720a8fb7 |
1 | /* |
2 | * midend.c: general middle fragment sitting between the |
3 | * platform-specific front end and game-specific back end. |
4 | * Maintains a move list, takes care of Undo and Redo commands, and |
7f89707c |
5 | * processes standard keystrokes for undo/redo/new/quit. |
720a8fb7 |
6 | */ |
7f77ea24 |
7 | |
8 | #include <stdio.h> |
5928817c |
9 | #include <string.h> |
7f77ea24 |
10 | #include <assert.h> |
813593cc |
11 | #include <stdlib.h> |
12 | #include <ctype.h> |
7f77ea24 |
13 | |
14 | #include "puzzles.h" |
15 | |
1185e3c5 |
16 | enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ |
17 | |
a4393230 |
18 | enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */ |
19 | |
20 | #define special(type) ( (type) != MOVE ) |
21 | |
28d0118c |
22 | struct midend_state_entry { |
23 | game_state *state; |
a4393230 |
24 | char *movestr; |
25 | int movetype; |
28d0118c |
26 | }; |
27 | |
dafd6cf6 |
28 | struct midend { |
2ef96bd6 |
29 | frontend *frontend; |
48d70ca9 |
30 | random_state *random; |
be8d5aa1 |
31 | const game *ourgame; |
48d70ca9 |
32 | |
a4393230 |
33 | game_params **presets; |
f92acd1a |
34 | char **preset_names, **preset_encodings; |
a4393230 |
35 | int npresets, presetsize; |
36 | |
0a6892db |
37 | /* |
38 | * `desc' and `privdesc' deserve a comment. |
39 | * |
40 | * `desc' is the game description as presented to the user when |
41 | * they ask for Game -> Specific. `privdesc', if non-NULL, is a |
42 | * different game description used to reconstruct the initial |
43 | * game_state when de-serialising. If privdesc is NULL, `desc' |
44 | * is used for both. |
45 | * |
46 | * For almost all games, `privdesc' is NULL and never used. The |
47 | * exception (as usual) is Mines: the initial game state has no |
48 | * squares open at all, but after the first click `desc' is |
49 | * rewritten to describe a game state with an initial click and |
50 | * thus a bunch of squares open. If we used that desc to |
51 | * serialise and deserialise, then the initial game state after |
52 | * deserialisation would look unlike the initial game state |
53 | * beforehand, and worse still execute_move() might fail on the |
54 | * attempted first click. So `privdesc' is also used in this |
55 | * case, to provide a game description describing the same |
56 | * fixed mine layout _but_ no initial click. (These game IDs |
57 | * may also be typed directly into Mines if you like.) |
58 | */ |
59 | char *desc, *privdesc, *seedstr; |
c566778e |
60 | char *aux_info; |
1185e3c5 |
61 | enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; |
eb2ad6f1 |
62 | |
a4393230 |
63 | int nstates, statesize, statepos; |
64 | struct midend_state_entry *states; |
eb2ad6f1 |
65 | |
f60f7e7c |
66 | game_params *params, *curparams; |
2ef96bd6 |
67 | game_drawstate *drawstate; |
74a4e547 |
68 | game_ui *ui; |
a4393230 |
69 | |
70 | game_state *oldstate; |
2ef96bd6 |
71 | float anim_time, anim_pos; |
87ed82be |
72 | float flash_time, flash_pos; |
c822de4a |
73 | int dir; |
6776a950 |
74 | |
48dcdd62 |
75 | int timing; |
76 | float elapsed; |
77 | char *laststatus; |
78 | |
dafd6cf6 |
79 | drawing *drawing; |
80 | |
6776a950 |
81 | int pressed_mouse_button; |
1e3e152d |
82 | |
83134cff |
83 | int preferred_tilesize, tilesize, winwidth, winheight; |
7f77ea24 |
84 | }; |
85 | |
86 | #define ensure(me) do { \ |
87 | if ((me)->nstates >= (me)->statesize) { \ |
88 | (me)->statesize = (me)->nstates + 128; \ |
28d0118c |
89 | (me)->states = sresize((me)->states, (me)->statesize, \ |
90 | struct midend_state_entry); \ |
7f77ea24 |
91 | } \ |
92 | } while (0) |
93 | |
dafd6cf6 |
94 | midend *midend_new(frontend *fe, const game *ourgame, |
95 | const drawing_api *drapi, void *drhandle) |
7f77ea24 |
96 | { |
dafd6cf6 |
97 | midend *me = snew(midend); |
cbb5549e |
98 | void *randseed; |
99 | int randseedsize; |
100 | |
101 | get_random_seed(&randseed, &randseedsize); |
7f77ea24 |
102 | |
48d70ca9 |
103 | me->frontend = fe; |
be8d5aa1 |
104 | me->ourgame = ourgame; |
1fbb0680 |
105 | me->random = random_new(randseed, randseedsize); |
7f77ea24 |
106 | me->nstates = me->statesize = me->statepos = 0; |
107 | me->states = NULL; |
be8d5aa1 |
108 | me->params = ourgame->default_params(); |
f60f7e7c |
109 | me->curparams = NULL; |
0a6892db |
110 | me->desc = me->privdesc = NULL; |
1185e3c5 |
111 | me->seedstr = NULL; |
6f2d8d7c |
112 | me->aux_info = NULL; |
1185e3c5 |
113 | me->genmode = GOT_NOTHING; |
2ef96bd6 |
114 | me->drawstate = NULL; |
115 | me->oldstate = NULL; |
eb2ad6f1 |
116 | me->presets = NULL; |
117 | me->preset_names = NULL; |
f92acd1a |
118 | me->preset_encodings = NULL; |
eb2ad6f1 |
119 | me->npresets = me->presetsize = 0; |
87ed82be |
120 | me->anim_time = me->anim_pos = 0.0F; |
121 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
122 | me->dir = 0; |
74a4e547 |
123 | me->ui = NULL; |
6776a950 |
124 | me->pressed_mouse_button = 0; |
48dcdd62 |
125 | me->laststatus = NULL; |
126 | me->timing = FALSE; |
127 | me->elapsed = 0.0F; |
1f3ee4ee |
128 | me->tilesize = me->winwidth = me->winheight = 0; |
dafd6cf6 |
129 | if (drapi) |
83c0438f |
130 | me->drawing = drawing_new(drapi, me, drhandle); |
dafd6cf6 |
131 | else |
132 | me->drawing = NULL; |
7f77ea24 |
133 | |
83134cff |
134 | me->preferred_tilesize = ourgame->preferred_tilesize; |
135 | { |
136 | /* |
137 | * Allow an environment-based override for the default tile |
138 | * size by defining a variable along the lines of |
139 | * `NET_TILESIZE=15'. |
140 | */ |
141 | |
142 | char buf[80], *e; |
143 | int j, k, ts; |
144 | |
145 | sprintf(buf, "%s_TILESIZE", me->ourgame->name); |
146 | for (j = k = 0; buf[j]; j++) |
147 | if (!isspace((unsigned char)buf[j])) |
148 | buf[k++] = toupper((unsigned char)buf[j]); |
149 | buf[k] = '\0'; |
150 | if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0) |
151 | me->preferred_tilesize = ts; |
152 | } |
153 | |
cbb5549e |
154 | sfree(randseed); |
155 | |
7f77ea24 |
156 | return me; |
157 | } |
158 | |
dafd6cf6 |
159 | static void midend_free_game(midend *me) |
ab53eb64 |
160 | { |
a4393230 |
161 | while (me->nstates > 0) { |
162 | me->nstates--; |
163 | me->ourgame->free_game(me->states[me->nstates].state); |
164 | sfree(me->states[me->nstates].movestr); |
165 | } |
ab53eb64 |
166 | |
167 | if (me->drawstate) |
dafd6cf6 |
168 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
ab53eb64 |
169 | } |
170 | |
dafd6cf6 |
171 | void midend_free(midend *me) |
7f77ea24 |
172 | { |
ab53eb64 |
173 | int i; |
174 | |
175 | midend_free_game(me); |
176 | |
dafd6cf6 |
177 | if (me->drawing) |
178 | drawing_free(me->drawing); |
ab53eb64 |
179 | random_free(me->random); |
7f77ea24 |
180 | sfree(me->states); |
1185e3c5 |
181 | sfree(me->desc); |
871bf294 |
182 | sfree(me->privdesc); |
1185e3c5 |
183 | sfree(me->seedstr); |
c566778e |
184 | sfree(me->aux_info); |
be8d5aa1 |
185 | me->ourgame->free_params(me->params); |
ab53eb64 |
186 | if (me->npresets) { |
187 | for (i = 0; i < me->npresets; i++) { |
188 | sfree(me->presets[i]); |
189 | sfree(me->preset_names[i]); |
f92acd1a |
190 | sfree(me->preset_encodings[i]); |
ab53eb64 |
191 | } |
192 | sfree(me->presets); |
193 | sfree(me->preset_names); |
f92acd1a |
194 | sfree(me->preset_encodings); |
ab53eb64 |
195 | } |
196 | if (me->ui) |
197 | me->ourgame->free_ui(me->ui); |
f60f7e7c |
198 | if (me->curparams) |
199 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
200 | sfree(me->laststatus); |
7f77ea24 |
201 | sfree(me); |
202 | } |
203 | |
dafd6cf6 |
204 | static void midend_size_new_drawstate(midend *me) |
1f3ee4ee |
205 | { |
206 | /* |
207 | * Don't even bother, if we haven't worked out our tile size |
208 | * anyway yet. |
209 | */ |
210 | if (me->tilesize > 0) { |
211 | me->ourgame->compute_size(me->params, me->tilesize, |
212 | &me->winwidth, &me->winheight); |
dafd6cf6 |
213 | me->ourgame->set_size(me->drawing, me->drawstate, |
214 | me->params, me->tilesize); |
1f3ee4ee |
