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 user_size
)
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 * `user_size' is TRUE, we must actually find the _largest_ such
234 * tile size, in order to get as close to the user's explicit
235 * request as possible; otherwise, we bound above at the game's
236 * preferred tile size, so that the game gets what it wants
237 * provided that this doesn't break the constraint from the
238 * front-end (which is likely to be a screen size or similar).
244 me
->ourgame
->compute_size(me
->params
, max
, &rx
, &ry
);
245 } while (rx
<= *x
&& ry
<= *y
);
247 max
= me
->preferred_tilesize
+ 1;
251 * Now binary-search between min and max. We're looking for a
252 * boundary rather than a value: the point at which tile sizes
253 * stop fitting within the given dimensions. Thus, we stop when
254 * max and min differ by exactly 1.
256 while (max
- min
> 1) {
257 int mid
= (max
+ min
) / 2;
258 me
->ourgame
->compute_size(me
->params
, mid
, &rx
, &ry
);
259 if (rx
<= *x
&& ry
<= *y
)
266 * Now `min' is a valid size, and `max' isn't. So use `min'.
271 /* If the user requested a change in size, make it permanent. */
272 me
->preferred_tilesize
= me
->tilesize
;
273 midend_size_new_drawstate(me
);
278 void midend_set_params(midend
*me
, game_params
*params
)
280 me
->ourgame
->free_params(me
->params
);
281 me
->params
= me
->ourgame
->dup_params(params
);
284 game_params
*midend_get_params(midend
*me
)
286 return me
->ourgame
->dup_params(me
->params
);
289 static void midend_set_timer(midend
*me
)
291 me
->timing
= (me
->ourgame
->is_timed
&&
292 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
,
294 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
295 activate_timer(me
->frontend
);
297 deactivate_timer(me
->frontend
);
300 void midend_force_redraw(midend
*me
)
303 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
304 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
305 me
->states
[0].state
);
306 midend_size_new_drawstate(me
);
310 void midend_new_game(midend
*me
)
312 midend_free_game(me
);
314 assert(me
->nstates
== 0);
316 if (me
->genmode
== GOT_DESC
) {
317 me
->genmode
= GOT_NOTHING
;
321 if (me
->genmode
== GOT_SEED
) {
322 me
->genmode
= GOT_NOTHING
;
325 * Generate a new random seed. 15 digits comes to about
326 * 48 bits, which should be more than enough.
328 * I'll avoid putting a leading zero on the number,
329 * just in case it confuses anybody who thinks it's
330 * processed as an integer rather than a string.
335 newseed
[0] = '1' + random_upto(me
->random
, 9);
336 for (i
= 1; i
< 15; i
++)
337 newseed
[i
] = '0' + random_upto(me
->random
, 10);
339 me
->seedstr
= dupstr(newseed
);
342 me
->ourgame
->free_params(me
->curparams
);
343 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
351 rs
= random_new(me
->seedstr
, strlen(me
->seedstr
));
353 * If this midend has been instantiated without providing a
354 * drawing API, it is non-interactive. This means that it's
355 * being used for bulk game generation, and hence we should
356 * pass the non-interactive flag to new_desc.
358 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
359 &me
->aux_info
, (me
->drawing
!= NULL
));
367 * It might seem a bit odd that we're using me->params to
368 * create the initial game state, rather than me->curparams
369 * which is better tailored to this specific game and which we
372 * It's supposed to be an invariant in the midend that
373 * me->params and me->curparams differ in no aspect that is
374 * important after generation (i.e. after new_desc()). By
375 * deliberately passing the _less_ specific of these two
376 * parameter sets, we provoke play-time misbehaviour in the
377 * case where a game has failed to encode a play-time parameter
378 * in the non-full version of encode_params().
