*/
#include <stdio.h>
+#include <string.h>
#include <assert.h>
#include "puzzles.h"
struct midend_data {
+ frontend *frontend;
+ random_state *random;
+
char *seed;
+ int fresh_seed;
int nstates, statesize, statepos;
+
+ game_params **presets;
+ char **preset_names;
+ int npresets, presetsize;
+
game_params *params;
game_state **states;
+ game_drawstate *drawstate;
+ game_state *oldstate;
+ game_ui *ui;
+ float anim_time, anim_pos;
+ float flash_time, flash_pos;
+ int dir;
};
#define ensure(me) do { \
} \
} while (0)
-midend_data *midend_new(void)
+midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
{
midend_data *me = snew(midend_data);
+ me->frontend = fe;
+ me->random = random_init(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = default_params();
me->seed = NULL;
+ me->fresh_seed = FALSE;
+ me->drawstate = NULL;
+ me->oldstate = NULL;
+ me->presets = NULL;
+ me->preset_names = NULL;
+ me->npresets = me->presetsize = 0;
+ me->anim_time = me->anim_pos = 0.0F;
+ me->flash_time = me->flash_pos = 0.0F;
+ me->dir = 0;
+ me->ui = NULL;
return me;
}
void midend_set_params(midend_data *me, game_params *params)
{
free_params(me->params);
- me->params = params;
+ me->params = dup_params(params);
}
-void midend_new_game(midend_data *me, char *seed)
+void midend_new_game(midend_data *me)
{
while (me->nstates > 0)
free_game(me->states[--me->nstates]);
+ if (me->drawstate)
+ game_free_drawstate(me->drawstate);
+
assert(me->nstates == 0);
- sfree(me->seed);
- if (seed)
- me->seed = dupstr(seed);
- else
- me->seed = new_game_seed(me->params);
+ if (!me->fresh_seed) {
+ sfree(me->seed);
+ me->seed = new_game_seed(me->params, me->random);
+ } else
+ me->fresh_seed = FALSE;
ensure(me);
me->states[me->nstates++] = new_game(me->params, me->seed);
me->statepos = 1;
+ me->drawstate = game_new_drawstate(me->states[0]);
+ if (me->ui)
+ free_ui(me->ui);
+ me->ui = new_ui(me->states[0]);
}
void midend_restart_game(midend_data *me)
while (me->nstates > 1)
free_game(me->states[--me->nstates]);
me->statepos = me->nstates;
+ free_ui(me->ui);
+ me->ui = new_ui(me->states[0]);
}
-void midend_undo(midend_data *me)
+static int midend_undo(midend_data *me)
{
- if (me->statepos > 1)
+ if (me->statepos > 1) {
me->statepos--;
+ me->dir = -1;
+ return 1;
+ } else
+ return 0;
}
-void midend_redo(midend_data *me)
+static int midend_redo(midend_data *me)
{
- if (me->statepos < me->nstates)
+ if (me->statepos < me->nstates) {
me->statepos++;
+ me->dir = +1;
+ return 1;
+ } else
+ return 0;
+}
+
+static void midend_finish_move(midend_data *me)
+{
+ float flashtime;
+
+ if (me->oldstate || me->statepos > 1) {
+ flashtime = game_flash_length(me->oldstate ? me->oldstate :
+ me->states[me->statepos-2],
+ me->states[me->statepos-1],
+ me->oldstate ? me->dir : +1);
+ if (flashtime > 0) {
+ me->flash_pos = 0.0F;
+ me->flash_time = flashtime;
+ }
+ }
+
+ if (me->oldstate)
+ free_game(me->oldstate);
+ me->oldstate = NULL;
+ me->anim_pos = me->anim_time = 0;
+ me->dir = 0;
+
+ if (me->flash_time == 0 && me->anim_time == 0)
+ deactivate_timer(me->frontend);
+ else
+ activate_timer(me->frontend);
+}
+
+static void midend_stop_anim(midend_data *me)
+{
+ if (me->oldstate || me->anim_time) {
+ midend_finish_move(me);
+ midend_redraw(me);
+ }
}
int midend_process_key(midend_data *me, int x, int y, int button)
{
- game_state *s;