215 | } |
216 | } |
217 | |
8c4ea6f0 |
218 | void midend_size(midend *me, int *x, int *y, int user_size) |
7f77ea24 |
219 | { |
1f3ee4ee |
220 | int min, max; |
221 | int rx, ry; |
222 | |
223 | /* |
05e50a96 |
224 | * We can't set the size on the same drawstate twice. So if |
225 | * we've already sized one drawstate, we must throw it away and |
226 | * create a new one. |
227 | */ |
228 | if (me->drawstate && me->tilesize > 0) { |
229 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
230 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
231 | me->states[0].state); |
232 | } |
233 | |
234 | /* |
1f3ee4ee |
235 | * Find the tile size that best fits within the given space. If |
8c4ea6f0 |
236 | * `user_size' is TRUE, we must actually find the _largest_ such |
237 | * tile size, in order to get as close to the user's explicit |
238 | * request as possible; otherwise, we bound above at the game's |
239 | * preferred tile size, so that the game gets what it wants |
240 | * provided that this doesn't break the constraint from the |
241 | * front-end (which is likely to be a screen size or similar). |
1f3ee4ee |
242 | */ |
8c4ea6f0 |
243 | if (user_size) { |
1f3ee4ee |
244 | max = 1; |
245 | do { |
246 | max *= 2; |
247 | me->ourgame->compute_size(me->params, max, &rx, &ry); |
248 | } while (rx <= *x && ry <= *y); |
249 | } else |
83134cff |
250 | max = me->preferred_tilesize + 1; |
1f3ee4ee |
251 | min = 1; |
252 | |
253 | /* |
254 | * Now binary-search between min and max. We're looking for a |
255 | * boundary rather than a value: the point at which tile sizes |
256 | * stop fitting within the given dimensions. Thus, we stop when |
257 | * max and min differ by exactly 1. |
258 | */ |
259 | while (max - min > 1) { |
260 | int mid = (max + min) / 2; |
261 | me->ourgame->compute_size(me->params, mid, &rx, &ry); |
262 | if (rx <= *x && ry <= *y) |
263 | min = mid; |
264 | else |
265 | max = mid; |
266 | } |
267 | |
268 | /* |
269 | * Now `min' is a valid size, and `max' isn't. So use `min'. |
270 | */ |
271 | |
272 | me->tilesize = min; |
8c4ea6f0 |
273 | if (user_size) |
274 | /* If the user requested a change in size, make it permanent. */ |
888050f2 |
275 | me->preferred_tilesize = me->tilesize; |
1f3ee4ee |
276 | midend_size_new_drawstate(me); |
277 | *x = me->winwidth; |
278 | *y = me->winheight; |
7f77ea24 |
279 | } |
280 | |
dafd6cf6 |
281 | void midend_set_params(midend *me, game_params *params) |
7f77ea24 |
282 | { |
be8d5aa1 |
283 | me->ourgame->free_params(me->params); |
284 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
285 | } |
286 | |
821ab2c6 |
287 | game_params *midend_get_params(midend *me) |
288 | { |
289 | return me->ourgame->dup_params(me->params); |
290 | } |
291 | |
dafd6cf6 |
292 | static void midend_set_timer(midend *me) |
48dcdd62 |
293 | { |
294 | me->timing = (me->ourgame->is_timed && |
4d08de49 |
295 | me->ourgame->timing_state(me->states[me->statepos-1].state, |
296 | me->ui)); |
48dcdd62 |
297 | if (me->timing || me->flash_time || me->anim_time) |
298 | activate_timer(me->frontend); |
299 | else |
300 | deactivate_timer(me->frontend); |
301 | } |
302 | |
dafd6cf6 |
303 | void midend_force_redraw(midend *me) |
008b4378 |
304 | { |
305 | if (me->drawstate) |
dafd6cf6 |
306 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
307 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
308 | me->states[0].state); |
1e3e152d |
309 | midend_size_new_drawstate(me); |
008b4378 |
310 | midend_redraw(me); |
311 | } |
312 | |
dafd6cf6 |
313 | void midend_new_game(midend *me) |
7f77ea24 |
314 | { |
ab53eb64 |
315 | midend_free_game(me); |
2ef96bd6 |
316 | |
7f77ea24 |
317 | assert(me->nstates == 0); |
318 | |
1185e3c5 |
319 | if (me->genmode == GOT_DESC) { |
320 | me->genmode = GOT_NOTHING; |
321 | } else { |
322 | random_state *rs; |
323 | |
324 | if (me->genmode == GOT_SEED) { |
325 | me->genmode = GOT_NOTHING; |
326 | } else { |
327 | /* |
328 | * Generate a new random seed. 15 digits comes to about |
329 | * 48 bits, which should be more than enough. |
97c44af3 |
330 | * |
331 | * I'll avoid putting a leading zero on the number, |
332 | * just in case it confuses anybody who thinks it's |
333 | * processed as an integer rather than a string. |
1185e3c5 |
334 | */ |
335 | char newseed[16]; |
336 | int i; |
337 | newseed[15] = '\0'; |
97c44af3 |
338 | newseed[0] = '1' + random_upto(me->random, 9); |
339 | for (i = 1; i < 15; i++) |
1185e3c5 |
340 | newseed[i] = '0' + random_upto(me->random, 10); |
341 | sfree(me->seedstr); |
342 | me->seedstr = dupstr(newseed); |
f60f7e7c |
343 | |
344 | if (me->curparams) |
345 | me->ourgame->free_params(me->curparams); |
346 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
347 | } |
348 | |
349 | sfree(me->desc); |
0a6892db |
350 | sfree(me->privdesc); |
c566778e |
351 | sfree(me->aux_info); |
6f2d8d7c |
352 | me->aux_info = NULL; |
1185e3c5 |
353 | |
1fbb0680 |
354 | rs = random_new(me->seedstr, strlen(me->seedstr)); |
dafd6cf6 |
355 | /* |
356 | * If this midend has been instantiated without providing a |
357 | * drawing API, it is non-interactive. This means that it's |
358 | * being used for bulk game generation, and hence we should |
359 | * pass the non-interactive flag to new_desc. |
360 | */ |
6aa6af4c |
361 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
dafd6cf6 |
362 | &me->aux_info, (me->drawing != NULL)); |
0a6892db |
363 | me->privdesc = NULL; |
1185e3c5 |
364 | random_free(rs); |
1185e3c5 |
365 | } |
7f77ea24 |
366 | |
367 | ensure(me); |
0b2bbd55 |
368 | |
369 | /* |
370 | * It might seem a bit odd that we're using me->params to |
371 | * create the initial game state, rather than me->curparams |
372 | * which is better tailored to this specific game and which we |
373 | * always know. |
374 | * |
375 | * It's supposed to be an invariant in the midend that |
376 | * me->params and me->curparams differ in no aspect that is |
377 | * important after generation (i.e. after new_desc()). By |
378 | * deliberately passing the _less_ specific of these two |
379 | * parameter sets, we provoke play-time misbehaviour in the |
380 | * case where a game has failed to encode a play-time parameter |
381 | * in the non-full version of encode_params(). |
382 | */ |
c380832d |
383 | me->states[me->nstates].state = |
384 | me->ourgame->new_game(me, me->params, me->desc); |
0b2bbd55 |
385 | |
a4393230 |
386 | me->states[me->nstates].movestr = NULL; |
387 | me->states[me->nstates].movetype = NEWGAME; |
28d0118c |
388 | me->nstates++; |
7f77ea24 |
389 | me->statepos = 1; |
dafd6cf6 |
390 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
391 | me->states[0].state); |
1e3e152d |
392 | midend_size_new_drawstate(me); |
48dcdd62 |
393 | me->elapsed = 0.0F; |
74a4e547 |
394 | if (me->ui) |
be8d5aa1 |
395 | me->ourgame->free_ui(me->ui); |
28d0118c |
396 | me->ui = me->ourgame->new_ui(me->states[0].state); |
4d08de49 |
397 | midend_set_timer(me); |
6776a950 |
398 | me->pressed_mouse_button = 0; |
7f77ea24 |
399 | } |
400 | |
dafd6cf6 |
401 | static int midend_undo(midend *me) |
7f77ea24 |
402 | { |
1482ee76 |
403 | if (me->statepos > 1) { |
07dfb697 |
404 | if (me->ui) |
405 | me->ourgame->changed_state(me->ui, |
406 | me->states[me->statepos-1].state, |
407 | me->states[me->statepos-2].state); |
7f77ea24 |
408 | me->statepos--; |
c822de4a |
409 | me->dir = -1; |
1482ee76 |
410 | return 1; |
411 | } else |
412 | return 0; |
7f77ea24 |
413 | } |
414 | |
dafd6cf6 |
415 | static int midend_redo(midend *me) |
7f77ea24 |
416 | { |
1482ee76 |
417 | if (me->statepos < me->nstates) { |
07dfb697 |
418 | if (me->ui) |
419 | me->ourgame->changed_state(me->ui, |
420 | me->states[me->statepos-1].state, |
421 | me->states[me->statepos].state); |
7f77ea24 |
422 | me->statepos++; |
c822de4a |
423 | me->dir = +1; |
1482ee76 |
424 | return 1; |
425 | } else |
426 | return 0; |
7f77ea24 |
427 | } |
428 | |
dafd6cf6 |
429 | static void midend_finish_move(midend *me) |
