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midend.c
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midend.c
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/*
* midend.c: general middle fragment sitting between the
* platform-specific front end and game-specific back end.
* Maintains a move list, takes care of Undo and Redo commands, and
* processes standard keystrokes for undo/redo/new/quit.
*/
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include <stdlib.h>
#include <ctype.h>
#include "puzzles.h"
enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
#define special(type) ( (type) != MOVE )
struct midend_state_entry {
game_state *state;
char *movestr;
int movetype;
};
struct midend_serialise_buf {
char *buf;
int len, size;
};
struct midend_serialise_buf_read_ctx {
struct midend_serialise_buf *ser;
int len, pos;
};
struct midend {
frontend *frontend;
random_state *random;
const game *ourgame;
struct preset_menu *preset_menu;
char **encoded_presets; /* for midend_which_preset to check against */
int n_encoded_presets;
/*
* `desc' and `privdesc' deserve a comment.
*
* `desc' is the game description as presented to the user when
* they ask for Game -> Specific. `privdesc', if non-NULL, is a
* different game description used to reconstruct the initial
* game_state when de-serialising. If privdesc is NULL, `desc'
* is used for both.
*
* For almost all games, `privdesc' is NULL and never used. The
* exception (as usual) is Mines: the initial game state has no
* squares open at all, but after the first click `desc' is
* rewritten to describe a game state with an initial click and
* thus a bunch of squares open. If we used that desc to
* serialise and deserialise, then the initial game state after
* deserialisation would look unlike the initial game state
* beforehand, and worse still execute_move() might fail on the
* attempted first click. So `privdesc' is also used in this
* case, to provide a game description describing the same
* fixed mine layout _but_ no initial click. (These game IDs
* may also be typed directly into Mines if you like.)
*/
char *desc, *privdesc, *seedstr;
char *aux_info;
enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
int nstates, statesize, statepos;
struct midend_state_entry *states;
struct midend_serialise_buf newgame_undo, newgame_redo;
bool newgame_can_store_undo;
game_params *params, *curparams;
game_drawstate *drawstate;
bool first_draw;
game_ui *ui;
game_state *oldstate;
float anim_time, anim_pos;
float flash_time, flash_pos;
int dir;
bool timing;
float elapsed;
char *laststatus;
drawing *drawing;
int pressed_mouse_button;
struct midend_serialise_buf be_prefs;
int preferred_tilesize, preferred_tilesize_dpr, tilesize;
int winwidth, winheight;
void (*game_id_change_notify_function)(void *);
void *game_id_change_notify_ctx;
bool one_key_shortcuts;
};
#define ensure(me) do { \
if ((me)->nstates >= (me)->statesize) { \
(me)->statesize = (me)->nstates + 128; \
(me)->states = sresize((me)->states, (me)->statesize, \
struct midend_state_entry); \
} \
} while (0)
/*
* Structure storing all the decoded data from reading a serialised
* game. We keep it in one of these while we check its sanity, and
* only once we're completely satisfied do we install it all in the
* midend structure proper.
*/
struct deserialise_data {
char *seed, *parstr, *desc, *privdesc;
char *auxinfo, *uistr, *cparstr;
float elapsed;
game_params *params, *cparams;
game_ui *ui;
struct midend_state_entry *states;
int nstates, statepos;
};
/*
* Forward references.
*/
static const char *midend_deserialise_internal(
midend *me, bool (*read)(void *ctx, void *buf, int len), void *rctx,
const char *(*check)(void *ctx, midend *, const struct deserialise_data *),
void *cctx);
static void midend_serialise_prefs(
midend *me, game_ui *ui,
void (*write)(void *ctx, const void *buf, int len), void *wctx);
static const char *midend_deserialise_prefs(
midend *me, game_ui *ui,
bool (*read)(void *ctx, void *buf, int len), void *rctx);
static config_item *midend_get_prefs(midend *me, game_ui *ui);
static void midend_set_prefs(midend *me, game_ui *ui, config_item *all_prefs);
static void midend_apply_prefs(midend *me, game_ui *ui);
void midend_reset_tilesize(midend *me)
{
me->preferred_tilesize = me->ourgame->preferred_tilesize;
me->preferred_tilesize_dpr = 1.0;
{
/*
* Allow an environment-based override for the default tile
* size by defining a variable along the lines of
* `NET_TILESIZE=15'.
*
* XXX How should this interact with DPR?
