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 int midend_tilesize(midend
*me
) { return me
->tilesize
; }
283 void midend_set_params(midend
*me
, game_params
*params
)
285 me
->ourgame
->free_params(me
->params
);
286 me
->params
= me
->ourgame
->dup_params(params
);
289 game_params
*midend_get_params(midend
*me
)
291 return me
->ourgame
->dup_params(me
->params
);
294 static void midend_set_timer(midend
*me
)
296 me
->timing
= (me
->ourgame
->is_timed
&&
297 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
,
299 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
300 activate_timer(me
->frontend
);
302 deactivate_timer(me
->frontend
);
305 void midend_force_redraw(midend
*me
)
308 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
309 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
310 me
->states
[0].state
);
311 midend_size_new_drawstate(me
);
315 void midend_new_game(midend
*me
)
317 midend_free_game(me
);
319 assert(me
->nstates
== 0);
321 if (me
->genmode
== GOT_DESC
) {
322 me
->genmode
= GOT_NOTHING
;
326 if (me
->genmode
== GOT_SEED
) {
327 me
->genmode
= GOT_NOTHING
;
330 * Generate a new random seed. 15 digits comes to about
331 * 48 bits, which should be more than enough.
333 * I'll avoid putting a leading zero on the number,
334 * just in case it confuses anybody who thinks it's
335 * processed as an integer rather than a string.
340 newseed
[0] = '1' + (char)random_upto(me
->random
, 9);
341 for (i
= 1; i
< 15; i
++)
342 newseed
[i
] = '0' + (char)random_upto(me
->random
, 10);
344 me
->seedstr
= dupstr(newseed
);
347 me
->ourgame
->free_params(me
->curparams
);
348 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
356 rs
= random_new(me
->seedstr
, strlen(me
->seedstr
));
358 * If this midend has been instantiated without providing a
359 * drawing API, it is non-interactive. This means that it's
360 * being used for bulk game generation, and hence we should
361 * pass the non-interactive flag to new_desc.
363 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
364 &me
->aux_info
, (me
->drawing
!= NULL
));
372 * It might seem a bit odd that we're using me->params to
373 * create the initial game state, rather than me->curparams
374 * which is better tailored to this specific game and which we
377 * It's supposed to be an invariant in the midend that
378 * me->params and me->curparams differ in no aspect that is
379 * important after generation (i.e. after new_desc()). By
380 * deliberately passing the _less_ specific of these two
381 * parameter sets, we provoke play-time misbehaviour in the
382 * case where a game has failed to encode a play-time parameter
383 * in the non-full version of encode_params().
385 me
->states
[me
->nstates
].state
=
386 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
389 * As part of our commitment to self-testing, test the aux
390 * string to make sure nothing ghastly went wrong.
392 if (me
->ourgame
->can_solve
&& me
->aux_info
) {
397 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
400 assert(movestr
&& !msg
);
401 s
= me
->ourgame
->execute_move(me
->states
[0].state
, movestr
);
403 me
->ourgame
->free_game(s
);
407 me
->states
[me
->nstates
].movestr
= NULL
;
408 me
->states
[me
->nstates
].movetype
= NEWGAME
;
411 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
412 me
->states
[0].state
);
413 midend_size_new_drawstate(me
);
416 me
->ourgame
->free_ui(me
->ui
);
417 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
418 midend_set_timer(me
);
419 me
->pressed_mouse_button
= 0;
422 static int midend_undo(midend
*me
)
424 if (me
->statepos
> 1) {
426 me
->ourgame
->changed_state(me
->ui
,
427 me
->states
[me
->statepos
-1].state
,
428 me
->states
[me
->statepos
-2].state
);
436 static int midend_redo(midend
*me
)
438 if (me
->statepos
< me
->nstates
) {
440 me
->ourgame
->changed_state(me
->ui
,
441 me
->states
[me
->statepos
-1].state
,
442 me
->states
[me
->statepos
].state
);
450 static void midend_finish_move(midend
*me
)
455 * We do not flash if the later of the two states is special.
