| 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 |
| 5 | * processes standard keystrokes for undo/redo/new/quit. |
| 6 | */ |
| 7 | |
| 8 | #include <stdio.h> |
| 9 | #include <string.h> |
| 10 | #include <assert.h> |
| 11 | #include <stdlib.h> |
| 12 | #include <ctype.h> |
| 13 | |
| 14 | #include "puzzles.h" |
| 15 | |
| 16 | enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ |
| 17 | |
| 18 | enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */ |
| 19 | |
| 20 | #define special(type) ( (type) != MOVE ) |
| 21 | |
| 22 | struct midend_state_entry { |
| 23 | game_state *state; |
| 24 | char *movestr; |
| 25 | int movetype; |
| 26 | }; |
| 27 | |
| 28 | struct midend_data { |
| 29 | frontend *frontend; |
| 30 | random_state *random; |
| 31 | const game *ourgame; |
| 32 | |
| 33 | game_params **presets; |
| 34 | char **preset_names; |
| 35 | int npresets, presetsize; |
| 36 | |
| 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; |
| 60 | char *aux_info; |
| 61 | enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; |
| 62 | |
| 63 | int nstates, statesize, statepos; |
| 64 | struct midend_state_entry *states; |
| 65 | |
| 66 | game_params *params, *curparams; |
| 67 | game_drawstate *drawstate; |
| 68 | game_ui *ui; |
| 69 | |
| 70 | game_state *oldstate; |
| 71 | float anim_time, anim_pos; |
| 72 | float flash_time, flash_pos; |
| 73 | int dir; |
| 74 | |
| 75 | int timing; |
| 76 | float elapsed; |
| 77 | char *laststatus; |
| 78 | |
| 79 | int pressed_mouse_button; |
| 80 | |
| 81 | int winwidth, winheight; |
| 82 | }; |
| 83 | |
| 84 | #define ensure(me) do { \ |
| 85 | if ((me)->nstates >= (me)->statesize) { \ |
| 86 | (me)->statesize = (me)->nstates + 128; \ |
| 87 | (me)->states = sresize((me)->states, (me)->statesize, \ |
| 88 | struct midend_state_entry); \ |
| 89 | } \ |
| 90 | } while (0) |
| 91 | |
| 92 | midend_data *midend_new(frontend *fe, const game *ourgame) |
| 93 | { |
| 94 | midend_data *me = snew(midend_data); |
| 95 | void *randseed; |
| 96 | int randseedsize; |
| 97 | |
| 98 | get_random_seed(&randseed, &randseedsize); |
| 99 | |
| 100 | me->frontend = fe; |
| 101 | me->ourgame = ourgame; |
| 102 | me->random = random_init(randseed, randseedsize); |
| 103 | me->nstates = me->statesize = me->statepos = 0; |
| 104 | me->states = NULL; |
| 105 | me->params = ourgame->default_params(); |
| 106 | me->curparams = NULL; |
| 107 | me->desc = me->privdesc = NULL; |
| 108 | me->seedstr = NULL; |
| 109 | me->aux_info = NULL; |
| 110 | me->genmode = GOT_NOTHING; |
| 111 | me->drawstate = NULL; |
| 112 | me->oldstate = NULL; |
| 113 | me->presets = NULL; |
| 114 | me->preset_names = NULL; |
| 115 | me->npresets = me->presetsize = 0; |
| 116 | me->anim_time = me->anim_pos = 0.0F; |
| 117 | me->flash_time = me->flash_pos = 0.0F; |
| 118 | me->dir = 0; |
| 119 | me->ui = NULL; |
| 120 | me->pressed_mouse_button = 0; |
| 121 | me->laststatus = NULL; |
| 122 | me->timing = FALSE; |
| 123 | me->elapsed = 0.0F; |
| 124 | me->winwidth = me->winheight = 0; |
| 125 | |
| 126 | sfree(randseed); |
| 127 | |
| 128 | return me; |
| 129 | } |
| 130 | |
| 131 | static void midend_free_game(midend_data *me) |
| 132 | { |
| 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 | } |
| 138 | |
| 139 | if (me->drawstate) |
| 140 | me->ourgame->free_drawstate(me->drawstate); |
| 141 | } |
| 142 | |
| 143 | void midend_free(midend_data *me) |
| 144 | { |
| 145 | int i; |
| 146 | |
| 147 | midend_free_game(me); |
| 148 | |
| 149 | random_free(me->random); |
| 150 | sfree(me->states); |
| 151 | sfree(me->desc); |
| 152 | sfree(me->seedstr); |
| 153 | sfree(me->aux_info); |
| 154 | me->ourgame->free_params(me->params); |
| 155 | if (me->npresets) { |
| 156 | for (i = 0; i < me->npresets; i++) { |
| 157 | sfree(me->presets[i]); |
| 158 | sfree(me->preset_names[i]); |
| 159 | } |
| 160 | sfree(me->presets); |
| 161 | sfree(me->preset_names); |
| 162 | } |
| 163 | if (me->ui) |
| 164 | me->ourgame->free_ui(me->ui); |
| 165 | if (me->curparams) |
| 166 | me->ourgame->free_params(me->curparams); |
| 167 | sfree(me->laststatus); |
| 168 | sfree(me); |
| 169 | } |
| 170 | |
| 171 | void midend_size(midend_data *me, int *x, int *y, int expand) |
| 172 | { |
| 173 | me->ourgame->size(me->params, me->drawstate, x, y, expand); |
| 174 | me->winwidth = *x; |
| 175 | me->winheight = *y; |
| 176 | } |
| 177 | |
| 178 | void midend_set_params(midend_data *me, game_params *params) |
| 179 | { |
| 180 | me->ourgame->free_params(me->params); |
| 181 | me->params = me->ourgame->dup_params(params); |
| 182 | } |
| 183 | |
| 184 | static void midend_set_timer(midend_data *me) |
| 185 | { |
| 186 | me->timing = (me->ourgame->is_timed && |
| 187 | me->ourgame->timing_state(me->states[me->statepos-1].state)); |
| 188 | if (me->timing || me->flash_time || me->anim_time) |
| 189 | activate_timer(me->frontend); |
| 190 | else |
| 191 | deactivate_timer(me->frontend); |
| 192 | } |
| 193 | |
| 194 | static void midend_size_new_drawstate(midend_data *me) |
| 195 | { |
| 196 | me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight, |
| 197 | TRUE); |
| 198 | } |
| 199 | |
| 200 | void midend_force_redraw(midend_data *me) |
| 201 | { |
| 202 | if (me->drawstate) |
| 203 | me->ourgame->free_drawstate(me->drawstate); |
| 204 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
| 205 | midend_size_new_drawstate(me); |
| 206 | midend_redraw(me); |
| 207 | } |
| 208 | |
| 209 | void midend_new_game(midend_data *me) |
| 210 | { |
| 211 | midend_free_game(me); |
| 212 | |
| 213 | assert(me->nstates == 0); |
| 214 | |
| 215 | if (me->genmode == GOT_DESC) { |
| 216 | me->genmode = GOT_NOTHING; |
| 217 | } else { |
| 218 | random_state *rs; |
| 219 | |
| 220 | if (me->genmode == GOT_SEED) { |
| 221 | me->genmode = GOT_NOTHING; |
| 222 | } else { |
| 223 | /* |
| 224 | * Generate a new random seed. 15 digits comes to about |
| 225 | * 48 bits, which should be more than enough. |
| 226 | * |
| 227 | * I'll avoid putting a leading zero on the number, |
| 228 | * just in case it confuses anybody who thinks it's |
| 229 | * processed as an integer rather than a string. |
| 230 | */ |
| 231 | char newseed[16]; |
