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