380 me
->states
[me
->nstates
].state
=
381 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
383 me
->states
[me
->nstates
].movestr
= NULL
;
384 me
->states
[me
->nstates
].movetype
= NEWGAME
;
387 me
->drawstate
= me
->ourgame
->new_drawstate(me
->drawing
,
388 me
->states
[0].state
);
389 midend_size_new_drawstate(me
);
392 me
->ourgame
->free_ui(me
->ui
);
393 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
394 midend_set_timer(me
);
395 me
->pressed_mouse_button
= 0;
398 static int midend_undo(midend
*me
)
400 if (me
->statepos
> 1) {
402 me
->ourgame
->changed_state(me
->ui
,
403 me
->states
[me
->statepos
-1].state
,
404 me
->states
[me
->statepos
-2].state
);
412 static int midend_redo(midend
*me
)
414 if (me
->statepos
< me
->nstates
) {
416 me
->ourgame
->changed_state(me
->ui
,
417 me
->states
[me
->statepos
-1].state
,
418 me
->states
[me
->statepos
].state
);
426 static void midend_finish_move(midend
*me
)
431 * We do not flash if the later of the two states is special.
432 * This covers both forward Solve moves and backward (undone)
435 if ((me
->oldstate
|| me
->statepos
> 1) &&
436 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
437 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
438 !special(me
->states
[me
->statepos
].movetype
)))) {
439 flashtime
= me
->ourgame
->flash_length(me
->oldstate
? me
->oldstate
:
440 me
->states
[me
->statepos
-2].state
,
441 me
->states
[me
->statepos
-1].state
,
442 me
->oldstate
? me
->dir
: +1,
445 me
->flash_pos
= 0.0F
;
446 me
->flash_time
= flashtime
;
451 me
->ourgame
->free_game(me
->oldstate
);
453 me
->anim_pos
= me
->anim_time
= 0;
456 midend_set_timer(me
);
459 void midend_stop_anim(midend
*me
)
461 if (me
->oldstate
|| me
->anim_time
!= 0) {
462 midend_finish_move(me
);
467 void midend_restart_game(midend
*me
)
471 midend_stop_anim(me
);
473 assert(me
->statepos
>= 1);
474 if (me
->statepos
== 1)
475 return; /* no point doing anything at all! */
478 * During restart, we reconstruct the game from the (public)
479 * game description rather than from states[0], because that
480 * way Mines gets slightly more sensible behaviour (restart
481 * goes to _after_ the first click so you don't have to
482 * remember where you clicked).
484 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
487 * Now enter the restarted state as the next move.
489 midend_stop_anim(me
);
490 while (me
->nstates
> me
->statepos
)
491 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
493 me
->states
[me
->nstates
].state
= s
;
494 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
495 me
->states
[me
->nstates
].movetype
= RESTART
;
496 me
->statepos
= ++me
->nstates
;
498 me
->ourgame
->changed_state(me
->ui
,
499 me
->states
[me
->statepos
-2].state
,
500 me
->states
[me
->statepos
-1].state
);
502 midend_finish_move(me
);
504 midend_set_timer(me
);
507 static int midend_really_process_key(midend
*me
, int x
, int y
, int button
)
509 game_state
*oldstate
=
510 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
511 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
517 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
518 me
->ui
, me
->drawstate
, x
, y
, button
);
521 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
522 midend_stop_anim(me
);
525 goto done
; /* never animate */
526 } else if (button
== 'u' || button
== 'u' ||
527 button
== '\x1A' || button
== '\x1F') {
528 midend_stop_anim(me
);
529 type
= me
->states
[me
->statepos
-1].movetype
;
531 if (!midend_undo(me
))
533 } else if (button
== 'r' || button
== 'R' ||
534 button
== '\x12' || button
== '\x19') {
535 midend_stop_anim(me
);
536 if (!midend_redo(me
))
538 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
545 s
= me
->states
[me
->statepos
-1].state
;
547 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
552 if (s
== me
->states
[me
->statepos
-1].state
) {
554 * make_move() is allowed to return its input state to
555 * indicate that although no move has been made, the UI
556 * state has been updated and a redraw is called for.
559 midend_set_timer(me
);
562 midend_stop_anim(me
);
563 while (me
->nstates
> me
->statepos
)
564 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
566 assert(movestr
!= NULL
);
567 me
->states
[me
->nstates
].state
= s
;
568 me
->states
[me
->nstates
].movestr
= movestr
;
569 me
->states
[me
->nstates
].movetype
= MOVE
;
570 me
->statepos
= ++me
->nstates
;
573 me
->ourgame
->changed_state(me
->ui
,
574 me
->states
[me
->statepos
-2].state
,
575 me
->states
[me
->statepos
-1].state
);
582 type
= me
->states
[me
->statepos
-1].movetype
;
585 * See if this move requires an animation.
