2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/quit.
16 enum { DEF_PARAMS
, DEF_SEED
, DEF_DESC
}; /* for midend_game_id_int */
18 enum { NEWGAME
, MOVE
, SOLVE
, RESTART
};/* for midend_state_entry.movetype */
20 #define special(type) ( (type) != MOVE )
22 struct midend_state_entry
{
33 game_params
**presets
;
34 char **preset_names
, **preset_encodings
;
35 int npresets
, presetsize
;
38 * `desc' and `privdesc' deserve a comment.
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
59 char *desc
, *privdesc
, *seedstr
;
61 enum { GOT_SEED
, GOT_DESC
, GOT_NOTHING
} genmode
;
63 int nstates
, statesize
, statepos
;
64 struct midend_state_entry
*states
;
66 game_params
*params
, *curparams
;
67 game_drawstate
*drawstate
;
71 float anim_time
, anim_pos
;
72 float flash_time
, flash_pos
;
81 int pressed_mouse_button
;
83 int preferred_tilesize
, tilesize
, winwidth
, winheight
;
86 #define ensure(me) do { \
87 if ((me)->nstates >= (me)->statesize) { \
88 (me)->statesize = (me)->nstates + 128; \
89 (me)->states = sresize((me)->states, (me)->statesize, \
90 struct midend_state_entry); \
94 midend
*midend_new(frontend
*fe
, const game
*ourgame
,
95 const drawing_api
*drapi
, void *drhandle
)
97 midend
*me
= snew(midend
);
101 get_random_seed(&randseed
, &randseedsize
);
104 me
->ourgame
= ourgame
;
105 me
->random
= random_new(randseed
, randseedsize
);
106 me
->nstates
= me
->statesize
= me
->statepos
= 0;
108 me
->params
= ourgame
->default_params();
109 me
->curparams
= NULL
;
110 me
->desc
= me
->privdesc
= NULL
;
113 me
->genmode
= GOT_NOTHING
;
114 me
->drawstate
= NULL
;
117 me
->preset_names
= NULL
;
118 me
->preset_encodings
= NULL
;
119 me
->npresets
= me
->presetsize
= 0;
120 me
->anim_time
= me
->anim_pos
= 0.0F
;
121 me
->flash_time
= me
->flash_pos
= 0.0F
;
124 me
->pressed_mouse_button
= 0;
125 me
->laststatus
= NULL
;
128 me
->tilesize
= me
->winwidth
= me
->winheight
= 0;
130 me
->drawing
= drawing_new(drapi
, me
, drhandle
);
134 me
->preferred_tilesize
= ourgame
->preferred_tilesize
;
137 * Allow an environment-based override for the default tile
138 * size by defining a variable along the lines of
145 sprintf(buf
, "%s_TILESIZE", me
->ourgame
->name
);
146 for (j
= k
= 0; buf
[j
]; j
++)
147 if (!isspace((unsigned char)buf
[j
]))
148 buf
[k
++] = toupper((unsigned char)buf
[j
]);
150 if ((e
= getenv(buf
)) != NULL
&& sscanf(e
, "%d", &ts
) == 1 && ts
> 0)
151 me
->preferred_tilesize
= ts
;
159 static void midend_free_game(midend
*me
)
161 while (me
->nstates
> 0) {
163 me
->ourgame
->free_game(me
->states
[me
->nstates
].state
);
164 sfree(me
->states
[me
->nstates
].movestr
);
168 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
171 void midend_free(midend
*me
)
175 midend_free_game(me
);
178 drawing_free(me
->drawing
);
179 random_free(me
->random
);
185 me
->ourgame
->free_params(me
->params
);
187 for (i
= 0; i
< me
->npresets
; i
++) {
188 sfree(me
->presets
[i
]);
189 sfree(me
->preset_names
[i
]);
190 sfree(me
->preset_encodings
[i
]);
193 sfree(me
->preset_names
);
194 sfree(me
->preset_encodings
);
197 me
->ourgame
->free_ui(me
->ui
);
199 me
->ourgame
->free_params(me
->curparams
);
200 sfree(me
->laststatus
);
204 static void midend_size_new_drawstate(midend
*me
)
207 * Don't even bother, if we haven't worked out our tile size
210 if (me
->tilesize
> 0) {
211 me
->ourgame
->compute_size(me
->params
, me
->tilesize
,
212 &me
->winwidth
, &me
->winheight
);
213 me
->ourgame
->set_size(me
->drawing
, me
->drawstate
,
214 me
->params
, me
->tilesize
);
218 void midend_size(midend
*me
, int *x
, int *y
, int user_size
)
224 * We can't set the size on the same drawstate twice. So if
225 * we've already sized one drawstate, we must throw it away and
228 if (me
->drawstate
&& me
->tilesize
> 0) {
229 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
230 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
231 me
->states
[0].state
);
235 * Find the tile size that best fits within the given space. If
236 * `user_size' is TRUE, we must actually find the _largest_ such
237 * tile size, in order to get as close to the user's explicit
238 * request as possible; otherwise, we bound above at the game's
239 * preferred tile size, so that the game gets what it wants
240 * provided that this doesn't break the constraint from the
241 * front-end (which is likely to be a screen size or similar).