| 232 | int i; |
| 233 | newseed[15] = '\0'; |
| 234 | newseed[0] = '1' + random_upto(me->random, 9); |
| 235 | for (i = 1; i < 15; i++) |
| 236 | newseed[i] = '0' + random_upto(me->random, 10); |
| 237 | sfree(me->seedstr); |
| 238 | me->seedstr = dupstr(newseed); |
| 239 | |
| 240 | if (me->curparams) |
| 241 | me->ourgame->free_params(me->curparams); |
| 242 | me->curparams = me->ourgame->dup_params(me->params); |
| 243 | } |
| 244 | |
| 245 | sfree(me->desc); |
| 246 | sfree(me->privdesc); |
| 247 | sfree(me->aux_info); |
| 248 | me->aux_info = NULL; |
| 249 | |
| 250 | rs = random_init(me->seedstr, strlen(me->seedstr)); |
| 251 | me->desc = me->ourgame->new_desc(me->curparams, rs, |
| 252 | &me->aux_info, TRUE); |
| 253 | me->privdesc = NULL; |
| 254 | random_free(rs); |
| 255 | } |
| 256 | |
| 257 | ensure(me); |
| 258 | me->states[me->nstates].state = |
| 259 | me->ourgame->new_game(me, me->params, me->desc); |
| 260 | me->states[me->nstates].movestr = NULL; |
| 261 | me->states[me->nstates].movetype = NEWGAME; |
| 262 | me->nstates++; |
| 263 | me->statepos = 1; |
| 264 | me->drawstate = me->ourgame->new_drawstate(me->states[0].state); |
| 265 | midend_size_new_drawstate(me); |
| 266 | me->elapsed = 0.0F; |
| 267 | midend_set_timer(me); |
| 268 | if (me->ui) |
| 269 | me->ourgame->free_ui(me->ui); |
| 270 | me->ui = me->ourgame->new_ui(me->states[0].state); |
| 271 | me->pressed_mouse_button = 0; |
| 272 | } |
| 273 | |
| 274 | static int midend_undo(midend_data *me) |
| 275 | { |
| 276 | if (me->statepos > 1) { |
| 277 | if (me->ui) |
| 278 | me->ourgame->changed_state(me->ui, |
| 279 | me->states[me->statepos-1].state, |
| 280 | me->states[me->statepos-2].state); |
| 281 | me->statepos--; |
| 282 | me->dir = -1; |
| 283 | return 1; |
| 284 | } else |
| 285 | return 0; |
| 286 | } |
| 287 | |
| 288 | static int midend_redo(midend_data *me) |
| 289 | { |
| 290 | if (me->statepos < me->nstates) { |
| 291 | if (me->ui) |
| 292 | me->ourgame->changed_state(me->ui, |
| 293 | me->states[me->statepos-1].state, |
| 294 | me->states[me->statepos].state); |
| 295 | me->statepos++; |
| 296 | me->dir = +1; |
| 297 | return 1; |
| 298 | } else |
| 299 | return 0; |
| 300 | } |
| 301 | |
| 302 | static void midend_finish_move(midend_data *me) |
| 303 | { |
| 304 | float flashtime; |
| 305 | |
| 306 | /* |
| 307 | * We do not flash if the later of the two states is special. |
| 308 | * This covers both forward Solve moves and backward (undone) |
| 309 | * Restart moves. |
| 310 | */ |
| 311 | if ((me->oldstate || me->statepos > 1) && |
| 312 | ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) || |
| 313 | (me->dir < 0 && me->statepos < me->nstates && |
| 314 | !special(me->states[me->statepos].movetype)))) { |
| 315 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
| 316 | me->states[me->statepos-2].state, |
| 317 | me->states[me->statepos-1].state, |
| 318 | me->oldstate ? me->dir : +1, |
| 319 | me->ui); |
| 320 | if (flashtime > 0) { |
| 321 | me->flash_pos = 0.0F; |
| 322 | me->flash_time = flashtime; |
| 323 | } |
| 324 | } |
| 325 | |
| 326 | if (me->oldstate) |
| 327 | me->ourgame->free_game(me->oldstate); |
| 328 | me->oldstate = NULL; |
| 329 | me->anim_pos = me->anim_time = 0; |
| 330 | me->dir = 0; |
| 331 | |
| 332 | midend_set_timer(me); |
| 333 | } |
| 334 | |
| 335 | void midend_stop_anim(midend_data *me) |
| 336 | { |
| 337 | if (me->oldstate || me->anim_time) { |
| 338 | midend_finish_move(me); |
| 339 | midend_redraw(me); |
| 340 | } |
| 341 | } |
| 342 | |
| 343 | void midend_restart_game(midend_data *me) |
| 344 | { |
| 345 | game_state *s; |
| 346 | |
| 347 | midend_stop_anim(me); |
| 348 | |
| 349 | assert(me->statepos >= 1); |
| 350 | if (me->statepos == 1) |
| 351 | return; /* no point doing anything at all! */ |
| 352 | |
| 353 | /* |
| 354 | * During restart, we reconstruct the game from the (public) |
| 355 | * game description rather than from states[0], because that |
| 356 | * way Mines gets slightly more sensible behaviour (restart |
| 357 | * goes to _after_ the first click so you don't have to |
| 358 | * remember where you clicked). |
| 359 | */ |
| 360 | s = me->ourgame->new_game(me, me->params, me->desc); |
| 361 | |
| 362 | /* |
| 363 | * Now enter the restarted state as the next move. |
| 364 | */ |
| 365 | midend_stop_anim(me); |
| 366 | while (me->nstates > me->statepos) |
| 367 | me->ourgame->free_game(me->states[--me->nstates].state); |
| 368 | ensure(me); |
| 369 | me->states[me->nstates].state = s; |
| 370 | me->states[me->nstates].movestr = dupstr(me->desc); |
| 371 | me->states[me->nstates].movetype = RESTART; |
| 372 | me->statepos = ++me->nstates; |
| 373 | if (me->ui) |
| 374 | me->ourgame->changed_state(me->ui, |
| 375 | me->states[me->statepos-2].state, |
| 376 | me->states[me->statepos-1].state); |
| 377 | me->anim_time = 0.0; |
| 378 | midend_finish_move(me); |
| 379 | midend_redraw(me); |
| 380 | midend_set_timer(me); |
| 381 | } |
| 382 | |
| 383 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
| 384 | { |
| 385 | game_state *oldstate = |
| 386 | me->ourgame->dup_game(me->states[me->statepos - 1].state); |
| 387 | int special = FALSE, gotspecial = FALSE, ret = 1; |
| 388 | float anim_time; |
| 389 | |
| 390 | if (button == 'n' || button == 'N' || button == '\x0E') { |
| 391 | midend_stop_anim(me); |
| 392 | midend_new_game(me); |
| 393 | midend_redraw(me); |
| 394 | goto done; /* never animate */ |
| 395 | } else if (button == 'u' || button == 'u' || |
| 396 | button == '\x1A' || button == '\x1F') { |
| 397 | midend_stop_anim(me); |
| 398 | special = special(me->states[me->statepos-1].movetype); |
| 399 | gotspecial = TRUE; |
| 400 | if (!midend_undo(me)) |
| 401 | goto done; |
| 402 | } else if (button == 'r' || button == 'R' || |
| 403 | button == '\x12' || button == '\x19') { |
| 404 | midend_stop_anim(me); |
| 405 | if (!midend_redo(me)) |
| 406 | goto done; |
| 407 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
| 408 | ret = 0; |
| 409 | goto done; |
| 410 | } else { |
| 411 | game_state *s; |
| 412 | char *movestr; |
| 413 | |
| 414 | movestr = |
| 415 | me->ourgame->interpret_move(me->states[me->statepos-1].state, |