587 if (special(type
) && !(type
== SOLVE
&&
588 (me
->ourgame
->flags
& SOLVE_ANIMATES
))) {
591 anim_time
= me
->ourgame
->anim_length(oldstate
,
592 me
->states
[me
->statepos
-1].state
,
596 me
->oldstate
= oldstate
; oldstate
= NULL
;
598 me
->anim_time
= anim_time
;
601 midend_finish_move(me
);
607 midend_set_timer(me
);
610 if (oldstate
) me
->ourgame
->free_game(oldstate
);
614 int midend_process_key(midend
*me
, int x
, int y
, int button
)
619 * Harmonise mouse drag and release messages.
621 * Some front ends might accidentally switch from sending, say,
622 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
623 * drag. (This can happen on the Mac, for example, since
624 * RIGHT_DRAG is usually done using Command+drag, and if the
625 * user accidentally releases Command half way through the drag
626 * then there will be trouble.)
628 * It would be an O(number of front ends) annoyance to fix this
629 * in the front ends, but an O(number of back ends) annoyance
630 * to have each game capable of dealing with it. Therefore, we
631 * fix it _here_ in the common midend code so that it only has
634 * The possible ways in which things can go screwy in the front
637 * - in a system containing multiple physical buttons button
638 * presses can inadvertently overlap. We can see ABab (caps
639 * meaning button-down and lowercase meaning button-up) when
640 * the user had semantically intended AaBb.
642 * - in a system where one button is simulated by means of a
643 * modifier key and another button, buttons can mutate
644 * between press and release (possibly during drag). So we
645 * can see Ab instead of Aa.
647 * Definite requirements are:
649 * - button _presses_ must never be invented or destroyed. If
650 * the user presses two buttons in succession, the button
651 * presses must be transferred to the backend unchanged. So
652 * if we see AaBb , that's fine; if we see ABab (the button
653 * presses inadvertently overlapped) we must somehow
654 * `correct' it to AaBb.
656 * - every mouse action must end up looking like a press, zero
657 * or more drags, then a release. This allows back ends to
658 * make the _assumption_ that incoming mouse data will be
659 * sane in this regard, and not worry about the details.
661 * So my policy will be:
663 * - treat any button-up as a button-up for the currently
664 * pressed button, or ignore it if there is no currently
667 * - treat any drag as a drag for the currently pressed
668 * button, or ignore it if there is no currently pressed
671 * - if we see a button-down while another button is currently
672 * pressed, invent a button-up for the first one and then
673 * pass the button-down through as before.
675 * 2005-05-31: An addendum to the above. Some games might want
676 * a `priority order' among buttons, such that if one button is
677 * pressed while another is down then a fixed one of the
678 * buttons takes priority no matter what order they're pressed
679 * in. Mines, in particular, wants to treat a left+right click
680 * like a left click for the benefit of users of other
681 * implementations. So the last of the above points is modified
682 * in the presence of an (optional) button priority order.
684 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
685 if (me
->pressed_mouse_button
) {
686 if (IS_MOUSE_DRAG(button
)) {
687 button
= me
->pressed_mouse_button
+
688 (LEFT_DRAG
- LEFT_BUTTON
);
690 button
= me
->pressed_mouse_button
+
691 (LEFT_RELEASE
- LEFT_BUTTON
);
694 return ret
; /* ignore it */
695 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
697 * If the new button has lower priority than the old one,
698 * don't bother doing this.
700 if (me
->ourgame
->flags
&
701 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
702 return ret
; /* just ignore it */
705 * Fabricate a button-up for the previously pressed button.
707 ret
= ret
&& midend_really_process_key
708 (me
, x
, y
, (me
->pressed_mouse_button
+
709 (LEFT_RELEASE
- LEFT_BUTTON
)));
713 * Now send on the event we originally received.
715 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
718 * And update the currently pressed button.
