ref: 8b9dedcf7547b3c6bfe8706bee0d3c9a93fe002c
dir: /midend.c/
/* * midend.c: general middle fragment sitting between the * platform-specific front end and game-specific back end. * Maintains a move list, takes care of Undo and Redo commands, and * processes standard keystrokes for undo/redo/new/restart/quit. */ #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; }; #define ensure(me) do { \ if ((me)->nstates >= (me)->statesize) { \ (me)->statesize = (me)->nstates + 128; \ (me)->states = sresize((me)->states, (me)->statesize, game_state *); \ } \ } while (0) 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->ui = NULL; return me; } void midend_free(midend_data *me) { sfree(me->states); sfree(me->seed); free_params(me->params); sfree(me); } void midend_size(midend_data *me, int *x, int *y) { game_size(me->params, x, y); } void midend_set_params(midend_data *me, game_params *params) { free_params(me->params); me->params = dup_params(params); } 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); 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]); } static int midend_undo(midend_data *me) { if (me->statepos > 1) { me->statepos--; return 1; } else return 0; } static int midend_redo(midend_data *me) { if (me->statepos < me->nstates) { me->statepos++; 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]); 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; 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 *oldstate = dup_game(me->states[me->statepos - 1]); float anim_time; if (button == 'n' || button == 'N' || button == '\x0E') { 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); midend_redraw(me); return 1; /* never animate */ } else if (button == 'u' || button == 'u' || button == '\x1A' || button == '\x1F') { midend_stop_anim(me); if (!midend_undo(me)) return 1; } else if (button == '\x12') { midend_stop_anim(me); if (!midend_redo(me)) return 1; } else if (button == 'q' || button == 'Q' || button == '\x11') { 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; } else { free_game(oldstate); return 1; } } /* * See if this move requires an animation. */ anim_time = game_anim_length(oldstate, me->states[me->statepos-1]); 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) { game_redraw(me->frontend, me->drawstate, me->oldstate, me->states[me->statepos-1], me->ui, me->anim_pos, me->flash_pos); } else { game_redraw(me->frontend, me->drawstate, NULL, me->states[me->statepos-1], 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; }