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; |
34 | char **preset_names; |
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; |
118 | me->npresets = me->presetsize = 0; |
87ed82be |
119 | me->anim_time = me->anim_pos = 0.0F; |
120 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
121 | me->dir = 0; |
74a4e547 |
122 | me->ui = NULL; |
6776a950 |
123 | me->pressed_mouse_button = 0; |
48dcdd62 |
124 | me->laststatus = NULL; |
125 | me->timing = FALSE; |
126 | me->elapsed = 0.0F; |
1f3ee4ee |
127 | me->tilesize = me->winwidth = me->winheight = 0; |
dafd6cf6 |
128 | if (drapi) |
83c0438f |
129 | me->drawing = drawing_new(drapi, me, drhandle); |
dafd6cf6 |
130 | else |
131 | me->drawing = NULL; |
7f77ea24 |
132 | |
83134cff |
133 | me->preferred_tilesize = ourgame->preferred_tilesize; |
134 | { |
135 | /* |
136 | * Allow an environment-based override for the default tile |
137 | * size by defining a variable along the lines of |
138 | * `NET_TILESIZE=15'. |
139 | */ |
140 | |
141 | char buf[80], *e; |
142 | int j, k, ts; |
143 | |
144 | sprintf(buf, "%s_TILESIZE", me->ourgame->name); |
145 | for (j = k = 0; buf[j]; j++) |
146 | if (!isspace((unsigned char)buf[j])) |
147 | buf[k++] = toupper((unsigned char)buf[j]); |
148 | buf[k] = '\0'; |
149 | if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0) |
150 | me->preferred_tilesize = ts; |
151 | } |
152 | |
cbb5549e |
153 | sfree(randseed); |
154 | |
7f77ea24 |
155 | return me; |
156 | } |
157 | |
dafd6cf6 |
158 | static void midend_free_game(midend *me) |
ab53eb64 |
159 | { |
a4393230 |
160 | while (me->nstates > 0) { |
161 | me->nstates--; |
162 | me->ourgame->free_game(me->states[me->nstates].state); |
163 | sfree(me->states[me->nstates].movestr); |
164 | } |
ab53eb64 |
165 | |
166 | if (me->drawstate) |
dafd6cf6 |
167 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
ab53eb64 |
168 | } |
169 | |
dafd6cf6 |
170 | void midend_free(midend *me) |
7f77ea24 |
171 | { |
ab53eb64 |
172 | int i; |
173 | |
174 | midend_free_game(me); |
175 | |
dafd6cf6 |
176 | if (me->drawing) |
177 | drawing_free(me->drawing); |
ab53eb64 |
178 | random_free(me->random); |
7f77ea24 |
179 | sfree(me->states); |
1185e3c5 |
180 | sfree(me->desc); |
871bf294 |
181 | sfree(me->privdesc); |
1185e3c5 |
182 | sfree(me->seedstr); |
c566778e |
183 | sfree(me->aux_info); |
be8d5aa1 |
184 | me->ourgame->free_params(me->params); |
ab53eb64 |
185 | if (me->npresets) { |
186 | for (i = 0; i < me->npresets; i++) { |
187 | sfree(me->presets[i]); |
188 | sfree(me->preset_names[i]); |
189 | } |
190 | sfree(me->presets); |
191 | sfree(me->preset_names); |
192 | } |
193 | if (me->ui) |
194 | me->ourgame->free_ui(me->ui); |
f60f7e7c |
195 | if (me->curparams) |
196 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
197 | sfree(me->laststatus); |
7f77ea24 |
198 | sfree(me); |
199 | } |
200 | |
dafd6cf6 |
201 | static void midend_size_new_drawstate(midend *me) |
1f3ee4ee |
202 | { |
203 | /* |
204 | * Don't even bother, if we haven't worked out our tile size |
205 | * anyway yet. |
206 | */ |
207 | if (me->tilesize > 0) { |
208 | me->ourgame->compute_size(me->params, me->tilesize, |
209 | &me->winwidth, &me->winheight); |
dafd6cf6 |
210 | me->ourgame->set_size(me->drawing, me->drawstate, |
211 | me->params, me->tilesize); |
1f3ee4ee |
212 | } |
213 | } |
214 | |
dafd6cf6 |
215 | void midend_size(midend *me, int *x, int *y, int expand) |
7f77ea24 |
216 | { |
1f3ee4ee |
217 | int min, max; |
218 | int rx, ry; |
219 | |
220 | /* |
05e50a96 |
221 | * We can't set the size on the same drawstate twice. So if |
222 | * we've already sized one drawstate, we must throw it away and |
223 | * create a new one. |
224 | */ |
225 | if (me->drawstate && me->tilesize > 0) { |
226 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
227 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
228 | me->states[0].state); |
229 | } |
230 | |
231 | /* |
1f3ee4ee |
232 | * Find the tile size that best fits within the given space. If |
233 | * `expand' is TRUE, we must actually find the _largest_ such |
234 | * tile size; otherwise, we bound above at the game's preferred |
235 | * tile size. |
236 | */ |
237 | if (expand) { |
238 | max = 1; |
239 | do { |
240 | max *= 2; |
241 | me->ourgame->compute_size(me->params, max, &rx, &ry); |
242 | } while (rx <= *x && ry <= *y); |
243 | } else |
83134cff |
244 | max = me->preferred_tilesize + 1; |
1f3ee4ee |
245 | min = 1; |
246 | |
247 | /* |
248 | * Now binary-search between min and max. We're looking for a |
249 | * boundary rather than a value: the point at which tile sizes |
250 | * stop fitting within the given dimensions. Thus, we stop when |
251 | * max and min differ by exactly 1. |
252 | */ |
253 | while (max - min > 1) { |
254 | int mid = (max + min) / 2; |
255 | me->ourgame->compute_size(me->params, mid, &rx, &ry); |
256 | if (rx <= *x && ry <= *y) |
257 | min = mid; |
258 | else |
259 | max = mid; |
260 | } |
261 | |
262 | /* |
263 | * Now `min' is a valid size, and `max' isn't. So use `min'. |
264 | */ |
265 | |
266 | me->tilesize = min; |
267 | midend_size_new_drawstate(me); |
268 | *x = me->winwidth; |
269 | *y = me->winheight; |
7f77ea24 |
270 | } |
271 | |
dafd6cf6 |
272 | void midend_set_params(midend *me, game_params *params) |
7f77ea24 |
273 | { |
be8d5aa1 |
274 | me->ourgame->free_params(me->params); |
275 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
276 | } |
277 | |
821ab2c6 |
278 | game_params *midend_get_params(midend *me) |
279 | { |
280 | return me->ourgame->dup_params(me->params); |
281 | } |
282 | |
dafd6cf6 |
283 | static void midend_set_timer(midend *me) |
48dcdd62 |
284 | { |
285 | me->timing = (me->ourgame->is_timed && |
4d08de49 |
286 | me->ourgame->timing_state(me->states[me->statepos-1].state, |
287 | me->ui)); |
48dcdd62 |
288 | if (me->timing || me->flash_time || me->anim_time) |
289 | activate_timer(me->frontend); |
290 | else |
291 | deactivate_timer(me->frontend); |
292 | } |
293 | |
dafd6cf6 |
294 | void midend_force_redraw(midend *me) |
008b4378 |
295 | { |
296 | if (me->drawstate) |
dafd6cf6 |
297 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
298 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
299 | me->states[0].state); |
1e3e152d |
300 | midend_size_new_drawstate(me); |
008b4378 |
301 | midend_redraw(me); |
302 | } |
303 | |
dafd6cf6 |
304 | void midend_new_game(midend *me) |
7f77ea24 |
305 | { |
ab53eb64 |
306 | midend_free_game(me); |
2ef96bd6 |
307 | |
7f77ea24 |
308 | assert(me->nstates == 0); |
309 | |
1185e3c5 |
310 | if (me->genmode == GOT_DESC) { |
311 | me->genmode = GOT_NOTHING; |
312 | } else { |
313 | random_state *rs; |
314 | |
315 | if (me->genmode == GOT_SEED) { |
316 | me->genmode = GOT_NOTHING; |
317 | } else { |
318 | /* |
319 | * Generate a new random seed. 15 digits comes to about |
320 | * 48 bits, which should be more than enough. |
97c44af3 |
321 | * |
322 | * I'll avoid putting a leading zero on the number, |
323 | * just in case it confuses anybody who thinks it's |
324 | * processed as an integer rather than a string. |
1185e3c5 |
325 | */ |
326 | char newseed[16]; |