247 me
->ourgame
->compute_size(me
->params
, max
, &rx
, &ry
);
248 } while (rx
<= *x
&& ry
<= *y
);
250 max
= me
->preferred_tilesize
+ 1;
254 * Now binary-search between min and max. We're looking for a
255 * boundary rather than a value: the point at which tile sizes
256 * stop fitting within the given dimensions. Thus, we stop when
257 * max and min differ by exactly 1.
259 while (max
- min
> 1) {
260 int mid
= (max
+ min
) / 2;
261 me
->ourgame
->compute_size(me
->params
, mid
, &rx
, &ry
);
262 if (rx
<= *x
&& ry
<= *y
)
269 * Now `min' is a valid size, and `max' isn't. So use `min'.
274 /* If the user requested a change in size, make it permanent. */
275 me
->preferred_tilesize
= me
->tilesize
;
276 midend_size_new_drawstate(me
);
281 void midend_set_params(midend
*me
, game_params
*params
)
283 me
->ourgame
->free_params(me
->params
);
284 me
->params
= me
->ourgame
->dup_params(params
);
287 game_params
*midend_get_params(midend
*me
)
289 return me
->ourgame
->dup_params(me
->params
);
292 static void midend_set_timer(midend
*me
)
294 me
->timing
= (me
->ourgame
->is_timed
&&
295 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
,
297 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
298 activate_timer(me
->frontend
);
300 deactivate_timer(me
->frontend
);
303 void midend_force_redraw(midend
*me
)
306 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
307 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
308 me
->states
[0].state
);
309 midend_size_new_drawstate(me
);
313 void midend_new_game(midend
*me
)
315 midend_free_game(me
);
317 assert(me
->nstates
== 0);
319 if (me
->genmode
== GOT_DESC
) {
320 me
->genmode
= GOT_NOTHING
;
324 if (me
->genmode
== GOT_SEED
) {
325 me
->genmode
= GOT_NOTHING
;
328 * Generate a new random seed. 15 digits comes to about
329 * 48 bits, which should be more than enough.
331 * I'll avoid putting a leading zero on the number,
332 * just in case it confuses anybody who thinks it's
333 * processed as an integer rather than a string.
338 newseed
[0] = '1' + random_upto(me
->random
, 9);
339 for (i
= 1; i
< 15; i
++)
340 newseed
[i
] = '0' + random_upto(me
->random
, 10);
342 me
->seedstr
= dupstr(newseed
);
345 me
->ourgame
->free_params(me
->curparams
);
346 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
354 rs
= random_new(me
->seedstr
, strlen(me
->seedstr
));
356 * If this midend has been instantiated without providing a
357 * drawing API, it is non-interactive. This means that it's
358 * being used for bulk game generation, and hence we should
359 * pass the non-interactive flag to new_desc.
361 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
362 &me
->aux_info
, (me
->drawing
!= NULL
));
370 * It might seem a bit odd that we're using me->params to
371 * create the initial game state, rather than me->curparams
372 * which is better tailored to this specific game and which we
375 * It's supposed to be an invariant in the midend that
376 * me->params and me->curparams differ in no aspect that is
377 * important after generation (i.e. after new_desc()). By
378 * deliberately passing the _less_ specific of these two
379 * parameter sets, we provoke play-time misbehaviour in the
380 * case where a game has failed to encode a play-time parameter
381 * in the non-full version of encode_params().
383 me
->states
[me
->nstates
].state
=
384 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
386 me
->states
[me
->nstates
].movestr
= NULL
;
387 me
->states
[me
->nstates
].movetype
= NEWGAME
;
390 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
391 me
->states
[0].state
);
392 midend_size_new_drawstate(me
);
395 me
->ourgame
->free_ui(me
->ui
);
396 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
397 midend_set_timer(me
);
398 me
->pressed_mouse_button
= 0;
401 static int midend_undo(midend
*me
)
403 if (me
->statepos
> 1) {
405 me
->ourgame
->changed_state(me
->ui
,
406 me
->states
[me
->statepos
-1].state
,
407 me
->states
[me
->statepos
-2].state
);
415 static int midend_redo(midend
*me
)
417 if (me
->statepos
< me
->nstates
) {
419 me
->ourgame
->changed_state(me
->ui
,
420 me
->states
[me
->statepos
-1].state
,
421 me
->states
[me
->statepos
].state
);
429 static void midend_finish_move(midend
*me
)
434 * We do not flash if the later of the two states is special.
