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
;
34 char **preset_names
, **preset_encodings
;
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_new(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
->preset_encodings
= NULL
;
119 me
->npresets
= me
->presetsize
= 0;
120 me
->anim_time
= me
->anim_pos
= 0.0F
;
121 me
->flash_time
= me
->flash_pos
= 0.0F
;
124 me
->pressed_mouse_button
= 0;
125 me
->laststatus
= NULL
;
128 me
->tilesize
= me
->winwidth
= me
->winheight
= 0;
130 me
->drawing
= drawing_new(drapi
, me
, drhandle
);
134 me
->preferred_tilesize
= ourgame
->preferred_tilesize
;
137 * Allow an environment-based override for the default tile
138 * size by defining a variable along the lines of
145 sprintf(buf
, "%s_TILESIZE", me
->ourgame
->name
);
146 for (j
= k
= 0; buf
[j
]; j
++)
147 if (!isspace((unsigned char)buf
[j
]))
148 buf
[k
++] = toupper((unsigned char)buf
[j
]);
150 if ((e
= getenv(buf
)) != NULL
&& sscanf(e
, "%d", &ts
) == 1 && ts
> 0)
151 me
->preferred_tilesize
= ts
;
159 static void midend_free_game(midend
*me
)
161 while (me
->nstates
> 0) {
163 me
->ourgame
->free_game(me
->states
[me
->nstates
].state
);
164 sfree(me
->states
[me
->nstates
].movestr
);
168 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
171 void midend_free(midend
*me
)
175 midend_free_game(me
);
178 drawing_free(me
->drawing
);
179 random_free(me
->random
);
185 me
->ourgame
->free_params(me
->params
);
187 for (i
= 0; i
< me
->npresets
; i
++) {
188 sfree(me
->presets
[i
]);
189 sfree(me
->preset_names
[i
]);
190 sfree(me
->preset_encodings
[i
]);
193 sfree(me
->preset_names
);
194 sfree(me
->preset_encodings
);
197 me
->ourgame
->free_ui(me
->ui
);
199 me
->ourgame
->free_params(me
->curparams
);
200 sfree(me
->laststatus
);
204 static void midend_size_new_drawstate(midend
*me
)
207 * Don't even bother, if we haven't worked out our tile size
210 if (me
->tilesize
> 0) {
211 me
->ourgame
->compute_size(me
->params
, me
->tilesize
,
212 &me
->winwidth
, &me
->winheight
);
213 me
->ourgame
->set_size(me
->drawing
, me
->drawstate
,
214 me
->params
, me
->tilesize
);
218 void midend_size(midend
*me
, int *x
, int *y
, int user_size
)
224 * We can't set the size on the same drawstate twice. So if
225 * we've already sized one drawstate, we must throw it away and
228 if (me
->drawstate
&& me
->tilesize
> 0) {
229 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
230 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
231 me
->states
[0].state
);
235 * Find the tile size that best fits within the given space. If
236 * `user_size' is TRUE, we must actually find the _largest_ such
237 * tile size, in order to get as close to the user's explicit
238 * request as possible; otherwise, we bound above at the game's
239 * preferred tile size, so that the game gets what it wants
240 * provided that this doesn't break the constraint from the
241 * front-end (which is likely to be a screen size or similar).
247 me
->ourgame
->compute_size(me
->params
, max
, &rx
, &ry
);
248 } while (rx
<= *x
&& ry
<= *y
);
250 max
= me
->preferred_tilesize
+ 1;
254 * Now binary-search between min and max. We're looking for a
255 * boundary rather than a value: the point at which tile sizes
256 * stop fitting within the given dimensions. Thus, we stop when
257 * max and min differ by exactly 1.
259 while (max
- min
> 1) {
260 int mid
= (max
+ min
) / 2;
261 me
->ourgame
->compute_size(me
->params
, mid
, &rx
, &ry
);
262 if (rx
<= *x
&& ry
<= *y
)
269 * Now `min' is a valid size, and `max' isn't. So use `min'.
274 /* If the user requested a change in size, make it permanent. */
275 me
->preferred_tilesize
= me
->tilesize
;
276 midend_size_new_drawstate(me
);
281 void midend_set_params(midend
*me
, game_params
*params
)
283 me
->ourgame
->free_params(me
->params
);
284 me
->params
= me
->ourgame
->dup_params(params
);
287 game_params
*midend_get_params(midend
*me
)
289 return me
->ourgame
->dup_params(me
->params
);
292 static void midend_set_timer(midend
*me
)
294 me
->timing
= (me
->ourgame
->is_timed
&&
295 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
,
297 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
298 activate_timer(me
->frontend
);
300 deactivate_timer(me
->frontend
);
303 void midend_force_redraw(midend
*me
)
306 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
307 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
308 me
->states
[0].state
);
309 midend_size_new_drawstate(me
);
313 void midend_new_game(midend
*me
)
315 midend_free_game(me
);
317 assert(me
->nstates
== 0);
319 if (me
->genmode
== GOT_DESC
) {
320 me
->genmode
= GOT_NOTHING
;
324 if (me
->genmode
== GOT_SEED
) {
325 me
->genmode
= GOT_NOTHING
;
328 * Generate a new random seed. 15 digits comes to about
329 * 48 bits, which should be more than enough.
