Introduce routines in each game module to encode a set of game
[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 game_ui *ui;
31 float anim_time, anim_pos;
32 float flash_time, flash_pos;
33 };
34
35 #define ensure(me) do { \
36 if ((me)->nstates >= (me)->statesize) { \
37 (me)->statesize = (me)->nstates + 128; \
38 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
39 } \
40 } while (0)
41
42 midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
43 {
44 midend_data *me = snew(midend_data);
45
46 me->frontend = fe;
47 me->random = random_init(randseed, randseedsize);
48 me->nstates = me->statesize = me->statepos = 0;
49 me->states = NULL;
50 me->params = default_params();
51 me->seed = NULL;
52 me->fresh_seed = FALSE;
53 me->drawstate = NULL;
54 me->oldstate = NULL;
55 me->presets = NULL;
56 me->preset_names = NULL;
57 me->npresets = me->presetsize = 0;
58 me->anim_time = me->anim_pos = 0.0F;
59 me->flash_time = me->flash_pos = 0.0F;
60 me->ui = NULL;
61
62 return me;
63 }
64
65 void midend_free(midend_data *me)
66 {
67 sfree(me->states);
68 sfree(me->seed);
69 free_params(me->params);
70 sfree(me);
71 }
72
73 void midend_size(midend_data *me, int *x, int *y)
74 {
75 game_size(me->params, x, y);
76 }
77
78 void midend_set_params(midend_data *me, game_params *params)
79 {
80 free_params(me->params);
81 me->params = dup_params(params);
82 }
83
84 void midend_new_game(midend_data *me)
85 {
86 while (me->nstates > 0)
87 free_game(me->states[--me->nstates]);
88
89 if (me->drawstate)
90 game_free_drawstate(me->drawstate);
91
92 assert(me->nstates == 0);
93
94 if (!me->fresh_seed) {
95 sfree(me->seed);
96 me->seed = new_game_seed(me->params, me->random);
97 } else
98 me->fresh_seed = FALSE;
99
100 ensure(me);
101 me->states[me->nstates++] = new_game(me->params, me->seed);
102 me->statepos = 1;
103 me->drawstate = game_new_drawstate(me->states[0]);
104 if (me->ui)
105 free_ui(me->ui);
106 me->ui = new_ui(me->states[0]);
107 }
108
109 void midend_restart_game(midend_data *me)
110 {
111 while (me->nstates > 1)
112 free_game(me->states[--me->nstates]);
113 me->statepos = me->nstates;
114 free_ui(me->ui);
115 me->ui = new_ui(me->states[0]);
116 }
117
118 static int midend_undo(midend_data *me)
119 {
120 if (me->statepos > 1) {
121 me->statepos--;
122 return 1;
123 } else
124 return 0;
125 }
126
127 static int midend_redo(midend_data *me)
128 {
129 if (me->statepos < me->nstates) {
130 me->statepos++;
131 return 1;
132 } else
133 return 0;
134 }
135
136 static void midend_finish_move(midend_data *me)
137 {
138 float flashtime;
139
140 if (me->oldstate || me->statepos > 1) {
141 flashtime = game_flash_length(me->oldstate ? me->oldstate :
142 me->states[me->statepos-2],
143 me->states[me->statepos-1]);
144 if (flashtime > 0) {
145 me->flash_pos = 0.0F;
146 me->flash_time = flashtime;
147 }
148 }
149
150 if (me->oldstate)
151 free_game(me->oldstate);
152 me->oldstate = NULL;
153 me->anim_pos = me->anim_time = 0;
154
155 if (me->flash_time == 0 && me->anim_time == 0)
156 deactivate_timer(me->frontend);
157 else
158 activate_timer(me->frontend);
159 }
160
161 static void midend_stop_anim(midend_data *me)
162 {
163 if (me->oldstate || me->anim_time) {
164 midend_finish_move(me);
165 midend_redraw(me);
166 }
167 }
168
169 int midend_process_key(midend_data *me, int x, int y, int button)
170 {
171 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
172 float anim_time;
173
174 if (button == 'n' || button == 'N' || button == '\x0E') {
175 midend_stop_anim(me);
176 midend_new_game(me);
177 midend_redraw(me);
178 return 1; /* never animate */
179 } else if (button == 'r' || button == 'R') {
180 midend_stop_anim(me);
181 midend_restart_game(me);
182 midend_redraw(me);
183 return 1; /* never animate */
184 } else if (button == 'u' || button == 'u' ||
185 button == '\x1A' || button == '\x1F') {
186 midend_stop_anim(me);
187 if (!midend_undo(me))
188 return 1;
189 } else if (button == '\x12') {
190 midend_stop_anim(me);
191 if (!midend_redo(me))
192 return 1;
193 } else if (button == 'q' || button == 'Q' || button == '\x11') {
194 free_game(oldstate);
195 return 0;
196 } else {
197 game_state *s = make_move(me->states[me->statepos-1], me->ui,
198 x, y, button);
199
200 if (s == me->states[me->statepos-1]) {
201 /*
202 * make_move() is allowed to return its input state to
203 * indicate that although no move has been made, the UI
204 * state has been updated and a redraw is called for.
205 */
206 midend_redraw(me);
207 return 1;
208 } else if (s) {
209 midend_stop_anim(me);
210 while (me->nstates > me->statepos)
211 free_game(me->states[--me->nstates]);
212 ensure(me);
213 me->states[me->nstates] = s;
214 me->statepos = ++me->nstates;
215 } else {
216 free_game(oldstate);
217 return 1;
218 }
219 }
220
221 /*
222 * See if this move requires an animation.
