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 | |
81 | int 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; |
1e3e152d |
124 | 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 | |
1e3e152d |
172 | void midend_size(midend_data *me, int *x, int *y, int expand) |
7f77ea24 |
173 | { |
1e3e152d |
174 | me->ourgame->size(me->params, me->drawstate, x, y, expand); |
175 | me->winwidth = *x; |
176 | me->winheight = *y; |
7f77ea24 |
177 | } |
178 | |
179 | void midend_set_params(midend_data *me, game_params *params) |
180 | { |
be8d5aa1 |
181 | me->ourgame->free_params(me->params); |
182 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
183 | } |
184 | |
48dcdd62 |
185 | static void midend_set_timer(midend_data *me) |
186 | { |
187 | me->timing = (me->ourgame->is_timed && |
188 | me->ourgame->timing_state(me->states[me->statepos-1].state)); |
189 | if (me->timing || me->flash_time || me->anim_time) |
190 | activate_timer(me->frontend); |
191 | else |
192 | deactivate_timer(me->frontend); |
193 | } |
194 | |
1e3e152d |
195 | static void midend_size_new_drawstate(midend_data *me) |
196 | { |
197 | me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight, |
198 | TRUE); |
199 | } |
200 | |
008b4378 |
201 | void midend_force_redraw(midend_data *me) |
202 | { |
203 | if (me->drawstate) |
204 | me->ourgame->free_drawstate(me->drawstate); |
205 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
1e3e152d |
206 | midend_size_new_drawstate(me); |
008b4378 |
207 | midend_redraw(me); |
208 | } |
209 | |
5928817c |
210 | void midend_new_game(midend_data *me) |
7f77ea24 |
211 | { |
ab53eb64 |
212 | midend_free_game(me); |
2ef96bd6 |
213 | |
7f77ea24 |
214 | assert(me->nstates == 0); |
215 | |
1185e3c5 |
216 | if (me->genmode == GOT_DESC) { |
217 | me->genmode = GOT_NOTHING; |
218 | } else { |
219 | random_state *rs; |
220 | |
221 | if (me->genmode == GOT_SEED) { |
222 | me->genmode = GOT_NOTHING; |
223 | } else { |
224 | /* |
225 | * Generate a new random seed. 15 digits comes to about |
226 | * 48 bits, which should be more than enough. |
97c44af3 |
227 | * |
228 | * I'll avoid putting a leading zero on the number, |
229 | * just in case it confuses anybody who thinks it's |
230 | * processed as an integer rather than a string. |
1185e3c5 |
231 | */ |
232 | char newseed[16]; |
233 | int i; |
234 | newseed[15] = '\0'; |
97c44af3 |
235 | newseed[0] = '1' + random_upto(me->random, 9); |
236 | for (i = 1; i < 15; i++) |
1185e3c5 |
237 | newseed[i] = '0' + random_upto(me->random, 10); |
238 | sfree(me->seedstr); |
239 | me->seedstr = dupstr(newseed); |
f60f7e7c |
240 | |
241 | if (me->curparams) |
242 | me->ourgame->free_params(me->curparams); |
243 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
244 | } |
245 | |
246 | sfree(me->desc); |
0a6892db |
247 | sfree(me->privdesc); |
c566778e |
248 | sfree(me->aux_info); |
6f2d8d7c |
249 | me->aux_info = NULL; |
1185e3c5 |
250 | |
251 | rs = random_init(me->seedstr, strlen(me->seedstr)); |
6aa6af4c |
252 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
253 | &me->aux_info, TRUE); |
0a6892db |
254 | me->privdesc = NULL; |
1185e3c5 |
255 | random_free(rs); |
1185e3c5 |
256 | } |
7f77ea24 |
257 | |
258 | ensure(me); |
c380832d |
259 | me->states[me->nstates].state = |
260 | me->ourgame->new_game(me, me->params, me->desc); |
a4393230 |
261 | me->states[me->nstates].movestr = NULL; |
262 | me->states[me->nstates].movetype = NEWGAME; |
28d0118c |
263 | me->nstates++; |
7f77ea24 |
264 | me->statepos = 1; |
28d0118c |
265 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
1e3e152d |
266 | midend_size_new_drawstate(me); |
48dcdd62 |
267 | me->elapsed = 0.0F; |
268 | midend_set_timer(me); |
74a4e547 |
269 | if (me->ui) |
be8d5aa1 |
270 | me->ourgame->free_ui(me->ui); |
28d0118c |
271 | me->ui = me->ourgame->new_ui(me->states[0].state); |
6776a950 |
272 | me->pressed_mouse_button = 0; |
7f77ea24 |
273 | } |
274 | |
1482ee76 |
275 | static int midend_undo(midend_data *me) |
7f77ea24 |
276 | { |
1482ee76 |
277 | if (me->statepos > 1) { |
07dfb697 |
278 | if (me->ui) |
279 | me->ourgame->changed_state(me->ui, |
280 | me->states[me->statepos-1].state, |
281 | me->states[me->statepos-2].state); |
7f77ea24 |
282 | me->statepos--; |
c822de4a |
283 | me->dir = -1; |
1482ee76 |
284 | return 1; |
285 | } else |
286 | return 0; |
7f77ea24 |
287 | } |
288 | |
1482ee76 |
289 | static int midend_redo(midend_data *me) |
7f77ea24 |
290 | { |
1482ee76 |
291 | if (me->statepos < me->nstates) { |
07dfb697 |
292 | if (me->ui) |
293 | me->ourgame->changed_state(me->ui, |
294 | me->states[me->statepos-1].state, |
295 | me->states[me->statepos].state); |
7f77ea24 |
296 | me->statepos++; |
c822de4a |
297 | me->dir = +1; |
1482ee76 |
298 | return 1; |
299 | } else |
300 | return 0; |
7f77ea24 |
301 | } |
302 | |
87ed82be |
303 | static void midend_finish_move(midend_data *me) |
304 | { |
305 | float flashtime; |
306 | |
28d0118c |
307 | /* |
308 | * We do not flash if the later of the two states is special. |
309 | * This covers both forward Solve moves and backward (undone) |
310 | * Restart moves. |
311 | */ |
312 | if ((me->oldstate || me->statepos > 1) && |
a4393230 |
313 | ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) || |
28d0118c |
314 | (me->dir < 0 && me->statepos < me->nstates && |
a4393230 |
315 | !special(me->states[me->statepos].movetype)))) { |
be8d5aa1 |
316 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
317 | me->states[me->statepos-2].state, |
318 | me->states[me->statepos-1].state, |
e3f21163 |
319 | me->oldstate ? me->dir : +1, |
320 | me->ui); |
87ed82be |
321 | if (flashtime > 0) { |
322 | me->flash_pos = 0.0F; |
323 | me->flash_time = flashtime; |
324 | } |
325 | } |
326 | |
327 | if (me->oldstate) |
be8d5aa1 |
328 | me->ourgame->free_game(me->oldstate); |