331 * I'll avoid putting a leading zero on the number,
332 * just in case it confuses anybody who thinks it's
333 * processed as an integer rather than a string.
338 newseed
[0] = '1' + random_upto(me
->random
, 9);
339 for (i
= 1; i
< 15; i
++)
340 newseed
[i
] = '0' + random_upto(me
->random
, 10);
342 me
->seedstr
= dupstr(newseed
);
345 me
->ourgame
->free_params(me
->curparams
);
346 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
354 rs
= random_new(me
->seedstr
, strlen(me
->seedstr
));
356 * If this midend has been instantiated without providing a
357 * drawing API, it is non-interactive. This means that it's
358 * being used for bulk game generation, and hence we should
359 * pass the non-interactive flag to new_desc.
361 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
362 &me
->aux_info
, (me
->drawing
!= NULL
));
370 * It might seem a bit odd that we're using me->params to
371 * create the initial game state, rather than me->curparams
372 * which is better tailored to this specific game and which we
375 * It's supposed to be an invariant in the midend that
376 * me->params and me->curparams differ in no aspect that is
377 * important after generation (i.e. after new_desc()). By
378 * deliberately passing the _less_ specific of these two
379 * parameter sets, we provoke play-time misbehaviour in the
380 * case where a game has failed to encode a play-time parameter
381 * in the non-full version of encode_params().
383 me
->states
[me
->nstates
].state
=
384 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
386 me
->states
[me
->nstates
].movestr
= NULL
;
387 me
->states
[me
->nstates
].movetype
= NEWGAME
;
390 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
391 me
->states
[0].state
);
392 midend_size_new_drawstate(me
);
395 me
->ourgame
->free_ui(me
->ui
);
396 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
397 midend_set_timer(me
);
398 me
->pressed_mouse_button
= 0;
401 static int midend_undo(midend
*me
)
403 if (me
->statepos
> 1) {
405 me
->ourgame
->changed_state(me
->ui
,
406 me
->states
[me
->statepos
-1].state
,
407 me
->states
[me
->statepos
-2].state
);
415 static int midend_redo(midend
*me
)
417 if (me
->statepos
< me
->nstates
) {
419 me
->ourgame
->changed_state(me
->ui
,
420 me
->states
[me
->statepos
-1].state
,
421 me
->states
[me
->statepos
].state
);
429 static void midend_finish_move(midend
*me
)
434 * We do not flash if the later of the two states is special.
435 * This covers both forward Solve moves and backward (undone)
438 if ((me
->oldstate
|| me
->statepos
> 1) &&
439 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
440 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
441 !special(me
->states
[me
->statepos
].movetype
)))) {
442 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
443 me
->states
[me
->statepos
-2].state
,
444 me
->states
[me
->statepos
-1].state
,
445 me
->oldstate ? me
->dir
: +1,
448 me
->flash_pos
= 0.0F
;
449 me
->flash_time
= flashtime
;
454 me
->ourgame
->free_game(me
->oldstate
);
456 me
->anim_pos
= me
->anim_time
= 0;
459 midend_set_timer(me
);
462 void midend_stop_anim(midend
*me
)
464 if (me
->oldstate
|| me
->anim_time
!= 0) {
465 midend_finish_move(me
);
470 void midend_restart_game(midend
*me
)
474 midend_stop_anim(me
);
476 assert(me
->statepos
>= 1);
477 if (me
->statepos
== 1)
478 return; /* no point doing anything at all! */
481 * During restart, we reconstruct the game from the (public)
482 * game description rather than from states[0], because that
483 * way Mines gets slightly more sensible behaviour (restart
484 * goes to _after_ the first click so you don't have to
485 * remember where you clicked).
487 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
490 * Now enter the restarted state as the next move.
492 midend_stop_anim(me
);
493 while (me
->nstates
> me
->statepos
)
494 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
496 me
->states
[me
->nstates
].state
= s
;
497 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
498 me
->states
[me
->nstates
].movetype
= RESTART
;
499 me
->statepos
= ++me
->nstates
;
501 me
->ourgame
->changed_state(me
->ui
,
502 me
->states
[me
->statepos
-2].state
,
503 me
->states
[me
->statepos
-1].state
);
505 midend_finish_move(me
);
507 midend_set_timer(me
);
510 static int midend_really_process_key(midend
*me
, int x
, int y
, int button
)
512 game_state
*oldstate
=
513 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
514 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
520 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
521 me
->ui
, me
->drawstate
, x
, y
, button
);
524 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
525 midend_stop_anim(me
);
528 goto done
; /* never animate */
529 } else if (button
== 'u' || button
== 'u' ||
530 button
== '\x1A' || button
== '\x1F') {
531 midend_stop_anim(me
);
532 type
= me
->states
[me
->statepos
-1].movetype
;
534 if (!midend_undo(me
))
536 } else if (button
== 'r' || button
== 'R' ||
537 button
== '\x12' || button
== '\x19') {
538 midend_stop_anim(me
);
539 if (!midend_redo(me
))
541 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
548 s
= me
->states
[me
->statepos
-1].state
;
550 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
555 if (s
== me
->states
[me
->statepos
-1].state
) {
557 * make_move() is allowed to return its input state to
558 * indicate that although no move has been made, the UI
559 * state has been updated and a redraw is called for.
