The Windows RNG turns out to only give about 16 bits at a time. This
[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 <string.h>
10 #include <assert.h>
11
12 #include "puzzles.h"
13
14 struct midend_data {
15 frontend *frontend;
16 random_state *random;
17
18 char *seed;
19 int fresh_seed;
20 int nstates, statesize, statepos;
21
22 game_params **presets;
23 char **preset_names;
24 int npresets, presetsize;
25
26 game_params *params;
27 game_state **states;
28 game_drawstate *drawstate;
29 game_state *oldstate;
30 float anim_time, anim_pos;
31 float flash_time, flash_pos;
32 };
33
34 #define ensure(me) do { \
35 if ((me)->nstates >= (me)->statesize) { \
36 (me)->statesize = (me)->nstates + 128; \
37 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
38 } \
39 } while (0)
40
41 midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
42 {
43 midend_data *me = snew(midend_data);
44
45 me->frontend = fe;
46 me->random = random_init(randseed, randseedsize);
47 me->nstates = me->statesize = me->statepos = 0;
48 me->states = NULL;
49 me->params = default_params();
50 me->seed = NULL;
51 me->fresh_seed = FALSE;
52 me->drawstate = NULL;
53 me->oldstate = NULL;
54 me->presets = NULL;
55 me->preset_names = NULL;
56 me->npresets = me->presetsize = 0;
57 me->anim_time = me->anim_pos = 0.0F;
58 me->flash_time = me->flash_pos = 0.0F;
59
60 return me;
61 }
62
63 void midend_free(midend_data *me)
64 {
65 sfree(me->states);
66 sfree(me->seed);
67 free_params(me->params);
68 sfree(me);
69 }
70
71 void midend_size(midend_data *me, int *x, int *y)
72 {
73 game_size(me->params, x, y);
74 }
75
76 void midend_set_params(midend_data *me, game_params *params)
77 {
78 free_params(me->params);
79 me->params = dup_params(params);
80 }
81
82 void midend_new_game(midend_data *me)
83 {
84 while (me->nstates > 0)
85 free_game(me->states[--me->nstates]);
86
87 if (me->drawstate)
88 game_free_drawstate(me->drawstate);
89
90 assert(me->nstates == 0);
91
92 if (!me->fresh_seed) {
93 sfree(me->seed);
94 me->seed = new_game_seed(me->params, me->random);
95 } else
96 me->fresh_seed = FALSE;
97
98 ensure(me);
99 me->states[me->nstates++] = new_game(me->params, me->seed);
100 me->statepos = 1;
101 me->drawstate = game_new_drawstate(me->states[0]);
102 }
103
104 void midend_restart_game(midend_data *me)
105 {
106 while (me->nstates > 1)
107 free_game(me->states[--me->nstates]);
108 me->statepos = me->nstates;
109 }
110
111 static int midend_undo(midend_data *me)
112 {
113 if (me->statepos > 1) {
114 me->statepos--;
115 return 1;
116 } else
117 return 0;
118 }
119
120 static int midend_redo(midend_data *me)
121 {
122 if (me->statepos < me->nstates) {
123 me->statepos++;
124 return 1;
125 } else
126 return 0;
127 }
128
129 static void midend_finish_move(midend_data *me)
130 {
131 float flashtime;
132
133 if (me->oldstate || me->statepos > 1) {
134 flashtime = game_flash_length(me->oldstate ? me->oldstate :
135 me->states[me->statepos-2],
136 me->states[me->statepos-1]);
137 if (flashtime > 0) {
138 me->flash_pos = 0.0F;
139 me->flash_time = flashtime;
140 }
141 }
142
143 if (me->oldstate)
144 free_game(me->oldstate);
145 me->oldstate = NULL;
146 me->anim_pos = me->anim_time = 0;
147
148 if (me->flash_time == 0 && me->anim_time == 0)
149 deactivate_timer(me->frontend);
150 else
151 activate_timer(me->frontend);
152 }
153
154 int midend_process_key(midend_data *me, int x, int y, int button)
155 {
156 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
157 float anim_time;
158
159 if (me->oldstate || me->anim_time) {
160 midend_finish_move(me);
161 midend_redraw(me);
162 }
163
164 if (button == 'n' || button == 'N' || button == '\x0E') {
165 midend_new_game(me);
166 midend_redraw(me);
167 return 1; /* never animate */
168 } else if (button == 'r' || button == 'R') {
169 midend_restart_game(me);
170 midend_redraw(me);
171 return 1; /* never animate */
172 } else if (button == 'u' || button == 'u' ||
173 button == '\x1A' || button == '\x1F') {
174 if (!midend_undo(me))
175 return 1;
176 } else if (button == '\x12') {
177 if (!midend_redo(me))
178 return 1;
179 } else if (button == 'q' || button == 'Q' || button == '\x11') {
180 free_game(oldstate);
181 return 0;
182 } else {
183 game_state *s = make_move(me->states[me->statepos-1], x, y, button);
184
185 if (s) {
186 while (me->nstates > me->statepos)
187 free_game(me->states[--me->nstates]);
188 ensure(me);
189 me->states[me->nstates] = s;
190 me->statepos = ++me->nstates;
191 } else {
192 free_game(oldstate);
193 return 1;
194 }
195 }
196
197 /*
198 * See if this move requires an animation.
