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