2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/quit.
16 enum { DEF_PARAMS
, DEF_SEED
, DEF_DESC
}; /* for midend_game_id_int */
18 enum { NEWGAME
, MOVE
, SOLVE
, RESTART
};/* for midend_state_entry.movetype */
20 #define special(type) ( (type) != MOVE )
22 struct midend_state_entry
{
33 game_params
**presets
;
35 int npresets
, presetsize
;
38 * `desc' and `privdesc' deserve a comment.
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
59 char *desc
, *privdesc
, *seedstr
;
61 enum { GOT_SEED
, GOT_DESC
, GOT_NOTHING
} genmode
;
63 int nstates
, statesize
, statepos
;
64 struct midend_state_entry
*states
;
66 game_params
*params
, *curparams
;
67 game_drawstate
*drawstate
;
71 float anim_time
, anim_pos
;
72 float flash_time
, flash_pos
;
81 int pressed_mouse_button
;
83 int preferred_tilesize
, tilesize
, winwidth
, winheight
;
86 #define ensure(me) do { \
87 if ((me)->nstates >= (me)->statesize) { \
88 (me)->statesize = (me)->nstates + 128; \
89 (me)->states = sresize((me)->states, (me)->statesize, \
90 struct midend_state_entry); \
94 midend
*midend_new(frontend
*fe
, const game
*ourgame
,
95 const drawing_api
*drapi
, void *drhandle
)
97 midend
*me
= snew(midend
);
101 get_random_seed(&randseed
, &randseedsize
);
104 me
->ourgame
= ourgame
;
105 me
->random
= random_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
->npresets
= me
->presetsize
= 0;
119 me
->anim_time
= me
->anim_pos
= 0.0F
;
120 me
->flash_time
= me
->flash_pos
= 0.0F
;
123 me
->pressed_mouse_button
= 0;
124 me
->laststatus
= NULL
;
127 me
->tilesize
= me
->winwidth
= me
->winheight
= 0;
129 me
->drawing
= drawing_new(drapi
, me
, drhandle
);
133 me
->preferred_tilesize
= ourgame
->preferred_tilesize
;
136 * Allow an environment-based override for the default tile
137 * size by defining a variable along the lines of
144 sprintf(buf
, "%s_TILESIZE", me
->ourgame
->name
);
145 for (j
= k
= 0; buf
[j
]; j
++)
146 if (!isspace((unsigned char)buf
[j
]))
147 buf
[k
++] = toupper((unsigned char)buf
[j
]);
149 if ((e
= getenv(buf
)) != NULL
&& sscanf(e
, "%d", &ts
) == 1 && ts
> 0)
150 me
->preferred_tilesize
= ts
;
158 static void midend_free_game(midend
*me
)
160 while (me
->nstates
> 0) {
162 me
->ourgame
->free_game(me
->states
[me
->nstates
].state
);
163 sfree(me
->states
[me
->nstates
].movestr
);
167 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
170 void midend_free(midend
*me
)
174 midend_free_game(me
);
177 drawing_free(me
->drawing
);
178 random_free(me
->random
);
184 me
->ourgame
->free_params(me
->params
);
186 for (i
= 0; i
< me
->npresets
; i
++) {
187 sfree(me
->presets
[i
]);
188 sfree(me
->preset_names
[i
]);
191 sfree(me
->preset_names
);
194 me
->ourgame
->free_ui(me
->ui
);
196 me
->ourgame
->free_params(me
->curparams
);
197 sfree(me
->laststatus
);
201 static void midend_size_new_drawstate(midend
*me
)
204 * Don't even bother, if we haven't worked out our tile size
207 if (me
->tilesize
> 0) {
208 me
->ourgame
->compute_size(me
->params
, me
->tilesize
,
209 &me
->winwidth
, &me
->winheight
);
210 me
->ourgame
->set_size(me
->drawing
, me
->drawstate
,
211 me
->params
, me
->tilesize
);
215 void midend_size(midend
*me
, int *x
, int *y
, int expand
)
221 * We can't set the size on the same drawstate twice. So if
222 * we've already sized one drawstate, we must throw it away and
225 if (me
->drawstate
&& me
->tilesize
> 0) {
226 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
227 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
228 me
->states
[0].state
);
232 * Find the tile size that best fits within the given space. If
233 * `expand' is TRUE, we must actually find the _largest_ such
234 * tile size; otherwise, we bound above at the game's preferred
241 me
->ourgame
->compute_size(me
->params
, max
, &rx
, &ry
);
242 } while (rx
<= *x
&& ry
<= *y
);
244 max
= me
->preferred_tilesize
+ 1;
248 * Now binary-search between min and max. We're looking for a
249 * boundary rather than a value: the point at which tile sizes
250 * stop fitting within the given dimensions. Thus, we stop when
251 * max and min differ by exactly 1.