562 midend_set_timer(me
);
565 midend_stop_anim(me
);
566 while (me
->nstates
> me
->statepos
)
567 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
569 assert(movestr
!= NULL
);
570 me
->states
[me
->nstates
].state
= s
;
571 me
->states
[me
->nstates
].movestr
= movestr
;
572 me
->states
[me
->nstates
].movetype
= MOVE
;
573 me
->statepos
= ++me
->nstates
;
576 me
->ourgame
->changed_state(me
->ui
,
577 me
->states
[me
->statepos
-2].state
,
578 me
->states
[me
->statepos
-1].state
);
585 type
= me
->states
[me
->statepos
-1].movetype
;
588 * See if this move requires an animation.
590 if (special(type
) && !(type
== SOLVE
&&
591 (me
->ourgame
->flags
& SOLVE_ANIMATES
))) {
594 anim_time
= me
->ourgame
->anim_length(oldstate
,
595 me
->states
[me
->statepos
-1].state
,
599 me
->oldstate
= oldstate
; oldstate
= NULL
;
601 me
->anim_time
= anim_time
;
604 midend_finish_move(me
);
610 midend_set_timer(me
);
613 if (oldstate
) me
->ourgame
->free_game(oldstate
);
617 int midend_process_key(midend
*me
, int x
, int y
, int button
)
622 * Harmonise mouse drag and release messages.
624 * Some front ends might accidentally switch from sending, say,
625 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
626 * drag. (This can happen on the Mac, for example, since
627 * RIGHT_DRAG is usually done using Command+drag, and if the
628 * user accidentally releases Command half way through the drag
629 * then there will be trouble.)
631 * It would be an O(number of front ends) annoyance to fix this
632 * in the front ends, but an O(number of back ends) annoyance
633 * to have each game capable of dealing with it. Therefore, we
634 * fix it _here_ in the common midend code so that it only has
637 * The possible ways in which things can go screwy in the front
640 * - in a system containing multiple physical buttons button
641 * presses can inadvertently overlap. We can see ABab (caps
642 * meaning button-down and lowercase meaning button-up) when
643 * the user had semantically intended AaBb.
645 * - in a system where one button is simulated by means of a
646 * modifier key and another button, buttons can mutate
647 * between press and release (possibly during drag). So we
648 * can see Ab instead of Aa.
650 * Definite requirements are:
652 * - button _presses_ must never be invented or destroyed. If
653 * the user presses two buttons in succession, the button
654 * presses must be transferred to the backend unchanged. So
655 * if we see AaBb , that's fine; if we see ABab (the button
656 * presses inadvertently overlapped) we must somehow
657 * `correct' it to AaBb.
659 * - every mouse action must end up looking like a press, zero
660 * or more drags, then a release. This allows back ends to
661 * make the _assumption_ that incoming mouse data will be
662 * sane in this regard, and not worry about the details.
664 * So my policy will be:
666 * - treat any button-up as a button-up for the currently
667 * pressed button, or ignore it if there is no currently
670 * - treat any drag as a drag for the currently pressed
671 * button, or ignore it if there is no currently pressed
674 * - if we see a button-down while another button is currently
675 * pressed, invent a button-up for the first one and then
676 * pass the button-down through as before.
678 * 2005-05-31: An addendum to the above. Some games might want
679 * a `priority order' among buttons, such that if one button is
680 * pressed while another is down then a fixed one of the
681 * buttons takes priority no matter what order they're pressed
682 * in. Mines, in particular, wants to treat a left+right click
683 * like a left click for the benefit of users of other
684 * implementations. So the last of the above points is modified
685 * in the presence of an (optional) button priority order.
687 * A further addition: we translate certain keyboard presses to
688 * cursor key 'select' buttons, so that a) frontends don't have
689 * to translate these themselves (like they do for CURSOR_UP etc),
690 * and b) individual games don't have to hard-code button presses
691 * of '\n' etc for keyboard-based cursors. The choice of buttons
692 * here could eventually be controlled by a runtime configuration
695 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
696 if (me
->pressed_mouse_button
) {
697 if (IS_MOUSE_DRAG(button
)) {
698 button
= me
->pressed_mouse_button
+
699 (LEFT_DRAG
- LEFT_BUTTON
);
701 button
= me
->pressed_mouse_button
+
702 (LEFT_RELEASE
- LEFT_BUTTON
);
705 return ret
; /* ignore it */
706 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
708 * If the new button has lower priority than the old one,
709 * don't bother doing this.
