Further general development. Net is now playable, though
[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 void midend_undo(midend_data *me)
95 {
96 if (me->statepos > 1)
97 me->statepos--;
98 }
99
100 void midend_redo(midend_data *me)
101 {
102 if (me->statepos < me->nstates)
103 me->statepos++;
104 }
105
106 int midend_process_key(midend_data *me, int x, int y, int button)
107 {
108 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
109 float anim_time;
110
111 if (me->oldstate || me->anim_time) {
112 if (me->oldstate)
113 free_game(me->oldstate);
114 me->oldstate = NULL;
115 me->anim_pos = me->anim_time = 0;
116 deactivate_timer(me->frontend);
117 midend_redraw(me);
118 }
119
120 if (button == 'n' || button == 'N' || button == '\x0E') {
121 midend_new_game(me, NULL);
122 midend_redraw(me);
123 return 1; /* never animate */
124 } else if (button == 'r' || button == 'R') {
125 midend_restart_game(me);
126 midend_redraw(me);
127 return 1; /* never animate */
128 } else if (button == 'u' || button == 'u' ||
129 button == '\x1A' || button == '\x1F') {
130 midend_undo(me);
131 } else if (button == '\x12') {
132 midend_redo(me);
133 } else if (button == 'q' || button == 'Q' || button == '\x11') {
134 free_game(oldstate);
135 return 0;
136 } else {
137 game_state *s = make_move(me->states[me->statepos-1], x, y, button);
138
139 if (s) {
140 while (me->nstates > me->statepos)
141 free_game(me->states[--me->nstates]);
142 ensure(me);
143 me->states[me->nstates] = s;
144 me->statepos = ++me->nstates;
145 } else {
146 free_game(oldstate);
147 return 1;
148 }
149 }
150
151 /*
152 * See if this move requires an animation.
153 */
154 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
155
156 if (anim_time > 0) {
157 me->oldstate = oldstate;
158 me->anim_time = anim_time;
159 } else {
160 free_game(oldstate);
161 me->oldstate = NULL;
162 me->anim_time = 0.0;
163 }
164 me->anim_pos = 0.0;
165
166 midend_redraw(me);
167
168 activate_timer(me->frontend);
169
170 return 1;
171 }
172
173 void midend_redraw(midend_data *me)
174 {
175 if (me->statepos > 0 && me->drawstate) {
176 start_draw(me->frontend);
177 if (me->oldstate && me->anim_time > 0 &&
178 me->anim_pos < me->anim_time) {
179 game_redraw(me->frontend, me->drawstate, me->oldstate,
180 me->states[me->statepos-1], me->anim_pos);
181 } else {
182 game_redraw(me->frontend, me->drawstate, NULL,
183 me->states[me->statepos-1], 0.0);
184 }
185 end_draw(me->frontend);
186 }
187 }
188
189 void midend_timer(midend_data *me, float tplus)
190 {
191 me->anim_pos += tplus;
192 if (me->anim_pos >= me->anim_time ||
193 me->anim_time == 0 || !me->oldstate) {
194 if (me->oldstate)
195 free_game(me->oldstate);
196 me->oldstate = NULL;
197 me->anim_pos = me->anim_time = 0;
198 deactivate_timer(me->frontend);
199 }
200 midend_redraw(me);
201 }
202
203 float *midend_colours(midend_data *me, int *ncolours)
204 {
205 game_state *state = NULL;
206 float *ret;
207
208 if (me->nstates == 0) {
209 char *seed = new_game_seed(me->params);
210 state = new_game(me->params, seed);
211 sfree(seed);
212 } else
213 state = me->states[0];
214
215 ret = game_colours(me->frontend, state, ncolours);
216
217 if (me->nstates == 0)
218 free_game(state);
219
220 return ret;
221 }