327 | int i; |
328 | newseed[15] = '\0'; |
97c44af3 |
329 | newseed[0] = '1' + random_upto(me->random, 9); |
330 | for (i = 1; i < 15; i++) |
1185e3c5 |
331 | newseed[i] = '0' + random_upto(me->random, 10); |
332 | sfree(me->seedstr); |
333 | me->seedstr = dupstr(newseed); |
f60f7e7c |
334 | |
335 | if (me->curparams) |
336 | me->ourgame->free_params(me->curparams); |
337 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
338 | } |
339 | |
340 | sfree(me->desc); |
0a6892db |
341 | sfree(me->privdesc); |
c566778e |
342 | sfree(me->aux_info); |
6f2d8d7c |
343 | me->aux_info = NULL; |
1185e3c5 |
344 | |
1fbb0680 |
345 | rs = random_new(me->seedstr, strlen(me->seedstr)); |
dafd6cf6 |
346 | /* |
347 | * If this midend has been instantiated without providing a |
348 | * drawing API, it is non-interactive. This means that it's |
349 | * being used for bulk game generation, and hence we should |
350 | * pass the non-interactive flag to new_desc. |
351 | */ |
6aa6af4c |
352 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
dafd6cf6 |
353 | &me->aux_info, (me->drawing != NULL)); |
0a6892db |
354 | me->privdesc = NULL; |
1185e3c5 |
355 | random_free(rs); |
1185e3c5 |
356 | } |
7f77ea24 |
357 | |
358 | ensure(me); |
0b2bbd55 |
359 | |
360 | /* |
361 | * It might seem a bit odd that we're using me->params to |
362 | * create the initial game state, rather than me->curparams |
363 | * which is better tailored to this specific game and which we |
364 | * always know. |
365 | * |
366 | * It's supposed to be an invariant in the midend that |
367 | * me->params and me->curparams differ in no aspect that is |
368 | * important after generation (i.e. after new_desc()). By |
369 | * deliberately passing the _less_ specific of these two |
370 | * parameter sets, we provoke play-time misbehaviour in the |
371 | * case where a game has failed to encode a play-time parameter |
372 | * in the non-full version of encode_params(). |
373 | */ |
c380832d |
374 | me->states[me->nstates].state = |
375 | me->ourgame->new_game(me, me->params, me->desc); |
0b2bbd55 |
376 | |
a4393230 |
377 | me->states[me->nstates].movestr = NULL; |
378 | me->states[me->nstates].movetype = NEWGAME; |
28d0118c |
379 | me->nstates++; |
7f77ea24 |
380 | me->statepos = 1; |
dafd6cf6 |
381 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
382 | me->states[0].state); |
1e3e152d |
383 | midend_size_new_drawstate(me); |
48dcdd62 |
384 | me->elapsed = 0.0F; |
74a4e547 |
385 | if (me->ui) |
be8d5aa1 |
386 | me->ourgame->free_ui(me->ui); |
28d0118c |
387 | me->ui = me->ourgame->new_ui(me->states[0].state); |
4d08de49 |
388 | midend_set_timer(me); |
6776a950 |
389 | me->pressed_mouse_button = 0; |
7f77ea24 |
390 | } |
391 | |
dafd6cf6 |
392 | static int midend_undo(midend *me) |
7f77ea24 |
393 | { |
1482ee76 |
394 | if (me->statepos > 1) { |
07dfb697 |
395 | if (me->ui) |
396 | me->ourgame->changed_state(me->ui, |
397 | me->states[me->statepos-1].state, |
398 | me->states[me->statepos-2].state); |
7f77ea24 |
399 | me->statepos--; |
c822de4a |
400 | me->dir = -1; |
1482ee76 |
401 | return 1; |
402 | } else |
403 | return 0; |
7f77ea24 |
404 | } |
405 | |
dafd6cf6 |
406 | static int midend_redo(midend *me) |
7f77ea24 |
407 | { |
1482ee76 |
408 | if (me->statepos < me->nstates) { |
07dfb697 |
409 | if (me->ui) |
410 | me->ourgame->changed_state(me->ui, |
411 | me->states[me->statepos-1].state, |
412 | me->states[me->statepos].state); |
7f77ea24 |
413 | me->statepos++; |
c822de4a |
414 | me->dir = +1; |
1482ee76 |
415 | return 1; |
416 | } else |
417 | return 0; |
7f77ea24 |
418 | } |
419 | |
dafd6cf6 |
420 | static void midend_finish_move(midend *me) |
87ed82be |
421 | { |
422 | float flashtime; |
423 | |
28d0118c |
424 | /* |
425 | * We do not flash if the later of the two states is special. |
426 | * This covers both forward Solve moves and backward (undone) |
427 | * Restart moves. |
428 | */ |
429 | if ((me->oldstate || me->statepos > 1) && |
a4393230 |
430 | ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) || |
28d0118c |
431 | (me->dir < 0 && me->statepos < me->nstates && |
a4393230 |
432 | !special(me->states[me->statepos].movetype)))) { |
be8d5aa1 |
433 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
434 | me->states[me->statepos-2].state, |
435 | me->states[me->statepos-1].state, |
e3f21163 |
436 | me->oldstate ? me->dir : +1, |
437 | me->ui); |
87ed82be |
438 | if (flashtime > 0) { |
439 | me->flash_pos = 0.0F; |
440 | me->flash_time = flashtime; |
441 | } |
442 | } |
443 | |
444 | if (me->oldstate) |
be8d5aa1 |
445 | me->ourgame->free_game(me->oldstate); |
87ed82be |
446 | me->oldstate = NULL; |
447 | me->anim_pos = me->anim_time = 0; |
c822de4a |
448 | me->dir = 0; |
87ed82be |
449 | |
48dcdd62 |
450 | midend_set_timer(me); |
87ed82be |
451 | } |
452 | |
dafd6cf6 |
453 | void midend_stop_anim(midend *me) |
7f77ea24 |
454 | { |
8317499a |
455 | if (me->oldstate || me->anim_time != 0) { |
87ed82be |
456 | midend_finish_move(me); |
2ef96bd6 |
457 | midend_redraw(me); |
458 | } |
dd216087 |
459 | } |
460 | |
dafd6cf6 |
461 | void midend_restart_game(midend *me) |
28d0118c |
462 | { |
463 | game_state *s; |
464 | |
7f89707c |
465 | midend_stop_anim(me); |
466 | |
28d0118c |
467 | assert(me->statepos >= 1); |
468 | if (me->statepos == 1) |
469 | return; /* no point doing anything at all! */ |
470 | |
0a6892db |
471 | /* |
472 | * During restart, we reconstruct the game from the (public) |
473 | * game description rather than from states[0], because that |
474 | * way Mines gets slightly more sensible behaviour (restart |
475 | * goes to _after_ the first click so you don't have to |
476 | * remember where you clicked). |
477 | */ |
478 | s = me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
479 | |
480 | /* |
481 | * Now enter the restarted state as the next move. |
482 | */ |
483 | midend_stop_anim(me); |
484 | while (me->nstates > me->statepos) |
485 | me->ourgame->free_game(me->states[--me->nstates].state); |
486 | ensure(me); |
487 | me->states[me->nstates].state = s; |
a4393230 |
488 | me->states[me->nstates].movestr = dupstr(me->desc); |
489 | me->states[me->nstates].movetype = RESTART; |
28d0118c |
490 | me->statepos = ++me->nstates; |
07dfb697 |
491 | if (me->ui) |
492 | me->ourgame->changed_state(me->ui, |
493 | me->states[me->statepos-2].state, |
494 | me->states[me->statepos-1].state); |
28d0118c |
495 | me->anim_time = 0.0; |
496 | midend_finish_move(me); |
497 | midend_redraw(me); |
48dcdd62 |
498 | midend_set_timer(me); |
28d0118c |
499 | } |
500 | |
dafd6cf6 |
501 | static int midend_really_process_key(midend *me, int x, int y, int button) |
dd216087 |
502 | { |
28d0118c |
503 | game_state *oldstate = |
504 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
9d6c3859 |
505 | int type = MOVE, gottype = FALSE, ret = 1; |
dd216087 |
506 | float anim_time; |
4c692867 |
507 | game_state *s; |
508 | char *movestr; |
509 | |
510 | movestr = |
511 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
512 | me->ui, me->drawstate, x, y, button); |
7f77ea24 |
513 | |
4c692867 |
514 | if (!movestr) { |
