`Restart' is now an undo-able action: it appends a move to the end

of the undo list rather than destroying it. Partly this is because
accidental restarts are a real pain, and partly because it allows
you to compare the initial to the current state by restart-then-undo
which is handy in some puzzles.

In order to do this, I've introduced an additional per-entry field
in the undo list in the midend, which tracks which states were
created by `unusual' operations (Solve and Restart). The midend
takes care of suppressing animation and completion flashes during
transitions between a `special' state and its predecessor, relieving
the game backends of having to do it individually.

(This probably means I could remove some complexity in the
flash_time() functions in most backends, but I haven't done that in
this checkin.)

[originally from svn r5791]
This commit is contained in:
Simon Tatham
2005-05-17 11:46:55 +00:00
parent 0913f94a98
commit c9f05ca3c0

116
midend.c
View File

@ -13,6 +13,11 @@
enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
struct midend_state_entry {
game_state *state;
int special; /* created by solve or restart */
};
struct midend_data { struct midend_data {
frontend *frontend; frontend *frontend;
random_state *random; random_state *random;
@ -28,7 +33,7 @@ struct midend_data {
int npresets, presetsize; int npresets, presetsize;
game_params *params, *tmpparams; game_params *params, *tmpparams;
game_state **states; struct midend_state_entry *states;
game_drawstate *drawstate; game_drawstate *drawstate;
game_state *oldstate; game_state *oldstate;
game_ui *ui; game_ui *ui;
@ -42,7 +47,8 @@ struct midend_data {
#define ensure(me) do { \ #define ensure(me) do { \
if ((me)->nstates >= (me)->statesize) { \ if ((me)->nstates >= (me)->statesize) { \
(me)->statesize = (me)->nstates + 128; \ (me)->statesize = (me)->nstates + 128; \
(me)->states = sresize((me)->states, (me)->statesize, game_state *); \ (me)->states = sresize((me)->states, (me)->statesize, \
struct midend_state_entry); \
} \ } \
} while (0) } while (0)
@ -109,7 +115,7 @@ void midend_set_params(midend_data *me, game_params *params)
void midend_new_game(midend_data *me) void midend_new_game(midend_data *me)
{ {
while (me->nstates > 0) while (me->nstates > 0)
me->ourgame->free_game(me->states[--me->nstates]); me->ourgame->free_game(me->states[--me->nstates].state);
if (me->drawstate) if (me->drawstate)
me->ourgame->free_drawstate(me->drawstate); me->ourgame->free_drawstate(me->drawstate);
@ -154,24 +160,17 @@ void midend_new_game(midend_data *me)
} }
ensure(me); ensure(me);
me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc); me->states[me->nstates].state = me->ourgame->new_game(me->params, me->desc);
me->states[me->nstates].special = TRUE;
me->nstates++;
me->statepos = 1; me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->states[0]); me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
if (me->ui) if (me->ui)
me->ourgame->free_ui(me->ui); me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0]); me->ui = me->ourgame->new_ui(me->states[0].state);
me->pressed_mouse_button = 0; me->pressed_mouse_button = 0;
} }
void midend_restart_game(midend_data *me)
{
while (me->nstates > 1)
me->ourgame->free_game(me->states[--me->nstates]);
me->statepos = me->nstates;
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0]);
}
static int midend_undo(midend_data *me) static int midend_undo(midend_data *me)
{ {
if (me->statepos > 1) { if (me->statepos > 1) {
@ -196,10 +195,18 @@ static void midend_finish_move(midend_data *me)
{ {
float flashtime; float flashtime;
if (me->oldstate || me->statepos > 1) { /*
* We do not flash if the later of the two states is special.
* This covers both forward Solve moves and backward (undone)
* Restart moves.
*/
if ((me->oldstate || me->statepos > 1) &&
((me->dir > 0 && !me->states[me->statepos-1].special) ||
(me->dir < 0 && me->statepos < me->nstates &&
!me->states[me->statepos].special))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2], me->states[me->statepos-2].state,
me->states[me->statepos-1], me->states[me->statepos-1].state,
me->oldstate ? me->dir : +1); me->oldstate ? me->dir : +1);
if (flashtime > 0) { if (flashtime > 0) {
me->flash_pos = 0.0F; me->flash_pos = 0.0F;
@ -227,9 +234,37 @@ static void midend_stop_anim(midend_data *me)
} }
} }
void midend_restart_game(midend_data *me)
{
game_state *s;
assert(me->statepos >= 1);
if (me->statepos == 1)
return; /* no point doing anything at all! */
s = me->ourgame->dup_game(me->states[0].state);
/*
* Now enter the restarted state as the next move.
*/
midend_stop_anim(me);
while (me->nstates > me->statepos)
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].special = TRUE; /* we just restarted */
me->statepos = ++me->nstates;
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
activate_timer(me->frontend);
}
static int midend_really_process_key(midend_data *me, int x, int y, int button) static int midend_really_process_key(midend_data *me, int x, int y, int button)
{ {
game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]); game_state *oldstate =