*/
char buf[80], *e;
int j, k, ts;
sprintf(buf, "%s_TILESIZE", 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 && sscanf(e, "%d", &ts) == 1 && ts > 0)
me->preferred_tilesize = ts;
}
}
midend *midend_new(frontend *fe, const game *ourgame,
const drawing_api *drapi, void *drhandle)
{
midend *me = snew(midend);
void *randseed;
int randseedsize;
get_random_seed(&randseed, &randseedsize);
me->frontend = fe;
me->ourgame = ourgame;
me->random = random_new(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->newgame_undo.buf = NULL;
me->newgame_undo.size = me->newgame_undo.len = 0;
me->newgame_redo.buf = NULL;
me->newgame_redo.size = me->newgame_redo.len = 0;
me->newgame_can_store_undo = false;
me->params = ourgame->default_params();
me->game_id_change_notify_function = NULL;
me->game_id_change_notify_ctx = NULL;
me->encoded_presets = NULL;
me->n_encoded_presets = 0;
/*
* Allow environment-based changing of the default settings by
* defining a variable along the lines of `NET_DEFAULT=25x25w'
* in which the value is an encoded parameter string.
*/
{
char buf[80], *e;
int j, k;
sprintf(buf, "%s_DEFAULT", 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)
me->ourgame->decode_params(me->params, e);
}
me->curparams = NULL;
me->desc = me->privdesc = NULL;
me->seedstr = NULL;
me->aux_info = NULL;
me->genmode = GOT_NOTHING;
me->drawstate = NULL;
me->first_draw = true;
me->oldstate = NULL;
me->preset_menu = NULL;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
me->dir = 0;
me->ui = NULL;
me->pressed_mouse_button = 0;
me->laststatus = NULL;
me->timing = false;
me->elapsed = 0.0F;
me->tilesize = me->winwidth = me->winheight = 0;
if (drapi)
me->drawing = drawing_new(drapi, me, drhandle);
else
me->drawing = NULL;
me->be_prefs.buf = NULL;
me->be_prefs.size = me->be_prefs.len = 0;
me->one_key_shortcuts = true;
midend_reset_tilesize(me);
sfree(randseed);
return me;
}
const game *midend_which_game(midend *me)
{
return me->ourgame;
}
static void midend_purge_states(midend *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);
}
me->newgame_redo.len = 0;
}
static void midend_free_game(midend *me)
{
while (me->nstates > 0) {
me->nstates--;
me->ourgame->free_game(me->states[me->nstates].state);
sfree(me->states[me->nstates].movestr);
}
if (me->drawstate)
me->ourgame->free_drawstate(me->drawing, me->drawstate);
}
static void midend_free_preset_menu(midend *me, struct preset_menu *menu)
{
if (menu) {
int i;
for (i = 0; i < menu->n_entries; i++) {
sfree(menu->entries[i].title);
if (menu->entries[i].params)
me->ourgame->free_params(menu->entries[i].params);
midend_free_preset_menu(me, menu->entries[i].submenu);
}
sfree(menu->entries);
sfree(menu);
}
}
void midend_free(midend *me)
{
int i;
midend_free_game(me);
for (i = 0; i < me->n_encoded_presets; i++)
sfree(me->encoded_presets[i]);
sfree(me->encoded_presets);
if (me->drawing)
drawing_free(me->drawing);
random_free(me->random);
sfree(me->newgame_undo.buf);
sfree(me->newgame_redo.buf);
sfree(me->states);
sfree(me->desc);
sfree(me->privdesc);
sfree(me->seedstr);
sfree(me->aux_info);
sfree(me->be_prefs.buf);
me->ourgame->free_params(me->params);
midend_free_preset_menu(me, me->preset_menu);
if (me->ui)
me->ourgame->free_ui(me->ui);
if (me->curparams)
me->ourgame->free_params(me->curparams);
sfree(me->laststatus);
sfree(me);
}
static void midend_size_new_drawstate(midend *me)
{
/*
* Don't even bother, if we haven't worked out our tile size
* anyway yet.
*/
if (me->tilesize > 0) {
me->ourgame->compute_size(me->params, me->tilesize, me->ui,
&me->winwidth, &me->winheight);
me->ourgame->set_size(me->drawing, me->drawstate,
me->params, me->tilesize);
}
}
/*
* There is no one correct way to convert tilesizes between device
* pixel ratios, because there's only a loosely-defined relationship
* between tilesize and the actual size of a puzzle. We define this
* function as the canonical conversion function so everything in the
* midend will be consistent.
