mirror of
git://git.tartarus.org/simon/puzzles.git
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Files
1861 lines
53 KiB
C
1861 lines
53 KiB
C
/*
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* midend.c: general middle fragment sitting between the
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* platform-specific front end and game-specific back end.
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* Maintains a move list, takes care of Undo and Redo commands, and
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* processes standard keystrokes for undo/redo/new/quit.
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*/
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <ctype.h>
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#include "puzzles.h"
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enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
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enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
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#define special(type) ( (type) != MOVE )
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struct midend_state_entry {
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game_state *state;
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char *movestr;
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int movetype;
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};
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struct midend {
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frontend *frontend;
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random_state *random;
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const game *ourgame;
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game_params **presets;
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char **preset_names, **preset_encodings;
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int npresets, presetsize;
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/*
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* `desc' and `privdesc' deserve a comment.
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*
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* `desc' is the game description as presented to the user when
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* they ask for Game -> Specific. `privdesc', if non-NULL, is a
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* different game description used to reconstruct the initial
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* game_state when de-serialising. If privdesc is NULL, `desc'
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* is used for both.
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*
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* For almost all games, `privdesc' is NULL and never used. The
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* exception (as usual) is Mines: the initial game state has no
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* squares open at all, but after the first click `desc' is
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* rewritten to describe a game state with an initial click and
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* thus a bunch of squares open. If we used that desc to
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* serialise and deserialise, then the initial game state after
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* deserialisation would look unlike the initial game state
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* beforehand, and worse still execute_move() might fail on the
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* attempted first click. So `privdesc' is also used in this
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* case, to provide a game description describing the same
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* fixed mine layout _but_ no initial click. (These game IDs
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* may also be typed directly into Mines if you like.)
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*/
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char *desc, *privdesc, *seedstr;
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char *aux_info;
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enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
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int nstates, statesize, statepos;
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struct midend_state_entry *states;
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game_params *params, *curparams;
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game_drawstate *drawstate;
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game_ui *ui;
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game_state *oldstate;
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float anim_time, anim_pos;
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float flash_time, flash_pos;
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int dir;
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int timing;
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float elapsed;
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char *laststatus;
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drawing *drawing;
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int pressed_mouse_button;
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int preferred_tilesize, tilesize, winwidth, winheight;
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};
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#define ensure(me) do { \
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if ((me)->nstates >= (me)->statesize) { \
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(me)->statesize = (me)->nstates + 128; \
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(me)->states = sresize((me)->states, (me)->statesize, \
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struct midend_state_entry); \
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} \
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} while (0)
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midend *midend_new(frontend *fe, const game *ourgame,
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const drawing_api *drapi, void *drhandle)
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{
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midend *me = snew(midend);
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void *randseed;
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int randseedsize;
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get_random_seed(&randseed, &randseedsize);
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me->frontend = fe;
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me->ourgame = ourgame;
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me->random = random_new(randseed, randseedsize);
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me->nstates = me->statesize = me->statepos = 0;
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me->states = NULL;
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me->params = ourgame->default_params();
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me->curparams = NULL;
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me->desc = me->privdesc = NULL;
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me->seedstr = NULL;
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me->aux_info = NULL;
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me->genmode = GOT_NOTHING;
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me->drawstate = NULL;
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me->oldstate = NULL;
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me->presets = NULL;
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me->preset_names = NULL;
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me->preset_encodings = NULL;
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me->npresets = me->presetsize = 0;
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me->anim_time = me->anim_pos = 0.0F;
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me->flash_time = me->flash_pos = 0.0F;
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me->dir = 0;
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me->ui = NULL;
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me->pressed_mouse_button = 0;
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me->laststatus = NULL;
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me->timing = FALSE;
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me->elapsed = 0.0F;
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me->tilesize = me->winwidth = me->winheight = 0;
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if (drapi)
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me->drawing = drawing_new(drapi, me, drhandle);
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else
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me->drawing = NULL;
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me->preferred_tilesize = ourgame->preferred_tilesize;
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{
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/*
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* Allow an environment-based override for the default tile
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* size by defining a variable along the lines of
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* `NET_TILESIZE=15'.
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*/
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char buf[80], *e;
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int j, k, ts;
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sprintf(buf, "%s_TILESIZE", me->ourgame->name);
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for (j = k = 0; buf[j]; j++)
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if (!isspace((unsigned char)buf[j]))
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buf[k++] = toupper((unsigned char)buf[j]);
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buf[k] = '\0';
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if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
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me->preferred_tilesize = ts;
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}
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sfree(randseed);
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return me;
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}
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static void midend_free_game(midend *me)
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{
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while (me->nstates > 0) {
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me->nstates--;
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me->ourgame->free_game(me->states[me->nstates].state);
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sfree(me->states[me->nstates].movestr);
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}
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if (me->drawstate)
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me->ourgame->free_drawstate(me->drawing, me->drawstate);
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}
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void midend_free(midend *me)
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{
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int i;
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midend_free_game(me);
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if (me->drawing)
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drawing_free(me->drawing);
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random_free(me->random);
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sfree(me->states);
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sfree(me->desc);
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sfree(me->privdesc);
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sfree(me->seedstr);
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sfree(me->aux_info);
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me->ourgame->free_params(me->params);
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if (me->npresets) {
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for (i = 0; i < me->npresets; i++) {
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sfree(me->presets[i]);
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sfree(me->preset_names[i]);
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sfree(me->preset_encodings[i]);
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}
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sfree(me->presets);
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sfree(me->preset_names);
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sfree(me->preset_encodings);
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}
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if (me->ui)
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me->ourgame->free_ui(me->ui);
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if (me->curparams)
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me->ourgame->free_params(me->curparams);
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sfree(me->laststatus);
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sfree(me);
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}
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static void midend_size_new_drawstate(midend *me)
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{
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/*
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* Don't even bother, if we haven't worked out our tile size
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* anyway yet.
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*/
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if (me->tilesize > 0) {
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me->ourgame->compute_size(me->params, me->tilesize,
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&me->winwidth, &me->winheight);
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me->ourgame->set_size(me->drawing, me->drawstate,
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me->params, me->tilesize);
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}
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}
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void midend_size(midend *me, int *x, int *y, int user_size)
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{
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int min, max;
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int rx, ry;
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/*
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* We can't set the size on the same drawstate twice. So if
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* we've already sized one drawstate, we must throw it away and
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* create a new one.
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*/
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if (me->drawstate && me->tilesize > 0) {
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me->ourgame->free_drawstate(me->drawing, me->drawstate);
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me->drawstate = me->ourgame->new_drawstate(me->drawing,
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me->states[0].state);
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}
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/*
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* Find the tile size that best fits within the given space. If
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* `user_size' is TRUE, we must actually find the _largest_ such
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* tile size, in order to get as close to the user's explicit
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* request as possible; otherwise, we bound above at the game's
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* preferred tile size, so that the game gets what it wants
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* provided that this doesn't break the constraint from the
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* front-end (which is likely to be a screen size or similar).
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*/
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if (user_size) {
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max = 1;
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do {
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max *= 2;
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me->ourgame->compute_size(me->params, max, &rx, &ry);
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} while (rx <= *x && ry <= *y);
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} else
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max = me->preferred_tilesize + 1;
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min = 1;
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/*
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* Now binary-search between min and max. We're looking for a
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* boundary rather than a value: the point at which tile sizes
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* stop fitting within the given dimensions. Thus, we stop when
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* max and min differ by exactly 1.
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*/
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while (max - min > 1) {
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int mid = (max + min) / 2;
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me->ourgame->compute_size(me->params, mid, &rx, &ry);
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if (rx <= *x && ry <= *y)
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min = mid;
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else
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max = mid;
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}
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/*
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* Now `min' is a valid size, and `max' isn't. So use `min'.
