720a8fb7 |
1 | /* |
2 | * midend.c: general middle fragment sitting between the |
3 | * platform-specific front end and game-specific back end. |
4 | * Maintains a move list, takes care of Undo and Redo commands, and |
5 | * processes standard keystrokes for undo/redo/new/restart/quit. |
6 | */ |
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7 | |
8 | #include <stdio.h> |
5928817c |
9 | #include <string.h> |
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10 | #include <assert.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
14 | struct midend_data { |
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15 | frontend *frontend; |
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16 | random_state *random; |
17 | |
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18 | char *seed; |
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19 | int fresh_seed; |
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20 | int nstates, statesize, statepos; |
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21 | |
22 | game_params **presets; |
23 | char **preset_names; |
24 | int npresets, presetsize; |
25 | |
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26 | game_params *params; |
27 | game_state **states; |
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28 | game_drawstate *drawstate; |
29 | game_state *oldstate; |
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30 | game_ui *ui; |
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31 | float anim_time, anim_pos; |
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32 | float flash_time, flash_pos; |
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33 | }; |
34 | |
35 | #define ensure(me) do { \ |
36 | if ((me)->nstates >= (me)->statesize) { \ |
37 | (me)->statesize = (me)->nstates + 128; \ |
38 | (me)->states = sresize((me)->states, (me)->statesize, game_state *); \ |
39 | } \ |
40 | } while (0) |
41 | |
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42 | midend_data *midend_new(frontend *fe, void *randseed, int randseedsize) |
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43 | { |
44 | midend_data *me = snew(midend_data); |
45 | |
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46 | me->frontend = fe; |
47 | me->random = random_init(randseed, randseedsize); |
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48 | me->nstates = me->statesize = me->statepos = 0; |
49 | me->states = NULL; |
50 | me->params = default_params(); |
51 | me->seed = NULL; |
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52 | me->fresh_seed = FALSE; |
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53 | me->drawstate = NULL; |
54 | me->oldstate = NULL; |
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55 | me->presets = NULL; |
56 | me->preset_names = NULL; |
57 | me->npresets = me->presetsize = 0; |
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58 | me->anim_time = me->anim_pos = 0.0F; |
59 | me->flash_time = me->flash_pos = 0.0F; |
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60 | me->ui = NULL; |
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61 | |
62 | return me; |
63 | } |
64 | |
65 | void midend_free(midend_data *me) |
66 | { |
67 | sfree(me->states); |
68 | sfree(me->seed); |
69 | free_params(me->params); |
70 | sfree(me); |
71 | } |
72 | |
73 | void midend_size(midend_data *me, int *x, int *y) |
74 | { |
75 | game_size(me->params, x, y); |
76 | } |
77 | |
78 | void midend_set_params(midend_data *me, game_params *params) |
79 | { |
80 | free_params(me->params); |
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81 | me->params = dup_params(params); |
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82 | } |
83 | |
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84 | void midend_new_game(midend_data *me) |
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85 | { |
86 | while (me->nstates > 0) |
87 | free_game(me->states[--me->nstates]); |
88 | |
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89 | if (me->drawstate) |
90 | game_free_drawstate(me->drawstate); |
91 | |
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92 | assert(me->nstates == 0); |
93 | |
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94 | if (!me->fresh_seed) { |
95 | sfree(me->seed); |
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96 | me->seed = new_game_seed(me->params, me->random); |
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97 | } else |
98 | me->fresh_seed = FALSE; |
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99 | |
100 | ensure(me); |
101 | me->states[me->nstates++] = new_game(me->params, me->seed); |
102 | me->statepos = 1; |
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103 | me->drawstate = game_new_drawstate(me->states[0]); |
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104 | if (me->ui) |
105 | free_ui(me->ui); |
106 | me->ui = new_ui(me->states[0]); |
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107 | } |
108 | |
109 | void midend_restart_game(midend_data *me) |
110 | { |
111 | while (me->nstates > 1) |
112 | free_game(me->states[--me->nstates]); |
113 | me->statepos = me->nstates; |
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114 | free_ui(me->ui); |
115 | me->ui = new_ui(me->states[0]); |
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116 | } |
117 | |
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118 | static int midend_undo(midend_data *me) |
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119 | { |
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120 | if (me->statepos > 1) { |
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121 | me->statepos--; |
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122 | return 1; |
123 | } else |
124 | return 0; |
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125 | } |
126 | |
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127 | static int midend_redo(midend_data *me) |
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128 | { |
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129 | if (me->statepos < me->nstates) { |
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130 | me->statepos++; |