515 | if (button == 'n' || button == 'N' || button == '\x0E') { |
516 | midend_stop_anim(me); |
517 | midend_new_game(me); |
518 | midend_redraw(me); |
519 | goto done; /* never animate */ |
520 | } else if (button == 'u' || button == 'u' || |
521 | button == '\x1A' || button == '\x1F') { |
522 | midend_stop_anim(me); |
9d6c3859 |
523 | type = me->states[me->statepos-1].movetype; |
524 | gottype = TRUE; |
4c692867 |
525 | if (!midend_undo(me)) |
526 | goto done; |
527 | } else if (button == 'r' || button == 'R' || |
528 | button == '\x12' || button == '\x19') { |
529 | midend_stop_anim(me); |
530 | if (!midend_redo(me)) |
531 | goto done; |
532 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
533 | ret = 0; |
534 | goto done; |
535 | } else |
ab53eb64 |
536 | goto done; |
2ef96bd6 |
537 | } else { |
4c692867 |
538 | if (!*movestr) |
df11cd4e |
539 | s = me->states[me->statepos-1].state; |
540 | else { |
541 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
542 | movestr); |
543 | assert(s != NULL); |
df11cd4e |
544 | } |
74a4e547 |
545 | |
28d0118c |
546 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
547 | /* |
548 | * make_move() is allowed to return its input state to |
549 | * indicate that although no move has been made, the UI |
550 | * state has been updated and a redraw is called for. |
551 | */ |
552 | midend_redraw(me); |
ab53eb64 |
553 | goto done; |
74a4e547 |
554 | } else if (s) { |
dd216087 |
555 | midend_stop_anim(me); |
2ef96bd6 |
556 | while (me->nstates > me->statepos) |
28d0118c |
557 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
558 | ensure(me); |
a4393230 |
559 | assert(movestr != NULL); |
28d0118c |
560 | me->states[me->nstates].state = s; |
a4393230 |
561 | me->states[me->nstates].movestr = movestr; |
562 | me->states[me->nstates].movetype = MOVE; |
2ef96bd6 |
563 | me->statepos = ++me->nstates; |
c822de4a |
564 | me->dir = +1; |
faff1e07 |
565 | if (me->ui) |
566 | me->ourgame->changed_state(me->ui, |
567 | me->states[me->statepos-2].state, |
568 | me->states[me->statepos-1].state); |
2ef96bd6 |
569 | } else { |
a4393230 |
570 | goto done; |
2ef96bd6 |
571 | } |
7f77ea24 |
572 | } |
573 | |
9d6c3859 |
574 | if (!gottype) |
575 | type = me->states[me->statepos-1].movetype; |
28d0118c |
576 | |
2ef96bd6 |
577 | /* |
578 | * See if this move requires an animation. |
579 | */ |
9d6c3859 |
580 | if (special(type) && !(type == SOLVE && |
2705d374 |
581 | (me->ourgame->flags & SOLVE_ANIMATES))) { |
28d0118c |
582 | anim_time = 0; |
583 | } else { |
584 | anim_time = me->ourgame->anim_length(oldstate, |
585 | me->states[me->statepos-1].state, |
e3f21163 |
586 | me->dir, me->ui); |
28d0118c |
587 | } |
2ef96bd6 |
588 | |
ab53eb64 |
589 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
590 | if (anim_time > 0) { |
2ef96bd6 |
591 | me->anim_time = anim_time; |
592 | } else { |
2ef96bd6 |
593 | me->anim_time = 0.0; |
87ed82be |
594 | midend_finish_move(me); |
7f77ea24 |
595 | } |
2ef96bd6 |
596 | me->anim_pos = 0.0; |
597 | |
598 | midend_redraw(me); |
599 | |
48dcdd62 |
600 | midend_set_timer(me); |
7f77ea24 |
601 | |
ab53eb64 |
602 | done: |
603 | if (oldstate) me->ourgame->free_game(oldstate); |
604 | return ret; |
7f77ea24 |
605 | } |
2ef96bd6 |
606 | |
dafd6cf6 |
607 | int midend_process_key(midend *me, int x, int y, int button) |
6776a950 |
608 | { |
609 | int ret = 1; |
610 | |
611 | /* |
612 | * Harmonise mouse drag and release messages. |
613 | * |
614 | * Some front ends might accidentally switch from sending, say, |
615 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
616 | * drag. (This can happen on the Mac, for example, since |
617 | * RIGHT_DRAG is usually done using Command+drag, and if the |
618 | * user accidentally releases Command half way through the drag |
619 | * then there will be trouble.) |
620 | * |
621 | * It would be an O(number of front ends) annoyance to fix this |
622 | * in the front ends, but an O(number of back ends) annoyance |
623 | * to have each game capable of dealing with it. Therefore, we |
624 | * fix it _here_ in the common midend code so that it only has |
625 | * to be done once. |
626 | * |
eeba2afe |
627 | * The possible ways in which things can go screwy in the front |
628 | * end are: |
6776a950 |
629 | * |
eeba2afe |
630 | * - in a system containing multiple physical buttons button |
631 | * presses can inadvertently overlap. We can see ABab (caps |
632 | * meaning button-down and lowercase meaning button-up) when |
633 | * the user had semantically intended AaBb. |
6776a950 |
634 | * |
eeba2afe |
635 | * - in a system where one button is simulated by means of a |
636 | * modifier key and another button, buttons can mutate |
637 | * between press and release (possibly during drag). So we |
638 | * can see Ab instead of Aa. |
6776a950 |
639 | * |
eeba2afe |
640 | * Definite requirements are: |
641 | * |
642 | * - button _presses_ must never be invented or destroyed. If |
643 | * the user presses two buttons in succession, the button |
644 | * presses must be transferred to the backend unchanged. So |
645 | * if we see AaBb , that's fine; if we see ABab (the button |
646 | * presses inadvertently overlapped) we must somehow |
647 | * `correct' it to AaBb. |
648 | * |
649 | * - every mouse action must end up looking like a press, zero |
650 | * or more drags, then a release. This allows back ends to |
651 | * make the _assumption_ that incoming mouse data will be |
652 | * sane in this regard, and not worry about the details. |
653 | * |
654 | * So my policy will be: |
655 | * |
656 | * - treat any button-up as a button-up for the currently |
657 | * pressed button, or ignore it if there is no currently |
658 | * pressed button. |
659 | * |
660 | * - treat any drag as a drag for the currently pressed |
661 | * button, or ignore it if there is no currently pressed |
662 | * button. |
663 | * |
664 | * - if we see a button-down while another button is currently |
665 | * pressed, invent a button-up for the first one and then |
666 | * pass the button-down through as before. |
6776a950 |
667 | * |
93b1da3d |
668 | * 2005-05-31: An addendum to the above. Some games might want |
669 | * a `priority order' among buttons, such that if one button is |
670 | * pressed while another is down then a fixed one of the |
671 | * buttons takes priority no matter what order they're pressed |
672 | * in. Mines, in particular, wants to treat a left+right click |
673 | * like a left click for the benefit of users of other |
674 | * implementations. So the last of the above points is modified |
675 | * in the presence of an (optional) button priority order. |
6776a950 |
676 | */ |
677 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
678 | if (me->pressed_mouse_button) { |
679 | if (IS_MOUSE_DRAG(button)) { |
680 | button = me->pressed_mouse_button + |
681 | (LEFT_DRAG - LEFT_BUTTON); |
682 | } else { |
683 | button = me->pressed_mouse_button + |
684 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
685 | } |
eeba2afe |
686 | } else |
687 | return ret; /* ignore it */ |
6776a950 |
688 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
689 | /* |
