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