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' + (char)random_upto(me
->random
, 9);
339 for (i
= 1; i
< 15; i
++)
340 newseed
[i
] = '0' + (char)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
);
387 * As part of our commitment to self-testing, test the aux
388 * string to make sure nothing ghastly went wrong.
390 if (me
->ourgame
->can_solve
&& me
->aux_info
) {
395 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
398 assert(movestr
&& !msg
);
399 s
= me
->ourgame
->execute_move(me
->states
[0].state
, movestr
);
401 me
->ourgame
->free_game(s
);
405 me
->states
[me
->nstates
].movestr
= NULL
;
406 me
->states
[me
->nstates
].movetype
= NEWGAME
;
409 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
410 me
->states
[0].state
);
411 midend_size_new_drawstate(me
);
414 me
->ourgame
->free_ui(me
->ui
);
415 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
416 midend_set_timer(me
);
417 me
->pressed_mouse_button
= 0;
420 static int midend_undo(midend
*me
)
422 if (me
->statepos
> 1) {
424 me
->ourgame
->changed_state(me
->ui
,
425 me
->states
[me
->statepos
-1].state
,
426 me
->states
[me
->statepos
-2].state
);
434 static int midend_redo(midend
*me
)
436 if (me
->statepos
< me
->nstates
) {
438 me
->ourgame
->changed_state(me
->ui
,
439 me
->states
[me
->statepos
-1].state
,
440 me
->states
[me
->statepos
].state
);
448 static void midend_finish_move(midend
*me
)
453 * We do not flash if the later of the two states is special.
454 * This covers both forward Solve moves and backward (undone)
457 if ((me
->oldstate
|| me
->statepos
> 1) &&
458 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
459 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
460 !special(me
->states
[me
->statepos
].movetype
)))) {
461 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
462 me
->states
[me
->statepos
-2].state
,
463 me
->states
[me
->statepos
-1].state
,
464 me
->oldstate ? me
->dir
: +1,
467 me
->flash_pos
= 0.0F
;
468 me
->flash_time
= flashtime
;
473 me
->ourgame
->free_game(me
->oldstate
);
475 me
->anim_pos
= me
->anim_time
= 0;
478 midend_set_timer(me
);
481 void midend_stop_anim(midend
*me
)
483 if (me
->oldstate
|| me
->anim_time
!= 0) {
484 midend_finish_move(me
);
489 void midend_restart_game(midend
*me
)
493 midend_stop_anim(me
);
495 assert(me
->statepos
>= 1);
496 if (me
->statepos
== 1)
497 return; /* no point doing anything at all! */
500 * During restart, we reconstruct the game from the (public)
501 * game description rather than from states[0], because that
502 * way Mines gets slightly more sensible behaviour (restart
503 * goes to _after_ the first click so you don't have to
504 * remember where you clicked).
506 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
509 * Now enter the restarted state as the next move.
511 midend_stop_anim(me
);
512 while (me
->nstates
> me
->statepos
)
513 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
515 me
->states
[me
->nstates
].state
= s
;
516 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
517 me
->states
[me
->nstates
].movetype
= RESTART
;
518 me
->statepos
= ++me
->nstates
;
520 me
->ourgame
->changed_state(me
->ui
,
521 me
->states
[me
->statepos
-2].state
,
522 me
->states
[me
->statepos
-1].state
);
524 midend_finish_move(me
);
526 midend_set_timer(me
);
529 static int midend_really_process_key(midend
*me
, int x
, int y
, int button
)
531 game_state
*oldstate
=
532 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
533 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
539 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
540 me
->ui
, me
->drawstate
, x
, y
, button
);
543 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
544 midend_stop_anim(me
);
547 goto done
; /* never animate */
548 } else if (button
== 'u' || button
== 'u' ||
549 button
== '\x1A' || button
== '\x1F') {
550 midend_stop_anim(me
);
551 type
= me
->states
[me
->statepos
-1].movetype
;
553 if (!midend_undo(me
))
555 } else if (button
== 'r' || button
== 'R' ||
556 button
== '\x12' || button
== '\x19') {
557 midend_stop_anim(me
);
558 if (!midend_redo(me
))
560 } else if (button
== '\x13' && me
->ourgame
->can_solve
) {
561 if (midend_solve(me
))
563 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
570 s
= me
->states
[me
->statepos
-1].state
;
572 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
577 if (s
== me
->states
[me
->statepos
-1].state
) {
579 * make_move() is allowed to return its input state to
580 * indicate that although no move has been made, the UI
581 * state has been updated and a redraw is called for.
