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(); |
829c02d6 |
109 | /* |
110 | * Allow environment-based changing of the default settings by |
111 | * defining a variable along the lines of `NET_DEFAULT=25x25w' |
112 | * in which the value is an encoded parameter string. |
113 | */ |
114 | { |
115 | char buf[80], *e; |
116 | int j, k; |
117 | sprintf(buf, "%s_DEFAULT", me->ourgame->name); |
118 | for (j = k = 0; buf[j]; j++) |
119 | if (!isspace((unsigned char)buf[j])) |
120 | buf[k++] = toupper((unsigned char)buf[j]); |
121 | buf[k] = '\0'; |
122 | if ((e = getenv(buf)) != NULL) |
123 | me->ourgame->decode_params(me->params, e); |
124 | } |
f60f7e7c |
125 | me->curparams = NULL; |
0a6892db |
126 | me->desc = me->privdesc = NULL; |
1185e3c5 |
127 | me->seedstr = NULL; |
6f2d8d7c |
128 | me->aux_info = NULL; |
1185e3c5 |
129 | me->genmode = GOT_NOTHING; |
2ef96bd6 |
130 | me->drawstate = NULL; |
131 | me->oldstate = NULL; |
eb2ad6f1 |
132 | me->presets = NULL; |
133 | me->preset_names = NULL; |
f92acd1a |
134 | me->preset_encodings = NULL; |
eb2ad6f1 |
135 | me->npresets = me->presetsize = 0; |
87ed82be |
136 | me->anim_time = me->anim_pos = 0.0F; |
137 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
138 | me->dir = 0; |
74a4e547 |
139 | me->ui = NULL; |
6776a950 |
140 | me->pressed_mouse_button = 0; |
48dcdd62 |
141 | me->laststatus = NULL; |
142 | me->timing = FALSE; |
143 | me->elapsed = 0.0F; |
1f3ee4ee |
144 | me->tilesize = me->winwidth = me->winheight = 0; |
dafd6cf6 |
145 | if (drapi) |
83c0438f |
146 | me->drawing = drawing_new(drapi, me, drhandle); |
dafd6cf6 |
147 | else |
148 | me->drawing = NULL; |
7f77ea24 |
149 | |
83134cff |
150 | me->preferred_tilesize = ourgame->preferred_tilesize; |
151 | { |
152 | /* |
153 | * Allow an environment-based override for the default tile |
154 | * size by defining a variable along the lines of |
155 | * `NET_TILESIZE=15'. |
156 | */ |
157 | |
158 | char buf[80], *e; |
159 | int j, k, ts; |
160 | |
161 | sprintf(buf, "%s_TILESIZE", me->ourgame->name); |
162 | for (j = k = 0; buf[j]; j++) |
163 | if (!isspace((unsigned char)buf[j])) |
164 | buf[k++] = toupper((unsigned char)buf[j]); |
165 | buf[k] = '\0'; |
166 | if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0) |
167 | me->preferred_tilesize = ts; |
168 | } |
169 | |
cbb5549e |
170 | sfree(randseed); |
171 | |
7f77ea24 |
172 | return me; |
173 | } |
174 | |
0c5f1313 |
175 | static void midend_purge_states(midend *me) |
176 | { |
177 | while (me->nstates > me->statepos) { |
178 | me->ourgame->free_game(me->states[--me->nstates].state); |
179 | if (me->states[me->nstates].movestr) |
180 | sfree(me->states[me->nstates].movestr); |
181 | } |
182 | } |
183 | |
dafd6cf6 |
184 | static void midend_free_game(midend *me) |
ab53eb64 |
185 | { |
a4393230 |
186 | while (me->nstates > 0) { |
187 | me->nstates--; |
188 | me->ourgame->free_game(me->states[me->nstates].state); |
189 | sfree(me->states[me->nstates].movestr); |
190 | } |
ab53eb64 |
191 | |
192 | if (me->drawstate) |
dafd6cf6 |
193 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
ab53eb64 |
194 | } |
195 | |
dafd6cf6 |
196 | void midend_free(midend *me) |
7f77ea24 |
197 | { |
ab53eb64 |
198 | int i; |
199 | |
200 | midend_free_game(me); |
201 | |
dafd6cf6 |
202 | if (me->drawing) |
203 | drawing_free(me->drawing); |
ab53eb64 |
204 | random_free(me->random); |
7f77ea24 |
205 | sfree(me->states); |
1185e3c5 |
206 | sfree(me->desc); |
871bf294 |
207 | sfree(me->privdesc); |
1185e3c5 |
208 | sfree(me->seedstr); |
c566778e |
209 | sfree(me->aux_info); |
be8d5aa1 |
210 | me->ourgame->free_params(me->params); |
ab53eb64 |
211 | if (me->npresets) { |
212 | for (i = 0; i < me->npresets; i++) { |
213 | sfree(me->presets[i]); |
214 | sfree(me->preset_names[i]); |
f92acd1a |
215 | sfree(me->preset_encodings[i]); |
ab53eb64 |
216 | } |
217 | sfree(me->presets); |
218 | sfree(me->preset_names); |
f92acd1a |
219 | sfree(me->preset_encodings); |
ab53eb64 |
220 | } |
221 | if (me->ui) |
222 | me->ourgame->free_ui(me->ui); |
f60f7e7c |
223 | if (me->curparams) |
224 | me->ourgame->free_params(me->curparams); |
48dcdd62 |
225 | sfree(me->laststatus); |
7f77ea24 |
226 | sfree(me); |
227 | } |
228 | |
dafd6cf6 |
229 | static void midend_size_new_drawstate(midend *me) |
1f3ee4ee |
230 | { |
231 | /* |
232 | * Don't even bother, if we haven't worked out our tile size |
233 | * anyway yet. |
234 | */ |
235 | if (me->tilesize > 0) { |
236 | me->ourgame->compute_size(me->params, me->tilesize, |
237 | &me->winwidth, &me->winheight); |
dafd6cf6 |
238 | me->ourgame->set_size(me->drawing, me->drawstate, |
239 | me->params, me->tilesize); |
1f3ee4ee |
240 | } |
241 | } |
242 | |
8c4ea6f0 |
243 | void midend_size(midend *me, int *x, int *y, int user_size) |
7f77ea24 |
244 | { |
1f3ee4ee |
245 | int min, max; |
246 | int rx, ry; |
247 | |
248 | /* |
05e50a96 |
249 | * We can't set the size on the same drawstate twice. So if |
250 | * we've already sized one drawstate, we must throw it away and |
251 | * create a new one. |
252 | */ |
253 | if (me->drawstate && me->tilesize > 0) { |
254 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
255 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
256 | me->states[0].state); |
257 | } |
258 | |
259 | /* |
1f3ee4ee |
260 | * Find the tile size that best fits within the given space. If |
8c4ea6f0 |
261 | * `user_size' is TRUE, we must actually find the _largest_ such |
262 | * tile size, in order to get as close to the user's explicit |
263 | * request as possible; otherwise, we bound above at the game's |
264 | * preferred tile size, so that the game gets what it wants |
265 | * provided that this doesn't break the constraint from the |
266 | * front-end (which is likely to be a screen size or similar). |
1f3ee4ee |
267 | */ |
8c4ea6f0 |
268 | if (user_size) { |
1f3ee4ee |
269 | max = 1; |
270 | do { |
271 | max *= 2; |
272 | me->ourgame->compute_size(me->params, max, &rx, &ry); |
273 | } while (rx <= *x && ry <= *y); |
274 | } else |
83134cff |
275 | max = me->preferred_tilesize + 1; |
1f3ee4ee |
276 | min = 1; |
277 | |
278 | /* |
279 | * Now binary-search between min and max. We're looking for a |
280 | * boundary rather than a value: the point at which tile sizes |
281 | * stop fitting within the given dimensions. Thus, we stop when |
282 | * max and min differ by exactly 1. |
283 | */ |
284 | while (max - min > 1) { |
285 | int mid = (max + min) / 2; |
286 | me->ourgame->compute_size(me->params, mid, &rx, &ry); |
287 | if (rx <= *x && ry <= *y) |
288 | min = mid; |
289 | else |
290 | max = mid; |
291 | } |
292 | |
293 | /* |
294 | * Now `min' is a valid size, and `max' isn't. So use `min'. |
295 | */ |
296 | |
297 | me->tilesize = min; |
8c4ea6f0 |
298 | if (user_size) |
299 | /* If the user requested a change in size, make it permanent. */ |
888050f2 |
300 | me->preferred_tilesize = me->tilesize; |
1f3ee4ee |
301 | midend_size_new_drawstate(me); |
302 | *x = me->winwidth; |
303 | *y = me->winheight; |
7f77ea24 |
304 | } |
305 | |
dc3de726 |
306 | int midend_tilesize(midend *me) { return me->tilesize; } |
307 | |
dafd6cf6 |
308 | void midend_set_params(midend *me, game_params *params) |
7f77ea24 |
309 | { |
be8d5aa1 |
310 | me->ourgame->free_params(me->params); |
311 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
312 | } |
313 | |
821ab2c6 |
314 | game_params *midend_get_params(midend *me) |
315 | { |
316 | return me->ourgame->dup_params(me->params); |
317 | } |
318 | |
dafd6cf6 |
319 | static void midend_set_timer(midend *me) |
48dcdd62 |
320 | { |
321 | me->timing = (me->ourgame->is_timed && |
4d08de49 |
322 | me->ourgame->timing_state(me->states[me->statepos-1].state, |
323 | me->ui)); |
48dcdd62 |
324 | if (me->timing || me->flash_time || me->anim_time) |
325 | activate_timer(me->frontend); |
326 | else |
327 | deactivate_timer(me->frontend); |
328 | } |
329 | |
dafd6cf6 |
330 | void midend_force_redraw(midend *me) |
