720a8fb7 |
1 | /* |
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 |
7f89707c |
5 | * processes standard keystrokes for undo/redo/new/quit. |
720a8fb7 |
6 | */ |
7f77ea24 |
7 | |
8 | #include <stdio.h> |
5928817c |
9 | #include <string.h> |
7f77ea24 |
10 | #include <assert.h> |
813593cc |
11 | #include <stdlib.h> |
12 | #include <ctype.h> |
7f77ea24 |
13 | |
14 | #include "puzzles.h" |
15 | |
1185e3c5 |
16 | enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ |
17 | |
a4393230 |
18 | enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */ |
19 | |
20 | #define special(type) ( (type) != MOVE ) |
21 | |
28d0118c |
22 | struct midend_state_entry { |
23 | game_state *state; |
a4393230 |
24 | char *movestr; |
25 | int movetype; |
28d0118c |
26 | }; |
27 | |
dafd6cf6 |
28 | struct midend { |
2ef96bd6 |
29 | frontend *frontend; |
48d70ca9 |
30 | random_state *random; |
be8d5aa1 |
31 | const game *ourgame; |
48d70ca9 |
32 | |
a4393230 |
33 | game_params **presets; |
f92acd1a |
34 | char **preset_names, **preset_encodings; |
a4393230 |
35 | int npresets, presetsize; |
36 | |
0a6892db |
37 | /* |
38 | * `desc' and `privdesc' deserve a comment. |
39 | * |
40 | * `desc' is the game description as presented to the user when |
41 | * they ask for Game -> Specific. `privdesc', if non-NULL, is a |
42 | * different game description used to reconstruct the initial |
43 | * game_state when de-serialising. If privdesc is NULL, `desc' |
44 | * is used for both. |
45 | * |
46 | * For almost all games, `privdesc' is NULL and never used. The |
47 | * exception (as usual) is Mines: the initial game state has no |
48 | * squares open at all, but after the first click `desc' is |
49 | * rewritten to describe a game state with an initial click and |
50 | * thus a bunch of squares open. If we used that desc to |
51 | * serialise and deserialise, then the initial game state after |
52 | * deserialisation would look unlike the initial game state |
53 | * beforehand, and worse still execute_move() might fail on the |
54 | * attempted first click. So `privdesc' is also used in this |
55 | * case, to provide a game description describing the same |
56 | * fixed mine layout _but_ no initial click. (These game IDs |
57 | * may also be typed directly into Mines if you like.) |
58 | */ |
59 | char *desc, *privdesc, *seedstr; |
c566778e |
60 | char *aux_info; |
1185e3c5 |
61 | enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; |
eb2ad6f1 |
62 | |
a4393230 |
63 | int nstates, statesize, statepos; |
64 | struct midend_state_entry *states; |
eb2ad6f1 |
65 | |
f60f7e7c |
66 | game_params *params, *curparams; |
2ef96bd6 |
67 | game_drawstate *drawstate; |
74a4e547 |
68 | game_ui *ui; |
a4393230 |
69 | |
70 | game_state *oldstate; |
2ef96bd6 |
71 | float anim_time, anim_pos; |
87ed82be |
72 | float flash_time, flash_pos; |
c822de4a |
73 | int dir; |
6776a950 |
74 | |
48dcdd62 |
75 | int timing; |
76 | float elapsed; |
77 | char *laststatus; |
78 | |
dafd6cf6 |
79 | drawing *drawing; |
80 | |
6776a950 |
81 | int pressed_mouse_button; |
1e3e152d |
82 | |
83134cff |
83 | int preferred_tilesize, tilesize, winwidth, winheight; |
7f77ea24 |
84 | }; |
85 | |
86 | #define ensure(me) do { \ |
87 | if ((me)->nstates >= (me)->statesize) { \ |
88 | (me)->statesize = (me)->nstates + 128; \ |
28d0118c |
89 | (me)->states = sresize((me)->states, (me)->statesize, \ |
90 | struct midend_state_entry); \ |
7f77ea24 |
91 | } \ |
92 | } while (0) |
93 | |
dafd6cf6 |
94 | midend *midend_new(frontend *fe, const game *ourgame, |
95 | const drawing_api *drapi, void *drhandle) |
7f77ea24 |
96 | { |
dafd6cf6 |
97 | midend *me = snew(midend); |
cbb5549e |
98 | void *randseed; |
99 | int randseedsize; |
100 | |
101 | get_random_seed(&randseed, &randseedsize); |
7f77ea24 |
102 | |
48d70ca9 |
103 | me->frontend = fe; |
be8d5aa1 |
104 | me->ourgame = ourgame; |
1fbb0680 |
105 | me->random = random_new(randseed, randseedsize); |
7f77ea24 |
106 | me->nstates = me->statesize = me->statepos = 0; |
107 | me->states = NULL; |
be8d5aa1 |
108 | me->params = ourgame->default_params(); |
f60f7e7c |
109 | me->curparams = NULL; |
0a6892db |
110 | me->desc = me->privdesc = NULL; |
1185e3c5 |
111 | me->seedstr = NULL; |
6f2d8d7c |
112 | me->aux_info = NULL; |
1185e3c5 |
113 | me->genmode = GOT_NOTHING; |
2ef96bd6 |
114 | me->drawstate = NULL; |
115 | me->oldstate = NULL; |
eb2ad6f1 |
116 | me->presets = NULL; |
117 | me->preset_names = NULL; |
f92acd1a |
118 | me->preset_encodings = NULL; |
eb2ad6f1 |
119 | me->npresets = me->presetsize = 0; |
87ed82be |
120 | me->anim_time = me->anim_pos = 0.0F; |
121 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
122 | me->dir = 0; |
74a4e547 |
123 | me->ui = NULL; |
6776a950 |
124 | me->pressed_mouse_button = 0; |
48dcdd62 |
125 | me->laststatus = NULL; |
126 | me->timing = FALSE; |
127 | me->elapsed = 0.0F; |
1f3ee4ee |
128 | me->tilesize = me->winwidth = me->winheight = 0; |
dafd6cf6 |
129 | if (drapi) |
83c0438f |
130 | me->drawing = drawing_new(drapi, me, drhandle); |
dafd6cf6 |
131 | else |
132 | me->drawing = NULL; |
7f77ea24 |
133 | |
83134cff |
134 | me->preferred_tilesize = ourgame->preferred_tilesize; |
135 | { |
136 | /* |
137 | * Allow an environment-based override for the default tile |
138 | * size by defining a variable along the lines of |
139 | * `NET_TILESIZE=15'. |
140 | */ |
141 | |
142 | char buf[80], *e; |
143 | int j, k, ts; |
144 | |
145 | sprintf(buf, "%s_TILESIZE", me->ourgame->name); |
146 | for (j = k = 0; buf[j]; j++) |
147 | if (!isspace((unsigned char)buf[j])) |
148 | buf[k++] = toupper((unsigned char)buf[j]); |
149 | buf[k] = '\0'; |
150 | if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0) |
151 | me->preferred_tilesize = ts; |
152 | } |
153 | |
cbb5549e |
154 | sfree(randseed); |
155 | |
7f77ea24 |
156 | return me; |
157 | } |
158 | |
0c5f1313 |
159 | static void midend_purge_states(midend *me) |
160 | { |
161 | while (me->nstates > me->statepos) { |
162 | me->ourgame->free_game(me->states[--me->nstates].state); |
163 | if (me->states[me->nstates].movestr) |
164 | sfree(me->states[me->nstates].movestr); |
165 | } |
166 | } |
167 | |
dafd6cf6 |
168 | static void midend_free_game(midend *me) |
ab53eb64 |
169 | { |
a4393230 |
170 | while (me->nstates > 0) { |
171 | me->nstates--; |
172 | me->ourgame->free_game(me->states[me->nstates].state); |
173 | sfree(me->states[me->nstates].movestr); |
174 | } |
ab53eb64 |
175 | |
176 | if (me->drawstate) |
dafd6cf6 |
177 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
ab53eb64 |
178 | } |
179 | |
dafd6cf6 |
180 | void midend_free(midend *me) |
7f77ea24 |
181 | { |
ab53eb64 |
182 | int i; |
183 | |
184 | midend_free_game(me); |
185 | |
dafd6cf6 |
186 | if (me->drawing) |
187 | drawing_free(me->drawing); |
ab53eb64 |
188 | random_free(me->random); |
7f77ea24 |
189 | sfree(me->states); |
1185e3c5 |
190 | sfree(me->desc); |
871bf294 |
191 | sfree(me->privdesc); |
1185e3c5 |
192 | sfree(me->seedstr); |
c566778e |
193 | sfree(me->aux_info); |
be8d5aa1 |
194 | me->ourgame->free_params(me->params); |
ab53eb64 |
195 | if (me->npresets) { |
196 | for (i = 0; i < me->npresets; i++) { |
197 | sfree(me->presets[i]); |
198 | sfree(me->preset_names[i]); |
f92acd1a |
199 | sfree(me->preset_encodings[i]); |
ab53eb64 |
200 | } |
201 | sfree(me->presets); |
202 | sfree(me->preset_names); |
f92acd1a |
203 | sfree(me->preset_encodings); |
ab53eb64 |
204 | } |
205 | if (me->ui) |
206 | me->ourgame->free_ui(me->ui); |
f60f7e7c |
207 | if (me->curparams) |
208 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
209 | sfree(me->laststatus); |
7f77ea24 |
210 | sfree(me); |
211 | } |
212 | |
dafd6cf6 |
213 | static void midend_size_new_drawstate(midend *me) |
1f3ee4ee |
214 | { |
215 | /* |
216 | * Don't even bother, if we haven't worked out our tile size |
217 | * anyway yet. |
218 | */ |
219 | if (me->tilesize > 0) { |
220 | me->ourgame->compute_size(me->params, me->tilesize, |
221 | &me->winwidth, &me->winheight); |
dafd6cf6 |
222 | me->ourgame->set_size(me->drawing, me->drawstate, |
223 | me->params, me->tilesize); |
1f3ee4ee |
224 | } |
225 | } |
226 | |
8c4ea6f0 |
227 | void midend_size(midend *me, int *x, int *y, int user_size) |
7f77ea24 |
228 | { |