584 midend_set_timer(me
);
587 midend_stop_anim(me
);
588 while (me
->nstates
> me
->statepos
)
589 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
591 assert(movestr
!= NULL
);
592 me
->states
[me
->nstates
].state
= s
;
593 me
->states
[me
->nstates
].movestr
= movestr
;
594 me
->states
[me
->nstates
].movetype
= MOVE
;
595 me
->statepos
= ++me
->nstates
;
598 me
->ourgame
->changed_state(me
->ui
,
599 me
->states
[me
->statepos
-2].state
,
600 me
->states
[me
->statepos
-1].state
);
607 type
= me
->states
[me
->statepos
-1].movetype
;
610 * See if this move requires an animation.
612 if (special(type
) && !(type
== SOLVE
&&
613 (me
->ourgame
->flags
& SOLVE_ANIMATES
))) {
616 anim_time
= me
->ourgame
->anim_length(oldstate
,
617 me
->states
[me
->statepos
-1].state
,
621 me
->oldstate
= oldstate
; oldstate
= NULL
;
623 me
->anim_time
= anim_time
;
626 midend_finish_move(me
);
632 midend_set_timer(me
);
635 if (oldstate
) me
->ourgame
->free_game(oldstate
);
639 int midend_process_key(midend
*me
, int x
, int y
, int button
)
644 * Harmonise mouse drag and release messages.
646 * Some front ends might accidentally switch from sending, say,
647 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
648 * drag. (This can happen on the Mac, for example, since
649 * RIGHT_DRAG is usually done using Command+drag, and if the
650 * user accidentally releases Command half way through the drag
651 * then there will be trouble.)
653 * It would be an O(number of front ends) annoyance to fix this
654 * in the front ends, but an O(number of back ends) annoyance
655 * to have each game capable of dealing with it. Therefore, we
656 * fix it _here_ in the common midend code so that it only has
659 * The possible ways in which things can go screwy in the front
662 * - in a system containing multiple physical buttons button
663 * presses can inadvertently overlap. We can see ABab (caps
664 * meaning button-down and lowercase meaning button-up) when
665 * the user had semantically intended AaBb.
667 * - in a system where one button is simulated by means of a
668 * modifier key and another button, buttons can mutate
669 * between press and release (possibly during drag). So we
670 * can see Ab instead of Aa.
672 * Definite requirements are:
674 * - button _presses_ must never be invented or destroyed. If
675 * the user presses two buttons in succession, the button
676 * presses must be transferred to the backend unchanged. So
677 * if we see AaBb , that's fine; if we see ABab (the button
678 * presses inadvertently overlapped) we must somehow
679 * `correct' it to AaBb.
681 * - every mouse action must end up looking like a press, zero
682 * or more drags, then a release. This allows back ends to
683 * make the _assumption_ that incoming mouse data will be
684 * sane in this regard, and not worry about the details.
686 * So my policy will be:
688 * - treat any button-up as a button-up for the currently
689 * pressed button, or ignore it if there is no currently
692 * - treat any drag as a drag for the currently pressed
693 * button, or ignore it if there is no currently pressed
696 * - if we see a button-down while another button is currently
697 * pressed, invent a button-up for the first one and then
698 * pass the button-down through as before.
700 * 2005-05-31: An addendum to the above. Some games might want
701 * a `priority order' among buttons, such that if one button is
702 * pressed while another is down then a fixed one of the
703 * buttons takes priority no matter what order they're pressed
704 * in. Mines, in particular, wants to treat a left+right click
705 * like a left click for the benefit of users of other
706 * implementations. So the last of the above points is modified
707 * in the presence of an (optional) button priority order.