*/
static int convert_tilesize(midend *me, int old_tilesize,
double old_dpr, double new_dpr)
{
int x, y, rx, ry, min, max;
game_params *defaults;
if (new_dpr == old_dpr)
return old_tilesize;
defaults = me->ourgame->default_params();
me->ourgame->compute_size(defaults, old_tilesize, me->ui, &x, &y);
x *= new_dpr / old_dpr;
y *= new_dpr / old_dpr;
min = max = 1;
do {
max *= 2;
me->ourgame->compute_size(defaults, max, me->ui, &rx, &ry);
} while (rx <= x && ry <= y);
while (max - min > 1) {
int mid = (max + min) / 2;
me->ourgame->compute_size(defaults, mid, me->ui, &rx, &ry);
if (rx <= x && ry <= y)
min = mid;
else
max = mid;
}
me->ourgame->free_params(defaults);
return min;
}
void midend_size(midend *me, int *x, int *y, bool user_size,
double device_pixel_ratio)
{
int min, max;
int rx, ry;
/*
* We can't set the size on the same drawstate twice. So if
* we've already sized one drawstate, we must throw it away and
* create a new one.
*/
if (me->drawstate && me->tilesize > 0) {
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
me->first_draw = true;
}
/*
* Find the tile size that best fits within the given space. If
* `user_size' is true, we must actually find the _largest_ such
* tile size, in order to get as close to the user's explicit
* request as possible; otherwise, we bound above at the game's
* preferred tile size, so that the game gets what it wants
* provided that this doesn't break the constraint from the
* front-end (which is likely to be a screen size or similar).
*/
if (user_size) {
max = 1;
do {
max *= 2;
me->ourgame->compute_size(me->params, max, me->ui, &rx, &ry);
} while (rx <= *x && ry <= *y);
} else
max = convert_tilesize(me, me->preferred_tilesize,
me->preferred_tilesize_dpr,
device_pixel_ratio) + 1;
min = 1;
/*
* Now binary-search between min and max. We're looking for a
* boundary rather than a value: the point at which tile sizes
* stop fitting within the given dimensions. Thus, we stop when
* max and min differ by exactly 1.
*/
while (max - min > 1) {
int mid = (max + min) / 2;
me->ourgame->compute_size(me->params, mid, me->ui, &rx, &ry);
if (rx <= *x && ry <= *y)
min = mid;
else
max = mid;
}
/*
* Now `min' is a valid size, and `max' isn't. So use `min'.
*/
me->tilesize = min;
if (user_size) {
/* If the user requested a change in size, make it permanent. */
me->preferred_tilesize = me->tilesize;
me->preferred_tilesize_dpr = device_pixel_ratio;
}
midend_size_new_drawstate(me);
*x = me->winwidth;
*y = me->winheight;
}
int midend_tilesize(midend *me) { return me->tilesize; }
void midend_set_params(midend *me, game_params *params)
{
me->ourgame->free_params(me->params);
me->params = me->ourgame->dup_params(params);
}
game_params *midend_get_params(midend *me)
{
return me->ourgame->dup_params(me->params);
}
static char *encode_params(midend *me, const game_params *params, bool full)
{
char *encoded = me->ourgame->encode_params(params, full);
int i;
/* Assert that the params consist of printable ASCII containing
* neither '#' nor ':'. */
for (i = 0; encoded[i]; i++)
assert(encoded[i] >= 32 && encoded[i] < 127 &&
encoded[i] != '#' && encoded[i] != ':');
return encoded;
}
static void assert_printable_ascii(char const *s)
{
/* Assert that s is entirely printable ASCII, and hence safe for
* writing in a save file. */
int i;
for (i = 0; s[i]; i++)
assert(s[i] >= 32 && s[i] < 127);
}
static void midend_set_timer(midend *me)
{
me->timing = (me->ourgame->is_timed &&
me->ourgame->timing_state(me->states[me->statepos-1].state,
me->ui));
if (me->timing || me->flash_time || me->anim_time)
activate_timer(me->frontend);
else
deactivate_timer(me->frontend);
}
void midend_force_redraw(midend *me)
{
if (me->drawstate)
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
me->first_draw = true;
midend_size_new_drawstate(me);
midend_redraw(me);
}
static void midend_serialise_buf_write(void *ctx, const void *buf, int len)
{
struct midend_serialise_buf *ser = (struct midend_serialise_buf *)ctx;
int new_len;
assert(len < INT_MAX - ser->len);
new_len = ser->len + len;
if (new_len > ser->size) {
ser->size = new_len + new_len / 4 + 1024;
ser->buf = sresize(ser->buf, ser->size, char);
}
memcpy(ser->buf + ser->len, buf, len);
ser->len = new_len;
}
static bool midend_serialise_buf_read(void *ctx, void *buf, int len)
{
struct midend_serialise_buf_read_ctx *const rctx = ctx;
if (len > rctx->len - rctx->pos)
return false;
memcpy(buf, rctx->ser->buf + rctx->pos, len);
rctx->pos += len;
return true;
}
void midend_new_game(midend *me)
{
me->newgame_undo.len = 0;
if (me->newgame_can_store_undo) {
/*
* Serialise the whole of the game that we're about to
* supersede, so that the 'New Game' action can be undone
* later.