456 * This covers both forward Solve moves and backward (undone)
459 if ((me
->oldstate
|| me
->statepos
> 1) &&
460 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
461 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
462 !special(me
->states
[me
->statepos
].movetype
)))) {
463 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
464 me
->states
[me
->statepos
-2].state
,
465 me
->states
[me
->statepos
-1].state
,
466 me
->oldstate ? me
->dir
: +1,
469 me
->flash_pos
= 0.0F
;
470 me
->flash_time
= flashtime
;
475 me
->ourgame
->free_game(me
->oldstate
);
477 me
->anim_pos
= me
->anim_time
= 0;
480 midend_set_timer(me
);
483 void midend_stop_anim(midend
*me
)
485 if (me
->oldstate
|| me
->anim_time
!= 0) {
486 midend_finish_move(me
);
491 void midend_restart_game(midend
*me
)
495 midend_stop_anim(me
);
497 assert(me
->statepos
>= 1);
498 if (me
->statepos
== 1)
499 return; /* no point doing anything at all! */
502 * During restart, we reconstruct the game from the (public)
503 * game description rather than from states[0], because that
504 * way Mines gets slightly more sensible behaviour (restart
505 * goes to _after_ the first click so you don't have to
506 * remember where you clicked).
508 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
511 * Now enter the restarted state as the next move.
513 midend_stop_anim(me
);
514 while (me
->nstates
> me
->statepos
)
515 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
517 me
->states
[me
->nstates
].state
= s
;
518 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
519 me
->states
[me
->nstates
].movetype
= RESTART
;
520 me
->statepos
= ++me
->nstates
;
522 me
->ourgame
->changed_state(me
->ui
,
523 me
->states
[me
->statepos
-2].state
,
524 me
->states
[me
->statepos
-1].state
);
526 midend_finish_move(me
);
528 midend_set_timer(me
);
531 static int midend_really_process_key(midend
*me
, int x
, int y
, int button
)
533 game_state
*oldstate
=
534 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
535 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
541 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
542 me
->ui
, me
->drawstate
, x
, y
, button
);
545 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
546 midend_stop_anim(me
);
549 goto done
; /* never animate */
550 } else if (button
== 'u' || button
== 'u' ||
551 button
== '\x1A' || button
== '\x1F') {
552 midend_stop_anim(me
);
553 type
= me
->states
[me
->statepos
-1].movetype
;
555 if (!midend_undo(me
))
557 } else if (button
== 'r' || button
== 'R' ||
558 button
== '\x12' || button
== '\x19') {
559 midend_stop_anim(me
);
560 if (!midend_redo(me
))
562 } else if (button
== '\x13' && me
->ourgame
->can_solve
) {
563 if (midend_solve(me
))
565 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
572 s
= me
->states
[me
->statepos
-1].state
;
574 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
579 if (s
== me
->states
[me
->statepos
-1].state
) {
581 * make_move() is allowed to return its input state to
582 * indicate that although no move has been made, the UI
583 * state has been updated and a redraw is called for.
586 midend_set_timer(me
);
589 midend_stop_anim(me
);
590 while (me
->nstates
> me
->statepos
)
591 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
593 assert(movestr
!= NULL
);
594 me
->states
[me
->nstates
].state
= s
;
595 me
->states
[me
->nstates
].movestr
= movestr
;
596 me
->states
[me
->nstates
].movetype
= MOVE
;
597 me
->statepos
= ++me
->nstates
;
600 me
->ourgame
->changed_state(me
->ui
,
601 me
->states
[me
->statepos
-2].state
,
602 me
->states
[me
->statepos
-1].state
);
609 type
= me
->states
[me
->statepos
-1].movetype
;
612 * See if this move requires an animation.
614 if (special(type
) && !(type
== SOLVE
&&
615 (me
->ourgame
->flags
& SOLVE_ANIMATES
))) {
618 anim_time
= me
->ourgame
->anim_length(oldstate
,
619 me
->states
[me
->statepos
-1].state
,
623 me
->oldstate
= oldstate
; oldstate
= NULL
;
625 me
->anim_time
= anim_time
;
628 midend_finish_move(me
);
634 midend_set_timer(me
);
637 if (oldstate
) me
->ourgame
->free_game(oldstate
);
641 int midend_process_key(midend
*me
, int x
, int y
, int button
)
646 * Harmonise mouse drag and release messages.
648 * Some front ends might accidentally switch from sending, say,
649 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
650 * drag. (This can happen on the Mac, for example, since
651 * RIGHT_DRAG is usually done using Command+drag, and if the
652 * user accidentally releases Command half way through the drag
653 * then there will be trouble.)
655 * It would be an O(number of front ends) annoyance to fix this
656 * in the front ends, but an O(number of back ends) annoyance
657 * to have each game capable of dealing with it. Therefore, we
658 * fix it _here_ in the common midend code so that it only has
661 * The possible ways in which things can go screwy in the front
664 * - in a system containing multiple physical buttons button
665 * presses can inadvertently overlap. We can see ABab (caps
666 * meaning button-down and lowercase meaning button-up) when
667 * the user had semantically intended AaBb.