720 if (IS_MOUSE_RELEASE(button
))
721 me
->pressed_mouse_button
= 0;
722 else if (IS_MOUSE_DOWN(button
))
723 me
->pressed_mouse_button
= button
;
728 void midend_redraw(midend
*me
)
732 if (me
->statepos
> 0 && me
->drawstate
) {
733 start_draw(me
->drawing
);
734 if (me
->oldstate
&& me
->anim_time
> 0 &&
735 me
->anim_pos
< me
->anim_time
) {
736 assert(me
->dir
!= 0);
737 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, me
->oldstate
,
738 me
->states
[me
->statepos
-1].state
, me
->dir
,
739 me
->ui
, me
->anim_pos
, me
->flash_pos
);
741 me
->ourgame
->redraw(me
->drawing
, me
->drawstate
, NULL
,
742 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
743 me
->ui
, 0.0, me
->flash_pos
);
745 end_draw(me
->drawing
);
750 * Nasty hacky function used to implement the --redo option in
751 * gtk.c. Only used for generating the puzzles' icons.
753 void midend_freeze_timer(midend
*me
, float tprop
)
755 me
->anim_pos
= me
->anim_time
* tprop
;
757 deactivate_timer(me
->frontend
);
760 void midend_timer(midend
*me
, float tplus
)
762 int need_redraw
= (me
->anim_time
> 0 || me
->flash_time
> 0);
764 me
->anim_pos
+= tplus
;
765 if (me
->anim_pos
>= me
->anim_time
||
766 me
->anim_time
== 0 || !me
->oldstate
) {
767 if (me
->anim_time
> 0)
768 midend_finish_move(me
);
771 me
->flash_pos
+= tplus
;
772 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
773 me
->flash_pos
= me
->flash_time
= 0;
780 float oldelapsed
= me
->elapsed
;
781 me
->elapsed
+= tplus
;
782 if ((int)oldelapsed
!= (int)me
->elapsed
)
783 status_bar(me
->drawing
, me
->laststatus
? me
->laststatus
: "");
786 midend_set_timer(me
);
789 float *midend_colours(midend
*me
, int *ncolours
)
793 ret
= me
->ourgame
->colours(me
->frontend
, ncolours
);
799 * Allow environment-based overrides for the standard
800 * colours by defining variables along the lines of
801 * `NET_COLOUR_4=6000c0'.
804 for (i
= 0; i
< *ncolours
; i
++) {
806 unsigned int r
, g
, b
;
809 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
810 for (j
= k
= 0; buf
[j
]; j
++)
811 if (!isspace((unsigned char)buf
[j
]))
812 buf
[k
++] = toupper((unsigned char)buf
[j
]);
814 if ((e
= getenv(buf
)) != NULL
&&
815 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
816 ret
[i
*3 + 0] = r
/ 255.0;
817 ret
[i
*3 + 1] = g
/ 255.0;
818 ret
[i
*3 + 2] = b
/ 255.0;
826 int midend_num_presets(midend
*me
)
832 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
833 if (me
->presetsize
<= me
->npresets
) {
834 me
->presetsize
= me
->npresets
+ 10;
835 me
->presets
= sresize(me
->presets
, me
->presetsize
,
837 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
841 me
->presets
[me
->npresets
] = preset
;
842 me
->preset_names
[me
->npresets
] = name
;
849 * Allow environment-based extensions to the preset list by
850 * defining a variable along the lines of `SOLO_PRESETS=2x3
851 * Advanced:2x3da'. Colon-separated list of items,
852 * alternating between textual titles in the menu and
853 * encoded parameter strings.