709 * A further addition: we translate certain keyboard presses to
710 * cursor key 'select' buttons, so that a) frontends don't have
711 * to translate these themselves (like they do for CURSOR_UP etc),
712 * and b) individual games don't have to hard-code button presses
713 * of '\n' etc for keyboard-based cursors. The choice of buttons
714 * here could eventually be controlled by a runtime configuration
717 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
718 if (me
->pressed_mouse_button
) {
719 if (IS_MOUSE_DRAG(button
)) {
720 button
= me
->pressed_mouse_button
+
721 (LEFT_DRAG
- LEFT_BUTTON
);
723 button
= me
->pressed_mouse_button
+
724 (LEFT_RELEASE
- LEFT_BUTTON
);
727 return ret
; /* ignore it */
728 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
730 * If the new button has lower priority than the old one,
731 * don't bother doing this.
733 if (me
->ourgame
->flags
&
734 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
735 return ret
; /* just ignore it */
738 * Fabricate a button-up for the previously pressed button.
740 ret
= ret
&& midend_really_process_key
741 (me
, x
, y
, (me
->pressed_mouse_button
+
742 (LEFT_RELEASE
- LEFT_BUTTON
)));
746 * Translate keyboard presses to cursor selection.
748 if (button
== '\n' || button
== '\r')
749 button
= CURSOR_SELECT
;
751 button
= CURSOR_SELECT2
;
754 * Now send on the event we originally received.
756 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
759 * And update the currently pressed button.
761 if (IS_MOUSE_RELEASE(button
))
762 me
->pressed_mouse_button
= 0;
763 else if (IS_MOUSE_DOWN(button
))
764 me
->pressed_mouse_button
= button
;
769 void midend_redraw(midend
*me
)
773 if (me
->statepos
> 0 && me
->drawstate
) {
774 start_draw(me
->drawing
);
775 if (me
->oldstate
&& me
->anim_time
> 0 &&
776 me
->anim_pos
< me
->anim_time
) {
777 assert(me
->dir
!= 0);
778 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, me
->oldstate
,
779 me
->states
[me
->statepos
-1].state
, me
->dir
,
780 me
->ui
, me
->anim_pos
, me
->flash_pos
);
782 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, NULL
,
783 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
784 me
->ui
, 0.0, me
->flash_pos
);
786 end_draw(me
->drawing
);
791 * Nasty hacky function used to implement the --redo option in
792 * gtk.c. Only used for generating the puzzles' icons.
794 void midend_freeze_timer(midend
*me
, float tprop
)
796 me
->anim_pos
= me
->anim_time
* tprop
;
798 deactivate_timer(me
->frontend
);
801 void midend_timer(midend
*me
, float tplus
)
803 int need_redraw
= (me
->anim_time
> 0 || me
->flash_time
> 0);
805 me
->anim_pos
+= tplus
;
806 if (me
->anim_pos
>= me
->anim_time
||
807 me
->anim_time
== 0 || !me
->oldstate
) {
808 if (me
->anim_time
> 0)
809 midend_finish_move(me
);
812 me
->flash_pos
+= tplus
;
813 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
814 me
->flash_pos
= me
->flash_time
= 0;
821 float oldelapsed
= me
->elapsed
;
822 me
->elapsed
+= tplus
;
823 if ((int)oldelapsed
!= (int)me
->elapsed
)
824 status_bar(me
->drawing
, me
->laststatus ? me
->laststatus
: "");
827 midend_set_timer(me
);
830 float *midend_colours(midend
*me
, int *ncolours
)
834 ret
= me
->ourgame
->colours(me
->frontend
, ncolours
);
840 * Allow environment-based overrides for the standard
841 * colours by defining variables along the lines of
842 * `NET_COLOUR_4=6000c0'.