669 * - in a system where one button is simulated by means of a
670 * modifier key and another button, buttons can mutate
671 * between press and release (possibly during drag). So we
672 * can see Ab instead of Aa.
674 * Definite requirements are:
676 * - button _presses_ must never be invented or destroyed. If
677 * the user presses two buttons in succession, the button
678 * presses must be transferred to the backend unchanged. So
679 * if we see AaBb , that's fine; if we see ABab (the button
680 * presses inadvertently overlapped) we must somehow
681 * `correct' it to AaBb.
683 * - every mouse action must end up looking like a press, zero
684 * or more drags, then a release. This allows back ends to
685 * make the _assumption_ that incoming mouse data will be
686 * sane in this regard, and not worry about the details.
688 * So my policy will be:
690 * - treat any button-up as a button-up for the currently
691 * pressed button, or ignore it if there is no currently
694 * - treat any drag as a drag for the currently pressed
695 * button, or ignore it if there is no currently pressed
698 * - if we see a button-down while another button is currently
699 * pressed, invent a button-up for the first one and then
700 * pass the button-down through as before.
702 * 2005-05-31: An addendum to the above. Some games might want
703 * a `priority order' among buttons, such that if one button is
704 * pressed while another is down then a fixed one of the
705 * buttons takes priority no matter what order they're pressed
706 * in. Mines, in particular, wants to treat a left+right click
707 * like a left click for the benefit of users of other
708 * implementations. So the last of the above points is modified
709 * in the presence of an (optional) button priority order.
711 * A further addition: we translate certain keyboard presses to
712 * cursor key 'select' buttons, so that a) frontends don't have
713 * to translate these themselves (like they do for CURSOR_UP etc),
714 * and b) individual games don't have to hard-code button presses
715 * of '\n' etc for keyboard-based cursors. The choice of buttons
716 * here could eventually be controlled by a runtime configuration
719 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
720 if (me
->pressed_mouse_button
) {
721 if (IS_MOUSE_DRAG(button
)) {
722 button
= me
->pressed_mouse_button
+
723 (LEFT_DRAG
- LEFT_BUTTON
);
725 button
= me
->pressed_mouse_button
+
726 (LEFT_RELEASE
- LEFT_BUTTON
);
729 return ret
; /* ignore it */
730 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
732 * If the new button has lower priority than the old one,
733 * don't bother doing this.
735 if (me
->ourgame
->flags
&
736 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
737 return ret
; /* just ignore it */
740 * Fabricate a button-up for the previously pressed button.
742 ret
= ret
&& midend_really_process_key
743 (me
, x
, y
, (me
->pressed_mouse_button
+
744 (LEFT_RELEASE
- LEFT_BUTTON
)));
748 * Translate keyboard presses to cursor selection.
750 if (button
== '\n' || button
== '\r')
751 button
= CURSOR_SELECT
;
753 button
= CURSOR_SELECT2
;
756 * Now send on the event we originally received.
758 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
761 * And update the currently pressed button.
763 if (IS_MOUSE_RELEASE(button
))
764 me
->pressed_mouse_button
= 0;
765 else if (IS_MOUSE_DOWN(button
))
766 me
->pressed_mouse_button
= button
;
771 void midend_redraw(midend
*me
)
775 if (me
->statepos
> 0 && me
->drawstate
) {
776 start_draw(me
->drawing
);
777 if (me
->oldstate
&& me
->anim_time
> 0 &&
778 me
->anim_pos
< me
->anim_time
) {
779 assert(me
->dir
!= 0);
780 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, me
->oldstate
,
781 me
->states
[me
->statepos
-1].state
, me
->dir
,
782 me
->ui
, me
->anim_pos
, me
->flash_pos
);
784 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, NULL
,
785 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
786 me
->ui
, 0.0, me
->flash_pos
);
788 end_draw(me
->drawing
);
793 * Nasty hacky function used to implement the --redo option in
794 * gtk.c. Only used for generating the puzzles' icons.