690 | * If the new button has lower priority than the old one, |
691 | * don't bother doing this. |
692 | */ |
2705d374 |
693 | if (me->ourgame->flags & |
93b1da3d |
694 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
695 | return ret; /* just ignore it */ |
696 | |
6776a950 |
697 | /* |
698 | * Fabricate a button-up for the previously pressed button. |
699 | */ |
700 | ret = ret && midend_really_process_key |
701 | (me, x, y, (me->pressed_mouse_button + |
702 | (LEFT_RELEASE - LEFT_BUTTON))); |
703 | } |
704 | |
705 | /* |
706 | * Now send on the event we originally received. |
707 | */ |
708 | ret = ret && midend_really_process_key(me, x, y, button); |
709 | |
710 | /* |
711 | * And update the currently pressed button. |
712 | */ |
713 | if (IS_MOUSE_RELEASE(button)) |
714 | me->pressed_mouse_button = 0; |
715 | else if (IS_MOUSE_DOWN(button)) |
716 | me->pressed_mouse_button = button; |
717 | |
718 | return ret; |
719 | } |
720 | |
dafd6cf6 |
721 | void midend_redraw(midend *me) |
2ef96bd6 |
722 | { |
dafd6cf6 |
723 | assert(me->drawing); |
724 | |
2ef96bd6 |
725 | if (me->statepos > 0 && me->drawstate) { |
dafd6cf6 |
726 | start_draw(me->drawing); |
2ef96bd6 |
727 | if (me->oldstate && me->anim_time > 0 && |
728 | me->anim_pos < me->anim_time) { |
c822de4a |
729 | assert(me->dir != 0); |
dafd6cf6 |
730 | me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate, |
28d0118c |
731 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
732 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
733 | } else { |
dafd6cf6 |
734 | me->ourgame->redraw(me->drawing, me->drawstate, NULL, |
28d0118c |
735 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
736 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
737 | } |
dafd6cf6 |
738 | end_draw(me->drawing); |
2ef96bd6 |
739 | } |
740 | } |
741 | |
dafd6cf6 |
742 | void midend_timer(midend *me, float tplus) |
2ef96bd6 |
743 | { |
744 | me->anim_pos += tplus; |
745 | if (me->anim_pos >= me->anim_time || |
746 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
747 | if (me->anim_time > 0) |
748 | midend_finish_move(me); |
749 | } |
48dcdd62 |
750 | |
87ed82be |
751 | me->flash_pos += tplus; |
752 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
753 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
754 | } |
48dcdd62 |
755 | |
2ef96bd6 |
756 | midend_redraw(me); |
48dcdd62 |
757 | |
758 | if (me->timing) { |
759 | float oldelapsed = me->elapsed; |
760 | me->elapsed += tplus; |
761 | if ((int)oldelapsed != (int)me->elapsed) |
dafd6cf6 |
762 | status_bar(me->drawing, me->laststatus ? me->laststatus : ""); |
48dcdd62 |
763 | } |
764 | |
765 | midend_set_timer(me); |
2ef96bd6 |
766 | } |
767 | |
dafd6cf6 |
768 | float *midend_colours(midend *me, int *ncolours) |
2ef96bd6 |
769 | { |
2ef96bd6 |
770 | float *ret; |
771 | |
8266f3fc |
772 | ret = me->ourgame->colours(me->frontend, ncolours); |
2ef96bd6 |
773 | |
813593cc |
774 | { |
775 | int i; |
776 | |
777 | /* |
778 | * Allow environment-based overrides for the standard |
779 | * colours by defining variables along the lines of |
780 | * `NET_COLOUR_4=6000c0'. |
781 | */ |
782 | |
783 | for (i = 0; i < *ncolours; i++) { |
784 | char buf[80], *e; |
785 | unsigned int r, g, b; |
056405ec |
786 | int j, k; |
813593cc |
787 | |
788 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
056405ec |
789 | for (j = k = 0; buf[j]; j++) |
790 | if (!isspace((unsigned char)buf[j])) |
791 | buf[k++] = toupper((unsigned char)buf[j]); |
792 | buf[k] = '\0'; |
813593cc |
793 | if ((e = getenv(buf)) != NULL && |
794 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
795 | ret[i*3 + 0] = r / 255.0; |
796 | ret[i*3 + 1] = g / 255.0; |
797 | ret[i*3 + 2] = b / 255.0; |
798 | } |
799 | } |
800 | } |
801 | |
2ef96bd6 |
802 | return ret; |
803 | } |
eb2ad6f1 |
804 | |
dafd6cf6 |
805 | int midend_num_presets(midend *me) |
eb2ad6f1 |
806 | { |
807 | if (!me->npresets) { |
808 | char *name; |
809 | game_params *preset; |
810 | |
be8d5aa1 |
811 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
812 | if (me->presetsize <= me->npresets) { |
813 | me->presetsize = me->npresets + 10; |
814 | me->presets = sresize(me->presets, me->presetsize, |
815 | game_params *); |
816 | me->preset_names = sresize(me->preset_names, me->presetsize, |
817 | char *); |
818 | } |
819 | |
820 | me->presets[me->npresets] = preset; |
821 | me->preset_names[me->npresets] = name; |
822 | me->npresets++; |
823 | } |
824 | } |
825 | |
813593cc |
826 | { |
827 | /* |
828 | * Allow environment-based extensions to the preset list by |
829 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
830 | * Advanced:2x3da'. Colon-separated list of items, |
831 | * alternating between textual titles in the menu and |
832 | * encoded parameter strings. |
833 | */ |
834 | char buf[80], *e, *p; |
056405ec |
835 | int j, k; |
813593cc |
836 | |
837 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
056405ec |
838 | for (j = k = 0; buf[j]; j++) |
839 | if (!isspace((unsigned char)buf[j])) |
840 | buf[k++] = toupper((unsigned char)buf[j]); |
841 | buf[k] = '\0'; |
813593cc |
842 | |
843 | if ((e = getenv(buf)) != NULL) { |
844 | p = e = dupstr(e); |
845 | |
846 | while (*p) { |
847 | char *name, *val; |
848 | game_params *preset; |
849 | |
850 | name = p; |
851 | while (*p && *p != ':') p++; |
852 | if (*p) *p++ = '\0'; |
853 | val = p; |
854 | while (*p && *p != ':') p++; |
855 | if (*p) *p++ = '\0'; |
856 | |
857 | preset = me->ourgame->default_params(); |
858 | me->ourgame->decode_params(preset, val); |
859 | |
3ff276f2 |
860 | if (me->ourgame->validate_params(preset, TRUE)) { |
239ba6e6 |
861 | /* Drop this one from the list. */ |
862 | me->ourgame->free_params(preset); |
863 | continue; |
864 | } |
865 | |
813593cc |
866 | if (me->presetsize <= me->npresets) { |
867 | me->presetsize = me->npresets + 10; |
868 | me->presets = sresize(me->presets, me->presetsize, |
869 | game_params *); |
870 | me->preset_names = sresize(me->preset_names, |
871 | me->presetsize, char *); |
872 | } |
873 | |
874 | me->presets[me->npresets] = preset; |
cb64d2dd |
875 | me->preset_names[me->npresets] = dupstr(name); |
813593cc |
876 | me->npresets++; |
877 | } |
878 | } |
879 | } |
880 | |
eb2ad6f1 |
881 | return me->npresets; |
882 | } |
883 | |
dafd6cf6 |
884 | void midend_fetch_preset(midend *me, int n, |
eb2ad6f1 |
885 | char **name, game_params **params) |
886 | { |
887 | assert(n >= 0 && n < me->npresets); |
888 | *name = me->preset_names[n]; |
889 | *params = me->presets[n]; |
890 | } |
fd1a1a2b |
891 | |
dafd6cf6 |
892 | int midend_wants_statusbar(midend *me) |
fd1a1a2b |
893 | { |
ac9f41c4 |
894 | return me->ourgame->wants_statusbar; |
fd1a1a2b |
895 | } |
c8230524 |
896 | |
dafd6cf6 |
897 | void midend_supersede_game_desc(midend *me, char *desc, char *privdesc) |
c380832d |
898 | { |
899 | sfree(me->desc); |
0a6892db |
900 | sfree(me->privdesc); |
c380832d |
901 | me->desc = dupstr(desc); |
0a6892db |
902 | me->privdesc = privdesc ? dupstr(privdesc) : NULL; |
c380832d |
903 | } |
904 | |
dafd6cf6 |
905 | config_item *midend_get_config(midend *me, int which, char **wintitle) |