87ed82be |
430 | { |
431 | float flashtime; |
432 | |
28d0118c |
433 | /* |
434 | * We do not flash if the later of the two states is special. |
435 | * This covers both forward Solve moves and backward (undone) |
436 | * Restart moves. |
437 | */ |
438 | if ((me->oldstate || me->statepos > 1) && |
a4393230 |
439 | ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) || |
28d0118c |
440 | (me->dir < 0 && me->statepos < me->nstates && |
a4393230 |
441 | !special(me->states[me->statepos].movetype)))) { |
be8d5aa1 |
442 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
443 | me->states[me->statepos-2].state, |
444 | me->states[me->statepos-1].state, |
e3f21163 |
445 | me->oldstate ? me->dir : +1, |
446 | me->ui); |
87ed82be |
447 | if (flashtime > 0) { |
448 | me->flash_pos = 0.0F; |
449 | me->flash_time = flashtime; |
450 | } |
451 | } |
452 | |
453 | if (me->oldstate) |
be8d5aa1 |
454 | me->ourgame->free_game(me->oldstate); |
87ed82be |
455 | me->oldstate = NULL; |
456 | me->anim_pos = me->anim_time = 0; |
c822de4a |
457 | me->dir = 0; |
87ed82be |
458 | |
48dcdd62 |
459 | midend_set_timer(me); |
87ed82be |
460 | } |
461 | |
dafd6cf6 |
462 | void midend_stop_anim(midend *me) |
7f77ea24 |
463 | { |
8317499a |
464 | if (me->oldstate || me->anim_time != 0) { |
87ed82be |
465 | midend_finish_move(me); |
2ef96bd6 |
466 | midend_redraw(me); |
467 | } |
dd216087 |
468 | } |
469 | |
dafd6cf6 |
470 | void midend_restart_game(midend *me) |
28d0118c |
471 | { |
472 | game_state *s; |
473 | |
7f89707c |
474 | midend_stop_anim(me); |
475 | |
28d0118c |
476 | assert(me->statepos >= 1); |
477 | if (me->statepos == 1) |
478 | return; /* no point doing anything at all! */ |
479 | |
0a6892db |
480 | /* |
481 | * During restart, we reconstruct the game from the (public) |
482 | * game description rather than from states[0], because that |
483 | * way Mines gets slightly more sensible behaviour (restart |
484 | * goes to _after_ the first click so you don't have to |
485 | * remember where you clicked). |
486 | */ |
487 | s = me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
488 | |
489 | /* |
490 | * Now enter the restarted state as the next move. |
491 | */ |
492 | midend_stop_anim(me); |
493 | while (me->nstates > me->statepos) |
494 | me->ourgame->free_game(me->states[--me->nstates].state); |
495 | ensure(me); |
496 | me->states[me->nstates].state = s; |
a4393230 |
497 | me->states[me->nstates].movestr = dupstr(me->desc); |
498 | me->states[me->nstates].movetype = RESTART; |
28d0118c |
499 | me->statepos = ++me->nstates; |
07dfb697 |
500 | if (me->ui) |
501 | me->ourgame->changed_state(me->ui, |
502 | me->states[me->statepos-2].state, |
503 | me->states[me->statepos-1].state); |
28d0118c |
504 | me->anim_time = 0.0; |
505 | midend_finish_move(me); |
506 | midend_redraw(me); |
48dcdd62 |
507 | midend_set_timer(me); |
28d0118c |
508 | } |
509 | |
dafd6cf6 |
510 | static int midend_really_process_key(midend *me, int x, int y, int button) |
dd216087 |
511 | { |
28d0118c |
512 | game_state *oldstate = |
513 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
9d6c3859 |
514 | int type = MOVE, gottype = FALSE, ret = 1; |
dd216087 |
515 | float anim_time; |
4c692867 |
516 | game_state *s; |
517 | char *movestr; |
518 | |
519 | movestr = |
520 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
521 | me->ui, me->drawstate, x, y, button); |
7f77ea24 |
522 | |
4c692867 |
523 | if (!movestr) { |
524 | if (button == 'n' || button == 'N' || button == '\x0E') { |
525 | midend_stop_anim(me); |
526 | midend_new_game(me); |
527 | midend_redraw(me); |
528 | goto done; /* never animate */ |
529 | } else if (button == 'u' || button == 'u' || |
530 | button == '\x1A' || button == '\x1F') { |
531 | midend_stop_anim(me); |
9d6c3859 |
532 | type = me->states[me->statepos-1].movetype; |
533 | gottype = TRUE; |
4c692867 |
534 | if (!midend_undo(me)) |
535 | goto done; |
536 | } else if (button == 'r' || button == 'R' || |
537 | button == '\x12' || button == '\x19') { |
538 | midend_stop_anim(me); |
539 | if (!midend_redo(me)) |
540 | goto done; |
541 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
542 | ret = 0; |
543 | goto done; |
544 | } else |
ab53eb64 |
545 | goto done; |
2ef96bd6 |
546 | } else { |
4c692867 |
547 | if (!*movestr) |
df11cd4e |
548 | s = me->states[me->statepos-1].state; |
549 | else { |
550 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
551 | movestr); |
552 | assert(s != NULL); |
df11cd4e |
553 | } |
74a4e547 |
554 | |
28d0118c |
555 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
556 | /* |
557 | * make_move() is allowed to return its input state to |
558 | * indicate that although no move has been made, the UI |
559 | * state has been updated and a redraw is called for. |
560 | */ |
561 | midend_redraw(me); |
0eb3b899 |
562 | midend_set_timer(me); |
ab53eb64 |
563 | goto done; |
74a4e547 |
564 | } else if (s) { |
dd216087 |
565 | midend_stop_anim(me); |
2ef96bd6 |
566 | while (me->nstates > me->statepos) |
28d0118c |
567 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
568 | ensure(me); |
a4393230 |
569 | assert(movestr != NULL); |
28d0118c |
570 | me->states[me->nstates].state = s; |
a4393230 |
571 | me->states[me->nstates].movestr = movestr; |
572 | me->states[me->nstates].movetype = MOVE; |
2ef96bd6 |
573 | me->statepos = ++me->nstates; |
c822de4a |
574 | me->dir = +1; |
faff1e07 |
575 | if (me->ui) |
576 | me->ourgame->changed_state(me->ui, |
577 | me->states[me->statepos-2].state, |
578 | me->states[me->statepos-1].state); |
2ef96bd6 |
579 | } else { |
a4393230 |
580 | goto done; |
2ef96bd6 |
581 | } |
7f77ea24 |
582 | } |
583 | |
9d6c3859 |
584 | if (!gottype) |
585 | type = me->states[me->statepos-1].movetype; |
28d0118c |
586 | |
2ef96bd6 |
587 | /* |
588 | * See if this move requires an animation. |
589 | */ |
9d6c3859 |
590 | if (special(type) && !(type == SOLVE && |
2705d374 |
591 | (me->ourgame->flags & SOLVE_ANIMATES))) { |
28d0118c |
592 | anim_time = 0; |
593 | } else { |
594 | anim_time = me->ourgame->anim_length(oldstate, |
595 | me->states[me->statepos-1].state, |
e3f21163 |
596 | me->dir, me->ui); |
28d0118c |
597 | } |
2ef96bd6 |
598 | |
ab53eb64 |
599 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
600 | if (anim_time > 0) { |
2ef96bd6 |
601 | me->anim_time = anim_time; |
602 | } else { |
2ef96bd6 |
603 | me->anim_time = 0.0; |
87ed82be |
604 | midend_finish_move(me); |
7f77ea24 |
605 | } |
2ef96bd6 |
606 | me->anim_pos = 0.0; |
607 | |
608 | midend_redraw(me); |
609 | |
48dcdd62 |
610 | midend_set_timer(me); |
7f77ea24 |
611 | |
ab53eb64 |
612 | done: |
613 | if (oldstate) me->ourgame->free_game(oldstate); |
614 | return ret; |
7f77ea24 |
615 | } |
2ef96bd6 |
616 | |
dafd6cf6 |
617 | int midend_process_key(midend *me, int x, int y, int button) |
6776a950 |
618 | { |
619 | int ret = 1; |
620 | |
621 | /* |
622 | * Harmonise mouse drag and release messages. |
623 | * |
624 | * Some front ends might accidentally switch from sending, say, |
625 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
626 | * drag. (This can happen on the Mac, for example, since |
627 | * RIGHT_DRAG is usually done using Command+drag, and if the |
628 | * user accidentally releases Command half way through the drag |
629 | * then there will be trouble.) |
630 | * |
631 | * It would be an O(number of front ends) annoyance to fix this |
632 | * in the front ends, but an O(number of back ends) annoyance |
633 | * to have each game capable of dealing with it. Therefore, we |
634 | * fix it _here_ in the common midend code so that it only has |
635 | * to be done once. |
636 | * |
eeba2afe |
637 | * The possible ways in which things can go screwy in the front |
638 | * end are: |
6776a950 |
639 | * |
eeba2afe |
640 | * - in a system containing multiple physical buttons button |
641 | * presses can inadvertently overlap. We can see ABab (caps |
642 | * meaning button-down and lowercase meaning button-up) when |
