2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/quit.
16 enum { DEF_PARAMS
, DEF_SEED
, DEF_DESC
}; /* for midend_game_id_int */
18 enum { NEWGAME
, MOVE
, SOLVE
, RESTART
};/* for midend_state_entry.movetype */
20 #define special(type) ( (type) != MOVE )
22 struct midend_state_entry
{
33 game_params
**presets
;
35 int npresets
, presetsize
;
38 * `desc' and `privdesc' deserve a comment.
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
59 char *desc
, *privdesc
, *seedstr
;
61 enum { GOT_SEED
, GOT_DESC
, GOT_NOTHING
} genmode
;
63 int nstates
, statesize
, statepos
;
64 struct midend_state_entry
*states
;
66 game_params
*params
, *curparams
;
67 game_drawstate
*drawstate
;
71 float anim_time
, anim_pos
;
72 float flash_time
, flash_pos
;
81 int pressed_mouse_button
;
83 int preferred_tilesize
, tilesize
, winwidth
, winheight
;
86 #define ensure(me) do { \
87 if ((me)->nstates >= (me)->statesize) { \
88 (me)->statesize = (me)->nstates + 128; \
89 (me)->states = sresize((me)->states, (me)->statesize, \
90 struct midend_state_entry); \
94 midend
*midend_new(frontend
*fe
, const game
*ourgame
,
95 const drawing_api
*drapi
, void *drhandle
)
97 midend
*me
= snew(midend
);
101 get_random_seed(&randseed
, &randseedsize
);
104 me
->ourgame
= ourgame
;
105 me
->random
= random_init(randseed
, randseedsize
);
106 me
->nstates
= me
->statesize
= me
->statepos
= 0;
108 me
->params
= ourgame
->default_params();
109 me
->curparams
= NULL
;
110 me
->desc
= me
->privdesc
= NULL
;
113 me
->genmode
= GOT_NOTHING
;
114 me
->drawstate
= NULL
;
117 me
->preset_names
= NULL
;
118 me
->npresets
= me
->presetsize
= 0;
119 me
->anim_time
= me
->anim_pos
= 0.0F
;
120 me
->flash_time
= me
->flash_pos
= 0.0F
;
123 me
->pressed_mouse_button
= 0;
124 me
->laststatus
= NULL
;
127 me
->tilesize
= me
->winwidth
= me
->winheight
= 0;
129 me
->drawing
= drawing_init(drapi
, drhandle
);
133 me
->preferred_tilesize
= ourgame
->preferred_tilesize
;
136 * Allow an environment-based override for the default tile
137 * size by defining a variable along the lines of
144 sprintf(buf
, "%s_TILESIZE", me
->ourgame
->name
);
145 for (j
= k
= 0; buf
[j
]; j
++)
146 if (!isspace((unsigned char)buf
[j
]))
147 buf
[k
++] = toupper((unsigned char)buf
[j
]);
149 if ((e
= getenv(buf
)) != NULL
&& sscanf(e
, "%d", &ts
) == 1 && ts
> 0)
150 me
->preferred_tilesize
= ts
;
158 static void midend_free_game(midend
*me
)
160 while (me
->nstates
> 0) {
162 me
->ourgame
->free_game(me
->states
[me
->nstates
].state
);
163 sfree(me
->states
[me
->nstates
].movestr
);
167 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
170 void midend_free(midend
*me
)
174 midend_free_game(me
);
177 drawing_free(me
->drawing
);
178 random_free(me
->random
);
184 me
->ourgame
->free_params(me
->params
);
186 for (i
= 0; i
< me
->npresets
; i
++) {
187 sfree(me
->presets
[i
]);
188 sfree(me
->preset_names
[i
]);
191 sfree(me
->preset_names
);
194 me
->ourgame
->free_ui(me
->ui
);
196 me
->ourgame
->free_params(me
->curparams
);
197 sfree(me
->laststatus
);
201 static void midend_size_new_drawstate(midend
*me
)
204 * Don't even bother, if we haven't worked out our tile size
207 if (me
->tilesize
> 0) {
208 me
->ourgame
->compute_size(me
->params
, me
->tilesize
,
209 &me
->winwidth
, &me
->winheight
);
210 me
->ourgame
->set_size(me
->drawing
, me
->drawstate
,
211 me
->params
, me
->tilesize
);
215 void midend_size(midend
*me
, int *x
, int *y
, int expand
)
221 * We can't set the size on the same drawstate twice. So if
222 * we've already sized one drawstate, we must throw it away and
225 if (me
->drawstate
&& me
->tilesize
> 0) {
226 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
227 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
228 me
->states
[0].state
);
232 * Find the tile size that best fits within the given space. If
233 * `expand' is TRUE, we must actually find the _largest_ such
234 * tile size; otherwise, we bound above at the game's preferred
241 me
->ourgame
->compute_size(me
->params
, max
, &rx
, &ry
);
242 } while (rx
<= *x
&& ry
<= *y
);
244 max
= me
->preferred_tilesize
+ 1;
248 * Now binary-search between min and max. We're looking for a
249 * boundary rather than a value: the point at which tile sizes
250 * stop fitting within the given dimensions. Thus, we stop when
251 * max and min differ by exactly 1.
