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'.
267 midend_size_new_drawstate(me
);
272 void midend_set_params(midend
*me
, game_params
*params
)
274 me
->ourgame
->free_params(me
->params
);
275 me
->params
= me
->ourgame
->dup_params(params
);
278 game_params
*midend_get_params(midend
*me
)
280 return me
->ourgame
->dup_params(me
->params
);
283 static void midend_set_timer(midend
*me
)
285 me
->timing
= (me
->ourgame
->is_timed
&&
286 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
,
288 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
289 activate_timer(me
->frontend
);
291 deactivate_timer(me
->frontend
);
294 void midend_force_redraw(midend
*me
)
297 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
298 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
299 me
->states
[0].state
);
300 midend_size_new_drawstate(me
);
304 void midend_new_game(midend
*me
)
306 midend_free_game(me
);
308 assert(me
->nstates
== 0);
310 if (me
->genmode
== GOT_DESC
) {
311 me
->genmode
= GOT_NOTHING
;
315 if (me
->genmode
== GOT_SEED
) {
316 me
->genmode
= GOT_NOTHING
;
319 * Generate a new random seed. 15 digits comes to about
320 * 48 bits, which should be more than enough.
322 * I'll avoid putting a leading zero on the number,
323 * just in case it confuses anybody who thinks it's
324 * processed as an integer rather than a string.
329 newseed
[0] = '1' + random_upto(me
->random
, 9);
330 for (i
= 1; i
< 15; i
++)
331 newseed
[i
] = '0' + random_upto(me
->random
, 10);
333 me
->seedstr
= dupstr(newseed
);
336 me
->ourgame
->free_params(me
->curparams
);
337 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
345 rs
= random_new(me
->seedstr
, strlen(me
->seedstr
));
347 * If this midend has been instantiated without providing a
348 * drawing API, it is non-interactive. This means that it's
349 * being used for bulk game generation, and hence we should
350 * pass the non-interactive flag to new_desc.
352 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
353 &me
->aux_info
, (me
->drawing
!= NULL
));
361 * It might seem a bit odd that we're using me->params to
362 * create the initial game state, rather than me->curparams
363 * which is better tailored to this specific game and which we
366 * It's supposed to be an invariant in the midend that
367 * me->params and me->curparams differ in no aspect that is
368 * important after generation (i.e. after new_desc()). By
369 * deliberately passing the _less_ specific of these two
370 * parameter sets, we provoke play-time misbehaviour in the
371 * case where a game has failed to encode a play-time parameter
372 * in the non-full version of encode_params().
374 me
->states
[me
->nstates
].state
=
375 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
377 me
->states
[me
->nstates
].movestr
= NULL
;
378 me
->states
[me
->nstates
].movetype
= NEWGAME
;
381 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
382 me
->states
[0].state
);
383 midend_size_new_drawstate(me
);
386 me
->ourgame
->free_ui(me
->ui
);
387 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
388 midend_set_timer(me
);
389 me
->pressed_mouse_button
= 0;
392 static int midend_undo(midend
*me
)
394 if (me
->statepos
> 1) {
396 me
->ourgame
->changed_state(me
->ui
,
397 me
->states
[me
->statepos
-1].state
,
398 me
->states
[me
->statepos
-2].state
);
406 static int midend_redo(midend
*me
)
408 if (me
->statepos
< me
->nstates
) {
410 me
->ourgame
->changed_state(me
->ui
,
411 me
->states
[me
->statepos
-1].state
,
412 me
->states
[me
->statepos
].state
);
420 static void midend_finish_move(midend
*me
)
425 * We do not flash if the later of the two states is special.