87ed82be |
329 | me->oldstate = NULL; |
330 | me->anim_pos = me->anim_time = 0; |
c822de4a |
331 | me->dir = 0; |
87ed82be |
332 | |
48dcdd62 |
333 | midend_set_timer(me); |
87ed82be |
334 | } |
335 | |
ab53eb64 |
336 | void midend_stop_anim(midend_data *me) |
7f77ea24 |
337 | { |
2ef96bd6 |
338 | if (me->oldstate || me->anim_time) { |
87ed82be |
339 | midend_finish_move(me); |
2ef96bd6 |
340 | midend_redraw(me); |
341 | } |
dd216087 |
342 | } |
343 | |
28d0118c |
344 | void midend_restart_game(midend_data *me) |
345 | { |
346 | game_state *s; |
347 | |
7f89707c |
348 | midend_stop_anim(me); |
349 | |
28d0118c |
350 | assert(me->statepos >= 1); |
351 | if (me->statepos == 1) |
352 | return; /* no point doing anything at all! */ |
353 | |
0a6892db |
354 | /* |
355 | * During restart, we reconstruct the game from the (public) |
356 | * game description rather than from states[0], because that |
357 | * way Mines gets slightly more sensible behaviour (restart |
358 | * goes to _after_ the first click so you don't have to |
359 | * remember where you clicked). |
360 | */ |
361 | s = me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
362 | |
363 | /* |
364 | * Now enter the restarted state as the next move. |
365 | */ |
366 | midend_stop_anim(me); |
367 | while (me->nstates > me->statepos) |
368 | me->ourgame->free_game(me->states[--me->nstates].state); |
369 | ensure(me); |
370 | me->states[me->nstates].state = s; |
a4393230 |
371 | me->states[me->nstates].movestr = dupstr(me->desc); |
372 | me->states[me->nstates].movetype = RESTART; |
28d0118c |
373 | me->statepos = ++me->nstates; |
07dfb697 |
374 | if (me->ui) |
375 | me->ourgame->changed_state(me->ui, |
376 | me->states[me->statepos-2].state, |
377 | me->states[me->statepos-1].state); |
28d0118c |
378 | me->anim_time = 0.0; |
379 | midend_finish_move(me); |
380 | midend_redraw(me); |
48dcdd62 |
381 | midend_set_timer(me); |
28d0118c |
382 | } |
383 | |
6776a950 |
384 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
dd216087 |
385 | { |
28d0118c |
386 | game_state *oldstate = |
387 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
ab53eb64 |
388 | int special = FALSE, gotspecial = FALSE, ret = 1; |
dd216087 |
389 | float anim_time; |
7f77ea24 |
390 | |
391 | if (button == 'n' || button == 'N' || button == '\x0E') { |
dd216087 |
392 | midend_stop_anim(me); |
5928817c |
393 | midend_new_game(me); |
2ef96bd6 |
394 | midend_redraw(me); |
ab53eb64 |
395 | goto done; /* never animate */ |
7f77ea24 |
396 | } else if (button == 'u' || button == 'u' || |
1482ee76 |
397 | button == '\x1A' || button == '\x1F') { |
dd216087 |
398 | midend_stop_anim(me); |
a4393230 |
399 | special = special(me->states[me->statepos-1].movetype); |
28d0118c |
400 | gotspecial = TRUE; |
1482ee76 |
401 | if (!midend_undo(me)) |
ab53eb64 |
402 | goto done; |
7f89707c |
403 | } else if (button == 'r' || button == 'R' || |
31ad8194 |
404 | button == '\x12' || button == '\x19') { |
dd216087 |
405 | midend_stop_anim(me); |
1482ee76 |
406 | if (!midend_redo(me)) |
ab53eb64 |
407 | goto done; |
7f77ea24 |
408 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
ab53eb64 |
409 | ret = 0; |
410 | goto done; |
2ef96bd6 |
411 | } else { |
df11cd4e |
412 | game_state *s; |
413 | char *movestr; |
414 | |
415 | movestr = |
416 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
417 | me->ui, me->drawstate, x, y, button); |
418 | if (!movestr) |
419 | s = NULL; |
420 | else if (!*movestr) |
421 | s = me->states[me->statepos-1].state; |
422 | else { |
423 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
424 | movestr); |
425 | assert(s != NULL); |
df11cd4e |
426 | } |
74a4e547 |
427 | |
28d0118c |
428 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
429 | /* |
430 | * make_move() is allowed to return its input state to |
431 | * indicate that although no move has been made, the UI |
432 | * state has been updated and a redraw is called for. |
433 | */ |
434 | midend_redraw(me); |
ab53eb64 |
435 | goto done; |
74a4e547 |
436 | } else if (s) { |
dd216087 |
437 | midend_stop_anim(me); |
2ef96bd6 |
438 | while (me->nstates > me->statepos) |
28d0118c |
439 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ef96bd6 |
440 | ensure(me); |
a4393230 |
441 | assert(movestr != NULL); |
28d0118c |
442 | me->states[me->nstates].state = s; |
a4393230 |
443 | me->states[me->nstates].movestr = movestr; |
444 | me->states[me->nstates].movetype = MOVE; |
2ef96bd6 |
445 | me->statepos = ++me->nstates; |
c822de4a |
446 | me->dir = +1; |
2ef96bd6 |
447 | } else { |
a4393230 |
448 | goto done; |
2ef96bd6 |
449 | } |
7f77ea24 |
450 | } |
451 | |
28d0118c |
452 | if (!gotspecial) |
a4393230 |
453 | special = special(me->states[me->statepos-1].movetype); |
28d0118c |
454 | |
2ef96bd6 |
455 | /* |
456 | * See if this move requires an animation. |
457 | */ |
28d0118c |
458 | if (special) { |
459 | anim_time = 0; |
460 | } else { |
461 | anim_time = me->ourgame->anim_length(oldstate, |
462 | me->states[me->statepos-1].state, |
e3f21163 |
463 | me->dir, me->ui); |
28d0118c |
464 | } |
2ef96bd6 |
465 | |
ab53eb64 |
466 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
467 | if (anim_time > 0) { |
2ef96bd6 |
468 | me->anim_time = anim_time; |
469 | } else { |
2ef96bd6 |
470 | me->anim_time = 0.0; |
87ed82be |
471 | midend_finish_move(me); |
7f77ea24 |
472 | } |
2ef96bd6 |
473 | me->anim_pos = 0.0; |
474 | |
475 | midend_redraw(me); |
476 | |
48dcdd62 |
477 | midend_set_timer(me); |
7f77ea24 |
478 | |
ab53eb64 |
479 | done: |
480 | if (oldstate) me->ourgame->free_game(oldstate); |
481 | return ret; |
7f77ea24 |
482 | } |
2ef96bd6 |
483 | |
6776a950 |
484 | int midend_process_key(midend_data *me, int x, int y, int button) |
485 | { |
486 | int ret = 1; |
487 | |
488 | /* |
489 | * Harmonise mouse drag and release messages. |