1f3ee4ee |
229 | int min, max; |
230 | int rx, ry; |
231 | |
232 | /* |
05e50a96 |
233 | * We can't set the size on the same drawstate twice. So if |
234 | * we've already sized one drawstate, we must throw it away and |
235 | * create a new one. |
236 | */ |
237 | if (me->drawstate && me->tilesize > 0) { |
238 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
239 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
240 | me->states[0].state); |
241 | } |
242 | |
243 | /* |
1f3ee4ee |
244 | * Find the tile size that best fits within the given space. If |
8c4ea6f0 |
245 | * `user_size' is TRUE, we must actually find the _largest_ such |
246 | * tile size, in order to get as close to the user's explicit |
247 | * request as possible; otherwise, we bound above at the game's |
248 | * preferred tile size, so that the game gets what it wants |
249 | * provided that this doesn't break the constraint from the |
250 | * front-end (which is likely to be a screen size or similar). |
1f3ee4ee |
251 | */ |
8c4ea6f0 |
252 | if (user_size) { |
1f3ee4ee |
253 | max = 1; |
254 | do { |
255 | max *= 2; |
256 | me->ourgame->compute_size(me->params, max, &rx, &ry); |
257 | } while (rx <= *x && ry <= *y); |
258 | } else |
83134cff |
259 | max = me->preferred_tilesize + 1; |
1f3ee4ee |
260 | min = 1; |
261 | |
262 | /* |
263 | * Now binary-search between min and max. We're looking for a |
264 | * boundary rather than a value: the point at which tile sizes |
265 | * stop fitting within the given dimensions. Thus, we stop when |
266 | * max and min differ by exactly 1. |
267 | */ |
268 | while (max - min > 1) { |
269 | int mid = (max + min) / 2; |
270 | me->ourgame->compute_size(me->params, mid, &rx, &ry); |
271 | if (rx <= *x && ry <= *y) |
272 | min = mid; |
273 | else |
274 | max = mid; |
275 | } |
276 | |
277 | /* |
278 | * Now `min' is a valid size, and `max' isn't. So use `min'. |
279 | */ |
280 | |
281 | me->tilesize = min; |
8c4ea6f0 |
282 | if (user_size) |
283 | /* If the user requested a change in size, make it permanent. */ |
888050f2 |
284 | me->preferred_tilesize = me->tilesize; |
1f3ee4ee |
285 | midend_size_new_drawstate(me); |
286 | *x = me->winwidth; |
287 | *y = me->winheight; |
7f77ea24 |
288 | } |
289 | |
dc3de726 |
290 | int midend_tilesize(midend *me) { return me->tilesize; } |
291 | |
dafd6cf6 |
292 | void midend_set_params(midend *me, game_params *params) |
7f77ea24 |
293 | { |
be8d5aa1 |
294 | me->ourgame->free_params(me->params); |
295 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
296 | } |
297 | |
821ab2c6 |
298 | game_params *midend_get_params(midend *me) |
299 | { |
300 | return me->ourgame->dup_params(me->params); |
301 | } |
302 | |
dafd6cf6 |
303 | static void midend_set_timer(midend *me) |
48dcdd62 |
304 | { |
305 | me->timing = (me->ourgame->is_timed && |
4d08de49 |
306 | me->ourgame->timing_state(me->states[me->statepos-1].state, |
307 | me->ui)); |
48dcdd62 |
308 | if (me->timing || me->flash_time || me->anim_time) |
309 | activate_timer(me->frontend); |
310 | else |
311 | deactivate_timer(me->frontend); |
312 | } |
313 | |
dafd6cf6 |
314 | void midend_force_redraw(midend *me) |
008b4378 |
315 | { |
316 | if (me->drawstate) |
dafd6cf6 |
317 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
318 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
319 | me->states[0].state); |
1e3e152d |
320 | midend_size_new_drawstate(me); |
008b4378 |
321 | midend_redraw(me); |
322 | } |
323 | |
dafd6cf6 |
324 | void midend_new_game(midend *me) |
7f77ea24 |
325 | { |
ab53eb64 |
326 | midend_free_game(me); |
2ef96bd6 |
327 | |
7f77ea24 |
328 | assert(me->nstates == 0); |
329 | |
1185e3c5 |
330 | if (me->genmode == GOT_DESC) { |
331 | me->genmode = GOT_NOTHING; |
332 | } else { |
333 | random_state *rs; |
334 | |
335 | if (me->genmode == GOT_SEED) { |
336 | me->genmode = GOT_NOTHING; |
337 | } else { |
338 | /* |
339 | * Generate a new random seed. 15 digits comes to about |
340 | * 48 bits, which should be more than enough. |
97c44af3 |
341 | * |
342 | * I'll avoid putting a leading zero on the number, |
343 | * just in case it confuses anybody who thinks it's |
344 | * processed as an integer rather than a string. |
1185e3c5 |
345 | */ |
346 | char newseed[16]; |
347 | int i; |
348 | newseed[15] = '\0'; |
5b502ae8 |
349 | newseed[0] = '1' + (char)random_upto(me->random, 9); |
97c44af3 |
350 | for (i = 1; i < 15; i++) |
5b502ae8 |
351 | newseed[i] = '0' + (char)random_upto(me->random, 10); |
1185e3c5 |
352 | sfree(me->seedstr); |
353 | me->seedstr = dupstr(newseed); |
f60f7e7c |
354 | |
355 | if (me->curparams) |
356 | me->ourgame->free_params(me->curparams); |
357 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
358 | } |
359 | |
360 | sfree(me->desc); |
0a6892db |
361 | sfree(me->privdesc); |
c566778e |
362 | sfree(me->aux_info); |
6f2d8d7c |
363 | me->aux_info = NULL; |
1185e3c5 |
364 | |
1fbb0680 |
365 | rs = random_new(me->seedstr, strlen(me->seedstr)); |
dafd6cf6 |
366 | /* |
367 | * If this midend has been instantiated without providing a |
368 | * drawing API, it is non-interactive. This means that it's |
369 | * being used for bulk game generation, and hence we should |
370 | * pass the non-interactive flag to new_desc. |
371 | */ |
6aa6af4c |
372 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
dafd6cf6 |
373 | &me->aux_info, (me->drawing != NULL)); |
0a6892db |
374 | me->privdesc = NULL; |
1185e3c5 |
375 | random_free(rs); |
1185e3c5 |
376 | } |
7f77ea24 |
377 | |
378 | ensure(me); |
0b2bbd55 |
379 | |
380 | /* |
381 | * It might seem a bit odd that we're using me->params to |
382 | * create the initial game state, rather than me->curparams |
383 | * which is better tailored to this specific game and which we |
384 | * always know. |
385 | * |
386 | * It's supposed to be an invariant in the midend that |
387 | * me->params and me->curparams differ in no aspect that is |
388 | * important after generation (i.e. after new_desc()). By |
389 | * deliberately passing the _less_ specific of these two |
390 | * parameter sets, we provoke play-time misbehaviour in the |
391 | * case where a game has failed to encode a play-time parameter |
392 | * in the non-full version of encode_params(). |
393 | */ |
c380832d |
394 | me->states[me->nstates].state = |
395 | me->ourgame->new_game(me, me->params, me->desc); |
0b2bbd55 |
396 | |
640a235e |
397 | /* |
398 | * As part of our commitment to self-testing, test the aux |
399 | * string to make sure nothing ghastly went wrong. |
400 | */ |
401 | if (me->ourgame->can_solve && me->aux_info) { |
402 | game_state *s; |
403 | char *msg, *movestr; |
404 | |
405 | msg = NULL; |
406 | movestr = me->ourgame->solve(me->states[0].state, |
407 | me->states[0].state, |
408 | me->aux_info, &msg); |
409 | assert(movestr && !msg); |
410 | s = me->ourgame->execute_move(me->states[0].state, movestr); |
411 | assert(s); |
412 | me->ourgame->free_game(s); |
413 | sfree(movestr); |
414 | } |
415 | |
a4393230 |
416 | me->states[me->nstates].movestr = NULL; |
417 | me->states[me->nstates].movetype = NEWGAME; |
28d0118c |
418 | me->nstates++; |
7f77ea24 |
419 | me->statepos = 1; |
dafd6cf6 |
420 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
421 | me->states[0].state); |
1e3e152d |
422 | midend_size_new_drawstate(me); |
48dcdd62 |
423 | me->elapsed = 0.0F; |
74a4e547 |
424 | if (me->ui) |
be8d5aa1 |
425 | me->ourgame->free_ui(me->ui); |
28d0118c |
426 | me->ui = me->ourgame->new_ui(me->states[0].state); |
4d08de49 |
427 | midend_set_timer(me); |
6776a950 |
428 | me->pressed_mouse_button = 0; |
7f77ea24 |
429 | } |
430 | |
dafd6cf6 |
431 | static int midend_undo(midend *me) |
7f77ea24 |
432 | { |
1482ee76 |
433 | if (me->statepos > 1) { |
07dfb697 |
434 | if (me->ui) |
435 | me->ourgame->changed_state(me->ui, |
436 | me->states[me->statepos-1].state, |
437 | me->states[me->statepos-2].state); |
7f77ea24 |
438 | me->statepos--; |
c822de4a |
439 | me->dir = -1; |
1482ee76 |
440 | return 1; |
441 | } else |
442 | return 0; |
7f77ea24 |
443 | } |
444 | |
dafd6cf6 |
445 | static int midend_redo(midend *me) |
7f77ea24 |
446 | { |
1482ee76 |
447 | if (me->statepos < me->nstates) { |
07dfb697 |
448 | if (me->ui) |
449 | me->ourgame->changed_state(me->ui, |
