| 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 | */ |
| 7 | |
| 8 | #include <stdio.h> |
| 9 | #include <string.h> |
| 10 | #include <assert.h> |
| 11 | |
| 12 | #include "puzzles.h" |
| 13 | |
| 14 | struct midend_data { |
| 15 | frontend *frontend; |
| 16 | random_state *random; |
| 17 | const game *ourgame; |
| 18 | |
| 19 | char *seed; |
| 20 | int fresh_seed; |
| 21 | int nstates, statesize, statepos; |
| 22 | |
| 23 | game_params **presets; |
| 24 | char **preset_names; |
| 25 | int npresets, presetsize; |
| 26 | |
| 27 | game_params *params; |
| 28 | game_state **states; |
| 29 | game_drawstate *drawstate; |
| 30 | game_state *oldstate; |
| 31 | game_ui *ui; |
| 32 | float anim_time, anim_pos; |
| 33 | float flash_time, flash_pos; |
| 34 | int dir; |
| 35 | |
| 36 | int pressed_mouse_button; |
| 37 | }; |
| 38 | |
| 39 | #define ensure(me) do { \ |
| 40 | if ((me)->nstates >= (me)->statesize) { \ |
| 41 | (me)->statesize = (me)->nstates + 128; \ |
| 42 | (me)->states = sresize((me)->states, (me)->statesize, game_state *); \ |
| 43 | } \ |
| 44 | } while (0) |
| 45 | |
| 46 | midend_data *midend_new(frontend *fe, const game *ourgame) |
| 47 | { |
| 48 | midend_data *me = snew(midend_data); |
| 49 | void *randseed; |
| 50 | int randseedsize; |
| 51 | |
| 52 | get_random_seed(&randseed, &randseedsize); |
| 53 | |
| 54 | me->frontend = fe; |
| 55 | me->ourgame = ourgame; |
| 56 | me->random = random_init(randseed, randseedsize); |
| 57 | me->nstates = me->statesize = me->statepos = 0; |
| 58 | me->states = NULL; |
| 59 | me->params = ourgame->default_params(); |
| 60 | me->seed = NULL; |
| 61 | me->fresh_seed = FALSE; |
| 62 | me->drawstate = NULL; |
| 63 | me->oldstate = NULL; |
| 64 | me->presets = NULL; |
| 65 | me->preset_names = NULL; |
| 66 | me->npresets = me->presetsize = 0; |
| 67 | me->anim_time = me->anim_pos = 0.0F; |
| 68 | me->flash_time = me->flash_pos = 0.0F; |
| 69 | me->dir = 0; |
| 70 | me->ui = NULL; |
| 71 | me->pressed_mouse_button = 0; |
| 72 | |
| 73 | sfree(randseed); |
| 74 | |
| 75 | return me; |
| 76 | } |
| 77 | |
| 78 | void midend_free(midend_data *me) |
| 79 | { |
| 80 | sfree(me->states); |
| 81 | sfree(me->seed); |
| 82 | me->ourgame->free_params(me->params); |
| 83 | sfree(me); |
| 84 | } |
| 85 | |
| 86 | void midend_size(midend_data *me, int *x, int *y) |
| 87 | { |
| 88 | me->ourgame->size(me->params, x, y); |
| 89 | } |
| 90 | |
| 91 | void midend_set_params(midend_data *me, game_params *params) |
| 92 | { |
| 93 | me->ourgame->free_params(me->params); |
| 94 | me->params = me->ourgame->dup_params(params); |
| 95 | } |
| 96 | |
| 97 | void midend_new_game(midend_data *me) |
| 98 | { |
| 99 | while (me->nstates > 0) |
| 100 | me->ourgame->free_game(me->states[--me->nstates]); |
| 101 | |
| 102 | if (me->drawstate) |
| 103 | me->ourgame->free_drawstate(me->drawstate); |
| 104 | |
| 105 | assert(me->nstates == 0); |
| 106 | |
| 107 | if (!me->fresh_seed) { |
| 108 | sfree(me->seed); |
| 109 | me->seed = me->ourgame->new_seed(me->params, me->random); |
| 110 | } else |
| 111 | me->fresh_seed = FALSE; |
| 112 | |
| 113 | ensure(me); |
| 114 | me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed); |
| 115 | me->statepos = 1; |
| 116 | me->drawstate = me->ourgame->new_drawstate(me->states[0]); |
| 117 | if (me->ui) |
| 118 | me->ourgame->free_ui(me->ui); |
| 119 | me->ui = me->ourgame->new_ui(me->states[0]); |
| 120 | me->pressed_mouse_button = 0; |
| 121 | } |
| 122 | |
| 123 | void midend_restart_game(midend_data *me) |