253 while (max
- min
> 1) {
254 int mid
= (max
+ min
) / 2;
255 me
->ourgame
->compute_size(me
->params
, mid
, &rx
, &ry
);
256 if (rx
<= *x
&& ry
<= *y
)
263 * Now `min' is a valid size, and `max' isn't. So use `min'.
267 midend_size_new_drawstate(me
);
272 void midend_set_params(midend
*me
, game_params
*params
)
274 me
->ourgame
->free_params(me
->params
);
275 me
->params
= me
->ourgame
->dup_params(params
);
278 game_params
*midend_get_params(midend
*me
)
280 return me
->ourgame
->dup_params(me
->params
);
283 static void midend_set_timer(midend
*me
)
285 me
->timing
= (me
->ourgame
->is_timed
&&
286 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
,
288 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
289 activate_timer(me
->frontend
);
291 deactivate_timer(me
->frontend
);
294 void midend_force_redraw(midend
*me
)
297 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
298 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
299 me
->states
[0].state
);
300 midend_size_new_drawstate(me
);
304 void midend_new_game(midend
*me
)
306 midend_free_game(me
);
308 assert(me
->nstates
== 0);
310 if (me
->genmode
== GOT_DESC
) {
311 me
->genmode
= GOT_NOTHING
;
315 if (me
->genmode
== GOT_SEED
) {
316 me
->genmode
= GOT_NOTHING
;
319 * Generate a new random seed. 15 digits comes to about
320 * 48 bits, which should be more than enough.
322 * I'll avoid putting a leading zero on the number,
323 * just in case it confuses anybody who thinks it's
324 * processed as an integer rather than a string.
329 newseed
[0] = '1' + random_upto(me
->random
, 9);
330 for (i
= 1; i
< 15; i
++)
331 newseed
[i
] = '0' + random_upto(me
->random
, 10);
333 me
->seedstr
= dupstr(newseed
);
336 me
->ourgame
->free_params(me
->curparams
);
337 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
345 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
347 * If this midend has been instantiated without providing a
348 * drawing API, it is non-interactive. This means that it's
349 * being used for bulk game generation, and hence we should
350 * pass the non-interactive flag to new_desc.
352 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
353 &me
->aux_info
, (me
->drawing
!= NULL
));
359 me
->states
[me
->nstates
].state
=
360 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
361 me
->states
[me
->nstates
].movestr
= NULL
;
362 me
->states
[me
->nstates
].movetype
= NEWGAME
;
365 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
366 me
->states
[0].state
);
367 midend_size_new_drawstate(me
);
370 me
->ourgame
->free_ui(me
->ui
);
371 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
372 midend_set_timer(me
);
373 me
->pressed_mouse_button
= 0;
376 static int midend_undo(midend
*me
)
378 if (me
->statepos
> 1) {
380 me
->ourgame
->changed_state(me
->ui
,
381 me
->states
[me
->statepos
-1].state
,
382 me
->states
[me
->statepos
-2].state
);
390 static int midend_redo(midend
*me
)
392 if (me
->statepos
< me
->nstates
) {
394 me
->ourgame
->changed_state(me
->ui
,
395 me
->states
[me
->statepos
-1].state
,
396 me
->states
[me
->statepos
].state
);
404 static void midend_finish_move(midend
*me
)
409 * We do not flash if the later of the two states is special.
410 * This covers both forward Solve moves and backward (undone)
413 if ((me
->oldstate
|| me
->statepos
> 1) &&
414 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
415 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
416 !special(me
->states
[me
->statepos
].movetype
)))) {
417 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
418 me
->states
[me
->statepos
-2].state
,
419 me
->states
[me
->statepos
-1].state
,
420 me
->oldstate ? me
->dir
: +1,
423 me
->flash_pos
= 0.0F
;
424 me
->flash_time
= flashtime
;
429 me
->ourgame
->free_game(me
->oldstate
);
431 me
->anim_pos
= me
->anim_time
= 0;
434 midend_set_timer(me
);
437 void midend_stop_anim(midend
*me
)
439 if (me
->oldstate
|| me
->anim_time
!= 0) {
440 midend_finish_move(me
);
445 void midend_restart_game(midend
*me
)
449 midend_stop_anim(me
);
451 assert(me
->statepos
>= 1);
452 if (me
->statepos
== 1)
453 return; /* no point doing anything at all! */
456 * During restart, we reconstruct the game from the (public)
457 * game description rather than from states[0], because that
458 * way Mines gets slightly more sensible behaviour (restart
459 * goes to _after_ the first click so you don't have to
460 * remember where you clicked).