450 | me->states[me->statepos-1].state, |
451 | me->states[me->statepos].state); |
7f77ea24 |
452 | me->statepos++; |
c822de4a |
453 | me->dir = +1; |
1482ee76 |
454 | return 1; |
455 | } else |
456 | return 0; |
7f77ea24 |
457 | } |
458 | |
dafd6cf6 |
459 | static void midend_finish_move(midend *me) |
87ed82be |
460 | { |
461 | float flashtime; |
462 | |
28d0118c |
463 | /* |
464 | * We do not flash if the later of the two states is special. |
465 | * This covers both forward Solve moves and backward (undone) |
466 | * Restart moves. |
467 | */ |
468 | if ((me->oldstate || me->statepos > 1) && |
a4393230 |
469 | ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) || |
28d0118c |
470 | (me->dir < 0 && me->statepos < me->nstates && |
a4393230 |
471 | !special(me->states[me->statepos].movetype)))) { |
be8d5aa1 |
472 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
473 | me->states[me->statepos-2].state, |
474 | me->states[me->statepos-1].state, |
e3f21163 |
475 | me->oldstate ? me->dir : +1, |
476 | me->ui); |
87ed82be |
477 | if (flashtime > 0) { |
478 | me->flash_pos = 0.0F; |
479 | me->flash_time = flashtime; |
480 | } |
481 | } |
482 | |
483 | if (me->oldstate) |
be8d5aa1 |
484 | me->ourgame->free_game(me->oldstate); |
87ed82be |
485 | me->oldstate = NULL; |
486 | me->anim_pos = me->anim_time = 0; |
c822de4a |
487 | me->dir = 0; |
87ed82be |
488 | |
48dcdd62 |
489 | midend_set_timer(me); |
87ed82be |
490 | } |
491 | |
dafd6cf6 |
492 | void midend_stop_anim(midend *me) |
7f77ea24 |
493 | { |
8317499a |
494 | if (me->oldstate || me->anim_time != 0) { |
87ed82be |
495 | midend_finish_move(me); |
2ef96bd6 |
496 | midend_redraw(me); |
497 | } |
dd216087 |
498 | } |
499 | |
dafd6cf6 |
500 | void midend_restart_game(midend *me) |
28d0118c |
501 | { |
502 | game_state *s; |
503 | |
7f89707c |
504 | midend_stop_anim(me); |
505 | |
28d0118c |
506 | assert(me->statepos >= 1); |
507 | if (me->statepos == 1) |
508 | return; /* no point doing anything at all! */ |
509 | |
0a6892db |
510 | /* |
511 | * During restart, we reconstruct the game from the (public) |
512 | * game description rather than from states[0], because that |
513 | * way Mines gets slightly more sensible behaviour (restart |
514 | * goes to _after_ the first click so you don't have to |
515 | * remember where you clicked). |
516 | */ |
517 | s = me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
518 | |
519 | /* |
520 | * Now enter the restarted state as the next move. |
521 | */ |
522 | midend_stop_anim(me); |
0c5f1313 |
523 | midend_purge_states(me); |
28d0118c |
524 | ensure(me); |
525 | me->states[me->nstates].state = s; |
a4393230 |
526 | me->states[me->nstates].movestr = dupstr(me->desc); |
527 | me->states[me->nstates].movetype = RESTART; |
28d0118c |
528 | me->statepos = ++me->nstates; |
07dfb697 |
529 | if (me->ui) |
530 | me->ourgame->changed_state(me->ui, |
531 | me->states[me->statepos-2].state, |
532 | me->states[me->statepos-1].state); |
28d0118c |
533 | me->anim_time = 0.0; |
534 | midend_finish_move(me); |
535 | midend_redraw(me); |
48dcdd62 |
536 | midend_set_timer(me); |
28d0118c |
537 | } |
538 | |
dafd6cf6 |
539 | static int midend_really_process_key(midend *me, int x, int y, int button) |
dd216087 |
540 | { |
28d0118c |
541 | game_state *oldstate = |
542 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
9d6c3859 |
543 | int type = MOVE, gottype = FALSE, ret = 1; |
dd216087 |
544 | float anim_time; |
4c692867 |
545 | game_state *s; |
546 | char *movestr; |
547 | |
548 | movestr = |
549 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
550 | me->ui, me->drawstate, x, y, button); |
7f77ea24 |
551 | |
4c692867 |
552 | if (!movestr) { |
553 | if (button == 'n' || button == 'N' || button == '\x0E') { |
554 | midend_stop_anim(me); |
555 | midend_new_game(me); |
556 | midend_redraw(me); |
557 | goto done; /* never animate */ |
558 | } else if (button == 'u' || button == 'u' || |
559 | button == '\x1A' || button == '\x1F') { |
560 | midend_stop_anim(me); |
9d6c3859 |
561 | type = me->states[me->statepos-1].movetype; |
562 | gottype = TRUE; |
4c692867 |
563 | if (!midend_undo(me)) |
564 | goto done; |
565 | } else if (button == 'r' || button == 'R' || |
566 | button == '\x12' || button == '\x19') { |
567 | midend_stop_anim(me); |
568 | if (!midend_redo(me)) |
569 | goto done; |
640a235e |
570 | } else if (button == '\x13' && me->ourgame->can_solve) { |
571 | if (midend_solve(me)) |
572 | goto done; |
4c692867 |
573 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
574 | ret = 0; |
575 | goto done; |
576 | } else |
ab53eb64 |
577 | goto done; |
2ef96bd6 |
578 | } else { |
4c692867 |
579 | if (!*movestr) |
df11cd4e |
580 | s = me->states[me->statepos-1].state; |
581 | else { |
582 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
583 | movestr); |
584 | assert(s != NULL); |
df11cd4e |
585 | } |
74a4e547 |
586 | |
28d0118c |
587 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
588 | /* |
589 | * make_move() is allowed to return its input state to |
590 | * indicate that although no move has been made, the UI |
591 | * state has been updated and a redraw is called for. |
592 | */ |
593 | midend_redraw(me); |
0eb3b899 |
594 | midend_set_timer(me); |
ab53eb64 |
595 | goto done; |
74a4e547 |
596 | } else if (s) { |
dd216087 |
597 | midend_stop_anim(me); |
0c5f1313 |
598 | midend_purge_states(me); |
2ef96bd6 |
599 | ensure(me); |
a4393230 |
600 | assert(movestr != NULL); |
28d0118c |
601 | me->states[me->nstates].state = s; |
a4393230 |
602 | me->states[me->nstates].movestr = movestr; |
603 | me->states[me->nstates].movetype = MOVE; |
2ef96bd6 |
604 | me->statepos = ++me->nstates; |
c822de4a |
605 | me->dir = +1; |
faff1e07 |
606 | if (me->ui) |
607 | me->ourgame->changed_state(me->ui, |
608 | me->states[me->statepos-2].state, |
609 | me->states[me->statepos-1].state); |
2ef96bd6 |
610 | } else { |
a4393230 |
611 | goto done; |
2ef96bd6 |
612 | } |
7f77ea24 |
613 | } |
614 | |
9d6c3859 |
615 | if (!gottype) |
616 | type = me->states[me->statepos-1].movetype; |
28d0118c |
617 | |
2ef96bd6 |
618 | /* |
619 | * See if this move requires an animation. |
620 | */ |
9d6c3859 |
621 | if (special(type) && !(type == SOLVE && |
2705d374 |
622 | (me->ourgame->flags & SOLVE_ANIMATES))) { |
28d0118c |
623 | anim_time = 0; |
624 | } else { |
625 | anim_time = me->ourgame->anim_length(oldstate, |
626 | me->states[me->statepos-1].state, |
e3f21163 |
627 | me->dir, me->ui); |
28d0118c |
628 | } |
2ef96bd6 |
629 | |
ab53eb64 |
630 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
631 | if (anim_time > 0) { |
2ef96bd6 |
632 | me->anim_time = anim_time; |
633 | } else { |
2ef96bd6 |
634 | me->anim_time = 0.0; |
87ed82be |
635 | midend_finish_move(me); |
7f77ea24 |
636 | } |
2ef96bd6 |
637 | me->anim_pos = 0.0; |
638 | |
639 | midend_redraw(me); |
640 | |
48dcdd62 |
641 | midend_set_timer(me); |
7f77ea24 |
642 | |
ab53eb64 |
643 | done: |
644 | if (oldstate) me->ourgame->free_game(oldstate); |
645 | return ret; |
7f77ea24 |
646 | } |
2ef96bd6 |
647 | |
dafd6cf6 |
648 | int midend_process_key(midend *me, int x, int y, int button) |
6776a950 |
649 | { |
650 | int ret = 1; |
651 | |
652 | /* |
653 | * Harmonise mouse drag and release messages. |
654 | * |
655 | * Some front ends might accidentally switch from sending, say, |
656 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
657 | * drag. (This can happen on the Mac, for example, since |
658 | * RIGHT_DRAG is usually done using Command+drag, and if the |
659 | * user accidentally releases Command half way through the drag |
660 | * then there will be trouble.) |
661 | * |
662 | * It would be an O(number of front ends) annoyance to fix this |
663 | * in the front ends, but an O(number of back ends) annoyance |
664 | * to have each game capable of dealing with it. Therefore, we |
665 | * fix it _here_ in the common midend code so that it only has |
666 | * to be done once. |
667 | * |
eeba2afe |
668 | * The possible ways in which things can go screwy in the front |
669 | * end are: |
6776a950 |
670 | * |
eeba2afe |
671 | * - in a system containing multiple physical buttons button |
672 | * presses can inadvertently overlap. We can see ABab (caps |