253 while (max
- min
> 1) {
254 int mid
= (max
+ min
) / 2;
255 me
->ourgame
->compute_size(me
->params
, mid
, &rx
, &ry
);
256 if (rx
<= *x
&& ry
<= *y
)
263 * Now `min' is a valid size, and `max' isn't. So use `min'.
268 me
->preferred_tilesize
= me
->tilesize
;
269 midend_size_new_drawstate(me
);
274 void midend_set_params(midend
*me
, game_params
*params
)
276 me
->ourgame
->free_params(me
->params
);
277 me
->params
= me
->ourgame
->dup_params(params
);
280 game_params
*midend_get_params(midend
*me
)
282 return me
->ourgame
->dup_params(me
->params
);
285 static void midend_set_timer(midend
*me
)
287 me
->timing
= (me
->ourgame
->is_timed
&&
288 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
,
290 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
291 activate_timer(me
->frontend
);
293 deactivate_timer(me
->frontend
);
296 void midend_force_redraw(midend
*me
)
299 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
300 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
301 me
->states
[0].state
);
302 midend_size_new_drawstate(me
);
306 void midend_new_game(midend
*me
)
308 midend_free_game(me
);
310 assert(me
->nstates
== 0);
312 if (me
->genmode
== GOT_DESC
) {
313 me
->genmode
= GOT_NOTHING
;
317 if (me
->genmode
== GOT_SEED
) {
318 me
->genmode
= GOT_NOTHING
;
321 * Generate a new random seed. 15 digits comes to about
322 * 48 bits, which should be more than enough.
324 * I'll avoid putting a leading zero on the number,
325 * just in case it confuses anybody who thinks it's
326 * processed as an integer rather than a string.
331 newseed
[0] = '1' + random_upto(me
->random
, 9);
332 for (i
= 1; i
< 15; i
++)
333 newseed
[i
] = '0' + random_upto(me
->random
, 10);
335 me
->seedstr
= dupstr(newseed
);
338 me
->ourgame
->free_params(me
->curparams
);
339 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
347 rs
= random_new(me
->seedstr
, strlen(me
->seedstr
));
349 * If this midend has been instantiated without providing a
350 * drawing API, it is non-interactive. This means that it's
351 * being used for bulk game generation, and hence we should
352 * pass the non-interactive flag to new_desc.
354 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
355 &me
->aux_info
, (me
->drawing
!= NULL
));
363 * It might seem a bit odd that we're using me->params to
364 * create the initial game state, rather than me->curparams
365 * which is better tailored to this specific game and which we
368 * It's supposed to be an invariant in the midend that
369 * me->params and me->curparams differ in no aspect that is
370 * important after generation (i.e. after new_desc()). By
371 * deliberately passing the _less_ specific of these two
372 * parameter sets, we provoke play-time misbehaviour in the
373 * case where a game has failed to encode a play-time parameter
374 * in the non-full version of encode_params().
376 me
->states
[me
->nstates
].state
=
377 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
379 me
->states
[me
->nstates
].movestr
= NULL
;
380 me
->states
[me
->nstates
].movetype
= NEWGAME
;
383 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
384 me
->states
[0].state
);
385 midend_size_new_drawstate(me
);
388 me
->ourgame
->free_ui(me
->ui
);
389 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
390 midend_set_timer(me
);
391 me
->pressed_mouse_button
= 0;
394 static int midend_undo(midend
*me
)
396 if (me
->statepos
> 1) {
398 me
->ourgame
->changed_state(me
->ui
,
399 me
->states
[me
->statepos
-1].state
,
400 me
->states
[me
->statepos
-2].state
);
408 static int midend_redo(midend
*me
)
410 if (me
->statepos
< me
->nstates
) {
412 me
->ourgame
->changed_state(me
->ui
,
413 me
->states
[me
->statepos
-1].state
,
414 me
->states
[me
->statepos
].state
);
422 static void midend_finish_move(midend
*me
)
427 * We do not flash if the later of the two states is special.
428 * This covers both forward Solve moves and backward (undone)
431 if ((me
->oldstate
|| me
->statepos
> 1) &&
432 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
433 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
434 !special(me
->states
[me
->statepos
].movetype
)))) {
435 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
436 me
->states
[me
->statepos
-2].state
,
437 me
->states
[me
->statepos
-1].state
,
438 me
->oldstate ? me
->dir
: +1,
441 me
->flash_pos
= 0.0F
;
442 me
->flash_time
= flashtime
;
447 me
->ourgame
->free_game(me
->oldstate
);
449 me
->anim_pos
= me
->anim_time
= 0;
452 midend_set_timer(me
);
455 void midend_stop_anim(midend
*me
)
457 if (me
->oldstate
|| me
->anim_time
!= 0) {
458 midend_finish_move(me
);
463 void midend_restart_game(midend
*me
)
467 midend_stop_anim(me
);
469 assert(me
->statepos
>= 1);
470 if (me
->statepos
== 1)
471 return; /* no point doing anything at all! */
474 * During restart, we reconstruct the game from the (public)
475 * game description rather than from states[0], because that
476 * way Mines gets slightly more sensible behaviour (restart
477 * goes to _after_ the first click so you don't have to
478 * remember where you clicked).