462 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
465 * Now enter the restarted state as the next move.
467 midend_stop_anim(me
);
468 while (me
->nstates
> me
->statepos
)
469 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
471 me
->states
[me
->nstates
].state
= s
;
472 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
473 me
->states
[me
->nstates
].movetype
= RESTART
;
474 me
->statepos
= ++me
->nstates
;
476 me
->ourgame
->changed_state(me
->ui
,
477 me
->states
[me
->statepos
-2].state
,
478 me
->states
[me
->statepos
-1].state
);
480 midend_finish_move(me
);
482 midend_set_timer(me
);
485 static int midend_really_process_key(midend
*me
, int x
, int y
, int button
)
487 game_state
*oldstate
=
488 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
489 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
495 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
496 me
->ui
, me
->drawstate
, x
, y
, button
);
499 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
500 midend_stop_anim(me
);
503 goto done
; /* never animate */
504 } else if (button
== 'u' || button
== 'u' ||
505 button
== '\x1A' || button
== '\x1F') {
506 midend_stop_anim(me
);
507 type
= me
->states
[me
->statepos
-1].movetype
;
509 if (!midend_undo(me
))
511 } else if (button
== 'r' || button
== 'R' ||
512 button
== '\x12' || button
== '\x19') {
513 midend_stop_anim(me
);
514 if (!midend_redo(me
))
516 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
523 s
= me
->states
[me
->statepos
-1].state
;
525 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
530 if (s
== me
->states
[me
->statepos
-1].state
) {
532 * make_move() is allowed to return its input state to
533 * indicate that although no move has been made, the UI
534 * state has been updated and a redraw is called for.
539 midend_stop_anim(me
);
540 while (me
->nstates
> me
->statepos
)
541 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
543 assert(movestr
!= NULL
);
544 me
->states
[me
->nstates
].state
= s
;
545 me
->states
[me
->nstates
].movestr
= movestr
;
546 me
->states
[me
->nstates
].movetype
= MOVE
;
547 me
->statepos
= ++me
->nstates
;
550 me
->ourgame
->changed_state(me
->ui
,
551 me
->states
[me
->statepos
-2].state
,
552 me
->states
[me
->statepos
-1].state
);
559 type
= me
->states
[me
->statepos
-1].movetype
;
562 * See if this move requires an animation.
564 if (special(type
) && !(type
== SOLVE
&&
565 (me
->ourgame
->mouse_priorities
& SOLVE_ANIMATES
))) {
568 anim_time
= me
->ourgame
->anim_length(oldstate
,
569 me
->states
[me
->statepos
-1].state
,
573 me
->oldstate
= oldstate
; oldstate
= NULL
;
575 me
->anim_time
= anim_time
;
578 midend_finish_move(me
);
584 midend_set_timer(me
);
587 if (oldstate
) me
->ourgame
->free_game(oldstate
);
591 int midend_process_key(midend
*me
, int x
, int y
, int button
)
596 * Harmonise mouse drag and release messages.
598 * Some front ends might accidentally switch from sending, say,
599 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
600 * drag. (This can happen on the Mac, for example, since
601 * RIGHT_DRAG is usually done using Command+drag, and if the
602 * user accidentally releases Command half way through the drag
603 * then there will be trouble.)
605 * It would be an O(number of front ends) annoyance to fix this
606 * in the front ends, but an O(number of back ends) annoyance
607 * to have each game capable of dealing with it. Therefore, we
608 * fix it _here_ in the common midend code so that it only has
611 * The possible ways in which things can go screwy in the front
614 * - in a system containing multiple physical buttons button
615 * presses can inadvertently overlap. We can see ABab (caps
616 * meaning button-down and lowercase meaning button-up) when
617 * the user had semantically intended AaBb.
619 * - in a system where one button is simulated by means of a
620 * modifier key and another button, buttons can mutate
621 * between press and release (possibly during drag). So we
622 * can see Ab instead of Aa.
624 * Definite requirements are:
626 * - button _presses_ must never be invented or destroyed. If
627 * the user presses two buttons in succession, the button
628 * presses must be transferred to the backend unchanged. So
629 * if we see AaBb , that's fine; if we see ABab (the button
630 * presses inadvertently overlapped) we must somehow
631 * `correct' it to AaBb.
633 * - every mouse action must end up looking like a press, zero
634 * or more drags, then a release. This allows back ends to
635 * make the _assumption_ that incoming mouse data will be
636 * sane in this regard, and not worry about the details.
