After much thought, I've decided that `Restart' on r is not a
[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/quit.
6 */
7
8 #include <stdio.h>
9 #include <string.h>
10 #include <assert.h>
11
12 #include "puzzles.h"
13
14 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
15
16 struct midend_state_entry {
17 game_state *state;
18 int special; /* created by solve or restart */
19 };
20
21 struct midend_data {
22 frontend *frontend;
23 random_state *random;
24 const game *ourgame;
25
26 char *desc, *seedstr;
27 game_aux_info *aux_info;
28 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
29 int nstates, statesize, statepos;
30
31 game_params **presets;
32 char **preset_names;
33 int npresets, presetsize;
34
35 game_params *params, *tmpparams;
36 struct midend_state_entry *states;
37 game_drawstate *drawstate;
38 game_state *oldstate;
39 game_ui *ui;
40 float anim_time, anim_pos;
41 float flash_time, flash_pos;
42 int dir;
43
44 int pressed_mouse_button;
45 };
46
47 #define ensure(me) do { \
48 if ((me)->nstates >= (me)->statesize) { \
49 (me)->statesize = (me)->nstates + 128; \
50 (me)->states = sresize((me)->states, (me)->statesize, \
51 struct midend_state_entry); \
52 } \
53 } while (0)
54
55 midend_data *midend_new(frontend *fe, const game *ourgame)
56 {
57 midend_data *me = snew(midend_data);
58 void *randseed;
59 int randseedsize;
60
61 get_random_seed(&randseed, &randseedsize);
62
63 me->frontend = fe;
64 me->ourgame = ourgame;
65 me->random = random_init(randseed, randseedsize);
66 me->nstates = me->statesize = me->statepos = 0;
67 me->states = NULL;
68 me->params = ourgame->default_params();
69 me->tmpparams = NULL;
70 me->desc = NULL;
71 me->seedstr = NULL;
72 me->aux_info = NULL;
73 me->genmode = GOT_NOTHING;
74 me->drawstate = NULL;
75 me->oldstate = NULL;
76 me->presets = NULL;
77 me->preset_names = NULL;
78 me->npresets = me->presetsize = 0;
79 me->anim_time = me->anim_pos = 0.0F;
80 me->flash_time = me->flash_pos = 0.0F;
81 me->dir = 0;
82 me->ui = NULL;
83 me->pressed_mouse_button = 0;
84
85 sfree(randseed);
86
87 return me;
88 }
89
90 void midend_free(midend_data *me)
91 {
92 sfree(me->states);
93 sfree(me->desc);
94 sfree(me->seedstr);
95 random_free(me->random);
96 if (me->aux_info)
97 me->ourgame->free_aux_info(me->aux_info);
98 me->ourgame->free_params(me->params);
99 if (me->tmpparams)
100 me->ourgame->free_params(me->tmpparams);
101 sfree(me);
102 }
103
104 void midend_size(midend_data *me, int *x, int *y)
105 {
106 me->ourgame->size(me->params, x, y);
107 }
108
109 void midend_set_params(midend_data *me, game_params *params)
110 {
111 me->ourgame->free_params(me->params);
112 me->params = me->ourgame->dup_params(params);
113 }
114
115 void midend_new_game(midend_data *me)
116 {
117 while (me->nstates > 0)
118 me->ourgame->free_game(me->states[--me->nstates].state);
119
120 if (me->drawstate)
121 me->ourgame->free_drawstate(me->drawstate);
122
123 assert(me->nstates == 0);
124
125 if (me->genmode == GOT_DESC) {
126 me->genmode = GOT_NOTHING;
127 } else {
128 random_state *rs;
129
130 if (me->genmode == GOT_SEED) {
131 me->genmode = GOT_NOTHING;
132 } else {
133 /*
134 * Generate a new random seed. 15 digits comes to about
135 * 48 bits, which should be more than enough.