008b4378 |
331 | { |
332 | if (me->drawstate) |
dafd6cf6 |
333 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
334 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
335 | me->states[0].state); |
1e3e152d |
336 | midend_size_new_drawstate(me); |
008b4378 |
337 | midend_redraw(me); |
338 | } |
339 | |
dafd6cf6 |
340 | void midend_new_game(midend *me) |
7f77ea24 |
341 | { |
ab53eb64 |
342 | midend_free_game(me); |
2ef96bd6 |
343 | |
7f77ea24 |
344 | assert(me->nstates == 0); |
345 | |
1185e3c5 |
346 | if (me->genmode == GOT_DESC) { |
347 | me->genmode = GOT_NOTHING; |
348 | } else { |
349 | random_state *rs; |
350 | |
351 | if (me->genmode == GOT_SEED) { |
352 | me->genmode = GOT_NOTHING; |
353 | } else { |
354 | /* |
355 | * Generate a new random seed. 15 digits comes to about |
356 | * 48 bits, which should be more than enough. |
97c44af3 |
357 | * |
358 | * I'll avoid putting a leading zero on the number, |
359 | * just in case it confuses anybody who thinks it's |
360 | * processed as an integer rather than a string. |
1185e3c5 |
361 | */ |
362 | char newseed[16]; |
363 | int i; |
364 | newseed[15] = '\0'; |
5b502ae8 |
365 | newseed[0] = '1' + (char)random_upto(me->random, 9); |
97c44af3 |
366 | for (i = 1; i < 15; i++) |
5b502ae8 |
367 | newseed[i] = '0' + (char)random_upto(me->random, 10); |
1185e3c5 |
368 | sfree(me->seedstr); |
369 | me->seedstr = dupstr(newseed); |
f60f7e7c |
370 | |
371 | if (me->curparams) |
372 | me->ourgame->free_params(me->curparams); |
373 | me->curparams = me->ourgame->dup_params(me->params); |
1185e3c5 |
374 | } |
375 | |
376 | sfree(me->desc); |
0a6892db |
377 | sfree(me->privdesc); |
c566778e |
378 | sfree(me->aux_info); |
6f2d8d7c |
379 | me->aux_info = NULL; |
1185e3c5 |
380 | |
1fbb0680 |
381 | rs = random_new(me->seedstr, strlen(me->seedstr)); |
dafd6cf6 |
382 | /* |
383 | * If this midend has been instantiated without providing a |
384 | * drawing API, it is non-interactive. This means that it's |
385 | * being used for bulk game generation, and hence we should |
386 | * pass the non-interactive flag to new_desc. |
387 | */ |
6aa6af4c |
388 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
dafd6cf6 |
389 | &me->aux_info, (me->drawing != NULL)); |
0a6892db |
390 | me->privdesc = NULL; |
1185e3c5 |
391 | random_free(rs); |
1185e3c5 |
392 | } |
7f77ea24 |
393 | |
394 | ensure(me); |
0b2bbd55 |
395 | |
396 | /* |
397 | * It might seem a bit odd that we're using me->params to |
398 | * create the initial game state, rather than me->curparams |
399 | * which is better tailored to this specific game and which we |
400 | * always know. |
401 | * |
402 | * It's supposed to be an invariant in the midend that |
403 | * me->params and me->curparams differ in no aspect that is |
404 | * important after generation (i.e. after new_desc()). By |
405 | * deliberately passing the _less_ specific of these two |
406 | * parameter sets, we provoke play-time misbehaviour in the |
407 | * case where a game has failed to encode a play-time parameter |
408 | * in the non-full version of encode_params(). |
409 | */ |
c380832d |
410 | me->states[me->nstates].state = |
411 | me->ourgame->new_game(me, me->params, me->desc); |
0b2bbd55 |
412 | |
640a235e |
413 | /* |
414 | * As part of our commitment to self-testing, test the aux |
415 | * string to make sure nothing ghastly went wrong. |
416 | */ |
417 | if (me->ourgame->can_solve && me->aux_info) { |
418 | game_state *s; |
419 | char *msg, *movestr; |
420 | |
421 | msg = NULL; |
422 | movestr = me->ourgame->solve(me->states[0].state, |
423 | me->states[0].state, |
424 | me->aux_info, &msg); |
425 | assert(movestr && !msg); |
426 | s = me->ourgame->execute_move(me->states[0].state, movestr); |
427 | assert(s); |
428 | me->ourgame->free_game(s); |
429 | sfree(movestr); |
430 | } |
431 | |
a4393230 |
432 | me->states[me->nstates].movestr = NULL; |
433 | me->states[me->nstates].movetype = NEWGAME; |
28d0118c |
434 | me->nstates++; |
7f77ea24 |
435 | me->statepos = 1; |
dafd6cf6 |
436 | me->drawstate = me->ourgame->new_drawstate(me->drawing, |
437 | me->states[0].state); |
1e3e152d |
438 | midend_size_new_drawstate(me); |
48dcdd62 |
439 | me->elapsed = 0.0F; |
74a4e547 |
440 | if (me->ui) |
be8d5aa1 |
441 | me->ourgame->free_ui(me->ui); |
28d0118c |
442 | me->ui = me->ourgame->new_ui(me->states[0].state); |
4d08de49 |
443 | midend_set_timer(me); |
6776a950 |
444 | me->pressed_mouse_button = 0; |
7f77ea24 |
445 | } |
446 | |
ea6ffc86 |
447 | int midend_can_undo(midend *me) |
448 | { |
449 | return (me->statepos > 1); |
450 | } |
451 | |
452 | int midend_can_redo(midend *me) |
453 | { |
454 | return (me->statepos < me->nstates); |
455 | } |
456 | |
dafd6cf6 |
457 | static int midend_undo(midend *me) |
7f77ea24 |
458 | { |
1482ee76 |
459 | if (me->statepos > 1) { |
07dfb697 |
460 | if (me->ui) |
461 | me->ourgame->changed_state(me->ui, |
462 | me->states[me->statepos-1].state, |
463 | me->states[me->statepos-2].state); |
7f77ea24 |
464 | me->statepos--; |
c822de4a |
465 | me->dir = -1; |
1482ee76 |
466 | return 1; |
467 | } else |
468 | return 0; |
7f77ea24 |
469 | } |
470 | |
dafd6cf6 |
471 | static int midend_redo(midend *me) |
7f77ea24 |
472 | { |
1482ee76 |
473 | if (me->statepos < me->nstates) { |
07dfb697 |
474 | if (me->ui) |
475 | me->ourgame->changed_state(me->ui, |
476 | me->states[me->statepos-1].state, |
477 | me->states[me->statepos].state); |
7f77ea24 |
478 | me->statepos++; |
c822de4a |
479 | me->dir = +1; |
1482ee76 |
480 | return 1; |
481 | } else |
482 | return 0; |
7f77ea24 |
483 | } |
484 | |
dafd6cf6 |
485 | static void midend_finish_move(midend *me) |
87ed82be |
486 | { |
487 | float flashtime; |
488 | |
28d0118c |
489 | /* |
490 | * We do not flash if the later of the two states is special. |
491 | * This covers both forward Solve moves and backward (undone) |
492 | * Restart moves. |
493 | */ |
494 | if ((me->oldstate || me->statepos > 1) && |
a4393230 |
495 | ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) || |
28d0118c |
496 | (me->dir < 0 && me->statepos < me->nstates && |
a4393230 |
497 | !special(me->states[me->statepos].movetype)))) { |
be8d5aa1 |
498 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
28d0118c |
499 | me->states[me->statepos-2].state, |
500 | me->states[me->statepos-1].state, |
e3f21163 |
501 | me->oldstate ? me->dir : +1, |
502 | me->ui); |
87ed82be |
503 | if (flashtime > 0) { |
504 | me->flash_pos = 0.0F; |
505 | me->flash_time = flashtime; |
506 | } |
507 | } |
508 | |
509 | if (me->oldstate) |
be8d5aa1 |
510 | me->ourgame->free_game(me->oldstate); |
87ed82be |
511 | me->oldstate = NULL; |
512 | me->anim_pos = me->anim_time = 0; |
c822de4a |
513 | me->dir = 0; |
87ed82be |
514 | |
48dcdd62 |
515 | midend_set_timer(me); |
87ed82be |
516 | } |
517 | |
dafd6cf6 |
518 | void midend_stop_anim(midend *me) |
7f77ea24 |
519 | { |
8317499a |
520 | if (me->oldstate || me->anim_time != 0) { |
87ed82be |
521 | midend_finish_move(me); |
2ef96bd6 |
522 | midend_redraw(me); |
523 | } |
dd216087 |
524 | } |
525 | |
dafd6cf6 |
526 | void midend_restart_game(midend *me) |
28d0118c |
527 | { |
528 | game_state *s; |
529 | |
7f89707c |
530 | midend_stop_anim(me); |
531 | |
28d0118c |
532 | assert(me->statepos >= 1); |
533 | if (me->statepos == 1) |
534 | return; /* no point doing anything at all! */ |
535 | |
0a6892db |
536 | /* |
537 | * During restart, we reconstruct the game from the (public) |
538 | * game description rather than from states[0], because that |
539 | * way Mines gets slightly more sensible behaviour (restart |
540 | * goes to _after_ the first click so you don't have to |
541 | * remember where you clicked). |
542 | */ |
543 | s = me->ourgame->new_game(me, me->params, me->desc); |
28d0118c |
544 | |
545 | /* |
546 | * Now enter the restarted state as the next move. |
547 | */ |
548 | midend_stop_anim(me); |
0c5f1313 |
549 | midend_purge_states(me); |
28d0118c |
550 | ensure(me); |