| 124 | { |
| 125 | while (me->nstates > 1) |
| 126 | me->ourgame->free_game(me->states[--me->nstates]); |
| 127 | me->statepos = me->nstates; |
| 128 | me->ourgame->free_ui(me->ui); |
| 129 | me->ui = me->ourgame->new_ui(me->states[0]); |
| 130 | } |
| 131 | |
| 132 | static int midend_undo(midend_data *me) |
| 133 | { |
| 134 | if (me->statepos > 1) { |
| 135 | me->statepos--; |
| 136 | me->dir = -1; |
| 137 | return 1; |
| 138 | } else |
| 139 | return 0; |
| 140 | } |
| 141 | |
| 142 | static int midend_redo(midend_data *me) |
| 143 | { |
| 144 | if (me->statepos < me->nstates) { |
| 145 | me->statepos++; |
| 146 | me->dir = +1; |
| 147 | return 1; |
| 148 | } else |
| 149 | return 0; |
| 150 | } |
| 151 | |
| 152 | static void midend_finish_move(midend_data *me) |
| 153 | { |
| 154 | float flashtime; |
| 155 | |
| 156 | if (me->oldstate || me->statepos > 1) { |
| 157 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
| 158 | me->states[me->statepos-2], |
| 159 | me->states[me->statepos-1], |
| 160 | me->oldstate ? me->dir : +1); |
| 161 | if (flashtime > 0) { |
| 162 | me->flash_pos = 0.0F; |
| 163 | me->flash_time = flashtime; |
| 164 | } |
| 165 | } |
| 166 | |
| 167 | if (me->oldstate) |
| 168 | me->ourgame->free_game(me->oldstate); |
| 169 | me->oldstate = NULL; |
| 170 | me->anim_pos = me->anim_time = 0; |
| 171 | me->dir = 0; |
| 172 | |
| 173 | if (me->flash_time == 0 && me->anim_time == 0) |
| 174 | deactivate_timer(me->frontend); |
| 175 | else |
| 176 | activate_timer(me->frontend); |
| 177 | } |
| 178 | |
| 179 | static void midend_stop_anim(midend_data *me) |
| 180 | { |
| 181 | if (me->oldstate || me->anim_time) { |
| 182 | midend_finish_move(me); |
| 183 | midend_redraw(me); |
| 184 | } |
| 185 | } |
| 186 | |
| 187 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
| 188 | { |
| 189 | game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]); |
| 190 | float anim_time; |
| 191 | |
| 192 | if (button == 'n' || button == 'N' || button == '\x0E') { |
| 193 | midend_stop_anim(me); |
| 194 | midend_new_game(me); |
| 195 | midend_redraw(me); |
| 196 | return 1; /* never animate */ |
| 197 | } else if (button == 'r' || button == 'R') { |
| 198 | midend_stop_anim(me); |
| 199 | midend_restart_game(me); |
| 200 | midend_redraw(me); |
| 201 | return 1; /* never animate */ |
| 202 | } else if (button == 'u' || button == 'u' || |
| 203 | button == '\x1A' || button == '\x1F') { |
| 204 | midend_stop_anim(me); |
| 205 | if (!midend_undo(me)) |
| 206 | return 1; |
| 207 | } else if (button == '\x12') { |
| 208 | midend_stop_anim(me); |
| 209 | if (!midend_redo(me)) |
| 210 | return 1; |
| 211 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
| 212 | me->ourgame->free_game(oldstate); |
| 213 | return 0; |
| 214 | } else { |
| 215 | game_state *s = me->ourgame->make_move(me->states[me->statepos-1], |
| 216 | me->ui, x, y, button); |
| 217 | |
| 218 | if (s == me->states[me->statepos-1]) { |
| 219 | /* |
| 220 | * make_move() is allowed to return its input state to |
| 221 | * indicate that although no move has been made, the UI |
| 222 | * state has been updated and a redraw is called for. |
| 223 | */ |
| 224 | midend_redraw(me); |
| 225 | return 1; |
| 226 | } else if (s) { |
| 227 | midend_stop_anim(me); |
| 228 | while (me->nstates > me->statepos) |
| 229 | me->ourgame->free_game(me->states[--me->nstates]); |
| 230 | ensure(me); |
| 231 | me->states[me->nstates] = s; |
| 232 | me->statepos = ++me->nstates; |
| 233 | me->dir = +1; |
| 234 | } else { |