480 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
483 * Now enter the restarted state as the next move.
485 midend_stop_anim(me
);
486 while (me
->nstates
> me
->statepos
)
487 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
489 me
->states
[me
->nstates
].state
= s
;
490 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
491 me
->states
[me
->nstates
].movetype
= RESTART
;
492 me
->statepos
= ++me
->nstates
;
494 me
->ourgame
->changed_state(me
->ui
,
495 me
->states
[me
->statepos
-2].state
,
496 me
->states
[me
->statepos
-1].state
);
498 midend_finish_move(me
);
500 midend_set_timer(me
);
503 static int midend_really_process_key(midend
*me
, int x
, int y
, int button
)
505 game_state
*oldstate
=
506 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
507 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
513 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
514 me
->ui
, me
->drawstate
, x
, y
, button
);
517 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
518 midend_stop_anim(me
);
521 goto done
; /* never animate */
522 } else if (button
== 'u' || button
== 'u' ||
523 button
== '\x1A' || button
== '\x1F') {
524 midend_stop_anim(me
);
525 type
= me
->states
[me
->statepos
-1].movetype
;
527 if (!midend_undo(me
))
529 } else if (button
== 'r' || button
== 'R' ||
530 button
== '\x12' || button
== '\x19') {
531 midend_stop_anim(me
);
532 if (!midend_redo(me
))
534 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
541 s
= me
->states
[me
->statepos
-1].state
;
543 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
548 if (s
== me
->states
[me
->statepos
-1].state
) {
550 * make_move() is allowed to return its input state to
551 * indicate that although no move has been made, the UI
552 * state has been updated and a redraw is called for.
555 midend_set_timer(me
);
558 midend_stop_anim(me
);
559 while (me
->nstates
> me
->statepos
)
560 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
562 assert(movestr
!= NULL
);
563 me
->states
[me
->nstates
].state
= s
;
564 me
->states
[me
->nstates
].movestr
= movestr
;
565 me
->states
[me
->nstates
].movetype
= MOVE
;
566 me
->statepos
= ++me
->nstates
;
569 me
->ourgame
->changed_state(me
->ui
,
570 me
->states
[me
->statepos
-2].state
,
571 me
->states
[me
->statepos
-1].state
);
578 type
= me
->states
[me
->statepos
-1].movetype
;
581 * See if this move requires an animation.
583 if (special(type
) && !(type
== SOLVE
&&
584 (me
->ourgame
->flags
& SOLVE_ANIMATES
))) {
587 anim_time
= me
->ourgame
->anim_length(oldstate
,
588 me
->states
[me
->statepos
-1].state
,
592 me
->oldstate
= oldstate
; oldstate
= NULL
;
594 me
->anim_time
= anim_time
;
597 midend_finish_move(me
);
603 midend_set_timer(me
);
606 if (oldstate
) me
->ourgame
->free_game(oldstate
);
610 int midend_process_key(midend
*me
, int x
, int y
, int button
)
615 * Harmonise mouse drag and release messages.
617 * Some front ends might accidentally switch from sending, say,
618 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
619 * drag. (This can happen on the Mac, for example, since
620 * RIGHT_DRAG is usually done using Command+drag, and if the
621 * user accidentally releases Command half way through the drag
622 * then there will be trouble.)
624 * It would be an O(number of front ends) annoyance to fix this
625 * in the front ends, but an O(number of back ends) annoyance
626 * to have each game capable of dealing with it. Therefore, we
627 * fix it _here_ in the common midend code so that it only has
630 * The possible ways in which things can go screwy in the front
633 * - in a system containing multiple physical buttons button
634 * presses can inadvertently overlap. We can see ABab (caps
635 * meaning button-down and lowercase meaning button-up) when
636 * the user had semantically intended AaBb.
638 * - in a system where one button is simulated by means of a
639 * modifier key and another button, buttons can mutate
640 * between press and release (possibly during drag). So we
641 * can see Ab instead of Aa.
643 * Definite requirements are:
645 * - button _presses_ must never be invented or destroyed. If
646 * the user presses two buttons in succession, the button
647 * presses must be transferred to the backend unchanged. So
648 * if we see AaBb , that's fine; if we see ABab (the button
649 * presses inadvertently overlapped) we must somehow
650 * `correct' it to AaBb.
652 * - every mouse action must end up looking like a press, zero
653 * or more drags, then a release. This allows back ends to
654 * make the _assumption_ that incoming mouse data will be
655 * sane in this regard, and not worry about the details.