435 * This covers both forward Solve moves and backward (undone)
438 if ((me
->oldstate
|| me
->statepos
> 1) &&
439 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
440 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
441 !special(me
->states
[me
->statepos
].movetype
)))) {
442 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
443 me
->states
[me
->statepos
-2].state
,
444 me
->states
[me
->statepos
-1].state
,
445 me
->oldstate ? me
->dir
: +1,
448 me
->flash_pos
= 0.0F
;
449 me
->flash_time
= flashtime
;
454 me
->ourgame
->free_game(me
->oldstate
);
456 me
->anim_pos
= me
->anim_time
= 0;
459 midend_set_timer(me
);
462 void midend_stop_anim(midend
*me
)
464 if (me
->oldstate
|| me
->anim_time
!= 0) {
465 midend_finish_move(me
);
470 void midend_restart_game(midend
*me
)
474 midend_stop_anim(me
);
476 assert(me
->statepos
>= 1);
477 if (me
->statepos
== 1)
478 return; /* no point doing anything at all! */
481 * During restart, we reconstruct the game from the (public)
482 * game description rather than from states[0], because that
483 * way Mines gets slightly more sensible behaviour (restart
484 * goes to _after_ the first click so you don't have to
485 * remember where you clicked).
487 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
490 * Now enter the restarted state as the next move.
492 midend_stop_anim(me
);
493 while (me
->nstates
> me
->statepos
)
494 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
496 me
->states
[me
->nstates
].state
= s
;
497 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
498 me
->states
[me
->nstates
].movetype
= RESTART
;
499 me
->statepos
= ++me
->nstates
;
501 me
->ourgame
->changed_state(me
->ui
,
502 me
->states
[me
->statepos
-2].state
,
503 me
->states
[me
->statepos
-1].state
);
505 midend_finish_move(me
);
507 midend_set_timer(me
);
510 static int midend_really_process_key(midend
*me
, int x
, int y
, int button
)
512 game_state
*oldstate
=
513 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
514 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
520 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
521 me
->ui
, me
->drawstate
, x
, y
, button
);
524 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
525 midend_stop_anim(me
);
528 goto done
; /* never animate */
529 } else if (button
== 'u' || button
== 'u' ||
530 button
== '\x1A' || button
== '\x1F') {
531 midend_stop_anim(me
);
532 type
= me
->states
[me
->statepos
-1].movetype
;
534 if (!midend_undo(me
))
536 } else if (button
== 'r' || button
== 'R' ||
537 button
== '\x12' || button
== '\x19') {
538 midend_stop_anim(me
);
539 if (!midend_redo(me
))
541 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
548 s
= me
->states
[me
->statepos
-1].state
;
550 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
555 if (s
== me
->states
[me
->statepos
-1].state
) {
557 * make_move() is allowed to return its input state to
558 * indicate that although no move has been made, the UI
559 * state has been updated and a redraw is called for.
562 midend_set_timer(me
);
565 midend_stop_anim(me
);
566 while (me
->nstates
> me
->statepos
)
567 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
569 assert(movestr
!= NULL
);
570 me
->states
[me
->nstates
].state
= s
;
571 me
->states
[me
->nstates
].movestr
= movestr
;
572 me
->states
[me
->nstates
].movetype
= MOVE
;
573 me
->statepos
= ++me
->nstates
;
576 me
->ourgame
->changed_state(me
->ui
,
577 me
->states
[me
->statepos
-2].state
,
578 me
->states
[me
->statepos
-1].state
);
585 type
= me
->states
[me
->statepos
-1].movetype
;
588 * See if this move requires an animation.
590 if (special(type
) && !(type
== SOLVE
&&
591 (me
->ourgame
->flags
& SOLVE_ANIMATES
))) {
594 anim_time
= me
->ourgame
->anim_length(oldstate
,
595 me
->states
[me
->statepos
-1].state
,
599 me
->oldstate
= oldstate
; oldstate
= NULL
;
601 me
->anim_time
= anim_time
;
604 midend_finish_move(me
);
610 midend_set_timer(me
);
613 if (oldstate
) me
->ourgame
->free_game(oldstate
);
617 int midend_process_key(midend
*me
, int x
, int y
, int button
)
622 * Harmonise mouse drag and release messages.
624 * Some front ends might accidentally switch from sending, say,
625 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
626 * drag. (This can happen on the Mac, for example, since
627 * RIGHT_DRAG is usually done using Command+drag, and if the
628 * user accidentally releases Command half way through the drag
629 * then there will be trouble.)
631 * It would be an O(number of front ends) annoyance to fix this
632 * in the front ends, but an O(number of back ends) annoyance
633 * to have each game capable of dealing with it. Therefore, we
634 * fix it _here_ in the common midend code so that it only has
637 * The possible ways in which things can go screwy in the front
640 * - in a system containing multiple physical buttons button
641 * presses can inadvertently overlap. We can see ABab (caps
642 * meaning button-down and lowercase meaning button-up) when
643 * the user had semantically intended AaBb.
645 * - in a system where one button is simulated by means of a
646 * modifier key and another button, buttons can mutate
647 * between press and release (possibly during drag). So we
648 * can see Ab instead of Aa.
650 * Definite requirements are:
652 * - button _presses_ must never be invented or destroyed. If
653 * the user presses two buttons in succession, the button
654 * presses must be transferred to the backend unchanged. So
655 * if we see AaBb , that's fine; if we see ABab (the button
656 * presses inadvertently overlapped) we must somehow
657 * `correct' it to AaBb.