638 * So my policy will be:
640 * - treat any button-up as a button-up for the currently
641 * pressed button, or ignore it if there is no currently
644 * - treat any drag as a drag for the currently pressed
645 * button, or ignore it if there is no currently pressed
648 * - if we see a button-down while another button is currently
649 * pressed, invent a button-up for the first one and then
650 * pass the button-down through as before.
652 * 2005-05-31: An addendum to the above. Some games might want
653 * a `priority order' among buttons, such that if one button is
654 * pressed while another is down then a fixed one of the
655 * buttons takes priority no matter what order they're pressed
656 * in. Mines, in particular, wants to treat a left+right click
657 * like a left click for the benefit of users of other
658 * implementations. So the last of the above points is modified
659 * in the presence of an (optional) button priority order.
661 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
662 if (me
->pressed_mouse_button
) {
663 if (IS_MOUSE_DRAG(button
)) {
664 button
= me
->pressed_mouse_button
+
665 (LEFT_DRAG
- LEFT_BUTTON
);
667 button
= me
->pressed_mouse_button
+
668 (LEFT_RELEASE
- LEFT_BUTTON
);
671 return ret
; /* ignore it */
672 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
674 * If the new button has lower priority than the old one,
675 * don't bother doing this.
677 if (me
->ourgame
->mouse_priorities
&
678 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
679 return ret
; /* just ignore it */
682 * Fabricate a button-up for the previously pressed button.
684 ret
= ret
&& midend_really_process_key
685 (me
, x
, y
, (me
->pressed_mouse_button
+
686 (LEFT_RELEASE
- LEFT_BUTTON
)));
690 * Now send on the event we originally received.
692 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
695 * And update the currently pressed button.
697 if (IS_MOUSE_RELEASE(button
))
698 me
->pressed_mouse_button
= 0;
699 else if (IS_MOUSE_DOWN(button
))
700 me
->pressed_mouse_button
= button
;
705 void midend_redraw(midend
*me
)
709 if (me
->statepos
> 0 && me
->drawstate
) {
710 start_draw(me
->drawing
);
711 if (me
->oldstate
&& me
->anim_time
> 0 &&
712 me
->anim_pos
< me
->anim_time
) {
713 assert(me
->dir
!= 0);
714 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, me
->oldstate
,
715 me
->states
[me
->statepos
-1].state
, me
->dir
,
716 me
->ui
, me
->anim_pos
, me
->flash_pos
);
718 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, NULL
,
719 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
720 me
->ui
, 0.0, me
->flash_pos
);
722 end_draw(me
->drawing
);
726 void midend_timer(midend
*me
, float tplus
)
728 me
->anim_pos
+= tplus
;
729 if (me
->anim_pos
>= me
->anim_time
||
730 me
->anim_time
== 0 || !me
->oldstate
) {
731 if (me
->anim_time
> 0)
732 midend_finish_move(me
);
735 me
->flash_pos
+= tplus
;
736 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
737 me
->flash_pos
= me
->flash_time
= 0;
743 float oldelapsed
= me
->elapsed
;
744 me
->elapsed
+= tplus
;
745 if ((int)oldelapsed
!= (int)me
->elapsed
)
746 status_bar(me
->drawing
, me
->laststatus ? me
->laststatus
: "");
749 midend_set_timer(me
);
752 float *midend_colours(midend
*me
, int *ncolours
)
754 game_state
*state
= NULL
;
757 if (me
->nstates
== 0) {
759 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
761 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
765 state
= me
->states
[0].state
;
767 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
773 * Allow environment-based overrides for the standard
774 * colours by defining variables along the lines of
775 * `NET_COLOUR_4=6000c0'.
778 for (i
= 0; i
< *ncolours
; i
++) {
780 unsigned int r
, g
, b
;
783 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
784 for (j
= k
= 0; buf
[j
]; j
++)
785 if (!isspace((unsigned char)buf
[j
]))
786 buf
[k
++] = toupper((unsigned char)buf
[j
]);
788 if ((e
= getenv(buf
)) != NULL
&&
789 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
790 ret
[i
*3 + 0] = r
/ 255.0;
791 ret
[i
*3 + 1] = g
/ 255.0;
792 ret
[i
*3 + 2] = b
/ 255.0;
797 if (me
->nstates
== 0)
798 me
->ourgame
->free_game(state
);
803 int midend_num_presets(midend
*me
)
809 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
810 if (me
->presetsize
<= me
->npresets
) {
811 me
->presetsize
= me
->npresets
+ 10;
812 me
->presets
= sresize(me
->presets
, me
->presetsize
,
814 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
818 me
->presets
[me
->npresets
] = preset
;
819 me
->preset_names
[me
->npresets
] = name
;
826 * Allow environment-based extensions to the preset list by
827 * defining a variable along the lines of `SOLO_PRESETS=2x3
828 * Advanced:2x3da'. Colon-separated list of items,
829 * alternating between textual titles in the menu and
830 * encoded parameter strings.