796 void midend_freeze_timer(midend
*me
, float tprop
)
798 me
->anim_pos
= me
->anim_time
* tprop
;
800 deactivate_timer(me
->frontend
);
803 void midend_timer(midend
*me
, float tplus
)
805 int need_redraw
= (me
->anim_time
> 0 || me
->flash_time
> 0);
807 me
->anim_pos
+= tplus
;
808 if (me
->anim_pos
>= me
->anim_time
||
809 me
->anim_time
== 0 || !me
->oldstate
) {
810 if (me
->anim_time
> 0)
811 midend_finish_move(me
);
814 me
->flash_pos
+= tplus
;
815 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
816 me
->flash_pos
= me
->flash_time
= 0;
823 float oldelapsed
= me
->elapsed
;
824 me
->elapsed
+= tplus
;
825 if ((int)oldelapsed
!= (int)me
->elapsed
)
826 status_bar(me
->drawing
, me
->laststatus ? me
->laststatus
: "");
829 midend_set_timer(me
);
832 float *midend_colours(midend
*me
, int *ncolours
)
836 ret
= me
->ourgame
->colours(me
->frontend
, ncolours
);
842 * Allow environment-based overrides for the standard
843 * colours by defining variables along the lines of
844 * `NET_COLOUR_4=6000c0'.
847 for (i
= 0; i
< *ncolours
; i
++) {
849 unsigned int r
, g
, b
;
852 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
853 for (j
= k
= 0; buf
[j
]; j
++)
854 if (!isspace((unsigned char)buf
[j
]))
855 buf
[k
++] = toupper((unsigned char)buf
[j
]);
857 if ((e
= getenv(buf
)) != NULL
&&
858 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
859 ret
[i
*3 + 0] = r
/ 255.0F
;
860 ret
[i
*3 + 1] = g
/ 255.0F
;
861 ret
[i
*3 + 2] = b
/ 255.0F
;
869 int midend_num_presets(midend
*me
)
875 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
876 if (me
->presetsize
<= me
->npresets
) {
877 me
->presetsize
= me
->npresets
+ 10;
878 me
->presets
= sresize(me
->presets
, me
->presetsize
,
880 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
882 me
->preset_encodings
= sresize(me
->preset_encodings
,
883 me
->presetsize
, char *);
886 me
->presets
[me
->npresets
] = preset
;
887 me
->preset_names
[me
->npresets
] = name
;
888 me
->preset_encodings
[me
->npresets
] =
889 me
->ourgame
->encode_params(preset
, TRUE
);;
896 * Allow environment-based extensions to the preset list by
897 * defining a variable along the lines of `SOLO_PRESETS=2x3
898 * Advanced:2x3da'. Colon-separated list of items,
899 * alternating between textual titles in the menu and
900 * encoded parameter strings.
902 char buf
[80], *e
, *p
;
905 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
906 for (j
= k
= 0; buf
[j
]; j
++)
907 if (!isspace((unsigned char)buf
[j
]))
908 buf
[k
++] = toupper((unsigned char)buf
[j
]);
911 if ((e
= getenv(buf
)) != NULL
) {
919 while (*p
&& *p
!= ':') p
++;
922 while (*p
&& *p
!= ':') p
++;
925 preset
= me
->ourgame
->default_params();
926 me
->ourgame
->decode_params(preset
, val
);
928 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
929 /* Drop this one from the list. */
930 me
->ourgame
->free_params(preset
);
934 if (me
->presetsize
<= me
->npresets
) {
935 me
->presetsize
= me
->npresets
+ 10;
936 me
->presets
= sresize(me
->presets
, me
->presetsize
,
938 me
->preset_names
= sresize(me
->preset_names
,
939 me
->presetsize
, char *);
940 me
->preset_encodings
= sresize(me
->preset_encodings
,
941 me
->presetsize
, char *);
944 me
->presets
[me
->npresets
] = preset
;
945 me
->preset_names
[me
->npresets
] = dupstr(name
);
946 me
->preset_encodings
[me
->npresets
] =
947 me
->ourgame
->encode_params(preset
, TRUE
);
957 void midend_fetch_preset(midend
*me
, int n
,
958 char **name
, game_params
**params
)
960 assert(n
>= 0 && n
< me
->npresets
);
961 *name
= me
->preset_names
[n
];
962 *params
= me
->presets
[n
];
965 int midend_which_preset(midend
*me
)
967 char *encoding
= me
->ourgame
->encode_params(me
->params
, TRUE
);
971 for (i
= 0; i
< me
->npresets
; i
++)
972 if (!strcmp(encoding
, me
->preset_encodings
[i
])) {
981 int midend_wants_statusbar(midend
*me
)
983 return me
->ourgame
->wants_statusbar
;
986 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
)
990 me
->desc
= dupstr(desc
);
991 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
994 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
)
996 char *titlebuf
, *parstr
, *rest
;
1001 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
1005 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
1006 *wintitle
= titlebuf
;
1007 return me
->ourgame
->configure(me
->params
);
1010 if (!me
->curparams
) {
1014 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
1015 which
== CFG_SEED ?