490 | * |
491 | * Some front ends might accidentally switch from sending, say, |
492 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
493 | * drag. (This can happen on the Mac, for example, since |
494 | * RIGHT_DRAG is usually done using Command+drag, and if the |
495 | * user accidentally releases Command half way through the drag |
496 | * then there will be trouble.) |
497 | * |
498 | * It would be an O(number of front ends) annoyance to fix this |
499 | * in the front ends, but an O(number of back ends) annoyance |
500 | * to have each game capable of dealing with it. Therefore, we |
501 | * fix it _here_ in the common midend code so that it only has |
502 | * to be done once. |
503 | * |
eeba2afe |
504 | * The possible ways in which things can go screwy in the front |
505 | * end are: |
6776a950 |
506 | * |
eeba2afe |
507 | * - in a system containing multiple physical buttons button |
508 | * presses can inadvertently overlap. We can see ABab (caps |
509 | * meaning button-down and lowercase meaning button-up) when |
510 | * the user had semantically intended AaBb. |
6776a950 |
511 | * |
eeba2afe |
512 | * - in a system where one button is simulated by means of a |
513 | * modifier key and another button, buttons can mutate |
514 | * between press and release (possibly during drag). So we |
515 | * can see Ab instead of Aa. |
6776a950 |
516 | * |
eeba2afe |
517 | * Definite requirements are: |
518 | * |
519 | * - button _presses_ must never be invented or destroyed. If |
520 | * the user presses two buttons in succession, the button |
521 | * presses must be transferred to the backend unchanged. So |
522 | * if we see AaBb , that's fine; if we see ABab (the button |
523 | * presses inadvertently overlapped) we must somehow |
524 | * `correct' it to AaBb. |
525 | * |
526 | * - every mouse action must end up looking like a press, zero |
527 | * or more drags, then a release. This allows back ends to |
528 | * make the _assumption_ that incoming mouse data will be |
529 | * sane in this regard, and not worry about the details. |
530 | * |
531 | * So my policy will be: |
532 | * |
533 | * - treat any button-up as a button-up for the currently |
534 | * pressed button, or ignore it if there is no currently |
535 | * pressed button. |
536 | * |
537 | * - treat any drag as a drag for the currently pressed |
538 | * button, or ignore it if there is no currently pressed |
539 | * button. |
540 | * |
541 | * - if we see a button-down while another button is currently |
542 | * pressed, invent a button-up for the first one and then |
543 | * pass the button-down through as before. |
6776a950 |
544 | * |
93b1da3d |
545 | * 2005-05-31: An addendum to the above. Some games might want |
546 | * a `priority order' among buttons, such that if one button is |
547 | * pressed while another is down then a fixed one of the |
548 | * buttons takes priority no matter what order they're pressed |
549 | * in. Mines, in particular, wants to treat a left+right click |
550 | * like a left click for the benefit of users of other |
551 | * implementations. So the last of the above points is modified |
552 | * in the presence of an (optional) button priority order. |
6776a950 |
553 | */ |
554 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
555 | if (me->pressed_mouse_button) { |
556 | if (IS_MOUSE_DRAG(button)) { |
557 | button = me->pressed_mouse_button + |
558 | (LEFT_DRAG - LEFT_BUTTON); |
559 | } else { |
560 | button = me->pressed_mouse_button + |
561 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
562 | } |
eeba2afe |
563 | } else |
564 | return ret; /* ignore it */ |
6776a950 |
565 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
566 | /* |
567 | * If the new button has lower priority than the old one, |
568 | * don't bother doing this. |
569 | */ |
570 | if (me->ourgame->mouse_priorities & |
571 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
572 | return ret; /* just ignore it */ |
573 | |
6776a950 |
574 | /* |
575 | * Fabricate a button-up for the previously pressed button. |
576 | */ |
577 | ret = ret && midend_really_process_key |
578 | (me, x, y, (me->pressed_mouse_button + |
579 | (LEFT_RELEASE - LEFT_BUTTON))); |
580 | } |
581 | |
582 | /* |
583 | * Now send on the event we originally received. |
584 | */ |
585 | ret = ret && midend_really_process_key(me, x, y, button); |
586 | |
587 | /* |
588 | * And update the currently pressed button. |
589 | */ |
590 | if (IS_MOUSE_RELEASE(button)) |
591 | me->pressed_mouse_button = 0; |
592 | else if (IS_MOUSE_DOWN(button)) |
593 | me->pressed_mouse_button = button; |
594 | |
595 | return ret; |
596 | } |
597 | |
2ef96bd6 |
598 | void midend_redraw(midend_data *me) |
599 | { |
600 | if (me->statepos > 0 && me->drawstate) { |
601 | start_draw(me->frontend); |
602 | if (me->oldstate && me->anim_time > 0 && |
603 | me->anim_pos < me->anim_time) { |
c822de4a |
604 | assert(me->dir != 0); |
be8d5aa1 |
605 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
28d0118c |
606 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
607 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
608 | } else { |
be8d5aa1 |
609 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
28d0118c |
610 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
611 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
612 | } |
613 | end_draw(me->frontend); |
614 | } |
615 | } |
616 | |
617 | void midend_timer(midend_data *me, float tplus) |
618 | { |
619 | me->anim_pos += tplus; |
620 | if (me->anim_pos >= me->anim_time || |
621 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
622 | if (me->anim_time > 0) |
623 | midend_finish_move(me); |
624 | } |
48dcdd62 |
625 | |
87ed82be |
626 | me->flash_pos += tplus; |
627 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