659 * - every mouse action must end up looking like a press, zero
660 * or more drags, then a release. This allows back ends to
661 * make the _assumption_ that incoming mouse data will be
662 * sane in this regard, and not worry about the details.
664 * So my policy will be:
666 * - treat any button-up as a button-up for the currently
667 * pressed button, or ignore it if there is no currently
670 * - treat any drag as a drag for the currently pressed
671 * button, or ignore it if there is no currently pressed
674 * - if we see a button-down while another button is currently
675 * pressed, invent a button-up for the first one and then
676 * pass the button-down through as before.
678 * 2005-05-31: An addendum to the above. Some games might want
679 * a `priority order' among buttons, such that if one button is
680 * pressed while another is down then a fixed one of the
681 * buttons takes priority no matter what order they're pressed
682 * in. Mines, in particular, wants to treat a left+right click
683 * like a left click for the benefit of users of other
684 * implementations. So the last of the above points is modified
685 * in the presence of an (optional) button priority order.
687 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
688 if (me
->pressed_mouse_button
) {
689 if (IS_MOUSE_DRAG(button
)) {
690 button
= me
->pressed_mouse_button
+
691 (LEFT_DRAG
- LEFT_BUTTON
);
693 button
= me
->pressed_mouse_button
+
694 (LEFT_RELEASE
- LEFT_BUTTON
);
697 return ret
; /* ignore it */
698 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
700 * If the new button has lower priority than the old one,
701 * don't bother doing this.
703 if (me
->ourgame
->flags
&
704 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
705 return ret
; /* just ignore it */
708 * Fabricate a button-up for the previously pressed button.
710 ret
= ret
&& midend_really_process_key
711 (me
, x
, y
, (me
->pressed_mouse_button
+
712 (LEFT_RELEASE
- LEFT_BUTTON
)));
716 * Now send on the event we originally received.
718 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
721 * And update the currently pressed button.
723 if (IS_MOUSE_RELEASE(button
))
724 me
->pressed_mouse_button
= 0;
725 else if (IS_MOUSE_DOWN(button
))
726 me
->pressed_mouse_button
= button
;
731 void midend_redraw(midend
*me
)
735 if (me
->statepos
> 0 && me
->drawstate
) {
736 start_draw(me
->drawing
);
737 if (me
->oldstate
&& me
->anim_time
> 0 &&
738 me
->anim_pos
< me
->anim_time
) {
739 assert(me
->dir
!= 0);
740 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, me
->oldstate
,
741 me
->states
[me
->statepos
-1].state
, me
->dir
,
742 me
->ui
, me
->anim_pos
, me
->flash_pos
);
744 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, NULL
,
745 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
746 me
->ui
, 0.0, me
->flash_pos
);
748 end_draw(me
->drawing
);
753 * Nasty hacky function used to implement the --redo option in
754 * gtk.c. Only used for generating the puzzles' icons.
756 void midend_freeze_timer(midend
*me
, float tprop
)
758 me
->anim_pos
= me
->anim_time
* tprop
;
760 deactivate_timer(me
->frontend
);
763 void midend_timer(midend
*me
, float tplus
)
765 int need_redraw
= (me
->anim_time
> 0 || me
->flash_time
> 0);
767 me
->anim_pos
+= tplus
;
768 if (me
->anim_pos
>= me
->anim_time
||
769 me
->anim_time
== 0 || !me
->oldstate
) {
770 if (me
->anim_time
> 0)
771 midend_finish_move(me
);
774 me
->flash_pos
+= tplus
;
775 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
776 me
->flash_pos
= me
->flash_time
= 0;
783 float oldelapsed
= me
->elapsed
;
784 me
->elapsed
+= tplus
;
785 if ((int)oldelapsed
!= (int)me
->elapsed
)
786 status_bar(me
->drawing
, me
->laststatus ? me
->laststatus
: "");
789 midend_set_timer(me
);
792 float *midend_colours(midend
*me
, int *ncolours
)
796 ret
= me
->ourgame
->colours(me
->frontend
, ncolours
);
802 * Allow environment-based overrides for the standard
803 * colours by defining variables along the lines of
804 * `NET_COLOUR_4=6000c0'.
807 for (i
= 0; i
< *ncolours
; i
++) {
809 unsigned int r
, g
, b
;
812 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
813 for (j
= k
= 0; buf
[j
]; j
++)
814 if (!isspace((unsigned char)buf
[j
]))
815 buf
[k
++] = toupper((unsigned char)buf
[j
]);
817 if ((e
= getenv(buf
)) != NULL
&&
818 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
819 ret
[i
*3 + 0] = r
/ 255.0;
820 ret
[i
*3 + 1] = g
/ 255.0;
821 ret
[i
*3 + 2] = b
/ 255.0;
829 int midend_num_presets(midend
*me
)
835 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
836 if (me
->presetsize
<= me
->npresets
) {
837 me
->presetsize
= me
->npresets
+ 10;
838 me
->presets
= sresize(me
->presets
, me
->presetsize
,
840 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
842 me
->preset_encodings
= sresize(me
->preset_encodings
,
843 me
->presetsize
, char *);
846 me
->presets
[me
->npresets
] = preset
;
847 me
->preset_names
[me
->npresets
] = name
;
848 me
->preset_encodings
[me
->npresets
] =
849 me
->ourgame
->encode_params(preset
, TRUE
);;
856 * Allow environment-based extensions to the preset list by
857 * defining a variable along the lines of `SOLO_PRESETS=2x3
858 * Advanced:2x3da'. Colon-separated list of items,
859 * alternating between textual titles in the menu and
860 * encoded parameter strings.