me->ourgame->dup_game(me->states[me->statepos - 1].state);
int special = FALSE, gotspecial = FALSE;
float anim_time; float anim_time;
if (button == 'n' || button == 'N' || button == '\x0E') { if (button == 'n' || button == 'N' || button == '\x0E') {
@ -245,6 +280,8 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
} else if (button == 'u' || button == 'u' || } else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') { button == '\x1A' || button == '\x1F') {
midend_stop_anim(me); midend_stop_anim(me);
special = me->states[me->statepos-1].special;
gotspecial = TRUE;
if (!midend_undo(me)) if (!midend_undo(me))
return 1; return 1;
} else if (button == '\x12') { } else if (button == '\x12') {
@ -255,10 +292,11 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
me->ourgame->free_game(oldstate); me->ourgame->free_game(oldstate);
return 0; return 0;
} else { } else {
game_state *s = me->ourgame->make_move(me->states[me->statepos-1], game_state *s =
me->ui, x, y, button); me->ourgame->make_move(me->states[me->statepos-1].state,
me->ui, x, y, button);
if (s == me->states[me->statepos-1]) { if (s == me->states[me->statepos-1].state) {
/* /*
* make_move() is allowed to return its input state to * make_move() is allowed to return its input state to
* indicate that although no move has been made, the UI * indicate that although no move has been made, the UI
@ -269,9 +307,10 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
} else if (s) { } else if (s) {
midend_stop_anim(me); midend_stop_anim(me);
while (me->nstates > me->statepos) while (me->nstates > me->statepos)
me->ourgame->free_game(me->states[--me->nstates]); me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me); ensure(me);
me->states[me->nstates] = s; me->states[me->nstates].state = s;
me->states[me->nstates].special = FALSE; /* normal move */
me->statepos = ++me->nstates; me->statepos = ++me->nstates;
me->dir = +1; me->dir = +1;
} else { } else {
@ -280,11 +319,19 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
} }
} }
if (!gotspecial)
special = me->states[me->statepos-1].special;
/* /*
* See if this move requires an animation. * See if this move requires an animation.
*/ */
anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1], if (special) {
me->dir); anim_time = 0;
} else {
anim_time = me->ourgame->anim_length(oldstate,
me->states[me->statepos-1].state,
me->dir);
}
me->oldstate = oldstate; me->oldstate = oldstate;
if (anim_time > 0) { if (anim_time > 0) {
@ -408,11 +455,11 @@ void midend_redraw(midend_data *me)
me->anim_pos < me->anim_time) { me->anim_pos < me->anim_time) {
assert(me->dir != 0); assert(me->dir != 0);
me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
me->states[me->statepos-1], me->dir, me->states[me->statepos-1].state, me->dir,
me->ui, me->anim_pos, me->flash_pos); me->ui, me->anim_pos, me->flash_pos);
} else { } else {
me->ourgame->redraw(me->frontend, me->drawstate, NULL, me->ourgame->redraw(me->frontend, me->drawstate, NULL,
me->states[me->statepos-1], +1 /*shrug*/, me->states[me->statepos-1].state, +1 /*shrug*/,
me->ui, 0.0, me->flash_pos); me->ui, 0.0, me->flash_pos);
} }
end_draw(me->frontend); end_draw(me->frontend);
@ -449,7 +496,7 @@ float *midend_colours(midend_data *me, int *ncolours)
if (aux) if (aux)
me->ourgame->free_aux_info(aux); me->ourgame->free_aux_info(aux);
} else } else
state = me->states[0]; state = me->states[0].state;
ret = me->ourgame->colours(me->frontend, state, ncolours); ret = me->ourgame->colours(me->frontend, state, ncolours);
@ -691,7 +738,7 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg)
char *midend_text_format(midend_data *me) char *midend_text_format(midend_data *me)
{ {
if (me->ourgame->can_format_as_text && me->statepos > 0) if (me->ourgame->can_format_as_text && me->statepos > 0)
return me->ourgame->text_format(me->states[me->statepos-1]); return me->ourgame->text_format(me->states[me->statepos-1].state);
else else
return NULL; return NULL;
} }
@ -708,18 +755,19 @@ char *midend_solve(midend_data *me)
return "No game set up to solve"; /* _shouldn't_ happen! */ return "No game set up to solve"; /* _shouldn't_ happen! */
msg = "Solve operation failed"; /* game _should_ overwrite on error */ msg = "Solve operation failed"; /* game _should_ overwrite on error */
s = me->ourgame->solve(me->states[0], me->aux_info, &msg); s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
if (!s) if (!s)
return msg; return msg;
/* /*
* Now enter the solved state as the next move.~|~ * Now enter the solved state as the next move.
*/ */
midend_stop_anim(me); midend_stop_anim(me);
while (me->nstates > me->statepos) while (me->nstates > me->statepos)
me->ourgame->free_game(me->states[--me->nstates]); me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me); ensure(me);
me->states[me->nstates] = s; me->states[me->nstates].state = s;
me->states[me->nstates].special = TRUE; /* created using solve */
me->statepos = ++me->nstates; me->statepos = ++me->nstates;
me->anim_time = 0.0; me->anim_time = 0.0;
midend_finish_move(me); midend_finish_move(me);