136 */
137 char newseed[16];
138 int i;
139 newseed[15] = '\0';
140 for (i = 0; i < 15; i++)
141 newseed[i] = '0' + random_upto(me->random, 10);
142 sfree(me->seedstr);
143 me->seedstr = dupstr(newseed);
144 }
145
146 sfree(me->desc);
147 if (me->aux_info)
148 me->ourgame->free_aux_info(me->aux_info);
149 me->aux_info = NULL;
150
151 rs = random_init(me->seedstr, strlen(me->seedstr));
152 me->desc = me->ourgame->new_desc
153 (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info);
154 random_free(rs);
155
156 if (me->tmpparams) {
157 me->ourgame->free_params(me->tmpparams);
158 me->tmpparams = NULL;
159 }
160 }
161
162 ensure(me);
163 me->states[me->nstates].state = me->ourgame->new_game(me->params, me->desc);
164 me->states[me->nstates].special = TRUE;
165 me->nstates++;
166 me->statepos = 1;
167 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
168 if (me->ui)
169 me->ourgame->free_ui(me->ui);
170 me->ui = me->ourgame->new_ui(me->states[0].state);
171 me->pressed_mouse_button = 0;
172 }
173
174 static int midend_undo(midend_data *me)
175 {
176 if (me->statepos > 1) {
177 me->statepos--;
178 me->dir = -1;
179 return 1;
180 } else
181 return 0;
182 }
183
184 static int midend_redo(midend_data *me)
185 {
186 if (me->statepos < me->nstates) {
187 me->statepos++;
188 me->dir = +1;
189 return 1;
190 } else
191 return 0;
192 }
193
194 static void midend_finish_move(midend_data *me)
195 {
196 float flashtime;
197
198 /*
199 * We do not flash if the later of the two states is special.
200 * This covers both forward Solve moves and backward (undone)
201 * Restart moves.
202 */
203 if ((me->oldstate || me->statepos > 1) &&
204 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
205 (me->dir < 0 && me->statepos < me->nstates &&
206 !me->states[me->statepos].special))) {
207 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
208 me->states[me->statepos-2].state,
209 me->states[me->statepos-1].state,
210 me->oldstate ? me->dir : +1);
211 if (flashtime > 0) {
212 me->flash_pos = 0.0F;
213 me->flash_time = flashtime;
214 }
215 }
216
217 if (me->oldstate)
218 me->ourgame->free_game(me->oldstate);
219 me->oldstate = NULL;
220 me->anim_pos = me->anim_time = 0;
221 me->dir = 0;
222
223 if (me->flash_time == 0 && me->anim_time == 0)
224 deactivate_timer(me->frontend);
225 else
226 activate_timer(me->frontend);
227 }
228
229 static void midend_stop_anim(midend_data *me)
230 {
231 if (me->oldstate || me->anim_time) {
232 midend_finish_move(me);
233 midend_redraw(me);
234 }
235 }
236
237 void midend_restart_game(midend_data *me)
238 {
239 game_state *s;
240
241 midend_stop_anim(me);
242
243 assert(me->statepos >= 1);
244 if (me->statepos == 1)
245 return; /* no point doing anything at all! */
246
247 s = me->ourgame->dup_game(me->states[0].state);
248
249 /*
250 * Now enter the restarted state as the next move.
251 */
252 midend_stop_anim(me);
253 while (me->nstates > me->statepos)
254 me->ourgame->free_game(me->states[--me->nstates].state);
255 ensure(me);
256 me->states[me->nstates].state = s;
257 me->states[me->nstates].special = TRUE; /* we just restarted */
258 me->statepos = ++me->nstates;
259 me->anim_time = 0.0;
260 midend_finish_move(me);
261 midend_redraw(me);
262 activate_timer(me->frontend);
263 }
264
265 static int midend_really_process_key(midend_data *me, int x, int y, int button)
266 {
267 game_state *oldstate =
268 me->ourgame->dup_game(me->states[me->statepos - 1].state);
269 int special = FALSE, gotspecial = FALSE;
270 float anim_time;
271
272 if (button == 'n' || button == 'N' || button == '\x0E') {
273 midend_stop_anim(me);
274 midend_new_game(me);
275 midend_redraw(me);
276 return 1; /* never animate */
277 } else if (button == 'u' || button == 'u' ||
278 button == '\x1A' || button == '\x1F') {
279 midend_stop_anim(me);
280 special = me->states[me->statepos-1].special;
281 gotspecial = TRUE;
282 if (!midend_undo(me))
283 return 1;
284 } else if (button == 'r' || button == 'R' ||
285 button == '\x12') {
286 midend_stop_anim(me);
287 if (!midend_redo(me))
288 return 1;
289 } else if (button == 'q' || button == 'Q' || button == '\x11') {
290 me->ourgame->free_game(oldstate);
291 return 0;
292 } else {
293 game_state *s =
294 me->ourgame->make_move(me->states[me->statepos-1].state,
295 me->ui, x, y, button);
296
297 if (s == me->states[me->statepos-1].state) {
298 /*
299 * make_move() is allowed to return its input state to
300 * indicate that although no move has been made, the UI
301 * state has been updated and a redraw is called for.