628 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
629 | } |
48dcdd62 |
630 | |
2ef96bd6 |
631 | midend_redraw(me); |
48dcdd62 |
632 | |
633 | if (me->timing) { |
634 | float oldelapsed = me->elapsed; |
635 | me->elapsed += tplus; |
636 | if ((int)oldelapsed != (int)me->elapsed) |
637 | status_bar(me->frontend, me->laststatus ? me->laststatus : ""); |
638 | } |
639 | |
640 | midend_set_timer(me); |
2ef96bd6 |
641 | } |
642 | |
643 | float *midend_colours(midend_data *me, int *ncolours) |
644 | { |
645 | game_state *state = NULL; |
646 | float *ret; |
647 | |
648 | if (me->nstates == 0) { |
c566778e |
649 | char *aux = NULL; |
6aa6af4c |
650 | char *desc = me->ourgame->new_desc(me->params, me->random, |
651 | &aux, TRUE); |
c380832d |
652 | state = me->ourgame->new_game(me, me->params, desc); |
1185e3c5 |
653 | sfree(desc); |
c566778e |
654 | sfree(aux); |
2ef96bd6 |
655 | } else |
28d0118c |
656 | state = me->states[0].state; |
2ef96bd6 |
657 | |
be8d5aa1 |
658 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
2ef96bd6 |
659 | |
813593cc |
660 | { |
661 | int i; |
662 | |
663 | /* |
664 | * Allow environment-based overrides for the standard |
665 | * colours by defining variables along the lines of |
666 | * `NET_COLOUR_4=6000c0'. |
667 | */ |
668 | |
669 | for (i = 0; i < *ncolours; i++) { |
670 | char buf[80], *e; |
671 | unsigned int r, g, b; |
672 | int j; |
673 | |
674 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
675 | for (j = 0; buf[j]; j++) |
676 | buf[j] = toupper((unsigned char)buf[j]); |
677 | if ((e = getenv(buf)) != NULL && |
678 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
679 | ret[i*3 + 0] = r / 255.0; |
680 | ret[i*3 + 1] = g / 255.0; |
681 | ret[i*3 + 2] = b / 255.0; |
682 | } |
683 | } |
684 | } |
685 | |
2ef96bd6 |
686 | if (me->nstates == 0) |
be8d5aa1 |
687 | me->ourgame->free_game(state); |
2ef96bd6 |
688 | |
689 | return ret; |
690 | } |
eb2ad6f1 |
691 | |
692 | int midend_num_presets(midend_data *me) |
693 | { |
694 | if (!me->npresets) { |
695 | char *name; |
696 | game_params *preset; |
697 | |
be8d5aa1 |
698 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
699 | if (me->presetsize <= me->npresets) { |
700 | me->presetsize = me->npresets + 10; |
701 | me->presets = sresize(me->presets, me->presetsize, |
702 | game_params *); |
703 | me->preset_names = sresize(me->preset_names, me->presetsize, |
704 | char *); |
705 | } |
706 | |
707 | me->presets[me->npresets] = preset; |
708 | me->preset_names[me->npresets] = name; |
709 | me->npresets++; |
710 | } |
711 | } |
712 | |
813593cc |
713 | { |
714 | /* |
715 | * Allow environment-based extensions to the preset list by |
716 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
717 | * Advanced:2x3da'. Colon-separated list of items, |
718 | * alternating between textual titles in the menu and |
719 | * encoded parameter strings. |
720 | */ |
721 | char buf[80], *e, *p; |
722 | int j; |
723 | |
724 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
725 | for (j = 0; buf[j]; j++) |
726 | buf[j] = toupper((unsigned char)buf[j]); |
727 | |
728 | if ((e = getenv(buf)) != NULL) { |
729 | p = e = dupstr(e); |
730 | |
731 | while (*p) { |
732 | char *name, *val; |
733 | game_params *preset; |
734 | |
735 | name = p; |
736 | while (*p && *p != ':') p++; |
737 | if (*p) *p++ = '\0'; |
738 | val = p; |
739 | while (*p && *p != ':') p++; |
740 | if (*p) *p++ = '\0'; |
741 | |
742 | preset = me->ourgame->default_params(); |
743 | me->ourgame->decode_params(preset, val); |
744 | |
239ba6e6 |
745 | if (me->ourgame->validate_params(preset)) { |
746 | /* Drop this one from the list. */ |
747 | me->ourgame->free_params(preset); |
748 | continue; |
749 | } |
750 | |
813593cc |
751 | if (me->presetsize <= me->npresets) { |
752 | me->presetsize = me->npresets + 10; |
753 | me->presets = sresize(me->presets, me->presetsize, |
754 | game_params *); |
755 | me->preset_names = sresize(me->preset_names, |
756 | me->presetsize, char *); |
757 | } |
758 | |
759 | me->presets[me->npresets] = preset; |
cb64d2dd |
760 | me->preset_names[me->npresets] = dupstr(name); |
813593cc |
761 | me->npresets++; |
762 | } |
763 | } |
764 | } |
765 | |
eb2ad6f1 |
766 | return me->npresets; |
767 | } |
768 | |
769 | void midend_fetch_preset(midend_data *me, int n, |
770 | char **name, game_params **params) |
771 | { |
772 | assert(n >= 0 && n < me->npresets); |
773 | *name = me->preset_names[n]; |
774 | *params = me->presets[n]; |
775 | } |
fd1a1a2b |
776 | |
777 | int midend_wants_statusbar(midend_data *me) |
778 | { |
be8d5aa1 |
779 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
780 | } |
c8230524 |
781 | |
0a6892db |
782 | void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc) |
c380832d |
783 | { |
784 | sfree(me->desc); |
0a6892db |
785 | sfree(me->privdesc); |
c380832d |
786 | me->desc = dupstr(desc); |
0a6892db |
787 | me->privdesc = privdesc ? dupstr(privdesc) : NULL; |
c380832d |
788 | } |
789 | |
5928817c |
790 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
c8230524 |
791 | { |
ab53eb64 |
792 | char *titlebuf, *parstr, *rest; |
5928817c |
793 | config_item *ret; |
ab53eb64 |
794 | char sep; |
5928817c |
795 | |
ab53eb64 |
796 | assert(wintitle); |
be8d5aa1 |
797 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
798 | |
799 | switch (which) { |
800 | case CFG_SETTINGS: |
be8d5aa1 |
801 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
802 | *wintitle = titlebuf; |
be8d5aa1 |
803 | return me->ourgame->configure(me->params); |
5928817c |
804 | case CFG_SEED: |
1185e3c5 |
805 | case CFG_DESC: |
ab53eb64 |
806 | if (!me->curparams) { |
807 | sfree(titlebuf); |
808 | return NULL; |
809 | } |
810 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
811 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
812 | *wintitle = titlebuf; |