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*/
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me->tilesize = min;
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if (user_size)
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/* If the user requested a change in size, make it permanent. */
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me->preferred_tilesize = me->tilesize;
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midend_size_new_drawstate(me);
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*x = me->winwidth;
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*y = me->winheight;
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}
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void midend_set_params(midend *me, game_params *params)
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{
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me->ourgame->free_params(me->params);
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me->params = me->ourgame->dup_params(params);
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}
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game_params *midend_get_params(midend *me)
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{
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return me->ourgame->dup_params(me->params);
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}
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static void midend_set_timer(midend *me)
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{
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me->timing = (me->ourgame->is_timed &&
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me->ourgame->timing_state(me->states[me->statepos-1].state,
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me->ui));
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if (me->timing || me->flash_time || me->anim_time)
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activate_timer(me->frontend);
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else
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deactivate_timer(me->frontend);
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}
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void midend_force_redraw(midend *me)
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{
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if (me->drawstate)
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me->ourgame->free_drawstate(me->drawing, me->drawstate);
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me->drawstate = me->ourgame->new_drawstate(me->drawing,
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me->states[0].state);
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midend_size_new_drawstate(me);
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midend_redraw(me);
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}
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void midend_new_game(midend *me)
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{
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midend_free_game(me);
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assert(me->nstates == 0);
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if (me->genmode == GOT_DESC) {
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me->genmode = GOT_NOTHING;
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} else {
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random_state *rs;
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if (me->genmode == GOT_SEED) {
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me->genmode = GOT_NOTHING;
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} else {
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/*
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* Generate a new random seed. 15 digits comes to about
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* 48 bits, which should be more than enough.
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*
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* I'll avoid putting a leading zero on the number,
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* just in case it confuses anybody who thinks it's
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* processed as an integer rather than a string.
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*/
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char newseed[16];
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int i;
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newseed[15] = '\0';
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newseed[0] = '1' + random_upto(me->random, 9);
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for (i = 1; i < 15; i++)
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newseed[i] = '0' + random_upto(me->random, 10);
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sfree(me->seedstr);
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me->seedstr = dupstr(newseed);
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if (me->curparams)
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me->ourgame->free_params(me->curparams);
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me->curparams = me->ourgame->dup_params(me->params);
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}
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sfree(me->desc);
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sfree(me->privdesc);
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sfree(me->aux_info);
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me->aux_info = NULL;
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rs = random_new(me->seedstr, strlen(me->seedstr));
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/*
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* If this midend has been instantiated without providing a
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* drawing API, it is non-interactive. This means that it's
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* being used for bulk game generation, and hence we should
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* pass the non-interactive flag to new_desc.
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*/
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me->desc = me->ourgame->new_desc(me->curparams, rs,
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&me->aux_info, (me->drawing != NULL));
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me->privdesc = NULL;
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random_free(rs);
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}
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ensure(me);
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/*
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* It might seem a bit odd that we're using me->params to
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* create the initial game state, rather than me->curparams
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* which is better tailored to this specific game and which we
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* always know.
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*
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* It's supposed to be an invariant in the midend that
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* me->params and me->curparams differ in no aspect that is
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* important after generation (i.e. after new_desc()). By
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* deliberately passing the _less_ specific of these two
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* parameter sets, we provoke play-time misbehaviour in the
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* case where a game has failed to encode a play-time parameter
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* in the non-full version of encode_params().
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*/
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me->states[me->nstates].state =
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me->ourgame->new_game(me, me->params, me->desc);
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me->states[me->nstates].movestr = NULL;
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me->states[me->nstates].movetype = NEWGAME;
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me->nstates++;
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me->statepos = 1;
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me->drawstate = me->ourgame->new_drawstate(me->drawing,
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me->states[0].state);
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midend_size_new_drawstate(me);
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me->elapsed = 0.0F;
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if (me->ui)
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me->ourgame->free_ui(me->ui);
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me->ui = me->ourgame->new_ui(me->states[0].state);
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midend_set_timer(me);
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me->pressed_mouse_button = 0;
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}
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static int midend_undo(midend *me)
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{
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if (me->statepos > 1) {
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if (me->ui)
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me->ourgame->changed_state(me->ui,
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me->states[me->statepos-1].state,
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me->states[me->statepos-2].state);
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me->statepos--;
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me->dir = -1;
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return 1;
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} else
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return 0;
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}
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static int midend_redo(midend *me)
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{
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if (me->statepos < me->nstates) {
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if (me->ui)
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me->ourgame->changed_state(me->ui,
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me->states[me->statepos-1].state,
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me->states[me->statepos].state);
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me->statepos++;
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me->dir = +1;
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return 1;
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} else
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return 0;
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}
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static void midend_finish_move(midend *me)
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{
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float flashtime;
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/*
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* We do not flash if the later of the two states is special.
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* This covers both forward Solve moves and backward (undone)
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* Restart moves.
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*/
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if ((me->oldstate || me->statepos > 1) &&
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((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
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(me->dir < 0 && me->statepos < me->nstates &&
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!special(me->states[me->statepos].movetype)))) {
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flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
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me->states[me->statepos-2].state,
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me->states[me->statepos-1].state,
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me->oldstate ? me->dir : +1,
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me->ui);
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if (flashtime > 0) {
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me->flash_pos = 0.0F;
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me->flash_time = flashtime;
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}
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}
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if (me->oldstate)
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me->ourgame->free_game(me->oldstate);
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me->oldstate = NULL;
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me->anim_pos = me->anim_time = 0;
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me->dir = 0;
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midend_set_timer(me);
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}
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void midend_stop_anim(midend *me)
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{
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if (me->oldstate || me->anim_time != 0) {
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midend_finish_move(me);
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midend_redraw(me);
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}
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}
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void midend_restart_game(midend *me)
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{
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game_state *s;
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midend_stop_anim(me);
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assert(me->statepos >= 1);
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if (me->statepos == 1)
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return; /* no point doing anything at all! */
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/*
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* During restart, we reconstruct the game from the (public)
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* game description rather than from states[0], because that
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* way Mines gets slightly more sensible behaviour (restart
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* goes to _after_ the first click so you don't have to
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* remember where you clicked).
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*/
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s = me->ourgame->new_game(me, me->params, me->desc);
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/*
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* Now enter the restarted state as the next move.