862 char buf
[80], *e
, *p
;
865 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
866 for (j
= k
= 0; buf
[j
]; j
++)
867 if (!isspace((unsigned char)buf
[j
]))
868 buf
[k
++] = toupper((unsigned char)buf
[j
]);
871 if ((e
= getenv(buf
)) != NULL
) {
879 while (*p
&& *p
!= ':') p
++;
882 while (*p
&& *p
!= ':') p
++;
885 preset
= me
->ourgame
->default_params();
886 me
->ourgame
->decode_params(preset
, val
);
888 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
889 /* Drop this one from the list. */
890 me
->ourgame
->free_params(preset
);
894 if (me
->presetsize
<= me
->npresets
) {
895 me
->presetsize
= me
->npresets
+ 10;
896 me
->presets
= sresize(me
->presets
, me
->presetsize
,
898 me
->preset_names
= sresize(me
->preset_names
,
899 me
->presetsize
, char *);
900 me
->preset_encodings
= sresize(me
->preset_encodings
,
901 me
->presetsize
, char *);
904 me
->presets
[me
->npresets
] = preset
;
905 me
->preset_names
[me
->npresets
] = dupstr(name
);
906 me
->preset_encodings
[me
->npresets
] =
907 me
->ourgame
->encode_params(preset
, TRUE
);
916 void midend_fetch_preset(midend
*me
, int n
,
917 char **name
, game_params
**params
)
919 assert(n
>= 0 && n
< me
->npresets
);
920 *name
= me
->preset_names
[n
];
921 *params
= me
->presets
[n
];
924 int midend_which_preset(midend
*me
)
926 char *encoding
= me
->ourgame
->encode_params(me
->params
, TRUE
);
930 for (i
= 0; i
< me
->npresets
; i
++)
931 if (!strcmp(encoding
, me
->preset_encodings
[i
])) {
940 int midend_wants_statusbar(midend
*me
)
942 return me
->ourgame
->wants_statusbar
;
945 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
)
949 me
->desc
= dupstr(desc
);
950 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
953 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
)
955 char *titlebuf
, *parstr
, *rest
;
960 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
964 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
965 *wintitle
= titlebuf
;
966 return me
->ourgame
->configure(me
->params
);
969 if (!me
->curparams
) {
973 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
974 which
== CFG_SEED ?
"random" : "game");
975 *wintitle
= titlebuf
;
977 ret
= snewn(2, config_item
);
979 ret
[0].type
= C_STRING
;
980 if (which
== CFG_SEED
)
981 ret
[0].name
= "Game random seed";
983 ret
[0].name
= "Game ID";
986 * For CFG_DESC the text going in here will be a string
987 * encoding of the restricted parameters, plus a colon,
988 * plus the game description. For CFG_SEED it will be the
989 * full parameters, plus a hash, plus the random seed data.
990 * Either of these is a valid full game ID (although only
991 * the former is likely to persist across many code
994 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
996 if (which
== CFG_DESC
) {
997 rest
= me
->desc ? me
->desc
: "";
1000 rest
= me
->seedstr ? me
->seedstr
: "";
1003 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
1004 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
1007 ret
[1].type
= C_END
;
1008 ret
[1].name
= ret
[1].sval
= NULL
;
1014 assert(!"We shouldn't be here");
1018 static char *midend_game_id_int(midend
*me
, char *id
, int defmode
)
1020 char *error
, *par
, *desc
, *seed
;
1021 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
1024 seed
= strchr(id
, '#');
1025 desc
= strchr(id
, ':');
1027 if (desc
&& (!seed
|| desc
< seed
)) {
1029 * We have a colon separating parameters from game
1030 * description. So `par' now points to the parameters
1031 * string, and `desc' to the description string.
1036 } else if (seed
&& (!desc
|| seed
< desc
)) {
1038 * We have a hash separating parameters from random seed.
1039 * So `par' now points to the parameters string, and `seed'
1040 * to the seed string.
1047 * We only have one string. Depending on `defmode', we take
1048 * it to be either parameters, seed or description.
