Rather than each game backend file exporting a whole load of
[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 const game *ourgame;
18
19 char *seed;
20 int fresh_seed;
21 int nstates, statesize, statepos;
22
23 game_params **presets;
24 char **preset_names;
25 int npresets, presetsize;
26
27 game_params *params;
28 game_state **states;
29 game_drawstate *drawstate;
30 game_state *oldstate;
31 game_ui *ui;
32 float anim_time, anim_pos;
33 float flash_time, flash_pos;
34 int dir;
35 };
36
37 #define ensure(me) do { \
38 if ((me)->nstates >= (me)->statesize) { \
39 (me)->statesize = (me)->nstates + 128; \
40 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
41 } \
42 } while (0)
43
44 midend_data *midend_new(frontend *fe, const game *ourgame)
45 {
46 midend_data *me = snew(midend_data);
47 void *randseed;
48 int randseedsize;
49
50 get_random_seed(&randseed, &randseedsize);
51
52 me->frontend = fe;
53 me->ourgame = ourgame;
54 me->random = random_init(randseed, randseedsize);
55 me->nstates = me->statesize = me->statepos = 0;
56 me->states = NULL;
57 me->params = ourgame->default_params();
58 me->seed = NULL;
59 me->fresh_seed = FALSE;
60 me->drawstate = NULL;
61 me->oldstate = NULL;
62 me->presets = NULL;
63 me->preset_names = NULL;
64 me->npresets = me->presetsize = 0;
65 me->anim_time = me->anim_pos = 0.0F;
66 me->flash_time = me->flash_pos = 0.0F;
67 me->dir = 0;
68 me->ui = NULL;
69
70 sfree(randseed);
71
72 return me;
73 }
74
75 void midend_free(midend_data *me)
76 {
77 sfree(me->states);
78 sfree(me->seed);
79 me->ourgame->free_params(me->params);
80 sfree(me);
81 }
82
83 void midend_size(midend_data *me, int *x, int *y)
84 {
85 me->ourgame->size(me->params, x, y);
86 }
87
88 void midend_set_params(midend_data *me, game_params *params)
89 {
90 me->ourgame->free_params(me->params);
91 me->params = me->ourgame->dup_params(params);
92 }
93
94 void midend_new_game(midend_data *me)
95 {
96 while (me->nstates > 0)
97 me->ourgame->free_game(me->states[--me->nstates]);
98
99 if (me->drawstate)
100 me->ourgame->free_drawstate(me->drawstate);
101
102 assert(me->nstates == 0);
103
104 if (!me->fresh_seed) {
105 sfree(me->seed);
106 me->seed = me->ourgame->new_seed(me->params, me->random);
107 } else
108 me->fresh_seed = FALSE;
109
110 ensure(me);
111 me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed);
112 me->statepos = 1;
113 me->drawstate = me->ourgame->new_drawstate(me->states[0]);
114 if (me->ui)
115 me->ourgame->free_ui(me->ui);
116 me->ui = me->ourgame->new_ui(me->states[0]);
117 }
118
119 void midend_restart_game(midend_data *me)
120 {
121 while (me->nstates > 1)
122 me->ourgame->free_game(me->states[--me->nstates]);
123 me->statepos = me->nstates;
124 me->ourgame->free_ui(me->ui);
125 me->ui = me->ourgame->new_ui(me->states[0]);
126 }
127
128 static int midend_undo(midend_data *me)
129 {
130 if (me->statepos > 1) {
131 me->statepos--;
132 me->dir = -1;
133 return 1;
134 } else
135 return 0;
136 }
137
138 static int midend_redo(midend_data *me)
139 {
140 if (me->statepos < me->nstates) {
141 me->statepos++;
142 me->dir = +1;
143 return 1;
144 } else
145 return 0;
146 }
147
148 static void midend_finish_move(midend_data *me)
149 {
150 float flashtime;
151
152 if (me->oldstate || me->statepos > 1) {
153 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
154 me->states[me->statepos-2],
155 me->states[me->statepos-1],
156 me->oldstate ? me->dir : +1);
157 if (flashtime > 0) {
158 me->flash_pos = 0.0F;
159 me->flash_time = flashtime;
160 }
161 }
162
163 if (me->oldstate)
164 me->ourgame->free_game(me->oldstate);
165 me->oldstate = NULL;
166 me->anim_pos = me->anim_time = 0;
167 me->dir = 0;
168
169 if (me->flash_time == 0 && me->anim_time == 0)