673 | * meaning button-down and lowercase meaning button-up) when |
674 | * the user had semantically intended AaBb. |
6776a950 |
675 | * |
eeba2afe |
676 | * - in a system where one button is simulated by means of a |
677 | * modifier key and another button, buttons can mutate |
678 | * between press and release (possibly during drag). So we |
679 | * can see Ab instead of Aa. |
6776a950 |
680 | * |
eeba2afe |
681 | * Definite requirements are: |
682 | * |
683 | * - button _presses_ must never be invented or destroyed. If |
684 | * the user presses two buttons in succession, the button |
685 | * presses must be transferred to the backend unchanged. So |
686 | * if we see AaBb , that's fine; if we see ABab (the button |
687 | * presses inadvertently overlapped) we must somehow |
688 | * `correct' it to AaBb. |
689 | * |
690 | * - every mouse action must end up looking like a press, zero |
691 | * or more drags, then a release. This allows back ends to |
692 | * make the _assumption_ that incoming mouse data will be |
693 | * sane in this regard, and not worry about the details. |
694 | * |
695 | * So my policy will be: |
696 | * |
697 | * - treat any button-up as a button-up for the currently |
698 | * pressed button, or ignore it if there is no currently |
699 | * pressed button. |
700 | * |
701 | * - treat any drag as a drag for the currently pressed |
702 | * button, or ignore it if there is no currently pressed |
703 | * button. |
704 | * |
705 | * - if we see a button-down while another button is currently |
706 | * pressed, invent a button-up for the first one and then |
707 | * pass the button-down through as before. |
6776a950 |
708 | * |
93b1da3d |
709 | * 2005-05-31: An addendum to the above. Some games might want |
710 | * a `priority order' among buttons, such that if one button is |
711 | * pressed while another is down then a fixed one of the |
712 | * buttons takes priority no matter what order they're pressed |
713 | * in. Mines, in particular, wants to treat a left+right click |
714 | * like a left click for the benefit of users of other |
715 | * implementations. So the last of the above points is modified |
716 | * in the presence of an (optional) button priority order. |
4a9957b6 |
717 | * |
718 | * A further addition: we translate certain keyboard presses to |
719 | * cursor key 'select' buttons, so that a) frontends don't have |
720 | * to translate these themselves (like they do for CURSOR_UP etc), |
721 | * and b) individual games don't have to hard-code button presses |
722 | * of '\n' etc for keyboard-based cursors. The choice of buttons |
723 | * here could eventually be controlled by a runtime configuration |
724 | * option. |
6776a950 |
725 | */ |
726 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
727 | if (me->pressed_mouse_button) { |
728 | if (IS_MOUSE_DRAG(button)) { |
729 | button = me->pressed_mouse_button + |
730 | (LEFT_DRAG - LEFT_BUTTON); |
731 | } else { |
732 | button = me->pressed_mouse_button + |
733 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
734 | } |
eeba2afe |
735 | } else |
736 | return ret; /* ignore it */ |
6776a950 |
737 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
738 | /* |
739 | * If the new button has lower priority than the old one, |
740 | * don't bother doing this. |
741 | */ |
2705d374 |
742 | if (me->ourgame->flags & |
93b1da3d |
743 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
744 | return ret; /* just ignore it */ |
745 | |
6776a950 |
746 | /* |
747 | * Fabricate a button-up for the previously pressed button. |
748 | */ |
749 | ret = ret && midend_really_process_key |
750 | (me, x, y, (me->pressed_mouse_button + |
751 | (LEFT_RELEASE - LEFT_BUTTON))); |
752 | } |
753 | |
754 | /* |
4a9957b6 |
755 | * Translate keyboard presses to cursor selection. |
756 | */ |
757 | if (button == '\n' || button == '\r') |
758 | button = CURSOR_SELECT; |
759 | if (button == ' ') |
760 | button = CURSOR_SELECT2; |
761 | |
762 | /* |
7b97f218 |
763 | * Normalise both backspace characters (8 and 127) to \b. Easier |
764 | * to do this once, here, than to require all front ends to |
765 | * carefully generate the same one - now each front end can |
766 | * generate whichever is easiest. |
767 | */ |
768 | if (button == '\177') |
769 | button = '\b'; |
770 | |
771 | /* |
6776a950 |
772 | * Now send on the event we originally received. |
773 | */ |
774 | ret = ret && midend_really_process_key(me, x, y, button); |
775 | |
776 | /* |
777 | * And update the currently pressed button. |
778 | */ |
779 | if (IS_MOUSE_RELEASE(button)) |
780 | me->pressed_mouse_button = 0; |
781 | else if (IS_MOUSE_DOWN(button)) |
782 | me->pressed_mouse_button = button; |
783 | |
784 | return ret; |
785 | } |
786 | |
dafd6cf6 |
787 | void midend_redraw(midend *me) |
2ef96bd6 |
788 | { |
dafd6cf6 |
789 | assert(me->drawing); |
790 | |
2ef96bd6 |
791 | if (me->statepos > 0 && me->drawstate) { |
dafd6cf6 |
792 | start_draw(me->drawing); |
2ef96bd6 |
793 | if (me->oldstate && me->anim_time > 0 && |
794 | me->anim_pos < me->anim_time) { |
c822de4a |
795 | assert(me->dir != 0); |
dafd6cf6 |
796 | me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate, |
28d0118c |
797 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
798 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
799 | } else { |
dafd6cf6 |
800 | me->ourgame->redraw(me->drawing, me->drawstate, NULL, |
28d0118c |
801 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
802 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
803 | } |
dafd6cf6 |
804 | end_draw(me->drawing); |
2ef96bd6 |
805 | } |
806 | } |
807 | |
afc306fc |
808 | /* |
809 | * Nasty hacky function used to implement the --redo option in |
810 | * gtk.c. Only used for generating the puzzles' icons. |
811 | */ |
812 | void midend_freeze_timer(midend *me, float tprop) |
813 | { |
814 | me->anim_pos = me->anim_time * tprop; |
815 | midend_redraw(me); |
816 | deactivate_timer(me->frontend); |
817 | } |
818 | |
dafd6cf6 |
819 | void midend_timer(midend *me, float tplus) |
2ef96bd6 |
820 | { |
0eb3b899 |
821 | int need_redraw = (me->anim_time > 0 || me->flash_time > 0); |
822 | |
2ef96bd6 |
823 | me->anim_pos += tplus; |
824 | if (me->anim_pos >= me->anim_time || |
825 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
826 | if (me->anim_time > 0) |
827 | midend_finish_move(me); |
828 | } |
48dcdd62 |
829 | |
87ed82be |
830 | me->flash_pos += tplus; |
831 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
832 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
833 | } |
48dcdd62 |
834 | |
0eb3b899 |
835 | if (need_redraw) |
836 | midend_redraw(me); |
48dcdd62 |
837 | |
838 | if (me->timing) { |
839 | float oldelapsed = me->elapsed; |
840 | me->elapsed += tplus; |
841 | if ((int)oldelapsed != (int)me->elapsed) |
dafd6cf6 |
842 | status_bar(me->drawing, me->laststatus ? me->laststatus : ""); |
48dcdd62 |
843 | } |
844 | |
845 | midend_set_timer(me); |
2ef96bd6 |
846 | } |
847 | |
dafd6cf6 |
848 | float *midend_colours(midend *me, int *ncolours) |
2ef96bd6 |
849 | { |
2ef96bd6 |
850 | float *ret; |
851 | |
8266f3fc |
852 | ret = me->ourgame->colours(me->frontend, ncolours); |
2ef96bd6 |
853 | |
813593cc |
854 | { |
855 | int i; |
856 | |
857 | /* |
858 | * Allow environment-based overrides for the standard |
859 | * colours by defining variables along the lines of |
860 | * `NET_COLOUR_4=6000c0'. |
861 | */ |
862 | |
863 | for (i = 0; i < *ncolours; i++) { |
864 | char buf[80], *e; |
865 | unsigned int r, g, b; |
056405ec |
866 | int j, k; |
813593cc |
867 | |
868 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
056405ec |
869 | for (j = k = 0; buf[j]; j++) |
870 | if (!isspace((unsigned char)buf[j])) |
871 | buf[k++] = toupper((unsigned char)buf[j]); |
872 | buf[k] = '\0'; |
813593cc |
873 | if ((e = getenv(buf)) != NULL && |
874 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
5b502ae8 |
875 | ret[i*3 + 0] = r / 255.0F; |
876 | ret[i*3 + 1] = g / 255.0F; |
877 | ret[i*3 + 2] = b / 255.0F; |
813593cc |
878 | } |
879 | } |
880 | } |
881 | |
2ef96bd6 |
882 | return ret; |
883 | } |
eb2ad6f1 |
884 | |
dafd6cf6 |
885 | int midend_num_presets(midend *me) |
eb2ad6f1 |
886 | { |