426 * This covers both forward Solve moves and backward (undone)
429 if ((me
->oldstate
|| me
->statepos
> 1) &&
430 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
431 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
432 !special(me
->states
[me
->statepos
].movetype
)))) {
433 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
434 me
->states
[me
->statepos
-2].state
,
435 me
->states
[me
->statepos
-1].state
,
436 me
->oldstate ? me
->dir
: +1,
439 me
->flash_pos
= 0.0F
;
440 me
->flash_time
= flashtime
;
445 me
->ourgame
->free_game(me
->oldstate
);
447 me
->anim_pos
= me
->anim_time
= 0;
450 midend_set_timer(me
);
453 void midend_stop_anim(midend
*me
)
455 if (me
->oldstate
|| me
->anim_time
!= 0) {
456 midend_finish_move(me
);
461 void midend_restart_game(midend
*me
)
465 midend_stop_anim(me
);
467 assert(me
->statepos
>= 1);
468 if (me
->statepos
== 1)
469 return; /* no point doing anything at all! */
472 * During restart, we reconstruct the game from the (public)
473 * game description rather than from states[0], because that
474 * way Mines gets slightly more sensible behaviour (restart
475 * goes to _after_ the first click so you don't have to
476 * remember where you clicked).
478 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
481 * Now enter the restarted state as the next move.
483 midend_stop_anim(me
);
484 while (me
->nstates
> me
->statepos
)
485 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
487 me
->states
[me
->nstates
].state
= s
;
488 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
489 me
->states
[me
->nstates
].movetype
= RESTART
;
490 me
->statepos
= ++me
->nstates
;
492 me
->ourgame
->changed_state(me
->ui
,
493 me
->states
[me
->statepos
-2].state
,
494 me
->states
[me
->statepos
-1].state
);
496 midend_finish_move(me
);
498 midend_set_timer(me
);
501 static int midend_really_process_key(midend
*me
, int x
, int y
, int button
)
503 game_state
*oldstate
=
504 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
505 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
511 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
512 me
->ui
, me
->drawstate
, x
, y
, button
);
515 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
516 midend_stop_anim(me
);
519 goto done
; /* never animate */
520 } else if (button
== 'u' || button
== 'u' ||
521 button
== '\x1A' || button
== '\x1F') {
522 midend_stop_anim(me
);
523 type
= me
->states
[me
->statepos
-1].movetype
;
525 if (!midend_undo(me
))
527 } else if (button
== 'r' || button
== 'R' ||
528 button
== '\x12' || button
== '\x19') {
529 midend_stop_anim(me
);
530 if (!midend_redo(me
))
532 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
539 s
= me
->states
[me
->statepos
-1].state
;
541 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
546 if (s
== me
->states
[me
->statepos
-1].state
) {
548 * make_move() is allowed to return its input state to
549 * indicate that although no move has been made, the UI
550 * state has been updated and a redraw is called for.
553 midend_set_timer(me
);
556 midend_stop_anim(me
);
557 while (me
->nstates
> me
->statepos
)
558 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
560 assert(movestr
!= NULL
);
561 me
->states
[me
->nstates
].state
= s
;
562 me
->states
[me
->nstates
].movestr
= movestr
;
563 me
->states
[me
->nstates
].movetype
= MOVE
;
564 me
->statepos
= ++me
->nstates
;
567 me
->ourgame
->changed_state(me
->ui
,
568 me
->states
[me
->statepos
-2].state
,
569 me
->states
[me
->statepos
-1].state
);
576 type
= me
->states
[me
->statepos
-1].movetype
;
579 * See if this move requires an animation.
581 if (special(type
) && !(type
== SOLVE
&&
582 (me
->ourgame
->flags
& SOLVE_ANIMATES
))) {
585 anim_time
= me
->ourgame
->anim_length(oldstate
,
586 me
->states
[me
->statepos
-1].state
,
590 me
->oldstate
= oldstate
; oldstate
= NULL
;
592 me
->anim_time
= anim_time
;
595 midend_finish_move(me
);
601 midend_set_timer(me
);
604 if (oldstate
) me
->ourgame
->free_game(oldstate
);
608 int midend_process_key(midend
*me
, int x
, int y
, int button
)
613 * Harmonise mouse drag and release messages.
615 * Some front ends might accidentally switch from sending, say,
616 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
617 * drag. (This can happen on the Mac, for example, since
618 * RIGHT_DRAG is usually done using Command+drag, and if the
619 * user accidentally releases Command half way through the drag
620 * then there will be trouble.)
622 * It would be an O(number of front ends) annoyance to fix this
623 * in the front ends, but an O(number of back ends) annoyance
624 * to have each game capable of dealing with it. Therefore, we
625 * fix it _here_ in the common midend code so that it only has
628 * The possible ways in which things can go screwy in the front
631 * - in a system containing multiple physical buttons button
632 * presses can inadvertently overlap. We can see ABab (caps
633 * meaning button-down and lowercase meaning button-up) when
634 * the user had semantically intended AaBb.