170 deactivate_timer(me->frontend);
171 else
172 activate_timer(me->frontend);
173 }
174
175 static void midend_stop_anim(midend_data *me)
176 {
177 if (me->oldstate || me->anim_time) {
178 midend_finish_move(me);
179 midend_redraw(me);
180 }
181 }
182
183 int midend_process_key(midend_data *me, int x, int y, int button)
184 {
185 game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
186 float anim_time;
187
188 if (button == 'n' || button == 'N' || button == '\x0E') {
189 midend_stop_anim(me);
190 midend_new_game(me);
191 midend_redraw(me);
192 return 1; /* never animate */
193 } else if (button == 'r' || button == 'R') {
194 midend_stop_anim(me);
195 midend_restart_game(me);
196 midend_redraw(me);
197 return 1; /* never animate */
198 } else if (button == 'u' || button == 'u' ||
199 button == '\x1A' || button == '\x1F') {
200 midend_stop_anim(me);
201 if (!midend_undo(me))
202 return 1;
203 } else if (button == '\x12') {
204 midend_stop_anim(me);
205 if (!midend_redo(me))
206 return 1;
207 } else if (button == 'q' || button == 'Q' || button == '\x11') {
208 me->ourgame->free_game(oldstate);
209 return 0;
210 } else {
211 game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
212 me->ui, x, y, button);
213
214 if (s == me->states[me->statepos-1]) {
215 /*
216 * make_move() is allowed to return its input state to
217 * indicate that although no move has been made, the UI
218 * state has been updated and a redraw is called for.
219 */
220 midend_redraw(me);
221 return 1;
222 } else if (s) {
223 midend_stop_anim(me);
224 while (me->nstates > me->statepos)
225 me->ourgame->free_game(me->states[--me->nstates]);
226 ensure(me);
227 me->states[me->nstates] = s;
228 me->statepos = ++me->nstates;
229 me->dir = +1;
230 } else {
231 me->ourgame->free_game(oldstate);
232 return 1;
233 }
234 }
235
236 /*
237 * See if this move requires an animation.
238 */
239 anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
240 me->dir);
241
242 me->oldstate = oldstate;
243 if (anim_time > 0) {
244 me->anim_time = anim_time;
245 } else {
246 me->anim_time = 0.0;
247 midend_finish_move(me);
248 }
249 me->anim_pos = 0.0;
250
251 midend_redraw(me);
252
253 activate_timer(me->frontend);
254
255 return 1;
256 }
257
258 void midend_redraw(midend_data *me)
259 {
260 if (me->statepos > 0 && me->drawstate) {
261 start_draw(me->frontend);
262 if (me->oldstate && me->anim_time > 0 &&
263 me->anim_pos < me->anim_time) {
264 assert(me->dir != 0);
265 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
266 me->states[me->statepos-1], me->dir,
267 me->ui, me->anim_pos, me->flash_pos);
268 } else {
269 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
270 me->states[me->statepos-1], +1 /*shrug*/,
271 me->ui, 0.0, me->flash_pos);
272 }
273 end_draw(me->frontend);
274 }
275 }
276
277 void midend_timer(midend_data *me, float tplus)
278 {
279 me->anim_pos += tplus;
280 if (me->anim_pos >= me->anim_time ||
281 me->anim_time == 0 || !me->oldstate) {
282 if (me->anim_time > 0)
283 midend_finish_move(me);
284 }
285 me->flash_pos += tplus;
286 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
287 me->flash_pos = me->flash_time = 0;
288 }
289 if (me->flash_time == 0 && me->anim_time == 0)
290 deactivate_timer(me->frontend);
291 midend_redraw(me);
292 }
293
294 float *midend_colours(midend_data *me, int *ncolours)
295 {
296 game_state *state = NULL;
297 float *ret;
298
299 if (me->nstates == 0) {
300 char *seed = me->ourgame->new_seed(me->params, me->random);
301 state = me->ourgame->new_game(me->params, seed);
302 sfree(seed);
303 } else
304 state = me->states[0];
305
306 ret = me->ourgame->colours(me->frontend, state, ncolours);
307
308 if (me->nstates == 0)
309 me->ourgame->free_game(state);
310
311 return ret;