551 | me->states[me->nstates].state = s; |
a4393230 |
552 | me->states[me->nstates].movestr = dupstr(me->desc); |
553 | me->states[me->nstates].movetype = RESTART; |
28d0118c |
554 | me->statepos = ++me->nstates; |
07dfb697 |
555 | if (me->ui) |
556 | me->ourgame->changed_state(me->ui, |
557 | me->states[me->statepos-2].state, |
558 | me->states[me->statepos-1].state); |
28d0118c |
559 | me->anim_time = 0.0; |
560 | midend_finish_move(me); |
561 | midend_redraw(me); |
48dcdd62 |
562 | midend_set_timer(me); |
28d0118c |
563 | } |
564 | |
dafd6cf6 |
565 | static int midend_really_process_key(midend *me, int x, int y, int button) |
dd216087 |
566 | { |
28d0118c |
567 | game_state *oldstate = |
568 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
9d6c3859 |
569 | int type = MOVE, gottype = FALSE, ret = 1; |
dd216087 |
570 | float anim_time; |
4c692867 |
571 | game_state *s; |
572 | char *movestr; |
573 | |
574 | movestr = |
575 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
576 | me->ui, me->drawstate, x, y, button); |
7f77ea24 |
577 | |
4c692867 |
578 | if (!movestr) { |
579 | if (button == 'n' || button == 'N' || button == '\x0E') { |
580 | midend_stop_anim(me); |
581 | midend_new_game(me); |
582 | midend_redraw(me); |
583 | goto done; /* never animate */ |
584 | } else if (button == 'u' || button == 'u' || |
585 | button == '\x1A' || button == '\x1F') { |
586 | midend_stop_anim(me); |
9d6c3859 |
587 | type = me->states[me->statepos-1].movetype; |
588 | gottype = TRUE; |
4c692867 |
589 | if (!midend_undo(me)) |
590 | goto done; |
591 | } else if (button == 'r' || button == 'R' || |
592 | button == '\x12' || button == '\x19') { |
593 | midend_stop_anim(me); |
594 | if (!midend_redo(me)) |
595 | goto done; |
640a235e |
596 | } else if (button == '\x13' && me->ourgame->can_solve) { |
597 | if (midend_solve(me)) |
598 | goto done; |
4c692867 |
599 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
600 | ret = 0; |
601 | goto done; |
602 | } else |
ab53eb64 |
603 | goto done; |
2ef96bd6 |
604 | } else { |
4c692867 |
605 | if (!*movestr) |
df11cd4e |
606 | s = me->states[me->statepos-1].state; |
607 | else { |
608 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
609 | movestr); |
610 | assert(s != NULL); |
df11cd4e |
611 | } |
74a4e547 |
612 | |
28d0118c |
613 | if (s == me->states[me->statepos-1].state) { |
74a4e547 |
614 | /* |
615 | * make_move() is allowed to return its input state to |
616 | * indicate that although no move has been made, the UI |
617 | * state has been updated and a redraw is called for. |
618 | */ |
619 | midend_redraw(me); |
0eb3b899 |
620 | midend_set_timer(me); |
ab53eb64 |
621 | goto done; |
74a4e547 |
622 | } else if (s) { |
dd216087 |
623 | midend_stop_anim(me); |
0c5f1313 |
624 | midend_purge_states(me); |
2ef96bd6 |
625 | ensure(me); |
a4393230 |
626 | assert(movestr != NULL); |
28d0118c |
627 | me->states[me->nstates].state = s; |
a4393230 |
628 | me->states[me->nstates].movestr = movestr; |
629 | me->states[me->nstates].movetype = MOVE; |
2ef96bd6 |
630 | me->statepos = ++me->nstates; |
c822de4a |
631 | me->dir = +1; |
faff1e07 |
632 | if (me->ui) |
633 | me->ourgame->changed_state(me->ui, |
634 | me->states[me->statepos-2].state, |
635 | me->states[me->statepos-1].state); |
2ef96bd6 |
636 | } else { |
a4393230 |
637 | goto done; |
2ef96bd6 |
638 | } |
7f77ea24 |
639 | } |
640 | |
9d6c3859 |
641 | if (!gottype) |
642 | type = me->states[me->statepos-1].movetype; |
28d0118c |
643 | |
2ef96bd6 |
644 | /* |
645 | * See if this move requires an animation. |
646 | */ |
9d6c3859 |
647 | if (special(type) && !(type == SOLVE && |
2705d374 |
648 | (me->ourgame->flags & SOLVE_ANIMATES))) { |
28d0118c |
649 | anim_time = 0; |
650 | } else { |
651 | anim_time = me->ourgame->anim_length(oldstate, |
652 | me->states[me->statepos-1].state, |
e3f21163 |
653 | me->dir, me->ui); |
28d0118c |
654 | } |
2ef96bd6 |
655 | |
ab53eb64 |
656 | me->oldstate = oldstate; oldstate = NULL; |
2ef96bd6 |
657 | if (anim_time > 0) { |
2ef96bd6 |
658 | me->anim_time = anim_time; |
659 | } else { |
2ef96bd6 |
660 | me->anim_time = 0.0; |
87ed82be |
661 | midend_finish_move(me); |
7f77ea24 |
662 | } |
2ef96bd6 |
663 | me->anim_pos = 0.0; |
664 | |
665 | midend_redraw(me); |
666 | |
48dcdd62 |
667 | midend_set_timer(me); |
7f77ea24 |
668 | |
ab53eb64 |
669 | done: |
670 | if (oldstate) me->ourgame->free_game(oldstate); |
671 | return ret; |
7f77ea24 |
672 | } |
2ef96bd6 |
673 | |
dafd6cf6 |
674 | int midend_process_key(midend *me, int x, int y, int button) |
6776a950 |
675 | { |
676 | int ret = 1; |
677 | |
678 | /* |
679 | * Harmonise mouse drag and release messages. |
680 | * |
681 | * Some front ends might accidentally switch from sending, say, |
682 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
683 | * drag. (This can happen on the Mac, for example, since |
684 | * RIGHT_DRAG is usually done using Command+drag, and if the |
685 | * user accidentally releases Command half way through the drag |
686 | * then there will be trouble.) |
687 | * |
688 | * It would be an O(number of front ends) annoyance to fix this |
689 | * in the front ends, but an O(number of back ends) annoyance |
690 | * to have each game capable of dealing with it. Therefore, we |
691 | * fix it _here_ in the common midend code so that it only has |
692 | * to be done once. |
693 | * |
eeba2afe |
694 | * The possible ways in which things can go screwy in the front |
695 | * end are: |
6776a950 |
696 | * |
eeba2afe |
697 | * - in a system containing multiple physical buttons button |
698 | * presses can inadvertently overlap. We can see ABab (caps |
699 | * meaning button-down and lowercase meaning button-up) when |
700 | * the user had semantically intended AaBb. |
6776a950 |
701 | * |
eeba2afe |
702 | * - in a system where one button is simulated by means of a |
703 | * modifier key and another button, buttons can mutate |
704 | * between press and release (possibly during drag). So we |
705 | * can see Ab instead of Aa. |
6776a950 |
706 | * |
eeba2afe |
707 | * Definite requirements are: |
708 | * |
709 | * - button _presses_ must never be invented or destroyed. If |
710 | * the user presses two buttons in succession, the button |
711 | * presses must be transferred to the backend unchanged. So |
712 | * if we see AaBb , that's fine; if we see ABab (the button |
713 | * presses inadvertently overlapped) we must somehow |
714 | * `correct' it to AaBb. |
715 | * |
716 | * - every mouse action must end up looking like a press, zero |
717 | * or more drags, then a release. This allows back ends to |
718 | * make the _assumption_ that incoming mouse data will be |
719 | * sane in this regard, and not worry about the details. |
720 | * |
721 | * So my policy will be: |
722 | * |
723 | * - treat any button-up as a button-up for the currently |
724 | * pressed button, or ignore it if there is no currently |
725 | * pressed button. |
726 | * |
727 | * - treat any drag as a drag for the currently pressed |
728 | * button, or ignore it if there is no currently pressed |
729 | * button. |
730 | * |
731 | * - if we see a button-down while another button is currently |
732 | * pressed, invent a button-up for the first one and then |
733 | * pass the button-down through as before. |
6776a950 |
734 | * |
93b1da3d |
735 | * 2005-05-31: An addendum to the above. Some games might want |
736 | * a `priority order' among buttons, such that if one button is |
737 | * pressed while another is down then a fixed one of the |
738 | * buttons takes priority no matter what order they're pressed |
739 | * in. Mines, in particular, wants to treat a left+right click |
740 | * like a left click for the benefit of users of other |
741 | * implementations. So the last of the above points is modified |
742 | * in the presence of an (optional) button priority order. |
4a9957b6 |
743 | * |
744 | * A further addition: we translate certain keyboard presses to |