845 for (i
= 0; i
< *ncolours
; i
++) {
847 unsigned int r
, g
, b
;
850 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
851 for (j
= k
= 0; buf
[j
]; j
++)
852 if (!isspace((unsigned char)buf
[j
]))
853 buf
[k
++] = toupper((unsigned char)buf
[j
]);
855 if ((e
= getenv(buf
)) != NULL
&&
856 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
857 ret
[i
*3 + 0] = r
/ 255.0F
;
858 ret
[i
*3 + 1] = g
/ 255.0F
;
859 ret
[i
*3 + 2] = b
/ 255.0F
;
867 int midend_num_presets(midend
*me
)
873 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
874 if (me
->presetsize
<= me
->npresets
) {
875 me
->presetsize
= me
->npresets
+ 10;
876 me
->presets
= sresize(me
->presets
, me
->presetsize
,
878 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
880 me
->preset_encodings
= sresize(me
->preset_encodings
,
881 me
->presetsize
, char *);
884 me
->presets
[me
->npresets
] = preset
;
885 me
->preset_names
[me
->npresets
] = name
;
886 me
->preset_encodings
[me
->npresets
] =
887 me
->ourgame
->encode_params(preset
, TRUE
);;
894 * Allow environment-based extensions to the preset list by
895 * defining a variable along the lines of `SOLO_PRESETS=2x3
896 * Advanced:2x3da'. Colon-separated list of items,
897 * alternating between textual titles in the menu and
898 * encoded parameter strings.
900 char buf
[80], *e
, *p
;
903 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
904 for (j
= k
= 0; buf
[j
]; j
++)
905 if (!isspace((unsigned char)buf
[j
]))
906 buf
[k
++] = toupper((unsigned char)buf
[j
]);
909 if ((e
= getenv(buf
)) != NULL
) {
917 while (*p
&& *p
!= ':') p
++;
920 while (*p
&& *p
!= ':') p
++;
923 preset
= me
->ourgame
->default_params();
924 me
->ourgame
->decode_params(preset
, val
);
926 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
927 /* Drop this one from the list. */
928 me
->ourgame
->free_params(preset
);
932 if (me
->presetsize
<= me
->npresets
) {
933 me
->presetsize
= me
->npresets
+ 10;
934 me
->presets
= sresize(me
->presets
, me
->presetsize
,
936 me
->preset_names
= sresize(me
->preset_names
,
937 me
->presetsize
, char *);
938 me
->preset_encodings
= sresize(me
->preset_encodings
,
939 me
->presetsize
, char *);
942 me
->presets
[me
->npresets
] = preset
;
943 me
->preset_names
[me
->npresets
] = dupstr(name
);
944 me
->preset_encodings
[me
->npresets
] =
945 me
->ourgame
->encode_params(preset
, TRUE
);
954 void midend_fetch_preset(midend
*me
, int n
,
955 char **name
, game_params
**params
)
957 assert(n
>= 0 && n
< me
->npresets
);
958 *name
= me
->preset_names
[n
];
959 *params
= me
->presets
[n
];
962 int midend_which_preset(midend
*me
)
964 char *encoding
= me
->ourgame
->encode_params(me
->params
, TRUE
);
968 for (i
= 0; i
< me
->npresets
; i
++)
969 if (!strcmp(encoding
, me
->preset_encodings
[i
])) {
978 int midend_wants_statusbar(midend
*me
)
980 return me
->ourgame
->wants_statusbar
;
983 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
)
987 me
->desc
= dupstr(desc
);
988 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
991 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
)
993 char *titlebuf
, *parstr
, *rest
;
998 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
1002 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
1003 *wintitle
= titlebuf
;
1004 return me
->ourgame
->configure(me
->params
);
1007 if (!me
->curparams
) {
1011 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
1012 which
== CFG_SEED ?
"random" : "game");
1013 *wintitle
= titlebuf
;
1015 ret
= snewn(2, config_item
);
1017 ret
[0].type
= C_STRING
;
1018 if (which
== CFG_SEED
)
1019 ret
[0].name
= "Game random seed";
1021 ret
[0].name
= "Game ID";
1024 * For CFG_DESC the text going in here will be a string
1025 * encoding of the restricted parameters, plus a colon,
1026 * plus the game description. For CFG_SEED it will be the
1027 * full parameters, plus a hash, plus the random seed data.
1028 * Either of these is a valid full game ID (although only
1029 * the former is likely to persist across many code
1032 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
1034 if (which
== CFG_DESC
) {
1035 rest
= me
->desc ? me
->desc
: "";
1038 rest
= me
->seedstr ? me
->seedstr
: "";
1041 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
1042 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
1045 ret
[1].type
= C_END
;
1046 ret
[1].name
= ret
[1].sval
= NULL
;
1052 assert(!"We shouldn't be here");
1056 static char *midend_game_id_int(midend
*me
, char *id
, int defmode
)
1058 char *error
, *par
, *desc
, *seed
;
1059 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
1062 seed
= strchr(id
, '#');
1063 desc
= strchr(id
, ':');
1065 if (desc
&& (!seed
|| desc
< seed
)) {
1067 * We have a colon separating parameters from game
1068 * description. So `par' now points to the parameters
1069 * string, and `desc' to the description string.
