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.
21 int nstates
, statesize
, statepos
;
23 game_params
**presets
;
25 int npresets
, presetsize
;
29 game_drawstate
*drawstate
;
32 float anim_time
, anim_pos
;
33 float flash_time
, flash_pos
;
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 *); \
44 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
46 midend_data
*me
= snew(midend_data
);
50 get_random_seed(&randseed
, &randseedsize
);
53 me
->ourgame
= ourgame
;
54 me
->random
= random_init(randseed
, randseedsize
);
55 me
->nstates
= me
->statesize
= me
->statepos
= 0;
57 me
->params
= ourgame
->default_params();
59 me
->fresh_seed
= FALSE
;
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
;
75 void midend_free(midend_data
*me
)
79 me
->ourgame
->free_params(me
->params
);
83 void midend_size(midend_data
*me
, int *x
, int *y
)
85 me
->ourgame
->size(me
->params
, x
, y
);
88 void midend_set_params(midend_data
*me
, game_params
*params
)
90 me
->ourgame
->free_params(me
->params
);
91 me
->params
= me
->ourgame
->dup_params(params
);
94 void midend_new_game(midend_data
*me
)
96 while (me
->nstates
> 0)
97 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
100 me
->ourgame
->free_drawstate(me
->drawstate
);
102 assert(me
->nstates
== 0);
104 if (!me
->fresh_seed
) {
106 me
->seed
= me
->ourgame
->new_seed(me
->params
, me
->random
);
108 me
->fresh_seed
= FALSE
;
111 me
->states
[me
->nstates
++] = me
->ourgame
->new_game(me
->params
, me
->seed
);
113 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0]);
115 me
->ourgame
->free_ui(me
->ui
);
116 me
->ui
= me
->ourgame
->new_ui(me
->states
[0]);
119 void midend_restart_game(midend_data
*me
)
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]);
128 static int midend_undo(midend_data
*me
)
130 if (me
->statepos
> 1) {
138 static int midend_redo(midend_data
*me
)
140 if (me
->statepos
< me
->nstates
) {
148 static void midend_finish_move(midend_data
*me
)
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);
158 me
->flash_pos
= 0.0F
;
159 me
->flash_time
= flashtime
;
164 me
->ourgame
->free_game(me
->oldstate
);
166 me
->anim_pos
= me
->anim_time
= 0;
169 if (me
->flash_time
== 0 && me
->anim_time
== 0)
170 deactivate_timer(me
->frontend
);
172 activate_timer(me
->frontend
);
175 static void midend_stop_anim(midend_data
*me
)
177 if (me
->oldstate
|| me
->anim_time
) {
178 midend_finish_move(me
);
183 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
185 game_state
*oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1]);
188 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
189 midend_stop_anim(me
);
192 return 1; /* never animate */
193 } else if (button
== 'r' || button
== 'R') {
194 midend_stop_anim(me
);
195 midend_restart_game(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
))
203 } else if (button
== '\x12') {
204 midend_stop_anim(me
);
205 if (!midend_redo(me
))
207 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
208 me
->ourgame
->free_game(oldstate
);
211 game_state
*s
= me
->ourgame
->make_move(me
->states
[me
->statepos
-1],
212 me
->ui
, x
, y
, button
);
214 if (s
== me
->states
[me
->statepos
-1]) {
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.
223 midend_stop_anim(me
);
224 while (me
->nstates
> me
->statepos
)
225 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
227 me
->states
[me
->nstates
] = s
;
228 me
->statepos
= ++me
->nstates
;
231 me
->ourgame
->free_game(oldstate
);
237 * See if this move requires an animation.
239 anim_time
= me
->ourgame
->anim_length(oldstate
, me
->states
[me
->statepos
-1],
242 me
->oldstate
= oldstate
;
244 me
->anim_time
= anim_time
;
247 midend_finish_move(me
);
253 activate_timer(me
->frontend
);
258 void midend_redraw(midend_data
*me
)
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
);
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
);
273 end_draw(me
->frontend
);
277 void midend_timer(midend_data
*me
, float tplus
)
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
);
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;
289 if (me
->flash_time
== 0 && me
->anim_time
== 0)
290 deactivate_timer(me
->frontend
);
294 float *midend_colours(midend_data
*me
, int *ncolours
)
296 game_state
*state
= NULL
;
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
);
304 state
= me
->states
[0];
306 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
308 if (me
->nstates
== 0)
309 me
->ourgame
->free_game(state
);
314 int midend_num_presets(midend_data
*me
)
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
,
325 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
329 me
->presets
[me
->npresets
] = preset
;
330 me
->preset_names
[me
->npresets
] = name
;
338 void midend_fetch_preset(midend_data
*me
, int n
,
339 char **name
, game_params
**params
)
341 assert(n
>= 0 && n
< me
->npresets
);
342 *name
= me
->preset_names
[n
];
343 *params
= me
->presets
[n
];
346 int midend_wants_statusbar(midend_data
*me
)
348 return me
->ourgame
->wants_statusbar();
351 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
353 char *titlebuf
, *parstr
;
356 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
360 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
361 *wintitle
= dupstr(titlebuf
);
362 return me
->ourgame
->configure(me
->params
);
364 sprintf(titlebuf
, "%s game selection", me
->ourgame
->name
);
365 *wintitle
= dupstr(titlebuf
);
367 ret
= snewn(2, config_item
);
369 ret
[0].type
= C_STRING
;
370 ret
[0].name
= "Game ID";
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
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
);
383 ret
[1].name
= ret
[1].sval
= NULL
;
389 assert(!"We shouldn't be here");
393 char *midend_game_id(midend_data
*me
, char *id
, int def_seed
)
395 char *error
, *par
, *seed
;
398 seed
= strchr(id
, ':');
402 * We have a colon separating parameters from game seed. So
403 * `par' now points to the parameters string, and `seed' to
410 * We only have one string. Depending on `def_seed', we
411 * take it to be either parameters or seed.
423 params
= me
->ourgame
->decode_params(par
);
424 error
= me
->ourgame
->validate_params(params
);
426 me
->ourgame
->free_params(params
);
429 me
->ourgame
->free_params(me
->params
);
434 error
= me
->ourgame
->validate_seed(me
->params
, seed
);
439 me
->seed
= dupstr(seed
);
440 me
->fresh_seed
= TRUE
;
446 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
453 params
= me
->ourgame
->custom_params(cfg
);
454 error
= me
->ourgame
->validate_params(params
);
457 me
->ourgame
->free_params(params
);
461 me
->ourgame
->free_params(me
->params
);
466 error
= midend_game_id(me
, cfg
[0].sval
, TRUE
);