| 235 | me->ourgame->free_game(oldstate); |
| 236 | return 1; |
| 237 | } |
| 238 | } |
| 239 | |
| 240 | /* |
| 241 | * See if this move requires an animation. |
| 242 | */ |
| 243 | anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1], |
| 244 | me->dir); |
| 245 | |
| 246 | me->oldstate = oldstate; |
| 247 | if (anim_time > 0) { |
| 248 | me->anim_time = anim_time; |
| 249 | } else { |
| 250 | me->anim_time = 0.0; |
| 251 | midend_finish_move(me); |
| 252 | } |
| 253 | me->anim_pos = 0.0; |
| 254 | |
| 255 | midend_redraw(me); |
| 256 | |
| 257 | activate_timer(me->frontend); |
| 258 | |
| 259 | return 1; |
| 260 | } |
| 261 | |
| 262 | int midend_process_key(midend_data *me, int x, int y, int button) |
| 263 | { |
| 264 | int ret = 1; |
| 265 | |
| 266 | /* |
| 267 | * Harmonise mouse drag and release messages. |
| 268 | * |
| 269 | * Some front ends might accidentally switch from sending, say, |
| 270 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
| 271 | * drag. (This can happen on the Mac, for example, since |
| 272 | * RIGHT_DRAG is usually done using Command+drag, and if the |
| 273 | * user accidentally releases Command half way through the drag |
| 274 | * then there will be trouble.) |
| 275 | * |
| 276 | * It would be an O(number of front ends) annoyance to fix this |
| 277 | * in the front ends, but an O(number of back ends) annoyance |
| 278 | * to have each game capable of dealing with it. Therefore, we |
| 279 | * fix it _here_ in the common midend code so that it only has |
| 280 | * to be done once. |
| 281 | * |
| 282 | * Semantics: |
| 283 | * |
| 284 | * - when we receive a button down message, we remember which |
| 285 | * button went down. |
| 286 | * |
| 287 | * - if we receive a drag or release message for a button we |
| 288 | * don't currently think is pressed, we fabricate a |
| 289 | * button-down for it before sending it. |
| 290 | * |
| 291 | * - if we receive (or fabricate) a button down message |
| 292 | * without having seen a button up for the previously |
| 293 | * pressed button, we invent the button up before sending |
| 294 | * the button down. |
| 295 | * |
| 296 | * Therefore, front ends can just send whatever data they |
| 297 | * happen to be conveniently able to get, and back ends can be |
| 298 | * guaranteed of always receiving a down, zero or more drags |
| 299 | * and an up for a single button at a time. |
| 300 | */ |
| 301 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
| 302 | int which; |
| 303 | |
| 304 | if (IS_MOUSE_DRAG(button)) |
| 305 | which = button + (LEFT_BUTTON - LEFT_DRAG); |
| 306 | else |
| 307 | which = button + (LEFT_BUTTON - LEFT_RELEASE); |
| 308 | |
| 309 | if (which != me->pressed_mouse_button) { |
| 310 | /* |
| 311 | * Fabricate a button-up for the currently pressed |
| 312 | * button, if any. |
| 313 | */ |
| 314 | if (me->pressed_mouse_button) { |
| 315 | ret = ret && midend_really_process_key |
| 316 | (me, x, y, (me->pressed_mouse_button + |
| 317 | (LEFT_RELEASE - LEFT_BUTTON))); |
| 318 | } |
| 319 | |
| 320 | /* |
| 321 | * Now fabricate a button-down for this one. |
| 322 | */ |
| 323 | ret = ret && midend_really_process_key(me, x, y, which); |
| 324 | |
| 325 | /* |
| 326 | * And set the currently pressed button to this one. |
| 327 | */ |
| 328 | me->pressed_mouse_button = which; |
| 329 | } |
| 330 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
| 331 | /* |
| 332 | * Fabricate a button-up for the previously pressed button. |
| 333 | */ |
| 334 | ret = ret && midend_really_process_key |