1074 } else if (seed
&& (!desc
|| seed
< desc
)) {
1076 * We have a hash separating parameters from random seed.
1077 * So `par' now points to the parameters string, and `seed'
1078 * to the seed string.
1085 * We only have one string. Depending on `defmode', we take
1086 * it to be either parameters, seed or description.
1088 if (defmode
== DEF_SEED
) {
1091 } else if (defmode
== DEF_DESC
) {
1101 * We must be reasonably careful here not to modify anything in
1102 * `me' until we have finished validating things. This function
1103 * must either return an error and do nothing to the midend, or
1104 * return success and do everything; nothing in between is
1107 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
1110 newcurparams
= me
->ourgame
->dup_params(me
->params
);
1111 me
->ourgame
->decode_params(newcurparams
, par
);
1112 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
1114 me
->ourgame
->free_params(newcurparams
);
1117 oldparams1
= me
->curparams
;
1120 * Now filter only the persistent parts of this state into
1121 * the long-term params structure, unless we've _only_
1122 * received a params string in which case the whole lot is
1125 oldparams2
= me
->params
;
1129 newparams
= me
->ourgame
->dup_params(me
->params
);
1131 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
1132 me
->ourgame
->decode_params(newparams
, tmpstr
);
1136 newparams
= me
->ourgame
->dup_params(newcurparams
);
1140 newcurparams
= me
->curparams
;
1141 newparams
= me
->params
;
1142 free_params
= FALSE
;
1146 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1150 me
->ourgame
->free_params(newcurparams
);
1152 me
->ourgame
->free_params(newparams
);
1159 * Now we've got past all possible error points. Update the
1162 me
->params
= newparams
;
1163 me
->curparams
= newcurparams
;
1165 me
->ourgame
->free_params(oldparams1
);
1167 me
->ourgame
->free_params(oldparams2
);
1170 sfree(me
->privdesc
);
1171 me
->desc
= me
->privdesc
= NULL
;
1176 me
->desc
= dupstr(desc
);
1177 me
->genmode
= GOT_DESC
;
1178 sfree(me
->aux_info
);
1179 me
->aux_info
= NULL
;
1183 me
->seedstr
= dupstr(seed
);
1184 me
->genmode
= GOT_SEED
;
1190 char *midend_game_id(midend
*me
, char *id
)
1192 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1195 char *midend_get_game_id(midend
*me
)
1199 parstr
= me
->ourgame
->encode_params(me
->curparams
, FALSE
);
1202 ret
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
1203 sprintf(ret
, "%s:%s", parstr
, me
->desc
);
1208 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
)
1211 game_params
*params
;
1215 params
= me
->ourgame
->custom_params(cfg
);
1216 error
= me
->ourgame
->validate_params(params
, TRUE
);
1219 me
->ourgame
->free_params(params
);
1223 me
->ourgame
->free_params(me
->params
);
1224 me
->params
= params
;
1229 error
= midend_game_id_int(me
, cfg
[0].sval
,
1230 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1239 int midend_can_format_as_text_now(midend
*me
)
1241 if (me
->ourgame
->can_format_as_text_ever
)
1242 return me
->ourgame
->can_format_as_text_now(me
->params
);
1247 char *midend_text_format(midend
*me
)
1249 if (me
->ourgame
->can_format_as_text_ever
&& me
->statepos
> 0 &&
1250 me
->ourgame
->can_format_as_text_now(me
->params
))
1251 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1256 char *midend_solve(midend
*me
)
1259 char *msg
, *movestr
;
1261 if (!me
->ourgame
->can_solve
)
1262 return "This game does not support the Solve operation";
1264 if (me
->statepos
< 1)
1265 return "No game set up to solve"; /* _shouldn't_ happen! */
1268 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1269 me
->states
[me
->statepos
-1].state
,
1270 me
->aux_info
, &msg
);
1273 msg
= "Solve operation failed"; /* _shouldn't_ happen, but can */
1276 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1280 * Now enter the solved state as the next move.