643 | * the user had semantically intended AaBb. |
6776a950 |
644 | * |
eeba2afe |
645 | * - in a system where one button is simulated by means of a |
646 | * modifier key and another button, buttons can mutate |
647 | * between press and release (possibly during drag). So we |
648 | * can see Ab instead of Aa. |
6776a950 |
649 | * |
eeba2afe |
650 | * Definite requirements are: |
651 | * |
652 | * - button _presses_ must never be invented or destroyed. If |
653 | * the user presses two buttons in succession, the button |
654 | * presses must be transferred to the backend unchanged. So |
655 | * if we see AaBb , that's fine; if we see ABab (the button |
656 | * presses inadvertently overlapped) we must somehow |
657 | * `correct' it to AaBb. |
658 | * |
659 | * - every mouse action must end up looking like a press, zero |
660 | * or more drags, then a release. This allows back ends to |
661 | * make the _assumption_ that incoming mouse data will be |
662 | * sane in this regard, and not worry about the details. |
663 | * |
664 | * So my policy will be: |
665 | * |
666 | * - treat any button-up as a button-up for the currently |
667 | * pressed button, or ignore it if there is no currently |
668 | * pressed button. |
669 | * |
670 | * - treat any drag as a drag for the currently pressed |
671 | * button, or ignore it if there is no currently pressed |
672 | * button. |
673 | * |
674 | * - if we see a button-down while another button is currently |
675 | * pressed, invent a button-up for the first one and then |
676 | * pass the button-down through as before. |
6776a950 |
677 | * |
93b1da3d |
678 | * 2005-05-31: An addendum to the above. Some games might want |
679 | * a `priority order' among buttons, such that if one button is |
680 | * pressed while another is down then a fixed one of the |
681 | * buttons takes priority no matter what order they're pressed |
682 | * in. Mines, in particular, wants to treat a left+right click |
683 | * like a left click for the benefit of users of other |
684 | * implementations. So the last of the above points is modified |
685 | * in the presence of an (optional) button priority order. |
6776a950 |
686 | */ |
687 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
688 | if (me->pressed_mouse_button) { |
689 | if (IS_MOUSE_DRAG(button)) { |
690 | button = me->pressed_mouse_button + |
691 | (LEFT_DRAG - LEFT_BUTTON); |
692 | } else { |
693 | button = me->pressed_mouse_button + |
694 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
695 | } |
eeba2afe |
696 | } else |
697 | return ret; /* ignore it */ |
6776a950 |
698 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
699 | /* |
700 | * If the new button has lower priority than the old one, |
701 | * don't bother doing this. |
702 | */ |
2705d374 |
703 | if (me->ourgame->flags & |
93b1da3d |
704 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
705 | return ret; /* just ignore it */ |
706 | |
6776a950 |
707 | /* |
708 | * Fabricate a button-up for the previously pressed button. |
709 | */ |
710 | ret = ret && midend_really_process_key |
711 | (me, x, y, (me->pressed_mouse_button + |
712 | (LEFT_RELEASE - LEFT_BUTTON))); |
713 | } |
714 | |
715 | /* |
716 | * Now send on the event we originally received. |
717 | */ |
718 | ret = ret && midend_really_process_key(me, x, y, button); |
719 | |
720 | /* |
721 | * And update the currently pressed button. |
722 | */ |
723 | if (IS_MOUSE_RELEASE(button)) |
724 | me->pressed_mouse_button = 0; |
725 | else if (IS_MOUSE_DOWN(button)) |
726 | me->pressed_mouse_button = button; |
727 | |
728 | return ret; |
729 | } |
730 | |
dafd6cf6 |
731 | void midend_redraw(midend *me) |
2ef96bd6 |
732 | { |
dafd6cf6 |
733 | assert(me->drawing); |
734 | |
2ef96bd6 |
735 | if (me->statepos > 0 && me->drawstate) { |
dafd6cf6 |
736 | start_draw(me->drawing); |
2ef96bd6 |
737 | if (me->oldstate && me->anim_time > 0 && |
738 | me->anim_pos < me->anim_time) { |
c822de4a |
739 | assert(me->dir != 0); |
dafd6cf6 |
740 | me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate, |
28d0118c |
741 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
742 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
743 | } else { |
dafd6cf6 |
744 | me->ourgame->redraw(me->drawing, me->drawstate, NULL, |
28d0118c |
745 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
746 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
747 | } |
dafd6cf6 |
748 | end_draw(me->drawing); |
2ef96bd6 |
749 | } |
750 | } |
751 | |
afc306fc |
752 | /* |
753 | * Nasty hacky function used to implement the --redo option in |
754 | * gtk.c. Only used for generating the puzzles' icons. |
755 | */ |
756 | void midend_freeze_timer(midend *me, float tprop) |
757 | { |
758 | me->anim_pos = me->anim_time * tprop; |
759 | midend_redraw(me); |
760 | deactivate_timer(me->frontend); |
761 | } |
762 | |
dafd6cf6 |
763 | void midend_timer(midend *me, float tplus) |
2ef96bd6 |
764 | { |
0eb3b899 |
765 | int need_redraw = (me->anim_time > 0 || me->flash_time > 0); |
766 | |
2ef96bd6 |
767 | me->anim_pos += tplus; |
768 | if (me->anim_pos >= me->anim_time || |
769 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
770 | if (me->anim_time > 0) |
771 | midend_finish_move(me); |
772 | } |
48dcdd62 |
773 | |
87ed82be |
774 | me->flash_pos += tplus; |
775 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
776 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
777 | } |
48dcdd62 |
778 | |
0eb3b899 |
779 | if (need_redraw) |
780 | midend_redraw(me); |
48dcdd62 |
781 | |
782 | if (me->timing) { |
783 | float oldelapsed = me->elapsed; |
784 | me->elapsed += tplus; |
785 | if ((int)oldelapsed != (int)me->elapsed) |
dafd6cf6 |
786 | status_bar(me->drawing, me->laststatus ? me->laststatus : ""); |
48dcdd62 |
787 | } |
788 | |
789 | midend_set_timer(me); |
2ef96bd6 |
790 | } |
791 | |
dafd6cf6 |
792 | float *midend_colours(midend *me, int *ncolours) |
2ef96bd6 |
793 | { |
2ef96bd6 |
794 | float *ret; |
795 | |
8266f3fc |
796 | ret = me->ourgame->colours(me->frontend, ncolours); |
2ef96bd6 |
797 | |
813593cc |
798 | { |
799 | int i; |
800 | |
801 | /* |
802 | * Allow environment-based overrides for the standard |
803 | * colours by defining variables along the lines of |
804 | * `NET_COLOUR_4=6000c0'. |
805 | */ |
806 | |
807 | for (i = 0; i < *ncolours; i++) { |
808 | char buf[80], *e; |
809 | unsigned int r, g, b; |
056405ec |
810 | int j, k; |
813593cc |
811 | |
812 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
056405ec |
813 | for (j = k = 0; buf[j]; j++) |
814 | if (!isspace((unsigned char)buf[j])) |
815 | buf[k++] = toupper((unsigned char)buf[j]); |
816 | buf[k] = '\0'; |
813593cc |
817 | if ((e = getenv(buf)) != NULL && |
818 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
819 | ret[i*3 + 0] = r / 255.0; |
820 | ret[i*3 + 1] = g / 255.0; |
821 | ret[i*3 + 2] = b / 255.0; |
822 | } |
823 | } |
824 | } |
825 | |
2ef96bd6 |
826 | return ret; |
827 | } |
eb2ad6f1 |
828 | |
dafd6cf6 |
829 | int midend_num_presets(midend *me) |
eb2ad6f1 |
830 | { |
831 | if (!me->npresets) { |
832 | char *name; |
833 | game_params *preset; |
834 | |
be8d5aa1 |
835 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
836 | if (me->presetsize <= me->npresets) { |
837 | me->presetsize = me->npresets + 10; |
838 | me->presets = sresize(me->presets, me->presetsize, |
839 | game_params *); |
840 | me->preset_names = sresize(me->preset_names, me->presetsize, |
841 | char *); |
f92acd1a |
842 | me->preset_encodings = sresize(me->preset_encodings, |
843 | me->presetsize, char *); |
eb2ad6f1 |
844 | } |
845 | |
846 | me->presets[me->npresets] = preset; |
847 | me->preset_names[me->npresets] = name; |
f92acd1a |
848 | me->preset_encodings[me->npresets] = |
849 | me->ourgame->encode_params(preset, TRUE);; |
eb2ad6f1 |
850 | me->npresets++; |
851 | } |
852 | } |
853 | |
813593cc |
854 | { |
855 | /* |