855 char buf
[80], *e
, *p
;
858 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
859 for (j
= k
= 0; buf
[j
]; j
++)
860 if (!isspace((unsigned char)buf
[j
]))
861 buf
[k
++] = toupper((unsigned char)buf
[j
]);
864 if ((e
= getenv(buf
)) != NULL
) {
872 while (*p
&& *p
!= ':') p
++;
875 while (*p
&& *p
!= ':') p
++;
878 preset
= me
->ourgame
->default_params();
879 me
->ourgame
->decode_params(preset
, val
);
881 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
882 /* Drop this one from the list. */
883 me
->ourgame
->free_params(preset
);
887 if (me
->presetsize
<= me
->npresets
) {
888 me
->presetsize
= me
->npresets
+ 10;
889 me
->presets
= sresize(me
->presets
, me
->presetsize
,
891 me
->preset_names
= sresize(me
->preset_names
,
892 me
->presetsize
, char *);
895 me
->presets
[me
->npresets
] = preset
;
896 me
->preset_names
[me
->npresets
] = dupstr(name
);
905 void midend_fetch_preset(midend
*me
, int n
,
906 char **name
, game_params
**params
)
908 assert(n
>= 0 && n
< me
->npresets
);
909 *name
= me
->preset_names
[n
];
910 *params
= me
->presets
[n
];
913 int midend_wants_statusbar(midend
*me
)
915 return me
->ourgame
->wants_statusbar
;
918 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
)
922 me
->desc
= dupstr(desc
);
923 me
->privdesc
= privdesc
? dupstr(privdesc
) : NULL
;
926 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
)
928 char *titlebuf
, *parstr
, *rest
;
933 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
937 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
938 *wintitle
= titlebuf
;
939 return me
->ourgame
->configure(me
->params
);
942 if (!me
->curparams
) {
946 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
947 which
== CFG_SEED
? "random" : "game");
948 *wintitle
= titlebuf
;
950 ret
= snewn(2, config_item
);
952 ret
[0].type
= C_STRING
;
953 if (which
== CFG_SEED
)
954 ret
[0].name
= "Game random seed";
956 ret
[0].name
= "Game ID";
959 * For CFG_DESC the text going in here will be a string
960 * encoding of the restricted parameters, plus a colon,
961 * plus the game description. For CFG_SEED it will be the
962 * full parameters, plus a hash, plus the random seed data.
963 * Either of these is a valid full game ID (although only
964 * the former is likely to persist across many code
967 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
969 if (which
== CFG_DESC
) {
970 rest
= me
->desc
? me
->desc
: "";
973 rest
= me
->seedstr
? me
->seedstr
: "";
976 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
977 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
981 ret
[1].name
= ret
[1].sval
= NULL
;
987 assert(!"We shouldn't be here");
991 static char *midend_game_id_int(midend
*me
, char *id
, int defmode
)
993 char *error
, *par
, *desc
, *seed
;
994 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
997 seed
= strchr(id
, '#');
998 desc
= strchr(id
, ':');
1000 if (desc
&& (!seed
|| desc
< seed
)) {
1002 * We have a colon separating parameters from game
1003 * description. So `par' now points to the parameters
1004 * string, and `desc' to the description string.
1009 } else if (seed
&& (!desc
|| seed
< desc
)) {
1011 * We have a hash separating parameters from random seed.
1012 * So `par' now points to the parameters string, and `seed'
1013 * to the seed string.
1020 * We only have one string. Depending on `defmode', we take
1021 * it to be either parameters, seed or description.
1023 if (defmode
== DEF_SEED
) {
1026 } else if (defmode
== DEF_DESC
) {
1036 * We must be reasonably careful here not to modify anything in
1037 * `me' until we have finished validating things. This function
1038 * must either return an error and do nothing to the midend, or
1039 * return success and do everything; nothing in between is
1042 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
1045 newcurparams
= me
->ourgame
->dup_params(me
->params
);
1046 me
->ourgame
->decode_params(newcurparams
, par
);
1047 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
1049 me
->ourgame
->free_params(newcurparams
);
1052 oldparams1
= me
->curparams
;
1055 * Now filter only the persistent parts of this state into
1056 * the long-term params structure, unless we've _only_
1057 * received a params string in which case the whole lot is
1060 oldparams2
= me
->params
;
1064 newparams
= me
->ourgame
->dup_params(me
->params
);