"random" : "game");
1016 *wintitle
= titlebuf
;
1018 ret
= snewn(2, config_item
);
1020 ret
[0].type
= C_STRING
;
1021 if (which
== CFG_SEED
)
1022 ret
[0].name
= "Game random seed";
1024 ret
[0].name
= "Game ID";
1027 * For CFG_DESC the text going in here will be a string
1028 * encoding of the restricted parameters, plus a colon,
1029 * plus the game description. For CFG_SEED it will be the
1030 * full parameters, plus a hash, plus the random seed data.
1031 * Either of these is a valid full game ID (although only
1032 * the former is likely to persist across many code
1035 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
1037 if (which
== CFG_DESC
) {
1038 rest
= me
->desc ? me
->desc
: "";
1041 rest
= me
->seedstr ? me
->seedstr
: "";
1044 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
1045 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
1048 ret
[1].type
= C_END
;
1049 ret
[1].name
= ret
[1].sval
= NULL
;
1055 assert(!"We shouldn't be here");
1059 static char *midend_game_id_int(midend
*me
, char *id
, int defmode
)
1061 char *error
, *par
, *desc
, *seed
;
1062 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
1065 seed
= strchr(id
, '#');
1066 desc
= strchr(id
, ':');
1068 if (desc
&& (!seed
|| desc
< seed
)) {
1070 * We have a colon separating parameters from game
1071 * description. So `par' now points to the parameters
1072 * string, and `desc' to the description string.
1077 } else if (seed
&& (!desc
|| seed
< desc
)) {
1079 * We have a hash separating parameters from random seed.
1080 * So `par' now points to the parameters string, and `seed'
1081 * to the seed string.
1088 * We only have one string. Depending on `defmode', we take
1089 * it to be either parameters, seed or description.
1091 if (defmode
== DEF_SEED
) {
1094 } else if (defmode
== DEF_DESC
) {
1104 * We must be reasonably careful here not to modify anything in
1105 * `me' until we have finished validating things. This function
1106 * must either return an error and do nothing to the midend, or
1107 * return success and do everything; nothing in between is
1110 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
1113 newcurparams
= me
->ourgame
->dup_params(me
->params
);
1114 me
->ourgame
->decode_params(newcurparams
, par
);
1115 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
1117 me
->ourgame
->free_params(newcurparams
);
1120 oldparams1
= me
->curparams
;
1123 * Now filter only the persistent parts of this state into
1124 * the long-term params structure, unless we've _only_
1125 * received a params string in which case the whole lot is
1128 oldparams2
= me
->params
;
1132 newparams
= me
->ourgame
->dup_params(me
->params
);
1134 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
1135 me
->ourgame
->decode_params(newparams
, tmpstr
);
1139 newparams
= me
->ourgame
->dup_params(newcurparams
);
1143 newcurparams
= me
->curparams
;
1144 newparams
= me
->params
;
1145 free_params
= FALSE
;
1149 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1153 me
->ourgame
->free_params(newcurparams
);
1155 me
->ourgame
->free_params(newparams
);
1162 * Now we've got past all possible error points. Update the
1165 me
->params
= newparams
;
1166 me
->curparams
= newcurparams
;
1168 me
->ourgame
->free_params(oldparams1
);
1170 me
->ourgame
->free_params(oldparams2
);
1173 sfree(me
->privdesc
);
1174 me
->desc
= me
->privdesc
= NULL
;
1179 me
->desc
= dupstr(desc
);
1180 me
->genmode
= GOT_DESC
;
1181 sfree(me
->aux_info
);
1182 me
->aux_info
= NULL
;
1186 me
->seedstr
= dupstr(seed
);
1187 me
->genmode
= GOT_SEED
;
1193 char *midend_game_id(midend
*me
, char *id
)
1195 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1198 char *midend_get_game_id(midend
*me
)
1202 parstr
= me
->ourgame
->encode_params(me
->curparams
, FALSE
);
1205 ret
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
1206 sprintf(ret
, "%s:%s", parstr
, me
->desc
);
1211 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
)
1214 game_params
*params
;
1218 params
= me
->ourgame
->custom_params(cfg
);
1219 error
= me
->ourgame
->validate_params(params
, TRUE
);
1222 me
->ourgame
->free_params(params
);
1226 me
->ourgame
->free_params(me
->params
);
1227 me
->params
= params
;
1232 error
= midend_game_id_int(me
, cfg
[0].sval
,
1233 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1242 int midend_can_format_as_text_now(midend
*me
)
1244 if (me
->ourgame
->can_format_as_text_ever
)
1245 return me
->ourgame
->can_format_as_text_now(me
->params
);
1250 char *midend_text_format(midend
*me
)
1252 if (me
->ourgame
->can_format_as_text_ever
&& me
->statepos
> 0 &&
1253 me
->ourgame
->can_format_as_text_now(me
->params
))
1254 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1259 char *midend_solve(midend
*me
)
1262 char *msg
, *movestr
;
1264 if (!me
->ourgame
->can_solve
)
1265 return "This game does not support the Solve operation";
1267 if (me
->statepos
< 1)
1268 return "No game set up to solve"; /* _shouldn't_ happen! */
1271 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1272 me
->states
[me
->statepos
-1].state
,
1273 me
->aux_info
, &msg
);
1276 msg
= "Solve operation failed"; /* _shouldn't_ happen, but can */
1279 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1283 * Now enter the solved state as the next move.