657 * So my policy will be:
659 * - treat any button-up as a button-up for the currently
660 * pressed button, or ignore it if there is no currently
663 * - treat any drag as a drag for the currently pressed
664 * button, or ignore it if there is no currently pressed
667 * - if we see a button-down while another button is currently
668 * pressed, invent a button-up for the first one and then
669 * pass the button-down through as before.
671 * 2005-05-31: An addendum to the above. Some games might want
672 * a `priority order' among buttons, such that if one button is
673 * pressed while another is down then a fixed one of the
674 * buttons takes priority no matter what order they're pressed
675 * in. Mines, in particular, wants to treat a left+right click
676 * like a left click for the benefit of users of other
677 * implementations. So the last of the above points is modified
678 * in the presence of an (optional) button priority order.
680 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
681 if (me
->pressed_mouse_button
) {
682 if (IS_MOUSE_DRAG(button
)) {
683 button
= me
->pressed_mouse_button
+
684 (LEFT_DRAG
- LEFT_BUTTON
);
686 button
= me
->pressed_mouse_button
+
687 (LEFT_RELEASE
- LEFT_BUTTON
);
690 return ret
; /* ignore it */
691 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
693 * If the new button has lower priority than the old one,
694 * don't bother doing this.
696 if (me
->ourgame
->flags
&
697 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
698 return ret
; /* just ignore it */
701 * Fabricate a button-up for the previously pressed button.
703 ret
= ret
&& midend_really_process_key
704 (me
, x
, y
, (me
->pressed_mouse_button
+
705 (LEFT_RELEASE
- LEFT_BUTTON
)));
709 * Now send on the event we originally received.
711 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
714 * And update the currently pressed button.
716 if (IS_MOUSE_RELEASE(button
))
717 me
->pressed_mouse_button
= 0;
718 else if (IS_MOUSE_DOWN(button
))
719 me
->pressed_mouse_button
= button
;
724 void midend_redraw(midend
*me
)
728 if (me
->statepos
> 0 && me
->drawstate
) {
729 start_draw(me
->drawing
);
730 if (me
->oldstate
&& me
->anim_time
> 0 &&
731 me
->anim_pos
< me
->anim_time
) {
732 assert(me
->dir
!= 0);
733 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, me
->oldstate
,
734 me
->states
[me
->statepos
-1].state
, me
->dir
,
735 me
->ui
, me
->anim_pos
, me
->flash_pos
);
737 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, NULL
,
738 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
739 me
->ui
, 0.0, me
->flash_pos
);
741 end_draw(me
->drawing
);
746 * Nasty hacky function used to implement the --redo option in
747 * gtk.c. Only used for generating the puzzles' icons.
749 void midend_freeze_timer(midend
*me
, float tprop
)
751 me
->anim_pos
= me
->anim_time
* tprop
;
753 deactivate_timer(me
->frontend
);
756 void midend_timer(midend
*me
, float tplus
)
758 int need_redraw
= (me
->anim_time
> 0 || me
->flash_time
> 0);
760 me
->anim_pos
+= tplus
;
761 if (me
->anim_pos
>= me
->anim_time
||
762 me
->anim_time
== 0 || !me
->oldstate
) {
763 if (me
->anim_time
> 0)
764 midend_finish_move(me
);
767 me
->flash_pos
+= tplus
;
768 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
769 me
->flash_pos
= me
->flash_time
= 0;
776 float oldelapsed
= me
->elapsed
;
777 me
->elapsed
+= tplus
;
778 if ((int)oldelapsed
!= (int)me
->elapsed
)
779 status_bar(me
->drawing
, me
->laststatus ? me
->laststatus
: "");
782 midend_set_timer(me
);
785 float *midend_colours(midend
*me
, int *ncolours
)
789 ret
= me
->ourgame
->colours(me
->frontend
, ncolours
);
795 * Allow environment-based overrides for the standard
796 * colours by defining variables along the lines of
797 * `NET_COLOUR_4=6000c0'.
800 for (i
= 0; i
< *ncolours
; i
++) {
802 unsigned int r
, g
, b
;
805 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
806 for (j
= k
= 0; buf
[j
]; j
++)
807 if (!isspace((unsigned char)buf
[j
]))
808 buf
[k
++] = toupper((unsigned char)buf
[j
]);
810 if ((e
= getenv(buf
)) != NULL
&&
811 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
812 ret
[i
*3 + 0] = r
/ 255.0;
813 ret
[i
*3 + 1] = g
/ 255.0;
814 ret
[i
*3 + 2] = b
/ 255.0;
822 int midend_num_presets(midend
*me
)
828 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
829 if (me
->presetsize
<= me
->npresets
) {
830 me
->presetsize
= me
->npresets
+ 10;
831 me
->presets
= sresize(me
->presets
, me
->presetsize
,
833 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
837 me
->presets
[me
->npresets
] = preset
;
838 me
->preset_names
[me
->npresets
] = name
;
845 * Allow environment-based extensions to the preset list by
846 * defining a variable along the lines of `SOLO_PRESETS=2x3
847 * Advanced:2x3da'. Colon-separated list of items,
848 * alternating between textual titles in the menu and
849 * encoded parameter strings.