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*/
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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me->ourgame->free_game(me->states[--me->nstates].state);
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ensure(me);
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me->states[me->nstates].state = s;
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me->states[me->nstates].movestr = dupstr(me->desc);
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me->states[me->nstates].movetype = RESTART;
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me->statepos = ++me->nstates;
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if (me->ui)
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me->ourgame->changed_state(me->ui,
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me->states[me->statepos-2].state,
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me->states[me->statepos-1].state);
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me->anim_time = 0.0;
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midend_finish_move(me);
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midend_redraw(me);
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midend_set_timer(me);
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}
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|
|
static int midend_really_process_key(midend *me, int x, int y, int button)
|
|
{
|
|
game_state *oldstate =
|
|
me->ourgame->dup_game(me->states[me->statepos - 1].state);
|
|
int type = MOVE, gottype = FALSE, ret = 1;
|
|
float anim_time;
|
|
game_state *s;
|
|
char *movestr;
|
|
|
|
movestr =
|
|
me->ourgame->interpret_move(me->states[me->statepos-1].state,
|
|
me->ui, me->drawstate, x, y, button);
|
|
|
|
if (!movestr) {
|
|
if (button == 'n' || button == 'N' || button == '\x0E') {
|
|
midend_stop_anim(me);
|
|
midend_new_game(me);
|
|
midend_redraw(me);
|
|
goto done; /* never animate */
|
|
} else if (button == 'u' || button == 'u' ||
|
|
button == '\x1A' || button == '\x1F') {
|
|
midend_stop_anim(me);
|
|
type = me->states[me->statepos-1].movetype;
|
|
gottype = TRUE;
|
|
if (!midend_undo(me))
|
|
goto done;
|
|
} else if (button == 'r' || button == 'R' ||
|
|
button == '\x12' || button == '\x19') {
|
|
midend_stop_anim(me);
|
|
if (!midend_redo(me))
|
|
goto done;
|
|
} else if (button == 'q' || button == 'Q' || button == '\x11') {
|
|
ret = 0;
|
|
goto done;
|
|
} else
|
|
goto done;
|
|
} else {
|
|
if (!*movestr)
|
|
s = me->states[me->statepos-1].state;
|
|
else {
|
|
s = me->ourgame->execute_move(me->states[me->statepos-1].state,
|
|
movestr);
|
|
assert(s != NULL);
|
|
}
|
|
|
|
if (s == me->states[me->statepos-1].state) {
|
|
/*
|
|
* make_move() is allowed to return its input state to
|
|
* indicate that although no move has been made, the UI
|
|
* state has been updated and a redraw is called for.
|
|
*/
|
|
midend_redraw(me);
|
|
midend_set_timer(me);
|
|
goto done;
|
|
} else if (s) {
|
|
midend_stop_anim(me);
|
|
while (me->nstates > me->statepos)
|
|
me->ourgame->free_game(me->states[--me->nstates].state);
|
|
ensure(me);
|
|
assert(movestr != NULL);
|
|
me->states[me->nstates].state = s;
|
|
me->states[me->nstates].movestr = movestr;
|
|
me->states[me->nstates].movetype = MOVE;
|
|
me->statepos = ++me->nstates;
|
|
me->dir = +1;
|
|
if (me->ui)
|
|
me->ourgame->changed_state(me->ui,
|
|
me->states[me->statepos-2].state,
|
|
me->states[me->statepos-1].state);
|
|
} else {
|
|
goto done;
|
|
}
|
|
}
|
|
|
|
if (!gottype)
|
|
type = me->states[me->statepos-1].movetype;
|
|
|
|
/*
|
|
* See if this move requires an animation.
|
|
*/
|
|
if (special(type) && !(type == SOLVE &&
|
|
(me->ourgame->flags & SOLVE_ANIMATES))) {
|
|
anim_time = 0;
|
|
} else {
|
|
anim_time = me->ourgame->anim_length(oldstate,
|
|
me->states[me->statepos-1].state,
|
|
me->dir, me->ui);
|
|
}
|
|
|
|
me->oldstate = oldstate; oldstate = NULL;
|
|
if (anim_time > 0) {
|
|
me->anim_time = anim_time;
|
|
} else {
|
|
me->anim_time = 0.0;
|
|
midend_finish_move(me);
|
|
}
|
|
me->anim_pos = 0.0;
|
|
|
|
midend_redraw(me);
|
|
|
|
midend_set_timer(me);
|
|
|
|
done:
|
|
if (oldstate) me->ourgame->free_game(oldstate);
|
|
return ret;
|
|
}
|
|
|
|
int midend_process_key(midend *me, int x, int y, int button)
|
|
{
|
|
int ret = 1;
|
|
|
|
/*
|
|
* Harmonise mouse drag and release messages.
|
|
*
|
|
* Some front ends might accidentally switch from sending, say,
|
|
* RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
|
|
* drag. (This can happen on the Mac, for example, since
|
|
* RIGHT_DRAG is usually done using Command+drag, and if the
|
|
* user accidentally releases Command half way through the drag
|
|
* then there will be trouble.)
|
|
*
|
|
* It would be an O(number of front ends) annoyance to fix this
|
|
* in the front ends, but an O(number of back ends) annoyance
|
|
* to have each game capable of dealing with it. Therefore, we
|
|
* fix it _here_ in the common midend code so that it only has
|
|
* to be done once.
|
|
*
|
|
* The possible ways in which things can go screwy in the front
|
|
* end are:
|
|
*
|
|
* - in a system containing multiple physical buttons button
|
|
* presses can inadvertently overlap. We can see ABab (caps
|
|
* meaning button-down and lowercase meaning button-up) when
|
|
* the user had semantically intended AaBb.
|
|
*
|
|
* - in a system where one button is simulated by means of a
|
|
* modifier key and another button, buttons can mutate
|
|
* between press and release (possibly during drag). So we
|
|
* can see Ab instead of Aa.
|
|
*
|
|
* Definite requirements are:
|
|
*
|
|
* - button _presses_ must never be invented or destroyed. If
|
|
* the user presses two buttons in succession, the button
|
|
* presses must be transferred to the backend unchanged. So
|
|
* if we see AaBb , that's fine; if we see ABab (the button
|
|
* presses inadvertently overlapped) we must somehow
|
|
* `correct' it to AaBb.
|
|
*
|
|
* - every mouse action must end up looking like a press, zero
|
|
* or more drags, then a release. This allows back ends to
|
|
* make the _assumption_ that incoming mouse data will be
|
|
* sane in this regard, and not worry about the details.
|
|
*
|
|
* So my policy will be:
|
|
*
|
|
* - treat any button-up as a button-up for the currently
|
|
* pressed button, or ignore it if there is no currently
|
|
* pressed button.
|
|
*
|
|
* - treat any drag as a drag for the currently pressed
|
|
* button, or ignore it if there is no currently pressed
|
|
* button.
|
|
*
|
|
* - if we see a button-down while another button is currently
|
|
* pressed, invent a button-up for the first one and then
|
|
* pass the button-down through as before.
|
|
*
|
|
* 2005-05-31: An addendum to the above. Some games might want
|
|
* a `priority order' among buttons, such that if one button is
|
|
* pressed while another is down then a fixed one of the
|
|
* buttons takes priority no matter what order they're pressed
|
|
* in. Mines, in particular, wants to treat a left+right click
|
|
* like a left click for the benefit of users of other
|
|
* implementations. So the last of the above points is modified
|
|
* in the presence of an (optional) button priority order.
|
|
*
|
|
* A further addition: we translate certain keyboard presses to
|
|
* cursor key 'select' buttons, so that a) frontends don't have
|
|
* to translate these themselves (like they do for CURSOR_UP etc),
|
|
* and b) individual games don't have to hard-code button presses
|
|
* of '\n' etc for keyboard-based cursors. The choice of buttons
|
|
* here could eventually be controlled by a runtime configuration
|
|
* option.
|
|
*/
|
|
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
|
|
if (me->pressed_mouse_button) {
|
|
if (IS_MOUSE_DRAG(button)) {
|
|
button = me->pressed_mouse_button +
|
|
(LEFT_DRAG - LEFT_BUTTON);
|
|
} else {
|
|
button = me->pressed_mouse_button +
|
|
(LEFT_RELEASE - LEFT_BUTTON);
|
|
}
|
|
} else
|
|
return ret; /* ignore it */
|
|
} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
|
|
/*
|
|
* If the new button has lower priority than the old one,
|
|
* don't bother doing this.
|
|
*/
|
|
if (me->ourgame->flags &
|
|
BUTTON_BEATS(me->pressed_mouse_button, button))
|
|
return ret; /* just ignore it */
|
|
|
|
/*
|
|
* Fabricate a button-up for the previously pressed button.