856 | * Allow environment-based extensions to the preset list by |
857 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
858 | * Advanced:2x3da'. Colon-separated list of items, |
859 | * alternating between textual titles in the menu and |
860 | * encoded parameter strings. |
861 | */ |
862 | char buf[80], *e, *p; |
056405ec |
863 | int j, k; |
813593cc |
864 | |
865 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
056405ec |
866 | for (j = k = 0; buf[j]; j++) |
867 | if (!isspace((unsigned char)buf[j])) |
868 | buf[k++] = toupper((unsigned char)buf[j]); |
869 | buf[k] = '\0'; |
813593cc |
870 | |
871 | if ((e = getenv(buf)) != NULL) { |
872 | p = e = dupstr(e); |
873 | |
874 | while (*p) { |
875 | char *name, *val; |
876 | game_params *preset; |
877 | |
878 | name = p; |
879 | while (*p && *p != ':') p++; |
880 | if (*p) *p++ = '\0'; |
881 | val = p; |
882 | while (*p && *p != ':') p++; |
883 | if (*p) *p++ = '\0'; |
884 | |
885 | preset = me->ourgame->default_params(); |
886 | me->ourgame->decode_params(preset, val); |
887 | |
3ff276f2 |
888 | if (me->ourgame->validate_params(preset, TRUE)) { |
239ba6e6 |
889 | /* Drop this one from the list. */ |
890 | me->ourgame->free_params(preset); |
891 | continue; |
892 | } |
893 | |
813593cc |
894 | if (me->presetsize <= me->npresets) { |
895 | me->presetsize = me->npresets + 10; |
896 | me->presets = sresize(me->presets, me->presetsize, |
897 | game_params *); |
898 | me->preset_names = sresize(me->preset_names, |
899 | me->presetsize, char *); |
f92acd1a |
900 | me->preset_encodings = sresize(me->preset_encodings, |
901 | me->presetsize, char *); |
813593cc |
902 | } |
903 | |
904 | me->presets[me->npresets] = preset; |
cb64d2dd |
905 | me->preset_names[me->npresets] = dupstr(name); |
f92acd1a |
906 | me->preset_encodings[me->npresets] = |
907 | me->ourgame->encode_params(preset, TRUE); |
813593cc |
908 | me->npresets++; |
909 | } |
910 | } |
911 | } |
912 | |
eb2ad6f1 |
913 | return me->npresets; |
914 | } |
915 | |
dafd6cf6 |
916 | void midend_fetch_preset(midend *me, int n, |
eb2ad6f1 |
917 | char **name, game_params **params) |
918 | { |
919 | assert(n >= 0 && n < me->npresets); |
920 | *name = me->preset_names[n]; |
921 | *params = me->presets[n]; |
922 | } |
fd1a1a2b |
923 | |
f92acd1a |
924 | int midend_which_preset(midend *me) |
925 | { |
926 | char *encoding = me->ourgame->encode_params(me->params, TRUE); |
927 | int i, ret; |
928 | |
929 | ret = -1; |
930 | for (i = 0; i < me->npresets; i++) |
931 | if (!strcmp(encoding, me->preset_encodings[i])) { |
932 | ret = i; |
933 | break; |
934 | } |
935 | |
936 | sfree(encoding); |
937 | return ret; |
938 | } |
939 | |
dafd6cf6 |
940 | int midend_wants_statusbar(midend *me) |
fd1a1a2b |
941 | { |
ac9f41c4 |
942 | return me->ourgame->wants_statusbar; |
fd1a1a2b |
943 | } |
c8230524 |
944 | |
dafd6cf6 |
945 | void midend_supersede_game_desc(midend *me, char *desc, char *privdesc) |
c380832d |
946 | { |
947 | sfree(me->desc); |
0a6892db |
948 | sfree(me->privdesc); |
c380832d |
949 | me->desc = dupstr(desc); |
0a6892db |
950 | me->privdesc = privdesc ? dupstr(privdesc) : NULL; |
c380832d |
951 | } |
952 | |
dafd6cf6 |
953 | config_item *midend_get_config(midend *me, int which, char **wintitle) |
c8230524 |
954 | { |
ab53eb64 |
955 | char *titlebuf, *parstr, *rest; |
5928817c |
956 | config_item *ret; |
ab53eb64 |
957 | char sep; |
5928817c |
958 | |
ab53eb64 |
959 | assert(wintitle); |
be8d5aa1 |
960 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
961 | |
962 | switch (which) { |
963 | case CFG_SETTINGS: |
be8d5aa1 |
964 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
965 | *wintitle = titlebuf; |
be8d5aa1 |
966 | return me->ourgame->configure(me->params); |
5928817c |
967 | case CFG_SEED: |
1185e3c5 |
968 | case CFG_DESC: |
ab53eb64 |
969 | if (!me->curparams) { |
970 | sfree(titlebuf); |
971 | return NULL; |
972 | } |
973 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
974 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
975 | *wintitle = titlebuf; |
5928817c |
976 | |
977 | ret = snewn(2, config_item); |
978 | |
979 | ret[0].type = C_STRING; |
1185e3c5 |
980 | if (which == CFG_SEED) |
981 | ret[0].name = "Game random seed"; |
982 | else |
983 | ret[0].name = "Game ID"; |
5928817c |
984 | ret[0].ival = 0; |
b0e26073 |
985 | /* |
1185e3c5 |
986 | * For CFG_DESC the text going in here will be a string |
987 | * encoding of the restricted parameters, plus a colon, |
988 | * plus the game description. For CFG_SEED it will be the |
989 | * full parameters, plus a hash, plus the random seed data. |
990 | * Either of these is a valid full game ID (although only |
991 | * the former is likely to persist across many code |
992 | * changes). |
b0e26073 |
993 | */ |
f60f7e7c |
994 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
995 | assert(parstr); |
1185e3c5 |
996 | if (which == CFG_DESC) { |
ab53eb64 |
997 | rest = me->desc ? me->desc : ""; |
998 | sep = ':'; |
1185e3c5 |
999 | } else { |
ab53eb64 |
1000 | rest = me->seedstr ? me->seedstr : ""; |
1001 | sep = '#'; |
1185e3c5 |
1002 | } |
ab53eb64 |
1003 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
1004 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
1005 | sfree(parstr); |
5928817c |
1006 | |
1007 | ret[1].type = C_END; |
1008 | ret[1].name = ret[1].sval = NULL; |
1009 | ret[1].ival = 0; |
1010 | |
1011 | return ret; |
1012 | } |
1013 | |
1014 | assert(!"We shouldn't be here"); |
1015 | return NULL; |
c8230524 |
1016 | } |
1017 | |
dafd6cf6 |
1018 | static char *midend_game_id_int(midend *me, char *id, int defmode) |
8b7938e7 |
1019 | { |
1185e3c5 |
1020 | char *error, *par, *desc, *seed; |
5c9f61fd |
1021 | game_params *newcurparams, *newparams, *oldparams1, *oldparams2; |
1022 | int free_params; |
8b7938e7 |
1023 | |
1185e3c5 |
1024 | seed = strchr(id, '#'); |
1025 | desc = strchr(id, ':'); |
8b7938e7 |
1026 | |
1185e3c5 |
1027 | if (desc && (!seed || desc < seed)) { |
1028 | /* |
1029 | * We have a colon separating parameters from game |
1030 | * description. So `par' now points to the parameters |
1031 | * string, and `desc' to the description string. |
1032 | */ |
1033 | *desc++ = '\0'; |
1034 | par = id; |
1035 | seed = NULL; |
1036 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
1037 | /* |
50ff5730 |
1038 | * We have a hash separating parameters from random seed. |
1185e3c5 |
1039 | * So `par' now points to the parameters string, and `seed' |
1040 | * to the seed string. |
8b7938e7 |
1041 | */ |
1042 | *seed++ = '\0'; |
1043 | par = id; |
1185e3c5 |
1044 | desc = NULL; |
8b7938e7 |
1045 | } else { |
1046 | /* |
1185e3c5 |
1047 | * We only have one string. Depending on `defmode', we take |
1048 | * it to be either parameters, seed or description. |
8b7938e7 |
1049 | */ |
1185e3c5 |
1050 | if (defmode == DEF_SEED) { |
8b7938e7 |
1051 | seed = id; |
1185e3c5 |
1052 | par = desc = NULL; |
1053 | } else if (defmode == DEF_DESC) { |
1054 | desc = id; |
1055 | par = seed = NULL; |
8b7938e7 |
1056 | } else { |
8b7938e7 |
1057 | par = id; |
1185e3c5 |
1058 | seed = desc = NULL; |
8b7938e7 |
1059 | } |
1060 | } |
1061 | |
5c9f61fd |
1062 | /* |
1063 | * We must be reasonably careful here not to modify anything in |
1064 | * `me' until we have finished validating things. This function |
1065 | * must either return an error and do nothing to the midend, or |
1066 | * return success and do everything; nothing in between is |
1067 | * acceptable. |
1068 | */ |
1069 | newcurparams = newparams = oldparams1 = oldparams2 = NULL; |
1070 | |
8b7938e7 |
1071 | if (par) { |
5c9f61fd |
1072 | newcurparams = me->ourgame->dup_params(me->params); |
1073 | me->ourgame->decode_params(newcurparams, par); |
3ff276f2 |
1074 | error = me->ourgame->validate_params(newcurparams, desc == NULL); |
8b7938e7 |
1075 | if (error) { |
5c9f61fd |
1076 | me->ourgame->free_params(newcurparams); |
8b7938e7 |
1077 | return error; |
1078 | } |
5c9f61fd |
1079 | oldparams1 = me->curparams; |