312 }
313
314 int midend_num_presets(midend_data *me)
315 {
316 if (!me->npresets) {
317 char *name;
318 game_params *preset;
319
320 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
321 if (me->presetsize <= me->npresets) {
322 me->presetsize = me->npresets + 10;
323 me->presets = sresize(me->presets, me->presetsize,
324 game_params *);
325 me->preset_names = sresize(me->preset_names, me->presetsize,
326 char *);
327 }
328
329 me->presets[me->npresets] = preset;
330 me->preset_names[me->npresets] = name;
331 me->npresets++;
332 }
333 }
334
335 return me->npresets;
336 }
337
338 void midend_fetch_preset(midend_data *me, int n,
339 char **name, game_params **params)
340 {
341 assert(n >= 0 && n < me->npresets);
342 *name = me->preset_names[n];
343 *params = me->presets[n];
344 }
345
346 int midend_wants_statusbar(midend_data *me)
347 {
348 return me->ourgame->wants_statusbar();
349 }
350
351 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
352 {
353 char *titlebuf, *parstr;
354 config_item *ret;
355
356 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
357
358 switch (which) {
359 case CFG_SETTINGS:
360 sprintf(titlebuf, "%s configuration", me->ourgame->name);
361 *wintitle = dupstr(titlebuf);
362 return me->ourgame->configure(me->params);
363 case CFG_SEED:
364 sprintf(titlebuf, "%s game selection", me->ourgame->name);
365 *wintitle = dupstr(titlebuf);
366
367 ret = snewn(2, config_item);
368
369 ret[0].type = C_STRING;
370 ret[0].name = "Game ID";
371 ret[0].ival = 0;
372 /*
373 * The text going in here will be a string encoding of the
374 * parameters, plus a colon, plus the game seed. This is a
375 * full game ID.
376 */
377 parstr = me->ourgame->encode_params(me->params);
378 ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
379 sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
380 sfree(parstr);
381
382 ret[1].type = C_END;
383 ret[1].name = ret[1].sval = NULL;
384 ret[1].ival = 0;
385
386 return ret;
387 }
388
389 assert(!"We shouldn't be here");
390 return NULL;
391 }
392
393 char *midend_game_id(midend_data *me, char *id, int def_seed)
394 {
395 char *error, *par, *seed;
396 game_params *params;
397
398 seed = strchr(id, ':');
399
400 if (seed) {
401 /*
402 * We have a colon separating parameters from game seed. So
403 * `par' now points to the parameters string, and `seed' to
404 * the seed string.
405 */
406 *seed++ = '\0';
407 par = id;
408 } else {
409 /*
410 * We only have one string. Depending on `def_seed', we
411 * take it to be either parameters or seed.
412 */
413 if (def_seed) {
414 seed = id;
415 par = NULL;
416 } else {
417 seed = NULL;
418 par = id;
419 }
420 }
421
422 if (par) {
423 params = me->ourgame->decode_params(par);
424 error = me->ourgame->validate_params(params);
425 if (error) {
426 me->ourgame->free_params(params);
427 return error;
428 }
429 me->ourgame->free_params(me->params);
430 me->params = params;
431 }
432
433 if (seed) {
434 error = me->ourgame->validate_seed(me->params, seed);
435 if (error)
436 return error;
437
438 sfree(me->seed);
439 me->seed = dupstr(seed);
440 me->fresh_seed = TRUE;
441 }
442
443 return NULL;
444 }
445
446 char *midend_set_config(midend_data *me, int which, config_item *cfg)
447 {
448 char *error;
449 game_params *params;
450
451 switch (which) {
452 case CFG_SETTINGS:
453 params = me->ourgame->custom_params(cfg);
454 error = me->ourgame->validate_params(params);
455
456 if (error) {
457 me->ourgame->free_params(params);
458 return error;
459 }
460
461 me->ourgame->free_params(me->params);
462 me->params = params;
463 break;
464
465 case CFG_SEED:
466 error = midend_game_id(me, cfg[0].sval, TRUE);
467 if (error)
468 return error;
469 break;
470 }
471
472 return NULL;
473 }