1282 midend_stop_anim(me
);
1283 while (me
->nstates
> me
->statepos
) {
1284 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1285 if (me
->states
[me
->nstates
].movestr
)
1286 sfree(me
->states
[me
->nstates
].movestr
);
1289 me
->states
[me
->nstates
].state
= s
;
1290 me
->states
[me
->nstates
].movestr
= movestr
;
1291 me
->states
[me
->nstates
].movetype
= SOLVE
;
1292 me
->statepos
= ++me
->nstates
;
1294 me
->ourgame
->changed_state(me
->ui
,
1295 me
->states
[me
->statepos
-2].state
,
1296 me
->states
[me
->statepos
-1].state
);
1298 if (me
->ourgame
->flags
& SOLVE_ANIMATES
) {
1299 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1301 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1302 me
->states
[me
->statepos
-1].state
,
1306 me
->anim_time
= 0.0;
1307 midend_finish_move(me
);
1310 midend_set_timer(me
);
1314 char *midend_rewrite_statusbar(midend
*me
, char *text
)
1317 * An important special case is that we are occasionally called
1318 * with our own laststatus, to update the timer.
1320 if (me
->laststatus
!= text
) {
1321 sfree(me
->laststatus
);
1322 me
->laststatus
= dupstr(text
);
1325 if (me
->ourgame
->is_timed
) {
1326 char timebuf
[100], *ret
;
1329 sec
= (int)me
->elapsed
;
1332 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1334 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1335 strcpy(ret
, timebuf
);
1340 return dupstr(text
);
1344 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1345 #define SERIALISE_VERSION "1"
1347 void midend_serialise(midend
*me
,
1348 void (*write
)(void *ctx
, void *buf
, int len
),
1354 * Each line of the save file contains three components. First
1355 * exactly 8 characters of header word indicating what type of
1356 * data is contained on the line; then a colon followed by a
1357 * decimal integer giving the length of the main string on the
1358 * line; then a colon followed by the string itself (exactly as
1359 * many bytes as previously specified, no matter what they
1360 * contain). Then a newline (of reasonably flexible form).
1362 #define wr(h,s) do { \
1365 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1366 write(wctx, hbuf, strlen(hbuf)); \
1367 write(wctx, str, strlen(str)); \
1368 write(wctx, "\n", 1); \
1372 * Magic string identifying the file, and version number of the
1375 wr("SAVEFILE", SERIALISE_MAGIC
);
1376 wr("VERSION", SERIALISE_VERSION
);
1379 * The game name. (Copied locally to avoid const annoyance.)
1382 char *s
= dupstr(me
->ourgame
->name
);
1388 * The current long-term parameters structure, in full.
1391 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1397 * The current short-term parameters structure, in full.
1399 if (me
->curparams
) {
1400 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1406 * The current game description, the privdesc, and the random seed.
1409 wr("SEED", me
->seedstr
);
1411 wr("DESC", me
->desc
);
1413 wr("PRIVDESC", me
->privdesc
);
1416 * The game's aux_info. We obfuscate this to prevent spoilers
1417 * (people are likely to run `head' or similar on a saved game
1418 * file simply to find out what it is, and don't necessarily
1419 * want to be told the answer to the puzzle!)
1426 len
= strlen(me
->aux_info
);
1427 s1
= snewn(len
, unsigned char);
1428 memcpy(s1
, me
->aux_info
, len
);
1429 obfuscate_bitmap(s1
, len
*8, FALSE
);
1430 s2
= bin2hex(s1
, len
);
1439 * Any required serialisation of the game_ui.
1442 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1450 * The game time, if it's a timed game.
1452 if (me
->ourgame
->is_timed
) {
1454 sprintf(buf
, "%g", me
->elapsed
);
1459 * The length of, and position in, the states list.