745 | * cursor key 'select' buttons, so that a) frontends don't have |
746 | * to translate these themselves (like they do for CURSOR_UP etc), |
747 | * and b) individual games don't have to hard-code button presses |
748 | * of '\n' etc for keyboard-based cursors. The choice of buttons |
749 | * here could eventually be controlled by a runtime configuration |
750 | * option. |
6776a950 |
751 | */ |
752 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
753 | if (me->pressed_mouse_button) { |
754 | if (IS_MOUSE_DRAG(button)) { |
755 | button = me->pressed_mouse_button + |
756 | (LEFT_DRAG - LEFT_BUTTON); |
757 | } else { |
758 | button = me->pressed_mouse_button + |
759 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
760 | } |
eeba2afe |
761 | } else |
762 | return ret; /* ignore it */ |
6776a950 |
763 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
93b1da3d |
764 | /* |
765 | * If the new button has lower priority than the old one, |
766 | * don't bother doing this. |
767 | */ |
2705d374 |
768 | if (me->ourgame->flags & |
93b1da3d |
769 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
770 | return ret; /* just ignore it */ |
771 | |
6776a950 |
772 | /* |
773 | * Fabricate a button-up for the previously pressed button. |
774 | */ |
775 | ret = ret && midend_really_process_key |
776 | (me, x, y, (me->pressed_mouse_button + |
777 | (LEFT_RELEASE - LEFT_BUTTON))); |
778 | } |
779 | |
780 | /* |
4a9957b6 |
781 | * Translate keyboard presses to cursor selection. |
782 | */ |
783 | if (button == '\n' || button == '\r') |
784 | button = CURSOR_SELECT; |
785 | if (button == ' ') |
786 | button = CURSOR_SELECT2; |
787 | |
788 | /* |
7b97f218 |
789 | * Normalise both backspace characters (8 and 127) to \b. Easier |
790 | * to do this once, here, than to require all front ends to |
791 | * carefully generate the same one - now each front end can |
792 | * generate whichever is easiest. |
793 | */ |
794 | if (button == '\177') |
795 | button = '\b'; |
796 | |
797 | /* |
6776a950 |
798 | * Now send on the event we originally received. |
799 | */ |
800 | ret = ret && midend_really_process_key(me, x, y, button); |
801 | |
802 | /* |
803 | * And update the currently pressed button. |
804 | */ |
805 | if (IS_MOUSE_RELEASE(button)) |
806 | me->pressed_mouse_button = 0; |
807 | else if (IS_MOUSE_DOWN(button)) |
808 | me->pressed_mouse_button = button; |
809 | |
810 | return ret; |
811 | } |
812 | |
dafd6cf6 |
813 | void midend_redraw(midend *me) |
2ef96bd6 |
814 | { |
dafd6cf6 |
815 | assert(me->drawing); |
816 | |
2ef96bd6 |
817 | if (me->statepos > 0 && me->drawstate) { |
dafd6cf6 |
818 | start_draw(me->drawing); |
2ef96bd6 |
819 | if (me->oldstate && me->anim_time > 0 && |
820 | me->anim_pos < me->anim_time) { |
c822de4a |
821 | assert(me->dir != 0); |
dafd6cf6 |
822 | me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate, |
28d0118c |
823 | me->states[me->statepos-1].state, me->dir, |
be8d5aa1 |
824 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
825 | } else { |
dafd6cf6 |
826 | me->ourgame->redraw(me->drawing, me->drawstate, NULL, |
28d0118c |
827 | me->states[me->statepos-1].state, +1 /*shrug*/, |
be8d5aa1 |
828 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
829 | } |
dafd6cf6 |
830 | end_draw(me->drawing); |
2ef96bd6 |
831 | } |
832 | } |
833 | |
afc306fc |
834 | /* |
835 | * Nasty hacky function used to implement the --redo option in |
836 | * gtk.c. Only used for generating the puzzles' icons. |
837 | */ |
838 | void midend_freeze_timer(midend *me, float tprop) |
839 | { |
840 | me->anim_pos = me->anim_time * tprop; |
841 | midend_redraw(me); |
842 | deactivate_timer(me->frontend); |
843 | } |
844 | |
dafd6cf6 |
845 | void midend_timer(midend *me, float tplus) |
2ef96bd6 |
846 | { |
0eb3b899 |
847 | int need_redraw = (me->anim_time > 0 || me->flash_time > 0); |
848 | |
2ef96bd6 |
849 | me->anim_pos += tplus; |
850 | if (me->anim_pos >= me->anim_time || |
851 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
852 | if (me->anim_time > 0) |
853 | midend_finish_move(me); |
854 | } |
48dcdd62 |
855 | |
87ed82be |
856 | me->flash_pos += tplus; |
857 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
858 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
859 | } |
48dcdd62 |
860 | |
0eb3b899 |
861 | if (need_redraw) |
862 | midend_redraw(me); |
48dcdd62 |
863 | |
864 | if (me->timing) { |
865 | float oldelapsed = me->elapsed; |
866 | me->elapsed += tplus; |
867 | if ((int)oldelapsed != (int)me->elapsed) |
dafd6cf6 |
868 | status_bar(me->drawing, me->laststatus ? me->laststatus : ""); |
48dcdd62 |
869 | } |
870 | |
871 | midend_set_timer(me); |
2ef96bd6 |
872 | } |
873 | |
dafd6cf6 |
874 | float *midend_colours(midend *me, int *ncolours) |
2ef96bd6 |
875 | { |
2ef96bd6 |
876 | float *ret; |
877 | |
8266f3fc |
878 | ret = me->ourgame->colours(me->frontend, ncolours); |
2ef96bd6 |
879 | |
813593cc |
880 | { |
881 | int i; |
882 | |
883 | /* |
884 | * Allow environment-based overrides for the standard |
885 | * colours by defining variables along the lines of |
886 | * `NET_COLOUR_4=6000c0'. |
887 | */ |
888 | |
889 | for (i = 0; i < *ncolours; i++) { |
890 | char buf[80], *e; |
891 | unsigned int r, g, b; |
056405ec |
892 | int j, k; |
813593cc |
893 | |
894 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
056405ec |
895 | for (j = k = 0; buf[j]; j++) |
896 | if (!isspace((unsigned char)buf[j])) |
897 | buf[k++] = toupper((unsigned char)buf[j]); |
898 | buf[k] = '\0'; |
813593cc |
899 | if ((e = getenv(buf)) != NULL && |
900 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
5b502ae8 |
901 | ret[i*3 + 0] = r / 255.0F; |
902 | ret[i*3 + 1] = g / 255.0F; |
903 | ret[i*3 + 2] = b / 255.0F; |
813593cc |
904 | } |
905 | } |
906 | } |
907 | |
2ef96bd6 |
908 | return ret; |
909 | } |
eb2ad6f1 |
910 | |
dafd6cf6 |
911 | int midend_num_presets(midend *me) |
eb2ad6f1 |
912 | { |
913 | if (!me->npresets) { |
914 | char *name; |
915 | game_params *preset; |
916 | |
be8d5aa1 |
917 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
918 | if (me->presetsize <= me->npresets) { |
919 | me->presetsize = me->npresets + 10; |
920 | me->presets = sresize(me->presets, me->presetsize, |
921 | game_params *); |
922 | me->preset_names = sresize(me->preset_names, me->presetsize, |
923 | char *); |
f92acd1a |
924 | me->preset_encodings = sresize(me->preset_encodings, |
925 | me->presetsize, char *); |
eb2ad6f1 |
926 | } |
927 | |
928 | me->presets[me->npresets] = preset; |
929 | me->preset_names[me->npresets] = name; |
f92acd1a |
930 | me->preset_encodings[me->npresets] = |
931 | me->ourgame->encode_params(preset, TRUE);; |
eb2ad6f1 |
932 | me->npresets++; |
933 | } |
934 | } |
935 | |
813593cc |
936 | { |
937 | /* |
938 | * Allow environment-based extensions to the preset list by |
939 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
940 | * Advanced:2x3da'. Colon-separated list of items, |
941 | * alternating between textual titles in the menu and |
942 | * encoded parameter strings. |
943 | */ |
944 | char buf[80], *e, *p; |
056405ec |
945 | int j, k; |
813593cc |
946 | |
947 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
056405ec |
948 | for (j = k = 0; buf[j]; j++) |
949 | if (!isspace((unsigned char)buf[j])) |
950 | buf[k++] = toupper((unsigned char)buf[j]); |
951 | buf[k] = '\0'; |
813593cc |
952 | |
953 | if ((e = getenv(buf)) != NULL) { |
954 | p = e = dupstr(e); |
955 | |
956 | while (*p) { |
957 | char *name, *val; |
958 | game_params *preset; |
959 | |
960 | name = p; |
961 | while (*p && *p != ':') p++; |
962 | if (*p) *p++ = '\0'; |
963 | val = p; |
964 | while (*p && *p != ':') p++; |
965 | if (*p) *p++ = '\0'; |
966 | |
967 | preset = me->ourgame->default_params(); |
968 | me->ourgame->decode_params(preset, val); |
969 | |
3ff276f2 |
970 | if (me->ourgame->validate_params(preset, TRUE)) { |
239ba6e6 |
971 | /* Drop this one from the list. */ |