711 if (me
->ourgame
->flags
&
712 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
713 return ret
; /* just ignore it */
716 * Fabricate a button-up for the previously pressed button.
718 ret
= ret
&& midend_really_process_key
719 (me
, x
, y
, (me
->pressed_mouse_button
+
720 (LEFT_RELEASE
- LEFT_BUTTON
)));
724 * Translate keyboard presses to cursor selection.
726 if (button
== '\n' || button
== '\r')
727 button
= CURSOR_SELECT
;
729 button
= CURSOR_SELECT2
;
732 * Now send on the event we originally received.
734 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
737 * And update the currently pressed button.
739 if (IS_MOUSE_RELEASE(button
))
740 me
->pressed_mouse_button
= 0;
741 else if (IS_MOUSE_DOWN(button
))
742 me
->pressed_mouse_button
= button
;
747 void midend_redraw(midend
*me
)
751 if (me
->statepos
> 0 && me
->drawstate
) {
752 start_draw(me
->drawing
);
753 if (me
->oldstate
&& me
->anim_time
> 0 &&
754 me
->anim_pos
< me
->anim_time
) {
755 assert(me
->dir
!= 0);
756 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, me
->oldstate
,
757 me
->states
[me
->statepos
-1].state
, me
->dir
,
758 me
->ui
, me
->anim_pos
, me
->flash_pos
);
760 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, NULL
,
761 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
762 me
->ui
, 0.0, me
->flash_pos
);
764 end_draw(me
->drawing
);
769 * Nasty hacky function used to implement the --redo option in
770 * gtk.c. Only used for generating the puzzles' icons.
772 void midend_freeze_timer(midend
*me
, float tprop
)
774 me
->anim_pos
= me
->anim_time
* tprop
;
776 deactivate_timer(me
->frontend
);
779 void midend_timer(midend
*me
, float tplus
)
781 int need_redraw
= (me
->anim_time
> 0 || me
->flash_time
> 0);
783 me
->anim_pos
+= tplus
;
784 if (me
->anim_pos
>= me
->anim_time
||
785 me
->anim_time
== 0 || !me
->oldstate
) {
786 if (me
->anim_time
> 0)
787 midend_finish_move(me
);
790 me
->flash_pos
+= tplus
;
791 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
792 me
->flash_pos
= me
->flash_time
= 0;
799 float oldelapsed
= me
->elapsed
;
800 me
->elapsed
+= tplus
;
801 if ((int)oldelapsed
!= (int)me
->elapsed
)
802 status_bar(me
->drawing
, me
->laststatus ? me
->laststatus
: "");
805 midend_set_timer(me
);
808 float *midend_colours(midend
*me
, int *ncolours
)
812 ret
= me
->ourgame
->colours(me
->frontend
, ncolours
);
818 * Allow environment-based overrides for the standard
819 * colours by defining variables along the lines of
820 * `NET_COLOUR_4=6000c0'.
823 for (i
= 0; i
< *ncolours
; i
++) {
825 unsigned int r
, g
, b
;
828 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
829 for (j
= k
= 0; buf
[j
]; j
++)
830 if (!isspace((unsigned char)buf
[j
]))
831 buf
[k
++] = toupper((unsigned char)buf
[j
]);
833 if ((e
= getenv(buf
)) != NULL
&&
834 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
835 ret
[i
*3 + 0] = r
/ 255.0;
836 ret
[i
*3 + 1] = g
/ 255.0;
837 ret
[i
*3 + 2] = b
/ 255.0;
845 int midend_num_presets(midend
*me
)
851 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
852 if (me
->presetsize
<= me
->npresets
) {
853 me
->presetsize
= me
->npresets
+ 10;
854 me
->presets
= sresize(me
->presets
, me
->presetsize
,
856 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
858 me
->preset_encodings
= sresize(me
->preset_encodings
,
859 me
->presetsize
, char *);
862 me
->presets
[me
->npresets
] = preset
;
863 me
->preset_names
[me
->npresets
] = name
;
864 me
->preset_encodings
[me
->npresets
] =
865 me
->ourgame
->encode_params(preset
, TRUE
);;
872 * Allow environment-based extensions to the preset list by
873 * defining a variable along the lines of `SOLO_PRESETS=2x3
874 * Advanced:2x3da'. Colon-separated list of items,
875 * alternating between textual titles in the menu and
876 * encoded parameter strings.