302 */
303 midend_redraw(me);
304 return 1;
305 } else if (s) {
306 midend_stop_anim(me);
307 while (me->nstates > me->statepos)
308 me->ourgame->free_game(me->states[--me->nstates].state);
309 ensure(me);
310 me->states[me->nstates].state = s;
311 me->states[me->nstates].special = FALSE; /* normal move */
312 me->statepos = ++me->nstates;
313 me->dir = +1;
314 } else {
315 me->ourgame->free_game(oldstate);
316 return 1;
317 }
318 }
319
320 if (!gotspecial)
321 special = me->states[me->statepos-1].special;
322
323 /*
324 * See if this move requires an animation.
325 */
326 if (special) {
327 anim_time = 0;
328 } else {
329 anim_time = me->ourgame->anim_length(oldstate,
330 me->states[me->statepos-1].state,
331 me->dir);
332 }
333
334 me->oldstate = oldstate;
335 if (anim_time > 0) {
336 me->anim_time = anim_time;
337 } else {
338 me->anim_time = 0.0;
339 midend_finish_move(me);
340 }
341 me->anim_pos = 0.0;
342
343 midend_redraw(me);
344
345 activate_timer(me->frontend);
346
347 return 1;
348 }
349
350 int midend_process_key(midend_data *me, int x, int y, int button)
351 {
352 int ret = 1;
353
354 /*
355 * Harmonise mouse drag and release messages.
356 *
357 * Some front ends might accidentally switch from sending, say,
358 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
359 * drag. (This can happen on the Mac, for example, since
360 * RIGHT_DRAG is usually done using Command+drag, and if the
361 * user accidentally releases Command half way through the drag
362 * then there will be trouble.)
363 *
364 * It would be an O(number of front ends) annoyance to fix this
365 * in the front ends, but an O(number of back ends) annoyance
366 * to have each game capable of dealing with it. Therefore, we
367 * fix it _here_ in the common midend code so that it only has
368 * to be done once.
369 *
370 * The possible ways in which things can go screwy in the front
371 * end are:
372 *
373 * - in a system containing multiple physical buttons button
374 * presses can inadvertently overlap. We can see ABab (caps
375 * meaning button-down and lowercase meaning button-up) when
376 * the user had semantically intended AaBb.
377 *
378 * - in a system where one button is simulated by means of a
379 * modifier key and another button, buttons can mutate
380 * between press and release (possibly during drag). So we
381 * can see Ab instead of Aa.
382 *
383 * Definite requirements are:
384 *
385 * - button _presses_ must never be invented or destroyed. If
386 * the user presses two buttons in succession, the button
387 * presses must be transferred to the backend unchanged. So
388 * if we see AaBb , that's fine; if we see ABab (the button
389 * presses inadvertently overlapped) we must somehow
390 * `correct' it to AaBb.
391 *
392 * - every mouse action must end up looking like a press, zero
393 * or more drags, then a release. This allows back ends to
394 * make the _assumption_ that incoming mouse data will be
395 * sane in this regard, and not worry about the details.
396 *
397 * So my policy will be:
398 *
399 * - treat any button-up as a button-up for the currently
400 * pressed button, or ignore it if there is no currently
401 * pressed button.
402 *
403 * - treat any drag as a drag for the currently pressed
404 * button, or ignore it if there is no currently pressed
405 * button.
406 *
407 * - if we see a button-down while another button is currently
408 * pressed, invent a button-up for the first one and then
409 * pass the button-down through as before.
410 *
411 */
412 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
413 if (me->pressed_mouse_button) {
414 if (IS_MOUSE_DRAG(button)) {
415 button = me->pressed_mouse_button +
416 (LEFT_DRAG - LEFT_BUTTON);
417 } else {
418 button = me->pressed_mouse_button +
419 (LEFT_RELEASE - LEFT_BUTTON);
420 }
421 } else
422 return ret; /* ignore it */
423 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
424 /*
425 * Fabricate a button-up for the previously pressed button.
426 */
427 ret = ret && midend_really_process_key
428 (me, x, y, (me->pressed_mouse_button +
429 (LEFT_RELEASE - LEFT_BUTTON)));
430 }
431
432 /*
433 * Now send on the event we originally received.
434 */
435 ret = ret && midend_really_process_key(me, x, y, button);
436
437 /*
438 * And update the currently pressed button.