972 | me->ourgame->free_params(preset); |
973 | continue; |
974 | } |
975 | |
813593cc |
976 | if (me->presetsize <= me->npresets) { |
977 | me->presetsize = me->npresets + 10; |
978 | me->presets = sresize(me->presets, me->presetsize, |
979 | game_params *); |
980 | me->preset_names = sresize(me->preset_names, |
981 | me->presetsize, char *); |
f92acd1a |
982 | me->preset_encodings = sresize(me->preset_encodings, |
983 | me->presetsize, char *); |
813593cc |
984 | } |
985 | |
986 | me->presets[me->npresets] = preset; |
cb64d2dd |
987 | me->preset_names[me->npresets] = dupstr(name); |
f92acd1a |
988 | me->preset_encodings[me->npresets] = |
989 | me->ourgame->encode_params(preset, TRUE); |
813593cc |
990 | me->npresets++; |
991 | } |
9a6d429a |
992 | sfree(e); |
813593cc |
993 | } |
994 | } |
995 | |
eb2ad6f1 |
996 | return me->npresets; |
997 | } |
998 | |
dafd6cf6 |
999 | void midend_fetch_preset(midend *me, int n, |
eb2ad6f1 |
1000 | char **name, game_params **params) |
1001 | { |
1002 | assert(n >= 0 && n < me->npresets); |
1003 | *name = me->preset_names[n]; |
1004 | *params = me->presets[n]; |
1005 | } |
fd1a1a2b |
1006 | |
f92acd1a |
1007 | int midend_which_preset(midend *me) |
1008 | { |
1009 | char *encoding = me->ourgame->encode_params(me->params, TRUE); |
1010 | int i, ret; |
1011 | |
1012 | ret = -1; |
1013 | for (i = 0; i < me->npresets; i++) |
1014 | if (!strcmp(encoding, me->preset_encodings[i])) { |
1015 | ret = i; |
1016 | break; |
1017 | } |
1018 | |
1019 | sfree(encoding); |
1020 | return ret; |
1021 | } |
1022 | |
dafd6cf6 |
1023 | int midend_wants_statusbar(midend *me) |
fd1a1a2b |
1024 | { |
ac9f41c4 |
1025 | return me->ourgame->wants_statusbar; |
fd1a1a2b |
1026 | } |
c8230524 |
1027 | |
dafd6cf6 |
1028 | void midend_supersede_game_desc(midend *me, char *desc, char *privdesc) |
c380832d |
1029 | { |
1030 | sfree(me->desc); |
0a6892db |
1031 | sfree(me->privdesc); |
c380832d |
1032 | me->desc = dupstr(desc); |
0a6892db |
1033 | me->privdesc = privdesc ? dupstr(privdesc) : NULL; |
c380832d |
1034 | } |
1035 | |
dafd6cf6 |
1036 | config_item *midend_get_config(midend *me, int which, char **wintitle) |
c8230524 |
1037 | { |
ab53eb64 |
1038 | char *titlebuf, *parstr, *rest; |
5928817c |
1039 | config_item *ret; |
ab53eb64 |
1040 | char sep; |
5928817c |
1041 | |
ab53eb64 |
1042 | assert(wintitle); |
be8d5aa1 |
1043 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
1044 | |
1045 | switch (which) { |
1046 | case CFG_SETTINGS: |
be8d5aa1 |
1047 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
ab53eb64 |
1048 | *wintitle = titlebuf; |
be8d5aa1 |
1049 | return me->ourgame->configure(me->params); |
5928817c |
1050 | case CFG_SEED: |
1185e3c5 |
1051 | case CFG_DESC: |
ab53eb64 |
1052 | if (!me->curparams) { |
1053 | sfree(titlebuf); |
1054 | return NULL; |
1055 | } |
1056 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
1185e3c5 |
1057 | which == CFG_SEED ? "random" : "game"); |
ab53eb64 |
1058 | *wintitle = titlebuf; |
5928817c |
1059 | |
1060 | ret = snewn(2, config_item); |
1061 | |
1062 | ret[0].type = C_STRING; |
1185e3c5 |
1063 | if (which == CFG_SEED) |
1064 | ret[0].name = "Game random seed"; |
1065 | else |
1066 | ret[0].name = "Game ID"; |
5928817c |
1067 | ret[0].ival = 0; |
b0e26073 |
1068 | /* |
1185e3c5 |
1069 | * For CFG_DESC the text going in here will be a string |
1070 | * encoding of the restricted parameters, plus a colon, |
1071 | * plus the game description. For CFG_SEED it will be the |
1072 | * full parameters, plus a hash, plus the random seed data. |
1073 | * Either of these is a valid full game ID (although only |
1074 | * the former is likely to persist across many code |
1075 | * changes). |
b0e26073 |
1076 | */ |
f60f7e7c |
1077 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
ab53eb64 |
1078 | assert(parstr); |
1185e3c5 |
1079 | if (which == CFG_DESC) { |
ab53eb64 |
1080 | rest = me->desc ? me->desc : ""; |
1081 | sep = ':'; |
1185e3c5 |
1082 | } else { |
ab53eb64 |
1083 | rest = me->seedstr ? me->seedstr : ""; |
1084 | sep = '#'; |
1185e3c5 |
1085 | } |
ab53eb64 |
1086 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
1087 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
b0e26073 |
1088 | sfree(parstr); |
5928817c |
1089 | |
1090 | ret[1].type = C_END; |
1091 | ret[1].name = ret[1].sval = NULL; |
1092 | ret[1].ival = 0; |
1093 | |
1094 | return ret; |
1095 | } |
1096 | |
1097 | assert(!"We shouldn't be here"); |
1098 | return NULL; |
c8230524 |
1099 | } |
1100 | |
dafd6cf6 |
1101 | static char *midend_game_id_int(midend *me, char *id, int defmode) |
8b7938e7 |
1102 | { |
1185e3c5 |
1103 | char *error, *par, *desc, *seed; |
5c9f61fd |
1104 | game_params *newcurparams, *newparams, *oldparams1, *oldparams2; |
1105 | int free_params; |
8b7938e7 |
1106 | |
1185e3c5 |
1107 | seed = strchr(id, '#'); |
1108 | desc = strchr(id, ':'); |
8b7938e7 |
1109 | |
1185e3c5 |
1110 | if (desc && (!seed || desc < seed)) { |
1111 | /* |
1112 | * We have a colon separating parameters from game |
1113 | * description. So `par' now points to the parameters |
1114 | * string, and `desc' to the description string. |
1115 | */ |
1116 | *desc++ = '\0'; |
1117 | par = id; |
1118 | seed = NULL; |
1119 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
1120 | /* |
50ff5730 |
1121 | * We have a hash separating parameters from random seed. |
1185e3c5 |
1122 | * So `par' now points to the parameters string, and `seed' |
1123 | * to the seed string. |
8b7938e7 |
1124 | */ |
1125 | *seed++ = '\0'; |
1126 | par = id; |
1185e3c5 |
1127 | desc = NULL; |
8b7938e7 |
1128 | } else { |
1129 | /* |
1185e3c5 |
1130 | * We only have one string. Depending on `defmode', we take |
1131 | * it to be either parameters, seed or description. |
8b7938e7 |
1132 | */ |
1185e3c5 |
1133 | if (defmode == DEF_SEED) { |
8b7938e7 |
1134 | seed = id; |
1185e3c5 |
1135 | par = desc = NULL; |
1136 | } else if (defmode == DEF_DESC) { |
1137 | desc = id; |
1138 | par = seed = NULL; |
8b7938e7 |
1139 | } else { |
8b7938e7 |
1140 | par = id; |
1185e3c5 |
1141 | seed = desc = NULL; |
8b7938e7 |
1142 | } |
1143 | } |
1144 | |
5c9f61fd |
1145 | /* |
1146 | * We must be reasonably careful here not to modify anything in |
1147 | * `me' until we have finished validating things. This function |
1148 | * must either return an error and do nothing to the midend, or |
1149 | * return success and do everything; nothing in between is |
1150 | * acceptable. |
1151 | */ |
1152 | newcurparams = newparams = oldparams1 = oldparams2 = NULL; |
1153 | |
8b7938e7 |
1154 | if (par) { |
5c9f61fd |
1155 | newcurparams = me->ourgame->dup_params(me->params); |
1156 | me->ourgame->decode_params(newcurparams, par); |
3ff276f2 |
1157 | error = me->ourgame->validate_params(newcurparams, desc == NULL); |
8b7938e7 |
1158 | if (error) { |
5c9f61fd |
1159 | me->ourgame->free_params(newcurparams); |
8b7938e7 |
1160 | return error; |
1161 | } |
5c9f61fd |
1162 | oldparams1 = me->curparams; |
1185e3c5 |
1163 | |
1164 | /* |
1165 | * Now filter only the persistent parts of this state into |
1166 | * the long-term params structure, unless we've _only_ |
1167 | * received a params string in which case the whole lot is |
1168 | * persistent. |
1169 | */ |
5c9f61fd |
1170 | oldparams2 = me->params; |
1185e3c5 |
1171 | if (seed || desc) { |
5c9f61fd |
1172 | char *tmpstr; |
1173 | |
1174 | newparams = me->ourgame->dup_params(me->params); |
1175 | |
1176 | tmpstr = me->ourgame->encode_params(newcurparams, FALSE); |
1177 | me->ourgame->decode_params(newparams, tmpstr); |
1178 | |
3af70dd4 |
1179 | sfree(tmpstr); |
1185e3c5 |
1180 | } else { |
5c9f61fd |
1181 | newparams = me->ourgame->dup_params(newcurparams); |
1185e3c5 |
1182 | } |
5c9f61fd |
1183 | free_params = TRUE; |
1184 | } else { |
1185 | newcurparams = me->curparams; |
1186 | newparams = me->params; |
1187 | free_params = FALSE; |
8b7938e7 |
1188 | } |
1189 | |
5c9f61fd |
1190 | if (desc) { |