199 */
200 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
201
202 me->oldstate = oldstate;
203 if (anim_time > 0) {
204 me->anim_time = anim_time;
205 } else {
206 me->anim_time = 0.0;
207 midend_finish_move(me);
208 }
209 me->anim_pos = 0.0;
210
211 midend_redraw(me);
212
213 activate_timer(me->frontend);
214
215 return 1;
216 }
217
218 void midend_redraw(midend_data *me)
219 {
220 if (me->statepos > 0 && me->drawstate) {
221 start_draw(me->frontend);
222 if (me->oldstate && me->anim_time > 0 &&
223 me->anim_pos < me->anim_time) {
224 game_redraw(me->frontend, me->drawstate, me->oldstate,
225 me->states[me->statepos-1], me->anim_pos,
226 me->flash_pos);
227 } else {
228 game_redraw(me->frontend, me->drawstate, NULL,
229 me->states[me->statepos-1], 0.0, me->flash_pos);
230 }
231 end_draw(me->frontend);
232 }
233 }
234
235 void midend_timer(midend_data *me, float tplus)
236 {
237 me->anim_pos += tplus;
238 if (me->anim_pos >= me->anim_time ||
239 me->anim_time == 0 || !me->oldstate) {
240 if (me->anim_time > 0)
241 midend_finish_move(me);
242 }
243 me->flash_pos += tplus;
244 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
245 me->flash_pos = me->flash_time = 0;
246 }
247 if (me->flash_time == 0 && me->anim_time == 0)
248 deactivate_timer(me->frontend);
249 midend_redraw(me);
250 }
251
252 float *midend_colours(midend_data *me, int *ncolours)
253 {
254 game_state *state = NULL;
255 float *ret;
256
257 if (me->nstates == 0) {
258 char *seed = new_game_seed(me->params, me->random);
259 state = new_game(me->params, seed);
260 sfree(seed);
261 } else
262 state = me->states[0];
263
264 ret = game_colours(me->frontend, state, ncolours);
265
266 if (me->nstates == 0)
267 free_game(state);
268
269 return ret;
270 }
271
272 int midend_num_presets(midend_data *me)
273 {
274 if (!me->npresets) {
275 char *name;
276 game_params *preset;
277
278 while (game_fetch_preset(me->npresets, &name, &preset)) {
279 if (me->presetsize <= me->npresets) {
280 me->presetsize = me->npresets + 10;
281 me->presets = sresize(me->presets, me->presetsize,
282 game_params *);
283 me->preset_names = sresize(me->preset_names, me->presetsize,
284 char *);
285 }
286
287 me->presets[me->npresets] = preset;
288 me->preset_names[me->npresets] = name;
289 me->npresets++;
290 }
291 }
292
293 return me->npresets;
294 }
295
296 void midend_fetch_preset(midend_data *me, int n,
297 char **name, game_params **params)
298 {
299 assert(n >= 0 && n < me->npresets);
300 *name = me->preset_names[n];
301 *params = me->presets[n];
302 }
303
304 int midend_wants_statusbar(midend_data *me)
305 {
306 return game_wants_statusbar();
307 }
308
309 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
310 {
311 char *titlebuf;
312 config_item *ret;
313
314 titlebuf = snewn(40 + strlen(game_name), char);
315
316 switch (which) {
317 case CFG_SETTINGS:
318 sprintf(titlebuf, "%s configuration", game_name);
319 *wintitle = dupstr(titlebuf);
320 return game_configure(me->params);
321 case CFG_SEED:
322 sprintf(titlebuf, "%s game selection", game_name);
323 *wintitle = dupstr(titlebuf);
324
325 ret = snewn(2, config_item);
326
327 ret[0].type = C_STRING;
328 ret[0].name = "Game ID";
329 ret[0].ival = 0;
330 ret[0].sval = dupstr(me->seed);
331
332 ret[1].type = C_END;
333 ret[1].name = ret[1].sval = NULL;
334 ret[1].ival = 0;
335
336 return ret;
337 }
338
339 assert(!"We shouldn't be here");
340 return NULL;
341 }
342
343 char *midend_set_config(midend_data *me, int which, config_item *cfg)
344 {
345 char *error;
346 game_params *params;
347
348 switch (which) {
349 case CFG_SETTINGS:
350 params = custom_params(cfg);
351 error = validate_params(params);
352
353 if (error) {
354 free_params(params);
355 return error;
356 }
357
358 free_params(me->params);
359 me->params = params;
360 break;
361
362 case CFG_SEED:
363 error = validate_seed(me->params, cfg[0].sval);
364 if (error)
365 return error;
366
367 sfree(me->seed);
368 me->seed = dupstr(cfg[0].sval);
369 me->fresh_seed = TRUE;
370
371 break;
372 }
373
374 return NULL;
375 }