223 */
224 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
225
226 me->oldstate = oldstate;
227 if (anim_time > 0) {
228 me->anim_time = anim_time;
229 } else {
230 me->anim_time = 0.0;
231 midend_finish_move(me);
232 }
233 me->anim_pos = 0.0;
234
235 midend_redraw(me);
236
237 activate_timer(me->frontend);
238
239 return 1;
240 }
241
242 void midend_redraw(midend_data *me)
243 {
244 if (me->statepos > 0 && me->drawstate) {
245 start_draw(me->frontend);
246 if (me->oldstate && me->anim_time > 0 &&
247 me->anim_pos < me->anim_time) {
248 game_redraw(me->frontend, me->drawstate, me->oldstate,
249 me->states[me->statepos-1], me->ui, me->anim_pos,
250 me->flash_pos);
251 } else {
252 game_redraw(me->frontend, me->drawstate, NULL,
253 me->states[me->statepos-1], me->ui, 0.0,
254 me->flash_pos);
255 }
256 end_draw(me->frontend);
257 }
258 }
259
260 void midend_timer(midend_data *me, float tplus)
261 {
262 me->anim_pos += tplus;
263 if (me->anim_pos >= me->anim_time ||
264 me->anim_time == 0 || !me->oldstate) {
265 if (me->anim_time > 0)
266 midend_finish_move(me);
267 }
268 me->flash_pos += tplus;
269 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
270 me->flash_pos = me->flash_time = 0;
271 }
272 if (me->flash_time == 0 && me->anim_time == 0)
273 deactivate_timer(me->frontend);
274 midend_redraw(me);
275 }
276
277 float *midend_colours(midend_data *me, int *ncolours)
278 {
279 game_state *state = NULL;
280 float *ret;
281
282 if (me->nstates == 0) {
283 char *seed = new_game_seed(me->params, me->random);
284 state = new_game(me->params, seed);
285 sfree(seed);
286 } else
287 state = me->states[0];
288
289 ret = game_colours(me->frontend, state, ncolours);
290
291 if (me->nstates == 0)
292 free_game(state);
293
294 return ret;
295 }
296
297 int midend_num_presets(midend_data *me)
298 {
299 if (!me->npresets) {
300 char *name;
301 game_params *preset;
302
303 while (game_fetch_preset(me->npresets, &name, &preset)) {
304 if (me->presetsize <= me->npresets) {
305 me->presetsize = me->npresets + 10;
306 me->presets = sresize(me->presets, me->presetsize,
307 game_params *);
308 me->preset_names = sresize(me->preset_names, me->presetsize,
309 char *);
310 }
311
312 me->presets[me->npresets] = preset;
313 me->preset_names[me->npresets] = name;
314 me->npresets++;
315 }
316 }
317
318 return me->npresets;
319 }
320
321 void midend_fetch_preset(midend_data *me, int n,
322 char **name, game_params **params)
323 {
324 assert(n >= 0 && n < me->npresets);
325 *name = me->preset_names[n];
326 *params = me->presets[n];
327 }
328
329 int midend_wants_statusbar(midend_data *me)
330 {
331 return game_wants_statusbar();
332 }
333
334 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
335 {
336 char *titlebuf, *parstr;
337 config_item *ret;
338
339 titlebuf = snewn(40 + strlen(game_name), char);
340
341 switch (which) {
342 case CFG_SETTINGS:
343 sprintf(titlebuf, "%s configuration", game_name);
344 *wintitle = dupstr(titlebuf);
345 return game_configure(me->params);
346 case CFG_SEED:
347 sprintf(titlebuf, "%s game selection", game_name);
348 *wintitle = dupstr(titlebuf);
349
350 ret = snewn(2, config_item);
351
352 ret[0].type = C_STRING;
353 ret[0].name = "Game ID";
354 ret[0].ival = 0;
355 /*
356 * The text going in here will be a string encoding of the
357 * parameters, plus a colon, plus the game seed. This is a
358 * full game ID.
359 */
360 parstr = encode_params(me->params);
361 ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
362 sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
363 sfree(parstr);
364
365 ret[1].type = C_END;
366 ret[1].name = ret[1].sval = NULL;
367 ret[1].ival = 0;
368
369 return ret;
370 }
371
372 assert(!"We shouldn't be here");
373 return NULL;
374 }
375
376 char *midend_set_config(midend_data *me, int which, config_item *cfg)
377 {
378 char *error, *p;
379 game_params *params;
380
381 switch (which) {
382 case CFG_SETTINGS:
383 params = custom_params(cfg);
384 error = validate_params(params);
385
386 if (error) {
387 free_params(params);
388 return error;
389 }
390
391 free_params(me->params);
392 me->params = params;
393 break;
394
395 case CFG_SEED:
396
397 /*
398 * The game ID will often (in fact, mostly) have a prefix
399 * containing a string-encoded parameter specification
400 * followed by a colon. So first find the colon, and then
401 * split the string up.
402 */
403 p = strchr(cfg[0].sval, ':');
404
405 if (p) {
406 *p++ = '\0'; /* p now points to game seed */
407 params = decode_params(cfg[0].sval);
408 error = validate_params(params);
409 if (error) {
410 free_params(params);
411 return error;
412 }
413 free_params(me->params);
414 me->params = params;
415 } else
416 p = cfg[0].sval;
417
418 error = validate_seed(me->params, p);
419 if (error)
420 return error;
421
422 sfree(me->seed);
423 me->seed = dupstr(p);
424 me->fresh_seed = TRUE;
425
426 break;
427 }
428
429 return NULL;
430 }