636 * - in a system where one button is simulated by means of a
637 * modifier key and another button, buttons can mutate
638 * between press and release (possibly during drag). So we
639 * can see Ab instead of Aa.
641 * Definite requirements are:
643 * - button _presses_ must never be invented or destroyed. If
644 * the user presses two buttons in succession, the button
645 * presses must be transferred to the backend unchanged. So
646 * if we see AaBb , that's fine; if we see ABab (the button
647 * presses inadvertently overlapped) we must somehow
648 * `correct' it to AaBb.
650 * - every mouse action must end up looking like a press, zero
651 * or more drags, then a release. This allows back ends to
652 * make the _assumption_ that incoming mouse data will be
653 * sane in this regard, and not worry about the details.
655 * So my policy will be:
657 * - treat any button-up as a button-up for the currently
658 * pressed button, or ignore it if there is no currently
661 * - treat any drag as a drag for the currently pressed
662 * button, or ignore it if there is no currently pressed
665 * - if we see a button-down while another button is currently
666 * pressed, invent a button-up for the first one and then
667 * pass the button-down through as before.
669 * 2005-05-31: An addendum to the above. Some games might want
670 * a `priority order' among buttons, such that if one button is
671 * pressed while another is down then a fixed one of the
672 * buttons takes priority no matter what order they're pressed
673 * in. Mines, in particular, wants to treat a left+right click
674 * like a left click for the benefit of users of other
675 * implementations. So the last of the above points is modified
676 * in the presence of an (optional) button priority order.
678 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
679 if (me
->pressed_mouse_button
) {
680 if (IS_MOUSE_DRAG(button
)) {
681 button
= me
->pressed_mouse_button
+
682 (LEFT_DRAG
- LEFT_BUTTON
);
684 button
= me
->pressed_mouse_button
+
685 (LEFT_RELEASE
- LEFT_BUTTON
);
688 return ret
; /* ignore it */
689 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
691 * If the new button has lower priority than the old one,
692 * don't bother doing this.
694 if (me
->ourgame
->flags
&
695 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
696 return ret
; /* just ignore it */
699 * Fabricate a button-up for the previously pressed button.
701 ret
= ret
&& midend_really_process_key
702 (me
, x
, y
, (me
->pressed_mouse_button
+
703 (LEFT_RELEASE
- LEFT_BUTTON
)));
707 * Now send on the event we originally received.
709 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
712 * And update the currently pressed button.
714 if (IS_MOUSE_RELEASE(button
))
715 me
->pressed_mouse_button
= 0;
716 else if (IS_MOUSE_DOWN(button
))
717 me
->pressed_mouse_button
= button
;
722 void midend_redraw(midend
*me
)
726 if (me
->statepos
> 0 && me
->drawstate
) {
727 start_draw(me
->drawing
);
728 if (me
->oldstate
&& me
->anim_time
> 0 &&
729 me
->anim_pos
< me
->anim_time
) {
730 assert(me
->dir
!= 0);
731 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, me
->oldstate
,
732 me
->states
[me
->statepos
-1].state
, me
->dir
,
733 me
->ui
, me
->anim_pos
, me
->flash_pos
);
735 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, NULL
,
736 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
737 me
->ui
, 0.0, me
->flash_pos
);
739 end_draw(me
->drawing
);
744 * Nasty hacky function used to implement the --redo option in
745 * gtk.c. Only used for generating the puzzles' icons.
