayer( board ); if ( nextPlayer >= 0 ) { board_selectPlayer( board, nextPlayer ); } setTimerIf( board ); board->scoreBoardInvalid = XP_TRUE; } /* boardTurnChanged */ static void boardGameOver( void* closure ) { BoardCtxt* board = (BoardCtxt*)closure; board->scoreBoardInvalid = XP_TRUE; /* not sure if this will do it. */ board->gameOver = XP_TRUE; util_notifyGameOver( board->util ); } /* boardGameOver */ #ifdef CPLUS } #endif