| 335 | (me, x, y, (me->pressed_mouse_button + |
| 336 | (LEFT_RELEASE - LEFT_BUTTON))); |
| 337 | } |
| 338 | |
| 339 | /* |
| 340 | * Now send on the event we originally received. |
| 341 | */ |
| 342 | ret = ret && midend_really_process_key(me, x, y, button); |
| 343 | |
| 344 | /* |
| 345 | * And update the currently pressed button. |
| 346 | */ |
| 347 | if (IS_MOUSE_RELEASE(button)) |
| 348 | me->pressed_mouse_button = 0; |
| 349 | else if (IS_MOUSE_DOWN(button)) |
| 350 | me->pressed_mouse_button = button; |
| 351 | |
| 352 | return ret; |
| 353 | } |
| 354 | |
| 355 | void midend_redraw(midend_data *me) |
| 356 | { |
| 357 | if (me->statepos > 0 && me->drawstate) { |
| 358 | start_draw(me->frontend); |
| 359 | if (me->oldstate && me->anim_time > 0 && |
| 360 | me->anim_pos < me->anim_time) { |
| 361 | assert(me->dir != 0); |
| 362 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
| 363 | me->states[me->statepos-1], me->dir, |
| 364 | me->ui, me->anim_pos, me->flash_pos); |
| 365 | } else { |
| 366 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
| 367 | me->states[me->statepos-1], +1 /*shrug*/, |
| 368 | me->ui, 0.0, me->flash_pos); |
| 369 | } |
| 370 | end_draw(me->frontend); |
| 371 | } |
| 372 | } |
| 373 | |
| 374 | void midend_timer(midend_data *me, float tplus) |
| 375 | { |
| 376 | me->anim_pos += tplus; |
| 377 | if (me->anim_pos >= me->anim_time || |
| 378 | me->anim_time == 0 || !me->oldstate) { |
| 379 | if (me->anim_time > 0) |
| 380 | midend_finish_move(me); |
| 381 | } |
| 382 | me->flash_pos += tplus; |
| 383 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
| 384 | me->flash_pos = me->flash_time = 0; |
| 385 | } |
| 386 | if (me->flash_time == 0 && me->anim_time == 0) |
| 387 | deactivate_timer(me->frontend); |
| 388 | midend_redraw(me); |
| 389 | } |
| 390 | |
| 391 | float *midend_colours(midend_data *me, int *ncolours) |
| 392 | { |
| 393 | game_state *state = NULL; |
| 394 | float *ret; |
| 395 | |
| 396 | if (me->nstates == 0) { |
| 397 | char *seed = me->ourgame->new_seed(me->params, me->random); |
| 398 | state = me->ourgame->new_game(me->params, seed); |
| 399 | sfree(seed); |
| 400 | } else |
| 401 | state = me->states[0]; |
| 402 | |
| 403 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
| 404 | |
| 405 | if (me->nstates == 0) |
| 406 | me->ourgame->free_game(state); |
| 407 | |
| 408 | return ret; |
| 409 | } |
| 410 | |
| 411 | int midend_num_presets(midend_data *me) |
| 412 | { |
| 413 | if (!me->npresets) { |
| 414 | char *name; |
| 415 | game_params *preset; |
| 416 | |
| 417 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
| 418 | if (me->presetsize <= me->npresets) { |
| 419 | me->presetsize = me->npresets + 10; |
| 420 | me->presets = sresize(me->presets, me->presetsize, |
| 421 | game_params *); |
| 422 | me->preset_names = sresize(me->preset_names, me->presetsize, |
| 423 | char *); |
| 424 | } |
| 425 | |
| 426 | me->presets[me->npresets] = preset; |
| 427 | me->preset_names[me->npresets] = name; |
| 428 | me->npresets++; |
| 429 | } |
| 430 | } |
| 431 | |
| 432 | return me->npresets; |
| 433 | } |
| 434 | |
| 435 | void midend_fetch_preset(midend_data *me, int n, |
| 436 | char **name, game_params **params) |
| 437 | { |
| 438 | assert(n >= 0 && n < me->npresets); |
| 439 | *name = me->preset_names[n]; |
| 440 | *params = me->presets[n]; |
| 441 | } |
| 442 | |
| 443 | int midend_wants_statusbar(midend_data *me) |
| 444 | { |
| 445 | return me->ourgame->wants_statusbar(); |
| 446 | } |
