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