1185e3c5 |
1080 | |
1081 | /* |
1082 | * Now filter only the persistent parts of this state into |
1083 | * the long-term params structure, unless we've _only_ |
1084 | * received a params string in which case the whole lot is |
1085 | * persistent. |
1086 | */ |
5c9f61fd |
1087 | oldparams2 = me->params; |
1185e3c5 |
1088 | if (seed || desc) { |
5c9f61fd |
1089 | char *tmpstr; |
1090 | |
1091 | newparams = me->ourgame->dup_params(me->params); |
1092 | |
1093 | tmpstr = me->ourgame->encode_params(newcurparams, FALSE); |
1094 | me->ourgame->decode_params(newparams, tmpstr); |
1095 | |
3af70dd4 |
1096 | sfree(tmpstr); |
1185e3c5 |
1097 | } else { |
5c9f61fd |
1098 | newparams = me->ourgame->dup_params(newcurparams); |
1185e3c5 |
1099 | } |
5c9f61fd |
1100 | free_params = TRUE; |
1101 | } else { |
1102 | newcurparams = me->curparams; |
1103 | newparams = me->params; |
1104 | free_params = FALSE; |
8b7938e7 |
1105 | } |
1106 | |
5c9f61fd |
1107 | if (desc) { |
1108 | error = me->ourgame->validate_desc(newparams, desc); |
1109 | if (error) { |
1110 | if (free_params) { |
1111 | if (newcurparams) |
1112 | me->ourgame->free_params(newcurparams); |
1113 | if (newparams) |
1114 | me->ourgame->free_params(newparams); |
1115 | } |
1116 | return error; |
1117 | } |
1118 | } |
1119 | |
1120 | /* |
1121 | * Now we've got past all possible error points. Update the |
1122 | * midend itself. |
1123 | */ |
1124 | me->params = newparams; |
1125 | me->curparams = newcurparams; |
1126 | if (oldparams1) |
1127 | me->ourgame->free_params(oldparams1); |
1128 | if (oldparams2) |
1129 | me->ourgame->free_params(oldparams2); |
1130 | |
3af70dd4 |
1131 | sfree(me->desc); |
0a6892db |
1132 | sfree(me->privdesc); |
1133 | me->desc = me->privdesc = NULL; |
3af70dd4 |
1134 | sfree(me->seedstr); |
1135 | me->seedstr = NULL; |
1136 | |
1185e3c5 |
1137 | if (desc) { |
1185e3c5 |
1138 | me->desc = dupstr(desc); |
1139 | me->genmode = GOT_DESC; |
c566778e |
1140 | sfree(me->aux_info); |
6f2d8d7c |
1141 | me->aux_info = NULL; |
8b7938e7 |
1142 | } |
1143 | |
1185e3c5 |
1144 | if (seed) { |
1185e3c5 |
1145 | me->seedstr = dupstr(seed); |
1146 | me->genmode = GOT_SEED; |
1147 | } |
1148 | |
8b7938e7 |
1149 | return NULL; |
1150 | } |
1151 | |
dafd6cf6 |
1152 | char *midend_game_id(midend *me, char *id) |
1185e3c5 |
1153 | { |
1154 | return midend_game_id_int(me, id, DEF_PARAMS); |
1155 | } |
1156 | |
dafd6cf6 |
1157 | char *midend_get_game_id(midend *me) |
1158 | { |
1159 | char *parstr, *ret; |
1160 | |
1161 | parstr = me->ourgame->encode_params(me->curparams, FALSE); |
1162 | assert(parstr); |
1163 | assert(me->desc); |
1164 | ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char); |
1165 | sprintf(ret, "%s:%s", parstr, me->desc); |
1166 | sfree(parstr); |
1167 | return ret; |
1168 | } |
1169 | |
1170 | char *midend_set_config(midend *me, int which, config_item *cfg) |
c8230524 |
1171 | { |
8b7938e7 |
1172 | char *error; |
c8230524 |
1173 | game_params *params; |
1174 | |
5928817c |
1175 | switch (which) { |
1176 | case CFG_SETTINGS: |
be8d5aa1 |
1177 | params = me->ourgame->custom_params(cfg); |
3ff276f2 |
1178 | error = me->ourgame->validate_params(params, TRUE); |
c8230524 |
1179 | |
5928817c |
1180 | if (error) { |
be8d5aa1 |
1181 | me->ourgame->free_params(params); |
5928817c |
1182 | return error; |
1183 | } |
c8230524 |
1184 | |
be8d5aa1 |
1185 | me->ourgame->free_params(me->params); |
5928817c |
1186 | me->params = params; |
1187 | break; |
1188 | |
1189 | case CFG_SEED: |
1185e3c5 |
1190 | case CFG_DESC: |
1191 | error = midend_game_id_int(me, cfg[0].sval, |
1192 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
1193 | if (error) |
1194 | return error; |
5928817c |
1195 | break; |
1196 | } |
c8230524 |
1197 | |
1198 | return NULL; |
1199 | } |
9b4b03d3 |
1200 | |
dafd6cf6 |
1201 | char *midend_text_format(midend *me) |
9b4b03d3 |
1202 | { |
1203 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
1204 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
1205 | else |
1206 | return NULL; |
1207 | } |
2ac6d24e |
1208 | |
dafd6cf6 |
1209 | char *midend_solve(midend *me) |
2ac6d24e |
1210 | { |
1211 | game_state *s; |
df11cd4e |
1212 | char *msg, *movestr; |
2ac6d24e |
1213 | |
1214 | if (!me->ourgame->can_solve) |
1215 | return "This game does not support the Solve operation"; |
1216 | |
1217 | if (me->statepos < 1) |
1218 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
1219 | |
821f9f32 |
1220 | msg = NULL; |
df11cd4e |
1221 | movestr = me->ourgame->solve(me->states[0].state, |
1222 | me->states[me->statepos-1].state, |
1223 | me->aux_info, &msg); |
821f9f32 |
1224 | if (!movestr) { |
1225 | if (!msg) |
1226 | msg = "Solve operation failed"; /* _shouldn't_ happen, but can */ |
2ac6d24e |
1227 | return msg; |
821f9f32 |
1228 | } |
df11cd4e |
1229 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
1230 | assert(s); |
2ac6d24e |
1231 | |
1232 | /* |
28d0118c |
1233 | * Now enter the solved state as the next move. |
2ac6d24e |
1234 | */ |
1235 | midend_stop_anim(me); |
063f4810 |
1236 | while (me->nstates > me->statepos) { |
28d0118c |
1237 | me->ourgame->free_game(me->states[--me->nstates].state); |
063f4810 |
1238 | if (me->states[me->nstates].movestr) |
1239 | sfree(me->states[me->nstates].movestr); |
1240 | } |
2ac6d24e |
1241 | ensure(me); |
28d0118c |
1242 | me->states[me->nstates].state = s; |
a4393230 |
1243 | me->states[me->nstates].movestr = movestr; |
1244 | me->states[me->nstates].movetype = SOLVE; |
2ac6d24e |
1245 | me->statepos = ++me->nstates; |
07dfb697 |
1246 | if (me->ui) |
1247 | me->ourgame->changed_state(me->ui, |
1248 | me->states[me->statepos-2].state, |
1249 | me->states[me->statepos-1].state); |
9d6c3859 |
1250 | me->dir = +1; |
2705d374 |
1251 | if (me->ourgame->flags & SOLVE_ANIMATES) { |
9d6c3859 |
1252 | me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state); |
1253 | me->anim_time = |
1254 | me->ourgame->anim_length(me->states[me->statepos-2].state, |
1255 | me->states[me->statepos-1].state, |
1256 | +1, me->ui); |
e80e7b71 |
1257 | me->anim_pos = 0.0; |
9d6c3859 |
1258 | } else { |
1259 | me->anim_time = 0.0; |
1260 | midend_finish_move(me); |
1261 | } |
2ac6d24e |
1262 | midend_redraw(me); |
48dcdd62 |
1263 | midend_set_timer(me); |
2ac6d24e |
1264 | return NULL; |
1265 | } |
48dcdd62 |
1266 | |
dafd6cf6 |
1267 | char *midend_rewrite_statusbar(midend *me, char *text) |
48dcdd62 |
1268 | { |
1269 | /* |
1270 | * An important special case is that we are occasionally called |
1271 | * with our own laststatus, to update the timer. |
1272 | */ |
1273 | if (me->laststatus != text) { |
1274 | sfree(me->laststatus); |
1275 | me->laststatus = dupstr(text); |
1276 | } |
1277 | |
1278 | if (me->ourgame->is_timed) { |
1279 | char timebuf[100], *ret; |
1280 | int min, sec; |
1281 | |
1282 | sec = me->elapsed; |
1283 | min = sec / 60; |
1284 | sec %= 60; |
1285 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
1286 | |
1287 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
1288 | strcpy(ret, timebuf); |
1289 | strcat(ret, text); |
1290 | return ret; |
1291 | |
1292 | } else { |
1293 | return dupstr(text); |
1294 | } |
1295 | } |
a4393230 |
1296 | |
1297 | #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection" |
1298 | #define SERIALISE_VERSION "1" |
1299 | |
dafd6cf6 |
1300 | void midend_serialise(midend *me, |
a4393230 |
1301 | void (*write)(void *ctx, void *buf, int len), |
1302 | void *wctx) |
1303 | { |
1304 | int i; |
1305 | |
1306 | /* |
1307 | * Each line of the save file contains three components. First |
1308 | * exactly 8 characters of header word indicating what type of |
1309 | * data is contained on the line; then a colon followed by a |
1310 | * decimal integer giving the length of the main string on the |
1311 | * line; then a colon followed by the string itself (exactly as |
1312 | * many bytes as previously specified, no matter what they |
