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.
20 int nstates
, statesize
, statepos
;
22 game_params
**presets
;
24 int npresets
, presetsize
;
28 game_drawstate
*drawstate
;
31 float anim_time
, anim_pos
;
32 float flash_time
, flash_pos
;
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 *); \
43 midend_data
*midend_new(frontend
*fe
, void *randseed
, int randseedsize
)
45 midend_data
*me
= snew(midend_data
);
48 me
->random
= random_init(randseed
, randseedsize
);
49 me
->nstates
= me
->statesize
= me
->statepos
= 0;
51 me
->params
= default_params();
53 me
->fresh_seed
= FALSE
;
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
;
67 void midend_free(midend_data
*me
)
71 free_params(me
->params
);
75 void midend_size(midend_data
*me
, int *x
, int *y
)
77 game_size(me
->params
, x
, y
);
80 void midend_set_params(midend_data
*me
, game_params
*params
)
82 free_params(me
->params
);
83 me
->params
= dup_params(params
);
86 void midend_new_game(midend_data
*me
)
88 while (me
->nstates
> 0)
89 free_game(me
->states
[--me
->nstates
]);
92 game_free_drawstate(me
->drawstate
);
94 assert(me
->nstates
== 0);
96 if (!me
->fresh_seed
) {
98 me
->seed
= new_game_seed(me
->params
, me
->random
);
100 me
->fresh_seed
= FALSE
;
103 me
->states
[me
->nstates
++] = new_game(me
->params
, me
->seed
);
105 me
->drawstate
= game_new_drawstate(me
->states
[0]);
108 me
->ui
= new_ui(me
->states
[0]);
111 void midend_restart_game(midend_data
*me
)
113 while (me
->nstates
> 1)
114 free_game(me
->states
[--me
->nstates
]);
115 me
->statepos
= me
->nstates
;
117 me
->ui
= new_ui(me
->states
[0]);
120 static int midend_undo(midend_data
*me
)
122 if (me
->statepos
> 1) {
130 static int midend_redo(midend_data
*me
)
132 if (me
->statepos
< me
->nstates
) {
140 static void midend_finish_move(midend_data
*me
)
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);
150 me
->flash_pos
= 0.0F
;
151 me
->flash_time
= flashtime
;
156 free_game(me
->oldstate
);
158 me
->anim_pos
= me
->anim_time
= 0;
161 if (me
->flash_time
== 0 && me
->anim_time
== 0)
162 deactivate_timer(me
->frontend
);
164 activate_timer(me
->frontend
);
167 static void midend_stop_anim(midend_data
*me
)
169 if (me
->oldstate
|| me
->anim_time
) {
170 midend_finish_move(me
);
175 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
177 game_state
*oldstate
= dup_game(me
->states
[me
->statepos
- 1]);
180 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
181 midend_stop_anim(me
);
184 return 1; /* never animate */
185 } else if (button
== 'r' || button
== 'R') {
186 midend_stop_anim(me
);
187 midend_restart_game(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
))
195 } else if (button
== '\x12') {
196 midend_stop_anim(me
);
197 if (!midend_redo(me
))
199 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
203 game_state
*s
= make_move(me
->states
[me
->statepos
-1], me
->ui
,
206 if (s
== me
->states
[me
->statepos
-1]) {
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.
215 midend_stop_anim(me
);
216 while (me
->nstates
> me
->statepos
)
217 free_game(me
->states
[--me
->nstates
]);
219 me
->states
[me
->nstates
] = s
;
220 me
->statepos
= ++me
->nstates
;
229 * See if this move requires an animation.
231 anim_time
= game_anim_length(oldstate
, me
->states
[me
->statepos
-1], me
->dir
);
233 me
->oldstate
= oldstate
;
235 me
->anim_time
= anim_time
;
238 midend_finish_move(me
);
244 activate_timer(me
->frontend
);
249 void midend_redraw(midend_data
*me
)
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
);
260 game_redraw(me
->frontend
, me
->drawstate
, NULL
,
261 me
->states
[me
->statepos
-1], +1 /*shrug*/,
262 me
->ui
, 0.0, me
->flash_pos
);
264 end_draw(me
->frontend
);
268 void midend_timer(midend_data
*me
, float tplus
)
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
);
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;
280 if (me
->flash_time
== 0 && me
->anim_time
== 0)
281 deactivate_timer(me
->frontend
);
285 float *midend_colours(midend_data
*me
, int *ncolours
)
287 game_state
*state
= NULL
;
290 if (me
->nstates
== 0) {
291 char *seed
= new_game_seed(me
->params
, me
->random
);
292 state
= new_game(me
->params
, seed
);
295 state
= me
->states
[0];
297 ret
= game_colours(me
->frontend
, state
, ncolours
);
299 if (me
->nstates
== 0)
305 int midend_num_presets(midend_data
*me
)
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
,
316 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
320 me
->presets
[me
->npresets
] = preset
;
321 me
->preset_names
[me
->npresets
] = name
;
329 void midend_fetch_preset(midend_data
*me
, int n
,
330 char **name
, game_params
**params
)
332 assert(n
>= 0 && n
< me
->npresets
);
333 *name
= me
->preset_names
[n
];
334 *params
= me
->presets
[n
];
337 int midend_wants_statusbar(midend_data
*me
)
339 return game_wants_statusbar();
342 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
344 char *titlebuf
, *parstr
;
347 titlebuf
= snewn(40 + strlen(game_name
), char);
351 sprintf(titlebuf
, "%s configuration", game_name
);
352 *wintitle
= dupstr(titlebuf
);
353 return game_configure(me
->params
);
355 sprintf(titlebuf
, "%s game selection", game_name
);
356 *wintitle
= dupstr(titlebuf
);
358 ret
= snewn(2, config_item
);
360 ret
[0].type
= C_STRING
;
361 ret
[0].name
= "Game ID";
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
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
);
374 ret
[1].name
= ret
[1].sval
= NULL
;
380 assert(!"We shouldn't be here");
384 char *midend_game_id(midend_data
*me
, char *id
, int def_seed
)
386 char *error
, *par
, *seed
;
389 seed
= strchr(id
, ':');
393 * We have a colon separating parameters from game seed. So
394 * `par' now points to the parameters string, and `seed' to
401 * We only have one string. Depending on `def_seed', we
402 * take it to be either parameters or seed.
414 params
= decode_params(par
);
415 error
= validate_params(params
);
420 free_params(me
->params
);
425 error
= validate_seed(me
->params
, seed
);
430 me
->seed
= dupstr(seed
);
431 me
->fresh_seed
= TRUE
;
437 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
444 params
= custom_params(cfg
);
445 error
= validate_params(params
);
452 free_params(me
->params
);
457 error
= midend_game_id(me
, cfg
[0].sval
, TRUE
);