1050 if (defmode
== DEF_SEED
) {
1053 } else if (defmode
== DEF_DESC
) {
1063 * We must be reasonably careful here not to modify anything in
1064 * `me' until we have finished validating things. This function
1065 * must either return an error and do nothing to the midend, or
1066 * return success and do everything; nothing in between is
1069 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
1072 newcurparams
= me
->ourgame
->dup_params(me
->params
);
1073 me
->ourgame
->decode_params(newcurparams
, par
);
1074 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
1076 me
->ourgame
->free_params(newcurparams
);
1079 oldparams1
= me
->curparams
;
1082 * Now filter only the persistent parts of this state into
1083 * the long-term params structure, unless we've _only_
1084 * received a params string in which case the whole lot is
1087 oldparams2
= me
->params
;
1091 newparams
= me
->ourgame
->dup_params(me
->params
);
1093 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
1094 me
->ourgame
->decode_params(newparams
, tmpstr
);
1098 newparams
= me
->ourgame
->dup_params(newcurparams
);
1102 newcurparams
= me
->curparams
;
1103 newparams
= me
->params
;
1104 free_params
= FALSE
;
1108 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1112 me
->ourgame
->free_params(newcurparams
);
1114 me
->ourgame
->free_params(newparams
);
1121 * Now we've got past all possible error points. Update the
1124 me
->params
= newparams
;
1125 me
->curparams
= newcurparams
;
1127 me
->ourgame
->free_params(oldparams1
);
1129 me
->ourgame
->free_params(oldparams2
);
1132 sfree(me
->privdesc
);
1133 me
->desc
= me
->privdesc
= NULL
;
1138 me
->desc
= dupstr(desc
);
1139 me
->genmode
= GOT_DESC
;
1140 sfree(me
->aux_info
);
1141 me
->aux_info
= NULL
;
1145 me
->seedstr
= dupstr(seed
);
1146 me
->genmode
= GOT_SEED
;
1152 char *midend_game_id(midend
*me
, char *id
)
1154 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1157 char *midend_get_game_id(midend
*me
)
1161 parstr
= me
->ourgame
->encode_params(me
->curparams
, FALSE
);
1164 ret
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
1165 sprintf(ret
, "%s:%s", parstr
, me
->desc
);
1170 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
)
1173 game_params
*params
;
1177 params
= me
->ourgame
->custom_params(cfg
);
1178 error
= me
->ourgame
->validate_params(params
, TRUE
);
1181 me
->ourgame
->free_params(params
);
1185 me
->ourgame
->free_params(me
->params
);
1186 me
->params
= params
;
1191 error
= midend_game_id_int(me
, cfg
[0].sval
,
1192 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1201 char *midend_text_format(midend
*me
)
1203 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
1204 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1209 char *midend_solve(midend
*me
)
1212 char *msg
, *movestr
;
1214 if (!me
->ourgame
->can_solve
)
1215 return "This game does not support the Solve operation";
1217 if (me
->statepos
< 1)
1218 return "No game set up to solve"; /* _shouldn't_ happen! */
1221 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1222 me
->states
[me
->statepos
-1].state
,
1223 me
->aux_info
, &msg
);
1226 msg
= "Solve operation failed"; /* _shouldn't_ happen, but can */
1229 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1233 * Now enter the solved state as the next move.
1235 midend_stop_anim(me
);
1236 while (me
->nstates
> me
->statepos
) {
1237 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1238 if (me
->states
[me
->nstates
].movestr
)
1239 sfree(me
->states
[me
->nstates
].movestr
);
1242 me
->states
[me
->nstates
].state
= s
;
1243 me
->states
[me
->nstates
].movestr
= movestr
;
1244 me
->states
[me
->nstates
].movetype
= SOLVE
;
1245 me
->statepos
= ++me
->nstates
;
1247 me
->ourgame
->changed_state(me
->ui
,
1248 me
->states
[me
->statepos
-2].state
,
1249 me
->states
[me
->statepos
-1].state
);
1251 if (me
->ourgame
->flags
& SOLVE_ANIMATES
) {
1252 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1254 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1255 me
->states
[me
->statepos
-1].state
,
1259 me
->anim_time
= 0.0;
1260 midend_finish_move(me
);
1263 midend_set_timer(me
);
1267 char *midend_rewrite_statusbar(midend
*me
, char *text
)
1270 * An important special case is that we are occasionally called
1271 * with our own laststatus, to update the timer.
1273 if (me
->laststatus
!= text
) {
1274 sfree(me
->laststatus
);
1275 me
->laststatus
= dupstr(text
);
1278 if (me
->ourgame
->is_timed
) {
1279 char timebuf
[100], *ret
;
1285 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1287 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1288 strcpy(ret
, timebuf
);
1293 return dupstr(text
);
1297 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1298 #define SERIALISE_VERSION "1"
1300 void midend_serialise(midend
*me
,
1301 void (*write
)(void *ctx
, void *buf
, int len
),
1307 * Each line of the save file contains three components. First
1308 * exactly 8 characters of header word indicating what type of
1309 * data is contained on the line; then a colon followed by a
1310 * decimal integer giving the length of the main string on the
1311 * line; then a colon followed by the string itself (exactly as
1312 * many bytes as previously specified, no matter what they
1313 * contain). Then a newline (of reasonably flexible form).
