Add a new game concept called a `flash'. This is a graphical effect
[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
18 game_params **presets;
19 char **preset_names;
20 int npresets, presetsize;
21
22 game_params *params;
23 game_state **states;
24 game_drawstate *drawstate;
25 game_state *oldstate;
26 float anim_time, anim_pos;
27 float flash_time, flash_pos;
28 };
29
30 #define ensure(me) do { \
31 if ((me)->nstates >= (me)->statesize) { \
32 (me)->statesize = (me)->nstates + 128; \
33 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
34 } \
35 } while (0)
36
37 midend_data *midend_new(frontend *frontend)
38 {
39 midend_data *me = snew(midend_data);
40
41 me->frontend = frontend;
42 me->nstates = me->statesize = me->statepos = 0;
43 me->states = NULL;
44 me->params = default_params();
45 me->seed = NULL;
46 me->drawstate = NULL;
47 me->oldstate = NULL;
48 me->presets = NULL;
49 me->preset_names = NULL;
50 me->npresets = me->presetsize = 0;
51 me->anim_time = me->anim_pos = 0.0F;
52 me->flash_time = me->flash_pos = 0.0F;
53
54 return me;
55 }
56
57 void midend_free(midend_data *me)
58 {
59 sfree(me->states);
60 sfree(me->seed);
61 free_params(me->params);
62 sfree(me);
63 }
64
65 void midend_size(midend_data *me, int *x, int *y)
66 {
67 game_size(me->params, x, y);
68 }
69
70 void midend_set_params(midend_data *me, game_params *params)
71 {
72 free_params(me->params);
73 me->params = dup_params(params);
74 }
75
76 void midend_new_game(midend_data *me, char *seed)
77 {
78 while (me->nstates > 0)
79 free_game(me->states[--me->nstates]);
80
81 if (me->drawstate)
82 game_free_drawstate(me->drawstate);
83
84 assert(me->nstates == 0);
85
86 sfree(me->seed);
87 if (seed)
88 me->seed = dupstr(seed);
89 else
90 me->seed = new_game_seed(me->params);
91
92 ensure(me);
93 me->states[me->nstates++] = new_game(me->params, me->seed);
94 me->statepos = 1;
95 me->drawstate = game_new_drawstate(me->states[0]);
96 }
97
98 void midend_restart_game(midend_data *me)
99 {
100 while (me->nstates > 1)
101 free_game(me->states[--me->nstates]);
102 me->statepos = me->nstates;
103 }
104
105 static int midend_undo(midend_data *me)
106 {
107 if (me->statepos > 1) {
108 me->statepos--;
109 return 1;
110 } else
111 return 0;
112 }
113
114 static int midend_redo(midend_data *me)
115 {
116 if (me->statepos < me->nstates) {
117 me->statepos++;
118 return 1;
119 } else
120 return 0;
121 }
122
123 static void midend_finish_move(midend_data *me)
124 {
125 float flashtime;
126
127 if (me->oldstate || me->statepos > 1) {
128 flashtime = game_flash_length(me->oldstate ? me->oldstate :
129 me->states[me->statepos-2],
130 me->states[me->statepos-1]);
131 if (flashtime > 0) {
132 me->flash_pos = 0.0F;
133 me->flash_time = flashtime;
134 }
135 }
136
137 if (me->oldstate)
138 free_game(me->oldstate);
139 me->oldstate = NULL;
140 me->anim_pos = me->anim_time = 0;
141
142 if (me->flash_time == 0 && me->anim_time == 0)
143 deactivate_timer(me->frontend);
144 else
145 activate_timer(me->frontend);
146 }
147
148 int midend_process_key(midend_data *me, int x, int y, int button)
149 {
150 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
151 float anim_time;
152
153 if (me->oldstate || me->anim_time) {
154 midend_finish_move(me);
155 midend_redraw(me);
156 }
157
158 if (button == 'n' || button == 'N' || button == '\x0E') {
159 midend_new_game(me, NULL);
160 midend_redraw(me);
161 return 1; /* never animate */
162 } else if (button == 'r' || button == 'R') {
163 midend_restart_game(me);
164 midend_redraw(me);
165 return 1; /* never animate */
166 } else if (button == 'u' || button == 'u' ||
167 button == '\x1A' || button == '\x1F') {
168 if (!midend_undo(me))
169 return 1;
170 } else if (button == '\x12') {
171 if (!midend_redo(me))
172 return 1;
173 } else if (button == 'q' || button == 'Q' || button == '\x11') {
174 free_game(oldstate);
175 return 0;
176 } else {
177 game_state *s = make_move(me->states[me->statepos-1], x, y, button);
178
179 if (s) {
180 while (me->nstates > me->statepos)
181 free_game(me->states[--me->nstates]);
182 ensure(me);
183 me->states[me->nstates] = s;
184 me->statepos = ++me->nstates;
185 } else {
186 free_game(oldstate);
187 return 1;
188 }
189 }
190
191 /*
192 * See if this move requires an animation.