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131 | return 1; |
132 | } else |
133 | return 0; |
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134 | } |
135 | |
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136 | static void midend_finish_move(midend_data *me) |
137 | { |
138 | float flashtime; |
139 | |
140 | if (me->oldstate || me->statepos > 1) { |
141 | flashtime = game_flash_length(me->oldstate ? me->oldstate : |
142 | me->states[me->statepos-2], |
143 | me->states[me->statepos-1]); |
144 | if (flashtime > 0) { |
145 | me->flash_pos = 0.0F; |
146 | me->flash_time = flashtime; |
147 | } |
148 | } |
149 | |
150 | if (me->oldstate) |
151 | free_game(me->oldstate); |
152 | me->oldstate = NULL; |
153 | me->anim_pos = me->anim_time = 0; |
154 | |
155 | if (me->flash_time == 0 && me->anim_time == 0) |
156 | deactivate_timer(me->frontend); |
157 | else |
158 | activate_timer(me->frontend); |
159 | } |
160 | |
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161 | static void midend_stop_anim(midend_data *me) |
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162 | { |
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163 | if (me->oldstate || me->anim_time) { |
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164 | midend_finish_move(me); |
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165 | midend_redraw(me); |
166 | } |
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167 | } |
168 | |
169 | int midend_process_key(midend_data *me, int x, int y, int button) |
170 | { |
171 | game_state *oldstate = dup_game(me->states[me->statepos - 1]); |
172 | float anim_time; |
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173 | |
174 | if (button == 'n' || button == 'N' || button == '\x0E') { |
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175 | midend_stop_anim(me); |
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176 | midend_new_game(me); |
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177 | midend_redraw(me); |
178 | return 1; /* never animate */ |
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179 | } else if (button == 'r' || button == 'R') { |
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180 | midend_stop_anim(me); |
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181 | midend_restart_game(me); |
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182 | midend_redraw(me); |
183 | return 1; /* never animate */ |
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184 | } else if (button == 'u' || button == 'u' || |
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185 | button == '\x1A' || button == '\x1F') { |
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186 | midend_stop_anim(me); |
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187 | if (!midend_undo(me)) |
188 | return 1; |
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189 | } else if (button == '\x12') { |
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190 | midend_stop_anim(me); |
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191 | if (!midend_redo(me)) |
192 | return 1; |
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193 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
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194 | free_game(oldstate); |
195 | return 0; |
196 | } else { |
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197 | game_state *s = make_move(me->states[me->statepos-1], me->ui, |
198 | x, y, button); |
199 | |
200 | if (s == me->states[me->statepos-1]) { |
201 | /* |
202 | * make_move() is allowed to return its input state to |
203 | * indicate that although no move has been made, the UI |
204 | * state has been updated and a redraw is called for. |
205 | */ |
206 | midend_redraw(me); |
207 | return 1; |
208 | } else if (s) { |
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209 | midend_stop_anim(me); |
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210 | while (me->nstates > me->statepos) |
211 | free_game(me->states[--me->nstates]); |
212 | ensure(me); |
213 | me->states[me->nstates] = s; |
214 | me->statepos = ++me->nstates; |
215 | } else { |
216 | free_game(oldstate); |
217 | return 1; |
218 | } |
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219 | } |
220 | |
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221 | /* |
222 | * See if this move requires an animation. |
223 | */ |
224 | anim_time = game_anim_length(oldstate, me->states[me->statepos-1]); |
225 | |
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226 | me->oldstate = oldstate; |
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227 | if (anim_time > 0) { |
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228 | me->anim_time = anim_time; |
229 | } else { |
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230 | me->anim_time = 0.0; |
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231 | midend_finish_move(me); |
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232 | } |
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233 | me->anim_pos = 0.0; |
234 | |
235 | midend_redraw(me); |
236 | |
237 | activate_timer(me->frontend); |
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238 | |
239 | return 1; |
240 | } |
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241 | |
242 | void midend_redraw(midend_data *me) |
243 | { |
244 | if (me->statepos > 0 && me->drawstate) { |
245 | start_draw(me->frontend); |
246 | if (me->oldstate && me->anim_time > 0 && |
247 | me->anim_pos < me->anim_time) { |
248 | game_redraw(me->frontend, me->drawstate, me->oldstate, |
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249 | me->states[me->statepos-1], me->ui, me->anim_pos, |
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250 | me->flash_pos); |
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251 | } else { |
252 | game_redraw(me->frontend, me->drawstate, NULL, |
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253 | me->states[me->statepos-1], me->ui, 0.0, |
254 | me->flash_pos); |
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255 | } |
256 | end_draw(me->frontend); |
257 | } |
258 | } |
259 | |
260 | void midend_timer(midend_data *me, float tplus) |