*
* We omit this in various situations, such as if there
* _isn't_ a current game (not even a starting position)
* because this is the initial call to midend_new_game when
* the midend is first set up, or if the midend state has
* already begun to be overwritten by midend_set_config. In
* those situations, we want to avoid writing out any
* serialisation, because they will be either invalid, or
* worse, valid but wrong.
*/
midend_purge_states(me);
midend_serialise(me, midend_serialise_buf_write, &me->newgame_undo);
}
midend_stop_anim(me);
midend_free_game(me);
assert(me->nstates == 0);
if (me->genmode == GOT_DESC) {
me->genmode = GOT_NOTHING;
} else {
random_state *rs;
if (me->genmode == GOT_SEED) {
me->genmode = GOT_NOTHING;
} else {
/*
* Generate a new random seed. 15 digits comes to about
* 48 bits, which should be more than enough.
*
* I'll avoid putting a leading zero on the number,
* just in case it confuses anybody who thinks it's
* processed as an integer rather than a string.
*/
char newseed[16];
int i;
newseed[15] = '\0';
newseed[0] = '1' + (char)random_upto(me->random, 9);
for (i = 1; i < 15; i++)
newseed[i] = '0' + (char)random_upto(me->random, 10);
sfree(me->seedstr);
me->seedstr = dupstr(newseed);
if (me->curparams)
me->ourgame->free_params(me->curparams);
me->curparams = me->ourgame->dup_params(me->params);
}
sfree(me->desc);
sfree(me->privdesc);
sfree(me->aux_info);
me->aux_info = NULL;
rs = random_new(me->seedstr, strlen(me->seedstr));
/*
* If this midend has been instantiated without providing a
* drawing API, it is non-interactive. This means that it's
* being used for bulk game generation, and hence we should
* pass the non-interactive flag to new_desc.
*/
me->desc = me->ourgame->new_desc(me->curparams, rs,
&me->aux_info, (me->drawing != NULL));
assert_printable_ascii(me->desc);
me->privdesc = NULL;
random_free(rs);
}
ensure(me);
/*
* It might seem a bit odd that we're using me->params to
* create the initial game state, rather than me->curparams
* which is better tailored to this specific game and which we
* always know.
*
* It's supposed to be an invariant in the midend that
* me->params and me->curparams differ in no aspect that is
* important after generation (i.e. after new_desc()). By
* deliberately passing the _less_ specific of these two
* parameter sets, we provoke play-time misbehaviour in the
* case where a game has failed to encode a play-time parameter
* in the non-full version of encode_params().
*/
me->states[me->nstates].state =
me->ourgame->new_game(me, me->params, me->desc);
/*
* As part of our commitment to self-testing, test the aux
* string to make sure nothing ghastly went wrong.