1463 sprintf(buf
, "%d", me
->nstates
);
1465 sprintf(buf
, "%d", me
->statepos
);
1466 wr("STATEPOS", buf
);
1470 * For each state after the initial one (which we know is
1471 * constructed from either privdesc or desc), enough
1472 * information for execute_move() to reconstruct it from the
1475 for (i
= 1; i
< me
->nstates
; i
++) {
1476 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1477 switch (me
->states
[i
].movetype
) {
1479 wr("MOVE", me
->states
[i
].movestr
);
1482 wr("SOLVE", me
->states
[i
].movestr
);
1485 wr("RESTART", me
->states
[i
].movestr
);
1494 * This function returns NULL on success, or an error message.
1496 char *midend_deserialise(midend
*me
,
1497 int (*read
)(void *ctx
, void *buf
, int len
),
1500 int nstates
= 0, statepos
= -1, gotstates
= 0;
1501 int started
= FALSE
;
1505 /* Initially all errors give the same report */
1506 char *ret
= "Data does not appear to be a saved game file";
1509 * We construct all the new state in local variables while we
1510 * check its sanity. Only once we have finished reading the
1511 * serialised data and detected no errors at all do we start
1512 * modifying stuff in the midend passed in.
1514 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1515 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1516 float elapsed
= 0.0F
;
1517 game_params
*params
= NULL
, *cparams
= NULL
;
1519 struct midend_state_entry
*states
= NULL
;
1522 * Loop round and round reading one key/value pair at a time
1523 * from the serialised stream, until we have enough game states
1526 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1531 if (!read(rctx
, key
, 1)) {
1532 /* unexpected EOF */
1535 } while (key
[0] == '\r' || key
[0] == '\n');
1537 if (!read(rctx
, key
+1, 8)) {
1538 /* unexpected EOF */
1542 if (key
[8] != ':') {
1544 ret
= "Data was incorrectly formatted for a saved game file";
1547 len
= strcspn(key
, ": ");
1553 if (!read(rctx
, &c
, 1)) {
1554 /* unexpected EOF */
1560 } else if (c
>= '0' && c
<= '9') {
1561 len
= (len
* 10) + (c
- '0');
1564 ret
= "Data was incorrectly formatted for a"
1570 val
= snewn(len
+1, char);
1571 if (!read(rctx
, val
, len
)) {
1578 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1579 /* ret already has the right message in it */
1582 /* Now most errors are this one, unless otherwise specified */
1583 ret
= "Saved data ended unexpectedly";
1586 if (!strcmp(key
, "VERSION")) {
1587 if (strcmp(val
, SERIALISE_VERSION
)) {
1588 ret
= "Cannot handle this version of the saved game"
1592 } else if (!strcmp(key
, "GAME")) {
1593 if (strcmp(val
, me
->ourgame
->name
)) {
1594 ret
= "Save file is from a different game";
1597 } else if (!strcmp(key
, "PARAMS")) {
1601 } else if (!strcmp(key
, "CPARAMS")) {
1605 } else if (!strcmp(key
, "SEED")) {
1609 } else if (!strcmp(key
, "DESC")) {
1613 } else if (!strcmp(key
, "PRIVDESC")) {
1617 } else if (!strcmp(key
, "AUXINFO")) {
1619 int len
= strlen(val
) / 2; /* length in bytes */
1620 tmp
= hex2bin(val
, len
);
1621 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1624 auxinfo
= snewn(len
+ 1, char);
1625 memcpy(auxinfo
, tmp
, len
);
1626 auxinfo
[len
] = '\0';
1628 } else if (!strcmp(key
, "UI")) {
1632 } else if (!strcmp(key
, "TIME")) {
1633 elapsed
= (float)atof(val
);
1634 } else if (!strcmp(key
, "NSTATES")) {
1635 nstates
= atoi(val
);
1637 ret
= "Number of states in save file was negative";
1641 ret
= "Two state counts provided in save file";
1644 states
= snewn(nstates
, struct midend_state_entry
);
1645 for (i
= 0; i
< nstates
; i
++) {
1646 states
[i
].state
= NULL
;
1647 states
[i
].movestr
= NULL
;
1648 states
[i
].movetype
= NEWGAME
;
1650 } else if (!strcmp(key
, "STATEPOS")) {
1651 statepos
= atoi(val
);
1652 } else if (!strcmp(key
, "MOVE")) {
1654 states
[gotstates
].movetype
= MOVE
;
1655 states
[gotstates
].movestr
= val
;
1657 } else if (!strcmp(key
, "SOLVE")) {
1659 states
[gotstates
].movetype
= SOLVE
;
1660 states
[gotstates
].movestr
= val
;
1662 } else if (!strcmp(key
, "RESTART")) {
1664 states
[gotstates
].movetype
= RESTART
;
1665 states
[gotstates
].movestr
= val
;
1674 params
= me
->ourgame
->default_params();
1675 me
->ourgame
->decode_params(params
, parstr
);
1676 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1677 ret
= "Long-term parameters in save file are invalid";
1680 cparams
= me
->ourgame
->default_params();
1681 me
->ourgame
->decode_params(cparams
, cparstr
);
1682 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1683 ret
= "Short-term parameters in save file are invalid";
1686 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1688 * The seed's no use with this version, but we can perfectly
1689 * well use the rest of the data.