887 | if (!me->npresets) { |
888 | char *name; |
889 | game_params *preset; |
890 | |
be8d5aa1 |
891 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
892 | if (me->presetsize <= me->npresets) { |
893 | me->presetsize = me->npresets + 10; |
894 | me->presets = sresize(me->presets, me->presetsize, |
895 | game_params *); |
896 | me->preset_names = sresize(me->preset_names, me->presetsize, |
897 | char *); |
f92acd1a |
898 | me->preset_encodings = sresize(me->preset_encodings, |
899 | me->presetsize, char *); |
eb2ad6f1 |
900 | } |
901 | |
902 | me->presets[me->npresets] = preset; |
903 | me->preset_names[me->npresets] = name; |
f92acd1a |
904 | me->preset_encodings[me->npresets] = |
905 | me->ourgame->encode_params(preset, TRUE);; |
eb2ad6f1 |
906 | me->npresets++; |
907 | } |
908 | } |
909 | |
813593cc |
910 | { |
911 | /* |
912 | * Allow environment-based extensions to the preset list by |
913 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
914 | * Advanced:2x3da'. Colon-separated list of items, |
915 | * alternating between textual titles in the menu and |
916 | * encoded parameter strings. |
917 | */ |
918 | char buf[80], *e, *p; |
056405ec |
919 | int j, k; |
813593cc |
920 | |
921 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
056405ec |
922 | for (j = k = 0; buf[j]; j++) |
923 | if (!isspace((unsigned char)buf[j])) |
924 | buf[k++] = toupper((unsigned char)buf[j]); |
925 | buf[k] = '\0'; |
813593cc |
926 | |
927 | if ((e = getenv(buf)) != NULL) { |
928 | p = e = dupstr(e); |
929 | |
930 | while (*p) { |
931 | char *name, *val; |
932 | game_params *preset; |
933 | |
934 | name = p; |
935 | while (*p && *p != ':') p++; |
936 | if (*p) *p++ = '\0'; |
937 | val = p; |
938 | while (*p && *p != ':') p++; |
939 | if (*p) *p++ = '\0'; |
940 | |
941 | preset = me->ourgame->default_params(); |
942 | me->ourgame->decode_params(preset, val); |
943 | |
3ff276f2 |
944 | if (me->ourgame->validate_params(preset, TRUE)) { |
239ba6e6 |
945 | /* Drop this one from the list. */ |
946 | me->ourgame->free_params(preset); |
947 | continue; |
948 | } |
949 | |
813593cc |
950 | if (me->presetsize <= me->npresets) { |
951 | me->presetsize = me->npresets + 10; |
952 | me->presets = sresize(me->presets, me->presetsize, |
953 | game_params *); |
954 | me->preset_names = sresize(me->preset_names, |
955 | me->presetsize, char *); |
f92acd1a |
956 | me->preset_encodings = sresize(me->preset_encodings, |
957 | me->presetsize, char *); |
813593cc |
958 | } |
959 | |
960 | me->presets[me->npresets] = preset; |
cb64d2dd |
961 | me->preset_names[me->npresets] = dupstr(name); |
f92acd1a |
962 | me->preset_encodings[me->npresets] = |
963 | me->ourgame->encode_params(preset, TRUE); |
813593cc |
964 | me->npresets++; |
965 | } |
9a6d429a |
966 | sfree(e); |
813593cc |
967 | } |
968 | } |
969 | |
eb2ad6f1 |
970 | return me->npresets; |
971 | } |
972 | |
dafd6cf6 |
973 | void midend_fetch_preset(midend *me, int n, |
eb2ad6f1 |
974 | char **name, game_params **params) |
975 | { |
976 | assert(n >= 0 && n < me->npresets); |
977 | *name = me->preset_names[n]; |
978 | *params = me->presets[n]; |
979 | } |
fd1a1a2b |
980 | |
f92acd1a |
981 | int midend_which_preset(midend *me) |
982 | { |
983 | char *encoding = me->ourgame->encode_params(me->params, TRUE); |
984 | int i, ret; |
985 | |
986 | ret = -1; |
987 | for (i = 0; i < me->npresets; i++) |
988 | if (!strcmp(encoding, me->preset_encodings[i])) { |
989 | ret = i; |
990 | break; |
991 | } |
992 | |
993 | sfree(encoding); |
994 | return ret; |
995 | } |
996 | |
dafd6cf6 |
997 | int midend_wants_statusbar(midend *me) |
fd1a1a2b |
998 | { |
ac9f41c4 |
999 | return me->ourgame->wants_statusbar; |
fd1a1a2b |
1000 | } |
c8230524 |
1001 | |
dafd6cf6 |
1002 | void midend_supersede_game_desc(midend *me, char *desc, char *privdesc) |
c380832d |
1003 | { |
1004 | sfree(me->desc); |
0a6892db |
1005 | sfree(me->privdesc); |
c380832d |
1006 | me->desc = dupstr(desc); |
0a6892db |
1007 | me->privdesc = privdesc ? dupstr(privdesc) : NULL; |
c380832d |
1008 | } |
1009 | |
dafd6cf6 |
1010 | config_item *midend_get_config(midend *me, int which, char **wintitle) |
c8230524 |
1011 | { |
ab53eb64 |
1012 | char *titlebuf, *parstr, *rest; |
5928817c |
1013 | config_item *ret; |
ab53eb64 |
1014 | char sep; |
5928817c |
1015 | |
ab53eb64 |
1016 | assert(wintitle); |
be8d5aa1 |
1017 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
1018 | |
1019 | switch (which) { |
1020 | case CFG_SETTINGS: |
be8d5aa1 |
1021 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
1022 | *wintitle = titlebuf; |
be8d5aa1 |
1023 | return me->ourgame->configure(me->params); |
5928817c |
1024 | case CFG_SEED: |
1185e3c5 |
1025 | case CFG_DESC: |
ab53eb64 |
1026 | if (!me->curparams) { |
1027 | sfree(titlebuf); |
1028 | return NULL; |
1029 | } |
1030 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
1031 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
1032 | *wintitle = titlebuf; |
5928817c |
1033 | |
1034 | ret = snewn(2, config_item); |
1035 | |
1036 | ret[0].type = C_STRING; |
1185e3c5 |
1037 | if (which == CFG_SEED) |
1038 | ret[0].name = "Game random seed"; |
1039 | else |
1040 | ret[0].name = "Game ID"; |
5928817c |
1041 | ret[0].ival = 0; |
b0e26073 |
1042 | /* |
1185e3c5 |
1043 | * For CFG_DESC the text going in here will be a string |
1044 | * encoding of the restricted parameters, plus a colon, |
1045 | * plus the game description. For CFG_SEED it will be the |
1046 | * full parameters, plus a hash, plus the random seed data. |
1047 | * Either of these is a valid full game ID (although only |
1048 | * the former is likely to persist across many code |
1049 | * changes). |
b0e26073 |
1050 | */ |
f60f7e7c |
1051 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
1052 | assert(parstr); |
1185e3c5 |
1053 | if (which == CFG_DESC) { |
ab53eb64 |
1054 | rest = me->desc ? me->desc : ""; |
1055 | sep = ':'; |
1185e3c5 |
1056 | } else { |
ab53eb64 |
1057 | rest = me->seedstr ? me->seedstr : ""; |
1058 | sep = '#'; |
1185e3c5 |
1059 | } |
ab53eb64 |
1060 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
1061 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
1062 | sfree(parstr); |
5928817c |
1063 | |
1064 | ret[1].type = C_END; |
1065 | ret[1].name = ret[1].sval = NULL; |
1066 | ret[1].ival = 0; |
1067 | |
1068 | return ret; |
1069 | } |
1070 | |
1071 | assert(!"We shouldn't be here"); |
1072 | return NULL; |
c8230524 |
1073 | } |
1074 | |
dafd6cf6 |
1075 | static char *midend_game_id_int(midend *me, char *id, int defmode) |
8b7938e7 |
1076 | { |
1185e3c5 |
1077 | char *error, *par, *desc, *seed; |
5c9f61fd |
1078 | game_params *newcurparams, *newparams, *oldparams1, *oldparams2; |
1079 | int free_params; |
8b7938e7 |
1080 | |
1185e3c5 |
1081 | seed = strchr(id, '#'); |
1082 | desc = strchr(id, ':'); |
8b7938e7 |
1083 | |
1185e3c5 |
1084 | if (desc && (!seed || desc < seed)) { |
1085 | /* |
1086 | * We have a colon separating parameters from game |
1087 | * description. So `par' now points to the parameters |
1088 | * string, and `desc' to the description string. |
1089 | */ |
1090 | *desc++ = '\0'; |
1091 | par = id; |
1092 | seed = NULL; |
1093 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
1094 | /* |
50ff5730 |
1095 | * We have a hash separating parameters from random seed. |
1185e3c5 |
1096 | * So `par' now points to the parameters string, and `seed' |
1097 | * to the seed string. |
8b7938e7 |
1098 | */ |
1099 | *seed++ = '\0'; |
1100 | par = id; |
1185e3c5 |
1101 | desc = NULL; |
8b7938e7 |
1102 | } else { |
1103 | /* |
1185e3c5 |
1104 | * We only have one string. Depending on `defmode', we take |
1105 | * it to be either parameters, seed or description. |
8b7938e7 |
1106 | */ |
1185e3c5 |
1107 | if (defmode == DEF_SEED) { |
8b7938e7 |
1108 | seed = id; |
1185e3c5 |
1109 | par = desc = NULL; |
1110 | } else if (defmode == DEF_DESC) { |
1111 | desc = id; |
1112 | par = seed = NULL; |
8b7938e7 |
1113 | } else { |
8b7938e7 |
1114 | par = id; |
1185e3c5 |
1115 | seed = desc = NULL; |
8b7938e7 |
1116 | } |
1117 | } |
1118 | |
5c9f61fd |
1119 | /* |
1120 | * We must be reasonably careful here not to modify anything in |
1121 | * `me' until we have finished validating things. This function |