878 char buf
[80], *e
, *p
;
881 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
882 for (j
= k
= 0; buf
[j
]; j
++)
883 if (!isspace((unsigned char)buf
[j
]))
884 buf
[k
++] = toupper((unsigned char)buf
[j
]);
887 if ((e
= getenv(buf
)) != NULL
) {
895 while (*p
&& *p
!= ':') p
++;
898 while (*p
&& *p
!= ':') p
++;
901 preset
= me
->ourgame
->default_params();
902 me
->ourgame
->decode_params(preset
, val
);
904 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
905 /* Drop this one from the list. */
906 me
->ourgame
->free_params(preset
);
910 if (me
->presetsize
<= me
->npresets
) {
911 me
->presetsize
= me
->npresets
+ 10;
912 me
->presets
= sresize(me
->presets
, me
->presetsize
,
914 me
->preset_names
= sresize(me
->preset_names
,
915 me
->presetsize
, char *);
916 me
->preset_encodings
= sresize(me
->preset_encodings
,
917 me
->presetsize
, char *);
920 me
->presets
[me
->npresets
] = preset
;
921 me
->preset_names
[me
->npresets
] = dupstr(name
);
922 me
->preset_encodings
[me
->npresets
] =
923 me
->ourgame
->encode_params(preset
, TRUE
);
932 void midend_fetch_preset(midend
*me
, int n
,
933 char **name
, game_params
**params
)
935 assert(n
>= 0 && n
< me
->npresets
);
936 *name
= me
->preset_names
[n
];
937 *params
= me
->presets
[n
];
940 int midend_which_preset(midend
*me
)
942 char *encoding
= me
->ourgame
->encode_params(me
->params
, TRUE
);
946 for (i
= 0; i
< me
->npresets
; i
++)
947 if (!strcmp(encoding
, me
->preset_encodings
[i
])) {
956 int midend_wants_statusbar(midend
*me
)
958 return me
->ourgame
->wants_statusbar
;
961 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
)
965 me
->desc
= dupstr(desc
);
966 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
969 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
)
971 char *titlebuf
, *parstr
, *rest
;
976 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
980 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
981 *wintitle
= titlebuf
;
982 return me
->ourgame
->configure(me
->params
);
985 if (!me
->curparams
) {
989 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
990 which
== CFG_SEED ?
"random" : "game");
991 *wintitle
= titlebuf
;
993 ret
= snewn(2, config_item
);
995 ret
[0].type
= C_STRING
;
996 if (which
== CFG_SEED
)
997 ret
[0].name
= "Game random seed";
999 ret
[0].name
= "Game ID";
1002 * For CFG_DESC the text going in here will be a string
1003 * encoding of the restricted parameters, plus a colon,
1004 * plus the game description. For CFG_SEED it will be the
1005 * full parameters, plus a hash, plus the random seed data.
1006 * Either of these is a valid full game ID (although only
1007 * the former is likely to persist across many code
1010 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
1012 if (which
== CFG_DESC
) {
1013 rest
= me
->desc ? me
->desc
: "";
1016 rest
= me
->seedstr ? me
->seedstr
: "";
1019 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
1020 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
1023 ret
[1].type
= C_END
;
1024 ret
[1].name
= ret
[1].sval
= NULL
;
1030 assert(!"We shouldn't be here");
1034 static char *midend_game_id_int(midend
*me
, char *id
, int defmode
)
1036 char *error
, *par
, *desc
, *seed
;
1037 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
1040 seed
= strchr(id
, '#');
1041 desc
= strchr(id
, ':');
1043 if (desc
&& (!seed
|| desc
< seed
)) {
1045 * We have a colon separating parameters from game
1046 * description. So `par' now points to the parameters
1047 * string, and `desc' to the description string.
1052 } else if (seed
&& (!desc
|| seed
< desc
)) {
1054 * We have a hash separating parameters from random seed.
1055 * So `par' now points to the parameters string, and `seed'
1056 * to the seed string.
1063 * We only have one string. Depending on `defmode', we take
1064 * it to be either parameters, seed or description.