5928817c |
813 | |
814 | ret = snewn(2, config_item); |
815 | |
816 | ret[0].type = C_STRING; |
1185e3c5 |
817 | if (which == CFG_SEED) |
818 | ret[0].name = "Game random seed"; |
819 | else |
820 | ret[0].name = "Game ID"; |
5928817c |
821 | ret[0].ival = 0; |
b0e26073 |
822 | /* |
1185e3c5 |
823 | * For CFG_DESC the text going in here will be a string |
824 | * encoding of the restricted parameters, plus a colon, |
825 | * plus the game description. For CFG_SEED it will be the |
826 | * full parameters, plus a hash, plus the random seed data. |
827 | * Either of these is a valid full game ID (although only |
828 | * the former is likely to persist across many code |
829 | * changes). |
b0e26073 |
830 | */ |
f60f7e7c |
831 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
832 | assert(parstr); |
1185e3c5 |
833 | if (which == CFG_DESC) { |
ab53eb64 |
834 | rest = me->desc ? me->desc : ""; |
835 | sep = ':'; |
1185e3c5 |
836 | } else { |
ab53eb64 |
837 | rest = me->seedstr ? me->seedstr : ""; |
838 | sep = '#'; |
1185e3c5 |
839 | } |
ab53eb64 |
840 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
841 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
842 | sfree(parstr); |
5928817c |
843 | |
844 | ret[1].type = C_END; |
845 | ret[1].name = ret[1].sval = NULL; |
846 | ret[1].ival = 0; |
847 | |
848 | return ret; |
849 | } |
850 | |
851 | assert(!"We shouldn't be here"); |
852 | return NULL; |
c8230524 |
853 | } |
854 | |
1185e3c5 |
855 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
8b7938e7 |
856 | { |
1185e3c5 |
857 | char *error, *par, *desc, *seed; |
8b7938e7 |
858 | |
1185e3c5 |
859 | seed = strchr(id, '#'); |
860 | desc = strchr(id, ':'); |
8b7938e7 |
861 | |
1185e3c5 |
862 | if (desc && (!seed || desc < seed)) { |
863 | /* |
864 | * We have a colon separating parameters from game |
865 | * description. So `par' now points to the parameters |
866 | * string, and `desc' to the description string. |
867 | */ |
868 | *desc++ = '\0'; |
869 | par = id; |
870 | seed = NULL; |
871 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
872 | /* |
50ff5730 |
873 | * We have a hash separating parameters from random seed. |
1185e3c5 |
874 | * So `par' now points to the parameters string, and `seed' |
875 | * to the seed string. |
8b7938e7 |
876 | */ |
877 | *seed++ = '\0'; |
878 | par = id; |
1185e3c5 |
879 | desc = NULL; |
8b7938e7 |
880 | } else { |
881 | /* |
1185e3c5 |
882 | * We only have one string. Depending on `defmode', we take |
883 | * it to be either parameters, seed or description. |
8b7938e7 |
884 | */ |
1185e3c5 |
885 | if (defmode == DEF_SEED) { |
8b7938e7 |
886 | seed = id; |
1185e3c5 |
887 | par = desc = NULL; |
888 | } else if (defmode == DEF_DESC) { |
889 | desc = id; |
890 | par = seed = NULL; |
8b7938e7 |
891 | } else { |
8b7938e7 |
892 | par = id; |
1185e3c5 |
893 | seed = desc = NULL; |
8b7938e7 |
894 | } |
895 | } |
896 | |
897 | if (par) { |
1185e3c5 |
898 | game_params *tmpparams; |
899 | tmpparams = me->ourgame->dup_params(me->params); |
900 | me->ourgame->decode_params(tmpparams, par); |
901 | error = me->ourgame->validate_params(tmpparams); |
8b7938e7 |
902 | if (error) { |
1185e3c5 |
903 | me->ourgame->free_params(tmpparams); |
8b7938e7 |
904 | return error; |
905 | } |
f60f7e7c |
906 | if (me->curparams) |
907 | me->ourgame->free_params(me->curparams); |
908 | me->curparams = tmpparams; |
1185e3c5 |
909 | |
910 | /* |
911 | * Now filter only the persistent parts of this state into |
912 | * the long-term params structure, unless we've _only_ |
913 | * received a params string in which case the whole lot is |
914 | * persistent. |
915 | */ |
916 | if (seed || desc) { |
917 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
918 | me->ourgame->decode_params(me->params, tmpstr); |
3af70dd4 |
919 | sfree(tmpstr); |
1185e3c5 |
920 | } else { |
921 | me->ourgame->free_params(me->params); |
922 | me->params = me->ourgame->dup_params(tmpparams); |
923 | } |
8b7938e7 |
924 | } |
925 | |
3af70dd4 |
926 | sfree(me->desc); |
0a6892db |
927 | sfree(me->privdesc); |
928 | me->desc = me->privdesc = NULL; |
3af70dd4 |
929 | sfree(me->seedstr); |
930 | me->seedstr = NULL; |
931 | |
1185e3c5 |
932 | if (desc) { |
933 | error = me->ourgame->validate_desc(me->params, desc); |
8b7938e7 |
934 | if (error) |
935 | return error; |
936 | |
1185e3c5 |
937 | me->desc = dupstr(desc); |
938 | me->genmode = GOT_DESC; |
c566778e |
939 | sfree(me->aux_info); |
6f2d8d7c |
940 | me->aux_info = NULL; |
8b7938e7 |
941 | } |
942 | |
1185e3c5 |
943 | if (seed) { |
1185e3c5 |
944 | me->seedstr = dupstr(seed); |
945 | me->genmode = GOT_SEED; |
946 | } |
947 | |
8b7938e7 |
948 | return NULL; |
949 | } |
950 | |
1185e3c5 |
951 | char *midend_game_id(midend_data *me, char *id) |
952 | { |
953 | return midend_game_id_int(me, id, DEF_PARAMS); |
954 | } |
955 | |
5928817c |
956 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
c8230524 |
957 | { |
8b7938e7 |
958 | char *error; |
c8230524 |
959 | game_params *params; |
960 | |
5928817c |
961 | switch (which) { |
962 | case CFG_SETTINGS: |
be8d5aa1 |
963 | params = me->ourgame->custom_params(cfg); |
964 | error = me->ourgame->validate_params(params); |
c8230524 |
965 | |
5928817c |
966 | if (error) { |
be8d5aa1 |
967 | me->ourgame->free_params(params); |
5928817c |
968 | return error; |
969 | } |
c8230524 |
970 | |
be8d5aa1 |
971 | me->ourgame->free_params(me->params); |
5928817c |
972 | me->params = params; |
973 | break; |
974 | |
975 | case CFG_SEED: |
1185e3c5 |
976 | case CFG_DESC: |
977 | error = midend_game_id_int(me, cfg[0].sval, |
978 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
979 | if (error) |
980 | return error; |
5928817c |
981 | break; |
982 | } |
c8230524 |
983 | |
984 | return NULL; |
985 | } |
9b4b03d3 |
986 | |