1191 | error = me->ourgame->validate_desc(newparams, desc); |
1192 | if (error) { |
1193 | if (free_params) { |
1194 | if (newcurparams) |
1195 | me->ourgame->free_params(newcurparams); |
1196 | if (newparams) |
1197 | me->ourgame->free_params(newparams); |
1198 | } |
1199 | return error; |
1200 | } |
1201 | } |
1202 | |
1203 | /* |
1204 | * Now we've got past all possible error points. Update the |
1205 | * midend itself. |
1206 | */ |
1207 | me->params = newparams; |
1208 | me->curparams = newcurparams; |
1209 | if (oldparams1) |
1210 | me->ourgame->free_params(oldparams1); |
1211 | if (oldparams2) |
1212 | me->ourgame->free_params(oldparams2); |
1213 | |
3af70dd4 |
1214 | sfree(me->desc); |
0a6892db |
1215 | sfree(me->privdesc); |
1216 | me->desc = me->privdesc = NULL; |
3af70dd4 |
1217 | sfree(me->seedstr); |
1218 | me->seedstr = NULL; |
1219 | |
1185e3c5 |
1220 | if (desc) { |
1185e3c5 |
1221 | me->desc = dupstr(desc); |
1222 | me->genmode = GOT_DESC; |
c566778e |
1223 | sfree(me->aux_info); |
6f2d8d7c |
1224 | me->aux_info = NULL; |
8b7938e7 |
1225 | } |
1226 | |
1185e3c5 |
1227 | if (seed) { |
1185e3c5 |
1228 | me->seedstr = dupstr(seed); |
1229 | me->genmode = GOT_SEED; |
1230 | } |
1231 | |
8b7938e7 |
1232 | return NULL; |
1233 | } |
1234 | |
dafd6cf6 |
1235 | char *midend_game_id(midend *me, char *id) |
1185e3c5 |
1236 | { |
1237 | return midend_game_id_int(me, id, DEF_PARAMS); |
1238 | } |
1239 | |
dafd6cf6 |
1240 | char *midend_get_game_id(midend *me) |
1241 | { |
1242 | char *parstr, *ret; |
1243 | |
1244 | parstr = me->ourgame->encode_params(me->curparams, FALSE); |
1245 | assert(parstr); |
1246 | assert(me->desc); |
1247 | ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char); |
1248 | sprintf(ret, "%s:%s", parstr, me->desc); |
1249 | sfree(parstr); |
1250 | return ret; |
1251 | } |
1252 | |
1253 | char *midend_set_config(midend *me, int which, config_item *cfg) |
c8230524 |
1254 | { |
8b7938e7 |
1255 | char *error; |
c8230524 |
1256 | game_params *params; |
1257 | |
5928817c |
1258 | switch (which) { |
1259 | case CFG_SETTINGS: |
be8d5aa1 |
1260 | params = me->ourgame->custom_params(cfg); |
3ff276f2 |
1261 | error = me->ourgame->validate_params(params, TRUE); |
c8230524 |
1262 | |
5928817c |
1263 | if (error) { |
be8d5aa1 |
1264 | me->ourgame->free_params(params); |
5928817c |
1265 | return error; |
1266 | } |
c8230524 |
1267 | |
be8d5aa1 |
1268 | me->ourgame->free_params(me->params); |
5928817c |
1269 | me->params = params; |
1270 | break; |
1271 | |
1272 | case CFG_SEED: |
1185e3c5 |
1273 | case CFG_DESC: |
1274 | error = midend_game_id_int(me, cfg[0].sval, |
1275 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
1276 | if (error) |
1277 | return error; |
5928817c |
1278 | break; |
1279 | } |
c8230524 |
1280 | |
1281 | return NULL; |
1282 | } |
9b4b03d3 |
1283 | |
fa3abef5 |
1284 | int midend_can_format_as_text_now(midend *me) |
1285 | { |
1286 | if (me->ourgame->can_format_as_text_ever) |
1287 | return me->ourgame->can_format_as_text_now(me->params); |
1288 | else |
1289 | return FALSE; |
1290 | } |
1291 | |
dafd6cf6 |
1292 | char *midend_text_format(midend *me) |
9b4b03d3 |
1293 | { |
fa3abef5 |
1294 | if (me->ourgame->can_format_as_text_ever && me->statepos > 0 && |
1295 | me->ourgame->can_format_as_text_now(me->params)) |
28d0118c |
1296 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
9b4b03d3 |
1297 | else |
1298 | return NULL; |
1299 | } |
2ac6d24e |
1300 | |
dafd6cf6 |
1301 | char *midend_solve(midend *me) |
2ac6d24e |
1302 | { |
1303 | game_state *s; |
df11cd4e |
1304 | char *msg, *movestr; |
2ac6d24e |
1305 | |
1306 | if (!me->ourgame->can_solve) |
1307 | return "This game does not support the Solve operation"; |
1308 | |
1309 | if (me->statepos < 1) |
1310 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
1311 | |
821f9f32 |
1312 | msg = NULL; |
df11cd4e |
1313 | movestr = me->ourgame->solve(me->states[0].state, |
1314 | me->states[me->statepos-1].state, |
1315 | me->aux_info, &msg); |
821f9f32 |
1316 | if (!movestr) { |
1317 | if (!msg) |
1318 | msg = "Solve operation failed"; /* _shouldn't_ happen, but can */ |
2ac6d24e |
1319 | return msg; |
821f9f32 |
1320 | } |
df11cd4e |
1321 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
1322 | assert(s); |
2ac6d24e |
1323 | |
1324 | /* |
28d0118c |
1325 | * Now enter the solved state as the next move. |
2ac6d24e |
1326 | */ |
1327 | midend_stop_anim(me); |
0c5f1313 |
1328 | midend_purge_states(me); |
2ac6d24e |
1329 | ensure(me); |
28d0118c |
1330 | me->states[me->nstates].state = s; |
a4393230 |
1331 | me->states[me->nstates].movestr = movestr; |
1332 | me->states[me->nstates].movetype = SOLVE; |
2ac6d24e |
1333 | me->statepos = ++me->nstates; |
07dfb697 |
1334 | if (me->ui) |
1335 | me->ourgame->changed_state(me->ui, |
1336 | me->states[me->statepos-2].state, |
1337 | me->states[me->statepos-1].state); |
9d6c3859 |
1338 | me->dir = +1; |
2705d374 |
1339 | if (me->ourgame->flags & SOLVE_ANIMATES) { |
9d6c3859 |
1340 | me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state); |
1341 | me->anim_time = |
1342 | me->ourgame->anim_length(me->states[me->statepos-2].state, |
1343 | me->states[me->statepos-1].state, |
1344 | +1, me->ui); |
e80e7b71 |
1345 | me->anim_pos = 0.0; |
9d6c3859 |
1346 | } else { |
1347 | me->anim_time = 0.0; |
1348 | midend_finish_move(me); |
1349 | } |
91d3791c |
1350 | if (me->drawing) |
1351 | midend_redraw(me); |
48dcdd62 |
1352 | midend_set_timer(me); |
2ac6d24e |
1353 | return NULL; |
1354 | } |
48dcdd62 |
1355 | |
1cea529f |
1356 | int midend_status(midend *me) |
4496362f |
1357 | { |
1358 | /* |
1359 | * We should probably never be called when the state stack has no |
1360 | * states on it at all - ideally, midends should never be left in |
1361 | * that state for long enough to get put down and forgotten about. |
1362 | * But if we are, I think we return _true_ - pedantically speaking |
1363 | * a midend in that state is 'vacuously solved', and more |
1364 | * practically, a user whose midend has been left in that state |
1365 | * probably _does_ want the 'new game' option to be prominent. |
1366 | */ |
1cea529f |
1367 | if (me->statepos == 0) |
1368 | return +1; |
1369 | |
1370 | return me->ourgame->status(me->states[me->statepos-1].state); |
4496362f |
1371 | } |
1372 | |
dafd6cf6 |
1373 | char *midend_rewrite_statusbar(midend *me, char *text) |
48dcdd62 |
1374 | { |
1375 | /* |
1376 | * An important special case is that we are occasionally called |
1377 | * with our own laststatus, to update the timer. |
1378 | */ |
1379 | if (me->laststatus != text) { |
1380 | sfree(me->laststatus); |
1381 | me->laststatus = dupstr(text); |
1382 | } |
1383 | |
1384 | if (me->ourgame->is_timed) { |
1385 | char timebuf[100], *ret; |
1386 | int min, sec; |
1387 | |
5b502ae8 |
1388 | sec = (int)me->elapsed; |
48dcdd62 |
1389 | min = sec / 60; |
1390 | sec %= 60; |
1391 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
1392 | |
1393 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
1394 | strcpy(ret, timebuf); |
1395 | strcat(ret, text); |
1396 | return ret; |
1397 | |
1398 | } else { |
1399 | return dupstr(text); |
1400 | } |
1401 | } |
a4393230 |
1402 | |
1403 | #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection" |
1404 | #define SERIALISE_VERSION "1" |
1405 | |
dafd6cf6 |
1406 | void midend_serialise(midend *me, |
a4393230 |
1407 | void (*write)(void *ctx, void *buf, int len), |
1408 | void *wctx) |
1409 | { |
1410 | int i; |
1411 | |
1412 | /* |
1413 | * Each line of the save file contains three components. First |
1414 | * exactly 8 characters of header word indicating what type of |
1415 | * data is contained on the line; then a colon followed by a |
1416 | * decimal integer giving the length of the main string on the |
1417 | * line; then a colon followed by the string itself (exactly as |
1418 | * many bytes as previously specified, no matter what they |