1122 | * must either return an error and do nothing to the midend, or |
1123 | * return success and do everything; nothing in between is |
1124 | * acceptable. |
1125 | */ |
1126 | newcurparams = newparams = oldparams1 = oldparams2 = NULL; |
1127 | |
8b7938e7 |
1128 | if (par) { |
5c9f61fd |
1129 | newcurparams = me->ourgame->dup_params(me->params); |
1130 | me->ourgame->decode_params(newcurparams, par); |
3ff276f2 |
1131 | error = me->ourgame->validate_params(newcurparams, desc == NULL); |
8b7938e7 |
1132 | if (error) { |
5c9f61fd |
1133 | me->ourgame->free_params(newcurparams); |
8b7938e7 |
1134 | return error; |
1135 | } |
5c9f61fd |
1136 | oldparams1 = me->curparams; |
1185e3c5 |
1137 | |
1138 | /* |
1139 | * Now filter only the persistent parts of this state into |
1140 | * the long-term params structure, unless we've _only_ |
1141 | * received a params string in which case the whole lot is |
1142 | * persistent. |
1143 | */ |
5c9f61fd |
1144 | oldparams2 = me->params; |
1185e3c5 |
1145 | if (seed || desc) { |
5c9f61fd |
1146 | char *tmpstr; |
1147 | |
1148 | newparams = me->ourgame->dup_params(me->params); |
1149 | |
1150 | tmpstr = me->ourgame->encode_params(newcurparams, FALSE); |
1151 | me->ourgame->decode_params(newparams, tmpstr); |
1152 | |
3af70dd4 |
1153 | sfree(tmpstr); |
1185e3c5 |
1154 | } else { |
5c9f61fd |
1155 | newparams = me->ourgame->dup_params(newcurparams); |
1185e3c5 |
1156 | } |
5c9f61fd |
1157 | free_params = TRUE; |
1158 | } else { |
1159 | newcurparams = me->curparams; |
1160 | newparams = me->params; |
1161 | free_params = FALSE; |
8b7938e7 |
1162 | } |
1163 | |
5c9f61fd |
1164 | if (desc) { |
1165 | error = me->ourgame->validate_desc(newparams, desc); |
1166 | if (error) { |
1167 | if (free_params) { |
1168 | if (newcurparams) |
1169 | me->ourgame->free_params(newcurparams); |
1170 | if (newparams) |
1171 | me->ourgame->free_params(newparams); |
1172 | } |
1173 | return error; |
1174 | } |
1175 | } |
1176 | |
1177 | /* |
1178 | * Now we've got past all possible error points. Update the |
1179 | * midend itself. |
1180 | */ |
1181 | me->params = newparams; |
1182 | me->curparams = newcurparams; |
1183 | if (oldparams1) |
1184 | me->ourgame->free_params(oldparams1); |
1185 | if (oldparams2) |
1186 | me->ourgame->free_params(oldparams2); |
1187 | |
3af70dd4 |
1188 | sfree(me->desc); |
0a6892db |
1189 | sfree(me->privdesc); |
1190 | me->desc = me->privdesc = NULL; |
3af70dd4 |
1191 | sfree(me->seedstr); |
1192 | me->seedstr = NULL; |
1193 | |
1185e3c5 |
1194 | if (desc) { |
1185e3c5 |
1195 | me->desc = dupstr(desc); |
1196 | me->genmode = GOT_DESC; |
c566778e |
1197 | sfree(me->aux_info); |
6f2d8d7c |
1198 | me->aux_info = NULL; |
8b7938e7 |
1199 | } |
1200 | |
1185e3c5 |
1201 | if (seed) { |
1185e3c5 |
1202 | me->seedstr = dupstr(seed); |
1203 | me->genmode = GOT_SEED; |
1204 | } |
1205 | |
8b7938e7 |
1206 | return NULL; |
1207 | } |
1208 | |
dafd6cf6 |
1209 | char *midend_game_id(midend *me, char *id) |
1185e3c5 |
1210 | { |
1211 | return midend_game_id_int(me, id, DEF_PARAMS); |
1212 | } |
1213 | |
dafd6cf6 |
1214 | char *midend_get_game_id(midend *me) |
1215 | { |
1216 | char *parstr, *ret; |
1217 | |
1218 | parstr = me->ourgame->encode_params(me->curparams, FALSE); |
1219 | assert(parstr); |
1220 | assert(me->desc); |
1221 | ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char); |
1222 | sprintf(ret, "%s:%s", parstr, me->desc); |
1223 | sfree(parstr); |
1224 | return ret; |
1225 | } |
1226 | |
1227 | char *midend_set_config(midend *me, int which, config_item *cfg) |
c8230524 |
1228 | { |
8b7938e7 |
1229 | char *error; |
c8230524 |
1230 | game_params *params; |
1231 | |
5928817c |
1232 | switch (which) { |
1233 | case CFG_SETTINGS: |
be8d5aa1 |
1234 | params = me->ourgame->custom_params(cfg); |
3ff276f2 |
1235 | error = me->ourgame->validate_params(params, TRUE); |
c8230524 |
1236 | |
5928817c |
1237 | if (error) { |
be8d5aa1 |
1238 | me->ourgame->free_params(params); |
5928817c |
1239 | return error; |
1240 | } |
c8230524 |
1241 | |
be8d5aa1 |
1242 | me->ourgame->free_params(me->params); |
5928817c |
1243 | me->params = params; |
1244 | break; |
1245 | |
1246 | case CFG_SEED: |
1185e3c5 |
1247 | case CFG_DESC: |
1248 | error = midend_game_id_int(me, cfg[0].sval, |
1249 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
1250 | if (error) |
1251 | return error; |
5928817c |
1252 | break; |
1253 | } |
c8230524 |
1254 | |
1255 | return NULL; |
1256 | } |
9b4b03d3 |
1257 | |
fa3abef5 |
1258 | int midend_can_format_as_text_now(midend *me) |
1259 | { |
1260 | if (me->ourgame->can_format_as_text_ever) |
1261 | return me->ourgame->can_format_as_text_now(me->params); |
1262 | else |
1263 | return FALSE; |
1264 | } |
1265 | |
dafd6cf6 |
1266 | char *midend_text_format(midend *me) |
9b4b03d3 |
1267 | { |
fa3abef5 |
1268 | if (me->ourgame->can_format_as_text_ever && me->statepos > 0 && |
1269 | me->ourgame->can_format_as_text_now(me->params)) |
28d0118c |
1270 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
1271 | else |
1272 | return NULL; |
1273 | } |
2ac6d24e |
1274 | |
dafd6cf6 |
1275 | char *midend_solve(midend *me) |
2ac6d24e |
1276 | { |
1277 | game_state *s; |
df11cd4e |
1278 | char *msg, *movestr; |
2ac6d24e |
1279 | |
1280 | if (!me->ourgame->can_solve) |
1281 | return "This game does not support the Solve operation"; |
1282 | |
1283 | if (me->statepos < 1) |
1284 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
1285 | |
821f9f32 |
1286 | msg = NULL; |
df11cd4e |
1287 | movestr = me->ourgame->solve(me->states[0].state, |
1288 | me->states[me->statepos-1].state, |
1289 | me->aux_info, &msg); |
821f9f32 |
1290 | if (!movestr) { |
1291 | if (!msg) |
1292 | msg = "Solve operation failed"; /* _shouldn't_ happen, but can */ |
2ac6d24e |
1293 | return msg; |
821f9f32 |
1294 | } |
df11cd4e |
1295 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
1296 | assert(s); |
2ac6d24e |
1297 | |
1298 | /* |
28d0118c |
1299 | * Now enter the solved state as the next move. |
2ac6d24e |
1300 | */ |
1301 | midend_stop_anim(me); |
0c5f1313 |
1302 | midend_purge_states(me); |
2ac6d24e |
1303 | ensure(me); |
28d0118c |
1304 | me->states[me->nstates].state = s; |
a4393230 |
1305 | me->states[me->nstates].movestr = movestr; |
1306 | me->states[me->nstates].movetype = SOLVE; |
2ac6d24e |
1307 | me->statepos = ++me->nstates; |
07dfb697 |
1308 | if (me->ui) |
1309 | me->ourgame->changed_state(me->ui, |
1310 | me->states[me->statepos-2].state, |
1311 | me->states[me->statepos-1].state); |
9d6c3859 |
1312 | me->dir = +1; |
2705d374 |
1313 | if (me->ourgame->flags & SOLVE_ANIMATES) { |
9d6c3859 |
1314 | me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state); |
1315 | me->anim_time = |
1316 | me->ourgame->anim_length(me->states[me->statepos-2].state, |
1317 | me->states[me->statepos-1].state, |
1318 | +1, me->ui); |
e80e7b71 |
1319 | me->anim_pos = 0.0; |
9d6c3859 |
1320 | } else { |
1321 | me->anim_time = 0.0; |
1322 | midend_finish_move(me); |
1323 | } |
2ac6d24e |
1324 | midend_redraw(me); |
48dcdd62 |
1325 | midend_set_timer(me); |
2ac6d24e |
1326 | return NULL; |
1327 | } |
48dcdd62 |
1328 | |
dafd6cf6 |
1329 | char *midend_rewrite_statusbar(midend *me, char *text) |
48dcdd62 |
1330 | { |
1331 | /* |
1332 | * An important special case is that we are occasionally called |
1333 | * with our own laststatus, to update the timer. |
1334 | */ |
1335 | if (me->laststatus != text) { |
1336 | sfree(me->laststatus); |
1337 | me->laststatus = dupstr(text); |
1338 | } |
1339 | |
1340 | if (me->ourgame->is_timed) { |
1341 | char timebuf[100], *ret; |
1342 | int min, sec; |
1343 | |
5b502ae8 |
1344 | sec = (int)me->elapsed; |
48dcdd62 |
1345 | min = sec / 60; |
1346 | sec %= 60; |
1347 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
1348 | |
1349 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
1350 | strcpy(ret, timebuf); |
1351 | strcat(ret, text); |
1352 | return ret; |
1353 | |
1354 | } else { |
1355 | return dupstr(text); |
1356 | } |
1357 | } |
a4393230 |
1358 | |
1359 | #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection" |
1360 | #define SERIALISE_VERSION "1" |
1361 | |
dafd6cf6 |
1362 | void midend_serialise(midend *me, |
a4393230 |