| 416 | me->ui, me->drawstate, x, y, button); |
| 417 | if (!movestr) |
| 418 | s = NULL; |
| 419 | else if (!*movestr) |
| 420 | s = me->states[me->statepos-1].state; |
| 421 | else { |
| 422 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, |
| 423 | movestr); |
| 424 | assert(s != NULL); |
| 425 | } |
| 426 | |
| 427 | if (s == me->states[me->statepos-1].state) { |
| 428 | /* |
| 429 | * make_move() is allowed to return its input state to |
| 430 | * indicate that although no move has been made, the UI |
| 431 | * state has been updated and a redraw is called for. |
| 432 | */ |
| 433 | midend_redraw(me); |
| 434 | goto done; |
| 435 | } else if (s) { |
| 436 | midend_stop_anim(me); |
| 437 | while (me->nstates > me->statepos) |
| 438 | me->ourgame->free_game(me->states[--me->nstates].state); |
| 439 | ensure(me); |
| 440 | assert(movestr != NULL); |
| 441 | me->states[me->nstates].state = s; |
| 442 | me->states[me->nstates].movestr = movestr; |
| 443 | me->states[me->nstates].movetype = MOVE; |
| 444 | me->statepos = ++me->nstates; |
| 445 | me->dir = +1; |
| 446 | } else { |
| 447 | goto done; |
| 448 | } |
| 449 | } |
| 450 | |
| 451 | if (!gotspecial) |
| 452 | special = special(me->states[me->statepos-1].movetype); |
| 453 | |
| 454 | /* |
| 455 | * See if this move requires an animation. |
| 456 | */ |
| 457 | if (special) { |
| 458 | anim_time = 0; |
| 459 | } else { |
| 460 | anim_time = me->ourgame->anim_length(oldstate, |
| 461 | me->states[me->statepos-1].state, |
| 462 | me->dir, me->ui); |
| 463 | } |
| 464 | |
| 465 | me->oldstate = oldstate; oldstate = NULL; |
| 466 | if (anim_time > 0) { |
| 467 | me->anim_time = anim_time; |
| 468 | } else { |
| 469 | me->anim_time = 0.0; |
| 470 | midend_finish_move(me); |
| 471 | } |
| 472 | me->anim_pos = 0.0; |
| 473 | |
| 474 | midend_redraw(me); |
| 475 | |
| 476 | midend_set_timer(me); |
| 477 | |
| 478 | done: |
| 479 | if (oldstate) me->ourgame->free_game(oldstate); |
| 480 | return ret; |
| 481 | } |
| 482 | |
| 483 | int midend_process_key(midend_data *me, int x, int y, int button) |
| 484 | { |
| 485 | int ret = 1; |
| 486 | |
| 487 | /* |
| 488 | * Harmonise mouse drag and release messages. |
| 489 | * |
| 490 | * Some front ends might accidentally switch from sending, say, |
| 491 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
| 492 | * drag. (This can happen on the Mac, for example, since |
| 493 | * RIGHT_DRAG is usually done using Command+drag, and if the |
| 494 | * user accidentally releases Command half way through the drag |
| 495 | * then there will be trouble.) |
| 496 | * |
| 497 | * It would be an O(number of front ends) annoyance to fix this |
| 498 | * in the front ends, but an O(number of back ends) annoyance |
| 499 | * to have each game capable of dealing with it. Therefore, we |
| 500 | * fix it _here_ in the common midend code so that it only has |
| 501 | * to be done once. |
| 502 | * |
| 503 | * The possible ways in which things can go screwy in the front |
| 504 | * end are: |
| 505 | * |
| 506 | * - in a system containing multiple physical buttons button |
| 507 | * presses can inadvertently overlap. We can see ABab (caps |
| 508 | * meaning button-down and lowercase meaning button-up) when |
| 509 | * the user had semantically intended AaBb. |
| 510 | * |
| 511 | * - in a system where one button is simulated by means of a |
| 512 | * modifier key and another button, buttons can mutate |
| 513 | * between press and release (possibly during drag). So we |
| 514 | * can see Ab instead of Aa. |
| 515 | * |
| 516 | * Definite requirements are: |
| 517 | * |
| 518 | * - button _presses_ must never be invented or destroyed. If |
| 519 | * the user presses two buttons in succession, the button |
| 520 | * presses must be transferred to the backend unchanged. So |
| 521 | * if we see AaBb , that's fine; if we see ABab (the button |
| 522 | * presses inadvertently overlapped) we must somehow |
| 523 | * `correct' it to AaBb. |
| 524 | * |
| 525 | * - every mouse action must end up looking like a press, zero |
| 526 | * or more drags, then a release. This allows back ends to |
| 527 | * make the _assumption_ that incoming mouse data will be |
| 528 | * sane in this regard, and not worry about the details. |
| 529 | * |
| 530 | * So my policy will be: |
| 531 | * |
| 532 | * - treat any button-up as a button-up for the currently |
| 533 | * pressed button, or ignore it if there is no currently |
| 534 | * pressed button. |
| 535 | * |
| 536 | * - treat any drag as a drag for the currently pressed |
| 537 | * button, or ignore it if there is no currently pressed |
| 538 | * button. |
| 539 | * |
| 540 | * - if we see a button-down while another button is currently |
| 541 | * pressed, invent a button-up for the first one and then |
| 542 | * pass the button-down through as before. |
| 543 | * |
| 544 | * 2005-05-31: An addendum to the above. Some games might want |
| 545 | * a `priority order' among buttons, such that if one button is |
| 546 | * pressed while another is down then a fixed one of the |
| 547 | * buttons takes priority no matter what order they're pressed |
| 548 | * in. Mines, in particular, wants to treat a left+right click |
| 549 | * like a left click for the benefit of users of other |
| 550 | * implementations. So the last of the above points is modified |
| 551 | * in the presence of an (optional) button priority order. |
| 552 | */ |
| 553 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
| 554 | if (me->pressed_mouse_button) { |
| 555 | if (IS_MOUSE_DRAG(button)) { |
| 556 | button = me->pressed_mouse_button + |
| 557 | (LEFT_DRAG - LEFT_BUTTON); |
| 558 | } else { |
| 559 | button = me->pressed_mouse_button + |
| 560 | (LEFT_RELEASE - LEFT_BUTTON); |
| 561 | } |
| 562 | } else |
| 563 | return ret; /* ignore it */ |
| 564 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
| 565 | /* |
| 566 | * If the new button has lower priority than the old one, |
| 567 | * don't bother doing this. |
| 568 | */ |
| 569 | if (me->ourgame->mouse_priorities & |
| 570 | BUTTON_BEATS(me->pressed_mouse_button, button)) |