1695 ret
= "Game description in save file is missing";
1697 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1698 ret
= "Game description in save file is invalid";
1701 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1702 ret
= "Game private description in save file is invalid";
1705 if (statepos
< 0 || statepos
>= nstates
) {
1706 ret
= "Game position in save file is out of range";
1709 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1710 privdesc ? privdesc
: desc
);
1711 for (i
= 1; i
< nstates
; i
++) {
1712 assert(states
[i
].movetype
!= NEWGAME
);
1713 switch (states
[i
].movetype
) {
1716 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1718 if (states
[i
].state
== NULL
) {
1719 ret
= "Save file contained an invalid move";
1724 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1725 ret
= "Save file contained an invalid restart move";
1728 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1734 ui
= me
->ourgame
->new_ui(states
[0].state
);
1735 me
->ourgame
->decode_ui(ui
, uistr
);
1738 * Now we've run out of possible error conditions, so we're
1739 * ready to start overwriting the real data in the current
1740 * midend. We'll do this by swapping things with the local
1741 * variables, so that the same cleanup code will free the old
1752 me
->privdesc
= privdesc
;
1760 me
->aux_info
= auxinfo
;
1764 me
->genmode
= GOT_NOTHING
;
1766 me
->statesize
= nstates
;
1767 nstates
= me
->nstates
;
1768 me
->nstates
= me
->statesize
;
1770 struct midend_state_entry
*tmp
;
1772 me
->states
= states
;
1775 me
->statepos
= statepos
;
1781 me
->params
= params
;
1784 tmp
= me
->curparams
;
1785 me
->curparams
= cparams
;
1789 me
->oldstate
= NULL
;
1790 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1801 me
->elapsed
= elapsed
;
1802 me
->pressed_mouse_button
= 0;
1804 midend_set_timer(me
);
1807 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
1809 me
->ourgame
->new_drawstate(me
->drawing
,
1810 me
->states
[me
->statepos
-1].state
);
1811 midend_size_new_drawstate(me
);
1813 ret
= NULL
; /* success! */
1825 me
->ourgame
->free_params(params
);
1827 me
->ourgame
->free_params(cparams
);
1829 me
->ourgame
->free_ui(ui
);
1833 for (i
= 0; i
< nstates
; i
++) {
1834 if (states
[i
].state
)
1835 me
->ourgame
->free_game(states
[i
].state
);
1836 sfree(states
[i
].movestr
);
1844 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
)
1846 game_state
*soln
= NULL
;
1848 if (me
->statepos
< 1)
1849 return "No game set up to print";/* _shouldn't_ happen! */
1852 char *msg
, *movestr
;
1854 if (!me
->ourgame
->can_solve
)
1855 return "This game does not support the Solve operation";
1857 msg
= "Solve operation failed";/* game _should_ overwrite on error */
1858 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1859 me
->states
[me
->statepos
-1].state
,
1860 me
->aux_info
, &msg
);
1863 soln
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
1872 * This call passes over ownership of the two game_states and
1873 * the game_params. Hence we duplicate the ones we want to
1874 * keep, and we don't have to bother freeing soln if it was
1877 document_add_puzzle(doc
, me
->ourgame
,
1878 me
->ourgame
->dup_params(me
->curparams
),
1879 me
->ourgame
->dup_game(me
->states
[0].state
), soln
);