Files
puzzles/midend.c
Simon Tatham 350683b253 Introduce routines in each game module to encode a set of game
parameters as a string, and decode it again. This is used in
midend.c to prepend the game parameters to the game seed, so that
copying out of the Specific box is sufficient to completely specify
the game you were playing.
Throughout development of these games I have referred to `seed'
internally, and `game ID' externally. Now there's a measurable
difference between them! :-)

[originally from svn r4231]
2004-05-19 11:57:09 +00:00

431 lines
10 KiB
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_set_config(midend_data *me, int which, config_item *cfg)
{
char *error, *p;
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:
/*
* The game ID will often (in fact, mostly) have a prefix
* containing a string-encoded parameter specification
* followed by a colon. So first find the colon, and then
* split the string up.
*/
p = strchr(cfg[0].sval, ':');
if (p) {
*p++ = '\0'; /* p now points to game seed */
params = decode_params(cfg[0].sval);
error = validate_params(params);
if (error) {
free_params(params);
return error;
}
free_params(me->params);
me->params = params;
} else
p = cfg[0].sval;
error = validate_seed(me->params, p);
if (error)
return error;
sfree(me->seed);
me->seed = dupstr(p);
me->fresh_seed = TRUE;
break;
}
return NULL;
}