1313 | * contain). Then a newline (of reasonably flexible form). |
1314 | */ |
1315 | #define wr(h,s) do { \ |
1316 | char hbuf[80]; \ |
1317 | char *str = (s); \ |
48d4740c |
1318 | sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \ |
a4393230 |
1319 | write(wctx, hbuf, strlen(hbuf)); \ |
1320 | write(wctx, str, strlen(str)); \ |
1321 | write(wctx, "\n", 1); \ |
1322 | } while (0) |
1323 | |
1324 | /* |
1325 | * Magic string identifying the file, and version number of the |
1326 | * file format. |
1327 | */ |
1328 | wr("SAVEFILE", SERIALISE_MAGIC); |
1329 | wr("VERSION", SERIALISE_VERSION); |
1330 | |
1331 | /* |
1332 | * The game name. (Copied locally to avoid const annoyance.) |
1333 | */ |
1334 | { |
1335 | char *s = dupstr(me->ourgame->name); |
1336 | wr("GAME", s); |
1337 | sfree(s); |
1338 | } |
1339 | |
1340 | /* |
1341 | * The current long-term parameters structure, in full. |
1342 | */ |
1343 | if (me->params) { |
1344 | char *s = me->ourgame->encode_params(me->params, TRUE); |
1345 | wr("PARAMS", s); |
1346 | sfree(s); |
1347 | } |
1348 | |
1349 | /* |
1350 | * The current short-term parameters structure, in full. |
1351 | */ |
1352 | if (me->curparams) { |
1353 | char *s = me->ourgame->encode_params(me->curparams, TRUE); |
1354 | wr("CPARAMS", s); |
1355 | sfree(s); |
1356 | } |
1357 | |
1358 | /* |
1359 | * The current game description, the privdesc, and the random seed. |
1360 | */ |
1361 | if (me->seedstr) |
1362 | wr("SEED", me->seedstr); |
1363 | if (me->desc) |
1364 | wr("DESC", me->desc); |
1365 | if (me->privdesc) |
1366 | wr("PRIVDESC", me->privdesc); |
1367 | |
1368 | /* |
1369 | * The game's aux_info. We obfuscate this to prevent spoilers |
1370 | * (people are likely to run `head' or similar on a saved game |
1371 | * file simply to find out what it is, and don't necessarily |
1372 | * want to be told the answer to the puzzle!) |
1373 | */ |
1374 | if (me->aux_info) { |
1375 | unsigned char *s1; |
1376 | char *s2; |
1377 | int len; |
1378 | |
1379 | len = strlen(me->aux_info); |
1380 | s1 = snewn(len, unsigned char); |
1381 | memcpy(s1, me->aux_info, len); |
1382 | obfuscate_bitmap(s1, len*8, FALSE); |
1383 | s2 = bin2hex(s1, len); |
1384 | |
1385 | wr("AUXINFO", s2); |
1386 | |
1387 | sfree(s2); |
1388 | sfree(s1); |
1389 | } |
1390 | |
1391 | /* |
1392 | * Any required serialisation of the game_ui. |
1393 | */ |
1394 | if (me->ui) { |
1395 | char *s = me->ourgame->encode_ui(me->ui); |
1396 | if (s) { |
1397 | wr("UI", s); |
1398 | sfree(s); |
1399 | } |
1400 | } |
1401 | |
1402 | /* |
1403 | * The game time, if it's a timed game. |
1404 | */ |
1405 | if (me->ourgame->is_timed) { |
1406 | char buf[80]; |
1407 | sprintf(buf, "%g", me->elapsed); |
1408 | wr("TIME", buf); |
1409 | } |
1410 | |
1411 | /* |
1412 | * The length of, and position in, the states list. |
1413 | */ |
1414 | { |
1415 | char buf[80]; |
1416 | sprintf(buf, "%d", me->nstates); |
1417 | wr("NSTATES", buf); |
1418 | sprintf(buf, "%d", me->statepos); |
1419 | wr("STATEPOS", buf); |
1420 | } |
1421 | |
1422 | /* |
1423 | * For each state after the initial one (which we know is |
1424 | * constructed from either privdesc or desc), enough |
1425 | * information for execute_move() to reconstruct it from the |
1426 | * previous one. |
1427 | */ |
1428 | for (i = 1; i < me->nstates; i++) { |
1429 | assert(me->states[i].movetype != NEWGAME); /* only state 0 */ |
1430 | switch (me->states[i].movetype) { |
1431 | case MOVE: |
1432 | wr("MOVE", me->states[i].movestr); |
1433 | break; |
1434 | case SOLVE: |
1435 | wr("SOLVE", me->states[i].movestr); |
1436 | break; |
1437 | case RESTART: |
1438 | wr("RESTART", me->states[i].movestr); |
1439 | break; |
1440 | } |
1441 | } |
1442 | |
1443 | #undef wr |
1444 | } |
1445 | |
1446 | /* |
1447 | * This function returns NULL on success, or an error message. |
1448 | */ |
dafd6cf6 |
1449 | char *midend_deserialise(midend *me, |
a4393230 |
1450 | int (*read)(void *ctx, void *buf, int len), |
1451 | void *rctx) |
1452 | { |
1453 | int nstates = 0, statepos = -1, gotstates = 0; |
1454 | int started = FALSE; |
1455 | int i; |
1456 | |
1457 | char *val = NULL; |
1458 | /* Initially all errors give the same report */ |
1459 | char *ret = "Data does not appear to be a saved game file"; |
1460 | |
1461 | /* |
1462 | * We construct all the new state in local variables while we |
1463 | * check its sanity. Only once we have finished reading the |
1464 | * serialised data and detected no errors at all do we start |
dafd6cf6 |
1465 | * modifying stuff in the midend passed in. |
a4393230 |
1466 | */ |
1467 | char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL; |
1468 | char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL; |
1469 | float elapsed = 0.0F; |
1470 | game_params *params = NULL, *cparams = NULL; |
1471 | game_ui *ui = NULL; |
1472 | struct midend_state_entry *states = NULL; |
1473 | |
1474 | /* |
1475 | * Loop round and round reading one key/value pair at a time |
1476 | * from the serialised stream, until we have enough game states |
1477 | * to finish. |
1478 | */ |
1479 | while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) { |
1480 | char key[9], c; |
1481 | int len; |
1482 | |
1483 | do { |
1484 | if (!read(rctx, key, 1)) { |
1485 | /* unexpected EOF */ |
1486 | goto cleanup; |
1487 | } |
1488 | } while (key[0] == '\r' || key[0] == '\n'); |
1489 | |
1490 | if (!read(rctx, key+1, 8)) { |
1491 | /* unexpected EOF */ |
1492 | goto cleanup; |
1493 | } |
1494 | |
1495 | if (key[8] != ':') { |
1496 | if (started) |
1497 | ret = "Data was incorrectly formatted for a saved game file"; |
44f0599f |
1498 | goto cleanup; |
a4393230 |
1499 | } |
1500 | len = strcspn(key, ": "); |
1501 | assert(len <= 8); |
1502 | key[len] = '\0'; |
1503 | |
1504 | len = 0; |
1505 | while (1) { |
1506 | if (!read(rctx, &c, 1)) { |
1507 | /* unexpected EOF */ |
1508 | goto cleanup; |
1509 | } |
1510 | |
1511 | if (c == ':') { |
1512 | break; |
1513 | } else if (c >= '0' && c <= '9') { |
1514 | len = (len * 10) + (c - '0'); |
1515 | } else { |
1516 | if (started) |
1517 | ret = "Data was incorrectly formatted for a" |
1518 | " saved game file"; |
1519 | goto cleanup; |
1520 | } |
1521 | } |
1522 | |
1523 | val = snewn(len+1, char); |
1524 | if (!read(rctx, val, len)) { |
1525 | if (started) |
1526 | goto cleanup; |
1527 | } |
1528 | val[len] = '\0'; |
1529 | |
1530 | if (!started) { |
1531 | if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) { |
1532 | /* ret already has the right message in it */ |
1533 | goto cleanup; |
1534 | } |
1535 | /* Now most errors are this one, unless otherwise specified */ |
1536 | ret = "Saved data ended unexpectedly"; |
1537 | started = TRUE; |
1538 | } else { |
1539 | if (!strcmp(key, "VERSION")) { |
1540 | if (strcmp(val, SERIALISE_VERSION)) { |
1541 | ret = "Cannot handle this version of the saved game" |
1542 | " file format"; |
1543 | goto cleanup; |
1544 | } |
1545 | } else if (!strcmp(key, "GAME")) { |
1546 | if (strcmp(val, me->ourgame->name)) { |
1547 | ret = "Save file is from a different game"; |
1548 | goto cleanup; |
1549 | } |
1550 | } else if (!strcmp(key, "PARAMS")) { |
1551 | sfree(parstr); |
1552 | parstr = val; |
1553 | val = NULL; |
1554 | } else if (!strcmp(key, "CPARAMS")) { |
1555 | sfree(cparstr); |
1556 | cparstr = val; |
1557 | val = NULL; |
1558 | } else if (!strcmp(key, "SEED")) { |
1559 | sfree(seed); |
1560 | seed = val; |
1561 | val = NULL; |
1562 | } else if (!strcmp(key, "DESC")) { |
1563 | sfree(desc); |
1564 | desc = val; |
1565 | val = NULL; |
1566 | } else if (!strcmp(key, "PRIVDESC")) { |
1567 | sfree(privdesc); |
1568 | privdesc = val; |
1569 | val = NULL; |
1570 | } else if (!strcmp(key, "AUXINFO")) { |
1571 | unsigned char *tmp; |
1572 | int len = strlen(val) / 2; /* length in bytes */ |
1573 | tmp = hex2bin(val, len); |
1574 | obfuscate_bitmap(tmp, len*8, TRUE); |
1575 | |
1576 | sfree(auxinfo); |
1577 | auxinfo = snewn(len + 1, char); |