*/
if (me->ourgame->can_solve && me->aux_info) {
game_state *s;
const char *msg;
char *movestr;
msg = NULL;
movestr = me->ourgame->solve(me->states[0].state,
me->states[0].state,
me->aux_info, &msg);
assert(movestr && !msg);
s = me->ourgame->execute_move(me->states[0].state, movestr);
assert(s);
me->ourgame->free_game(s);
sfree(movestr);
}
me->states[me->nstates].movestr = NULL;
me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
me->first_draw = true;
midend_size_new_drawstate(me);
me->elapsed = 0.0F;
me->flash_pos = me->flash_time = 0.0F;
me->anim_pos = me->anim_time = 0.0F;
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
midend_apply_prefs(me, me->ui);
midend_set_timer(me);
me->pressed_mouse_button = 0;
if (me->game_id_change_notify_function)
me->game_id_change_notify_function(me->game_id_change_notify_ctx);
me->newgame_can_store_undo = true;
}
const char *midend_load_prefs(
midend *me, bool (*read)(void *ctx, void *buf, int len), void *rctx)
{
const char *err = midend_deserialise_prefs(me, NULL, read, rctx);
return err;
}
void midend_save_prefs(midend *me,
void (*write)(void *ctx, const void *buf, int len),
void *wctx)
{
midend_serialise_prefs(me, NULL, write, wctx);
}
bool midend_can_undo(midend *me)
{
return (me->statepos > 1 || me->newgame_undo.len);
}
bool midend_can_redo(midend *me)
{
return (me->statepos < me->nstates || me->newgame_redo.len);
}
struct newgame_undo_deserialise_check_ctx {
bool refused;
};
static const char *newgame_undo_deserialise_check(
void *vctx, midend *me, const struct deserialise_data *data)
{
struct newgame_undo_deserialise_check_ctx *ctx =
(struct newgame_undo_deserialise_check_ctx *)vctx;
char *old, *new;
/*
* Undoing a New Game operation is only permitted if it doesn't
* change the game parameters. The point of having the ability at
* all is to recover from the momentary finger error of having hit
* the 'n' key (perhaps in place of some other nearby key), or hit
* the New Game menu item by mistake when aiming for the adjacent
* Restart; in both those situations, the game params are the same
* before and after the new-game operation.
*
* In principle, we could generalise this so that _any_ call to
* midend_new_game could be undone, but that would need all front
* ends to be alert to the possibility that any keystroke passed
* to midend_process_key might (if it turns out to have been one
* of the synonyms for undo, which the frontend doesn't
* necessarily check for) have various knock-on effects like
* needing to select a different preset in the game type menu, or
* even resizing the window. At least for the moment, it's easier
* not to do that, and to simply disallow any newgame-undo that is
* disruptive in either of those ways.
*
* We check both params and cparams, to be as safe as possible.
*/
old = encode_params(me, me->params, true);
new = encode_params(me, data->params, true);
if (strcmp(old, new)) {
/* Set a flag to distinguish this deserialise failure
* from one due to faulty decoding */
ctx->refused = true;
return "Undoing this new-game operation would change params";
}
old = encode_params(me, me->curparams, true);
new = encode_params(me, data->cparams, true);
if (strcmp(old, new)) {
ctx->refused = true;
return "Undoing this new-game operation would change params";
}
/*
* Otherwise, fine, go ahead.
*/
return NULL;
}
static bool midend_undo(midend *me)
{
const char *deserialise_error;
if (me->statepos > 1) {
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-1].state,
me->states[me->statepos-2].state);
me->statepos--;
me->dir = -1;
return true;
} else if (me->newgame_undo.len) {
struct midend_serialise_buf_read_ctx rctx;
struct newgame_undo_deserialise_check_ctx cctx;
struct midend_serialise_buf serbuf;
/*
* Serialise the current game so that you can later redo past
* this undo. Once we're committed to the undo actually
* happening, we'll copy this data into place.
*/
serbuf.buf = NULL;
serbuf.len = serbuf.size = 0;
midend_serialise(me, midend_serialise_buf_write, &serbuf);
rctx.ser = &me->newgame_undo;
rctx.len = me->newgame_undo.len; /* copy for reentrancy safety */
rctx.pos = 0;
cctx.refused = false;
deserialise_error = midend_deserialise_internal(
me, midend_serialise_buf_read, &rctx,
newgame_undo_deserialise_check, &cctx);
if (cctx.refused) {
/*
* Our post-deserialisation check shows that we can't use
* this saved game after all. (deserialise_error will
* contain the dummy error message generated by our check
* function, which we ignore.)
*/
sfree(serbuf.buf);
return false;
} else {
/*
* There should never be any _other_ deserialisation
* error, because this serialised data has been held in
* our memory since it was created, and hasn't had any
* opportunity to be corrupted on disk, accidentally
* replaced by the wrong file, etc., by user error.
*/
assert(!deserialise_error);
/*
* Clear the old newgame_undo serialisation, so that we
* don't try to undo past the beginning of the game we've
* just gone back to and end up at the front of it again.
*/
me->newgame_undo.len = 0;
/*
* Copy the serialisation of the game we've just left into
* the midend so that we can redo back into it later.