987 | char *midend_text_format(midend_data *me) |
988 | { |
989 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
28d0118c |
990 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
991 | else |
992 | return NULL; |
993 | } |
2ac6d24e |
994 | |
995 | char *midend_solve(midend_data *me) |
996 | { |
997 | game_state *s; |
df11cd4e |
998 | char *msg, *movestr; |
2ac6d24e |
999 | |
1000 | if (!me->ourgame->can_solve) |
1001 | return "This game does not support the Solve operation"; |
1002 | |
1003 | if (me->statepos < 1) |
1004 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
1005 | |
1006 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
df11cd4e |
1007 | movestr = me->ourgame->solve(me->states[0].state, |
1008 | me->states[me->statepos-1].state, |
1009 | me->aux_info, &msg); |
1010 | if (!movestr) |
2ac6d24e |
1011 | return msg; |
df11cd4e |
1012 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
1013 | assert(s); |
2ac6d24e |
1014 | |
1015 | /* |
28d0118c |
1016 | * Now enter the solved state as the next move. |
2ac6d24e |
1017 | */ |
1018 | midend_stop_anim(me); |
1019 | while (me->nstates > me->statepos) |
28d0118c |
1020 | me->ourgame->free_game(me->states[--me->nstates].state); |
2ac6d24e |
1021 | ensure(me); |
28d0118c |
1022 | me->states[me->nstates].state = s; |
a4393230 |
1023 | me->states[me->nstates].movestr = movestr; |
1024 | me->states[me->nstates].movetype = SOLVE; |
2ac6d24e |
1025 | me->statepos = ++me->nstates; |
07dfb697 |
1026 | if (me->ui) |
1027 | me->ourgame->changed_state(me->ui, |
1028 | me->states[me->statepos-2].state, |
1029 | me->states[me->statepos-1].state); |
2ac6d24e |
1030 | me->anim_time = 0.0; |
1031 | midend_finish_move(me); |
1032 | midend_redraw(me); |
48dcdd62 |
1033 | midend_set_timer(me); |
2ac6d24e |
1034 | return NULL; |
1035 | } |
48dcdd62 |
1036 | |
1037 | char *midend_rewrite_statusbar(midend_data *me, char *text) |
1038 | { |
1039 | /* |
1040 | * An important special case is that we are occasionally called |
1041 | * with our own laststatus, to update the timer. |
1042 | */ |
1043 | if (me->laststatus != text) { |
1044 | sfree(me->laststatus); |
1045 | me->laststatus = dupstr(text); |
1046 | } |
1047 | |
1048 | if (me->ourgame->is_timed) { |
1049 | char timebuf[100], *ret; |
1050 | int min, sec; |
1051 | |
1052 | sec = me->elapsed; |
1053 | min = sec / 60; |
1054 | sec %= 60; |
1055 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
1056 | |
1057 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
1058 | strcpy(ret, timebuf); |
1059 | strcat(ret, text); |
1060 | return ret; |
1061 | |
1062 | } else { |
1063 | return dupstr(text); |
1064 | } |
1065 | } |
a4393230 |
1066 | |
1067 | #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection" |
1068 | #define SERIALISE_VERSION "1" |
1069 | |
1070 | void midend_serialise(midend_data *me, |
1071 | void (*write)(void *ctx, void *buf, int len), |
1072 | void *wctx) |
1073 | { |
1074 | int i; |
1075 | |
1076 | /* |
1077 | * Each line of the save file contains three components. First |
1078 | * exactly 8 characters of header word indicating what type of |
1079 | * data is contained on the line; then a colon followed by a |
1080 | * decimal integer giving the length of the main string on the |
1081 | * line; then a colon followed by the string itself (exactly as |
1082 | * many bytes as previously specified, no matter what they |
1083 | * contain). Then a newline (of reasonably flexible form). |
1084 | */ |
1085 | #define wr(h,s) do { \ |
1086 | char hbuf[80]; \ |
1087 | char *str = (s); \ |
48d4740c |
1088 | sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \ |
a4393230 |
1089 | write(wctx, hbuf, strlen(hbuf)); \ |
1090 | write(wctx, str, strlen(str)); \ |
1091 | write(wctx, "\n", 1); \ |
1092 | } while (0) |
1093 | |
1094 | /* |
1095 | * Magic string identifying the file, and version number of the |
1096 | * file format. |
1097 | */ |
1098 | wr("SAVEFILE", SERIALISE_MAGIC); |
1099 | wr("VERSION", SERIALISE_VERSION); |
1100 | |
1101 | /* |
1102 | * The game name. (Copied locally to avoid const annoyance.) |
1103 | */ |
1104 | { |
1105 | char *s = dupstr(me->ourgame->name); |
1106 | wr("GAME", s); |
1107 | sfree(s); |
1108 | } |
1109 | |
1110 | /* |
1111 | * The current long-term parameters structure, in full. |
1112 | */ |
1113 | if (me->params) { |
1114 | char *s = me->ourgame->encode_params(me->params, TRUE); |
1115 | wr("PARAMS", s); |
1116 | sfree(s); |
1117 | } |
1118 | |
1119 | /* |
1120 | * The current short-term parameters structure, in full. |
1121 | */ |
1122 | if (me->curparams) { |
1123 | char *s = me->ourgame->encode_params(me->curparams, TRUE); |
1124 | wr("CPARAMS", s); |
1125 | sfree(s); |
1126 | } |
1127 | |
1128 | /* |
1129 | * The current game description, the privdesc, and the random seed. |
1130 | */ |
1131 | if (me->seedstr) |
1132 | wr("SEED", me->seedstr); |
1133 | if (me->desc) |
1134 | wr("DESC", me->desc); |
1135 | if (me->privdesc) |
1136 | wr("PRIVDESC", me->privdesc); |
1137 | |
1138 | /* |
1139 | * The game's aux_info. We obfuscate this to prevent spoilers |
1140 | * (people are likely to run `head' or similar on a saved game |
1141 | * file simply to find out what it is, and don't necessarily |
1142 | * want to be told the answer to the puzzle!) |
1143 | */ |
1144 | if (me->aux_info) { |
1145 | unsigned char *s1; |
1146 | char *s2; |
1147 | int len; |
1148 | |
1149 | len = strlen(me->aux_info); |
1150 | s1 = snewn(len, unsigned char); |
1151 | memcpy(s1, me->aux_info, len); |
1152 | obfuscate_bitmap(s1, len*8, FALSE); |
1153 | s2 = bin2hex(s1, len); |
1154 | |
1155 | wr("AUXINFO", s2); |
1156 | |
1157 | sfree(s2); |
1158 | sfree(s1); |
1159 | } |
1160 | |
1161 | /* |
1162 | * Any required serialisation of the game_ui. |
1163 | */ |
1164 | if (me->ui) { |
1165 | char *s = me->ourgame->encode_ui(me->ui); |