+ game_state *oldstate = dup_game(me->states[me->statepos - 1]);
+ float anim_time;
if (button == 'n' || button == 'N' || button == '\x0E') {
- midend_new_game(me, NULL);
- return 1;
+ midend_stop_anim(me);
+ midend_new_game(me);
+ midend_redraw(me);
+ return 1; /* never animate */
} else if (button == 'r' || button == 'R') {
+ midend_stop_anim(me);
midend_restart_game(me);
- return 1;
+ midend_redraw(me);
+ return 1; /* never animate */
} else if (button == 'u' || button == 'u' ||
- button == '\x1A' || button == '\x1F') {
- midend_undo(me);
- return 1;
+ button == '\x1A' || button == '\x1F') {
+ midend_stop_anim(me);
+ if (!midend_undo(me))
+ return 1;
} else if (button == '\x12') {
- midend_redo(me);
- return 1;
+ midend_stop_anim(me);
+ if (!midend_redo(me))
+ return 1;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
- return 0;
+ free_game(oldstate);
+ return 0;
+ } else {
+ game_state *s = make_move(me->states[me->statepos-1], me->ui,
+ x, y, button);
+
+ if (s == me->states[me->statepos-1]) {
+ /*
+ * make_move() is allowed to return its input state to
+ * indicate that although no move has been made, the UI
+ * state has been updated and a redraw is called for.
+ */
+ midend_redraw(me);
+ return 1;
+ } else if (s) {
+ midend_stop_anim(me);
+ while (me->nstates > me->statepos)
+ free_game(me->states[--me->nstates]);
+ ensure(me);
+ me->states[me->nstates] = s;
+ me->statepos = ++me->nstates;
+ me->dir = +1;
+ } else {
+ free_game(oldstate);
+ return 1;
+ }
}
- s = make_move(me->states[me->statepos-1], x, y, button);
+ /*
+ * See if this move requires an animation.
+ */
+ anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
- if (s) {
- while (me->nstates > me->statepos)
- free_game(me->states[--me->nstates]);
- ensure(me);
- me->states[me->nstates] = s;
- me->statepos = ++me->nstates;
+ me->oldstate = oldstate;
+ if (anim_time > 0) {
+ me->anim_time = anim_time;
+ } else {
+ me->anim_time = 0.0;
+ midend_finish_move(me);
}
+ me->anim_pos = 0.0;
+
+ midend_redraw(me);
+
+ activate_timer(me->frontend);
return 1;
}
+
+void midend_redraw(midend_data *me)
+{
+ if (me->statepos > 0 && me->drawstate) {
+ start_draw(me->frontend);
+ if (me->oldstate && me->anim_time > 0 &&
+ me->anim_pos < me->anim_time) {
+ assert(me->dir != 0);
+ game_redraw(me->frontend, me->drawstate, me->oldstate,
+ me->states[me->statepos-1], me->dir,
+ me->ui, me->anim_pos, me->flash_pos);
+ } else {
+ game_redraw(me->frontend, me->drawstate, NULL,
+ me->states[me->statepos-1], +1 /*shrug*/,
+ me->ui, 0.0, me->flash_pos);
+ }
+ end_draw(me->frontend);
+ }
+}
+
+void midend_timer(midend_data *me, float tplus)
+{
+ me->anim_pos += tplus;
+ if (me->anim_pos >= me->anim_time ||
+ me->anim_time == 0 || !me->oldstate) {
+ if (me->anim_time > 0)
+ midend_finish_move(me);
+ }
+ me->flash_pos += tplus;
+ if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
+ me->flash_pos = me->flash_time = 0;
+ }
+ if (me->flash_time == 0 && me->anim_time == 0)
+ deactivate_timer(me->frontend);
+ midend_redraw(me);
+}
+
+float *midend_colours(midend_data *me, int *ncolours)
+{
+ game_state *state = NULL;
+ float *ret;
+
+ if (me->nstates == 0) {
+ char *seed = new_game_seed(me->params, me->random);
+ state = new_game(me->params, seed);
+ sfree(seed);
+ } else
+ state = me->states[0];
+