193 */
194 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
195
196 me->oldstate = oldstate;
197 if (anim_time > 0) {
198 me->anim_time = anim_time;
199 } else {
200 me->anim_time = 0.0;
201 midend_finish_move(me);
202 }
203 me->anim_pos = 0.0;
204
205 midend_redraw(me);
206
207 activate_timer(me->frontend);
208
209 return 1;
210 }
211
212 void midend_redraw(midend_data *me)
213 {
214 if (me->statepos > 0 && me->drawstate) {
215 start_draw(me->frontend);
216 if (me->oldstate && me->anim_time > 0 &&
217 me->anim_pos < me->anim_time) {
218 game_redraw(me->frontend, me->drawstate, me->oldstate,
219 me->states[me->statepos-1], me->anim_pos,
220 me->flash_pos);
221 } else {
222 game_redraw(me->frontend, me->drawstate, NULL,
223 me->states[me->statepos-1], 0.0, me->flash_pos);
224 }
225 end_draw(me->frontend);
226 }
227 }
228
229 void midend_timer(midend_data *me, float tplus)
230 {
231 me->anim_pos += tplus;
232 if (me->anim_pos >= me->anim_time ||
233 me->anim_time == 0 || !me->oldstate) {
234 if (me->anim_time > 0)
235 midend_finish_move(me);
236 }
237 me->flash_pos += tplus;
238 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
239 me->flash_pos = me->flash_time = 0;
240 }
241 if (me->flash_time == 0 && me->anim_time == 0)
242 deactivate_timer(me->frontend);
243 midend_redraw(me);
244 }
245
246 float *midend_colours(midend_data *me, int *ncolours)
247 {
248 game_state *state = NULL;
249 float *ret;
250
251 if (me->nstates == 0) {
252 char *seed = new_game_seed(me->params);
253 state = new_game(me->params, seed);
254 sfree(seed);
255 } else
256 state = me->states[0];
257
258 ret = game_colours(me->frontend, state, ncolours);
259
260 if (me->nstates == 0)
261 free_game(state);
262
263 return ret;
264 }
265
266 int midend_num_presets(midend_data *me)
267 {
268 if (!me->npresets) {
269 char *name;
270 game_params *preset;
271
272 while (game_fetch_preset(me->npresets, &name, &preset)) {
273 if (me->presetsize <= me->npresets) {
274 me->presetsize = me->npresets + 10;
275 me->presets = sresize(me->presets, me->presetsize,
276 game_params *);
277 me->preset_names = sresize(me->preset_names, me->presetsize,
278 char *);
279 }
280
281 me->presets[me->npresets] = preset;
282 me->preset_names[me->npresets] = name;
283 me->npresets++;
284 }
285 }
286
287 return me->npresets;
288 }
289
290 void midend_fetch_preset(midend_data *me, int n,
291 char **name, game_params **params)
292 {
293 assert(n >= 0 && n < me->npresets);
294 *name = me->preset_names[n];
295 *params = me->presets[n];
296 }