1066 if (defmode
== DEF_SEED
) {
1069 } else if (defmode
== DEF_DESC
) {
1079 * We must be reasonably careful here not to modify anything in
1080 * `me' until we have finished validating things. This function
1081 * must either return an error and do nothing to the midend, or
1082 * return success and do everything; nothing in between is
1085 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
1088 newcurparams
= me
->ourgame
->dup_params(me
->params
);
1089 me
->ourgame
->decode_params(newcurparams
, par
);
1090 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
1092 me
->ourgame
->free_params(newcurparams
);
1095 oldparams1
= me
->curparams
;
1098 * Now filter only the persistent parts of this state into
1099 * the long-term params structure, unless we've _only_
1100 * received a params string in which case the whole lot is
1103 oldparams2
= me
->params
;
1107 newparams
= me
->ourgame
->dup_params(me
->params
);
1109 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
1110 me
->ourgame
->decode_params(newparams
, tmpstr
);
1114 newparams
= me
->ourgame
->dup_params(newcurparams
);
1118 newcurparams
= me
->curparams
;
1119 newparams
= me
->params
;
1120 free_params
= FALSE
;
1124 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1128 me
->ourgame
->free_params(newcurparams
);
1130 me
->ourgame
->free_params(newparams
);
1137 * Now we've got past all possible error points. Update the
1140 me
->params
= newparams
;
1141 me
->curparams
= newcurparams
;
1143 me
->ourgame
->free_params(oldparams1
);
1145 me
->ourgame
->free_params(oldparams2
);
1148 sfree(me
->privdesc
);
1149 me
->desc
= me
->privdesc
= NULL
;
1154 me
->desc
= dupstr(desc
);
1155 me
->genmode
= GOT_DESC
;
1156 sfree(me
->aux_info
);
1157 me
->aux_info
= NULL
;
1161 me
->seedstr
= dupstr(seed
);
1162 me
->genmode
= GOT_SEED
;
1168 char *midend_game_id(midend
*me
, char *id
)
1170 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1173 char *midend_get_game_id(midend
*me
)
1177 parstr
= me
->ourgame
->encode_params(me
->curparams
, FALSE
);
1180 ret
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
1181 sprintf(ret
, "%s:%s", parstr
, me
->desc
);
1186 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
)
1189 game_params
*params
;
1193 params
= me
->ourgame
->custom_params(cfg
);
1194 error
= me
->ourgame
->validate_params(params
, TRUE
);
1197 me
->ourgame
->free_params(params
);
1201 me
->ourgame
->free_params(me
->params
);
1202 me
->params
= params
;
1207 error
= midend_game_id_int(me
, cfg
[0].sval
,
1208 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1217 int midend_can_format_as_text_now(midend
*me
)
1219 if (me
->ourgame
->can_format_as_text_ever
)
1220 return me
->ourgame
->can_format_as_text_now(me
->params
);
1225 char *midend_text_format(midend
*me
)
1227 if (me
->ourgame
->can_format_as_text_ever
&& me
->statepos
> 0 &&
1228 me
->ourgame
->can_format_as_text_now(me
->params
))
1229 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1234 char *midend_solve(midend
*me
)
1237 char *msg
, *movestr
;
1239 if (!me
->ourgame
->can_solve
)
1240 return "This game does not support the Solve operation";
1242 if (me
->statepos
< 1)
1243 return "No game set up to solve"; /* _shouldn't_ happen! */
1246 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1247 me
->states
[me
->statepos
-1].state
,
1248 me
->aux_info
, &msg
);
1251 msg
= "Solve operation failed"; /* _shouldn't_ happen, but can */
1254 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1258 * Now enter the solved state as the next move.
1260 midend_stop_anim(me
);
1261 while (me
->nstates
> me
->statepos
) {
1262 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1263 if (me
->states
[me
->nstates
].movestr
)
1264 sfree(me
->states
[me
->nstates
].movestr
);
1267 me
->states
[me
->nstates
].state
= s
;
1268 me
->states
[me
->nstates
].movestr
= movestr
;
1269 me
->states
[me
->nstates
].movetype
= SOLVE
;
1270 me
->statepos
= ++me
->nstates
;
1272 me
->ourgame
->changed_state(me
->ui
,
1273 me
->states
[me
->statepos
-2].state
,
1274 me
->states
[me
->statepos
-1].state
);
1276 if (me
->ourgame
->flags
& SOLVE_ANIMATES
) {
1277 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1279 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1280 me
->states
[me
->statepos
-1].state
,
1284 me
->anim_time
= 0.0;
1285 midend_finish_move(me
);
1288 midend_set_timer(me
);
1292 char *midend_rewrite_statusbar(midend
*me
, char *text
)
1295 * An important special case is that we are occasionally called
1296 * with our own laststatus, to update the timer.
1298 if (me
->laststatus
!= text
) {
1299 sfree(me
->laststatus
);
1300 me
->laststatus
= dupstr(text
);
1303 if (me
->ourgame
->is_timed
) {
1304 char timebuf
[100], *ret
;
1310 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1312 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1313 strcpy(ret
, timebuf
);
1318 return dupstr(text
);
1322 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1323 #define SERIALISE_VERSION "1"
1325 void midend_serialise(midend
*me
,
1326 void (*write
)(void *ctx
, void *buf
, int len
),
1332 * Each line of the save file contains three components. First
1333 * exactly 8 characters of header word indicating what type of
1334 * data is contained on the line; then a colon followed by a
1335 * decimal integer giving the length of the main string on the
1336 * line; then a colon followed by the string itself (exactly as
1337 * many bytes as previously specified, no matter what they
1338 * contain). Then a newline (of reasonably flexible form).
1340 #define wr(h,s) do { \
1343 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1344 write(wctx, hbuf, strlen(hbuf)); \
1345 write(wctx, str, strlen(str)); \
1346 write(wctx, "\n", 1); \
1350 * Magic string identifying the file, and version number of the
1353 wr("SAVEFILE", SERIALISE_MAGIC
);
1354 wr("VERSION", SERIALISE_VERSION
);
1357 * The game name. (Copied locally to avoid const annoyance.)