| 571 | return ret; /* just ignore it */ |
| 572 | |
| 573 | /* |
| 574 | * Fabricate a button-up for the previously pressed button. |
| 575 | */ |
| 576 | ret = ret && midend_really_process_key |
| 577 | (me, x, y, (me->pressed_mouse_button + |
| 578 | (LEFT_RELEASE - LEFT_BUTTON))); |
| 579 | } |
| 580 | |
| 581 | /* |
| 582 | * Now send on the event we originally received. |
| 583 | */ |
| 584 | ret = ret && midend_really_process_key(me, x, y, button); |
| 585 | |
| 586 | /* |
| 587 | * And update the currently pressed button. |
| 588 | */ |
| 589 | if (IS_MOUSE_RELEASE(button)) |
| 590 | me->pressed_mouse_button = 0; |
| 591 | else if (IS_MOUSE_DOWN(button)) |
| 592 | me->pressed_mouse_button = button; |
| 593 | |
| 594 | return ret; |
| 595 | } |
| 596 | |
| 597 | void midend_redraw(midend_data *me) |
| 598 | { |
| 599 | if (me->statepos > 0 && me->drawstate) { |
| 600 | start_draw(me->frontend); |
| 601 | if (me->oldstate && me->anim_time > 0 && |
| 602 | me->anim_pos < me->anim_time) { |
| 603 | assert(me->dir != 0); |
| 604 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
| 605 | me->states[me->statepos-1].state, me->dir, |
| 606 | me->ui, me->anim_pos, me->flash_pos); |
| 607 | } else { |
| 608 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
| 609 | me->states[me->statepos-1].state, +1 /*shrug*/, |
| 610 | me->ui, 0.0, me->flash_pos); |
| 611 | } |
| 612 | end_draw(me->frontend); |
| 613 | } |
| 614 | } |
| 615 | |
| 616 | void midend_timer(midend_data *me, float tplus) |
| 617 | { |
| 618 | me->anim_pos += tplus; |
| 619 | if (me->anim_pos >= me->anim_time || |
| 620 | me->anim_time == 0 || !me->oldstate) { |
| 621 | if (me->anim_time > 0) |
| 622 | midend_finish_move(me); |
| 623 | } |
| 624 | |
| 625 | me->flash_pos += tplus; |
| 626 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
| 627 | me->flash_pos = me->flash_time = 0; |
| 628 | } |
| 629 | |
| 630 | midend_redraw(me); |
| 631 | |
| 632 | if (me->timing) { |
| 633 | float oldelapsed = me->elapsed; |
| 634 | me->elapsed += tplus; |
| 635 | if ((int)oldelapsed != (int)me->elapsed) |
| 636 | status_bar(me->frontend, me->laststatus ? me->laststatus : ""); |
| 637 | } |
| 638 | |
| 639 | midend_set_timer(me); |
| 640 | } |
| 641 | |
| 642 | float *midend_colours(midend_data *me, int *ncolours) |
| 643 | { |
| 644 | game_state *state = NULL; |
| 645 | float *ret; |
| 646 | |
| 647 | if (me->nstates == 0) { |
| 648 | char *aux = NULL; |
| 649 | char *desc = me->ourgame->new_desc(me->params, me->random, |
| 650 | &aux, TRUE); |
| 651 | state = me->ourgame->new_game(me, me->params, desc); |
| 652 | sfree(desc); |
| 653 | sfree(aux); |
| 654 | } else |
| 655 | state = me->states[0].state; |
| 656 | |
| 657 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
| 658 | |
| 659 | { |
| 660 | int i; |
| 661 | |
| 662 | /* |
| 663 | * Allow environment-based overrides for the standard |
| 664 | * colours by defining variables along the lines of |
| 665 | * `NET_COLOUR_4=6000c0'. |
| 666 | */ |
| 667 | |
| 668 | for (i = 0; i < *ncolours; i++) { |
| 669 | char buf[80], *e; |
| 670 | unsigned int r, g, b; |
| 671 | int j; |
| 672 | |
| 673 | sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); |
| 674 | for (j = 0; buf[j]; j++) |
| 675 | buf[j] = toupper((unsigned char)buf[j]); |
| 676 | if ((e = getenv(buf)) != NULL && |
| 677 | sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { |
| 678 | ret[i*3 + 0] = r / 255.0; |
| 679 | ret[i*3 + 1] = g / 255.0; |
| 680 | ret[i*3 + 2] = b / 255.0; |
| 681 | } |
| 682 | } |
| 683 | } |
| 684 | |
| 685 | if (me->nstates == 0) |
| 686 | me->ourgame->free_game(state); |
| 687 | |
| 688 | return ret; |
| 689 | } |
| 690 | |
| 691 | int midend_num_presets(midend_data *me) |
| 692 | { |
| 693 | if (!me->npresets) { |
| 694 | char *name; |
| 695 | game_params *preset; |
| 696 | |
| 697 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
| 698 | if (me->presetsize <= me->npresets) { |
| 699 | me->presetsize = me->npresets + 10; |
| 700 | me->presets = sresize(me->presets, me->presetsize, |
| 701 | game_params *); |
| 702 | me->preset_names = sresize(me->preset_names, me->presetsize, |
| 703 | char *); |
| 704 | } |
| 705 | |
| 706 | me->presets[me->npresets] = preset; |
| 707 | me->preset_names[me->npresets] = name; |
| 708 | me->npresets++; |
| 709 | } |
| 710 | } |
| 711 | |
| 712 | { |
| 713 | /* |
| 714 | * Allow environment-based extensions to the preset list by |
| 715 | * defining a variable along the lines of `SOLO_PRESETS=2x3 |
| 716 | * Advanced:2x3da'. Colon-separated list of items, |
| 717 | * alternating between textual titles in the menu and |
| 718 | * encoded parameter strings. |
| 719 | */ |
| 720 | char buf[80], *e, *p; |
| 721 | int j; |
| 722 | |
| 723 | sprintf(buf, "%s_PRESETS", me->ourgame->name); |
| 724 | for (j = 0; buf[j]; j++) |
| 725 | buf[j] = toupper((unsigned char)buf[j]); |
| 726 | |
| 727 | if ((e = getenv(buf)) != NULL) { |
| 728 | p = e = dupstr(e); |
| 729 | |
| 730 | while (*p) { |
| 731 | char *name, *val; |
| 732 | game_params *preset; |
| 733 | |
| 734 | name = p; |
| 735 | while (*p && *p != ':') p++; |
| 736 | if (*p) *p++ = '\0'; |
| 737 | val = p; |
| 738 | while (*p && *p != ':') p++; |
| 739 | if (*p) *p++ = '\0'; |
| 740 | |
| 741 | preset = me->ourgame->default_params(); |
| 742 | me->ourgame->decode_params(preset, val); |
| 743 | |
| 744 | if (me->ourgame->validate_params(preset)) { |
| 745 | /* Drop this one from the list. */ |
| 746 | me->ourgame->free_params(preset); |
| 747 | continue; |
| 748 | } |
| 749 | |
| 750 | if (me->presetsize <= me->npresets) { |
| 751 | me->presetsize = me->npresets + 10; |
| 752 | me->presets = sresize(me->presets, me->presetsize, |
| 753 | game_params *); |
| 754 | me->preset_names = sresize(me->preset_names, |
| 755 | me->presetsize, char *); |
| 756 | } |
| 757 | |
| 758 | me->presets[me->npresets] = preset; |
| 759 | me->preset_names[me->npresets] = name; |
| 760 | me->npresets++; |
| 761 | } |
| 762 | } |
| 763 | } |
| 764 | |
| 765 | return me->npresets; |
| 766 | } |
| 767 | |
| 768 | void midend_fetch_preset(midend_data *me, int n, |
| 769 | char **name, game_params **params) |
| 770 | { |