439 */
440 if (IS_MOUSE_RELEASE(button))
441 me->pressed_mouse_button = 0;
442 else if (IS_MOUSE_DOWN(button))
443 me->pressed_mouse_button = button;
444
445 return ret;
446 }
447
448 void midend_redraw(midend_data *me)
449 {
450 if (me->statepos > 0 && me->drawstate) {
451 start_draw(me->frontend);
452 if (me->oldstate && me->anim_time > 0 &&
453 me->anim_pos < me->anim_time) {
454 assert(me->dir != 0);
455 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
456 me->states[me->statepos-1].state, me->dir,
457 me->ui, me->anim_pos, me->flash_pos);
458 } else {
459 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
460 me->states[me->statepos-1].state, +1 /*shrug*/,
461 me->ui, 0.0, me->flash_pos);
462 }
463 end_draw(me->frontend);
464 }
465 }
466
467 void midend_timer(midend_data *me, float tplus)
468 {
469 me->anim_pos += tplus;
470 if (me->anim_pos >= me->anim_time ||
471 me->anim_time == 0 || !me->oldstate) {
472 if (me->anim_time > 0)
473 midend_finish_move(me);
474 }
475 me->flash_pos += tplus;
476 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
477 me->flash_pos = me->flash_time = 0;
478 }
479 if (me->flash_time == 0 && me->anim_time == 0)
480 deactivate_timer(me->frontend);
481 midend_redraw(me);
482 }
483
484 float *midend_colours(midend_data *me, int *ncolours)
485 {
486 game_state *state = NULL;
487 float *ret;
488
489 if (me->nstates == 0) {
490 game_aux_info *aux = NULL;
491 char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
492 state = me->ourgame->new_game(me->params, desc);
493 sfree(desc);
494 if (aux)
495 me->ourgame->free_aux_info(aux);
496 } else
497 state = me->states[0].state;
498
499 ret = me->ourgame->colours(me->frontend, state, ncolours);
500
501 if (me->nstates == 0)
502 me->ourgame->free_game(state);
503
504 return ret;
505 }
506
507 int midend_num_presets(midend_data *me)
508 {
509 if (!me->npresets) {
510 char *name;
511 game_params *preset;
512
513 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
514 if (me->presetsize <= me->npresets) {
515 me->presetsize = me->npresets + 10;
516 me->presets = sresize(me->presets, me->presetsize,
517 game_params *);
518 me->preset_names = sresize(me->preset_names, me->presetsize,
519 char *);
520 }
521
522 me->presets[me->npresets] = preset;
523 me->preset_names[me->npresets] = name;
524 me->npresets++;
525 }
526 }
527
528 return me->npresets;
529 }
530
531 void midend_fetch_preset(midend_data *me, int n,
532 char **name, game_params **params)
533 {
534 assert(n >= 0 && n < me->npresets);
535 *name = me->preset_names[n];
536 *params = me->presets[n];
537 }
538
539 int midend_wants_statusbar(midend_data *me)
540 {
541 return me->ourgame->wants_statusbar();
542 }
543
544 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
545 {
546 char *titlebuf, *parstr;
547 config_item *ret;
548
549 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
550
551 switch (which) {
552 case CFG_SETTINGS:
553 sprintf(titlebuf, "%s configuration", me->ourgame->name);
554 *wintitle = dupstr(titlebuf);
555 return me->ourgame->configure(me->params);
556 case CFG_SEED:
557 case CFG_DESC:
558 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
559 which == CFG_SEED ? "random" : "game");
560 *wintitle = dupstr(titlebuf);
561
562 ret = snewn(2, config_item);
563
564 ret[0].type = C_STRING;
565 if (which == CFG_SEED)
566 ret[0].name = "Game random seed";
567 else
568 ret[0].name = "Game ID";
569 ret[0].ival = 0;
570 /*
571 * For CFG_DESC the text going in here will be a string
572 * encoding of the restricted parameters, plus a colon,
573 * plus the game description. For CFG_SEED it will be the
574 * full parameters, plus a hash, plus the random seed data.
575 * Either of these is a valid full game ID (although only
576 * the former is likely to persist across many code
577 * changes).
578 */
579 parstr = me->ourgame->encode_params(me->params, which == CFG_SEED);
580 if (which == CFG_DESC) {
581 ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
582 sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
583 } else if (me->seedstr) {
584 ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
585 sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
586 } else {
587 /*
588 * If the current game was not randomly generated, the
589 * best we can do is to give a template for typing a
590 * new seed in.
591 */
592 ret[0].sval = snewn(strlen(parstr) + 2, char);
593 sprintf(ret[0].sval, "%s#", parstr);
594 }
595 sfree(parstr);
596
597 ret[1].type = C_END;
598 ret[1].name = ret[1].sval = NULL;
599 ret[1].ival = 0;
600
601 return ret;
602 }
603
604 assert(!"We shouldn't be here");
605 return NULL;
606 }
607
608 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
609 {
610 char *error, *par, *desc, *seed;
611
612 seed = strchr(id, '#');
613 desc = strchr(id, ':');
614
615 if (desc && (!seed || desc < seed)) {
616 /*
617 * We have a colon separating parameters from game
618 * description. So `par' now points to the parameters
619 * string, and `desc' to the description string.