|
|
*/
|
|
ret = ret && midend_really_process_key
|
|
(me, x, y, (me->pressed_mouse_button +
|
|
(LEFT_RELEASE - LEFT_BUTTON)));
|
|
}
|
|
|
|
/*
|
|
* Translate keyboard presses to cursor selection.
|
|
*/
|
|
if (button == '\n' || button == '\r')
|
|
button = CURSOR_SELECT;
|
|
if (button == ' ')
|
|
button = CURSOR_SELECT2;
|
|
|
|
/*
|
|
* Now send on the event we originally received.
|
|
*/
|
|
ret = ret && midend_really_process_key(me, x, y, button);
|
|
|
|
/*
|
|
* And update the currently pressed button.
|
|
*/
|
|
if (IS_MOUSE_RELEASE(button))
|
|
me->pressed_mouse_button = 0;
|
|
else if (IS_MOUSE_DOWN(button))
|
|
me->pressed_mouse_button = button;
|
|
|
|
return ret;
|
|
}
|
|
|
|
void midend_redraw(midend *me)
|
|
{
|
|
assert(me->drawing);
|
|
|
|
if (me->statepos > 0 && me->drawstate) {
|
|
start_draw(me->drawing);
|
|
if (me->oldstate && me->anim_time > 0 &&
|
|
me->anim_pos < me->anim_time) {
|
|
assert(me->dir != 0);
|
|
me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
|
|
me->states[me->statepos-1].state, me->dir,
|
|
me->ui, me->anim_pos, me->flash_pos);
|
|
} else {
|
|
me->ourgame->redraw(me->drawing, me->drawstate, NULL,
|
|
me->states[me->statepos-1].state, +1 /*shrug*/,
|
|
me->ui, 0.0, me->flash_pos);
|
|
}
|
|
end_draw(me->drawing);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Nasty hacky function used to implement the --redo option in
|
|
* gtk.c. Only used for generating the puzzles' icons.
|
|
*/
|
|
void midend_freeze_timer(midend *me, float tprop)
|
|
{
|
|
me->anim_pos = me->anim_time * tprop;
|
|
midend_redraw(me);
|
|
deactivate_timer(me->frontend);
|
|
}
|
|
|
|
void midend_timer(midend *me, float tplus)
|
|
{
|
|
int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
|
|
|
|
me->anim_pos += tplus;
|
|
if (me->anim_pos >= me->anim_time ||
|
|
me->anim_time == 0 || !me->oldstate) {
|
|
if (me->anim_time > 0)
|
|
midend_finish_move(me);
|
|
}
|
|
|
|
me->flash_pos += tplus;
|
|
if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
|
|
me->flash_pos = me->flash_time = 0;
|
|
}
|
|
|
|
if (need_redraw)
|
|
midend_redraw(me);
|
|
|
|
if (me->timing) {
|
|
float oldelapsed = me->elapsed;
|
|
me->elapsed += tplus;
|
|
if ((int)oldelapsed != (int)me->elapsed)
|
|
status_bar(me->drawing, me->laststatus ? me->laststatus : "");
|
|
}
|
|
|
|
midend_set_timer(me);
|
|
}
|
|
|
|
float *midend_colours(midend *me, int *ncolours)
|
|
{
|
|
float *ret;
|
|
|
|
ret = me->ourgame->colours(me->frontend, ncolours);
|
|
|
|
{
|
|
int i;
|
|
|
|
/*
|
|
* Allow environment-based overrides for the standard
|
|
* colours by defining variables along the lines of
|
|
* `NET_COLOUR_4=6000c0'.
|
|
*/
|
|
|
|
for (i = 0; i < *ncolours; i++) {
|
|
char buf[80], *e;
|
|
unsigned int r, g, b;
|
|
int j, k;
|
|
|
|
sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
|
|
for (j = k = 0; buf[j]; j++)
|
|
if (!isspace((unsigned char)buf[j]))
|
|
buf[k++] = toupper((unsigned char)buf[j]);
|
|
buf[k] = '\0';
|
|
if ((e = getenv(buf)) != NULL &&
|
|
sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
|
|
ret[i*3 + 0] = r / 255.0;
|
|
ret[i*3 + 1] = g / 255.0;
|
|
ret[i*3 + 2] = b / 255.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
int midend_num_presets(midend *me)
|
|
{
|
|
if (!me->npresets) {
|
|
char *name;
|
|
game_params *preset;
|
|
|
|
while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
|
|
if (me->presetsize <= me->npresets) {
|
|
me->presetsize = me->npresets + 10;
|
|
me->presets = sresize(me->presets, me->presetsize,
|
|
game_params *);
|
|
me->preset_names = sresize(me->preset_names, me->presetsize,
|
|
char *);
|
|
me->preset_encodings = sresize(me->preset_encodings,
|
|
me->presetsize, char *);
|
|
}
|
|
|
|
me->presets[me->npresets] = preset;
|
|
me->preset_names[me->npresets] = name;
|
|
me->preset_encodings[me->npresets] =
|
|
me->ourgame->encode_params(preset, TRUE);;
|
|
me->npresets++;
|
|
}
|
|
}
|
|
|
|
{
|
|
/*
|
|
* Allow environment-based extensions to the preset list by
|
|
* defining a variable along the lines of `SOLO_PRESETS=2x3
|
|
* Advanced:2x3da'. Colon-separated list of items,
|
|
* alternating between textual titles in the menu and
|
|
* encoded parameter strings.