*/
me->newgame_redo.len = 0;
midend_serialise_buf_write(&me->newgame_redo,
serbuf.buf, serbuf.len);
sfree(serbuf.buf);
return true;
}
} else
return false;
}
static bool midend_redo(midend *me)
{
const char *deserialise_error;
if (me->statepos < me->nstates) {
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-1].state,
me->states[me->statepos].state);
me->statepos++;
me->dir = +1;
return true;
} else if (me->newgame_redo.len) {
struct midend_serialise_buf_read_ctx rctx;
struct newgame_undo_deserialise_check_ctx cctx;
struct midend_serialise_buf serbuf;
/*
* Serialise the current game so that you can later undo past
* this redo. Once we're committed to the undo actually
* happening, we'll copy this data into place.
*/
serbuf.buf = NULL;
serbuf.len = serbuf.size = 0;
midend_serialise(me, midend_serialise_buf_write, &serbuf);
rctx.ser = &me->newgame_redo;
rctx.len = me->newgame_redo.len; /* copy for reentrancy safety */
rctx.pos = 0;
cctx.refused = false;
deserialise_error = midend_deserialise_internal(
me, midend_serialise_buf_read, &rctx,
newgame_undo_deserialise_check, &cctx);
if (cctx.refused) {
/*
* Our post-deserialisation check shows that we can't use
* this saved game after all. (deserialise_error will
* contain the dummy error message generated by our check
* function, which we ignore.)
*/
sfree(serbuf.buf);
return false;
} else {
/*
* There should never be any _other_ deserialisation
* error, because this serialised data has been held in
* our memory since it was created, and hasn't had any
* opportunity to be corrupted on disk, accidentally
* replaced by the wrong file, etc., by user error.
*/
assert(!deserialise_error);
/*
* Clear the old newgame_redo serialisation, so that we
* don't try to redo past the end of the game we've just
* come into and end up at the back of it again.
*/
me->newgame_redo.len = 0;
/*
* Copy the serialisation of the game we've just left into
* the midend so that we can undo back into it later.
*/
me->newgame_undo.len = 0;
midend_serialise_buf_write(&me->newgame_undo,
serbuf.buf, serbuf.len);
sfree(serbuf.buf);
return true;
}
} else
return false;
}
static void midend_finish_move(midend *me)
{
float flashtime;
/*
* We do not flash if the later of the two states is special.
* This covers both forward Solve moves and backward (undone)
* Restart moves.
*/
if ((me->oldstate || me->statepos > 1) &&
((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
(me->dir < 0 && me->statepos < me->nstates &&
!special(me->states[me->statepos].movetype)))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
me->oldstate ? me->dir : +1,
me->ui);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
}
}
if (me->oldstate)
me->ourgame->free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
me->dir = 0;
midend_set_timer(me);
}
void midend_stop_anim(midend *me)
{
if (me->oldstate || me->anim_time != 0) {
midend_finish_move(me);
midend_redraw(me);
}
}
void midend_restart_game(midend *me)
{
game_state *s;
assert(me->statepos >= 1);
if (me->statepos == 1)
return; /* no point doing anything at all! */
/*
* During restart, we reconstruct the game from the (public)
* game description rather than from states[0], because that
* way Mines gets slightly more sensible behaviour (restart
* goes to _after_ the first click so you don't have to
* remember where you clicked).
*/
s = me->ourgame->new_game(me, me->params, me->desc);
/*
* Now enter the restarted state as the next move.
*/
midend_stop_anim(me);
midend_purge_states(me);
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = dupstr(me->desc);
me->states[me->nstates].movetype = RESTART;
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->flash_pos = me->flash_time = 0.0F;
midend_finish_move(me);
midend_redraw(me);
midend_set_timer(me);
}
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;
bool gottype = false;
int ret = PKR_NO_EFFECT;
float anim_time;
game_state *s;
char *movestr = NULL;
if (!IS_UI_FAKE_KEY(button)) {
movestr = me->ourgame->interpret_move(
me->states[me->statepos-1].state,
me->ui, me->drawstate, x, y, button);
}
if (movestr == NULL || movestr == MOVE_UNUSED) {
if ((me->one_key_shortcuts && (button == 'n' || button == 'N')) ||
button == '\x0E' || button == UI_NEWGAME) {
midend_new_game(me);
midend_redraw(me);
ret = PKR_SOME_EFFECT;
goto done; /* never animate */
} else if ((me->one_key_shortcuts && (button=='u' || button=='U')) ||