747 void midend_freeze_timer(midend
*me
, float tprop
)
749 me
->anim_pos
= me
->anim_time
* tprop
;
751 deactivate_timer(me
->frontend
);
754 void midend_timer(midend
*me
, float tplus
)
756 int need_redraw
= (me
->anim_time
> 0 || me
->flash_time
> 0);
758 me
->anim_pos
+= tplus
;
759 if (me
->anim_pos
>= me
->anim_time
||
760 me
->anim_time
== 0 || !me
->oldstate
) {
761 if (me
->anim_time
> 0)
762 midend_finish_move(me
);
765 me
->flash_pos
+= tplus
;
766 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
767 me
->flash_pos
= me
->flash_time
= 0;
774 float oldelapsed
= me
->elapsed
;
775 me
->elapsed
+= tplus
;
776 if ((int)oldelapsed
!= (int)me
->elapsed
)
777 status_bar(me
->drawing
, me
->laststatus ? me
->laststatus
: "");
780 midend_set_timer(me
);
783 float *midend_colours(midend
*me
, int *ncolours
)
787 ret
= me
->ourgame
->colours(me
->frontend
, ncolours
);
793 * Allow environment-based overrides for the standard
794 * colours by defining variables along the lines of
795 * `NET_COLOUR_4=6000c0'.
798 for (i
= 0; i
< *ncolours
; i
++) {
800 unsigned int r
, g
, b
;
803 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
804 for (j
= k
= 0; buf
[j
]; j
++)
805 if (!isspace((unsigned char)buf
[j
]))
806 buf
[k
++] = toupper((unsigned char)buf
[j
]);
808 if ((e
= getenv(buf
)) != NULL
&&
809 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
810 ret
[i
*3 + 0] = r
/ 255.0;
811 ret
[i
*3 + 1] = g
/ 255.0;
812 ret
[i
*3 + 2] = b
/ 255.0;
820 int midend_num_presets(midend
*me
)
826 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
827 if (me
->presetsize
<= me
->npresets
) {
828 me
->presetsize
= me
->npresets
+ 10;
829 me
->presets
= sresize(me
->presets
, me
->presetsize
,
831 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
835 me
->presets
[me
->npresets
] = preset
;
836 me
->preset_names
[me
->npresets
] = name
;
843 * Allow environment-based extensions to the preset list by
844 * defining a variable along the lines of `SOLO_PRESETS=2x3
845 * Advanced:2x3da'. Colon-separated list of items,
846 * alternating between textual titles in the menu and
847 * encoded parameter strings.
849 char buf
[80], *e
, *p
;
852 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
853 for (j
= k
= 0; buf
[j
]; j
++)
854 if (!isspace((unsigned char)buf
[j
]))
855 buf
[k
++] = toupper((unsigned char)buf
[j
]);
858 if ((e
= getenv(buf
)) != NULL
) {
866 while (*p
&& *p
!= ':') p
++;
869 while (*p
&& *p
!= ':') p
++;
872 preset
= me
->ourgame
->default_params();
873 me
->ourgame
->decode_params(preset
, val
);
875 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
876 /* Drop this one from the list. */
877 me
->ourgame
->free_params(preset
);
881 if (me
->presetsize
<= me
->npresets
) {
882 me
->presetsize
= me
->npresets
+ 10;
883 me
->presets
= sresize(me
->presets
, me
->presetsize
,
885 me
->preset_names
= sresize(me
->preset_names
,
886 me
->presetsize
, char *);
889 me
->presets
[me
->npresets
] = preset
;
890 me
->preset_names
[me
->npresets
] = dupstr(name
);
899 void midend_fetch_preset(midend
*me
, int n
,
900 char **name
, game_params
**params
)
902 assert(n
>= 0 && n
< me
->npresets
);
903 *name
= me
->preset_names
[n
];
904 *params
= me
->presets
[n
];
907 int midend_wants_statusbar(midend
*me
)
909 return me
->ourgame
->wants_statusbar
;
912 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
)
916 me
->desc
= dupstr(desc
);
917 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
920 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
)
922 char *titlebuf
, *parstr
, *rest
;
927 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
931 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
932 *wintitle
= titlebuf
;
933 return me
->ourgame
->configure(me
->params
);
936 if (!me
->curparams
) {
940 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
941 which
== CFG_SEED ?
"random" : "game");
942 *wintitle
= titlebuf
;
944 ret
= snewn(2, config_item
);
946 ret
[0].type
= C_STRING
;
947 if (which
== CFG_SEED
)
948 ret
[0].name
= "Game random seed";
950 ret
[0].name
= "Game ID";
953 * For CFG_DESC the text going in here will be a string
954 * encoding of the restricted parameters, plus a colon,
955 * plus the game description. For CFG_SEED it will be the
956 * full parameters, plus a hash, plus the random seed data.