620 */
621 *desc++ = '\0';
622 par = id;
623 seed = NULL;
624 } else if (seed && (!desc || seed < desc)) {
625 /*
626 * We have a hash separating parameters from random seed.
627 * So `par' now points to the parameters string, and `seed'
628 * to the seed string.
629 */
630 *seed++ = '\0';
631 par = id;
632 desc = NULL;
633 } else {
634 /*
635 * We only have one string. Depending on `defmode', we take
636 * it to be either parameters, seed or description.
637 */
638 if (defmode == DEF_SEED) {
639 seed = id;
640 par = desc = NULL;
641 } else if (defmode == DEF_DESC) {
642 desc = id;
643 par = seed = NULL;
644 } else {
645 par = id;
646 seed = desc = NULL;
647 }
648 }
649
650 if (par) {
651 game_params *tmpparams;
652 tmpparams = me->ourgame->dup_params(me->params);
653 me->ourgame->decode_params(tmpparams, par);
654 error = me->ourgame->validate_params(tmpparams);
655 if (error) {
656 me->ourgame->free_params(tmpparams);
657 return error;
658 }
659 if (me->tmpparams)
660 me->ourgame->free_params(me->tmpparams);
661 me->tmpparams = tmpparams;
662
663 /*
664 * Now filter only the persistent parts of this state into
665 * the long-term params structure, unless we've _only_
666 * received a params string in which case the whole lot is
667 * persistent.
668 */
669 if (seed || desc) {
670 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
671 me->ourgame->decode_params(me->params, tmpstr);
672 } else {
673 me->ourgame->free_params(me->params);
674 me->params = me->ourgame->dup_params(tmpparams);
675 }
676 }
677
678 if (desc) {
679 error = me->ourgame->validate_desc(me->params, desc);
680 if (error)
681 return error;
682
683 sfree(me->desc);
684 me->desc = dupstr(desc);
685 me->genmode = GOT_DESC;
686 if (me->aux_info)
687 me->ourgame->free_aux_info(me->aux_info);
688 me->aux_info = NULL;
689 }
690
691 if (seed) {
692 sfree(me->seedstr);
693 me->seedstr = dupstr(seed);
694 me->genmode = GOT_SEED;
695 }
696
697 return NULL;
698 }
699
700 char *midend_game_id(midend_data *me, char *id)
701 {
702 return midend_game_id_int(me, id, DEF_PARAMS);
703 }
704
705 char *midend_set_config(midend_data *me, int which, config_item *cfg)
706 {
707 char *error;
708 game_params *params;
709
710 switch (which) {
711 case CFG_SETTINGS:
712 params = me->ourgame->custom_params(cfg);
713 error = me->ourgame->validate_params(params);
714
715 if (error) {
716 me->ourgame->free_params(params);
717 return error;
718 }
719
720 me->ourgame->free_params(me->params);
721 me->params = params;
722 break;
723
724 case CFG_SEED:
725 case CFG_DESC:
726 error = midend_game_id_int(me, cfg[0].sval,
727 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
728 if (error)
729 return error;
730 break;
731 }
732
733 return NULL;
734 }
735
736 char *midend_text_format(midend_data *me)
737 {
738 if (me->ourgame->can_format_as_text && me->statepos > 0)
739 return me->ourgame->text_format(me->states[me->statepos-1].state);
740 else
741 return NULL;
742 }
743
744 char *midend_solve(midend_data *me)
745 {
746 game_state *s;
747 char *msg;
748
749 if (!me->ourgame->can_solve)
750 return "This game does not support the Solve operation";
751
752 if (me->statepos < 1)
753 return "No game set up to solve"; /* _shouldn't_ happen! */
754
755 msg = "Solve operation failed"; /* game _should_ overwrite on error */
756 s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
757 if (!s)
758 return msg;
759
760 /*
761 * Now enter the solved state as the next move.
762 */
763 midend_stop_anim(me);
764 while (me->nstates > me->statepos)
765 me->ourgame->free_game(me->states[--me->nstates].state);
766 ensure(me);
767 me->states[me->nstates].state = s;
768 me->states[me->nstates].special = TRUE; /* created using solve */
769 me->statepos = ++me->nstates;
770 me->anim_time = 0.0;
771 midend_finish_move(me);
772 midend_redraw(me);
773 activate_timer(me->frontend);
774 return NULL;
775 }