1066 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
1067 me
->ourgame
->decode_params(newparams
, tmpstr
);
1071 newparams
= me
->ourgame
->dup_params(newcurparams
);
1075 newcurparams
= me
->curparams
;
1076 newparams
= me
->params
;
1077 free_params
= FALSE
;
1081 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1085 me
->ourgame
->free_params(newcurparams
);
1087 me
->ourgame
->free_params(newparams
);
1094 * Now we've got past all possible error points. Update the
1097 me
->params
= newparams
;
1098 me
->curparams
= newcurparams
;
1100 me
->ourgame
->free_params(oldparams1
);
1102 me
->ourgame
->free_params(oldparams2
);
1105 sfree(me
->privdesc
);
1106 me
->desc
= me
->privdesc
= NULL
;
1111 me
->desc
= dupstr(desc
);
1112 me
->genmode
= GOT_DESC
;
1113 sfree(me
->aux_info
);
1114 me
->aux_info
= NULL
;
1118 me
->seedstr
= dupstr(seed
);
1119 me
->genmode
= GOT_SEED
;
1125 char *midend_game_id(midend
*me
, char *id
)
1127 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1130 char *midend_get_game_id(midend
*me
)
1134 parstr
= me
->ourgame
->encode_params(me
->curparams
, FALSE
);
1137 ret
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
1138 sprintf(ret
, "%s:%s", parstr
, me
->desc
);
1143 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
)
1146 game_params
*params
;
1150 params
= me
->ourgame
->custom_params(cfg
);
1151 error
= me
->ourgame
->validate_params(params
, TRUE
);
1154 me
->ourgame
->free_params(params
);
1158 me
->ourgame
->free_params(me
->params
);
1159 me
->params
= params
;
1164 error
= midend_game_id_int(me
, cfg
[0].sval
,
1165 (which
== CFG_SEED
? DEF_SEED
: DEF_DESC
));
1174 char *midend_text_format(midend
*me
)
1176 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
1177 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1182 char *midend_solve(midend
*me
)
1185 char *msg
, *movestr
;
1187 if (!me
->ourgame
->can_solve
)
1188 return "This game does not support the Solve operation";
1190 if (me
->statepos
< 1)
1191 return "No game set up to solve"; /* _shouldn't_ happen! */
1194 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1195 me
->states
[me
->statepos
-1].state
,
1196 me
->aux_info
, &msg
);
1199 msg
= "Solve operation failed"; /* _shouldn't_ happen, but can */
1202 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1206 * Now enter the solved state as the next move.
1208 midend_stop_anim(me
);
1209 while (me
->nstates
> me
->statepos
) {
1210 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1211 if (me
->states
[me
->nstates
].movestr
)
1212 sfree(me
->states
[me
->nstates
].movestr
);
1215 me
->states
[me
->nstates
].state
= s
;
1216 me
->states
[me
->nstates
].movestr
= movestr
;
1217 me
->states
[me
->nstates
].movetype
= SOLVE
;
1218 me
->statepos
= ++me
->nstates
;
1220 me
->ourgame
->changed_state(me
->ui
,
1221 me
->states
[me
->statepos
-2].state
,
1222 me
->states
[me
->statepos
-1].state
);
1224 if (me
->ourgame
->flags
& SOLVE_ANIMATES
) {
1225 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1227 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1228 me
->states
[me
->statepos
-1].state
,
1232 me
->anim_time
= 0.0;
1233 midend_finish_move(me
);
1236 midend_set_timer(me
);
1240 char *midend_rewrite_statusbar(midend
*me
, char *text
)
1243 * An important special case is that we are occasionally called
1244 * with our own laststatus, to update the timer.
1246 if (me
->laststatus
!= text
) {
1247 sfree(me
->laststatus
);
1248 me
->laststatus
= dupstr(text
);
1251 if (me
->ourgame
->is_timed
) {
1252 char timebuf
[100], *ret
;
1258 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1260 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1261 strcpy(ret
, timebuf
);
1266 return dupstr(text
);
1270 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1271 #define SERIALISE_VERSION "1"
1273 void midend_serialise(midend
*me
,
1274 void (*write
)(void *ctx
, void *buf
, int len
),
1280 * Each line of the save file contains three components. First
1281 * exactly 8 characters of header word indicating what type of
1282 * data is contained on the line; then a colon followed by a
1283 * decimal integer giving the length of the main string on the
1284 * line; then a colon followed by the string itself (exactly as
1285 * many bytes as previously specified, no matter what they
1286 * contain). Then a newline (of reasonably flexible form).