851 char buf
[80], *e
, *p
;
854 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
855 for (j
= k
= 0; buf
[j
]; j
++)
856 if (!isspace((unsigned char)buf
[j
]))
857 buf
[k
++] = toupper((unsigned char)buf
[j
]);
860 if ((e
= getenv(buf
)) != NULL
) {
868 while (*p
&& *p
!= ':') p
++;
871 while (*p
&& *p
!= ':') p
++;
874 preset
= me
->ourgame
->default_params();
875 me
->ourgame
->decode_params(preset
, val
);
877 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
878 /* Drop this one from the list. */
879 me
->ourgame
->free_params(preset
);
883 if (me
->presetsize
<= me
->npresets
) {
884 me
->presetsize
= me
->npresets
+ 10;
885 me
->presets
= sresize(me
->presets
, me
->presetsize
,
887 me
->preset_names
= sresize(me
->preset_names
,
888 me
->presetsize
, char *);
891 me
->presets
[me
->npresets
] = preset
;
892 me
->preset_names
[me
->npresets
] = dupstr(name
);
901 void midend_fetch_preset(midend
*me
, int n
,
902 char **name
, game_params
**params
)
904 assert(n
>= 0 && n
< me
->npresets
);
905 *name
= me
->preset_names
[n
];
906 *params
= me
->presets
[n
];
909 int midend_wants_statusbar(midend
*me
)
911 return me
->ourgame
->wants_statusbar
;
914 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
)
918 me
->desc
= dupstr(desc
);
919 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
922 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
)
924 char *titlebuf
, *parstr
, *rest
;
929 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
933 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
934 *wintitle
= titlebuf
;
935 return me
->ourgame
->configure(me
->params
);
938 if (!me
->curparams
) {
942 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
943 which
== CFG_SEED ?
"random" : "game");
944 *wintitle
= titlebuf
;
946 ret
= snewn(2, config_item
);
948 ret
[0].type
= C_STRING
;
949 if (which
== CFG_SEED
)
950 ret
[0].name
= "Game random seed";
952 ret
[0].name
= "Game ID";
955 * For CFG_DESC the text going in here will be a string
956 * encoding of the restricted parameters, plus a colon,
957 * plus the game description. For CFG_SEED it will be the
958 * full parameters, plus a hash, plus the random seed data.
959 * Either of these is a valid full game ID (although only
960 * the former is likely to persist across many code
963 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
965 if (which
== CFG_DESC
) {
966 rest
= me
->desc ? me
->desc
: "";
969 rest
= me
->seedstr ? me
->seedstr
: "";
972 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
973 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
977 ret
[1].name
= ret
[1].sval
= NULL
;
983 assert(!"We shouldn't be here");
987 static char *midend_game_id_int(midend
*me
, char *id
, int defmode
)
989 char *error
, *par
, *desc
, *seed
;
990 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
993 seed
= strchr(id
, '#');
994 desc
= strchr(id
, ':');
996 if (desc
&& (!seed
|| desc
< seed
)) {
998 * We have a colon separating parameters from game
999 * description. So `par' now points to the parameters
1000 * string, and `desc' to the description string.
1005 } else if (seed
&& (!desc
|| seed
< desc
)) {
1007 * We have a hash separating parameters from random seed.
1008 * So `par' now points to the parameters string, and `seed'
1009 * to the seed string.
1016 * We only have one string. Depending on `defmode', we take
1017 * it to be either parameters, seed or description.