1419 | * contain). Then a newline (of reasonably flexible form). |
1420 | */ |
1421 | #define wr(h,s) do { \ |
1422 | char hbuf[80]; \ |
1423 | char *str = (s); \ |
48d4740c |
1424 | sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \ |
a4393230 |
1425 | write(wctx, hbuf, strlen(hbuf)); \ |
1426 | write(wctx, str, strlen(str)); \ |
1427 | write(wctx, "\n", 1); \ |
1428 | } while (0) |
1429 | |
1430 | /* |
1431 | * Magic string identifying the file, and version number of the |
1432 | * file format. |
1433 | */ |
1434 | wr("SAVEFILE", SERIALISE_MAGIC); |
1435 | wr("VERSION", SERIALISE_VERSION); |
1436 | |
1437 | /* |
1438 | * The game name. (Copied locally to avoid const annoyance.) |
1439 | */ |
1440 | { |
1441 | char *s = dupstr(me->ourgame->name); |
1442 | wr("GAME", s); |
1443 | sfree(s); |
1444 | } |
1445 | |
1446 | /* |
1447 | * The current long-term parameters structure, in full. |
1448 | */ |
1449 | if (me->params) { |
1450 | char *s = me->ourgame->encode_params(me->params, TRUE); |
1451 | wr("PARAMS", s); |
1452 | sfree(s); |
1453 | } |
1454 | |
1455 | /* |
1456 | * The current short-term parameters structure, in full. |
1457 | */ |
1458 | if (me->curparams) { |
1459 | char *s = me->ourgame->encode_params(me->curparams, TRUE); |
1460 | wr("CPARAMS", s); |
1461 | sfree(s); |
1462 | } |
1463 | |
1464 | /* |
1465 | * The current game description, the privdesc, and the random seed. |
1466 | */ |
1467 | if (me->seedstr) |
1468 | wr("SEED", me->seedstr); |
1469 | if (me->desc) |
1470 | wr("DESC", me->desc); |
1471 | if (me->privdesc) |
1472 | wr("PRIVDESC", me->privdesc); |
1473 | |
1474 | /* |
1475 | * The game's aux_info. We obfuscate this to prevent spoilers |
1476 | * (people are likely to run `head' or similar on a saved game |
1477 | * file simply to find out what it is, and don't necessarily |
1478 | * want to be told the answer to the puzzle!) |
1479 | */ |
1480 | if (me->aux_info) { |
1481 | unsigned char *s1; |
1482 | char *s2; |
1483 | int len; |
1484 | |
1485 | len = strlen(me->aux_info); |
1486 | s1 = snewn(len, unsigned char); |
1487 | memcpy(s1, me->aux_info, len); |
1488 | obfuscate_bitmap(s1, len*8, FALSE); |
1489 | s2 = bin2hex(s1, len); |
1490 | |
1491 | wr("AUXINFO", s2); |
1492 | |
1493 | sfree(s2); |
1494 | sfree(s1); |
1495 | } |
1496 | |
1497 | /* |
1498 | * Any required serialisation of the game_ui. |
1499 | */ |
1500 | if (me->ui) { |
1501 | char *s = me->ourgame->encode_ui(me->ui); |
1502 | if (s) { |
1503 | wr("UI", s); |
1504 | sfree(s); |
1505 | } |
1506 | } |
1507 | |
1508 | /* |
1509 | * The game time, if it's a timed game. |
1510 | */ |
1511 | if (me->ourgame->is_timed) { |
1512 | char buf[80]; |
1513 | sprintf(buf, "%g", me->elapsed); |
1514 | wr("TIME", buf); |
1515 | } |
1516 | |
1517 | /* |
1518 | * The length of, and position in, the states list. |
1519 | */ |
1520 | { |
1521 | char buf[80]; |
1522 | sprintf(buf, "%d", me->nstates); |
1523 | wr("NSTATES", buf); |
1524 | sprintf(buf, "%d", me->statepos); |
1525 | wr("STATEPOS", buf); |
1526 | } |
1527 | |
1528 | /* |
1529 | * For each state after the initial one (which we know is |
1530 | * constructed from either privdesc or desc), enough |
1531 | * information for execute_move() to reconstruct it from the |
1532 | * previous one. |
1533 | */ |
1534 | for (i = 1; i < me->nstates; i++) { |
1535 | assert(me->states[i].movetype != NEWGAME); /* only state 0 */ |
1536 | switch (me->states[i].movetype) { |
1537 | case MOVE: |
1538 | wr("MOVE", me->states[i].movestr); |
1539 | break; |
1540 | case SOLVE: |
1541 | wr("SOLVE", me->states[i].movestr); |
1542 | break; |
1543 | case RESTART: |
1544 | wr("RESTART", me->states[i].movestr); |
1545 | break; |
1546 | } |
1547 | } |
1548 | |
1549 | #undef wr |
1550 | } |
1551 | |
1552 | /* |
1553 | * This function returns NULL on success, or an error message. |
1554 | */ |
dafd6cf6 |
1555 | char *midend_deserialise(midend *me, |
a4393230 |
1556 | int (*read)(void *ctx, void *buf, int len), |
1557 | void *rctx) |
1558 | { |
1559 | int nstates = 0, statepos = -1, gotstates = 0; |
1560 | int started = FALSE; |
1561 | int i; |
1562 | |
1563 | char *val = NULL; |
1564 | /* Initially all errors give the same report */ |
1565 | char *ret = "Data does not appear to be a saved game file"; |
1566 | |
1567 | /* |
1568 | * We construct all the new state in local variables while we |
1569 | * check its sanity. Only once we have finished reading the |
1570 | * serialised data and detected no errors at all do we start |
dafd6cf6 |
1571 | * modifying stuff in the midend passed in. |
a4393230 |
1572 | */ |
1573 | char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL; |
1574 | char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL; |
1575 | float elapsed = 0.0F; |
1576 | game_params *params = NULL, *cparams = NULL; |
1577 | game_ui *ui = NULL; |
1578 | struct midend_state_entry *states = NULL; |
1579 | |
1580 | /* |
1581 | * Loop round and round reading one key/value pair at a time |
1582 | * from the serialised stream, until we have enough game states |
1583 | * to finish. |
1584 | */ |
1585 | while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) { |
1586 | char key[9], c; |
1587 | int len; |
1588 | |
1589 | do { |
1590 | if (!read(rctx, key, 1)) { |
1591 | /* unexpected EOF */ |
1592 | goto cleanup; |
1593 | } |
1594 | } while (key[0] == '\r' || key[0] == '\n'); |
1595 | |
1596 | if (!read(rctx, key+1, 8)) { |
1597 | /* unexpected EOF */ |
1598 | goto cleanup; |
1599 | } |
1600 | |
1601 | if (key[8] != ':') { |
1602 | if (started) |
1603 | ret = "Data was incorrectly formatted for a saved game file"; |
44f0599f |
1604 | goto cleanup; |
a4393230 |
1605 | } |
1606 | len = strcspn(key, ": "); |
1607 | assert(len <= 8); |
1608 | key[len] = '\0'; |
1609 | |
1610 | len = 0; |
1611 | while (1) { |
1612 | if (!read(rctx, &c, 1)) { |
1613 | /* unexpected EOF */ |
1614 | goto cleanup; |
1615 | } |
1616 | |
1617 | if (c == ':') { |
1618 | break; |
1619 | } else if (c >= '0' && c <= '9') { |
1620 | len = (len * 10) + (c - '0'); |
1621 | } else { |
1622 | if (started) |
1623 | ret = "Data was incorrectly formatted for a" |
1624 | " saved game file"; |
1625 | goto cleanup; |
1626 | } |
1627 | } |
1628 | |
1629 | val = snewn(len+1, char); |
1630 | if (!read(rctx, val, len)) { |
1631 | if (started) |
1632 | goto cleanup; |
1633 | } |
1634 | val[len] = '\0'; |
1635 | |
1636 | if (!started) { |
1637 | if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) { |
1638 | /* ret already has the right message in it */ |
1639 | goto cleanup; |
1640 | } |
1641 | /* Now most errors are this one, unless otherwise specified */ |
1642 | ret = "Saved data ended unexpectedly"; |
1643 | started = TRUE; |
1644 | } else { |
1645 | if (!strcmp(key, "VERSION")) { |
1646 | if (strcmp(val, SERIALISE_VERSION)) { |
1647 | ret = "Cannot handle this version of the saved game" |
1648 | " file format"; |
1649 | goto cleanup; |
1650 | } |
1651 | } else if (!strcmp(key, "GAME")) { |
1652 | if (strcmp(val, me->ourgame->name)) { |
1653 | ret = "Save file is from a different game"; |
1654 | goto cleanup; |
1655 | } |
1656 | } else if (!strcmp(key, "PARAMS")) { |
1657 | sfree(parstr); |
1658 | parstr = val; |
1659 | val = NULL; |
1660 | } else if (!strcmp(key, "CPARAMS")) { |
1661 | sfree(cparstr); |
1662 | cparstr = val; |
1663 | val = NULL; |
1664 | } else if (!strcmp(key, "SEED")) { |
1665 | sfree(seed); |
1666 | seed = val; |
1667 | val = NULL; |
1668 | } else if (!strcmp(key, "DESC")) { |
1669 | sfree(desc); |
1670 | desc = val; |
1671 | val = NULL; |
1672 | } else if (!strcmp(key, "PRIVDESC")) { |
1673 | sfree(privdesc); |
1674 | privdesc = val; |
1675 | val = NULL; |
1676 | } else if (!strcmp(key, "AUXINFO")) { |
1677 | unsigned char *tmp; |
1678 | int len = strlen(val) / 2; /* length in bytes */ |
1679 | tmp = hex2bin(val, len); |
1680 | obfuscate_bitmap(tmp, len*8, TRUE); |
1681 | |
1682 | sfree(auxinfo); |
1683 | auxinfo = snewn(len + 1, char); |