957 * Either of these is a valid full game ID (although only
958 * the former is likely to persist across many code
961 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
963 if (which
== CFG_DESC
) {
964 rest
= me
->desc ? me
->desc
: "";
967 rest
= me
->seedstr ? me
->seedstr
: "";
970 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
971 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
975 ret
[1].name
= ret
[1].sval
= NULL
;
981 assert(!"We shouldn't be here");
985 static char *midend_game_id_int(midend
*me
, char *id
, int defmode
)
987 char *error
, *par
, *desc
, *seed
;
988 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
991 seed
= strchr(id
, '#');
992 desc
= strchr(id
, ':');
994 if (desc
&& (!seed
|| desc
< seed
)) {
996 * We have a colon separating parameters from game
997 * description. So `par' now points to the parameters
998 * string, and `desc' to the description string.
1003 } else if (seed
&& (!desc
|| seed
< desc
)) {
1005 * We have a hash separating parameters from random seed.
1006 * So `par' now points to the parameters string, and `seed'
1007 * to the seed string.
1014 * We only have one string. Depending on `defmode', we take
1015 * it to be either parameters, seed or description.
1017 if (defmode
== DEF_SEED
) {
1020 } else if (defmode
== DEF_DESC
) {
1030 * We must be reasonably careful here not to modify anything in
1031 * `me' until we have finished validating things. This function
1032 * must either return an error and do nothing to the midend, or
1033 * return success and do everything; nothing in between is
1036 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
1039 newcurparams
= me
->ourgame
->dup_params(me
->params
);
1040 me
->ourgame
->decode_params(newcurparams
, par
);
1041 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
1043 me
->ourgame
->free_params(newcurparams
);
1046 oldparams1
= me
->curparams
;
1049 * Now filter only the persistent parts of this state into
1050 * the long-term params structure, unless we've _only_
1051 * received a params string in which case the whole lot is
1054 oldparams2
= me
->params
;
1058 newparams
= me
->ourgame
->dup_params(me
->params
);
1060 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
1061 me
->ourgame
->decode_params(newparams
, tmpstr
);
1065 newparams
= me
->ourgame
->dup_params(newcurparams
);
1069 newcurparams
= me
->curparams
;
1070 newparams
= me
->params
;
1071 free_params
= FALSE
;
1075 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1079 me
->ourgame
->free_params(newcurparams
);
1081 me
->ourgame
->free_params(newparams
);
1088 * Now we've got past all possible error points. Update the
1091 me
->params
= newparams
;
1092 me
->curparams
= newcurparams
;
1094 me
->ourgame
->free_params(oldparams1
);
1096 me
->ourgame
->free_params(oldparams2
);
1099 sfree(me
->privdesc
);
1100 me
->desc
= me
->privdesc
= NULL
;
1105 me
->desc
= dupstr(desc
);
1106 me
->genmode
= GOT_DESC
;
1107 sfree(me
->aux_info
);
1108 me
->aux_info
= NULL
;
1112 me
->seedstr
= dupstr(seed
);
1113 me
->genmode
= GOT_SEED
;
1119 char *midend_game_id(midend
*me
, char *id
)
1121 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1124 char *midend_get_game_id(midend
*me
)
1128 parstr
= me
->ourgame
->encode_params(me
->curparams
, FALSE
);
1131 ret
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
1132 sprintf(ret
, "%s:%s", parstr
, me
->desc
);
1137 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
)
1140 game_params
*params
;
1144 params
= me
->ourgame
->custom_params(cfg
);
1145 error
= me
->ourgame
->validate_params(params
, TRUE
);
1148 me
->ourgame
->free_params(params
);
1152 me
->ourgame
->free_params(me
->params
);
1153 me
->params
= params
;
1158 error
= midend_game_id_int(me
, cfg
[0].sval
,
1159 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1168 char *midend_text_format(midend
*me
)
1170 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
1171 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1176 char *midend_solve(midend
*me
)
1179 char *msg
, *movestr
;
1181 if (!me
->ourgame
->can_solve
)
1182 return "This game does not support the Solve operation";
1184 if (me
->statepos
< 1)
1185 return "No game set up to solve"; /* _shouldn't_ happen! */
1188 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1189 me
->states
[me
->statepos
-1].state
,
1190 me
->aux_info
, &msg
);
1193 msg
= "Solve operation failed"; /* _shouldn't_ happen, but can */
1196 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1200 * Now enter the solved state as the next move.