1285 midend_stop_anim(me
);
1286 while (me
->nstates
> me
->statepos
) {
1287 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1288 if (me
->states
[me
->nstates
].movestr
)
1289 sfree(me
->states
[me
->nstates
].movestr
);
1292 me
->states
[me
->nstates
].state
= s
;
1293 me
->states
[me
->nstates
].movestr
= movestr
;
1294 me
->states
[me
->nstates
].movetype
= SOLVE
;
1295 me
->statepos
= ++me
->nstates
;
1297 me
->ourgame
->changed_state(me
->ui
,
1298 me
->states
[me
->statepos
-2].state
,
1299 me
->states
[me
->statepos
-1].state
);
1301 if (me
->ourgame
->flags
& SOLVE_ANIMATES
) {
1302 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1304 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1305 me
->states
[me
->statepos
-1].state
,
1309 me
->anim_time
= 0.0;
1310 midend_finish_move(me
);
1313 midend_set_timer(me
);
1317 char *midend_rewrite_statusbar(midend
*me
, char *text
)
1320 * An important special case is that we are occasionally called
1321 * with our own laststatus, to update the timer.
1323 if (me
->laststatus
!= text
) {
1324 sfree(me
->laststatus
);
1325 me
->laststatus
= dupstr(text
);
1328 if (me
->ourgame
->is_timed
) {
1329 char timebuf
[100], *ret
;
1332 sec
= (int)me
->elapsed
;
1335 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1337 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1338 strcpy(ret
, timebuf
);
1343 return dupstr(text
);
1347 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1348 #define SERIALISE_VERSION "1"
1350 void midend_serialise(midend
*me
,
1351 void (*write
)(void *ctx
, void *buf
, int len
),
1357 * Each line of the save file contains three components. First
1358 * exactly 8 characters of header word indicating what type of
1359 * data is contained on the line; then a colon followed by a
1360 * decimal integer giving the length of the main string on the
1361 * line; then a colon followed by the string itself (exactly as
1362 * many bytes as previously specified, no matter what they
1363 * contain). Then a newline (of reasonably flexible form).
1365 #define wr(h,s) do { \
1368 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1369 write(wctx, hbuf, strlen(hbuf)); \
1370 write(wctx, str, strlen(str)); \
1371 write(wctx, "\n", 1); \
1375 * Magic string identifying the file, and version number of the
1378 wr("SAVEFILE", SERIALISE_MAGIC
);
1379 wr("VERSION", SERIALISE_VERSION
);
1382 * The game name. (Copied locally to avoid const annoyance.)
1385 char *s
= dupstr(me
->ourgame
->name
);
1391 * The current long-term parameters structure, in full.
1394 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1400 * The current short-term parameters structure, in full.
1402 if (me
->curparams
) {
1403 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1409 * The current game description, the privdesc, and the random seed.
1412 wr("SEED", me
->seedstr
);
1414 wr("DESC", me
->desc
);
1416 wr("PRIVDESC", me
->privdesc
);
1419 * The game's aux_info. We obfuscate this to prevent spoilers
1420 * (people are likely to run `head' or similar on a saved game
1421 * file simply to find out what it is, and don't necessarily
1422 * want to be told the answer to the puzzle!)
1429 len
= strlen(me
->aux_info
);
1430 s1
= snewn(len
, unsigned char);
1431 memcpy(s1
, me
->aux_info
, len
);
1432 obfuscate_bitmap(s1
, len
*8, FALSE
);
1433 s2
= bin2hex(s1
, len
);
1442 * Any required serialisation of the game_ui.