1360 char *s
= dupstr(me
->ourgame
->name
);
1366 * The current long-term parameters structure, in full.
1369 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1375 * The current short-term parameters structure, in full.
1377 if (me
->curparams
) {
1378 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1384 * The current game description, the privdesc, and the random seed.
1387 wr("SEED", me
->seedstr
);
1389 wr("DESC", me
->desc
);
1391 wr("PRIVDESC", me
->privdesc
);
1394 * The game's aux_info. We obfuscate this to prevent spoilers
1395 * (people are likely to run `head' or similar on a saved game
1396 * file simply to find out what it is, and don't necessarily
1397 * want to be told the answer to the puzzle!)
1404 len
= strlen(me
->aux_info
);
1405 s1
= snewn(len
, unsigned char);
1406 memcpy(s1
, me
->aux_info
, len
);
1407 obfuscate_bitmap(s1
, len
*8, FALSE
);
1408 s2
= bin2hex(s1
, len
);
1417 * Any required serialisation of the game_ui.
1420 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1428 * The game time, if it's a timed game.
1430 if (me
->ourgame
->is_timed
) {
1432 sprintf(buf
, "%g", me
->elapsed
);
1437 * The length of, and position in, the states list.
1441 sprintf(buf
, "%d", me
->nstates
);
1443 sprintf(buf
, "%d", me
->statepos
);
1444 wr("STATEPOS", buf
);
1448 * For each state after the initial one (which we know is
1449 * constructed from either privdesc or desc), enough
1450 * information for execute_move() to reconstruct it from the
1453 for (i
= 1; i
< me
->nstates
; i
++) {
1454 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1455 switch (me
->states
[i
].movetype
) {
1457 wr("MOVE", me
->states
[i
].movestr
);
1460 wr("SOLVE", me
->states
[i
].movestr
);
1463 wr("RESTART", me
->states
[i
].movestr
);
1472 * This function returns NULL on success, or an error message.
1474 char *midend_deserialise(midend
*me
,
1475 int (*read
)(void *ctx
, void *buf
, int len
),
1478 int nstates
= 0, statepos
= -1, gotstates
= 0;
1479 int started
= FALSE
;
1483 /* Initially all errors give the same report */
1484 char *ret
= "Data does not appear to be a saved game file";
1487 * We construct all the new state in local variables while we
1488 * check its sanity. Only once we have finished reading the
1489 * serialised data and detected no errors at all do we start
1490 * modifying stuff in the midend passed in.
1492 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1493 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1494 float elapsed
= 0.0F
;
1495 game_params
*params
= NULL
, *cparams
= NULL
;
1497 struct midend_state_entry
*states
= NULL
;
1500 * Loop round and round reading one key/value pair at a time
1501 * from the serialised stream, until we have enough game states
1504 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1509 if (!read(rctx
, key
, 1)) {
1510 /* unexpected EOF */
1513 } while (key
[0] == '\r' || key
[0] == '\n');
1515 if (!read(rctx
, key
+1, 8)) {
1516 /* unexpected EOF */
1520 if (key
[8] != ':') {
1522 ret
= "Data was incorrectly formatted for a saved game file";
1525 len
= strcspn(key
, ": ");
1531 if (!read(rctx
, &c
, 1)) {
1532 /* unexpected EOF */
1538 } else if (c
>= '0' && c
<= '9') {
1539 len
= (len
* 10) + (c
- '0');
1542 ret
= "Data was incorrectly formatted for a"
1548 val
= snewn(len
+1, char);
1549 if (!read(rctx
, val
, len
)) {
1556 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1557 /* ret already has the right message in it */
1560 /* Now most errors are this one, unless otherwise specified */
1561 ret
= "Saved data ended unexpectedly";
1564 if (!strcmp(key
, "VERSION")) {
1565 if (strcmp(val
, SERIALISE_VERSION
)) {
1566 ret
= "Cannot handle this version of the saved game"
1570 } else if (!strcmp(key
, "GAME")) {
1571 if (strcmp(val
, me
->ourgame
->name
)) {
1572 ret
= "Save file is from a different game";
1575 } else if (!strcmp(key
, "PARAMS")) {
1579 } else if (!strcmp(key
, "CPARAMS")) {
1583 } else if (!strcmp(key
, "SEED")) {
1587 } else if (!strcmp(key
, "DESC")) {
1591 } else if (!strcmp(key
, "PRIVDESC")) {
1595 } else if (!strcmp(key
, "AUXINFO")) {
1597 int len
= strlen(val
) / 2; /* length in bytes */
1598 tmp
= hex2bin(val
, len
);
1599 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1602 auxinfo
= snewn(len
+ 1, char);
1603 memcpy(auxinfo
, tmp
, len
);
1604 auxinfo
[len
] = '\0';
1606 } else if (!strcmp(key
, "UI")) {
1610 } else if (!strcmp(key
, "TIME")) {
1611 elapsed
= atof(val
);
1612 } else if (!strcmp(key
, "NSTATES")) {
1613 nstates
= atoi(val
);
1615 ret
= "Number of states in save file was negative";