c8230524 |
906 | { |
ab53eb64 |
907 | char *titlebuf, *parstr, *rest; |
5928817c |
908 | config_item *ret; |
ab53eb64 |
909 | char sep; |
5928817c |
910 | |
ab53eb64 |
911 | assert(wintitle); |
be8d5aa1 |
912 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
913 | |
914 | switch (which) { |
915 | case CFG_SETTINGS: |
be8d5aa1 |
916 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
917 | *wintitle = titlebuf; |
be8d5aa1 |
918 | return me->ourgame->configure(me->params); |
5928817c |
919 | case CFG_SEED: |
1185e3c5 |
920 | case CFG_DESC: |
ab53eb64 |
921 | if (!me->curparams) { |
922 | sfree(titlebuf); |
923 | return NULL; |
924 | } |
925 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
926 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
927 | *wintitle = titlebuf; |
5928817c |
928 | |
929 | ret = snewn(2, config_item); |
930 | |
931 | ret[0].type = C_STRING; |
1185e3c5 |
932 | if (which == CFG_SEED) |
933 | ret[0].name = "Game random seed"; |
934 | else |
935 | ret[0].name = "Game ID"; |
5928817c |
936 | ret[0].ival = 0; |
b0e26073 |
937 | /* |
1185e3c5 |
938 | * For CFG_DESC the text going in here will be a string |
939 | * encoding of the restricted parameters, plus a colon, |
940 | * plus the game description. For CFG_SEED it will be the |
941 | * full parameters, plus a hash, plus the random seed data. |
942 | * Either of these is a valid full game ID (although only |
943 | * the former is likely to persist across many code |
944 | * changes). |
b0e26073 |
945 | */ |
f60f7e7c |
946 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
947 | assert(parstr); |
1185e3c5 |
948 | if (which == CFG_DESC) { |
ab53eb64 |
949 | rest = me->desc ? me->desc : ""; |
950 | sep = ':'; |
1185e3c5 |
951 | } else { |
ab53eb64 |
952 | rest = me->seedstr ? me->seedstr : ""; |
953 | sep = '#'; |
1185e3c5 |
954 | } |
ab53eb64 |
955 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
956 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
957 | sfree(parstr); |
5928817c |
958 | |
959 | ret[1].type = C_END; |
960 | ret[1].name = ret[1].sval = NULL; |
961 | ret[1].ival = 0; |
962 | |
963 | return ret; |
964 | } |
965 | |
966 | assert(!"We shouldn't be here"); |
967 | return NULL; |
c8230524 |
968 | } |
969 | |
dafd6cf6 |
970 | static char *midend_game_id_int(midend *me, char *id, int defmode) |
8b7938e7 |
971 | { |
1185e3c5 |
972 | char *error, *par, *desc, *seed; |
5c9f61fd |
973 | game_params *newcurparams, *newparams, *oldparams1, *oldparams2; |
974 | int free_params; |
8b7938e7 |
975 | |
1185e3c5 |
976 | seed = strchr(id, '#'); |
977 | desc = strchr(id, ':'); |
8b7938e7 |
978 | |
1185e3c5 |
979 | if (desc && (!seed || desc < seed)) { |
980 | /* |
981 | * We have a colon separating parameters from game |
982 | * description. So `par' now points to the parameters |
983 | * string, and `desc' to the description string. |
984 | */ |
985 | *desc++ = '\0'; |
986 | par = id; |
987 | seed = NULL; |
988 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
989 | /* |
50ff5730 |
990 | * We have a hash separating parameters from random seed. |
1185e3c5 |
991 | * So `par' now points to the parameters string, and `seed' |
992 | * to the seed string. |
8b7938e7 |
993 | */ |
994 | *seed++ = '\0'; |
995 | par = id; |
1185e3c5 |
996 | desc = NULL; |
8b7938e7 |
997 | } else { |
998 | /* |
1185e3c5 |
999 | * We only have one string. Depending on `defmode', we take |
1000 | * it to be either parameters, seed or description. |
8b7938e7 |
1001 | */ |
1185e3c5 |
1002 | if (defmode == DEF_SEED) { |
8b7938e7 |
1003 | seed = id; |
1185e3c5 |
1004 | par = desc = NULL; |
1005 | } else if (defmode == DEF_DESC) { |
1006 | desc = id; |
1007 | par = seed = NULL; |
8b7938e7 |
1008 | } else { |
8b7938e7 |
1009 | par = id; |
1185e3c5 |
1010 | seed = desc = NULL; |
8b7938e7 |
1011 | } |
1012 | } |
1013 | |
5c9f61fd |
1014 | /* |
1015 | * We must be reasonably careful here not to modify anything in |
1016 | * `me' until we have finished validating things. This function |
1017 | * must either return an error and do nothing to the midend, or |
1018 | * return success and do everything; nothing in between is |
1019 | * acceptable. |
1020 | */ |
1021 | newcurparams = newparams = oldparams1 = oldparams2 = NULL; |
1022 | |
8b7938e7 |
1023 | if (par) { |
5c9f61fd |
1024 | newcurparams = me->ourgame->dup_params(me->params); |
1025 | me->ourgame->decode_params(newcurparams, par); |
3ff276f2 |
1026 | error = me->ourgame->validate_params(newcurparams, desc == NULL); |
8b7938e7 |
1027 | if (error) { |
5c9f61fd |
1028 | me->ourgame->free_params(newcurparams); |
8b7938e7 |
1029 | return error; |
1030 | } |
5c9f61fd |
1031 | oldparams1 = me->curparams; |
1185e3c5 |
1032 | |
1033 | /* |
1034 | * Now filter only the persistent parts of this state into |
1035 | * the long-term params structure, unless we've _only_ |
1036 | * received a params string in which case the whole lot is |
1037 | * persistent. |
1038 | */ |
5c9f61fd |
1039 | oldparams2 = me->params; |
1185e3c5 |
1040 | if (seed || desc) { |
5c9f61fd |
1041 | char *tmpstr; |
1042 | |
1043 | newparams = me->ourgame->dup_params(me->params); |
1044 | |
1045 | tmpstr = me->ourgame->encode_params(newcurparams, FALSE); |
1046 | me->ourgame->decode_params(newparams, tmpstr); |
1047 | |
3af70dd4 |
1048 | sfree(tmpstr); |
1185e3c5 |
1049 | } else { |
5c9f61fd |
1050 | newparams = me->ourgame->dup_params(newcurparams); |
1185e3c5 |
1051 | } |
5c9f61fd |
1052 | free_params = TRUE; |
1053 | } else { |
1054 | newcurparams = me->curparams; |
1055 | newparams = me->params; |
1056 | free_params = FALSE; |
8b7938e7 |
1057 | } |
1058 | |
5c9f61fd |
1059 | if (desc) { |
1060 | error = me->ourgame->validate_desc(newparams, desc); |
1061 | if (error) { |
1062 | if (free_params) { |
1063 | if (newcurparams) |
1064 | me->ourgame->free_params(newcurparams); |
1065 | if (newparams) |
1066 | me->ourgame->free_params(newparams); |
1067 | } |
1068 | return error; |
1069 | } |
1070 | } |
1071 | |
1072 | /* |
1073 | * Now we've got past all possible error points. Update the |
1074 | * midend itself. |
1075 | */ |
1076 | me->params = newparams; |
1077 | me->curparams = newcurparams; |
1078 | if (oldparams1) |
1079 | me->ourgame->free_params(oldparams1); |
1080 | if (oldparams2) |
1081 | me->ourgame->free_params(oldparams2); |
1082 | |
3af70dd4 |
1083 | sfree(me->desc); |
0a6892db |
1084 | sfree(me->privdesc); |
1085 | me->desc = me->privdesc = NULL; |
3af70dd4 |
1086 | sfree(me->seedstr); |
1087 | me->seedstr = NULL; |
1088 | |
1185e3c5 |
1089 | if (desc) { |
1185e3c5 |
1090 | me->desc = dupstr(desc); |
1091 | me->genmode = GOT_DESC; |
c566778e |
1092 | sfree(me->aux_info); |
6f2d8d7c |
1093 | me->aux_info = NULL; |
8b7938e7 |
1094 | } |
1095 | |
1185e3c5 |
1096 | if (seed) { |
1185e3c5 |
1097 | me->seedstr = dupstr(seed); |
1098 | me->genmode = GOT_SEED; |
1099 | } |
1100 | |
8b7938e7 |
1101 | return NULL; |
1102 | } |
1103 | |
dafd6cf6 |
1104 | char *midend_game_id(midend *me, char *id) |
1185e3c5 |
1105 | { |
1106 | return midend_game_id_int(me, id, DEF_PARAMS); |
1107 | } |
1108 | |
dafd6cf6 |
1109 | char *midend_get_game_id(midend *me) |