1315 #define wr(h,s) do { \
1318 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1319 write(wctx, hbuf, strlen(hbuf)); \
1320 write(wctx, str, strlen(str)); \
1321 write(wctx, "\n", 1); \
1325 * Magic string identifying the file, and version number of the
1328 wr("SAVEFILE", SERIALISE_MAGIC
);
1329 wr("VERSION", SERIALISE_VERSION
);
1332 * The game name. (Copied locally to avoid const annoyance.)
1335 char *s
= dupstr(me
->ourgame
->name
);
1341 * The current long-term parameters structure, in full.
1344 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1350 * The current short-term parameters structure, in full.
1352 if (me
->curparams
) {
1353 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1359 * The current game description, the privdesc, and the random seed.
1362 wr("SEED", me
->seedstr
);
1364 wr("DESC", me
->desc
);
1366 wr("PRIVDESC", me
->privdesc
);
1369 * The game's aux_info. We obfuscate this to prevent spoilers
1370 * (people are likely to run `head' or similar on a saved game
1371 * file simply to find out what it is, and don't necessarily
1372 * want to be told the answer to the puzzle!)
1379 len
= strlen(me
->aux_info
);
1380 s1
= snewn(len
, unsigned char);
1381 memcpy(s1
, me
->aux_info
, len
);
1382 obfuscate_bitmap(s1
, len
*8, FALSE
);
1383 s2
= bin2hex(s1
, len
);
1392 * Any required serialisation of the game_ui.
1395 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1403 * The game time, if it's a timed game.
1405 if (me
->ourgame
->is_timed
) {
1407 sprintf(buf
, "%g", me
->elapsed
);
1412 * The length of, and position in, the states list.
1416 sprintf(buf
, "%d", me
->nstates
);
1418 sprintf(buf
, "%d", me
->statepos
);
1419 wr("STATEPOS", buf
);
1423 * For each state after the initial one (which we know is
1424 * constructed from either privdesc or desc), enough
1425 * information for execute_move() to reconstruct it from the
1428 for (i
= 1; i
< me
->nstates
; i
++) {
1429 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1430 switch (me
->states
[i
].movetype
) {
1432 wr("MOVE", me
->states
[i
].movestr
);
1435 wr("SOLVE", me
->states
[i
].movestr
);
1438 wr("RESTART", me
->states
[i
].movestr
);
1447 * This function returns NULL on success, or an error message.
1449 char *midend_deserialise(midend
*me
,
1450 int (*read
)(void *ctx
, void *buf
, int len
),
1453 int nstates
= 0, statepos
= -1, gotstates
= 0;
1454 int started
= FALSE
;
1458 /* Initially all errors give the same report */
1459 char *ret
= "Data does not appear to be a saved game file";
1462 * We construct all the new state in local variables while we
1463 * check its sanity. Only once we have finished reading the
1464 * serialised data and detected no errors at all do we start
1465 * modifying stuff in the midend passed in.
1467 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1468 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1469 float elapsed
= 0.0F
;
1470 game_params
*params
= NULL
, *cparams
= NULL
;
1472 struct midend_state_entry
*states
= NULL
;
1475 * Loop round and round reading one key/value pair at a time
1476 * from the serialised stream, until we have enough game states
1479 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1484 if (!read(rctx
, key
, 1)) {
1485 /* unexpected EOF */
1488 } while (key
[0] == '\r' || key
[0] == '\n');
1490 if (!read(rctx
, key
+1, 8)) {
1491 /* unexpected EOF */
1495 if (key
[8] != ':') {
1497 ret
= "Data was incorrectly formatted for a saved game file";
1500 len
= strcspn(key
, ": ");
1506 if (!read(rctx
, &c
, 1)) {
1507 /* unexpected EOF */
1513 } else if (c
>= '0' && c
<= '9') {
1514 len
= (len
* 10) + (c
- '0');
1517 ret
= "Data was incorrectly formatted for a"
1523 val
= snewn(len
+1, char);
1524 if (!read(rctx
, val
, len
)) {
1531 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1532 /* ret already has the right message in it */
1535 /* Now most errors are this one, unless otherwise specified */
1536 ret
= "Saved data ended unexpectedly";
1539 if (!strcmp(key
, "VERSION")) {
1540 if (strcmp(val
, SERIALISE_VERSION
)) {
1541 ret
= "Cannot handle this version of the saved game"
1545 } else if (!strcmp(key
, "GAME")) {
1546 if (strcmp(val
, me
->ourgame
->name
)) {
1547 ret
= "Save file is from a different game";
1550 } else if (!strcmp(key
, "PARAMS")) {
1554 } else if (!strcmp(key
, "CPARAMS")) {
1558 } else if (!strcmp(key
, "SEED")) {
1562 } else if (!strcmp(key
, "DESC")) {
1566 } else if (!strcmp(key
, "PRIVDESC")) {
1570 } else if (!strcmp(key
, "AUXINFO")) {
1572 int len
= strlen(val
) / 2; /* length in bytes */
1573 tmp
= hex2bin(val
, len
);
1574 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1577 auxinfo
= snewn(len
+ 1, char);
1578 memcpy(auxinfo
, tmp
, len
);
1579 auxinfo
[len
] = '\0';
1581 } else if (!strcmp(key