| 447 | |
| 448 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
| 449 | { |
| 450 | char *titlebuf, *parstr; |
| 451 | config_item *ret; |
| 452 | |
| 453 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
| 454 | |
| 455 | switch (which) { |
| 456 | case CFG_SETTINGS: |
| 457 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
| 458 | *wintitle = dupstr(titlebuf); |
| 459 | return me->ourgame->configure(me->params); |
| 460 | case CFG_SEED: |
| 461 | sprintf(titlebuf, "%s game selection", me->ourgame->name); |
| 462 | *wintitle = dupstr(titlebuf); |
| 463 | |
| 464 | ret = snewn(2, config_item); |
| 465 | |
| 466 | ret[0].type = C_STRING; |
| 467 | ret[0].name = "Game ID"; |
| 468 | ret[0].ival = 0; |
| 469 | /* |
| 470 | * The text going in here will be a string encoding of the |
| 471 | * parameters, plus a colon, plus the game seed. This is a |
| 472 | * full game ID. |
| 473 | */ |
| 474 | parstr = me->ourgame->encode_params(me->params); |
| 475 | ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char); |
| 476 | sprintf(ret[0].sval, "%s:%s", parstr, me->seed); |
| 477 | sfree(parstr); |
| 478 | |
| 479 | ret[1].type = C_END; |
| 480 | ret[1].name = ret[1].sval = NULL; |
| 481 | ret[1].ival = 0; |
| 482 | |
| 483 | return ret; |
| 484 | } |
| 485 | |
| 486 | assert(!"We shouldn't be here"); |
| 487 | return NULL; |
| 488 | } |
| 489 | |
| 490 | char *midend_game_id(midend_data *me, char *id, int def_seed) |
| 491 | { |
| 492 | char *error, *par, *seed; |
| 493 | game_params *params; |
| 494 | |
| 495 | seed = strchr(id, ':'); |
| 496 | |
| 497 | if (seed) { |
| 498 | /* |
| 499 | * We have a colon separating parameters from game seed. So |
| 500 | * `par' now points to the parameters string, and `seed' to |
| 501 | * the seed string. |
| 502 | */ |
| 503 | *seed++ = '\0'; |
| 504 | par = id; |
| 505 | } else { |
| 506 | /* |
| 507 | * We only have one string. Depending on `def_seed', we |
| 508 | * take it to be either parameters or seed. |
| 509 | */ |
| 510 | if (def_seed) { |
| 511 | seed = id; |
| 512 | par = NULL; |
| 513 | } else { |
| 514 | seed = NULL; |
| 515 | par = id; |
| 516 | } |
| 517 | } |
| 518 | |
| 519 | if (par) { |
| 520 | params = me->ourgame->decode_params(par); |
| 521 | error = me->ourgame->validate_params(params); |
| 522 | if (error) { |
| 523 | me->ourgame->free_params(params); |
| 524 | return error; |
| 525 | } |
| 526 | me->ourgame->free_params(me->params); |
| 527 | me->params = params; |
| 528 | } |
| 529 | |
| 530 | if (seed) { |
| 531 | error = me->ourgame->validate_seed(me->params, seed); |
| 532 | if (error) |
| 533 | return error; |
| 534 | |
| 535 | sfree(me->seed); |
| 536 | me->seed = dupstr(seed); |
| 537 | me->fresh_seed = TRUE; |
| 538 | } |
| 539 | |
| 540 | return NULL; |
| 541 | } |
| 542 | |
| 543 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
| 544 | { |
| 545 | char *error; |
| 546 | game_params *params; |
| 547 | |
| 548 | switch (which) { |
| 549 | case CFG_SETTINGS: |
| 550 | params = me->ourgame->custom_params(cfg); |
| 551 | error = me->ourgame->validate_params(params); |
| 552 | |
| 553 | if (error) { |
| 554 | me->ourgame->free_params(params); |
| 555 | return error; |
| 556 | } |
| 557 | |
| 558 | me->ourgame->free_params(me->params); |
| 559 | me->params = params; |
| 560 | break; |
| 561 | |
| 562 | case CFG_SEED: |
| 563 | error = midend_game_id(me, cfg[0].sval, TRUE); |
| 564 | if (error) |
| 565 | return error; |
| 566 | break; |
| 567 | } |
| 568 | |
| 569 | return NULL; |
| 570 | } |