1019 if (defmode
== DEF_SEED
) {
1022 } else if (defmode
== DEF_DESC
) {
1032 * We must be reasonably careful here not to modify anything in
1033 * `me' until we have finished validating things. This function
1034 * must either return an error and do nothing to the midend, or
1035 * return success and do everything; nothing in between is
1038 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
1041 newcurparams
= me
->ourgame
->dup_params(me
->params
);
1042 me
->ourgame
->decode_params(newcurparams
, par
);
1043 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
1045 me
->ourgame
->free_params(newcurparams
);
1048 oldparams1
= me
->curparams
;
1051 * Now filter only the persistent parts of this state into
1052 * the long-term params structure, unless we've _only_
1053 * received a params string in which case the whole lot is
1056 oldparams2
= me
->params
;
1060 newparams
= me
->ourgame
->dup_params(me
->params
);
1062 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
1063 me
->ourgame
->decode_params(newparams
, tmpstr
);
1067 newparams
= me
->ourgame
->dup_params(newcurparams
);
1071 newcurparams
= me
->curparams
;
1072 newparams
= me
->params
;
1073 free_params
= FALSE
;
1077 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1081 me
->ourgame
->free_params(newcurparams
);
1083 me
->ourgame
->free_params(newparams
);
1090 * Now we've got past all possible error points. Update the
1093 me
->params
= newparams
;
1094 me
->curparams
= newcurparams
;
1096 me
->ourgame
->free_params(oldparams1
);
1098 me
->ourgame
->free_params(oldparams2
);
1101 sfree(me
->privdesc
);
1102 me
->desc
= me
->privdesc
= NULL
;
1107 me
->desc
= dupstr(desc
);
1108 me
->genmode
= GOT_DESC
;
1109 sfree(me
->aux_info
);
1110 me
->aux_info
= NULL
;
1114 me
->seedstr
= dupstr(seed
);
1115 me
->genmode
= GOT_SEED
;
1121 char *midend_game_id(midend
*me
, char *id
)
1123 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1126 char *midend_get_game_id(midend
*me
)
1130 parstr
= me
->ourgame
->encode_params(me
->curparams
, FALSE
);
1133 ret
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
1134 sprintf(ret
, "%s:%s", parstr
, me
->desc
);
1139 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
)
1142 game_params
*params
;
1146 params
= me
->ourgame
->custom_params(cfg
);
1147 error
= me
->ourgame
->validate_params(params
, TRUE
);
1150 me
->ourgame
->free_params(params
);
1154 me
->ourgame
->free_params(me
->params
);
1155 me
->params
= params
;
1160 error
= midend_game_id_int(me
, cfg
[0].sval
,
1161 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1170 char *midend_text_format(midend
*me
)
1172 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
1173 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1178 char *midend_solve(midend
*me
)
1181 char *msg
, *movestr
;
1183 if (!me
->ourgame
->can_solve
)
1184 return "This game does not support the Solve operation";
1186 if (me
->statepos
< 1)
1187 return "No game set up to solve"; /* _shouldn't_ happen! */
1190 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1191 me
->states
[me
->statepos
-1].state
,
1192 me
->aux_info
, &msg
);
1195 msg
= "Solve operation failed"; /* _shouldn't_ happen, but can */
1198 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1202 * Now enter the solved state as the next move.
1204 midend_stop_anim(me
);
1205 while (me
->nstates
> me
->statepos
) {
1206 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1207 if (me
->states
[me
->nstates
].movestr
)
1208 sfree(me
->states
[me
->nstates
].movestr
);
1211 me
->states
[me
->nstates
].state
= s
;
1212 me
->states
[me
->nstates
].movestr
= movestr
;
1213 me
->states
[me
->nstates
].movetype
= SOLVE
;
1214 me
->statepos
= ++me
->nstates
;
1216 me
->ourgame
->changed_state(me
->ui
,
1217 me
->states
[me
->statepos
-2].state
,
1218 me
->states
[me
->statepos
-1].state
);
1220 if (me
->ourgame
->flags
& SOLVE_ANIMATES
) {
1221 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1223 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1224 me
->states
[me
->statepos
-1].state
,
1228 me
->anim_time
= 0.0;
1229 midend_finish_move(me
);
1232 midend_set_timer(me
);
1236 char *midend_rewrite_statusbar(midend
*me
, char *text
)
1239 * An important special case is that we are occasionally called
1240 * with our own laststatus, to update the timer.
1242 if (me
->laststatus
!= text
) {
1243 sfree(me
->laststatus
);
1244 me
->laststatus
= dupstr(text
);
1247 if (me
->ourgame
->is_timed
) {
1248 char timebuf
[100], *ret
;
1254 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1256 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1257 strcpy(ret
, timebuf
);
1262 return dupstr(text
);
1266 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1267 #define SERIALISE_VERSION "1"
1269 void midend_serialise(midend
*me
,
1270 void (*write
)(void *ctx
, void *buf
, int len
),
1276 * Each line of the save file contains three components. First
1277 * exactly 8 characters of header word indicating what type of
1278 * data is contained on the line; then a colon followed by a
1279 * decimal integer giving the length of the main string on the
1280 * line; then a colon followed by the string itself (exactly as
1281 * many bytes as previously specified, no matter what they
1282 * contain). Then a newline (of reasonably flexible form).
1284 #define wr(h,s) do { \
1287 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1288 write(wctx, hbuf, strlen(hbuf)); \
1289 write(wctx, str, strlen(str)); \
1290 write(wctx, "\n", 1); \
1294 * Magic string identifying the file, and version number of the
1297 wr("SAVEFILE", SERIALISE_MAGIC
);
1298 wr("VERSION", SERIALISE_VERSION
);
1301 * The game name. (Copied locally to avoid const annoyance.)
1304 char *s
= dupstr(me
->ourgame
->name
);
1310 * The current long-term parameters structure, in full.
1313 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1319 * The current short-term parameters structure, in full.