1578 | memcpy(auxinfo, tmp, len); |
1579 | auxinfo[len] = '\0'; |
1580 | sfree(tmp); |
1581 | } else if (!strcmp(key, "UI")) { |
1582 | sfree(uistr); |
1583 | uistr = val; |
1584 | val = NULL; |
1585 | } else if (!strcmp(key, "TIME")) { |
871bf294 |
1586 | elapsed = atof(val); |
a4393230 |
1587 | } else if (!strcmp(key, "NSTATES")) { |
1588 | nstates = atoi(val); |
1589 | if (nstates <= 0) { |
1590 | ret = "Number of states in save file was negative"; |
1591 | goto cleanup; |
1592 | } |
1593 | if (states) { |
1594 | ret = "Two state counts provided in save file"; |
1595 | goto cleanup; |
1596 | } |
1597 | states = snewn(nstates, struct midend_state_entry); |
1598 | for (i = 0; i < nstates; i++) { |
1599 | states[i].state = NULL; |
1600 | states[i].movestr = NULL; |
1601 | states[i].movetype = NEWGAME; |
1602 | } |
1603 | } else if (!strcmp(key, "STATEPOS")) { |
1604 | statepos = atoi(val); |
1605 | } else if (!strcmp(key, "MOVE")) { |
1606 | gotstates++; |
1607 | states[gotstates].movetype = MOVE; |
1608 | states[gotstates].movestr = val; |
1609 | val = NULL; |
1610 | } else if (!strcmp(key, "SOLVE")) { |
1611 | gotstates++; |
1612 | states[gotstates].movetype = SOLVE; |
1613 | states[gotstates].movestr = val; |
1614 | val = NULL; |
1615 | } else if (!strcmp(key, "RESTART")) { |
1616 | gotstates++; |
1617 | states[gotstates].movetype = RESTART; |
1618 | states[gotstates].movestr = val; |
1619 | val = NULL; |
1620 | } |
1621 | } |
1622 | |
1623 | sfree(val); |
1624 | val = NULL; |
1625 | } |
1626 | |
1627 | params = me->ourgame->default_params(); |
1628 | me->ourgame->decode_params(params, parstr); |
3ff276f2 |
1629 | if (me->ourgame->validate_params(params, TRUE)) { |
a4393230 |
1630 | ret = "Long-term parameters in save file are invalid"; |
1631 | goto cleanup; |
1632 | } |
1633 | cparams = me->ourgame->default_params(); |
1634 | me->ourgame->decode_params(cparams, cparstr); |
3ff276f2 |
1635 | if (me->ourgame->validate_params(cparams, FALSE)) { |
a4393230 |
1636 | ret = "Short-term parameters in save file are invalid"; |
1637 | goto cleanup; |
1638 | } |
3ff276f2 |
1639 | if (seed && me->ourgame->validate_params(cparams, TRUE)) { |
1640 | /* |
1641 | * The seed's no use with this version, but we can perfectly |
1642 | * well use the rest of the data. |
1643 | */ |
1644 | sfree(seed); |
1645 | seed = NULL; |
1646 | } |
a4393230 |
1647 | if (!desc) { |
1648 | ret = "Game description in save file is missing"; |
1649 | goto cleanup; |
1650 | } else if (me->ourgame->validate_desc(params, desc)) { |
1651 | ret = "Game description in save file is invalid"; |
1652 | goto cleanup; |
1653 | } |
1654 | if (privdesc && me->ourgame->validate_desc(params, privdesc)) { |
1655 | ret = "Game private description in save file is invalid"; |
1656 | goto cleanup; |
1657 | } |
1658 | if (statepos < 0 || statepos >= nstates) { |
1659 | ret = "Game position in save file is out of range"; |
1660 | } |
1661 | |
1662 | states[0].state = me->ourgame->new_game(me, params, |
1663 | privdesc ? privdesc : desc); |
1664 | for (i = 1; i < nstates; i++) { |
1665 | assert(states[i].movetype != NEWGAME); |
1666 | switch (states[i].movetype) { |
1667 | case MOVE: |
1668 | case SOLVE: |
1669 | states[i].state = me->ourgame->execute_move(states[i-1].state, |
1670 | states[i].movestr); |
1671 | if (states[i].state == NULL) { |
1672 | ret = "Save file contained an invalid move"; |
1673 | goto cleanup; |
1674 | } |
1675 | break; |
1676 | case RESTART: |
1677 | if (me->ourgame->validate_desc(params, states[i].movestr)) { |
1678 | ret = "Save file contained an invalid restart move"; |
1679 | goto cleanup; |
1680 | } |
1681 | states[i].state = me->ourgame->new_game(me, params, |
1682 | states[i].movestr); |
1683 | break; |
1684 | } |
1685 | } |
1686 | |
1687 | ui = me->ourgame->new_ui(states[0].state); |
1688 | me->ourgame->decode_ui(ui, uistr); |
1689 | |
1690 | /* |
1691 | * Now we've run out of possible error conditions, so we're |
1692 | * ready to start overwriting the real data in the current |
1693 | * midend. We'll do this by swapping things with the local |
1694 | * variables, so that the same cleanup code will free the old |
1695 | * stuff. |
1696 | */ |
1697 | { |
1698 | char *tmp; |
1699 | |
1700 | tmp = me->desc; |
1701 | me->desc = desc; |
1702 | desc = tmp; |
1703 | |
1704 | tmp = me->privdesc; |
1705 | me->privdesc = privdesc; |
1706 | privdesc = tmp; |
1707 | |
1708 | tmp = me->seedstr; |
1709 | me->seedstr = seed; |
1710 | seed = tmp; |
1711 | |
1712 | tmp = me->aux_info; |
1713 | me->aux_info = auxinfo; |
1714 | auxinfo = tmp; |
1715 | } |
1716 | |
1717 | me->genmode = GOT_NOTHING; |
1718 | |
1719 | me->statesize = nstates; |
1720 | nstates = me->nstates; |
1721 | me->nstates = me->statesize; |
1722 | { |
1723 | struct midend_state_entry *tmp; |
1724 | tmp = me->states; |
1725 | me->states = states; |
1726 | states = tmp; |
1727 | } |
1728 | me->statepos = statepos; |
1729 | |
1730 | { |
1731 | game_params *tmp; |
1732 | |
1733 | tmp = me->params; |
1734 | me->params = params; |
1735 | params = tmp; |
1736 | |
1737 | tmp = me->curparams; |
1738 | me->curparams = cparams; |
1739 | cparams = tmp; |
1740 | } |
1741 | |
1742 | me->oldstate = NULL; |
1743 | me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F; |
1744 | me->dir = 0; |
1745 | |
1746 | { |
1747 | game_ui *tmp; |
1748 | |
1749 | tmp = me->ui; |
1750 | me->ui = ui; |
1751 | ui = tmp; |
1752 | } |
1753 | |
1754 | me->elapsed = elapsed; |
1755 | me->pressed_mouse_button = 0; |
1756 | |
1757 | midend_set_timer(me); |
1758 | |
871bf294 |
1759 | if (me->drawstate) |
dafd6cf6 |
1760 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
871bf294 |
1761 | me->drawstate = |
dafd6cf6 |
1762 | me->ourgame->new_drawstate(me->drawing, |
1763 | me->states[me->statepos-1].state); |
871bf294 |
1764 | midend_size_new_drawstate(me); |
1765 | |
a4393230 |
1766 | ret = NULL; /* success! */ |
1767 | |
1768 | cleanup: |
1769 | sfree(val); |
1770 | sfree(seed); |
1771 | sfree(parstr); |
1772 | sfree(cparstr); |
1773 | sfree(desc); |
1774 | sfree(privdesc); |
1775 | sfree(auxinfo); |
1776 | sfree(uistr); |
1777 | if (params) |
1778 | me->ourgame->free_params(params); |
1779 | if (cparams) |
1780 | me->ourgame->free_params(cparams); |
1781 | if (ui) |
1782 | me->ourgame->free_ui(ui); |
1783 | if (states) { |
1784 | int i; |
1785 | |
1786 | for (i = 0; i < nstates; i++) { |
1787 | if (states[i].state) |
1788 | me->ourgame->free_game(states[i].state); |
1789 | sfree(states[i].movestr); |
1790 | } |
1791 | sfree(states); |
1792 | } |
1793 | |
1794 | return ret; |
1795 | } |
dafd6cf6 |
1796 | |
1797 | char *midend_print_puzzle(midend *me, document *doc, int with_soln) |
1798 | { |
1799 | game_state *soln = NULL; |
1800 | |
1801 | if (me->statepos < 1) |
1802 | return "No game set up to print";/* _shouldn't_ happen! */ |
1803 | |
1804 | if (with_soln) { |
1805 | char *msg, *movestr; |
1806 | |
1807 | if (!me->ourgame->can_solve) |
1808 | return "This game does not support the Solve operation"; |
1809 | |
1810 | msg = "Solve operation failed";/* game _should_ overwrite on error */ |
1811 | movestr = me->ourgame->solve(me->states[0].state, |
1812 | me->states[me->statepos-1].state, |
1813 | me->aux_info, &msg); |
1814 | if (!movestr) |
1815 | return msg; |
1816 | soln = me->ourgame->execute_move(me->states[me->statepos-1].state, |
1817 | movestr); |
1818 | assert(soln); |
1819 | |
1820 | sfree(movestr); |
1821 | } else |
1822 | soln = NULL; |
1823 | |
1824 | /* |
1825 | * This call passes over ownership of the two game_states and |
1826 | * the game_params. Hence we duplicate the ones we want to |
1827 | * keep, and we don't have to bother freeing soln if it was |
1828 | * non-NULL. |
1829 | */ |
1830 | document_add_puzzle(doc, me->ourgame, |
1831 | me->ourgame->dup_params(me->curparams), |
1832 | me->ourgame->dup_game(me->states[0].state), soln); |
1833 | |
1834 | return NULL; |
1835 | } |