+ ret = game_colours(me->frontend, state, ncolours);
+
+ if (me->nstates == 0)
+ free_game(state);
+
+ return ret;
+}
+
+int midend_num_presets(midend_data *me)
+{
+ if (!me->npresets) {
+ char *name;
+ game_params *preset;
+
+ while (game_fetch_preset(me->npresets, &name, &preset)) {
+ if (me->presetsize <= me->npresets) {
+ me->presetsize = me->npresets + 10;
+ me->presets = sresize(me->presets, me->presetsize,
+ game_params *);
+ me->preset_names = sresize(me->preset_names, me->presetsize,
+ char *);
+ }
+
+ me->presets[me->npresets] = preset;
+ me->preset_names[me->npresets] = name;
+ me->npresets++;
+ }
+ }
+
+ return me->npresets;
+}
+
+void midend_fetch_preset(midend_data *me, int n,
+ char **name, game_params **params)
+{
+ assert(n >= 0 && n < me->npresets);
+ *name = me->preset_names[n];
+ *params = me->presets[n];
+}
+
+int midend_wants_statusbar(midend_data *me)
+{
+ return game_wants_statusbar();
+}
+
+config_item *midend_get_config(midend_data *me, int which, char **wintitle)
+{
+ char *titlebuf, *parstr;
+ config_item *ret;
+
+ titlebuf = snewn(40 + strlen(game_name), char);
+
+ switch (which) {
+ case CFG_SETTINGS:
+ sprintf(titlebuf, "%s configuration", game_name);
+ *wintitle = dupstr(titlebuf);
+ return game_configure(me->params);
+ case CFG_SEED:
+ sprintf(titlebuf, "%s game selection", game_name);
+ *wintitle = dupstr(titlebuf);
+
+ ret = snewn(2, config_item);
+
+ ret[0].type = C_STRING;
+ ret[0].name = "Game ID";
+ ret[0].ival = 0;
+ /*
+ * The text going in here will be a string encoding of the
+ * parameters, plus a colon, plus the game seed. This is a
+ * full game ID.
+ */
+ parstr = encode_params(me->params);
+ ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
+ sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
+ sfree(parstr);
+
+ ret[1].type = C_END;
+ ret[1].name = ret[1].sval = NULL;
+ ret[1].ival = 0;
+
+ return ret;
+ }
+
+ assert(!"We shouldn't be here");
+ return NULL;
+}
+
+char *midend_game_id(midend_data *me, char *id, int def_seed)
+{
+ char *error, *par, *seed;
+ game_params *params;
+
+ seed = strchr(id, ':');
+
+ if (seed) {
+ /*
+ * We have a colon separating parameters from game seed. So
+ * `par' now points to the parameters string, and `seed' to
+ * the seed string.
+ */
+ *seed++ = '\0';
+ par = id;
+ } else {
+ /*
+ * We only have one string. Depending on `def_seed', we
+ * take it to be either parameters or seed.
+ */
+ if (def_seed) {
+ seed = id;
+ par = NULL;
+ } else {
+ seed = NULL;
+ par = id;
+ }
+ }
+
+ if (par) {
+ params = decode_params(par);
+ error = validate_params(params);
+ if (error) {
+ free_params(params);
+ return error;
+ }
+ free_params(me->params);
+ me->params = params;
+ }
+
+ if (seed) {
+ error = validate_seed(me->params, seed);
+ if (error)
+ return error;
+
+ sfree(me->seed);
+ me->seed = dupstr(seed);
+ me->fresh_seed = TRUE;
+ }
+
+ return NULL;
+}
+
+char *midend_set_config(midend_data *me, int which, config_item *cfg)
+{
+ char *error;
+ game_params *params;
+
+ switch (which) {
+ case CFG_SETTINGS:
+ params = custom_params(cfg);
+ error = validate_params(params);
+
+ if (error) {
+ free_params(params);
+ return error;
+ }
+
+ free_params(me->params);
+ me->params = params;
+ break;
+
+ case CFG_SEED:
+ error = midend_game_id(me, cfg[0].sval, TRUE);
+ if (error)
+ return error;
+ break;
+ }
+
+ return NULL;
+}