1445 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1453 * The game time, if it's a timed game.
1455 if (me
->ourgame
->is_timed
) {
1457 sprintf(buf
, "%g", me
->elapsed
);
1462 * The length of, and position in, the states list.
1466 sprintf(buf
, "%d", me
->nstates
);
1468 sprintf(buf
, "%d", me
->statepos
);
1469 wr("STATEPOS", buf
);
1473 * For each state after the initial one (which we know is
1474 * constructed from either privdesc or desc), enough
1475 * information for execute_move() to reconstruct it from the
1478 for (i
= 1; i
< me
->nstates
; i
++) {
1479 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1480 switch (me
->states
[i
].movetype
) {
1482 wr("MOVE", me
->states
[i
].movestr
);
1485 wr("SOLVE", me
->states
[i
].movestr
);
1488 wr("RESTART", me
->states
[i
].movestr
);
1497 * This function returns NULL on success, or an error message.
1499 char *midend_deserialise(midend
*me
,
1500 int (*read
)(void *ctx
, void *buf
, int len
),
1503 int nstates
= 0, statepos
= -1, gotstates
= 0;
1504 int started
= FALSE
;
1508 /* Initially all errors give the same report */
1509 char *ret
= "Data does not appear to be a saved game file";
1512 * We construct all the new state in local variables while we
1513 * check its sanity. Only once we have finished reading the
1514 * serialised data and detected no errors at all do we start
1515 * modifying stuff in the midend passed in.
1517 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1518 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1519 float elapsed
= 0.0F
;
1520 game_params
*params
= NULL
, *cparams
= NULL
;
1522 struct midend_state_entry
*states
= NULL
;
1525 * Loop round and round reading one key/value pair at a time
1526 * from the serialised stream, until we have enough game states
1529 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1534 if (!read(rctx
, key
, 1)) {
1535 /* unexpected EOF */
1538 } while (key
[0] == '\r' || key
[0] == '\n');
1540 if (!read(rctx
, key
+1, 8)) {
1541 /* unexpected EOF */
1545 if (key
[8] != ':') {
1547 ret
= "Data was incorrectly formatted for a saved game file";
1550 len
= strcspn(key
, ": ");
1556 if (!read(rctx
, &c
, 1)) {
1557 /* unexpected EOF */
1563 } else if (c
>= '0' && c
<= '9') {
1564 len
= (len
* 10) + (c
- '0');
1567 ret
= "Data was incorrectly formatted for a"
1573 val
= snewn(len
+1, char);
1574 if (!read(rctx
, val
, len
)) {
1581 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1582 /* ret already has the right message in it */
1585 /* Now most errors are this one, unless otherwise specified */
1586 ret
= "Saved data ended unexpectedly";
1589 if (!strcmp(key
, "VERSION")) {
1590 if (strcmp(val
, SERIALISE_VERSION
)) {
1591 ret
= "Cannot handle this version of the saved game"
1595 } else if (!strcmp(key
, "GAME")) {
1596 if (strcmp(val
, me
->ourgame
->name
)) {
1597 ret
= "Save file is from a different game";
1600 } else if (!strcmp(key
, "PARAMS")) {
1604 } else if (!strcmp(key
, "CPARAMS")) {
1608 } else if (!strcmp(key
, "SEED")) {
1612 } else if (!strcmp(key
, "DESC")) {
1616 } else if (!strcmp(key
, "PRIVDESC")) {
1620 } else if (!strcmp(key
, "AUXINFO")) {
1622 int len
= strlen(val
) / 2; /* length in bytes */
1623 tmp
= hex2bin(val
, len
);
1624 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1627 auxinfo
= snewn(len
+ 1, char);
1628 memcpy(auxinfo
, tmp
, len
);
1629 auxinfo
[len
] = '\0';
1631 } else if (!strcmp(key
, "UI")) {
1635 } else if (!strcmp(key
, "TIME")) {
1636 elapsed
= (float)atof(val
);
1637 } else if (!strcmp(key
, "NSTATES")) {
1638 nstates
= atoi(val
);
1640 ret
= "Number of states in save file was negative";
1644 ret
= "Two state counts provided in save file";
1647 states
= snewn(nstates
, struct midend_state_entry
);
1648 for (i
= 0; i
< nstates
; i
++) {
1649 states
[i
].state
= NULL
;
1650 states
[i
].movestr
= NULL
;
1651 states
[i
].movetype
= NEWGAME
;
1653 } else if (!strcmp(key
, "STATEPOS")) {
1654 statepos
= atoi(val
);
1655 } else if (!strcmp(key
, "MOVE")) {
1657 states
[gotstates
].movetype
= MOVE
;
1658 states
[gotstates
].movestr
= val
;
1660 } else if (!strcmp(key
, "SOLVE")) {
1662 states
[gotstates
].movetype
= SOLVE
;
1663 states
[gotstates
].movestr
= val
;
1665 } else if (!strcmp(key
, "RESTART")) {
1667 states
[gotstates
].movetype
= RESTART
;
1668 states
[gotstates
].movestr
= val
;
1677 params
= me
->ourgame
->default_params();
1678 me
->ourgame
->decode_params(params
, parstr
);
1679 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1680 ret
= "Long-term parameters in save file are invalid";
1683 cparams
= me
->ourgame
->default_params();
1684 me
->ourgame
->decode_params(cparams
, cparstr
);
1685 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1686 ret
= "Short-term parameters in save file are invalid";
1689 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1691 * The seed's no use with this version, but we can perfectly
1692 * well use the rest of the data.