1363 | void (*write)(void *ctx, void *buf, int len), |
1364 | void *wctx) |
1365 | { |
1366 | int i; |
1367 | |
1368 | /* |
1369 | * Each line of the save file contains three components. First |
1370 | * exactly 8 characters of header word indicating what type of |
1371 | * data is contained on the line; then a colon followed by a |
1372 | * decimal integer giving the length of the main string on the |
1373 | * line; then a colon followed by the string itself (exactly as |
1374 | * many bytes as previously specified, no matter what they |
1375 | * contain). Then a newline (of reasonably flexible form). |
1376 | */ |
1377 | #define wr(h,s) do { \ |
1378 | char hbuf[80]; \ |
1379 | char *str = (s); \ |
48d4740c |
1380 | sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \ |
a4393230 |
1381 | write(wctx, hbuf, strlen(hbuf)); \ |
1382 | write(wctx, str, strlen(str)); \ |
1383 | write(wctx, "\n", 1); \ |
1384 | } while (0) |
1385 | |
1386 | /* |
1387 | * Magic string identifying the file, and version number of the |
1388 | * file format. |
1389 | */ |
1390 | wr("SAVEFILE", SERIALISE_MAGIC); |
1391 | wr("VERSION", SERIALISE_VERSION); |
1392 | |
1393 | /* |
1394 | * The game name. (Copied locally to avoid const annoyance.) |
1395 | */ |
1396 | { |
1397 | char *s = dupstr(me->ourgame->name); |
1398 | wr("GAME", s); |
1399 | sfree(s); |
1400 | } |
1401 | |
1402 | /* |
1403 | * The current long-term parameters structure, in full. |
1404 | */ |
1405 | if (me->params) { |
1406 | char *s = me->ourgame->encode_params(me->params, TRUE); |
1407 | wr("PARAMS", s); |
1408 | sfree(s); |
1409 | } |
1410 | |
1411 | /* |
1412 | * The current short-term parameters structure, in full. |
1413 | */ |
1414 | if (me->curparams) { |
1415 | char *s = me->ourgame->encode_params(me->curparams, TRUE); |
1416 | wr("CPARAMS", s); |
1417 | sfree(s); |
1418 | } |
1419 | |
1420 | /* |
1421 | * The current game description, the privdesc, and the random seed. |
1422 | */ |
1423 | if (me->seedstr) |
1424 | wr("SEED", me->seedstr); |
1425 | if (me->desc) |
1426 | wr("DESC", me->desc); |
1427 | if (me->privdesc) |
1428 | wr("PRIVDESC", me->privdesc); |
1429 | |
1430 | /* |
1431 | * The game's aux_info. We obfuscate this to prevent spoilers |
1432 | * (people are likely to run `head' or similar on a saved game |
1433 | * file simply to find out what it is, and don't necessarily |
1434 | * want to be told the answer to the puzzle!) |
1435 | */ |
1436 | if (me->aux_info) { |
1437 | unsigned char *s1; |
1438 | char *s2; |
1439 | int len; |
1440 | |
1441 | len = strlen(me->aux_info); |
1442 | s1 = snewn(len, unsigned char); |
1443 | memcpy(s1, me->aux_info, len); |
1444 | obfuscate_bitmap(s1, len*8, FALSE); |
1445 | s2 = bin2hex(s1, len); |
1446 | |
1447 | wr("AUXINFO", s2); |
1448 | |
1449 | sfree(s2); |
1450 | sfree(s1); |
1451 | } |
1452 | |
1453 | /* |
1454 | * Any required serialisation of the game_ui. |
1455 | */ |
1456 | if (me->ui) { |
1457 | char *s = me->ourgame->encode_ui(me->ui); |
1458 | if (s) { |
1459 | wr("UI", s); |
1460 | sfree(s); |
1461 | } |
1462 | } |
1463 | |
1464 | /* |
1465 | * The game time, if it's a timed game. |
1466 | */ |
1467 | if (me->ourgame->is_timed) { |
1468 | char buf[80]; |
1469 | sprintf(buf, "%g", me->elapsed); |
1470 | wr("TIME", buf); |
1471 | } |
1472 | |
1473 | /* |
1474 | * The length of, and position in, the states list. |
1475 | */ |
1476 | { |
1477 | char buf[80]; |
1478 | sprintf(buf, "%d", me->nstates); |
1479 | wr("NSTATES", buf); |
1480 | sprintf(buf, "%d", me->statepos); |
1481 | wr("STATEPOS", buf); |
1482 | } |
1483 | |
1484 | /* |
1485 | * For each state after the initial one (which we know is |
1486 | * constructed from either privdesc or desc), enough |
1487 | * information for execute_move() to reconstruct it from the |
1488 | * previous one. |
1489 | */ |
1490 | for (i = 1; i < me->nstates; i++) { |
1491 | assert(me->states[i].movetype != NEWGAME); /* only state 0 */ |
1492 | switch (me->states[i].movetype) { |
1493 | case MOVE: |
1494 | wr("MOVE", me->states[i].movestr); |
1495 | break; |
1496 | case SOLVE: |
1497 | wr("SOLVE", me->states[i].movestr); |
1498 | break; |
1499 | case RESTART: |
1500 | wr("RESTART", me->states[i].movestr); |
1501 | break; |
1502 | } |
1503 | } |
1504 | |
1505 | #undef wr |
1506 | } |
1507 | |
1508 | /* |
1509 | * This function returns NULL on success, or an error message. |
1510 | */ |
dafd6cf6 |
1511 | char *midend_deserialise(midend *me, |
a4393230 |
1512 | int (*read)(void *ctx, void *buf, int len), |
1513 | void *rctx) |
1514 | { |
1515 | int nstates = 0, statepos = -1, gotstates = 0; |
1516 | int started = FALSE; |
1517 | int i; |
1518 | |
1519 | char *val = NULL; |
1520 | /* Initially all errors give the same report */ |
1521 | char *ret = "Data does not appear to be a saved game file"; |
1522 | |
1523 | /* |
1524 | * We construct all the new state in local variables while we |
1525 | * check its sanity. Only once we have finished reading the |
1526 | * serialised data and detected no errors at all do we start |
dafd6cf6 |
1527 | * modifying stuff in the midend passed in. |
a4393230 |
1528 | */ |
1529 | char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL; |
1530 | char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL; |
1531 | float elapsed = 0.0F; |
1532 | game_params *params = NULL, *cparams = NULL; |
1533 | game_ui *ui = NULL; |
1534 | struct midend_state_entry *states = NULL; |
1535 | |
1536 | /* |
1537 | * Loop round and round reading one key/value pair at a time |
1538 | * from the serialised stream, until we have enough game states |
1539 | * to finish. |
1540 | */ |
1541 | while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) { |
1542 | char key[9], c; |
1543 | int len; |
1544 | |
1545 | do { |
1546 | if (!read(rctx, key, 1)) { |
1547 | /* unexpected EOF */ |
1548 | goto cleanup; |
1549 | } |
1550 | } while (key[0] == '\r' || key[0] == '\n'); |
1551 | |
1552 | if (!read(rctx, key+1, 8)) { |
1553 | /* unexpected EOF */ |
1554 | goto cleanup; |
1555 | } |
1556 | |
1557 | if (key[8] != ':') { |
1558 | if (started) |
1559 | ret = "Data was incorrectly formatted for a saved game file"; |
44f0599f |
1560 | goto cleanup; |
a4393230 |
1561 | } |
1562 | len = strcspn(key, ": "); |
1563 | assert(len <= 8); |
1564 | key[len] = '\0'; |
1565 | |
1566 | len = 0; |
1567 | while (1) { |
1568 | if (!read(rctx, &c, 1)) { |
1569 | /* unexpected EOF */ |
1570 | goto cleanup; |
1571 | } |
1572 | |
1573 | if (c == ':') { |
1574 | break; |
1575 | } else if (c >= '0' && c <= '9') { |
1576 | len = (len * 10) + (c - '0'); |
1577 | } else { |
1578 | if (started) |
1579 | ret = "Data was incorrectly formatted for a" |
1580 | " saved game file"; |
1581 | goto cleanup; |
1582 | } |
1583 | } |
1584 | |
1585 | val = snewn(len+1, char); |
1586 | if (!read(rctx, val, len)) { |
1587 | if (started) |
1588 | goto cleanup; |
1589 | } |
1590 | val[len] = '\0'; |
1591 | |
1592 | if (!started) { |
1593 | if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) { |
1594 | /* ret already has the right message in it */ |
1595 | goto cleanup; |
1596 | } |
1597 | /* Now most errors are this one, unless otherwise specified */ |
1598 | ret = "Saved data ended unexpectedly"; |
1599 | started = TRUE; |
1600 | } else { |
1601 | if (!strcmp(key, "VERSION")) { |
1602 | if (strcmp(val, SERIALISE_VERSION)) { |
1603 | ret = "Cannot handle this version of the saved game" |
1604 | " file format"; |
1605 | goto cleanup; |
1606 | } |
1607 | } else if (!strcmp(key, "GAME")) { |
1608 | if (strcmp(val, me->ourgame->name)) { |
1609 | ret = "Save file is from a different game"; |
1610 | goto cleanup; |
1611 | } |
1612 | } else if (!strcmp(key, "PARAMS")) { |
1613 | sfree(parstr); |
1614 | parstr = val; |
1615 | val = NULL; |
1616 | } else if (!strcmp(key, "CPARAMS")) { |
1617 | sfree(cparstr); |
1618 | cparstr = val; |
1619 | val = NULL; |
1620 | } else if (!strcmp(key, "SEED")) { |
1621 | sfree(seed); |
1622 | seed = val; |
1623 | val = NULL; |
1624 | } else if (!strcmp(key, "DESC")) { |
1625 | sfree(desc); |
1626 | desc = val; |
1627 | val = NULL; |
1628 | } else if (!strcmp(key, "PRIVDESC")) { |
1629 | sfree(privdesc); |
1630 | privdesc = val; |
1631 | val = NULL; |