| 771 | assert(n >= 0 && n < me->npresets); |
| 772 | *name = me->preset_names[n]; |
| 773 | *params = me->presets[n]; |
| 774 | } |
| 775 | |
| 776 | int midend_wants_statusbar(midend_data *me) |
| 777 | { |
| 778 | return me->ourgame->wants_statusbar(); |
| 779 | } |
| 780 | |
| 781 | void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc) |
| 782 | { |
| 783 | sfree(me->desc); |
| 784 | sfree(me->privdesc); |
| 785 | me->desc = dupstr(desc); |
| 786 | me->privdesc = privdesc ? dupstr(privdesc) : NULL; |
| 787 | } |
| 788 | |
| 789 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
| 790 | { |
| 791 | char *titlebuf, *parstr, *rest; |
| 792 | config_item *ret; |
| 793 | char sep; |
| 794 | |
| 795 | assert(wintitle); |
| 796 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
| 797 | |
| 798 | switch (which) { |
| 799 | case CFG_SETTINGS: |
| 800 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
| 801 | *wintitle = titlebuf; |
| 802 | return me->ourgame->configure(me->params); |
| 803 | case CFG_SEED: |
| 804 | case CFG_DESC: |
| 805 | if (!me->curparams) { |
| 806 | sfree(titlebuf); |
| 807 | return NULL; |
| 808 | } |
| 809 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
| 810 | which == CFG_SEED ? "random" : "game"); |
| 811 | *wintitle = titlebuf; |
| 812 | |
| 813 | ret = snewn(2, config_item); |
| 814 | |
| 815 | ret[0].type = C_STRING; |
| 816 | if (which == CFG_SEED) |
| 817 | ret[0].name = "Game random seed"; |
| 818 | else |
| 819 | ret[0].name = "Game ID"; |
| 820 | ret[0].ival = 0; |
| 821 | /* |
| 822 | * For CFG_DESC the text going in here will be a string |
| 823 | * encoding of the restricted parameters, plus a colon, |
| 824 | * plus the game description. For CFG_SEED it will be the |
| 825 | * full parameters, plus a hash, plus the random seed data. |
| 826 | * Either of these is a valid full game ID (although only |
| 827 | * the former is likely to persist across many code |
| 828 | * changes). |
| 829 | */ |
| 830 | parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED); |
| 831 | assert(parstr); |
| 832 | if (which == CFG_DESC) { |
| 833 | rest = me->desc ? me->desc : ""; |
| 834 | sep = ':'; |
| 835 | } else { |
| 836 | rest = me->seedstr ? me->seedstr : ""; |
| 837 | sep = '#'; |
| 838 | } |
| 839 | ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); |
| 840 | sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); |
| 841 | sfree(parstr); |
| 842 | |
| 843 | ret[1].type = C_END; |
| 844 | ret[1].name = ret[1].sval = NULL; |
| 845 | ret[1].ival = 0; |
| 846 | |
| 847 | return ret; |
| 848 | } |
| 849 | |
| 850 | assert(!"We shouldn't be here"); |
| 851 | return NULL; |
| 852 | } |
| 853 | |
| 854 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
| 855 | { |
| 856 | char *error, *par, *desc, *seed; |
| 857 | |
| 858 | seed = strchr(id, '#'); |
| 859 | desc = strchr(id, ':'); |
| 860 | |
| 861 | if (desc && (!seed || desc < seed)) { |
| 862 | /* |
| 863 | * We have a colon separating parameters from game |
| 864 | * description. So `par' now points to the parameters |
| 865 | * string, and `desc' to the description string. |
| 866 | */ |
| 867 | *desc++ = '\0'; |
| 868 | par = id; |
| 869 | seed = NULL; |
| 870 | } else if (seed && (!desc || seed < desc)) { |
| 871 | /* |
| 872 | * We have a hash separating parameters from random seed. |
| 873 | * So `par' now points to the parameters string, and `seed' |
| 874 | * to the seed string. |
| 875 | */ |
| 876 | *seed++ = '\0'; |
| 877 | par = id; |
| 878 | desc = NULL; |
| 879 | } else { |
| 880 | /* |
| 881 | * We only have one string. Depending on `defmode', we take |
| 882 | * it to be either parameters, seed or description. |
| 883 | */ |
| 884 | if (defmode == DEF_SEED) { |
| 885 | seed = id; |
| 886 | par = desc = NULL; |
| 887 | } else if (defmode == DEF_DESC) { |
| 888 | desc = id; |
| 889 | par = seed = NULL; |
| 890 | } else { |
| 891 | par = id; |
| 892 | seed = desc = NULL; |
| 893 | } |
| 894 | } |
| 895 | |
| 896 | if (par) { |
| 897 | game_params *tmpparams; |
| 898 | tmpparams = me->ourgame->dup_params(me->params); |
| 899 | me->ourgame->decode_params(tmpparams, par); |
| 900 | error = me->ourgame->validate_params(tmpparams); |
| 901 | if (error) { |
| 902 | me->ourgame->free_params(tmpparams); |
| 903 | return error; |
| 904 | } |
| 905 | if (me->curparams) |
| 906 | me->ourgame->free_params(me->curparams); |
| 907 | me->curparams = tmpparams; |
| 908 | |
| 909 | /* |
| 910 | * Now filter only the persistent parts of this state into |
| 911 | * the long-term params structure, unless we've _only_ |
| 912 | * received a params string in which case the whole lot is |
| 913 | * persistent. |
| 914 | */ |
| 915 | if (seed || desc) { |
| 916 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
| 917 | me->ourgame->decode_params(me->params, tmpstr); |
| 918 | sfree(tmpstr); |
| 919 | } else { |
| 920 | me->ourgame->free_params(me->params); |
| 921 | me->params = me->ourgame->dup_params(tmpparams); |
| 922 | } |
| 923 | } |
| 924 | |
| 925 | sfree(me->desc); |
| 926 | sfree(me->privdesc); |
| 927 | me->desc = me->privdesc = NULL; |
| 928 | sfree(me->seedstr); |
| 929 | me->seedstr = NULL; |
| 930 | |
| 931 | if (desc) { |
| 932 | error = me->ourgame->validate_desc(me->params, desc); |
| 933 | if (error) |
| 934 | return error; |
| 935 | |
| 936 | me->desc = dupstr(desc); |
| 937 | me->genmode = GOT_DESC; |
| 938 | sfree(me->aux_info); |
| 939 | me->aux_info = NULL; |
| 940 | } |
| 941 | |
| 942 | if (seed) { |
| 943 | me->seedstr = dupstr(seed); |
| 944 | me->genmode = GOT_SEED; |
| 945 | } |
| 946 | |
| 947 | return NULL; |
| 948 | } |
| 949 | |
| 950 | char *midend_game_id(midend_data *me, char *id) |
| 951 | { |
| 952 | return midend_game_id_int(me, id, DEF_PARAMS); |
| 953 | } |
| 954 | |
| 955 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
| 956 | { |
| 957 | char *error; |
| 958 | game_params *params; |
| 959 | |
| 960 | switch (which) { |
| 961 | case CFG_SETTINGS: |
| 962 | params = me->ourgame->custom_params(cfg); |
| 963 | error = me->ourgame->validate_params(params); |
| 964 | |
| 965 | if (error) { |
| 966 | me->ourgame->free_params(params); |