1202 midend_stop_anim(me
);
1203 while (me
->nstates
> me
->statepos
) {
1204 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1205 if (me
->states
[me
->nstates
].movestr
)
1206 sfree(me
->states
[me
->nstates
].movestr
);
1209 me
->states
[me
->nstates
].state
= s
;
1210 me
->states
[me
->nstates
].movestr
= movestr
;
1211 me
->states
[me
->nstates
].movetype
= SOLVE
;
1212 me
->statepos
= ++me
->nstates
;
1214 me
->ourgame
->changed_state(me
->ui
,
1215 me
->states
[me
->statepos
-2].state
,
1216 me
->states
[me
->statepos
-1].state
);
1218 if (me
->ourgame
->flags
& SOLVE_ANIMATES
) {
1219 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1221 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1222 me
->states
[me
->statepos
-1].state
,
1226 me
->anim_time
= 0.0;
1227 midend_finish_move(me
);
1230 midend_set_timer(me
);
1234 char *midend_rewrite_statusbar(midend
*me
, char *text
)
1237 * An important special case is that we are occasionally called
1238 * with our own laststatus, to update the timer.
1240 if (me
->laststatus
!= text
) {
1241 sfree(me
->laststatus
);
1242 me
->laststatus
= dupstr(text
);
1245 if (me
->ourgame
->is_timed
) {
1246 char timebuf
[100], *ret
;
1252 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1254 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1255 strcpy(ret
, timebuf
);
1260 return dupstr(text
);
1264 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1265 #define SERIALISE_VERSION "1"
1267 void midend_serialise(midend
*me
,
1268 void (*write
)(void *ctx
, void *buf
, int len
),
1274 * Each line of the save file contains three components. First
1275 * exactly 8 characters of header word indicating what type of
1276 * data is contained on the line; then a colon followed by a
1277 * decimal integer giving the length of the main string on the
1278 * line; then a colon followed by the string itself (exactly as
1279 * many bytes as previously specified, no matter what they
1280 * contain). Then a newline (of reasonably flexible form).
1282 #define wr(h,s) do { \
1285 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1286 write(wctx, hbuf, strlen(hbuf)); \
1287 write(wctx, str, strlen(str)); \
1288 write(wctx, "\n", 1); \
1292 * Magic string identifying the file, and version number of the
1295 wr("SAVEFILE", SERIALISE_MAGIC
);
1296 wr("VERSION", SERIALISE_VERSION
);
1299 * The game name. (Copied locally to avoid const annoyance.)
1302 char *s
= dupstr(me
->ourgame
->name
);
1308 * The current long-term parameters structure, in full.
1311 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1317 * The current short-term parameters structure, in full.
1319 if (me
->curparams
) {
1320 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1326 * The current game description, the privdesc, and the random seed.
1329 wr("SEED", me
->seedstr
);
1331 wr("DESC", me
->desc
);
1333 wr("PRIVDESC", me
->privdesc
);
1336 * The game's aux_info. We obfuscate this to prevent spoilers
1337 * (people are likely to run `head' or similar on a saved game
1338 * file simply to find out what it is, and don't necessarily
1339 * want to be told the answer to the puzzle!)
1346 len
= strlen(me
->aux_info
);
1347 s1
= snewn(len
, unsigned char);
1348 memcpy(s1
, me
->aux_info
, len
);
1349 obfuscate_bitmap(s1
, len
*8, FALSE
);
1350 s2
= bin2hex(s1
, len
);
1359 * Any required serialisation of the game_ui.
1362 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1370 * The game time, if it's a timed game.
1372 if (me
->ourgame
->is_timed
) {
1374 sprintf(buf
, "%g", me
->elapsed
);
1379 * The length of, and position in, the states list.