1166 | if (s) { |
1167 | wr("UI", s); |
1168 | sfree(s); |
1169 | } |
1170 | } |
1171 | |
1172 | /* |
1173 | * The game time, if it's a timed game. |
1174 | */ |
1175 | if (me->ourgame->is_timed) { |
1176 | char buf[80]; |
1177 | sprintf(buf, "%g", me->elapsed); |
1178 | wr("TIME", buf); |
1179 | } |
1180 | |
1181 | /* |
1182 | * The length of, and position in, the states list. |
1183 | */ |
1184 | { |
1185 | char buf[80]; |
1186 | sprintf(buf, "%d", me->nstates); |
1187 | wr("NSTATES", buf); |
1188 | sprintf(buf, "%d", me->statepos); |
1189 | wr("STATEPOS", buf); |
1190 | } |
1191 | |
1192 | /* |
1193 | * For each state after the initial one (which we know is |
1194 | * constructed from either privdesc or desc), enough |
1195 | * information for execute_move() to reconstruct it from the |
1196 | * previous one. |
1197 | */ |
1198 | for (i = 1; i < me->nstates; i++) { |
1199 | assert(me->states[i].movetype != NEWGAME); /* only state 0 */ |
1200 | switch (me->states[i].movetype) { |
1201 | case MOVE: |
1202 | wr("MOVE", me->states[i].movestr); |
1203 | break; |
1204 | case SOLVE: |
1205 | wr("SOLVE", me->states[i].movestr); |
1206 | break; |
1207 | case RESTART: |
1208 | wr("RESTART", me->states[i].movestr); |
1209 | break; |
1210 | } |
1211 | } |
1212 | |
1213 | #undef wr |
1214 | } |
1215 | |
1216 | /* |
1217 | * This function returns NULL on success, or an error message. |
1218 | */ |
1219 | char *midend_deserialise(midend_data *me, |
1220 | int (*read)(void *ctx, void *buf, int len), |
1221 | void *rctx) |
1222 | { |
1223 | int nstates = 0, statepos = -1, gotstates = 0; |
1224 | int started = FALSE; |
1225 | int i; |
1226 | |
1227 | char *val = NULL; |
1228 | /* Initially all errors give the same report */ |
1229 | char *ret = "Data does not appear to be a saved game file"; |
1230 | |
1231 | /* |
1232 | * We construct all the new state in local variables while we |
1233 | * check its sanity. Only once we have finished reading the |
1234 | * serialised data and detected no errors at all do we start |
1235 | * modifying stuff in the midend_data passed in. |
1236 | */ |
1237 | char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL; |
1238 | char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL; |
1239 | float elapsed = 0.0F; |
1240 | game_params *params = NULL, *cparams = NULL; |
1241 | game_ui *ui = NULL; |
1242 | struct midend_state_entry *states = NULL; |
1243 | |
1244 | /* |
1245 | * Loop round and round reading one key/value pair at a time |
1246 | * from the serialised stream, until we have enough game states |
1247 | * to finish. |
1248 | */ |
1249 | while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) { |
1250 | char key[9], c; |
1251 | int len; |
1252 | |
1253 | do { |
1254 | if (!read(rctx, key, 1)) { |
1255 | /* unexpected EOF */ |
1256 | goto cleanup; |
1257 | } |
1258 | } while (key[0] == '\r' || key[0] == '\n'); |
1259 | |
1260 | if (!read(rctx, key+1, 8)) { |
1261 | /* unexpected EOF */ |
1262 | goto cleanup; |
1263 | } |
1264 | |
1265 | if (key[8] != ':') { |
1266 | if (started) |
1267 | ret = "Data was incorrectly formatted for a saved game file"; |
1268 | } |
1269 | len = strcspn(key, ": "); |
1270 | assert(len <= 8); |
1271 | key[len] = '\0'; |
1272 | |
1273 | len = 0; |
1274 | while (1) { |
1275 | if (!read(rctx, &c, 1)) { |
1276 | /* unexpected EOF */ |
1277 | goto cleanup; |
1278 | } |
1279 | |
1280 | if (c == ':') { |
1281 | break; |
1282 | } else if (c >= '0' && c <= '9') { |
1283 | len = (len * 10) + (c - '0'); |
1284 | } else { |
1285 | if (started) |
1286 | ret = "Data was incorrectly formatted for a" |
1287 | " saved game file"; |
1288 | goto cleanup; |
1289 | } |
1290 | } |
1291 | |
1292 | val = snewn(len+1, char); |
1293 | if (!read(rctx, val, len)) { |
1294 | if (started) |
1295 | goto cleanup; |
1296 | } |
1297 | val[len] = '\0'; |
1298 | |
1299 | if (!started) { |
1300 | if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) { |
1301 | /* ret already has the right message in it */ |
1302 | goto cleanup; |
1303 | } |
1304 | /* Now most errors are this one, unless otherwise specified */ |
1305 | ret = "Saved data ended unexpectedly"; |
1306 | started = TRUE; |
1307 | } else { |
1308 | if (!strcmp(key, "VERSION")) { |
1309 | if (strcmp(val, SERIALISE_VERSION)) { |
1310 | ret = "Cannot handle this version of the saved game" |
1311 | " file format"; |
1312 | goto cleanup; |
1313 | } |
1314 | } else if (!strcmp(key, "GAME")) { |
1315 | if (strcmp(val, me->ourgame->name)) { |
1316 | ret = "Save file is from a different game"; |
1317 | goto cleanup; |
1318 | } |
1319 | } else if (!strcmp(key, "PARAMS")) { |
1320 | sfree(parstr); |
1321 | parstr = val; |
1322 | val = NULL; |
1323 | } else if (!strcmp(key, "CPARAMS")) { |
1324 | sfree(cparstr); |
1325 | cparstr = val; |
1326 | val = NULL; |
1327 | } else if (!strcmp(key, "SEED")) { |
1328 | sfree(seed); |
1329 | seed = val; |
1330 | val = NULL; |
1331 | } else if (!strcmp(key, "DESC")) { |
1332 | sfree(desc); |
1333 | desc = val; |
1334 | val = NULL; |
1335 | } else if (!strcmp(key, "PRIVDESC")) { |
1336 | sfree(privdesc); |
1337 | privdesc = val; |
1338 | val = NULL; |
1339 | } else if (!strcmp(key, "AUXINFO")) { |
1340 | unsigned char *tmp; |
1341 | int len = strlen(val) / 2; /* length in bytes */ |
1342 | tmp = hex2bin(val, len); |
1343 | obfuscate_bitmap(tmp, len*8, TRUE); |
1344 | |
1345 | sfree(auxinfo); |
1346 | auxinfo = snewn(len + 1, char); |
1347 | memcpy(auxinfo, tmp, len); |
1348 | auxinfo[len] = '\0'; |
1349 | sfree(tmp); |
1350 | } else if (!strcmp(key, "UI")) { |
1351 | sfree(uistr); |
1352 | uistr = val; |
1353 | val = NULL; |
1354 | } else if (!strcmp(key, "TIME")) { |
871bf294 |
1355 | elapsed = atof(val); |
a4393230 |
1356 | } else if (!strcmp(key, "NSTATES")) { |
1357 | nstates = atoi(val); |