| 967 | return error; |
| 968 | } |
| 969 | |
| 970 | me->ourgame->free_params(me->params); |
| 971 | me->params = params; |
| 972 | break; |
| 973 | |
| 974 | case CFG_SEED: |
| 975 | case CFG_DESC: |
| 976 | error = midend_game_id_int(me, cfg[0].sval, |
| 977 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
| 978 | if (error) |
| 979 | return error; |
| 980 | break; |
| 981 | } |
| 982 | |
| 983 | return NULL; |
| 984 | } |
| 985 | |
| 986 | char *midend_text_format(midend_data *me) |
| 987 | { |
| 988 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
| 989 | return me->ourgame->text_format(me->states[me->statepos-1].state); |
| 990 | else |
| 991 | return NULL; |
| 992 | } |
| 993 | |
| 994 | char *midend_solve(midend_data *me) |
| 995 | { |
| 996 | game_state *s; |
| 997 | char *msg, *movestr; |
| 998 | |
| 999 | if (!me->ourgame->can_solve) |
| 1000 | return "This game does not support the Solve operation"; |
| 1001 | |
| 1002 | if (me->statepos < 1) |
| 1003 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
| 1004 | |
| 1005 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
| 1006 | movestr = me->ourgame->solve(me->states[0].state, |
| 1007 | me->states[me->statepos-1].state, |
| 1008 | me->aux_info, &msg); |
| 1009 | if (!movestr) |
| 1010 | return msg; |
| 1011 | s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr); |
| 1012 | assert(s); |
| 1013 | |
| 1014 | /* |
| 1015 | * Now enter the solved state as the next move. |
| 1016 | */ |
| 1017 | midend_stop_anim(me); |
| 1018 | while (me->nstates > me->statepos) |
| 1019 | me->ourgame->free_game(me->states[--me->nstates].state); |
| 1020 | ensure(me); |
| 1021 | me->states[me->nstates].state = s; |
| 1022 | me->states[me->nstates].movestr = movestr; |
| 1023 | me->states[me->nstates].movetype = SOLVE; |
| 1024 | me->statepos = ++me->nstates; |
| 1025 | if (me->ui) |
| 1026 | me->ourgame->changed_state(me->ui, |
| 1027 | me->states[me->statepos-2].state, |
| 1028 | me->states[me->statepos-1].state); |
| 1029 | me->anim_time = 0.0; |
| 1030 | midend_finish_move(me); |
| 1031 | midend_redraw(me); |
| 1032 | midend_set_timer(me); |
| 1033 | return NULL; |
| 1034 | } |
| 1035 | |
| 1036 | char *midend_rewrite_statusbar(midend_data *me, char *text) |
| 1037 | { |
| 1038 | /* |
| 1039 | * An important special case is that we are occasionally called |
| 1040 | * with our own laststatus, to update the timer. |
| 1041 | */ |
| 1042 | if (me->laststatus != text) { |
| 1043 | sfree(me->laststatus); |
| 1044 | me->laststatus = dupstr(text); |
| 1045 | } |
| 1046 | |
| 1047 | if (me->ourgame->is_timed) { |
| 1048 | char timebuf[100], *ret; |
| 1049 | int min, sec; |
| 1050 | |
| 1051 | sec = me->elapsed; |
| 1052 | min = sec / 60; |
| 1053 | sec %= 60; |
| 1054 | sprintf(timebuf, "[%d:%02d] ", min, sec); |
| 1055 | |
| 1056 | ret = snewn(strlen(timebuf) + strlen(text) + 1, char); |
| 1057 | strcpy(ret, timebuf); |
| 1058 | strcat(ret, text); |
| 1059 | return ret; |
| 1060 | |
| 1061 | } else { |
| 1062 | return dupstr(text); |
| 1063 | } |
| 1064 | } |
| 1065 | |
| 1066 | #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection" |
| 1067 | #define SERIALISE_VERSION "1" |
| 1068 | |
| 1069 | void midend_serialise(midend_data *me, |
| 1070 | void (*write)(void *ctx, void *buf, int len), |
| 1071 | void *wctx) |
| 1072 | { |
| 1073 | int i; |
| 1074 | |
| 1075 | /* |
| 1076 | * Each line of the save file contains three components. First |
| 1077 | * exactly 8 characters of header word indicating what type of |
| 1078 | * data is contained on the line; then a colon followed by a |
| 1079 | * decimal integer giving the length of the main string on the |
| 1080 | * line; then a colon followed by the string itself (exactly as |
| 1081 | * many bytes as previously specified, no matter what they |
| 1082 | * contain). Then a newline (of reasonably flexible form). |
| 1083 | */ |
| 1084 | #define wr(h,s) do { \ |
| 1085 | char hbuf[80]; \ |
| 1086 | char *str = (s); \ |
| 1087 | sprintf(hbuf, "%-8.8s:%d:", (h), strlen(str)); \ |
| 1088 | write(wctx, hbuf, strlen(hbuf)); \ |
| 1089 | write(wctx, str, strlen(str)); \ |
| 1090 | write(wctx, "\n", 1); \ |
| 1091 | } while (0) |
| 1092 | |
| 1093 | /* |
| 1094 | * Magic string identifying the file, and version number of the |
| 1095 | * file format. |
| 1096 | */ |
| 1097 | wr("SAVEFILE", SERIALISE_MAGIC); |
| 1098 | wr("VERSION", SERIALISE_VERSION); |
| 1099 | |
| 1100 | /* |
| 1101 | * The game name. (Copied locally to avoid const annoyance.) |
| 1102 | */ |
| 1103 | { |
| 1104 | char *s = dupstr(me->ourgame->name); |
| 1105 | wr("GAME", s); |
| 1106 | sfree(s); |
| 1107 | } |
| 1108 | |
| 1109 | /* |
| 1110 | * The current long-term parameters structure, in full. |
| 1111 | */ |
| 1112 | if (me->params) { |
| 1113 | char *s = me->ourgame->encode_params(me->params, TRUE); |
| 1114 | wr("PARAMS", s); |
| 1115 | sfree(s); |
| 1116 | } |
| 1117 | |
| 1118 | /* |
| 1119 | * The current short-term parameters structure, in full. |
| 1120 | */ |
| 1121 | if (me->curparams) { |
| 1122 | char *s = me->ourgame->encode_params(me->curparams, TRUE); |
| 1123 | wr("CPARAMS", s); |
| 1124 | sfree(s); |
| 1125 | } |
| 1126 | |
| 1127 | /* |
| 1128 | * The current game description, the privdesc, and the random seed. |
| 1129 | */ |
| 1130 | if (me->seedstr) |
| 1131 | wr("SEED", me->seedstr); |
| 1132 | if (me->desc) |
| 1133 | wr("DESC", me->desc); |
| 1134 | if (me->privdesc) |
| 1135 | wr("PRIVDESC", me->privdesc); |
| 1136 | |
| 1137 | /* |
| 1138 | * The game's aux_info. We obfuscate this to prevent spoilers |
| 1139 | * (people are likely to run `head' or similar on a saved game |
| 1140 | * file simply to find out what it is, and don't necessarily |
| 1141 | * want to be told the answer to the puzzle!) |
| 1142 | */ |
| 1143 | if (me->aux_info) { |
| 1144 | unsigned char *s1; |
| 1145 | char *s2; |
| 1146 | int len; |
| 1147 | |
| 1148 | len = strlen(me->aux_info); |
| 1149 | s1 = snewn(len, unsigned char); |
| 1150 | memcpy(s1, me->aux_info, len); |
| 1151 | obfuscate_bitmap(s1, len*8, FALSE); |
| 1152 | s2 = bin2hex(s1, len); |
| 1153 | |
| 1154 | wr("AUXINFO", s2); |
| 1155 | |