1383 sprintf(buf
, "%d", me
->nstates
);
1385 sprintf(buf
, "%d", me
->statepos
);
1386 wr("STATEPOS", buf
);
1390 * For each state after the initial one (which we know is
1391 * constructed from either privdesc or desc), enough
1392 * information for execute_move() to reconstruct it from the
1395 for (i
= 1; i
< me
->nstates
; i
++) {
1396 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1397 switch (me
->states
[i
].movetype
) {
1399 wr("MOVE", me
->states
[i
].movestr
);
1402 wr("SOLVE", me
->states
[i
].movestr
);
1405 wr("RESTART", me
->states
[i
].movestr
);
1414 * This function returns NULL on success, or an error message.
1416 char *midend_deserialise(midend
*me
,
1417 int (*read
)(void *ctx
, void *buf
, int len
),
1420 int nstates
= 0, statepos
= -1, gotstates
= 0;
1421 int started
= FALSE
;
1425 /* Initially all errors give the same report */
1426 char *ret
= "Data does not appear to be a saved game file";
1429 * We construct all the new state in local variables while we
1430 * check its sanity. Only once we have finished reading the
1431 * serialised data and detected no errors at all do we start
1432 * modifying stuff in the midend passed in.
1434 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1435 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1436 float elapsed
= 0.0F
;
1437 game_params
*params
= NULL
, *cparams
= NULL
;
1439 struct midend_state_entry
*states
= NULL
;
1442 * Loop round and round reading one key/value pair at a time
1443 * from the serialised stream, until we have enough game states
1446 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1451 if (!read(rctx
, key
, 1)) {
1452 /* unexpected EOF */
1455 } while (key
[0] == '\r' || key
[0] == '\n');
1457 if (!read(rctx
, key
+1, 8)) {
1458 /* unexpected EOF */
1462 if (key
[8] != ':') {
1464 ret
= "Data was incorrectly formatted for a saved game file";
1467 len
= strcspn(key
, ": ");
1473 if (!read(rctx
, &c
, 1)) {
1474 /* unexpected EOF */
1480 } else if (c
>= '0' && c
<= '9') {
1481 len
= (len
* 10) + (c
- '0');
1484 ret
= "Data was incorrectly formatted for a"
1490 val
= snewn(len
+1, char);
1491 if (!read(rctx
, val
, len
)) {
1498 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1499 /* ret already has the right message in it */
1502 /* Now most errors are this one, unless otherwise specified */
1503 ret
= "Saved data ended unexpectedly";
1506 if (!strcmp(key
, "VERSION")) {
1507 if (strcmp(val
, SERIALISE_VERSION
)) {
1508 ret
= "Cannot handle this version of the saved game"
1512 } else if (!strcmp(key
, "GAME")) {
1513 if (strcmp(val
, me
->ourgame
->name
)) {
1514 ret
= "Save file is from a different game";
1517 } else if (!strcmp(key
, "PARAMS")) {
1521 } else if (!strcmp(key
, "CPARAMS")) {
1525 } else if (!strcmp(key
, "SEED")) {
1529 } else if (!strcmp(key
, "DESC")) {
1533 } else if (!strcmp(key
, "PRIVDESC")) {
1537 } else if (!strcmp(key
, "AUXINFO")) {
1539 int len
= strlen(val
) / 2; /* length in bytes */
1540 tmp
= hex2bin(val
, len
);
1541 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1544 auxinfo
= snewn(len
+ 1, char);
1545 memcpy(auxinfo
, tmp
, len
);
1546 auxinfo
[len
] = '\0';
1548 } else if (!strcmp(key
, "UI")) {
1552 } else if (!strcmp(key
, "TIME")) {
1553 elapsed
= atof(val
);
1554 } else if (!strcmp(key
, "NSTATES")) {
1555 nstates
= atoi(val
);
1557 ret
= "Number of states in save file was negative";
1561 ret
= "Two state counts provided in save file";
1564 states
= snewn(nstates
, struct midend_state_entry
);
1565 for (i
= 0; i
< nstates
; i
++) {
1566 states
[i
].state
= NULL
;
1567 states
[i
].movestr
= NULL
;
1568 states
[i
].movetype
= NEWGAME
;
1570 } else if (!strcmp(key
, "STATEPOS")) {
1571 statepos
= atoi(val
);
1572 } else if (!strcmp(key
, "MOVE")) {
1574 states
[gotstates
].movetype
= MOVE
;
1575 states
[gotstates
].movestr
= val
;
1577 } else if (!strcmp(key
, "SOLVE")) {
1579 states
[gotstates
].movetype
= SOLVE
;
1580 states
[gotstates
].movestr
= val
;
1582 } else if (!strcmp(key
, "RESTART")) {
1584 states
[gotstates
].movetype
= RESTART
;
1585 states
[gotstates
].movestr
= val
;
1594 params
= me
->ourgame
->default_params();
1595 me
->ourgame
->decode_params(params
, parstr
);
1596 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1597 ret
= "Long-term parameters in save file are invalid";
1600 cparams
= me
->ourgame
->default_params();
1601 me
->ourgame
->decode_params(cparams
, cparstr
);
1602 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1603 ret
= "Short-term parameters in save file are invalid";
1606 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1608 * The seed's no use with this version, but we can perfectly
1609 * well use the rest of the data.