1684 | memcpy(auxinfo, tmp, len); |
1685 | auxinfo[len] = '\0'; |
1686 | sfree(tmp); |
1687 | } else if (!strcmp(key, "UI")) { |
1688 | sfree(uistr); |
1689 | uistr = val; |
1690 | val = NULL; |
1691 | } else if (!strcmp(key, "TIME")) { |
5b502ae8 |
1692 | elapsed = (float)atof(val); |
a4393230 |
1693 | } else if (!strcmp(key, "NSTATES")) { |
1694 | nstates = atoi(val); |
1695 | if (nstates <= 0) { |
1696 | ret = "Number of states in save file was negative"; |
1697 | goto cleanup; |
1698 | } |
1699 | if (states) { |
1700 | ret = "Two state counts provided in save file"; |
1701 | goto cleanup; |
1702 | } |
1703 | states = snewn(nstates, struct midend_state_entry); |
1704 | for (i = 0; i < nstates; i++) { |
1705 | states[i].state = NULL; |
1706 | states[i].movestr = NULL; |
1707 | states[i].movetype = NEWGAME; |
1708 | } |
1709 | } else if (!strcmp(key, "STATEPOS")) { |
1710 | statepos = atoi(val); |
1711 | } else if (!strcmp(key, "MOVE")) { |
1712 | gotstates++; |
1713 | states[gotstates].movetype = MOVE; |
1714 | states[gotstates].movestr = val; |
1715 | val = NULL; |
1716 | } else if (!strcmp(key, "SOLVE")) { |
1717 | gotstates++; |
1718 | states[gotstates].movetype = SOLVE; |
1719 | states[gotstates].movestr = val; |
1720 | val = NULL; |
1721 | } else if (!strcmp(key, "RESTART")) { |
1722 | gotstates++; |
1723 | states[gotstates].movetype = RESTART; |
1724 | states[gotstates].movestr = val; |
1725 | val = NULL; |
1726 | } |
1727 | } |
1728 | |
1729 | sfree(val); |
1730 | val = NULL; |
1731 | } |
1732 | |
1733 | params = me->ourgame->default_params(); |
1734 | me->ourgame->decode_params(params, parstr); |
3ff276f2 |
1735 | if (me->ourgame->validate_params(params, TRUE)) { |
a4393230 |
1736 | ret = "Long-term parameters in save file are invalid"; |
1737 | goto cleanup; |
1738 | } |
1739 | cparams = me->ourgame->default_params(); |
1740 | me->ourgame->decode_params(cparams, cparstr); |
3ff276f2 |
1741 | if (me->ourgame->validate_params(cparams, FALSE)) { |
a4393230 |
1742 | ret = "Short-term parameters in save file are invalid"; |
1743 | goto cleanup; |
1744 | } |
3ff276f2 |
1745 | if (seed && me->ourgame->validate_params(cparams, TRUE)) { |
1746 | /* |
1747 | * The seed's no use with this version, but we can perfectly |
1748 | * well use the rest of the data. |
1749 | */ |
1750 | sfree(seed); |
1751 | seed = NULL; |
1752 | } |
a4393230 |
1753 | if (!desc) { |
1754 | ret = "Game description in save file is missing"; |
1755 | goto cleanup; |
1756 | } else if (me->ourgame->validate_desc(params, desc)) { |
1757 | ret = "Game description in save file is invalid"; |
1758 | goto cleanup; |
1759 | } |
1760 | if (privdesc && me->ourgame->validate_desc(params, privdesc)) { |
1761 | ret = "Game private description in save file is invalid"; |
1762 | goto cleanup; |
1763 | } |
1764 | if (statepos < 0 || statepos >= nstates) { |
1765 | ret = "Game position in save file is out of range"; |
1766 | } |
1767 | |
1768 | states[0].state = me->ourgame->new_game(me, params, |
1769 | privdesc ? privdesc : desc); |
1770 | for (i = 1; i < nstates; i++) { |
1771 | assert(states[i].movetype != NEWGAME); |
1772 | switch (states[i].movetype) { |
1773 | case MOVE: |
1774 | case SOLVE: |
1775 | states[i].state = me->ourgame->execute_move(states[i-1].state, |
1776 | states[i].movestr); |
1777 | if (states[i].state == NULL) { |
1778 | ret = "Save file contained an invalid move"; |
1779 | goto cleanup; |
1780 | } |
1781 | break; |
1782 | case RESTART: |
1783 | if (me->ourgame->validate_desc(params, states[i].movestr)) { |
1784 | ret = "Save file contained an invalid restart move"; |
1785 | goto cleanup; |
1786 | } |
1787 | states[i].state = me->ourgame->new_game(me, params, |
1788 | states[i].movestr); |
1789 | break; |
1790 | } |
1791 | } |
1792 | |
1793 | ui = me->ourgame->new_ui(states[0].state); |
1794 | me->ourgame->decode_ui(ui, uistr); |
1795 | |
1796 | /* |
1797 | * Now we've run out of possible error conditions, so we're |
1798 | * ready to start overwriting the real data in the current |
1799 | * midend. We'll do this by swapping things with the local |
1800 | * variables, so that the same cleanup code will free the old |
1801 | * stuff. |
1802 | */ |
1803 | { |
1804 | char *tmp; |
1805 | |
1806 | tmp = me->desc; |
1807 | me->desc = desc; |
1808 | desc = tmp; |
1809 | |
1810 | tmp = me->privdesc; |
1811 | me->privdesc = privdesc; |
1812 | privdesc = tmp; |
1813 | |
1814 | tmp = me->seedstr; |
1815 | me->seedstr = seed; |
1816 | seed = tmp; |
1817 | |
1818 | tmp = me->aux_info; |
1819 | me->aux_info = auxinfo; |
1820 | auxinfo = tmp; |
1821 | } |
1822 | |
1823 | me->genmode = GOT_NOTHING; |
1824 | |
1825 | me->statesize = nstates; |
1826 | nstates = me->nstates; |
1827 | me->nstates = me->statesize; |
1828 | { |
1829 | struct midend_state_entry *tmp; |
1830 | tmp = me->states; |
1831 | me->states = states; |
1832 | states = tmp; |
1833 | } |
1834 | me->statepos = statepos; |
1835 | |
1836 | { |
1837 | game_params *tmp; |
1838 | |
1839 | tmp = me->params; |
1840 | me->params = params; |
1841 | params = tmp; |
1842 | |
1843 | tmp = me->curparams; |
1844 | me->curparams = cparams; |
1845 | cparams = tmp; |
1846 | } |
1847 | |
1848 | me->oldstate = NULL; |
1849 | me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F; |
1850 | me->dir = 0; |
1851 | |
1852 | { |
1853 | game_ui *tmp; |
1854 | |
1855 | tmp = me->ui; |
1856 | me->ui = ui; |
1857 | ui = tmp; |
1858 | } |
1859 | |
1860 | me->elapsed = elapsed; |
1861 | me->pressed_mouse_button = 0; |
1862 | |
1863 | midend_set_timer(me); |
1864 | |
871bf294 |
1865 | if (me->drawstate) |
dafd6cf6 |
1866 | me->ourgame->free_drawstate(me->drawing, me->drawstate); |
871bf294 |
1867 | me->drawstate = |
dafd6cf6 |
1868 | me->ourgame->new_drawstate(me->drawing, |
1869 | me->states[me->statepos-1].state); |
871bf294 |
1870 | midend_size_new_drawstate(me); |
1871 | |
a4393230 |
1872 | ret = NULL; /* success! */ |
1873 | |
1874 | cleanup: |
1875 | sfree(val); |
1876 | sfree(seed); |
1877 | sfree(parstr); |
1878 | sfree(cparstr); |
1879 | sfree(desc); |
1880 | sfree(privdesc); |
1881 | sfree(auxinfo); |
1882 | sfree(uistr); |
1883 | if (params) |
1884 | me->ourgame->free_params(params); |
1885 | if (cparams) |
1886 | me->ourgame->free_params(cparams); |
1887 | if (ui) |
1888 | me->ourgame->free_ui(ui); |
1889 | if (states) { |
1890 | int i; |
1891 | |
1892 | for (i = 0; i < nstates; i++) { |
1893 | if (states[i].state) |
1894 | me->ourgame->free_game(states[i].state); |
1895 | sfree(states[i].movestr); |
1896 | } |
1897 | sfree(states); |
1898 | } |
1899 | |
1900 | return ret; |
1901 | } |
dafd6cf6 |
1902 | |
1903 | char *midend_print_puzzle(midend *me, document *doc, int with_soln) |
1904 | { |
1905 | game_state *soln = NULL; |
1906 | |
1907 | if (me->statepos < 1) |
1908 | return "No game set up to print";/* _shouldn't_ happen! */ |
1909 | |
1910 | if (with_soln) { |
1911 | char *msg, *movestr; |
1912 | |
1913 | if (!me->ourgame->can_solve) |
1914 | return "This game does not support the Solve operation"; |
1915 | |
1916 | msg = "Solve operation failed";/* game _should_ overwrite on error */ |
1917 | movestr = me->ourgame->solve(me->states[0].state, |
1918 | me->states[me->statepos-1].state, |
1919 | me->aux_info, &msg); |
1920 | if (!movestr) |
1921 | return msg; |
1922 | soln = me->ourgame->execute_move(me->states[me->statepos-1].state, |
1923 | movestr); |
1924 | assert(soln); |
1925 | |
1926 | sfree(movestr); |
1927 | } else |
1928 | soln = NULL; |
1929 | |
1930 | /* |
1931 | * This call passes over ownership of the two game_states and |
1932 | * the game_params. Hence we duplicate the ones we want to |
1933 | * keep, and we don't have to bother freeing soln if it was |
1934 | * non-NULL. |
1935 | */ |
1936 | document_add_puzzle(doc, me->ourgame, |
1937 | me->ourgame->dup_params(me->curparams), |
1938 | me->ourgame->dup_game(me->states[0].state), soln); |
1939 | |
1940 | return NULL; |
1941 | } |