| 1156 | sfree(s2); |
| 1157 | sfree(s1); |
| 1158 | } |
| 1159 | |
| 1160 | /* |
| 1161 | * Any required serialisation of the game_ui. |
| 1162 | */ |
| 1163 | if (me->ui) { |
| 1164 | char *s = me->ourgame->encode_ui(me->ui); |
| 1165 | if (s) { |
| 1166 | wr("UI", s); |
| 1167 | sfree(s); |
| 1168 | } |
| 1169 | } |
| 1170 | |
| 1171 | /* |
| 1172 | * The game time, if it's a timed game. |
| 1173 | */ |
| 1174 | if (me->ourgame->is_timed) { |
| 1175 | char buf[80]; |
| 1176 | sprintf(buf, "%g", me->elapsed); |
| 1177 | wr("TIME", buf); |
| 1178 | } |
| 1179 | |
| 1180 | /* |
| 1181 | * The length of, and position in, the states list. |
| 1182 | */ |
| 1183 | { |
| 1184 | char buf[80]; |
| 1185 | sprintf(buf, "%d", me->nstates); |
| 1186 | wr("NSTATES", buf); |
| 1187 | sprintf(buf, "%d", me->statepos); |
| 1188 | wr("STATEPOS", buf); |
| 1189 | } |
| 1190 | |
| 1191 | /* |
| 1192 | * For each state after the initial one (which we know is |
| 1193 | * constructed from either privdesc or desc), enough |
| 1194 | * information for execute_move() to reconstruct it from the |
| 1195 | * previous one. |
| 1196 | */ |
| 1197 | for (i = 1; i < me->nstates; i++) { |
| 1198 | assert(me->states[i].movetype != NEWGAME); /* only state 0 */ |
| 1199 | switch (me->states[i].movetype) { |
| 1200 | case MOVE: |
| 1201 | wr("MOVE", me->states[i].movestr); |
| 1202 | break; |
| 1203 | case SOLVE: |
| 1204 | wr("SOLVE", me->states[i].movestr); |
| 1205 | break; |
| 1206 | case RESTART: |
| 1207 | wr("RESTART", me->states[i].movestr); |
| 1208 | break; |
| 1209 | } |
| 1210 | } |
| 1211 | |
| 1212 | #undef wr |
| 1213 | } |
| 1214 | |
| 1215 | /* |
| 1216 | * This function returns NULL on success, or an error message. |
| 1217 | */ |
| 1218 | char *midend_deserialise(midend_data *me, |
| 1219 | int (*read)(void *ctx, void *buf, int len), |
| 1220 | void *rctx) |
| 1221 | { |
| 1222 | int nstates = 0, statepos = -1, gotstates = 0; |
| 1223 | int started = FALSE; |
| 1224 | int i; |
| 1225 | |
| 1226 | char *val = NULL; |
| 1227 | /* Initially all errors give the same report */ |
| 1228 | char *ret = "Data does not appear to be a saved game file"; |
| 1229 | |
| 1230 | /* |
| 1231 | * We construct all the new state in local variables while we |
| 1232 | * check its sanity. Only once we have finished reading the |
| 1233 | * serialised data and detected no errors at all do we start |
| 1234 | * modifying stuff in the midend_data passed in. |
| 1235 | */ |
| 1236 | char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL; |
| 1237 | char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL; |
| 1238 | float elapsed = 0.0F; |
| 1239 | game_params *params = NULL, *cparams = NULL; |
| 1240 | game_ui *ui = NULL; |
| 1241 | struct midend_state_entry *states = NULL; |
| 1242 | |
| 1243 | /* |
| 1244 | * Loop round and round reading one key/value pair at a time |
| 1245 | * from the serialised stream, until we have enough game states |
| 1246 | * to finish. |
| 1247 | */ |
| 1248 | while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) { |
| 1249 | char key[9], c; |
| 1250 | int len; |
| 1251 | |
| 1252 | do { |
| 1253 | if (!read(rctx, key, 1)) { |
| 1254 | /* unexpected EOF */ |
| 1255 | goto cleanup; |
| 1256 | } |
| 1257 | } while (key[0] == '\r' || key[0] == '\n'); |
| 1258 | |
| 1259 | if (!read(rctx, key+1, 8)) { |
| 1260 | /* unexpected EOF */ |
| 1261 | goto cleanup; |
| 1262 | } |
| 1263 | |
| 1264 | if (key[8] != ':') { |
| 1265 | if (started) |
| 1266 | ret = "Data was incorrectly formatted for a saved game file"; |
| 1267 | } |
| 1268 | len = strcspn(key, ": "); |
| 1269 | assert(len <= 8); |
| 1270 | key[len] = '\0'; |
| 1271 | |
| 1272 | len = 0; |
| 1273 | while (1) { |
| 1274 | if (!read(rctx, &c, 1)) { |
| 1275 | /* unexpected EOF */ |
| 1276 | goto cleanup; |
| 1277 | } |
| 1278 | |
| 1279 | if (c == ':') { |
| 1280 | break; |
| 1281 | } else if (c >= '0' && c <= '9') { |
| 1282 | len = (len * 10) + (c - '0'); |
| 1283 | } else { |
| 1284 | if (started) |
| 1285 | ret = "Data was incorrectly formatted for a" |
| 1286 | " saved game file"; |
| 1287 | goto cleanup; |
| 1288 | } |
| 1289 | } |
| 1290 | |
| 1291 | val = snewn(len+1, char); |
| 1292 | if (!read(rctx, val, len)) { |
| 1293 | if (started) |
| 1294 | goto cleanup; |
| 1295 | } |
| 1296 | val[len] = '\0'; |
| 1297 | |
| 1298 | if (!started) { |
| 1299 | if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) { |
| 1300 | /* ret already has the right message in it */ |
| 1301 | goto cleanup; |
| 1302 | } |
| 1303 | /* Now most errors are this one, unless otherwise specified */ |
| 1304 | ret = "Saved data ended unexpectedly"; |
| 1305 | started = TRUE; |
| 1306 | } else { |
| 1307 | if (!strcmp(key, "VERSION")) { |
| 1308 | if (strcmp(val, SERIALISE_VERSION)) { |
| 1309 | ret = "Cannot handle this version of the saved game" |
| 1310 | " file format"; |
| 1311 | goto cleanup; |
| 1312 | } |
| 1313 | } else if (!strcmp(key, "GAME")) { |
| 1314 | if (strcmp(val, me->ourgame->name)) { |
| 1315 | ret = "Save file is from a different game"; |
| 1316 | goto cleanup; |
| 1317 | } |
| 1318 | } else if (!strcmp(key, "PARAMS")) { |
| 1319 | sfree(parstr); |
| 1320 | parstr = val; |
| 1321 | val = NULL; |
| 1322 | } else if (!strcmp(key, "CPARAMS")) { |
| 1323 | sfree(cparstr); |
| 1324 | cparstr = val; |
| 1325 | val = NULL; |
| 1326 | } else if (!strcmp(key, "SEED")) { |
| 1327 | sfree(seed); |
| 1328 | seed = val; |
| 1329 | val = NULL; |
| 1330 | } else if (!strcmp(key, "DESC")) { |
| 1331 | sfree(desc); |
| 1332 | desc = val; |
| 1333 | val = NULL; |
| 1334 | } else if (!strcmp(key, "PRIVDESC")) { |
| 1335 | sfree(privdesc); |
| 1336 | privdesc = val; |
| 1337 | val = NULL; |
| 1338 | } else if (!strcmp(key, "AUXINFO")) { |
| 1339 | unsigned char *tmp; |
| 1340 | int len = strlen(val) / 2; /* length in bytes */ |
| 1341 | tmp = hex2bin(val, len); |
| 1342 | obfuscate_bitmap(tmp, len*8, TRUE); |
| 1343 | |
| 1344 | sfree(auxinfo); |
| 1345 | auxinfo = snewn(len + 1, char); |
| 1346 | memcpy(auxinfo, tmp, len); |
| 1347 | auxinfo[len] = '\0'; |
| 1348 | sfree(tmp); |
| 1349 | } else if (!strcmp(key, "UI")) { |
| 1350 | sfree(uistr); |