|
|
*/
|
|
char buf[80], *e, *p;
|
|
int j, k;
|
|
|
|
sprintf(buf, "%s_PRESETS", me->ourgame->name);
|
|
for (j = k = 0; buf[j]; j++)
|
|
if (!isspace((unsigned char)buf[j]))
|
|
buf[k++] = toupper((unsigned char)buf[j]);
|
|
buf[k] = '\0';
|
|
|
|
if ((e = getenv(buf)) != NULL) {
|
|
p = e = dupstr(e);
|
|
|
|
while (*p) {
|
|
char *name, *val;
|
|
game_params *preset;
|
|
|
|
name = p;
|
|
while (*p && *p != ':') p++;
|
|
if (*p) *p++ = '\0';
|
|
val = p;
|
|
while (*p && *p != ':') p++;
|
|
if (*p) *p++ = '\0';
|
|
|
|
preset = me->ourgame->default_params();
|
|
me->ourgame->decode_params(preset, val);
|
|
|
|
if (me->ourgame->validate_params(preset, TRUE)) {
|
|
/* Drop this one from the list. */
|
|
me->ourgame->free_params(preset);
|
|
continue;
|
|
}
|
|
|
|
if (me->presetsize <= me->npresets) {
|
|
me->presetsize = me->npresets + 10;
|
|
me->presets = sresize(me->presets, me->presetsize,
|
|
game_params *);
|
|
me->preset_names = sresize(me->preset_names,
|
|
me->presetsize, char *);
|
|
me->preset_encodings = sresize(me->preset_encodings,
|
|
me->presetsize, char *);
|
|
}
|
|
|
|
me->presets[me->npresets] = preset;
|
|
me->preset_names[me->npresets] = dupstr(name);
|
|
me->preset_encodings[me->npresets] =
|
|
me->ourgame->encode_params(preset, TRUE);
|
|
me->npresets++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return me->npresets;
|
|
}
|
|
|
|
void midend_fetch_preset(midend *me, int n,
|
|
char **name, game_params **params)
|
|
{
|
|
assert(n >= 0 && n < me->npresets);
|
|
*name = me->preset_names[n];
|
|
*params = me->presets[n];
|
|
}
|
|
|
|
int midend_which_preset(midend *me)
|
|
{
|
|
char *encoding = me->ourgame->encode_params(me->params, TRUE);
|
|
int i, ret;
|
|
|
|
ret = -1;
|
|
for (i = 0; i < me->npresets; i++)
|
|
if (!strcmp(encoding, me->preset_encodings[i])) {
|
|
ret = i;
|
|
break;
|
|
}
|
|
|
|
sfree(encoding);
|
|
return ret;
|
|
}
|
|
|
|
int midend_wants_statusbar(midend *me)
|
|
{
|
|
return me->ourgame->wants_statusbar;
|
|
}
|
|
|
|
void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
|
|
{
|
|
sfree(me->desc);
|
|
sfree(me->privdesc);
|
|
me->desc = dupstr(desc);
|
|
me->privdesc = privdesc ? dupstr(privdesc) : NULL;
|
|
}
|
|
|
|
config_item *midend_get_config(midend *me, int which, char **wintitle)
|
|
{
|
|
char *titlebuf, *parstr, *rest;
|
|
config_item *ret;
|
|
char sep;
|
|
|
|
assert(wintitle);
|
|
titlebuf = snewn(40 + strlen(me->ourgame->name), char);
|
|
|
|
switch (which) {
|
|
case CFG_SETTINGS:
|
|
sprintf(titlebuf, "%s configuration", me->ourgame->name);
|
|
*wintitle = titlebuf;
|
|
return me->ourgame->configure(me->params);
|
|
case CFG_SEED:
|
|
case CFG_DESC:
|
|
if (!me->curparams) {
|
|
sfree(titlebuf);
|
|
return NULL;
|
|
}
|
|
sprintf(titlebuf, "%s %s selection", me->ourgame->name,
|
|
which == CFG_SEED ? "random" : "game");
|
|
*wintitle = titlebuf;
|
|
|
|
ret = snewn(2, config_item);
|
|
|
|
ret[0].type = C_STRING;
|
|
if (which == CFG_SEED)
|
|
ret[0].name = "Game random seed";
|
|
else
|
|
ret[0].name = "Game ID";
|
|
ret[0].ival = 0;
|
|
/*
|
|
* For CFG_DESC the text going in here will be a string
|
|
* encoding of the restricted parameters, plus a colon,
|
|
* plus the game description. For CFG_SEED it will be the
|
|
* full parameters, plus a hash, plus the random seed data.
|
|
* Either of these is a valid full game ID (although only
|
|
* the former is likely to persist across many code
|
|
* changes).
|
|
*/
|
|
parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
|
|
assert(parstr);
|
|
if (which == CFG_DESC) {
|
|
rest = me->desc ? me->desc : "";
|
|
sep = ':';
|
|
} else {
|
|
rest = me->seedstr ? me->seedstr : "";
|
|
sep = '#';
|
|
}
|
|
ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
|
|
sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
|
|
sfree(parstr);
|
|
|
|
ret[1].type = C_END;
|
|
ret[1].name = ret[1].sval = NULL;
|
|
ret[1].ival = 0;
|
|
|
|
return ret;
|
|
}
|
|
|
|
assert(!"We shouldn't be here");
|
|
return NULL;
|
|
}
|
|
|
|
static char *midend_game_id_int(midend *me, char *id, int defmode)
|
|
{
|
|
char *error, *par, *desc, *seed;
|
|
game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
|
|
int free_params;
|
|
|
|
seed = strchr(id, '#');
|
|
desc = strchr(id, ':');
|
|
|
|
if (desc && (!seed || desc < seed)) {
|
|
/*
|
|
* We have a colon separating parameters from game
|
|
* description. So `par' now points to the parameters
|
|
* string, and `desc' to the description string.
|
|
*/
|
|
*desc++ = '\0';
|
|
par = id;
|
|
seed = NULL;
|
|
} else if (seed && (!desc || seed < desc)) {
|
|
/*
|
|
* We have a hash separating parameters from random seed.
|
|
* So `par' now points to the parameters string, and `seed'
|
|
* to the seed string.
|
|
*/
|
|
*seed++ = '\0';
|
|
par = id;
|
|
desc = NULL;
|
|
} else {
|
|
/*
|
|
* We only have one string. Depending on `defmode', we take
|
|
* it to be either parameters, seed or description.
|
|
*/
|
|
if (defmode == DEF_SEED) {
|
|
seed = id;
|
|
par = desc = NULL;
|
|
} else if (defmode == DEF_DESC) {
|
|
desc = id;
|
|
par = seed = NULL;
|
|
} else {
|
|
par = id;
|
|
seed = desc = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* We must be reasonably careful here not to modify anything in
|
|
* `me' until we have finished validating things. This function
|
|
* must either return an error and do nothing to the midend, or
|
|
* return success and do everything; nothing in between is
|
|
* acceptable.
|
|
*/
|
|
newcurparams = newparams = oldparams1 = oldparams2 = NULL;
|
|
|
|
if (par) {
|
|
newcurparams = me->ourgame->dup_params(me->params);
|
|
me->ourgame->decode_params(newcurparams, par);
|
|
error = me->ourgame->validate_params(newcurparams, desc == NULL);
|
|
if (error) {
|
|
me->ourgame->free_params(newcurparams);
|
|
return error;
|
|
}
|
|
oldparams1 = me->curparams;
|
|
|
|
/*
|
|
* Now filter only the persistent parts of this state into
|
|
* the long-term params structure, unless we've _only_
|
|
* received a params string in which case the whole lot is
|
|
* persistent.
|
|
*/
|
|
oldparams2 = me->params;
|
|
if (seed || desc) {
|
|
char *tmpstr;
|
|
|
|
newparams = me->ourgame->dup_params(me->params);
|
|
|
|
tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
|
|
me->ourgame->decode_params(newparams, tmpstr);
|
|
|
|
sfree(tmpstr);
|
|
} else {
|
|
newparams = me->ourgame->dup_params(newcurparams);
|
|
}
|
|
free_params = TRUE;
|
|
} else {
|
|
newcurparams = me->curparams;
|
|
newparams = me->params;
|
|
free_params = FALSE;
|
|
}
|
|
|
|
if (desc) {
|
|
error = me->ourgame->validate_desc(newparams, desc);
|
|
if (error) {
|
|
if (free_params) {
|
|
if (newcurparams)
|
|
me->ourgame->free_params(newcurparams);
|
|
if (newparams)
|
|
me->ourgame->free_params(newparams);
|
|
}
|
|
return error;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Now we've got past all possible error points. Update the
|
|
* midend itself.