1632 | } else if (!strcmp(key, "AUXINFO")) { |
1633 | unsigned char *tmp; |
1634 | int len = strlen(val) / 2; /* length in bytes */ |
1635 | tmp = hex2bin(val, len); |
1636 | obfuscate_bitmap(tmp, len*8, TRUE); |
1637 | |
1638 | sfree(auxinfo); |
1639 | auxinfo = snewn(len + 1, char); |
1640 | memcpy(auxinfo, tmp, len); |
1641 | auxinfo[len] = '\0'; |
1642 | sfree(tmp); |
1643 | } else if (!strcmp(key, "UI")) { |
1644 | sfree(uistr); |
1645 | uistr = val; |
1646 | val = NULL; |
1647 | } else if (!strcmp(key, "TIME")) { |
5b502ae8 |
1648 | elapsed = (float)atof(val); |
a4393230 |
1649 | } else if (!strcmp(key, "NSTATES")) { |
1650 | nstates = atoi(val); |
1651 | if (nstates <= 0) { |
1652 | ret = "Number of states in save file was negative"; |
1653 | goto cleanup; |
1654 | } |
1655 | if (states) { |
1656 | ret = "Two state counts provided in save file"; |
1657 | goto cleanup; |
1658 | } |
1659 | states = snewn(nstates, struct midend_state_entry); |
1660 | for (i = 0; i < nstates; i++) { |
1661 | states[i].state = NULL; |
1662 | states[i].movestr = NULL; |
1663 | states[i].movetype = NEWGAME; |
1664 | } |
1665 | } else if (!strcmp(key, "STATEPOS")) { |
1666 | statepos = atoi(val); |
1667 | } else if (!strcmp(key, "MOVE")) { |
1668 | gotstates++; |
1669 | states[gotstates].movetype = MOVE; |
1670 | states[gotstates].movestr = val; |
1671 | val = NULL; |
1672 | } else if (!strcmp(key, "SOLVE")) { |
1673 | gotstates++; |
1674 | states[gotstates].movetype = SOLVE; |
1675 | states[gotstates].movestr = val; |
1676 | val = NULL; |
1677 | } else if (!strcmp(key, "RESTART")) { |
1678 | gotstates++; |
1679 | states[gotstates].movetype = RESTART; |
1680 | states[gotstates].movestr = val; |
1681 | val = NULL; |
1682 | } |
1683 | } |
1684 | |
1685 | sfree(val); |
1686 | val = NULL; |
1687 | } |
1688 | |
1689 | params = me->ourgame->default_params(); |
1690 | me->ourgame->decode_params(params, parstr); |
3ff276f2 |
1691 | if (me->ourgame->validate_params(params, TRUE)) { |
a4393230 |
1692 | ret = "Long-term parameters in save file are invalid"; |
1693 | goto cleanup; |
1694 | } |
1695 | cparams = me->ourgame->default_params(); |
1696 | me->ourgame->decode_params(cparams, cparstr); |
3ff276f2 |
1697 | if (me->ourgame->validate_params(cparams, FALSE)) { |
a4393230 |
1698 | ret = "Short-term parameters in save file are invalid"; |
1699 | goto cleanup; |
1700 | } |
3ff276f2 |
1701 | if (seed && me->ourgame->validate_params(cparams, TRUE)) { |
1702 | /* |
1703 | * The seed's no use with this version, but we can perfectly |
1704 | * well use the rest of the data. |
1705 | */ |
1706 | sfree(seed); |
1707 | seed = NULL; |
1708 | } |
a4393230 |
1709 | if (!desc) { |
1710 | ret = "Game description in save file is missing"; |
1711 | goto cleanup; |
1712 | } else if (me->ourgame->validate_desc(params, desc)) { |
1713 | ret = "Game description in save file is invalid"; |
1714 | goto cleanup; |
1715 | } |
1716 | if (privdesc && me->ourgame->validate_desc(params, privdesc)) { |
1717 | ret = "Game private description in save file is invalid"; |
1718 | goto cleanup; |
1719 | } |
1720 | if (statepos < 0 || statepos >= nstates) { |
1721 | ret = "Game position in save file is out of range"; |
1722 | } |
1723 | |
1724 | states[0].state = me->ourgame->new_game(me, params, |
1725 | privdesc ? privdesc : desc); |
1726 | for (i = 1; i < nstates; i++) { |
1727 | assert(states[i].movetype != NEWGAME); |
1728 | switch (states[i].movetype) { |
1729 | case MOVE: |
1730 | case SOLVE: |
1731 | states[i].state = me->ourgame->execute_move(states[i-1].state, |
1732 | states[i].movestr); |
1733 | if (states[i].state == NULL) { |
1734 | ret = "Save file contained an invalid move"; |
1735 | goto cleanup; |
1736 | } |
1737 | break; |
1738 | case RESTART: |
1739 | if (me->ourgame->validate_desc(params, states[i].movestr)) { |
1740 | ret = "Save file contained an invalid restart move"; |
1741 | goto cleanup; |
1742 | } |
1743 | states[i].state = me->ourgame->new_game(me, params, |
1744 | states[i].movestr); |
1745 | break; |
1746 | } |
1747 | } |
1748 | |
1749 | ui = me->ourgame->new_ui(states[0].state); |
1750 | me->ourgame->decode_ui(ui, uistr); |
1751 | |
1752 | /* |
1753 | * Now we've run out of possible error conditions, so we're |
1754 | * ready to start overwriting the real data in the current |
1755 | * midend. We'll do this by swapping things with the local |
1756 | * variables, so that the same cleanup code will free the old |
1757 | * stuff. |
1758 | */ |
1759 | { |
1760 | char *tmp; |
1761 | |
1762 | tmp = me->desc; |
1763 | me->desc = desc; |
1764 | desc = tmp; |
1765 | |
1766 | tmp = me->privdesc; |
1767 | me->privdesc = privdesc; |
1768 | privdesc = tmp; |
1769 | |
1770 | tmp = me->seedstr; |
1771 | me->seedstr = seed; |
1772 | seed = tmp; |
1773 | |
1774 | tmp = me->aux_info; |
1775 | me->aux_info = auxinfo; |
1776 | auxinfo = tmp; |
1777 | } |
1778 | |
1779 | me->genmode = GOT_NOTHING; |
1780 | |
1781 | me->statesize = nstates; |
1782 | nstates = me->nstates; |
1783 | me->nstates = me->statesize; |
1784 | { |
1785 | struct midend_state_entry *tmp; |
1786 | tmp = me->states; |
1787 | me->states = states; |
1788 | states = tmp; |
1789 | } |
1790 | me->statepos = statepos; |
1791 | |
1792 | { |
1793 | game_params *tmp; |
1794 | |
1795 | tmp = me->params; |
1796 | me->params = params; |
1797 | params = tmp; |
1798 | |
1799 | tmp = me->curparams; |
1800 | me->curparams = cparams; |
1801 | cparams = tmp; |
1802 | } |
1803 | |
1804 | me->oldstate = NULL; |
1805 | me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F; |
1806 | me->dir = 0; |
1807 | |
1808 | { |
1809 | game_ui *tmp; |
1810 | |
1811 | tmp = me->ui; |
1812 | me->ui = ui; |
1813 | ui = tmp; |
1814 | } |
1815 | |
1816 | me->elapsed = elapsed; |
1817 | me->pressed_mouse_button = 0; |
1818 | |
1819 | midend_set_timer(me); |
1820 | |
871bf294 |
1821 | if (me->drawstate) |
dafd6cf6 |
1822 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
871bf294 |
1823 | me->drawstate = |
dafd6cf6 |
1824 | me->ourgame->new_drawstate(me->drawing, |
1825 | me->states[me->statepos-1].state); |
871bf294 |
1826 | midend_size_new_drawstate(me); |
1827 | |
a4393230 |
1828 | ret = NULL; /* success! */ |
1829 | |
1830 | cleanup: |
1831 | sfree(val); |
1832 | sfree(seed); |
1833 | sfree(parstr); |
1834 | sfree(cparstr); |
1835 | sfree(desc); |
1836 | sfree(privdesc); |
1837 | sfree(auxinfo); |
1838 | sfree(uistr); |
1839 | if (params) |
1840 | me->ourgame->free_params(params); |
1841 | if (cparams) |
1842 | me->ourgame->free_params(cparams); |
1843 | if (ui) |
1844 | me->ourgame->free_ui(ui); |
1845 | if (states) { |
1846 | int i; |
1847 | |
1848 | for (i = 0; i < nstates; i++) { |
1849 | if (states[i].state) |
1850 | me->ourgame->free_game(states[i].state); |
1851 | sfree(states[i].movestr); |
1852 | } |
1853 | sfree(states); |
1854 | } |
1855 | |
1856 | return ret; |
1857 | } |
dafd6cf6 |
1858 | |
1859 | char *midend_print_puzzle(midend *me, document *doc, int with_soln) |
1860 | { |
1861 | game_state *soln = NULL; |
1862 | |
1863 | if (me->statepos < 1) |
1864 | return "No game set up to print";/* _shouldn't_ happen! */ |
1865 | |
1866 | if (with_soln) { |
1867 | char *msg, *movestr; |
1868 | |
1869 | if (!me->ourgame->can_solve) |
1870 | return "This game does not support the Solve operation"; |
1871 | |
1872 | msg = "Solve operation failed";/* game _should_ overwrite on error */ |
1873 | movestr = me->ourgame->solve(me->states[0].state, |
1874 | me->states[me->statepos-1].state, |
1875 | me->aux_info, &msg); |
1876 | if (!movestr) |
1877 | return msg; |
1878 | soln = me->ourgame->execute_move(me->states[me->statepos-1].state, |
1879 | movestr); |
1880 | assert(soln); |
1881 | |
1882 | sfree(movestr); |
1883 | } else |
1884 | soln = NULL; |
1885 | |
1886 | /* |
1887 | * This call passes over ownership of the two game_states and |
1888 | * the game_params. Hence we duplicate the ones we want to |
1889 | * keep, and we don't have to bother freeing soln if it was |
1890 | * non-NULL. |
1891 | */ |
1892 | document_add_puzzle(doc, me->ourgame, |
1893 | me->ourgame->dup_params(me->curparams), |
1894 | me->ourgame->dup_game(me->states[0].state), soln); |
1895 | |
1896 | return NULL; |
1897 | } |