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
)
45 midend_data
*me
= snew(midend_data
);
49 get_random_seed(&randseed
, &randseedsize
);
52 me
->random
= random_init(randseed
, randseedsize
);
53 me
->nstates
= me
->statesize
= me
->statepos
= 0;
55 me
->params
= default_params();
57 me
->fresh_seed
= FALSE
;
61 me
->preset_names
= NULL
;
62 me
->npresets
= me
->presetsize
= 0;
63 me
->anim_time
= me
->anim_pos
= 0.0F
;
64 me
->flash_time
= me
->flash_pos
= 0.0F
;
73 void midend_free(midend_data
*me
)
77 free_params(me
->params
);
81 void midend_size(midend_data
*me
, int *x
, int *y
)
83 game_size(me
->params
, x
, y
);
86 void midend_set_params(midend_data
*me
, game_params
*params
)
88 free_params(me
->params
);
89 me
->params
= dup_params(params
);
92 void midend_new_game(midend_data
*me
)
94 while (me
->nstates
> 0)
95 free_game(me
->states
[--me
->nstates
]);
98 game_free_drawstate(me
->drawstate
);
100 assert(me
->nstates
== 0);
102 if (!me
->fresh_seed
) {
104 me
->seed
= new_game_seed(me
->params
, me
->random
);
106 me
->fresh_seed
= FALSE
;
109 me
->states
[me
->nstates
++] = new_game(me
->params
, me
->seed
);
111 me
->drawstate
= game_new_drawstate(me
->states
[0]);
114 me
->ui
= new_ui(me
->states
[0]);
117 void midend_restart_game(midend_data
*me
)
119 while (me
->nstates
> 1)
120 free_game(me
->states
[--me
->nstates
]);
121 me
->statepos
= me
->nstates
;
123 me
->ui
= new_ui(me
->states
[0]);
126 static int midend_undo(midend_data
*me
)
128 if (me
->statepos
> 1) {
136 static int midend_redo(midend_data
*me
)
138 if (me
->statepos
< me
->nstates
) {
146 static void midend_finish_move(midend_data
*me
)
150 if (me
->oldstate
|| me
->statepos
> 1) {
151 flashtime
= game_flash_length(me
->oldstate ? me
->oldstate
:
152 me
->states
[me
->statepos
-2],
153 me
->states
[me
->statepos
-1],
154 me
->oldstate ? me
->dir
: +1);
156 me
->flash_pos
= 0.0F
;
157 me
->flash_time
= flashtime
;
162 free_game(me
->oldstate
);
164 me
->anim_pos
= me
->anim_time
= 0;
167 if (me
->flash_time
== 0 && me
->anim_time
== 0)
168 deactivate_timer(me
->frontend
);
170 activate_timer(me
->frontend
);
173 static void midend_stop_anim(midend_data
*me
)
175 if (me
->oldstate
|| me
->anim_time
) {
176 midend_finish_move(me
);
181 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
183 game_state
*oldstate
= dup_game(me
->states
[me
->statepos
- 1]);
186 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
187 midend_stop_anim(me
);
190 return 1; /* never animate */
191 } else if (button
== 'r' || button
== 'R') {
192 midend_stop_anim(me
);
193 midend_restart_game(me
);
195 return 1; /* never animate */
196 } else if (button
== 'u' || button
== 'u' ||
197 button
== '\x1A' || button
== '\x1F') {
198 midend_stop_anim(me
);
199 if (!midend_undo(me
))
201 } else if (button
== '\x12') {
202 midend_stop_anim(me
);
203 if (!midend_redo(me
))
205 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
209 game_state
*s
= make_move(me
->states
[me
->statepos
-1], me
->ui
,
212 if (s
== me
->states
[me
->statepos
-1]) {
214 * make_move() is allowed to return its input state to
215 * indicate that although no move has been made, the UI
216 * state has been updated and a redraw is called for.
221 midend_stop_anim(me
);
222 while (me
->nstates
> me
->statepos
)
223 free_game(me
->states
[--me
->nstates
]);
225 me
->states
[me
->nstates
] = s
;
226 me
->statepos
= ++me
->nstates
;
235 * See if this move requires an animation.