|
|
*/
|
|
me->params = newparams;
|
|
me->curparams = newcurparams;
|
|
if (oldparams1)
|
|
me->ourgame->free_params(oldparams1);
|
|
if (oldparams2)
|
|
me->ourgame->free_params(oldparams2);
|
|
|
|
sfree(me->desc);
|
|
sfree(me->privdesc);
|
|
me->desc = me->privdesc = NULL;
|
|
sfree(me->seedstr);
|
|
me->seedstr = NULL;
|
|
|
|
if (desc) {
|
|
me->desc = dupstr(desc);
|
|
me->genmode = GOT_DESC;
|
|
sfree(me->aux_info);
|
|
me->aux_info = NULL;
|
|
}
|
|
|
|
if (seed) {
|
|
me->seedstr = dupstr(seed);
|
|
me->genmode = GOT_SEED;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
char *midend_game_id(midend *me, char *id)
|
|
{
|
|
return midend_game_id_int(me, id, DEF_PARAMS);
|
|
}
|
|
|
|
char *midend_get_game_id(midend *me)
|
|
{
|
|
char *parstr, *ret;
|
|
|
|
parstr = me->ourgame->encode_params(me->curparams, FALSE);
|
|
assert(parstr);
|
|
assert(me->desc);
|
|
ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
|
|
sprintf(ret, "%s:%s", parstr, me->desc);
|
|
sfree(parstr);
|
|
return ret;
|
|
}
|
|
|
|
char *midend_set_config(midend *me, int which, config_item *cfg)
|
|
{
|
|
char *error;
|
|
game_params *params;
|
|
|
|
switch (which) {
|
|
case CFG_SETTINGS:
|
|
params = me->ourgame->custom_params(cfg);
|
|
error = me->ourgame->validate_params(params, TRUE);
|
|
|
|
if (error) {
|
|
me->ourgame->free_params(params);
|
|
return error;
|
|
}
|
|
|
|
me->ourgame->free_params(me->params);
|
|
me->params = params;
|
|
break;
|
|
|
|
case CFG_SEED:
|
|
case CFG_DESC:
|
|
error = midend_game_id_int(me, cfg[0].sval,
|
|
(which == CFG_SEED ? DEF_SEED : DEF_DESC));
|
|
if (error)
|
|
return error;
|
|
break;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
int midend_can_format_as_text_now(midend *me)
|
|
{
|
|
if (me->ourgame->can_format_as_text_ever)
|
|
return me->ourgame->can_format_as_text_now(me->params);
|
|
else
|
|
return FALSE;
|
|
}
|
|
|
|
char *midend_text_format(midend *me)
|
|
{
|
|
if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
|
|
me->ourgame->can_format_as_text_now(me->params))
|
|
return me->ourgame->text_format(me->states[me->statepos-1].state);
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
char *midend_solve(midend *me)
|
|
{
|
|
game_state *s;
|
|
char *msg, *movestr;
|
|
|
|
if (!me->ourgame->can_solve)
|
|
return "This game does not support the Solve operation";
|
|
|
|
if (me->statepos < 1)
|
|
return "No game set up to solve"; /* _shouldn't_ happen! */
|
|
|
|
msg = NULL;
|
|
movestr = me->ourgame->solve(me->states[0].state,
|
|
me->states[me->statepos-1].state,
|
|
me->aux_info, &msg);
|
|
if (!movestr) {
|
|
if (!msg)
|
|
msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
|
|
return msg;
|
|
}
|
|
s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
|
|
assert(s);
|
|
|
|
/*
|
|
* Now enter the solved state as the next move.
|
|
*/
|
|
midend_stop_anim(me);
|
|
while (me->nstates > me->statepos) {
|
|
me->ourgame->free_game(me->states[--me->nstates].state);
|
|
if (me->states[me->nstates].movestr)
|
|
sfree(me->states[me->nstates].movestr);
|
|
}
|
|
ensure(me);
|
|
me->states[me->nstates].state = s;
|
|
me->states[me->nstates].movestr = movestr;
|
|
me->states[me->nstates].movetype = SOLVE;
|
|
me->statepos = ++me->nstates;
|
|
if (me->ui)
|
|
me->ourgame->changed_state(me->ui,
|
|
me->states[me->statepos-2].state,
|
|
me->states[me->statepos-1].state);
|
|
me->dir = +1;
|
|
if (me->ourgame->flags & SOLVE_ANIMATES) {
|
|
me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
|
|
me->anim_time =
|
|
me->ourgame->anim_length(me->states[me->statepos-2].state,
|
|
me->states[me->statepos-1].state,
|
|
+1, me->ui);
|
|
me->anim_pos = 0.0;
|
|
} else {
|
|
me->anim_time = 0.0;
|
|
midend_finish_move(me);
|
|
}
|
|
midend_redraw(me);
|
|
midend_set_timer(me);
|
|
return NULL;
|
|
}
|
|
|
|
char *midend_rewrite_statusbar(midend *me, char *text)
|
|
{
|
|
/*
|
|
* An important special case is that we are occasionally called
|
|
* with our own laststatus, to update the timer.
|
|
*/
|
|
if (me->laststatus != text) {
|
|
sfree(me->laststatus);
|
|
me->laststatus = dupstr(text);
|
|
}
|
|
|
|
if (me->ourgame->is_timed) {
|
|
char timebuf[100], *ret;
|
|
int min, sec;
|
|
|
|
sec = me->elapsed;
|
|
min = sec / 60;
|
|
sec %= 60;
|
|
sprintf(timebuf, "[%d:%02d] ", min, sec);
|
|
|
|
ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
|
|
strcpy(ret, timebuf);
|
|
strcat(ret, text);
|
|
return ret;
|
|
|
|
} else {
|
|
return dupstr(text);
|
|
}
|
|
}
|
|
|
|
#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
|
|
#define SERIALISE_VERSION "1"
|
|
|
|
void midend_serialise(midend *me,
|
|
void (*write)(void *ctx, void *buf, int len),
|
|
void *wctx)
|
|
{
|
|
int i;
|
|
|
|
/*
|
|
* Each line of the save file contains three components. First
|
|
* exactly 8 characters of header word indicating what type of
|
|
* data is contained on the line; then a colon followed by a
|
|
* decimal integer giving the length of the main string on the
|
|
* line; then a colon followed by the string itself (exactly as
|
|
* many bytes as previously specified, no matter what they
|
|
* contain). Then a newline (of reasonably flexible form).
|
|
*/
|
|
#define wr(h,s) do { \
|
|
char hbuf[80]; \
|
|
char *str = (s); \
|
|
sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
|
|
write(wctx, hbuf, strlen(hbuf)); \
|
|
write(wctx, str, strlen(str)); \
|
|
write(wctx, "\n", 1); \
|
|
} while (0)
|
|
|
|
/*
|
|
* Magic string identifying the file, and version number of the
|
|
* file format.
|
|
*/
|
|
wr("SAVEFILE", SERIALISE_MAGIC);
|
|
wr("VERSION", SERIALISE_VERSION);
|
|
|
|
/*
|
|
* The game name. (Copied locally to avoid const annoyance.)
|
|
*/
|
|
{
|
|
char *s = dupstr(me->ourgame->name);
|
|
wr("GAME", s);
|
|
sfree(s);
|
|
}
|
|
|
|
/*
|
|
* The current long-term parameters structure, in full.
|
|
*/
|
|
if (me->params) {
|
|
char *s = me->ourgame->encode_params(me->params, TRUE);
|
|
wr("PARAMS", s);
|
|
sfree(s);
|
|
}
|
|
|
|
/*
|
|
* The current short-term parameters structure, in full.
|
|
*/
|
|
if (me->curparams) {
|
|
char *s = me->ourgame->encode_params(me->curparams, TRUE);
|
|
wr("CPARAMS", s);
|
|
sfree(s);
|
|
}
|
|
|
|
/*
|
|
* The current game description, the privdesc, and the random seed.
|
|
*/
|
|
if (me->seedstr)
|
|
wr("SEED", me->seedstr);
|
|
if (me->desc)
|
|
wr("DESC", me->desc);
|
|
if (me->privdesc)
|
|
wr("PRIVDESC", me->privdesc);
|
|
|
|
/*
|
|
* The game's aux_info. We obfuscate this to prevent spoilers
|
|
* (people are likely to run `head' or similar on a saved game
|
|
* file simply to find out what it is, and don't necessarily
|
|
* want to be told the answer to the puzzle!)
|
|
*/
|
|
if (me->aux_info) {
|
|
unsigned char *s1;
|
|
char *s2;
|
|
int len;
|
|
|
|
len = strlen(me->aux_info);
|
|
s1 = snewn(len, unsigned char);
|
|
memcpy(s1, me->aux_info, len);
|
|
obfuscate_bitmap(s1, len*8, FALSE);
|
|
s2 = bin2hex(s1, len);
|
|
|
|
wr("AUXINFO", s2);
|
|
|
|
sfree(s2);
|
|
sfree(s1);
|
|
}
|
|
|
|
/*
|
|
* Any required serialisation of the game_ui.