1321 if (me
->curparams
) {
1322 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1328 * The current game description, the privdesc, and the random seed.
1331 wr("SEED", me
->seedstr
);
1333 wr("DESC", me
->desc
);
1335 wr("PRIVDESC", me
->privdesc
);
1338 * The game's aux_info. We obfuscate this to prevent spoilers
1339 * (people are likely to run `head' or similar on a saved game
1340 * file simply to find out what it is, and don't necessarily
1341 * want to be told the answer to the puzzle!)
1348 len
= strlen(me
->aux_info
);
1349 s1
= snewn(len
, unsigned char);
1350 memcpy(s1
, me
->aux_info
, len
);
1351 obfuscate_bitmap(s1
, len
*8, FALSE
);
1352 s2
= bin2hex(s1
, len
);
1361 * Any required serialisation of the game_ui.
1364 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1372 * The game time, if it's a timed game.
1374 if (me
->ourgame
->is_timed
) {
1376 sprintf(buf
, "%g", me
->elapsed
);
1381 * The length of, and position in, the states list.
1385 sprintf(buf
, "%d", me
->nstates
);
1387 sprintf(buf
, "%d", me
->statepos
);
1388 wr("STATEPOS", buf
);
1392 * For each state after the initial one (which we know is
1393 * constructed from either privdesc or desc), enough
1394 * information for execute_move() to reconstruct it from the
1397 for (i
= 1; i
< me
->nstates
; i
++) {
1398 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1399 switch (me
->states
[i
].movetype
) {
1401 wr("MOVE", me
->states
[i
].movestr
);
1404 wr("SOLVE", me
->states
[i
].movestr
);
1407 wr("RESTART", me
->states
[i
].movestr
);
1416 * This function returns NULL on success, or an error message.
1418 char *midend_deserialise(midend
*me
,
1419 int (*read
)(void *ctx
, void *buf
, int len
),
1422 int nstates
= 0, statepos
= -1, gotstates
= 0;
1423 int started
= FALSE
;
1427 /* Initially all errors give the same report */
1428 char *ret
= "Data does not appear to be a saved game file";
1431 * We construct all the new state in local variables while we
1432 * check its sanity. Only once we have finished reading the
1433 * serialised data and detected no errors at all do we start
1434 * modifying stuff in the midend passed in.
1436 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1437 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1438 float elapsed
= 0.0F
;
1439 game_params
*params
= NULL
, *cparams
= NULL
;
1441 struct midend_state_entry
*states
= NULL
;
1444 * Loop round and round reading one key/value pair at a time
1445 * from the serialised stream, until we have enough game states
1448 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1453 if (!read(rctx
, key
, 1)) {
1454 /* unexpected EOF */
1457 } while (key
[0] == '\r' || key
[0] == '\n');
1459 if (!read(rctx
, key
+1, 8)) {
1460 /* unexpected EOF */
1464 if (key
[8] != ':') {
1466 ret
= "Data was incorrectly formatted for a saved game file";
1469 len
= strcspn(key
, ": ");
1475 if (!read(rctx
, &c
, 1)) {
1476 /* unexpected EOF */
1482 } else if (c
>= '0' && c
<= '9') {
1483 len
= (len
* 10) + (c
- '0');
1486 ret
= "Data was incorrectly formatted for a"
1492 val
= snewn(len
+1, char);
1493 if (!read(rctx
, val
, len
)) {
1500 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1501 /* ret already has the right message in it */
1504 /* Now most errors are this one, unless otherwise specified */
1505 ret
= "Saved data ended unexpectedly";
1508 if (!strcmp(key
, "VERSION")) {
1509 if (strcmp(val
, SERIALISE_VERSION
)) {
1510 ret
= "Cannot handle this version of the saved game"
1514 } else if (!strcmp(key
, "GAME")) {
1515 if (strcmp(val
, me
->ourgame
->name
)) {
1516 ret
= "Save file is from a different game";
1519 } else if (!strcmp(key
, "PARAMS")) {
1523 } else if (!strcmp(key
, "CPARAMS")) {
1527 } else if (!strcmp(key
, "SEED")) {
1531 } else if (!strcmp(key
, "DESC")) {
1535 } else if (!strcmp(key
, "PRIVDESC")) {
1539 } else if (!strcmp(key
, "AUXINFO")) {
1541 int len
= strlen(val
) / 2; /* length in bytes */
1542 tmp
= hex2bin(val
, len
);
1543 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1546 auxinfo
= snewn(len
+ 1, char);
1547 memcpy(auxinfo
, tmp
, len
);
1548 auxinfo
[len
] = '\0';
1550 } else if (!strcmp(key
, "UI")) {
1554 } else if (!strcmp(key
, "TIME")) {
1555 elapsed
= atof(val
);
1556 } else if (!strcmp(key
, "NSTATES")) {
1557 nstates
= atoi(val
);
1559 ret
= "Number of states in save file was negative";
1563 ret
= "Two state counts provided in save file";
1566 states
= snewn(nstates
, struct midend_state_entry