832 char buf
[80], *e
, *p
;
835 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
836 for (j
= k
= 0; buf
[j
]; j
++)
837 if (!isspace((unsigned char)buf
[j
]))
838 buf
[k
++] = toupper((unsigned char)buf
[j
]);
841 if ((e
= getenv(buf
)) != NULL
) {
849 while (*p
&& *p
!= ':') p
++;
852 while (*p
&& *p
!= ':') p
++;
855 preset
= me
->ourgame
->default_params();
856 me
->ourgame
->decode_params(preset
, val
);
858 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
859 /* Drop this one from the list. */
860 me
->ourgame
->free_params(preset
);
864 if (me
->presetsize
<= me
->npresets
) {
865 me
->presetsize
= me
->npresets
+ 10;
866 me
->presets
= sresize(me
->presets
, me
->presetsize
,
868 me
->preset_names
= sresize(me
->preset_names
,
869 me
->presetsize
, char *);
872 me
->presets
[me
->npresets
] = preset
;
873 me
->preset_names
[me
->npresets
] = dupstr(name
);
882 void midend_fetch_preset(midend
*me
, int n
,
883 char **name
, game_params
**params
)
885 assert(n
>= 0 && n
< me
->npresets
);
886 *name
= me
->preset_names
[n
];
887 *params
= me
->presets
[n
];
890 int midend_wants_statusbar(midend
*me
)
892 return me
->ourgame
->wants_statusbar();
895 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
)
899 me
->desc
= dupstr(desc
);
900 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
903 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
)
905 char *titlebuf
, *parstr
, *rest
;
910 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
914 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
915 *wintitle
= titlebuf
;
916 return me
->ourgame
->configure(me
->params
);
919 if (!me
->curparams
) {
923 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
924 which
== CFG_SEED ?
"random" : "game");
925 *wintitle
= titlebuf
;
927 ret
= snewn(2, config_item
);
929 ret
[0].type
= C_STRING
;
930 if (which
== CFG_SEED
)
931 ret
[0].name
= "Game random seed";
933 ret
[0].name
= "Game ID";
936 * For CFG_DESC the text going in here will be a string
937 * encoding of the restricted parameters, plus a colon,
938 * plus the game description. For CFG_SEED it will be the
939 * full parameters, plus a hash, plus the random seed data.
940 * Either of these is a valid full game ID (although only
941 * the former is likely to persist across many code
944 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
946 if (which
== CFG_DESC
) {
947 rest
= me
->desc ? me
->desc
: "";
950 rest
= me
->seedstr ? me
->seedstr
: "";
953 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
954 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
958 ret
[1].name
= ret
[1].sval
= NULL
;
964 assert(!"We shouldn't be here");
968 static char *midend_game_id_int(midend
*me
, char *id
, int defmode
)
970 char *error
, *par
, *desc
, *seed
;
971 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
974 seed
= strchr(id
, '#');
975 desc
= strchr(id
, ':');
977 if (desc
&& (!seed
|| desc
< seed
)) {
979 * We have a colon separating parameters from game
980 * description. So `par' now points to the parameters
981 * string, and `desc' to the description string.
986 } else if (seed
&& (!desc
|| seed
< desc
)) {
988 * We have a hash separating parameters from random seed.
989 * So `par' now points to the parameters string, and `seed'
990 * to the seed string.
997 * We only have one string. Depending on `defmode', we take
998 * it to be either parameters, seed or description.
