Implemented Cube, in a sufficiently general way that it also handles
[sgt/puzzles] / midend.c
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 <assert.h>
10
11 #include "puzzles.h"
12
13 struct midend_data {
14 frontend *frontend;
15 char *seed;
16 int nstates, statesize, statepos;
17 game_params *params;
18 game_state **states;
19 game_drawstate *drawstate;
20 game_state *oldstate;
21 float anim_time, anim_pos;
22 };
23
24 #define ensure(me) do { \
25 if ((me)->nstates >= (me)->statesize) { \
26 (me)->statesize = (me)->nstates + 128; \
27 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
28 } \
29 } while (0)
30
31 midend_data *midend_new(frontend *frontend)
32 {
33 midend_data *me = snew(midend_data);
34
35 me->frontend = frontend;
36 me->nstates = me->statesize = me->statepos = 0;
37 me->states = NULL;
38 me->params = default_params();
39 me->seed = NULL;
40 me->drawstate = NULL;
41 me->oldstate = NULL;
42
43 return me;
44 }
45
46 void midend_free(midend_data *me)
47 {
48 sfree(me->states);
49 sfree(me->seed);
50 free_params(me->params);
51 sfree(me);
52 }
53
54 void midend_size(midend_data *me, int *x, int *y)
55 {
56 game_size(me->params, x, y);
57 }
58
59 void midend_set_params(midend_data *me, game_params *params)
60 {
61 free_params(me->params);
62 me->params = params;
63 }
64
65 void midend_new_game(midend_data *me, char *seed)
66 {
67 while (me->nstates > 0)
68 free_game(me->states[--me->nstates]);
69
70 if (me->drawstate)
71 game_free_drawstate(me->drawstate);
72
73 assert(me->nstates == 0);
74
75 sfree(me->seed);
76 if (seed)
77 me->seed = dupstr(seed);
78 else
79 me->seed = new_game_seed(me->params);
80
81 ensure(me);
82 me->states[me->nstates++] = new_game(me->params, me->seed);
83 me->statepos = 1;
84 me->drawstate = game_new_drawstate(me->states[0]);
85 }
86
87 void midend_restart_game(midend_data *me)
88 {
89 while (me->nstates > 1)
90 free_game(me->states[--me->nstates]);
91 me->statepos = me->nstates;
92 }
93
94 static int midend_undo(midend_data *me)
95 {
96 if (me->statepos > 1) {
97 me->statepos--;
98 return 1;
99 } else
100 return 0;
101 }
102
103 static int midend_redo(midend_data *me)
104 {
105 if (me->statepos < me->nstates) {
106 me->statepos++;
107 return 1;
108 } else
109 return 0;
110 }
111
112 int midend_process_key(midend_data *me, int x, int y, int button)
113 {
114 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
115 float anim_time;
116
117 if (me->oldstate || me->anim_time) {
118 if (me->oldstate)
119 free_game(me->oldstate);
120 me->oldstate = NULL;
121 me->anim_pos = me->anim_time = 0;
122 deactivate_timer(me->frontend);
123 midend_redraw(me);
124 }
125
126 if (button == 'n' || button == 'N' || button == '\x0E') {
127 midend_new_game(me, NULL);
128 midend_redraw(me);
129 return 1; /* never animate */
130 } else if (button == 'r' || button == 'R') {
131 midend_restart_game(me);
132 midend_redraw(me);
133 return 1; /* never animate */
134 } else if (button == 'u' || button == 'u' ||
135 button == '\x1A' || button == '\x1F') {
136 if (!midend_undo(me))
137 return 1;
138 } else if (button == '\x12') {
139 if (!midend_redo(me))
140 return 1;
141 } else if (button == 'q' || button == 'Q' || button == '\x11') {
142 free_game(oldstate);
143 return 0;
144 } else {
145 game_state *s = make_move(me->states[me->statepos-1], x, y, button);
146
147 if (s) {
148 while (me->nstates > me->statepos)
149 free_game(me->states[--me->nstates]);
150 ensure(me);
151 me->states[me->nstates] = s;
152 me->statepos = ++me->nstates;
153 } else {
154 free_game(oldstate);
155 return 1;
156 }
157 }
158
159 /*
160 * See if this move requires an animation.
161 */
162 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
163
164 if (anim_time > 0) {
165 me->oldstate = oldstate;
166 me->anim_time = anim_time;
167 } else {
168 free_game(oldstate);
169 me->oldstate = NULL;
170 me->anim_time = 0.0;
171 }
172 me->anim_pos = 0.0;
173
174 midend_redraw(me);
175
176 activate_timer(me->frontend);
177
178 return 1;
179 }
180
181 void midend_redraw(midend_data *me)
182 {
183 if (me->statepos > 0 && me->drawstate) {
184 start_draw(me->frontend);
185 if (me->oldstate && me->anim_time > 0 &&
186 me->anim_pos < me->anim_time) {
187 game_redraw(me->frontend, me->drawstate, me->oldstate,
188 me->states[me->statepos-1], me->anim_pos);
189 } else {
190 game_redraw(me->frontend, me->drawstate, NULL,
191 me->states[me->statepos-1], 0.0);
192 }
193 end_draw(me->frontend);
194 }
195 }
196
197 void midend_timer(midend_data *me, float tplus)
198 {
199 me->anim_pos += tplus;
200 if (me->anim_pos >= me->anim_time ||
201 me->anim_time == 0 || !me->oldstate) {
202 if (me->oldstate)
203 free_game(me->oldstate);
204 me->oldstate = NULL;
205 me->anim_pos = me->anim_time = 0;
206 deactivate_timer(me->frontend);
207 }
208 midend_redraw(me);
209 }
210
211 float *midend_colours(midend_data *me, int *ncolours)
212 {
213 game_state *state = NULL;
214 float *ret;
215
216 if (me->nstates == 0) {
217 char *seed = new_game_seed(me->params);
218 state = new_game(me->params, seed);
219 sfree(seed);
220 } else
221 state = me->states[0];
222
223 ret = game_colours(me->frontend, state, ncolours);
224
225 if (me->nstates == 0)
226 free_game(state);
227
228 return ret;
229 }