|
|
*/
|
|
if (me->ui) {
|
|
char *s = me->ourgame->encode_ui(me->ui);
|
|
if (s) {
|
|
wr("UI", s);
|
|
sfree(s);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* The game time, if it's a timed game.
|
|
*/
|
|
if (me->ourgame->is_timed) {
|
|
char buf[80];
|
|
sprintf(buf, "%g", me->elapsed);
|
|
wr("TIME", buf);
|
|
}
|
|
|
|
/*
|
|
* The length of, and position in, the states list.
|
|
*/
|
|
{
|
|
char buf[80];
|
|
sprintf(buf, "%d", me->nstates);
|
|
wr("NSTATES", buf);
|
|
sprintf(buf, "%d", me->statepos);
|
|
wr("STATEPOS", buf);
|
|
}
|
|
|
|
/*
|
|
* For each state after the initial one (which we know is
|
|
* constructed from either privdesc or desc), enough
|
|
* information for execute_move() to reconstruct it from the
|
|
* previous one.
|
|
*/
|
|
for (i = 1; i < me->nstates; i++) {
|
|
assert(me->states[i].movetype != NEWGAME); /* only state 0 */
|
|
switch (me->states[i].movetype) {
|
|
case MOVE:
|
|
wr("MOVE", me->states[i].movestr);
|
|
break;
|
|
case SOLVE:
|
|
wr("SOLVE", me->states[i].movestr);
|
|
break;
|
|
case RESTART:
|
|
wr("RESTART", me->states[i].movestr);
|
|
break;
|
|
}
|
|
}
|
|
|
|
#undef wr
|
|
}
|
|
|
|
/*
|
|
* This function returns NULL on success, or an error message.
|
|
*/
|
|
char *midend_deserialise(midend *me,
|
|
int (*read)(void *ctx, void *buf, int len),
|
|
void *rctx)
|
|
{
|
|
int nstates = 0, statepos = -1, gotstates = 0;
|
|
int started = FALSE;
|
|
int i;
|
|
|
|
char *val = NULL;
|
|
/* Initially all errors give the same report */
|
|
char *ret = "Data does not appear to be a saved game file";
|
|
|
|
/*
|
|
* We construct all the new state in local variables while we
|
|
* check its sanity. Only once we have finished reading the
|
|
* serialised data and detected no errors at all do we start
|
|
* modifying stuff in the midend passed in.
|
|
*/
|
|
char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
|
|
char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
|
|
float elapsed = 0.0F;
|
|
game_params *params = NULL, *cparams = NULL;
|
|
game_ui *ui = NULL;
|
|
struct midend_state_entry *states = NULL;
|
|
|
|
/*
|
|
* Loop round and round reading one key/value pair at a time
|
|
* from the serialised stream, until we have enough game states
|
|
* to finish.
|
|
*/
|
|
while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
|
|
char key[9], c;
|
|
int len;
|
|
|
|
do {
|
|
if (!read(rctx, key, 1)) {
|
|
/* unexpected EOF */
|
|
goto cleanup;
|
|
}
|
|
} while (key[0] == '\r' || key[0] == '\n');
|
|
|
|
if (!read(rctx, key+1, 8)) {
|
|
/* unexpected EOF */
|
|
goto cleanup;
|
|
}
|
|
|
|
if (key[8] != ':') {
|
|
if (started)
|
|
ret = "Data was incorrectly formatted for a saved game file";
|
|
goto cleanup;
|
|
}
|
|
len = strcspn(key, ": ");
|
|
assert(len <= 8);
|
|
key[len] = '\0';
|
|
|
|
len = 0;
|
|
while (1) {
|
|
if (!read(rctx, &c, 1)) {
|
|
/* unexpected EOF */
|
|
goto cleanup;
|
|
}
|
|
|
|
if (c == ':') {
|
|
break;
|
|
} else if (c >= '0' && c <= '9') {
|
|
len = (len * 10) + (c - '0');
|
|
} else {
|
|
if (started)
|
|
ret = "Data was incorrectly formatted for a"
|
|
" saved game file";
|
|
goto cleanup;
|
|
}
|
|
}
|
|
|
|
val = snewn(len+1, char);
|
|
if (!read(rctx, val, len)) {
|
|
if (started)
|
|
goto cleanup;
|
|
}
|
|
val[len] = '\0';
|
|
|
|
if (!started) {
|
|
if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
|
|
/* ret already has the right message in it */
|
|
goto cleanup;
|
|
}
|
|
/* Now most errors are this one, unless otherwise specified */
|
|
ret = "Saved data ended unexpectedly";
|
|
started = TRUE;
|
|
} else {
|
|
if (!strcmp(key, "VERSION")) {
|
|
if (strcmp(val, SERIALISE_VERSION)) {
|
|
ret = "Cannot handle this version of the saved game"
|
|
" file format";
|
|
goto cleanup;
|
|
}
|
|
} else if (!strcmp(key, "GAME")) {
|
|
if (strcmp(val, me->ourgame->name)) {
|
|
ret = "Save file is from a different game";
|
|
goto cleanup;
|
|
}
|
|
} else if (!strcmp(key, "PARAMS")) {
|
|
sfree(parstr);
|
|
parstr = val;
|
|
val = NULL;
|
|
} else if (!strcmp(key, "CPARAMS")) {
|
|
sfree(cparstr);
|
|
cparstr = val;
|
|
val = NULL;
|
|
} else if (!strcmp(key, "SEED")) {
|
|
sfree(seed);
|
|
seed = val;
|
|
val = NULL;
|
|
} else if (!strcmp(key, "DESC")) {
|
|
sfree(desc);
|
|
desc = val;
|
|
val = NULL;
|
|
} else if (!strcmp(key, "PRIVDESC")) {
|
|
sfree(privdesc);
|
|
privdesc = val;
|
|
val = NULL;
|
|
} else if (!strcmp(key, "AUXINFO")) {
|
|
unsigned char *tmp;
|
|
int len = strlen(val) / 2; /* length in bytes */
|
|
tmp = hex2bin(val, len);
|
|
obfuscate_bitmap(tmp, len*8, TRUE);
|
|
|
|
sfree(auxinfo);
|
|
auxinfo = snewn(len + 1, char);
|
|
memcpy(auxinfo, tmp, len);
|
|
auxinfo[len] = '\0';
|
|
sfree(tmp);
|
|
} else if (!strcmp(key, "UI")) {
|
|
sfree(uistr);
|
|
uistr = val;
|
|
val = NULL;
|
|
} else if (!strcmp(key, "TIME")) {
|
|
elapsed = atof(val);
|
|
} else if (!strcmp(key, "NSTATES")) {
|
|
nstates = atoi(val);
|
|
if (nstates <= 0) {
|
|
ret = "Number of states in save file was negative";
|
|
goto cleanup;
|
|
}
|
|
if (states) {
|
|
ret = "Two state counts provided in save file";
|
|
goto cleanup;
|
|
}
|
|
states = snewn(nstates, struct midend_state_entry);
|
|
for (i = 0; i < nstates; i++) {
|
|
states[i].state = NULL;
|
|
states[i].movestr = NULL;
|
|
states[i].movetype = NEWGAME;
|
|
}
|
|
} else if (!strcmp(key, "STATEPOS")) {
|
|
statepos = atoi(val);
|
|
} else if (!strcmp(key, "MOVE")) {
|
|
gotstates++;
|
|
states[gotstates].movetype = MOVE;
|
|
states[gotstates].movestr = val;
|
|
val = NULL;
|
|
} else if (!strcmp(key, "SOLVE")) {
|
|
gotstates++;
|
|
states[gotstates].movetype = SOLVE;
|
|
states[gotstates].movestr = val;
|
|
val = NULL;
|
|
} else if (!strcmp(key, "RESTART")) {
|
|
gotstates++;
|
|
states[gotstates].movetype = RESTART;
|
|
states[gotstates].movestr = val;
|
|
val = NULL;
|
|
}
|
|
}
|
|
|
|
sfree(val);
|
|
val = NULL;
|
|
}
|
|
|
|
params = me->ourgame->default_params();
|
|
me->ourgame->decode_params(params, parstr);
|
|
if (me->ourgame->validate_params(params, TRUE)) {
|
|
ret = "Long-term parameters in save file are invalid";
|
|
goto cleanup;
|
|
}
|
|
cparams = me->ourgame->default_params();
|
|
me->ourgame->decode_params(cparams, cparstr);
|
|
if (me->ourgame->validate_params(cparams, FALSE)) {
|
|
ret = "Short-term parameters in save file are invalid";
|
|
goto cleanup;
|
|
}
|
|
if (seed && me->ourgame->validate_params(cparams, TRUE)) {
|
|
/*
|
|
* The seed's no use with this version, but we can perfectly
|
|
* well use the rest of the data.