1110 | { |
1111 | char *parstr, *ret; |
1112 | |
1113 | parstr = me->ourgame->encode_params(me->curparams, FALSE); |
1114 | assert(parstr); |
1115 | assert(me->desc); |
1116 | ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char); |
1117 | sprintf(ret, "%s:%s", parstr, me->desc); |
1118 | sfree(parstr); |
1119 | return ret; |
1120 | } |
1121 | |
1122 | char *midend_set_config(midend *me, int which, config_item *cfg) |
c8230524 |
1123 | { |
8b7938e7 |
1124 | char *error; |
c8230524 |
1125 | game_params *params; |
1126 | |
5928817c |
1127 | switch (which) { |
1128 | case CFG_SETTINGS: |
be8d5aa1 |
1129 | params = me->ourgame->custom_params(cfg); |
3ff276f2 |
1130 | error = me->ourgame->validate_params(params, TRUE); |
c8230524 |
1131 | |
5928817c |
1132 | if (error) { |
be8d5aa1 |
1133 | me->ourgame->free_params(params); |
5928817c |
1134 | return error; |
1135 | } |
c8230524 |
1136 | |
be8d5aa1 |
1137 | me->ourgame->free_params(me->params); |
5928817c |
1138 | me->params = params; |
1139 | break; |
1140 | |
1141 | case CFG_SEED: |
1185e3c5 |
1142 | case CFG_DESC: |
1143 | error = midend_game_id_int(me, cfg[0].sval, |
1144 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
1145 | if (error) |
1146 | return error; |
5928817c |
1147 | break; |
1148 | } |
c8230524 |
1149 | |
1150 | return NULL; |
1151 | } |
9b4b03d3 |
1152 | |
dafd6cf6 |
1153 | char *midend_text_format(midend *me) |
9b4b03d3 |
1154 | { |
1155 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
1156 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
1157 | else |
1158 | return NULL; |
1159 | } |
2ac6d24e |
1160 | |
dafd6cf6 |
1161 | char *midend_solve(midend *me) |
2ac6d24e |
1162 | { |
1163 | game_state *s; |
df11cd4e |
1164 | char *msg, *movestr; |
2ac6d24e |
1165 | |
1166 | if (!me->ourgame->can_solve) |
1167 | return "This game does not support the Solve operation"; |
1168 | |
1169 | if (me->statepos < 1) |
1170 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
1171 | |
821f9f32 |
1172 | msg = NULL; |
df11cd4e |
1173 | movestr = me->ourgame->solve(me->states[0].state, |
1174 | me->states[me->statepos-1].state, |
1175 | me->aux_info, &msg); |
821f9f32 |
1176 | if (!movestr) { |
1177 | if (!msg) |
1178 | msg = "Solve operation failed"; /* _shouldn't_ happen, but can */ |
2ac6d24e |
1179 | return msg; |
821f9f32 |
1180 | } |
df11cd4e |
1181 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
1182 | assert(s); |
2ac6d24e |
1183 | |
1184 | /* |
28d0118c |
1185 | * Now enter the solved state as the next move. |
2ac6d24e |
1186 | */ |
1187 | midend_stop_anim(me); |
063f4810 |
1188 | while (me->nstates > me->statepos) { |
28d0118c |
1189 | me->ourgame->free_game(me->states[--me->nstates].state); |
063f4810 |
1190 | if (me->states[me->nstates].movestr) |
1191 | sfree(me->states[me->nstates].movestr); |
1192 | } |
2ac6d24e |
1193 | ensure(me); |
28d0118c |
1194 | me->states[me->nstates].state = s; |
a4393230 |
1195 | me->states[me->nstates].movestr = movestr; |
1196 | me->states[me->nstates].movetype = SOLVE; |
2ac6d24e |
1197 | me->statepos = ++me->nstates; |
07dfb697 |
1198 | if (me->ui) |
1199 | me->ourgame->changed_state(me->ui, |
1200 | me->states[me->statepos-2].state, |
1201 | me->states[me->statepos-1].state); |
9d6c3859 |
1202 | me->dir = +1; |
2705d374 |
1203 | if (me->ourgame->flags & SOLVE_ANIMATES) { |
9d6c3859 |
1204 | me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state); |
1205 | me->anim_time = |
1206 | me->ourgame->anim_length(me->states[me->statepos-2].state, |
1207 | me->states[me->statepos-1].state, |
1208 | +1, me->ui); |
e80e7b71 |
1209 | me->anim_pos = 0.0; |
9d6c3859 |
1210 | } else { |
1211 | me->anim_time = 0.0; |
1212 | midend_finish_move(me); |
1213 | } |
2ac6d24e |
1214 | midend_redraw(me); |
48dcdd62 |
1215 | midend_set_timer(me); |
2ac6d24e |
1216 | return NULL; |
1217 | } |
48dcdd62 |
1218 | |
dafd6cf6 |
1219 | char *midend_rewrite_statusbar(midend *me, char *text) |
48dcdd62 |
1220 | { |
1221 | /* |
1222 | * An important special case is that we are occasionally called |
1223 | * with our own laststatus, to update the timer. |
1224 | */ |
1225 | if (me->laststatus != text) { |
1226 | sfree(me->laststatus); |
1227 | me->laststatus = dupstr(text); |
1228 | } |
1229 | |
1230 | if (me->ourgame->is_timed) { |
1231 | char timebuf[100], *ret; |
1232 | int min, sec; |
1233 | |
1234 | sec = me->elapsed; |
1235 | min = sec / 60; |
1236 | sec %= 60; |
1237 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
1238 | |
1239 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
1240 | strcpy(ret, timebuf); |
1241 | strcat(ret, text); |
1242 | return ret; |
1243 | |
1244 | } else { |
1245 | return dupstr(text); |
1246 | } |
1247 | } |
a4393230 |
1248 | |
1249 | #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection" |
1250 | #define SERIALISE_VERSION "1" |
1251 | |
dafd6cf6 |
1252 | void midend_serialise(midend *me, |
a4393230 |
1253 | void (*write)(void *ctx, void *buf, int len), |
1254 | void *wctx) |
1255 | { |
1256 | int i; |
1257 | |
1258 | /* |
1259 | * Each line of the save file contains three components. First |
1260 | * exactly 8 characters of header word indicating what type of |
1261 | * data is contained on the line; then a colon followed by a |
1262 | * decimal integer giving the length of the main string on the |
1263 | * line; then a colon followed by the string itself (exactly as |
1264 | * many bytes as previously specified, no matter what they |
1265 | * contain). Then a newline (of reasonably flexible form). |
1266 | */ |
1267 | #define wr(h,s) do { \ |
1268 | char hbuf[80]; \ |
1269 | char *str = (s); \ |
48d4740c |
1270 | sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \ |
a4393230 |
1271 | write(wctx, hbuf, strlen(hbuf)); \ |
1272 | write(wctx, str, strlen(str)); \ |
1273 | write(wctx, "\n", 1); \ |
1274 | } while (0) |
1275 | |
1276 | /* |
1277 | * Magic string identifying the file, and version number of the |
1278 | * file format. |
1279 | */ |
1280 | wr("SAVEFILE", SERIALISE_MAGIC); |
1281 | wr("VERSION", SERIALISE_VERSION); |
1282 | |
1283 | /* |
1284 | * The game name. (Copied locally to avoid const annoyance.) |
1285 | */ |
1286 | { |
1287 | char *s = dupstr(me->ourgame->name); |
1288 | wr("GAME", s); |
1289 | sfree(s); |
1290 | } |
1291 | |
1292 | /* |
1293 | * The current long-term parameters structure, in full. |
1294 | */ |
1295 | if (me->params) { |
1296 | char *s = me->ourgame->encode_params(me->params, TRUE); |
1297 | wr("PARAMS", s); |
1298 | sfree(s); |
1299 | } |
1300 | |
1301 | /* |
1302 | * The current short-term parameters structure, in full. |
1303 | */ |
1304 | if (me->curparams) { |
1305 | char *s = me->ourgame->encode_params(me->curparams, TRUE); |
1306 | wr("CPARAMS", s); |
1307 | sfree(s); |
1308 | } |
1309 | |
1310 | /* |
1311 | * The current game description, the privdesc, and the random seed. |
1312 | */ |
1313 | if (me->seedstr) |
1314 | wr("SEED", me->seedstr); |
1315 | if (me->desc) |
1316 | wr("DESC", me->desc); |
1317 | if (me->privdesc) |
1318 | wr("PRIVDESC", me->privdesc); |
1319 | |
1320 | /* |