1619 ret
= "Two state counts provided in save file";
1622 states
= snewn(nstates
, struct midend_state_entry
);
1623 for (i
= 0; i
< nstates
; i
++) {
1624 states
[i
].state
= NULL
;
1625 states
[i
].movestr
= NULL
;
1626 states
[i
].movetype
= NEWGAME
;
1628 } else if (!strcmp(key
, "STATEPOS")) {
1629 statepos
= atoi(val
);
1630 } else if (!strcmp(key
, "MOVE")) {
1632 states
[gotstates
].movetype
= MOVE
;
1633 states
[gotstates
].movestr
= val
;
1635 } else if (!strcmp(key
, "SOLVE")) {
1637 states
[gotstates
].movetype
= SOLVE
;
1638 states
[gotstates
].movestr
= val
;
1640 } else if (!strcmp(key
, "RESTART")) {
1642 states
[gotstates
].movetype
= RESTART
;
1643 states
[gotstates
].movestr
= val
;
1652 params
= me
->ourgame
->default_params();
1653 me
->ourgame
->decode_params(params
, parstr
);
1654 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1655 ret
= "Long-term parameters in save file are invalid";
1658 cparams
= me
->ourgame
->default_params();
1659 me
->ourgame
->decode_params(cparams
, cparstr
);
1660 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1661 ret
= "Short-term parameters in save file are invalid";
1664 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1666 * The seed's no use with this version, but we can perfectly
1667 * well use the rest of the data.
1673 ret
= "Game description in save file is missing";
1675 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1676 ret
= "Game description in save file is invalid";
1679 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1680 ret
= "Game private description in save file is invalid";
1683 if (statepos
< 0 || statepos
>= nstates
) {
1684 ret
= "Game position in save file is out of range";
1687 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1688 privdesc ? privdesc
: desc
);
1689 for (i
= 1; i
< nstates
; i
++) {
1690 assert(states
[i
].movetype
!= NEWGAME
);
1691 switch (states
[i
].movetype
) {
1694 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1696 if (states
[i
].state
== NULL
) {
1697 ret
= "Save file contained an invalid move";
1702 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1703 ret
= "Save file contained an invalid restart move";
1706 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1712 ui
= me
->ourgame
->new_ui(states
[0].state
);
1713 me
->ourgame
->decode_ui(ui
, uistr
);
1716 * Now we've run out of possible error conditions, so we're
1717 * ready to start overwriting the real data in the current
1718 * midend. We'll do this by swapping things with the local
1719 * variables, so that the same cleanup code will free the old
1730 me
->privdesc
= privdesc
;
1738 me
->aux_info
= auxinfo
;
1742 me
->genmode
= GOT_NOTHING
;
1744 me
->statesize
= nstates
;
1745 nstates
= me
->nstates
;
1746 me
->nstates
= me
->statesize
;
1748 struct midend_state_entry
*tmp
;
1750 me
->states
= states
;
1753 me
->statepos
= statepos
;
1759 me
->params
= params
;
1762 tmp
= me
->curparams
;
1763 me
->curparams
= cparams
;
1767 me
->oldstate
= NULL
;
1768 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1779 me
->elapsed
= elapsed
;
1780 me
->pressed_mouse_button
= 0;
1782 midend_set_timer(me
);
1785 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
1787 me
->ourgame
->new_drawstate(me
->drawing
,
1788 me
->states
[me
->statepos
-1].state
);
1789 midend_size_new_drawstate(me
);
1791 ret
= NULL
; /* success! */
1803 me
->ourgame
->free_params(params
);
1805 me
->ourgame
->free_params(cparams
);
1807 me
->ourgame
->free_ui(ui
);
1811 for (i
= 0; i
< nstates
; i
++) {
1812 if (states
[i
].state
)
1813 me
->ourgame
->free_game(states
[i
].state
);
1814 sfree(states
[i
].movestr
);
1822 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
)
1824 game_state
*soln
= NULL
;
1826 if (me
->statepos
< 1)
1827 return "No game set up to print";/* _shouldn't_ happen! */
1830 char *msg
, *movestr
;
1832 if (!me
->ourgame
->can_solve
)
1833 return "This game does not support the Solve operation";
1835 msg
= "Solve operation failed";/* game _should_ overwrite on error */
1836 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1837 me
->states
[me
->statepos
-1].state
,
1838 me
->aux_info
, &msg
);
1841 soln
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
1850 * This call passes over ownership of the two game_states and
1851 * the game_params. Hence we duplicate the ones we want to
1852 * keep, and we don't have to bother freeing soln if it was
1855 document_add_puzzle(doc
, me
->ourgame
,
1856 me
->ourgame
->dup_params(me
->curparams
),
1857 me
->ourgame
->dup_game(me
->states
[0].state
), soln
);