261 | { |
262 | me->anim_pos += tplus; |
263 | if (me->anim_pos >= me->anim_time || |
264 | me->anim_time == 0 || !me->oldstate) { |
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265 | if (me->anim_time > 0) |
266 | midend_finish_move(me); |
267 | } |
268 | me->flash_pos += tplus; |
269 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
270 | me->flash_pos = me->flash_time = 0; |
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271 | } |
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272 | if (me->flash_time == 0 && me->anim_time == 0) |
273 | deactivate_timer(me->frontend); |
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274 | midend_redraw(me); |
275 | } |
276 | |
277 | float *midend_colours(midend_data *me, int *ncolours) |
278 | { |
279 | game_state *state = NULL; |
280 | float *ret; |
281 | |
282 | if (me->nstates == 0) { |
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283 | char *seed = new_game_seed(me->params, me->random); |
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284 | state = new_game(me->params, seed); |
285 | sfree(seed); |
286 | } else |
287 | state = me->states[0]; |
288 | |
289 | ret = game_colours(me->frontend, state, ncolours); |
290 | |
291 | if (me->nstates == 0) |
292 | free_game(state); |
293 | |
294 | return ret; |
295 | } |
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296 | |
297 | int midend_num_presets(midend_data *me) |
298 | { |
299 | if (!me->npresets) { |
300 | char *name; |
301 | game_params *preset; |
302 | |
303 | while (game_fetch_preset(me->npresets, &name, &preset)) { |
304 | if (me->presetsize <= me->npresets) { |
305 | me->presetsize = me->npresets + 10; |
306 | me->presets = sresize(me->presets, me->presetsize, |
307 | game_params *); |
308 | me->preset_names = sresize(me->preset_names, me->presetsize, |
309 | char *); |
310 | } |
311 | |
312 | me->presets[me->npresets] = preset; |
313 | me->preset_names[me->npresets] = name; |
314 | me->npresets++; |
315 | } |
316 | } |
317 | |
318 | return me->npresets; |
319 | } |
320 | |
321 | void midend_fetch_preset(midend_data *me, int n, |
322 | char **name, game_params **params) |
323 | { |
324 | assert(n >= 0 && n < me->npresets); |
325 | *name = me->preset_names[n]; |
326 | *params = me->presets[n]; |
327 | } |
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328 | |
329 | int midend_wants_statusbar(midend_data *me) |
330 | { |
331 | return game_wants_statusbar(); |
332 | } |
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333 | |
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334 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
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335 | { |
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336 | char *titlebuf, *parstr; |
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337 | config_item *ret; |
338 | |
339 | titlebuf = snewn(40 + strlen(game_name), char); |
340 | |
341 | switch (which) { |
342 | case CFG_SETTINGS: |
343 | sprintf(titlebuf, "%s configuration", game_name); |
344 | *wintitle = dupstr(titlebuf); |
345 | return game_configure(me->params); |
346 | case CFG_SEED: |
347 | sprintf(titlebuf, "%s game selection", game_name); |
348 | *wintitle = dupstr(titlebuf); |
349 | |
350 | ret = snewn(2, config_item); |
351 | |
352 | ret[0].type = C_STRING; |
353 | ret[0].name = "Game ID"; |
354 | ret[0].ival = 0; |
b0e26073 |
355 | /* |
356 | * The text going in here will be a string encoding of the |
357 | * parameters, plus a colon, plus the game seed. This is a |
358 | * full game ID. |
359 | */ |
360 | parstr = encode_params(me->params); |
361 | ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char); |
362 | sprintf(ret[0].sval, "%s:%s", parstr, me->seed); |
363 | sfree(parstr); |
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364 | |
365 | ret[1].type = C_END; |
366 | ret[1].name = ret[1].sval = NULL; |
367 | ret[1].ival = 0; |
368 | |
369 | return ret; |
370 | } |
371 | |
372 | assert(!"We shouldn't be here"); |
373 | return NULL; |
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374 | } |
375 | |
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376 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
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377 | { |
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378 | char *error, *p; |
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379 | game_params *params; |
380 | |
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381 | switch (which) { |
382 | case CFG_SETTINGS: |
383 | params = custom_params(cfg); |
384 | error = validate_params(params); |
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385 | |
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386 | if (error) { |
387 | free_params(params); |
388 | return error; |
389 | } |
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390 | |
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391 | free_params(me->params); |
392 | me->params = params; |
393 | break; |
394 | |
395 | case CFG_SEED: |
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396 | |
397 | /* |
398 | * The game ID will often (in fact, mostly) have a prefix |
399 | * containing a string-encoded parameter specification |
400 | * followed by a colon. So first find the colon, and then |
401 | * split the string up. |
402 | */ |
403 | p = strchr(cfg[0].sval, ':'); |
404 | |
405 | if (p) { |
406 | *p++ = '\0'; /* p now points to game seed */ |
407 | params = decode_params(cfg[0].sval); |
408 | error = validate_params(params); |
409 | if (error) { |
410 | free_params(params); |
411 | return error; |
412 | } |
413 | free_params(me->params); |
414 | me->params = params; |
415 | } else |
416 | p = cfg[0].sval; |
417 | |
418 | error = validate_seed(me->params, p); |
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419 | if (error) |
420 | return error; |
421 | |
422 | sfree(me->seed); |
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423 | me->seed = dupstr(p); |
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424 | me->fresh_seed = TRUE; |
425 | |
426 | break; |
427 | } |
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428 | |
429 | return NULL; |
430 | } |