1000 if (defmode
== DEF_SEED
) {
1003 } else if (defmode
== DEF_DESC
) {
1013 * We must be reasonably careful here not to modify anything in
1014 * `me' until we have finished validating things. This function
1015 * must either return an error and do nothing to the midend, or
1016 * return success and do everything; nothing in between is
1019 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
1022 newcurparams
= me
->ourgame
->dup_params(me
->params
);
1023 me
->ourgame
->decode_params(newcurparams
, par
);
1024 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
1026 me
->ourgame
->free_params(newcurparams
);
1029 oldparams1
= me
->curparams
;
1032 * Now filter only the persistent parts of this state into
1033 * the long-term params structure, unless we've _only_
1034 * received a params string in which case the whole lot is
1037 oldparams2
= me
->params
;
1041 newparams
= me
->ourgame
->dup_params(me
->params
);
1043 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
1044 me
->ourgame
->decode_params(newparams
, tmpstr
);
1048 newparams
= me
->ourgame
->dup_params(newcurparams
);
1052 newcurparams
= me
->curparams
;
1053 newparams
= me
->params
;
1054 free_params
= FALSE
;
1058 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1062 me
->ourgame
->free_params(newcurparams
);
1064 me
->ourgame
->free_params(newparams
);
1071 * Now we've got past all possible error points. Update the
1074 me
->params
= newparams
;
1075 me
->curparams
= newcurparams
;
1077 me
->ourgame
->free_params(oldparams1
);
1079 me
->ourgame
->free_params(oldparams2
);
1082 sfree(me
->privdesc
);
1083 me
->desc
= me
->privdesc
= NULL
;
1088 me
->desc
= dupstr(desc
);
1089 me
->genmode
= GOT_DESC
;
1090 sfree(me
->aux_info
);
1091 me
->aux_info
= NULL
;
1095 me
->seedstr
= dupstr(seed
);
1096 me
->genmode
= GOT_SEED
;
1102 char *midend_game_id(midend
*me
, char *id
)
1104 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1107 char *midend_get_game_id(midend
*me
)
1111 parstr
= me
->ourgame
->encode_params(me
->curparams
, FALSE
);
1114 ret
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
1115 sprintf(ret
, "%s:%s", parstr
, me
->desc
);
1120 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
)
1123 game_params
*params
;
1127 params
= me
->ourgame
->custom_params(cfg
);
1128 error
= me
->ourgame
->validate_params(params
, TRUE
);
1131 me
->ourgame
->free_params(params
);
1135 me
->ourgame
->free_params(me
->params
);
1136 me
->params
= params
;
1141 error
= midend_game_id_int(me
, cfg
[0].sval
,
1142 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1151 char *midend_text_format(midend
*me
)
1153 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
1154 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1159 char *midend_solve(midend
*me
)
1162 char *msg
, *movestr
;
1164 if (!me
->ourgame
->can_solve
)
1165 return "This game does not support the Solve operation";
1167 if (me
->statepos
< 1)
1168 return "No game set up to solve"; /* _shouldn't_ happen! */
1170 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
1171 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1172 me
->states
[me
->statepos
-1].state
,
1173 me
->aux_info
, &msg
);
1176 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1180 * Now enter the solved state as the next move.
1182 midend_stop_anim(me
);
1183 while (me
->nstates
> me
->statepos
) {
1184 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1185 if (me
->states
[me
->nstates
].movestr
)
1186 sfree(me
->states
[me
->nstates
].movestr
);
1189 me
->states
[me
->nstates
].state
= s
;
1190 me
->states
[me
->nstates
].movestr
= movestr
;
1191 me
->states
[me
->nstates
].movetype
= SOLVE
;
1192 me
->statepos
= ++me
->nstates
;
1194 me
->ourgame
->changed_state(me
->ui
,
1195 me
->states
[me
->statepos
-2].state
,
1196 me
->states
[me
->statepos
-1].state
);
1198 if (me
->ourgame
->mouse_priorities
& SOLVE_ANIMATES
) {
1199 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1201 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1202 me
->states
[me
->statepos
-1].state
,
1206 me
->anim_time
= 0.0;
1207 midend_finish_move(me
);
1210 midend_set_timer(me
);
1214 char *midend_rewrite_statusbar(midend
*me
, char *text
)
1217 * An important special case is that we are occasionally called
1218 * with our own laststatus, to update the timer.
1220 if (me
->laststatus
!= text
) {
1221 sfree(me
->laststatus
);
1222 me
->laststatus
= dupstr(text
);
1225 if (me
->ourgame
->is_timed
) {
1226 char timebuf
[100], *ret
;
1232 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1234 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1235 strcpy(ret
, timebuf
);
1240 return dupstr(text
);
1244 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1245 #define SERIALISE_VERSION "1"
1247 void midend_serialise(midend
*me
,
1248 void (*write
)(void *ctx
, void *buf
, int len
),
1254 * Each line of the save file contains three components. First
1255 * exactly 8 characters of header word indicating what type of
1256 * data is contained on the line; then a colon followed by a
1257 * decimal integer giving the length of the main string on the
1258 * line; then a colon followed by the string itself (exactly as
1259 * many bytes as previously specified, no matter what they
1260 * contain). Then a newline (of reasonably flexible form).
1262 #define wr(h,s) do { \
1265 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1266 write(wctx, hbuf, strlen(hbuf)); \
1267 write(wctx, str, strlen(str)); \
1268 write(wctx, "\n", 1); \
1272 * Magic string identifying the file, and version number of the
1275 wr("SAVEFILE", SERIALISE_MAGIC
);
1276 wr("VERSION", SERIALISE_VERSION
);
1279 * The game name. (Copied locally to avoid const annoyance.)
1282 char *s
= dupstr(me
->ourgame
->name
);
1288 * The current long-term parameters structure, in full.
1291 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1297 * The current short-term parameters structure, in full.
1299 if (me
->curparams
) {
1300 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1306 * The current game description, the privdesc, and the random seed.