, "UI")) {
1585 } else if (!strcmp(key
, "TIME")) {
1586 elapsed
= atof(val
);
1587 } else if (!strcmp(key
, "NSTATES")) {
1588 nstates
= atoi(val
);
1590 ret
= "Number of states in save file was negative";
1594 ret
= "Two state counts provided in save file";
1597 states
= snewn(nstates
, struct midend_state_entry
);
1598 for (i
= 0; i
< nstates
; i
++) {
1599 states
[i
].state
= NULL
;
1600 states
[i
].movestr
= NULL
;
1601 states
[i
].movetype
= NEWGAME
;
1603 } else if (!strcmp(key
, "STATEPOS")) {
1604 statepos
= atoi(val
);
1605 } else if (!strcmp(key
, "MOVE")) {
1607 states
[gotstates
].movetype
= MOVE
;
1608 states
[gotstates
].movestr
= val
;
1610 } else if (!strcmp(key
, "SOLVE")) {
1612 states
[gotstates
].movetype
= SOLVE
;
1613 states
[gotstates
].movestr
= val
;
1615 } else if (!strcmp(key
, "RESTART")) {
1617 states
[gotstates
].movetype
= RESTART
;
1618 states
[gotstates
].movestr
= val
;
1627 params
= me
->ourgame
->default_params();
1628 me
->ourgame
->decode_params(params
, parstr
);
1629 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1630 ret
= "Long-term parameters in save file are invalid";
1633 cparams
= me
->ourgame
->default_params();
1634 me
->ourgame
->decode_params(cparams
, cparstr
);
1635 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1636 ret
= "Short-term parameters in save file are invalid";
1639 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1641 * The seed's no use with this version, but we can perfectly
1642 * well use the rest of the data.
1648 ret
= "Game description in save file is missing";
1650 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1651 ret
= "Game description in save file is invalid";
1654 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1655 ret
= "Game private description in save file is invalid";
1658 if (statepos
< 0 || statepos
>= nstates
) {
1659 ret
= "Game position in save file is out of range";
1662 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1663 privdesc ? privdesc
: desc
);
1664 for (i
= 1; i
< nstates
; i
++) {
1665 assert(states
[i
].movetype
!= NEWGAME
);
1666 switch (states
[i
].movetype
) {
1669 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1671 if (states
[i
].state
== NULL
) {
1672 ret
= "Save file contained an invalid move";
1677 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1678 ret
= "Save file contained an invalid restart move";
1681 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1687 ui
= me
->ourgame
->new_ui(states
[0].state
);
1688 me
->ourgame
->decode_ui(ui
, uistr
);
1691 * Now we've run out of possible error conditions, so we're
1692 * ready to start overwriting the real data in the current
1693 * midend. We'll do this by swapping things with the local
1694 * variables, so that the same cleanup code will free the old
1705 me
->privdesc
= privdesc
;
1713 me
->aux_info
= auxinfo
;
1717 me
->genmode
= GOT_NOTHING
;
1719 me
->statesize
= nstates
;
1720 nstates
= me
->nstates
;
1721 me
->nstates
= me
->statesize
;
1723 struct midend_state_entry
*tmp
;
1725 me
->states
= states
;
1728 me
->statepos
= statepos
;
1734 me
->params
= params
;
1737 tmp
= me
->curparams
;
1738 me
->curparams
= cparams
;
1742 me
->oldstate
= NULL
;
1743 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1754 me
->elapsed
= elapsed
;
1755 me
->pressed_mouse_button
= 0;
1757 midend_set_timer(me
);
1760 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
1762 me
->ourgame
->new_drawstate(me
->drawing
,
1763 me
->states
[me
->statepos
-1].state
);
1764 midend_size_new_drawstate(me
);
1766 ret
= NULL
; /* success! */
1778 me
->ourgame
->free_params(params
);
1780 me
->ourgame
->free_params(cparams
);
1782 me
->ourgame
->free_ui(ui
);
1786 for (i
= 0; i
< nstates
; i
++) {
1787 if (states
[i
].state
)
1788 me
->ourgame
->free_game(states
[i
].state
);
1789 sfree(states
[i
].movestr
);
1797 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
)
1799 game_state
*soln
= NULL
;
1801 if (me
->statepos
< 1)
1802 return "No game set up to print";/* _shouldn't_ happen! */
1805 char *msg
, *movestr
;
1807 if (!me
->ourgame
->can_solve
)
1808 return "This game does not support the Solve operation";
1810 msg
= "Solve operation failed";/* game _should_ overwrite on error */
1811 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1812 me
->states
[me
->statepos
-1].state
,
1813 me
->aux_info
, &msg
);
1816 soln
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
1825 * This call passes over ownership of the two game_states and
1826 * the game_params. Hence we duplicate the ones we want to
1827 * keep, and we don't have to bother freeing soln if it was
1830 document_add_puzzle(doc
, me
->ourgame
,
1831 me
->ourgame
->dup_params(me
->curparams
),
1832 me
->ourgame
->dup_game(me
->states
[0].state
), soln
);