| 1351 | uistr = val; |
| 1352 | val = NULL; |
| 1353 | } else if (!strcmp(key, "TIME")) { |
| 1354 | elapsed = strtod(val, NULL); |
| 1355 | } else if (!strcmp(key, "NSTATES")) { |
| 1356 | nstates = atoi(val); |
| 1357 | if (nstates <= 0) { |
| 1358 | ret = "Number of states in save file was negative"; |
| 1359 | goto cleanup; |
| 1360 | } |
| 1361 | if (states) { |
| 1362 | ret = "Two state counts provided in save file"; |
| 1363 | goto cleanup; |
| 1364 | } |
| 1365 | states = snewn(nstates, struct midend_state_entry); |
| 1366 | for (i = 0; i < nstates; i++) { |
| 1367 | states[i].state = NULL; |
| 1368 | states[i].movestr = NULL; |
| 1369 | states[i].movetype = NEWGAME; |
| 1370 | } |
| 1371 | } else if (!strcmp(key, "STATEPOS")) { |
| 1372 | statepos = atoi(val); |
| 1373 | } else if (!strcmp(key, "MOVE")) { |
| 1374 | gotstates++; |
| 1375 | states[gotstates].movetype = MOVE; |
| 1376 | states[gotstates].movestr = val; |
| 1377 | val = NULL; |
| 1378 | } else if (!strcmp(key, "SOLVE")) { |
| 1379 | gotstates++; |
| 1380 | states[gotstates].movetype = SOLVE; |
| 1381 | states[gotstates].movestr = val; |
| 1382 | val = NULL; |
| 1383 | } else if (!strcmp(key, "RESTART")) { |
| 1384 | gotstates++; |
| 1385 | states[gotstates].movetype = RESTART; |
| 1386 | states[gotstates].movestr = val; |
| 1387 | val = NULL; |
| 1388 | } |
| 1389 | } |
| 1390 | |
| 1391 | sfree(val); |
| 1392 | val = NULL; |
| 1393 | } |
| 1394 | |
| 1395 | params = me->ourgame->default_params(); |
| 1396 | me->ourgame->decode_params(params, parstr); |
| 1397 | if (me->ourgame->validate_params(params)) { |
| 1398 | ret = "Long-term parameters in save file are invalid"; |
| 1399 | goto cleanup; |
| 1400 | } |
| 1401 | cparams = me->ourgame->default_params(); |
| 1402 | me->ourgame->decode_params(cparams, cparstr); |
| 1403 | if (me->ourgame->validate_params(cparams)) { |
| 1404 | ret = "Short-term parameters in save file are invalid"; |
| 1405 | goto cleanup; |
| 1406 | } |
| 1407 | if (!desc) { |
| 1408 | ret = "Game description in save file is missing"; |
| 1409 | goto cleanup; |
| 1410 | } else if (me->ourgame->validate_desc(params, desc)) { |
| 1411 | ret = "Game description in save file is invalid"; |
| 1412 | goto cleanup; |
| 1413 | } |
| 1414 | if (privdesc && me->ourgame->validate_desc(params, privdesc)) { |
| 1415 | ret = "Game private description in save file is invalid"; |
| 1416 | goto cleanup; |
| 1417 | } |
| 1418 | if (statepos < 0 || statepos >= nstates) { |
| 1419 | ret = "Game position in save file is out of range"; |
| 1420 | } |
| 1421 | |
| 1422 | states[0].state = me->ourgame->new_game(me, params, |
| 1423 | privdesc ? privdesc : desc); |
| 1424 | for (i = 1; i < nstates; i++) { |
| 1425 | assert(states[i].movetype != NEWGAME); |
| 1426 | switch (states[i].movetype) { |
| 1427 | case MOVE: |
| 1428 | case SOLVE: |
| 1429 | states[i].state = me->ourgame->execute_move(states[i-1].state, |
| 1430 | states[i].movestr); |
| 1431 | if (states[i].state == NULL) { |
| 1432 | ret = "Save file contained an invalid move"; |
| 1433 | goto cleanup; |
| 1434 | } |
| 1435 | break; |
| 1436 | case RESTART: |
| 1437 | if (me->ourgame->validate_desc(params, states[i].movestr)) { |
| 1438 | ret = "Save file contained an invalid restart move"; |
| 1439 | goto cleanup; |
| 1440 | } |
| 1441 | states[i].state = me->ourgame->new_game(me, params, |
| 1442 | states[i].movestr); |
| 1443 | break; |
| 1444 | } |
| 1445 | } |
| 1446 | |
| 1447 | ui = me->ourgame->new_ui(states[0].state); |
| 1448 | me->ourgame->decode_ui(ui, uistr); |
| 1449 | |
| 1450 | /* |
| 1451 | * Now we've run out of possible error conditions, so we're |
| 1452 | * ready to start overwriting the real data in the current |
| 1453 | * midend. We'll do this by swapping things with the local |
| 1454 | * variables, so that the same cleanup code will free the old |
| 1455 | * stuff. |
| 1456 | */ |
| 1457 | { |
| 1458 | char *tmp; |
| 1459 | |
| 1460 | tmp = me->desc; |
| 1461 | me->desc = desc; |
| 1462 | desc = tmp; |
| 1463 | |
| 1464 | tmp = me->privdesc; |
| 1465 | me->privdesc = privdesc; |
| 1466 | privdesc = tmp; |
| 1467 | |
| 1468 | tmp = me->seedstr; |
| 1469 | me->seedstr = seed; |
| 1470 | seed = tmp; |
| 1471 | |
| 1472 | tmp = me->aux_info; |
| 1473 | me->aux_info = auxinfo; |
| 1474 | auxinfo = tmp; |
| 1475 | } |
| 1476 | |
| 1477 | me->genmode = GOT_NOTHING; |
| 1478 | |
| 1479 | me->statesize = nstates; |
| 1480 | nstates = me->nstates; |
| 1481 | me->nstates = me->statesize; |
| 1482 | { |
| 1483 | struct midend_state_entry *tmp; |
| 1484 | tmp = me->states; |
| 1485 | me->states = states; |
| 1486 | states = tmp; |
| 1487 | } |
| 1488 | me->statepos = statepos; |
| 1489 | |
| 1490 | { |
| 1491 | game_params *tmp; |
| 1492 | |
| 1493 | tmp = me->params; |
| 1494 | me->params = params; |
| 1495 | params = tmp; |
| 1496 | |
| 1497 | tmp = me->curparams; |
| 1498 | me->curparams = cparams; |
| 1499 | cparams = tmp; |
| 1500 | } |
| 1501 | |
| 1502 | me->oldstate = NULL; |
| 1503 | me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F; |
| 1504 | me->dir = 0; |
| 1505 | |
| 1506 | { |
| 1507 | game_ui *tmp; |
| 1508 | |
| 1509 | tmp = me->ui; |
| 1510 | me->ui = ui; |
| 1511 | ui = tmp; |
| 1512 | } |
| 1513 | |
| 1514 | me->elapsed = elapsed; |
| 1515 | me->pressed_mouse_button = 0; |
| 1516 | |
| 1517 | midend_set_timer(me); |
| 1518 | |
| 1519 | ret = NULL; /* success! */ |
| 1520 | |
| 1521 | cleanup: |
| 1522 | sfree(val); |
| 1523 | sfree(seed); |
| 1524 | sfree(parstr); |
| 1525 | sfree(cparstr); |
| 1526 | sfree(desc); |
| 1527 | sfree(privdesc); |
| 1528 | sfree(auxinfo); |
| 1529 | sfree(uistr); |
| 1530 | if (params) |
| 1531 | me->ourgame->free_params(params); |
| 1532 | if (cparams) |
| 1533 | me->ourgame->free_params(cparams); |
| 1534 | if (ui) |
| 1535 | me->ourgame->free_ui(ui); |
| 1536 | if (states) { |
| 1537 | int i; |
| 1538 | |
| 1539 | for (i = 0; i < nstates; i++) { |
| 1540 | if (states[i].state) |
| 1541 | me->ourgame->free_game(states[i].state); |
| 1542 | sfree(states[i].movestr); |
| 1543 | } |
| 1544 | sfree(states); |
| 1545 | } |
| 1546 | |
| 1547 | return ret; |
| 1548 | } |