1321 | * The game's aux_info. We obfuscate this to prevent spoilers |
1322 | * (people are likely to run `head' or similar on a saved game |
1323 | * file simply to find out what it is, and don't necessarily |
1324 | * want to be told the answer to the puzzle!) |
1325 | */ |
1326 | if (me->aux_info) { |
1327 | unsigned char *s1; |
1328 | char *s2; |
1329 | int len; |
1330 | |
1331 | len = strlen(me->aux_info); |
1332 | s1 = snewn(len, unsigned char); |
1333 | memcpy(s1, me->aux_info, len); |
1334 | obfuscate_bitmap(s1, len*8, FALSE); |
1335 | s2 = bin2hex(s1, len); |
1336 | |
1337 | wr("AUXINFO", s2); |
1338 | |
1339 | sfree(s2); |
1340 | sfree(s1); |
1341 | } |
1342 | |
1343 | /* |
1344 | * Any required serialisation of the game_ui. |
1345 | */ |
1346 | if (me->ui) { |
1347 | char *s = me->ourgame->encode_ui(me->ui); |
1348 | if (s) { |
1349 | wr("UI", s); |
1350 | sfree(s); |
1351 | } |
1352 | } |
1353 | |
1354 | /* |
1355 | * The game time, if it's a timed game. |
1356 | */ |
1357 | if (me->ourgame->is_timed) { |
1358 | char buf[80]; |
1359 | sprintf(buf, "%g", me->elapsed); |
1360 | wr("TIME", buf); |
1361 | } |
1362 | |
1363 | /* |
1364 | * The length of, and position in, the states list. |
1365 | */ |
1366 | { |
1367 | char buf[80]; |
1368 | sprintf(buf, "%d", me->nstates); |
1369 | wr("NSTATES", buf); |
1370 | sprintf(buf, "%d", me->statepos); |
1371 | wr("STATEPOS", buf); |
1372 | } |
1373 | |
1374 | /* |
1375 | * For each state after the initial one (which we know is |
1376 | * constructed from either privdesc or desc), enough |
1377 | * information for execute_move() to reconstruct it from the |
1378 | * previous one. |
1379 | */ |
1380 | for (i = 1; i < me->nstates; i++) { |
1381 | assert(me->states[i].movetype != NEWGAME); /* only state 0 */ |
1382 | switch (me->states[i].movetype) { |
1383 | case MOVE: |
1384 | wr("MOVE", me->states[i].movestr); |
1385 | break; |
1386 | case SOLVE: |
1387 | wr("SOLVE", me->states[i].movestr); |
1388 | break; |
1389 | case RESTART: |
1390 | wr("RESTART", me->states[i].movestr); |
1391 | break; |
1392 | } |
1393 | } |
1394 | |
1395 | #undef wr |
1396 | } |
1397 | |
1398 | /* |
1399 | * This function returns NULL on success, or an error message. |
1400 | */ |
dafd6cf6 |
1401 | char *midend_deserialise(midend *me, |
a4393230 |
1402 | int (*read)(void *ctx, void *buf, int len), |
1403 | void *rctx) |
1404 | { |
1405 | int nstates = 0, statepos = -1, gotstates = 0; |
1406 | int started = FALSE; |
1407 | int i; |
1408 | |
1409 | char *val = NULL; |
1410 | /* Initially all errors give the same report */ |
1411 | char *ret = "Data does not appear to be a saved game file"; |
1412 | |
1413 | /* |
1414 | * We construct all the new state in local variables while we |
1415 | * check its sanity. Only once we have finished reading the |
1416 | * serialised data and detected no errors at all do we start |
dafd6cf6 |
1417 | * modifying stuff in the midend passed in. |
a4393230 |
1418 | */ |
1419 | char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL; |
1420 | char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL; |
1421 | float elapsed = 0.0F; |
1422 | game_params *params = NULL, *cparams = NULL; |
1423 | game_ui *ui = NULL; |
1424 | struct midend_state_entry *states = NULL; |
1425 | |
1426 | /* |
1427 | * Loop round and round reading one key/value pair at a time |
1428 | * from the serialised stream, until we have enough game states |
1429 | * to finish. |
1430 | */ |
1431 | while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) { |
1432 | char key[9], c; |
1433 | int len; |
1434 | |
1435 | do { |
1436 | if (!read(rctx, key, 1)) { |
1437 | /* unexpected EOF */ |
1438 | goto cleanup; |
1439 | } |
1440 | } while (key[0] == '\r' || key[0] == '\n'); |
1441 | |
1442 | if (!read(rctx, key+1, 8)) { |
1443 | /* unexpected EOF */ |
1444 | goto cleanup; |
1445 | } |
1446 | |
1447 | if (key[8] != ':') { |
1448 | if (started) |
1449 | ret = "Data was incorrectly formatted for a saved game file"; |
44f0599f |
1450 | goto cleanup; |
a4393230 |
1451 | } |
1452 | len = strcspn(key, ": "); |
1453 | assert(len <= 8); |
1454 | key[len] = '\0'; |
1455 | |
1456 | len = 0; |
1457 | while (1) { |
1458 | if (!read(rctx, &c, 1)) { |
1459 | /* unexpected EOF */ |
1460 | goto cleanup; |
1461 | } |
1462 | |
1463 | if (c == ':') { |
1464 | break; |
1465 | } else if (c >= '0' && c <= '9') { |
1466 | len = (len * 10) + (c - '0'); |
1467 | } else { |
1468 | if (started) |
1469 | ret = "Data was incorrectly formatted for a" |
1470 | " saved game file"; |
1471 | goto cleanup; |
1472 | } |
1473 | } |
1474 | |
1475 | val = snewn(len+1, char); |
1476 | if (!read(rctx, val, len)) { |
1477 | if (started) |
1478 | goto cleanup; |
1479 | } |
1480 | val[len] = '\0'; |
1481 | |
1482 | if (!started) { |
1483 | if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) { |
1484 | /* ret already has the right message in it */ |
1485 | goto cleanup; |
1486 | } |
1487 | /* Now most errors are this one, unless otherwise specified */ |
1488 | ret = "Saved data ended unexpectedly"; |
1489 | started = TRUE; |
1490 | } else { |
1491 | if (!strcmp(key, "VERSION")) { |
1492 | if (strcmp(val, SERIALISE_VERSION)) { |
1493 | ret = "Cannot handle this version of the saved game" |
1494 | " file format"; |
1495 | goto cleanup; |
1496 | } |
1497 | } else if (!strcmp(key, "GAME")) { |
1498 | if (strcmp(val, me->ourgame->name)) { |
1499 | ret = "Save file is from a different game"; |
1500 | goto cleanup; |
1501 | } |
1502 | } else if (!strcmp(key, "PARAMS")) { |
1503 | sfree(parstr); |
1504 | parstr = val; |
1505 | val = NULL; |
1506 | } else if (!strcmp(key, "CPARAMS")) { |
1507 | sfree(cparstr); |
1508 | cparstr = val; |
1509 | val = NULL; |
1510 | } else if (!strcmp(key, "SEED")) { |
1511 | sfree(seed); |
1512 | seed = val; |
1513 | val = NULL; |
1514 | } else if (!strcmp(key, "DESC")) { |
1515 | sfree(desc); |
1516 | desc = val; |
1517 | val = NULL; |
1518 | } else if (!strcmp(key, "PRIVDESC")) { |
1519 | sfree(privdesc); |
1520 | privdesc = val; |
1521 | val = NULL; |
1522 | } else if (!strcmp(key, "AUXINFO")) { |
1523 | unsigned char *tmp; |
1524 | int len = strlen(val) / 2; /* length in bytes */ |
1525 | tmp = hex2bin(val, len); |
1526 | obfuscate_bitmap(tmp, len*8, TRUE); |
1527 | |
1528 | sfree(auxinfo); |
1529 | auxinfo = snewn(len + 1, char); |
1530 | memcpy(auxinfo, tmp, len); |
1531 | auxinfo[len] = '\0'; |
1532 | sfree(tmp); |
1533 | } else if (!strcmp(key, "UI")) { |
1534 | sfree(uistr); |
1535 | uistr = val; |
1536 | val = NULL; |
1537 | } else if (!strcmp(key, "TIME")) { |
871bf294 |
1538 | elapsed = atof(val); |
a4393230 |
1539 | } else if (!strcmp(key, "NSTATES")) { |
1540 | nstates = atoi(val); |
1541 | if (nstates <= 0) { |
1542 | ret = "Number of states in save file was negative"; |
1543 | goto cleanup; |
1544 | } |
1545 | if (states) { |
1546 | ret = "Two state counts provided in save file"; |
1547 | goto cleanup; |
1548 | } |
1549 | states = snewn(nstates, struct midend_state_entry); |
1550 | for (i = 0; i < nstates; i++) { |
1551 | states[i].state = NULL; |
1552 | states[i].movestr = NULL; |
1553 | states[i].movetype = NEWGAME; |