1698 ret
= "Game description in save file is missing";
1700 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1701 ret
= "Game description in save file is invalid";
1704 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1705 ret
= "Game private description in save file is invalid";
1708 if (statepos
< 0 || statepos
>= nstates
) {
1709 ret
= "Game position in save file is out of range";
1712 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1713 privdesc ? privdesc
: desc
);
1714 for (i
= 1; i
< nstates
; i
++) {
1715 assert(states
[i
].movetype
!= NEWGAME
);
1716 switch (states
[i
].movetype
) {
1719 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1721 if (states
[i
].state
== NULL
) {
1722 ret
= "Save file contained an invalid move";
1727 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1728 ret
= "Save file contained an invalid restart move";
1731 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1737 ui
= me
->ourgame
->new_ui(states
[0].state
);
1738 me
->ourgame
->decode_ui(ui
, uistr
);
1741 * Now we've run out of possible error conditions, so we're
1742 * ready to start overwriting the real data in the current
1743 * midend. We'll do this by swapping things with the local
1744 * variables, so that the same cleanup code will free the old
1755 me
->privdesc
= privdesc
;
1763 me
->aux_info
= auxinfo
;
1767 me
->genmode
= GOT_NOTHING
;
1769 me
->statesize
= nstates
;
1770 nstates
= me
->nstates
;
1771 me
->nstates
= me
->statesize
;
1773 struct midend_state_entry
*tmp
;
1775 me
->states
= states
;
1778 me
->statepos
= statepos
;
1784 me
->params
= params
;
1787 tmp
= me
->curparams
;
1788 me
->curparams
= cparams
;
1792 me
->oldstate
= NULL
;
1793 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1804 me
->elapsed
= elapsed
;
1805 me
->pressed_mouse_button
= 0;
1807 midend_set_timer(me
);
1810 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
1812 me
->ourgame
->new_drawstate(me
->drawing
,
1813 me
->states
[me
->statepos
-1].state
);
1814 midend_size_new_drawstate(me
);
1816 ret
= NULL
; /* success! */
1828 me
->ourgame
->free_params(params
);
1830 me
->ourgame
->free_params(cparams
);
1832 me
->ourgame
->free_ui(ui
);
1836 for (i
= 0; i
< nstates
; i
++) {
1837 if (states
[i
].state
)
1838 me
->ourgame
->free_game(states
[i
].state
);
1839 sfree(states
[i
].movestr
);
1847 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
)
1849 game_state
*soln
= NULL
;
1851 if (me
->statepos
< 1)
1852 return "No game set up to print";/* _shouldn't_ happen! */
1855 char *msg
, *movestr
;
1857 if (!me
->ourgame
->can_solve
)
1858 return "This game does not support the Solve operation";
1860 msg
= "Solve operation failed";/* game _should_ overwrite on error */
1861 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1862 me
->states
[me
->statepos
-1].state
,
1863 me
->aux_info
, &msg
);
1866 soln
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
1875 * This call passes over ownership of the two game_states and
1876 * the game_params. Hence we duplicate the ones we want to
1877 * keep, and we don't have to bother freeing soln if it was
1880 document_add_puzzle(doc
, me
->ourgame
,
1881 me
->ourgame
->dup_params(me
->curparams
),
1882 me
->ourgame
->dup_game(me
->states
[0].state
), soln
);