237 anim_time
= game_anim_length(oldstate
, me
->states
[me
->statepos
-1], me
->dir
);
239 me
->oldstate
= oldstate
;
241 me
->anim_time
= anim_time
;
244 midend_finish_move(me
);
250 activate_timer(me
->frontend
);
255 void midend_redraw(midend_data
*me
)
257 if (me
->statepos
> 0 && me
->drawstate
) {
258 start_draw(me
->frontend
);
259 if (me
->oldstate
&& me
->anim_time
> 0 &&
260 me
->anim_pos
< me
->anim_time
) {
261 assert(me
->dir
!= 0);
262 game_redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
263 me
->states
[me
->statepos
-1], me
->dir
,
264 me
->ui
, me
->anim_pos
, me
->flash_pos
);
266 game_redraw(me
->frontend
, me
->drawstate
, NULL
,
267 me
->states
[me
->statepos
-1], +1 /*shrug*/,
268 me
->ui
, 0.0, me
->flash_pos
);
270 end_draw(me
->frontend
);
274 void midend_timer(midend_data
*me
, float tplus
)
276 me
->anim_pos
+= tplus
;
277 if (me
->anim_pos
>= me
->anim_time
||
278 me
->anim_time
== 0 || !me
->oldstate
) {
279 if (me
->anim_time
> 0)
280 midend_finish_move(me
);
282 me
->flash_pos
+= tplus
;
283 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
284 me
->flash_pos
= me
->flash_time
= 0;
286 if (me
->flash_time
== 0 && me
->anim_time
== 0)
287 deactivate_timer(me
->frontend
);
291 float *midend_colours(midend_data
*me
, int *ncolours
)
293 game_state
*state
= NULL
;
296 if (me
->nstates
== 0) {
297 char *seed
= new_game_seed(me
->params
, me
->random
);
298 state
= new_game(me
->params
, seed
);
301 state
= me
->states
[0];
303 ret
= game_colours(me
->frontend
, state
, ncolours
);
305 if (me
->nstates
== 0)
311 int midend_num_presets(midend_data
*me
)
317 while (game_fetch_preset(me
->npresets
, &name
, &preset
)) {
318 if (me
->presetsize
<= me
->npresets
) {
319 me
->presetsize
= me
->npresets
+ 10;
320 me
->presets
= sresize(me
->presets
, me
->presetsize
,
322 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
326 me
->presets
[me
->npresets
] = preset
;
327 me
->preset_names
[me
->npresets
] = name
;
335 void midend_fetch_preset(midend_data
*me
, int n
,
336 char **name
, game_params
**params
)
338 assert(n
>= 0 && n
< me
->npresets
);
339 *name
= me
->preset_names
[n
];
340 *params
= me
->presets
[n
];
343 int midend_wants_statusbar(midend_data
*me
)
345 return game_wants_statusbar();
348 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
350 char *titlebuf
, *parstr
;
353 titlebuf
= snewn(40 + strlen(game_name
), char);
357 sprintf(titlebuf
, "%s configuration", game_name
);
358 *wintitle
= dupstr(titlebuf
);
359 return game_configure(me
->params
);
361 sprintf(titlebuf
, "%s game selection", game_name
);
362 *wintitle
= dupstr(titlebuf
);
364 ret
= snewn(2, config_item
);
366 ret
[0].type
= C_STRING
;
367 ret
[0].name
= "Game ID";
370 * The text going in here will be a string encoding of the
371 * parameters, plus a colon, plus the game seed. This is a
374 parstr
= encode_params(me
->params
);
375 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->seed
) + 2, char);
376 sprintf(ret
[0].sval
, "%s:%s", parstr
, me
->seed
);
380 ret
[1].name
= ret
[1].sval
= NULL
;
386 assert(!"We shouldn't be here");
390 char *midend_game_id(midend_data
*me
, char *id
, int def_seed
)
392 char *error
, *par
, *seed
;
395 seed
= strchr(id
, ':');
399 * We have a colon separating parameters from game seed. So
400 * `par' now points to the parameters string, and `seed' to
407 * We only have one string. Depending on `def_seed', we
408 * take it to be either parameters or seed.
420 params
= decode_params(par
);
421 error
= validate_params(params
);
426 free_params(me
->params
);
431 error
= validate_seed(me
->params
, seed
);
436 me
->seed
= dupstr(seed
);
437 me
->fresh_seed
= TRUE
;
443 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
450 params
= custom_params(cfg
);
451 error
= validate_params(params
);
458 free_params(me
->params
);
463 error
= midend_game_id(me
, cfg
[0].sval
, TRUE
);