1554 | } |
1555 | } else if (!strcmp(key, "STATEPOS")) { |
1556 | statepos = atoi(val); |
1557 | } else if (!strcmp(key, "MOVE")) { |
1558 | gotstates++; |
1559 | states[gotstates].movetype = MOVE; |
1560 | states[gotstates].movestr = val; |
1561 | val = NULL; |
1562 | } else if (!strcmp(key, "SOLVE")) { |
1563 | gotstates++; |
1564 | states[gotstates].movetype = SOLVE; |
1565 | states[gotstates].movestr = val; |
1566 | val = NULL; |
1567 | } else if (!strcmp(key, "RESTART")) { |
1568 | gotstates++; |
1569 | states[gotstates].movetype = RESTART; |
1570 | states[gotstates].movestr = val; |
1571 | val = NULL; |
1572 | } |
1573 | } |
1574 | |
1575 | sfree(val); |
1576 | val = NULL; |
1577 | } |
1578 | |
1579 | params = me->ourgame->default_params(); |
1580 | me->ourgame->decode_params(params, parstr); |
3ff276f2 |
1581 | if (me->ourgame->validate_params(params, TRUE)) { |
a4393230 |
1582 | ret = "Long-term parameters in save file are invalid"; |
1583 | goto cleanup; |
1584 | } |
1585 | cparams = me->ourgame->default_params(); |
1586 | me->ourgame->decode_params(cparams, cparstr); |
3ff276f2 |
1587 | if (me->ourgame->validate_params(cparams, FALSE)) { |
a4393230 |
1588 | ret = "Short-term parameters in save file are invalid"; |
1589 | goto cleanup; |
1590 | } |
3ff276f2 |
1591 | if (seed && me->ourgame->validate_params(cparams, TRUE)) { |
1592 | /* |
1593 | * The seed's no use with this version, but we can perfectly |
1594 | * well use the rest of the data. |
1595 | */ |
1596 | sfree(seed); |
1597 | seed = NULL; |
1598 | } |
a4393230 |
1599 | if (!desc) { |
1600 | ret = "Game description in save file is missing"; |
1601 | goto cleanup; |
1602 | } else if (me->ourgame->validate_desc(params, desc)) { |
1603 | ret = "Game description in save file is invalid"; |
1604 | goto cleanup; |
1605 | } |
1606 | if (privdesc && me->ourgame->validate_desc(params, privdesc)) { |
1607 | ret = "Game private description in save file is invalid"; |
1608 | goto cleanup; |
1609 | } |
1610 | if (statepos < 0 || statepos >= nstates) { |
1611 | ret = "Game position in save file is out of range"; |
1612 | } |
1613 | |
1614 | states[0].state = me->ourgame->new_game(me, params, |
1615 | privdesc ? privdesc : desc); |
1616 | for (i = 1; i < nstates; i++) { |
1617 | assert(states[i].movetype != NEWGAME); |
1618 | switch (states[i].movetype) { |
1619 | case MOVE: |
1620 | case SOLVE: |
1621 | states[i].state = me->ourgame->execute_move(states[i-1].state, |
1622 | states[i].movestr); |
1623 | if (states[i].state == NULL) { |
1624 | ret = "Save file contained an invalid move"; |
1625 | goto cleanup; |
1626 | } |
1627 | break; |
1628 | case RESTART: |
1629 | if (me->ourgame->validate_desc(params, states[i].movestr)) { |
1630 | ret = "Save file contained an invalid restart move"; |
1631 | goto cleanup; |
1632 | } |
1633 | states[i].state = me->ourgame->new_game(me, params, |
1634 | states[i].movestr); |
1635 | break; |
1636 | } |
1637 | } |
1638 | |
1639 | ui = me->ourgame->new_ui(states[0].state); |
1640 | me->ourgame->decode_ui(ui, uistr); |
1641 | |
1642 | /* |
1643 | * Now we've run out of possible error conditions, so we're |
1644 | * ready to start overwriting the real data in the current |
1645 | * midend. We'll do this by swapping things with the local |
1646 | * variables, so that the same cleanup code will free the old |
1647 | * stuff. |
1648 | */ |
1649 | { |
1650 | char *tmp; |
1651 | |
1652 | tmp = me->desc; |
1653 | me->desc = desc; |
1654 | desc = tmp; |
1655 | |
1656 | tmp = me->privdesc; |
1657 | me->privdesc = privdesc; |
1658 | privdesc = tmp; |
1659 | |
1660 | tmp = me->seedstr; |
1661 | me->seedstr = seed; |
1662 | seed = tmp; |
1663 | |
1664 | tmp = me->aux_info; |
1665 | me->aux_info = auxinfo; |
1666 | auxinfo = tmp; |
1667 | } |
1668 | |
1669 | me->genmode = GOT_NOTHING; |
1670 | |
1671 | me->statesize = nstates; |
1672 | nstates = me->nstates; |
1673 | me->nstates = me->statesize; |
1674 | { |
1675 | struct midend_state_entry *tmp; |
1676 | tmp = me->states; |
1677 | me->states = states; |
1678 | states = tmp; |
1679 | } |
1680 | me->statepos = statepos; |
1681 | |
1682 | { |
1683 | game_params *tmp; |
1684 | |
1685 | tmp = me->params; |
1686 | me->params = params; |
1687 | params = tmp; |
1688 | |
1689 | tmp = me->curparams; |
1690 | me->curparams = cparams; |
1691 | cparams = tmp; |
1692 | } |
1693 | |
1694 | me->oldstate = NULL; |
1695 | me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F; |
1696 | me->dir = 0; |
1697 | |
1698 | { |
1699 | game_ui *tmp; |
1700 | |
1701 | tmp = me->ui; |
1702 | me->ui = ui; |
1703 | ui = tmp; |
1704 | } |
1705 | |
1706 | me->elapsed = elapsed; |
1707 | me->pressed_mouse_button = 0; |
1708 | |
1709 | midend_set_timer(me); |
1710 | |
871bf294 |
1711 | if (me->drawstate) |
dafd6cf6 |
1712 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
871bf294 |
1713 | me->drawstate = |
dafd6cf6 |
1714 | me->ourgame->new_drawstate(me->drawing, |
1715 | me->states[me->statepos-1].state); |
871bf294 |
1716 | midend_size_new_drawstate(me); |
1717 | |
a4393230 |
1718 | ret = NULL; /* success! */ |
1719 | |
1720 | cleanup: |
1721 | sfree(val); |
1722 | sfree(seed); |
1723 | sfree(parstr); |
1724 | sfree(cparstr); |
1725 | sfree(desc); |
1726 | sfree(privdesc); |
1727 | sfree(auxinfo); |
1728 | sfree(uistr); |
1729 | if (params) |
1730 | me->ourgame->free_params(params); |
1731 | if (cparams) |
1732 | me->ourgame->free_params(cparams); |
1733 | if (ui) |
1734 | me->ourgame->free_ui(ui); |
1735 | if (states) { |
1736 | int i; |
1737 | |
1738 | for (i = 0; i < nstates; i++) { |
1739 | if (states[i].state) |
1740 | me->ourgame->free_game(states[i].state); |
1741 | sfree(states[i].movestr); |
1742 | } |
1743 | sfree(states); |
1744 | } |
1745 | |
1746 | return ret; |
1747 | } |
dafd6cf6 |
1748 | |
1749 | char *midend_print_puzzle(midend *me, document *doc, int with_soln) |
1750 | { |
1751 | game_state *soln = NULL; |
1752 | |
1753 | if (me->statepos < 1) |
1754 | return "No game set up to print";/* _shouldn't_ happen! */ |
1755 | |
1756 | if (with_soln) { |
1757 | char *msg, *movestr; |
1758 | |
1759 | if (!me->ourgame->can_solve) |
1760 | return "This game does not support the Solve operation"; |
1761 | |
1762 | msg = "Solve operation failed";/* game _should_ overwrite on error */ |
1763 | movestr = me->ourgame->solve(me->states[0].state, |
1764 | me->states[me->statepos-1].state, |
1765 | me->aux_info, &msg); |
1766 | if (!movestr) |
1767 | return msg; |
1768 | soln = me->ourgame->execute_move(me->states[me->statepos-1].state, |
1769 | movestr); |
1770 | assert(soln); |
1771 | |
1772 | sfree(movestr); |
1773 | } else |
1774 | soln = NULL; |
1775 | |
1776 | /* |
1777 | * This call passes over ownership of the two game_states and |
1778 | * the game_params. Hence we duplicate the ones we want to |
1779 | * keep, and we don't have to bother freeing soln if it was |
1780 | * non-NULL. |
1781 | */ |
1782 | document_add_puzzle(doc, me->ourgame, |
1783 | me->ourgame->dup_params(me->curparams), |
1784 | me->ourgame->dup_game(me->states[0].state), soln); |
1785 | |
1786 | return NULL; |
1787 | } |