1288 #define wr(h,s) do { \
1291 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1292 write(wctx, hbuf, strlen(hbuf)); \
1293 write(wctx, str, strlen(str)); \
1294 write(wctx, "\n", 1); \
1298 * Magic string identifying the file, and version number of the
1301 wr("SAVEFILE", SERIALISE_MAGIC
);
1302 wr("VERSION", SERIALISE_VERSION
);
1305 * The game name. (Copied locally to avoid const annoyance.)
1308 char *s
= dupstr(me
->ourgame
->name
);
1314 * The current long-term parameters structure, in full.
1317 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1323 * The current short-term parameters structure, in full.
1325 if (me
->curparams
) {
1326 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1332 * The current game description, the privdesc, and the random seed.
1335 wr("SEED", me
->seedstr
);
1337 wr("DESC", me
->desc
);
1339 wr("PRIVDESC", me
->privdesc
);
1342 * The game's aux_info. We obfuscate this to prevent spoilers
1343 * (people are likely to run `head' or similar on a saved game
1344 * file simply to find out what it is, and don't necessarily
1345 * want to be told the answer to the puzzle!)
1352 len
= strlen(me
->aux_info
);
1353 s1
= snewn(len
, unsigned char);
1354 memcpy(s1
, me
->aux_info
, len
);
1355 obfuscate_bitmap(s1
, len
*8, FALSE
);
1356 s2
= bin2hex(s1
, len
);
1365 * Any required serialisation of the game_ui.
1368 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1376 * The game time, if it's a timed game.
1378 if (me
->ourgame
->is_timed
) {
1380 sprintf(buf
, "%g", me
->elapsed
);
1385 * The length of, and position in, the states list.
1389 sprintf(buf
, "%d", me
->nstates
);
1391 sprintf(buf
, "%d", me
->statepos
);
1392 wr("STATEPOS", buf
);
1396 * For each state after the initial one (which we know is
1397 * constructed from either privdesc or desc), enough
1398 * information for execute_move() to reconstruct it from the
1401 for (i
= 1; i
< me
->nstates
; i
++) {
1402 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1403 switch (me
->states
[i
].movetype
) {
1405 wr("MOVE", me
->states
[i
].movestr
);
1408 wr("SOLVE", me
->states
[i
].movestr
);
1411 wr("RESTART", me
->states
[i
].movestr
);
1420 * This function returns NULL on success, or an error message.
1422 char *midend_deserialise(midend
*me
,
1423 int (*read
)(void *ctx
, void *buf
, int len
),
1426 int nstates
= 0, statepos
= -1, gotstates
= 0;
1427 int started
= FALSE
;
1431 /* Initially all errors give the same report */
1432 char *ret
= "Data does not appear to be a saved game file";
1435 * We construct all the new state in local variables while we
1436 * check its sanity. Only once we have finished reading the
1437 * serialised data and detected no errors at all do we start
1438 * modifying stuff in the midend passed in.
1440 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1441 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1442 float elapsed
= 0.0F
;
1443 game_params
*params
= NULL
, *cparams
= NULL
;
1445 struct midend_state_entry
*states
= NULL
;
1448 * Loop round and round reading one key/value pair at a time
1449 * from the serialised stream, until we have enough game states
1452 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1457 if (!read(rctx
, key
, 1)) {
1458 /* unexpected EOF */
1461 } while (key
[0] == '\r' || key
[0] == '\n');
1463 if (!read(rctx
, key
+1, 8)) {
1464 /* unexpected EOF */
1468 if (key
[8] != ':') {
1470 ret
= "Data was incorrectly formatted for a saved game file";
1473 len
= strcspn(key
, ": ");
1479 if (!read(rctx
, &c
, 1)) {
1480 /* unexpected EOF */
1486 } else if (c
>= '0' && c
<= '9') {
1487 len
= (len
* 10) + (c
- '0');
1490 ret
= "Data was incorrectly formatted for a"
1496 val
= snewn(len
+1, char);
1497 if (!read(rctx
, val
, len
)) {
1504 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1505 /* ret already has the right message in it */