1358 | if (nstates <= 0) { |
1359 | ret = "Number of states in save file was negative"; |
1360 | goto cleanup; |
1361 | } |
1362 | if (states) { |
1363 | ret = "Two state counts provided in save file"; |
1364 | goto cleanup; |
1365 | } |
1366 | states = snewn(nstates, struct midend_state_entry); |
1367 | for (i = 0; i < nstates; i++) { |
1368 | states[i].state = NULL; |
1369 | states[i].movestr = NULL; |
1370 | states[i].movetype = NEWGAME; |
1371 | } |
1372 | } else if (!strcmp(key, "STATEPOS")) { |
1373 | statepos = atoi(val); |
1374 | } else if (!strcmp(key, "MOVE")) { |
1375 | gotstates++; |
1376 | states[gotstates].movetype = MOVE; |
1377 | states[gotstates].movestr = val; |
1378 | val = NULL; |
1379 | } else if (!strcmp(key, "SOLVE")) { |
1380 | gotstates++; |
1381 | states[gotstates].movetype = SOLVE; |
1382 | states[gotstates].movestr = val; |
1383 | val = NULL; |
1384 | } else if (!strcmp(key, "RESTART")) { |
1385 | gotstates++; |
1386 | states[gotstates].movetype = RESTART; |
1387 | states[gotstates].movestr = val; |
1388 | val = NULL; |
1389 | } |
1390 | } |
1391 | |
1392 | sfree(val); |
1393 | val = NULL; |
1394 | } |
1395 | |
1396 | params = me->ourgame->default_params(); |
1397 | me->ourgame->decode_params(params, parstr); |
1398 | if (me->ourgame->validate_params(params)) { |
1399 | ret = "Long-term parameters in save file are invalid"; |
1400 | goto cleanup; |
1401 | } |
1402 | cparams = me->ourgame->default_params(); |
1403 | me->ourgame->decode_params(cparams, cparstr); |
1404 | if (me->ourgame->validate_params(cparams)) { |
1405 | ret = "Short-term parameters in save file are invalid"; |
1406 | goto cleanup; |
1407 | } |
1408 | if (!desc) { |
1409 | ret = "Game description in save file is missing"; |
1410 | goto cleanup; |
1411 | } else if (me->ourgame->validate_desc(params, desc)) { |
1412 | ret = "Game description in save file is invalid"; |
1413 | goto cleanup; |
1414 | } |
1415 | if (privdesc && me->ourgame->validate_desc(params, privdesc)) { |
1416 | ret = "Game private description in save file is invalid"; |
1417 | goto cleanup; |
1418 | } |
1419 | if (statepos < 0 || statepos >= nstates) { |
1420 | ret = "Game position in save file is out of range"; |
1421 | } |
1422 | |
1423 | states[0].state = me->ourgame->new_game(me, params, |
1424 | privdesc ? privdesc : desc); |
1425 | for (i = 1; i < nstates; i++) { |
1426 | assert(states[i].movetype != NEWGAME); |
1427 | switch (states[i].movetype) { |
1428 | case MOVE: |
1429 | case SOLVE: |
1430 | states[i].state = me->ourgame->execute_move(states[i-1].state, |
1431 | states[i].movestr); |
1432 | if (states[i].state == NULL) { |
1433 | ret = "Save file contained an invalid move"; |
1434 | goto cleanup; |
1435 | } |
1436 | break; |
1437 | case RESTART: |
1438 | if (me->ourgame->validate_desc(params, states[i].movestr)) { |
1439 | ret = "Save file contained an invalid restart move"; |
1440 | goto cleanup; |
1441 | } |
1442 | states[i].state = me->ourgame->new_game(me, params, |
1443 | states[i].movestr); |
1444 | break; |
1445 | } |
1446 | } |
1447 | |
1448 | ui = me->ourgame->new_ui(states[0].state); |
1449 | me->ourgame->decode_ui(ui, uistr); |
1450 | |
1451 | /* |
1452 | * Now we've run out of possible error conditions, so we're |
1453 | * ready to start overwriting the real data in the current |
1454 | * midend. We'll do this by swapping things with the local |
1455 | * variables, so that the same cleanup code will free the old |
1456 | * stuff. |
1457 | */ |
1458 | { |
1459 | char *tmp; |
1460 | |
1461 | tmp = me->desc; |
1462 | me->desc = desc; |
1463 | desc = tmp; |
1464 | |
1465 | tmp = me->privdesc; |
1466 | me->privdesc = privdesc; |
1467 | privdesc = tmp; |
1468 | |
1469 | tmp = me->seedstr; |
1470 | me->seedstr = seed; |
1471 | seed = tmp; |
1472 | |
1473 | tmp = me->aux_info; |
1474 | me->aux_info = auxinfo; |
1475 | auxinfo = tmp; |
1476 | } |
1477 | |
1478 | me->genmode = GOT_NOTHING; |
1479 | |
1480 | me->statesize = nstates; |
1481 | nstates = me->nstates; |
1482 | me->nstates = me->statesize; |
1483 | { |
1484 | struct midend_state_entry *tmp; |
1485 | tmp = me->states; |
1486 | me->states = states; |
1487 | states = tmp; |
1488 | } |
1489 | me->statepos = statepos; |
1490 | |
1491 | { |
1492 | game_params *tmp; |
1493 | |
1494 | tmp = me->params; |
1495 | me->params = params; |
1496 | params = tmp; |
1497 | |
1498 | tmp = me->curparams; |
1499 | me->curparams = cparams; |
1500 | cparams = tmp; |
1501 | } |
1502 | |
1503 | me->oldstate = NULL; |
1504 | me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F; |
1505 | me->dir = 0; |
1506 | |
1507 | { |
1508 | game_ui *tmp; |
1509 | |
1510 | tmp = me->ui; |
1511 | me->ui = ui; |
1512 | ui = tmp; |
1513 | } |
1514 | |
1515 | me->elapsed = elapsed; |
1516 | me->pressed_mouse_button = 0; |
1517 | |
1518 | midend_set_timer(me); |
1519 | |
871bf294 |
1520 | if (me->drawstate) |
1521 | me->ourgame->free_drawstate(me->drawstate); |
1522 | me->drawstate = |
1523 | me->ourgame->new_drawstate(me->states[me->statepos-1].state); |
1524 | midend_size_new_drawstate(me); |
1525 | |
a4393230 |
1526 | ret = NULL; /* success! */ |
1527 | |
1528 | cleanup: |
1529 | sfree(val); |
1530 | sfree(seed); |
1531 | sfree(parstr); |
1532 | sfree(cparstr); |
1533 | sfree(desc); |
1534 | sfree(privdesc); |
1535 | sfree(auxinfo); |
1536 | sfree(uistr); |
1537 | if (params) |
1538 | me->ourgame->free_params(params); |
1539 | if (cparams) |
1540 | me->ourgame->free_params(cparams); |
1541 | if (ui) |
1542 | me->ourgame->free_ui(ui); |
1543 | if (states) { |
1544 | int i; |
1545 | |
1546 | for (i = 0; i < nstates; i++) { |
1547 | if (states[i].state) |
1548 | me->ourgame->free_game(states[i].state); |
1549 | sfree(states[i].movestr); |
1550 | } |
1551 | sfree(states); |
1552 | } |
1553 | |
1554 | return ret; |
1555 | } |