1309 wr("SEED", me
->seedstr
);
1311 wr("DESC", me
->desc
);
1313 wr("PRIVDESC", me
->privdesc
);
1316 * The game's aux_info. We obfuscate this to prevent spoilers
1317 * (people are likely to run `head' or similar on a saved game
1318 * file simply to find out what it is, and don't necessarily
1319 * want to be told the answer to the puzzle!)
1326 len
= strlen(me
->aux_info
);
1327 s1
= snewn(len
, unsigned char);
1328 memcpy(s1
, me
->aux_info
, len
);
1329 obfuscate_bitmap(s1
, len
*8, FALSE
);
1330 s2
= bin2hex(s1
, len
);
1339 * Any required serialisation of the game_ui.
1342 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1350 * The game time, if it's a timed game.
1352 if (me
->ourgame
->is_timed
) {
1354 sprintf(buf
, "%g", me
->elapsed
);
1359 * The length of, and position in, the states list.
1363 sprintf(buf
, "%d", me
->nstates
);
1365 sprintf(buf
, "%d", me
->statepos
);
1366 wr("STATEPOS", buf
);
1370 * For each state after the initial one (which we know is
1371 * constructed from either privdesc or desc), enough
1372 * information for execute_move() to reconstruct it from the
1375 for (i
= 1; i
< me
->nstates
; i
++) {
1376 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1377 switch (me
->states
[i
].movetype
) {
1379 wr("MOVE", me
->states
[i
].movestr
);
1382 wr("SOLVE", me
->states
[i
].movestr
);
1385 wr("RESTART", me
->states
[i
].movestr
);
1394 * This function returns NULL on success, or an error message.
1396 char *midend_deserialise(midend
*me
,
1397 int (*read
)(void *ctx
, void *buf
, int len
),
1400 int nstates
= 0, statepos
= -1, gotstates
= 0;
1401 int started
= FALSE
;
1405 /* Initially all errors give the same report */
1406 char *ret
= "Data does not appear to be a saved game file";
1409 * We construct all the new state in local variables while we
1410 * check its sanity. Only once we have finished reading the
1411 * serialised data and detected no errors at all do we start
1412 * modifying stuff in the midend passed in.
1414 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1415 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1416 float elapsed
= 0.0F
;
1417 game_params
*params
= NULL
, *cparams
= NULL
;
1419 struct midend_state_entry
*states
= NULL
;
1422 * Loop round and round reading one key/value pair at a time
1423 * from the serialised stream, until we have enough game states
1426 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1431 if (!read(rctx
, key
, 1)) {
1432 /* unexpected EOF */
1435 } while (key
[0] == '\r' || key
[0] == '\n');
1437 if (!read(rctx
, key
+1, 8)) {
1438 /* unexpected EOF */
1442 if (key
[8] != ':') {
1444 ret
= "Data was incorrectly formatted for a saved game file";
1447 len
= strcspn(key
, ": ");
1453 if (!read(rctx
, &c
, 1)) {
1454 /* unexpected EOF */
1460 } else if (c
>= '0' && c
<= '9') {
1461 len
= (len
* 10) + (c
- '0');
1464 ret
= "Data was incorrectly formatted for a"
1470 val
= snewn(len
+1, char);
1471 if (!read(rctx
, val
, len
)) {
1478 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1479 /* ret already has the right message in it */
1482 /* Now most errors are this one, unless otherwise specified */
1483 ret
= "Saved data ended unexpectedly";
1486 if (!strcmp(key
, "VERSION")) {
1487 if (strcmp(val
, SERIALISE_VERSION
)) {
1488 ret
= "Cannot handle this version of the saved game"
1492 } else if (!strcmp(key
, "GAME")) {
1493 if (strcmp(val
, me
->ourgame
->name
)) {
1494 ret
= "Save file is from a different game";
1497 } else if (!strcmp(key
, "PARAMS")) {
1501 } else if (!strcmp(key
, "CPARAMS")) {
1505 } else if (!strcmp(key
, "SEED")) {
1509 } else if (!strcmp(key
, "DESC")) {
1513 } else if (!strcmp(key
, "PRIVDESC")) {
1517 } else if (!strcmp(key
, "AUXINFO")) {
1519 int len
= strlen(val
) / 2; /* length in bytes */
1520 tmp
= hex2bin(val
, len
);
1521 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1524 auxinfo
= snewn(len
+ 1, char);
1525 memcpy(auxinfo
, tmp
, len
);
1526 auxinfo
[len
] = '\0';
1528 } else if (!strcmp(key
, "UI")) {
1532 } else if (!strcmp(key
, "TIME")) {
1533 elapsed
= atof(val
);
1534 } else if (!strcmp(key
, "NSTATES")) {
1535 nstates
= atoi(val
);
1537 ret
= "Number of states in save file was negative";
1541 ret
= "Two state counts provided in save file";
1544 states
= snewn(nstates
, struct midend_state_entry
);
1545 for (i
= 0; i
< nstates
; i
++) {
1546 states
[i
].state
= NULL