);
1567 for (i
= 0; i
< nstates
; i
++) {
1568 states
[i
].state
= NULL
;
1569 states
[i
].movestr
= NULL
;
1570 states
[i
].movetype
= NEWGAME
;
1572 } else if (!strcmp(key
, "STATEPOS")) {
1573 statepos
= atoi(val
);
1574 } else if (!strcmp(key
, "MOVE")) {
1576 states
[gotstates
].movetype
= MOVE
;
1577 states
[gotstates
].movestr
= val
;
1579 } else if (!strcmp(key
, "SOLVE")) {
1581 states
[gotstates
].movetype
= SOLVE
;
1582 states
[gotstates
].movestr
= val
;
1584 } else if (!strcmp(key
, "RESTART")) {
1586 states
[gotstates
].movetype
= RESTART
;
1587 states
[gotstates
].movestr
= val
;
1596 params
= me
->ourgame
->default_params();
1597 me
->ourgame
->decode_params(params
, parstr
);
1598 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1599 ret
= "Long-term parameters in save file are invalid";
1602 cparams
= me
->ourgame
->default_params();
1603 me
->ourgame
->decode_params(cparams
, cparstr
);
1604 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1605 ret
= "Short-term parameters in save file are invalid";
1608 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1610 * The seed's no use with this version, but we can perfectly
1611 * well use the rest of the data.
1617 ret
= "Game description in save file is missing";
1619 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1620 ret
= "Game description in save file is invalid";
1623 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1624 ret
= "Game private description in save file is invalid";
1627 if (statepos
< 0 || statepos
>= nstates
) {
1628 ret
= "Game position in save file is out of range";
1631 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1632 privdesc ? privdesc
: desc
);
1633 for (i
= 1; i
< nstates
; i
++) {
1634 assert(states
[i
].movetype
!= NEWGAME
);
1635 switch (states
[i
].movetype
) {
1638 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1640 if (states
[i
].state
== NULL
) {
1641 ret
= "Save file contained an invalid move";
1646 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1647 ret
= "Save file contained an invalid restart move";
1650 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1656 ui
= me
->ourgame
->new_ui(states
[0].state
);
1657 me
->ourgame
->decode_ui(ui
, uistr
);
1660 * Now we've run out of possible error conditions, so we're
1661 * ready to start overwriting the real data in the current
1662 * midend. We'll do this by swapping things with the local
1663 * variables, so that the same cleanup code will free the old
1674 me
->privdesc
= privdesc
;
1682 me
->aux_info
= auxinfo
;
1686 me
->genmode
= GOT_NOTHING
;
1688 me
->statesize
= nstates
;
1689 nstates
= me
->nstates
;
1690 me
->nstates
= me
->statesize
;
1692 struct midend_state_entry
*tmp
;
1694 me
->states
= states
;
1697 me
->statepos
= statepos
;
1703 me
->params
= params
;
1706 tmp
= me
->curparams
;
1707 me
->curparams
= cparams
;
1711 me
->oldstate
= NULL
;
1712 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1723 me
->elapsed
= elapsed
;
1724 me
->pressed_mouse_button
= 0;
1726 midend_set_timer(me
);
1729 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
1731 me
->ourgame
->new_drawstate(me
->drawing
,
1732 me
->states
[me
->statepos
-1].state
);
1733 midend_size_new_drawstate(me
);
1735 ret
= NULL
; /* success! */
1747 me
->ourgame
->free_params(params
);
1749 me
->ourgame
->free_params(cparams
);
1751 me
->ourgame
->free_ui(ui
);
1755 for (i
= 0; i
< nstates
; i
++) {
1756 if (states
[i
].state
)
1757 me
->ourgame
->free_game(states
[i
].state
);
1758 sfree(states
[i
].movestr
);
1766 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
)
1768 game_state
*soln
= NULL
;
1770 if (me
->statepos
< 1)
1771 return "No game set up to print";/* _shouldn't_ happen! */
1774 char *msg
, *movestr
;
1776 if (!me
->ourgame
->can_solve
)
1777 return "This game does not support the Solve operation";
1779 msg
= "Solve operation failed";/* game _should_ overwrite on error */
1780 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1781 me
->states
[me
->statepos
-1].state
,
1782 me
->aux_info
, &msg
);
1785 soln
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
1794 * This call passes over ownership of the two game_states and
1795 * the game_params. Hence we duplicate the ones we want to
1796 * keep, and we don't have to bother freeing soln if it was
1799 document_add_puzzle(doc
, me
->ourgame
,
1800 me
->ourgame
->dup_params(me
->curparams
),
1801 me
->ourgame
->dup_game(me
->states
[0].state
), soln
);