1615 ret
= "Game description in save file is missing";
1617 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1618 ret
= "Game description in save file is invalid";
1621 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1622 ret
= "Game private description in save file is invalid";
1625 if (statepos
< 0 || statepos
>= nstates
) {
1626 ret
= "Game position in save file is out of range";
1629 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1630 privdesc ? privdesc
: desc
);
1631 for (i
= 1; i
< nstates
; i
++) {
1632 assert(states
[i
].movetype
!= NEWGAME
);
1633 switch (states
[i
].movetype
) {
1636 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1638 if (states
[i
].state
== NULL
) {
1639 ret
= "Save file contained an invalid move";
1644 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1645 ret
= "Save file contained an invalid restart move";
1648 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1654 ui
= me
->ourgame
->new_ui(states
[0].state
);
1655 me
->ourgame
->decode_ui(ui
, uistr
);
1658 * Now we've run out of possible error conditions, so we're
1659 * ready to start overwriting the real data in the current
1660 * midend. We'll do this by swapping things with the local
1661 * variables, so that the same cleanup code will free the old
1672 me
->privdesc
= privdesc
;
1680 me
->aux_info
= auxinfo
;
1684 me
->genmode
= GOT_NOTHING
;
1686 me
->statesize
= nstates
;
1687 nstates
= me
->nstates
;
1688 me
->nstates
= me
->statesize
;
1690 struct midend_state_entry
*tmp
;
1692 me
->states
= states
;
1695 me
->statepos
= statepos
;
1701 me
->params
= params
;
1704 tmp
= me
->curparams
;
1705 me
->curparams
= cparams
;
1709 me
->oldstate
= NULL
;
1710 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1721 me
->elapsed
= elapsed
;
1722 me
->pressed_mouse_button
= 0;
1724 midend_set_timer(me
);
1727 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
1729 me
->ourgame
->new_drawstate(me
->drawing
,
1730 me
->states
[me
->statepos
-1].state
);
1731 midend_size_new_drawstate(me
);
1733 ret
= NULL
; /* success! */
1745 me
->ourgame
->free_params(params
);
1747 me
->ourgame
->free_params(cparams
);
1749 me
->ourgame
->free_ui(ui
);
1753 for (i
= 0; i
< nstates
; i
++) {
1754 if (states
[i
].state
)
1755 me
->ourgame
->free_game(states
[i
].state
);
1756 sfree(states
[i
].movestr
);
1764 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
)
1766 game_state
*soln
= NULL
;
1768 if (me
->statepos
< 1)
1769 return "No game set up to print";/* _shouldn't_ happen! */
1772 char *msg
, *movestr
;
1774 if (!me
->ourgame
->can_solve
)
1775 return "This game does not support the Solve operation";
1777 msg
= "Solve operation failed";/* game _should_ overwrite on error */
1778 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1779 me
->states
[me
->statepos
-1].state
,
1780 me
->aux_info
, &msg
);
1783 soln
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
1792 * This call passes over ownership of the two game_states and
1793 * the game_params. Hence we duplicate the ones we want to
1794 * keep, and we don't have to bother freeing soln if it was
1797 document_add_puzzle(doc
, me
->ourgame
,
1798 me
->ourgame
->dup_params(me
->curparams
),
1799 me
->ourgame
->dup_game(me
->states
[0].state
), soln
);