;
1547 states
[i
].movestr
= NULL
;
1548 states
[i
].movetype
= NEWGAME
;
1550 } else if (!strcmp(key
, "STATEPOS")) {
1551 statepos
= atoi(val
);
1552 } else if (!strcmp(key
, "MOVE")) {
1554 states
[gotstates
].movetype
= MOVE
;
1555 states
[gotstates
].movestr
= val
;
1557 } else if (!strcmp(key
, "SOLVE")) {
1559 states
[gotstates
].movetype
= SOLVE
;
1560 states
[gotstates
].movestr
= val
;
1562 } else if (!strcmp(key
, "RESTART")) {
1564 states
[gotstates
].movetype
= RESTART
;
1565 states
[gotstates
].movestr
= val
;
1574 params
= me
->ourgame
->default_params();
1575 me
->ourgame
->decode_params(params
, parstr
);
1576 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1577 ret
= "Long-term parameters in save file are invalid";
1580 cparams
= me
->ourgame
->default_params();
1581 me
->ourgame
->decode_params(cparams
, cparstr
);
1582 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1583 ret
= "Short-term parameters in save file are invalid";
1586 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1588 * The seed's no use with this version, but we can perfectly
1589 * well use the rest of the data.
1595 ret
= "Game description in save file is missing";
1597 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1598 ret
= "Game description in save file is invalid";
1601 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1602 ret
= "Game private description in save file is invalid";
1605 if (statepos
< 0 || statepos
>= nstates
) {
1606 ret
= "Game position in save file is out of range";
1609 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1610 privdesc ? privdesc
: desc
);
1611 for (i
= 1; i
< nstates
; i
++) {
1612 assert(states
[i
].movetype
!= NEWGAME
);
1613 switch (states
[i
].movetype
) {
1616 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1618 if (states
[i
].state
== NULL
) {
1619 ret
= "Save file contained an invalid move";
1624 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1625 ret
= "Save file contained an invalid restart move";
1628 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1634 ui
= me
->ourgame
->new_ui(states
[0].state
);
1635 me
->ourgame
->decode_ui(ui
, uistr
);
1638 * Now we've run out of possible error conditions, so we're
1639 * ready to start overwriting the real data in the current
1640 * midend. We'll do this by swapping things with the local
1641 * variables, so that the same cleanup code will free the old
1652 me
->privdesc
= privdesc
;
1660 me
->aux_info
= auxinfo
;
1664 me
->genmode
= GOT_NOTHING
;
1666 me
->statesize
= nstates
;
1667 nstates
= me
->nstates
;
1668 me
->nstates
= me
->statesize
;
1670 struct midend_state_entry
*tmp
;
1672 me
->states
= states
;
1675 me
->statepos
= statepos
;
1681 me
->params
= params
;
1684 tmp
= me
->curparams
;
1685 me
->curparams
= cparams
;
1689 me
->oldstate
= NULL
;
1690 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1701 me
->elapsed
= elapsed
;
1702 me
->pressed_mouse_button
= 0;
1704 midend_set_timer(me
);
1707 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
1709 me
->ourgame
->new_drawstate(me
->drawing
,
1710 me
->states
[me
->statepos
-1].state
);
1711 midend_size_new_drawstate(me
);
1713 ret
= NULL
; /* success! */
1725 me
->ourgame
->free_params(params
);
1727 me
->ourgame
->free_params(cparams
);
1729 me
->ourgame
->free_ui(ui
);
1733 for (i
= 0; i
< nstates
; i
++) {
1734 if (states
[i
].state
)
1735 me
->ourgame
->free_game(states
[i
].state
);
1736 sfree(states
[i
].movestr
);
1744 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
)
1746 game_state
*soln
= NULL
;
1748 if (me
->statepos
< 1)
1749 return "No game set up to print";/* _shouldn't_ happen! */
1752 char *msg
, *movestr
;
1754 if (!me
->ourgame
->can_solve
)
1755 return "This game does not support the Solve operation";
1757 msg
= "Solve operation failed";/* game _should_ overwrite on error */
1758 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1759 me
->states
[me
->statepos
-1].state
,
1760 me
->aux_info
, &msg
);
1763 soln
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
1772 * This call passes over ownership of the two game_states and
1773 * the game_params. Hence we duplicate the ones we want to
1774 * keep, and we don't have to bother freeing soln if it was
1777 document_add_puzzle(doc
, me
->ourgame
,
1778 me
->ourgame
->dup_params(me
->curparams
),
1779 me
->ourgame
->dup_game(me
->states
[0].state
), soln
);