|
|
*/
|
|
sfree(seed);
|
|
seed = NULL;
|
|
}
|
|
if (!desc) {
|
|
ret = "Game description in save file is missing";
|
|
goto cleanup;
|
|
} else if (me->ourgame->validate_desc(params, desc)) {
|
|
ret = "Game description in save file is invalid";
|
|
goto cleanup;
|
|
}
|
|
if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
|
|
ret = "Game private description in save file is invalid";
|
|
goto cleanup;
|
|
}
|
|
if (statepos < 0 || statepos >= nstates) {
|
|
ret = "Game position in save file is out of range";
|
|
}
|
|
|
|
states[0].state = me->ourgame->new_game(me, params,
|
|
privdesc ? privdesc : desc);
|
|
for (i = 1; i < nstates; i++) {
|
|
assert(states[i].movetype != NEWGAME);
|
|
switch (states[i].movetype) {
|
|
case MOVE:
|
|
case SOLVE:
|
|
states[i].state = me->ourgame->execute_move(states[i-1].state,
|
|
states[i].movestr);
|
|
if (states[i].state == NULL) {
|
|
ret = "Save file contained an invalid move";
|
|
goto cleanup;
|
|
}
|
|
break;
|
|
case RESTART:
|
|
if (me->ourgame->validate_desc(params, states[i].movestr)) {
|
|
ret = "Save file contained an invalid restart move";
|
|
goto cleanup;
|
|
}
|
|
states[i].state = me->ourgame->new_game(me, params,
|
|
states[i].movestr);
|
|
break;
|
|
}
|
|
}
|
|
|
|
ui = me->ourgame->new_ui(states[0].state);
|
|
me->ourgame->decode_ui(ui, uistr);
|
|
|
|
/*
|
|
* Now we've run out of possible error conditions, so we're
|
|
* ready to start overwriting the real data in the current
|
|
* midend. We'll do this by swapping things with the local
|
|
* variables, so that the same cleanup code will free the old
|
|
* stuff.
|
|
*/
|
|
{
|
|
char *tmp;
|
|
|
|
tmp = me->desc;
|
|
me->desc = desc;
|
|
desc = tmp;
|
|
|
|
tmp = me->privdesc;
|
|
me->privdesc = privdesc;
|
|
privdesc = tmp;
|
|
|
|
tmp = me->seedstr;
|
|
me->seedstr = seed;
|
|
seed = tmp;
|
|
|
|
tmp = me->aux_info;
|
|
me->aux_info = auxinfo;
|
|
auxinfo = tmp;
|
|
}
|
|
|
|
me->genmode = GOT_NOTHING;
|
|
|
|
me->statesize = nstates;
|
|
nstates = me->nstates;
|
|
me->nstates = me->statesize;
|
|
{
|
|
struct midend_state_entry *tmp;
|
|
tmp = me->states;
|
|
me->states = states;
|
|
states = tmp;
|
|
}
|
|
me->statepos = statepos;
|
|
|
|
{
|
|
game_params *tmp;
|
|
|
|
tmp = me->params;
|
|
me->params = params;
|
|
params = tmp;
|
|
|
|
tmp = me->curparams;
|
|
me->curparams = cparams;
|
|
cparams = tmp;
|
|
}
|
|
|
|
me->oldstate = NULL;
|
|
me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
|
|
me->dir = 0;
|
|
|
|
{
|
|
game_ui *tmp;
|
|
|
|
tmp = me->ui;
|
|
me->ui = ui;
|
|
ui = tmp;
|
|
}
|
|
|
|
me->elapsed = elapsed;
|
|
me->pressed_mouse_button = 0;
|
|
|
|
midend_set_timer(me);
|
|
|
|
if (me->drawstate)
|
|
me->ourgame->free_drawstate(me->drawing, me->drawstate);
|
|
me->drawstate =
|
|
me->ourgame->new_drawstate(me->drawing,
|
|
me->states[me->statepos-1].state);
|
|
midend_size_new_drawstate(me);
|
|
|
|
ret = NULL; /* success! */
|
|
|
|
cleanup:
|
|
sfree(val);
|
|
sfree(seed);
|
|
sfree(parstr);
|
|
sfree(cparstr);
|
|
sfree(desc);
|
|
sfree(privdesc);
|
|
sfree(auxinfo);
|
|
sfree(uistr);
|
|
if (params)
|
|
me->ourgame->free_params(params);
|
|
if (cparams)
|
|
me->ourgame->free_params(cparams);
|
|
if (ui)
|
|
me->ourgame->free_ui(ui);
|
|
if (states) {
|
|
int i;
|
|
|
|
for (i = 0; i < nstates; i++) {
|
|
if (states[i].state)
|
|
me->ourgame->free_game(states[i].state);
|
|
sfree(states[i].movestr);
|
|
}
|
|
sfree(states);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
char *midend_print_puzzle(midend *me, document *doc, int with_soln)
|
|
{
|
|
game_state *soln = NULL;
|
|
|
|
if (me->statepos < 1)
|
|
return "No game set up to print";/* _shouldn't_ happen! */
|
|
|
|
if (with_soln) {
|
|
char *msg, *movestr;
|
|
|
|
if (!me->ourgame->can_solve)
|
|
return "This game does not support the Solve operation";
|
|
|
|
msg = "Solve operation failed";/* game _should_ overwrite on error */
|
|
movestr = me->ourgame->solve(me->states[0].state,
|
|
me->states[me->statepos-1].state,
|
|
me->aux_info, &msg);
|
|
if (!movestr)
|
|
return msg;
|
|
soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
|
|
movestr);
|
|
assert(soln);
|
|
|
|
sfree(movestr);
|
|
} else
|
|
soln = NULL;
|
|
|
|
/*
|
|
* This call passes over ownership of the two game_states and
|
|
* the game_params. Hence we duplicate the ones we want to
|
|
* keep, and we don't have to bother freeing soln if it was
|
|
* non-NULL.
|
|
*/
|
|
document_add_puzzle(doc, me->ourgame,
|
|
me->ourgame->dup_params(me->curparams),
|
|
me->ourgame->dup_game(me->states[0].state), soln);
|
|
|
|
return NULL;
|
|
}
|