1508 /* Now most errors are this one, unless otherwise specified */
1509 ret
= "Saved data ended unexpectedly";
1512 if (!strcmp(key
, "VERSION")) {
1513 if (strcmp(val
, SERIALISE_VERSION
)) {
1514 ret
= "Cannot handle this version of the saved game"
1518 } else if (!strcmp(key
, "GAME")) {
1519 if (strcmp(val
, me
->ourgame
->name
)) {
1520 ret
= "Save file is from a different game";
1523 } else if (!strcmp(key
, "PARAMS")) {
1527 } else if (!strcmp(key
, "CPARAMS")) {
1531 } else if (!strcmp(key
, "SEED")) {
1535 } else if (!strcmp(key
, "DESC")) {
1539 } else if (!strcmp(key
, "PRIVDESC")) {
1543 } else if (!strcmp(key
, "AUXINFO")) {
1545 int len
= strlen(val
) / 2; /* length in bytes */
1546 tmp
= hex2bin(val
, len
);
1547 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1550 auxinfo
= snewn(len
+ 1, char);
1551 memcpy(auxinfo
, tmp
, len
);
1552 auxinfo
[len
] = '\0';
1554 } else if (!strcmp(key
, "UI")) {
1558 } else if (!strcmp(key
, "TIME")) {
1559 elapsed
= atof(val
);
1560 } else if (!strcmp(key
, "NSTATES")) {
1561 nstates
= atoi(val
);
1563 ret
= "Number of states in save file was negative";
1567 ret
= "Two state counts provided in save file";
1570 states
= snewn(nstates
, struct midend_state_entry
);
1571 for (i
= 0; i
< nstates
; i
++) {
1572 states
[i
].state
= NULL
;
1573 states
[i
].movestr
= NULL
;
1574 states
[i
].movetype
= NEWGAME
;
1576 } else if (!strcmp(key
, "STATEPOS")) {
1577 statepos
= atoi(val
);
1578 } else if (!strcmp(key
, "MOVE")) {
1580 states
[gotstates
].movetype
= MOVE
;
1581 states
[gotstates
].movestr
= val
;
1583 } else if (!strcmp(key
, "SOLVE")) {
1585 states
[gotstates
].movetype
= SOLVE
;
1586 states
[gotstates
].movestr
= val
;
1588 } else if (!strcmp(key
, "RESTART")) {
1590 states
[gotstates
].movetype
= RESTART
;
1591 states
[gotstates
].movestr
= val
;
1600 params
= me
->ourgame
->default_params();
1601 me
->ourgame
->decode_params(params
, parstr
);
1602 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1603 ret
= "Long-term parameters in save file are invalid";
1606 cparams
= me
->ourgame
->default_params();
1607 me
->ourgame
->decode_params(cparams
, cparstr
);
1608 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1609 ret
= "Short-term parameters in save file are invalid";
1612 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1614 * The seed's no use with this version, but we can perfectly
1615 * well use the rest of the data.
1621 ret
= "Game description in save file is missing";
1623 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1624 ret
= "Game description in save file is invalid";
1627 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1628 ret
= "Game private description in save file is invalid";
1631 if (statepos
< 0 || statepos
>= nstates
) {
1632 ret
= "Game position in save file is out of range";
1635 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1636 privdesc
? privdesc
: desc
);
1637 for (i
= 1; i
< nstates
; i
++) {
1638 assert(states
[i
].movetype
!= NEWGAME
);
1639 switch (states
[i
].movetype
) {
1642 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1644 if (states
[i
].state
== NULL
) {
1645 ret
= "Save file contained an invalid move";
1650 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1651 ret
= "Save file contained an invalid restart move";
1654 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1660 ui
= me
->ourgame
->new_ui(states
[0].state
);
1661 me
->ourgame
->decode_ui(ui
, uistr
);
1664 * Now we've run out of possible error conditions, so we're
1665 * ready to start overwriting the real data in the current
1666 * midend. We'll do this by swapping things with the local
1667 * variables, so that the same cleanup code will free the old
1678 me
->privdesc
= privdesc
;
1686 me
->aux_info
= auxinfo
;
1690 me
->genmode
= GOT_NOTHING
;
1692 me
->statesize
= nstates
;
1693 nstates
= me
->nstates
;
1694 me
->nstates
= me
->statesize
;
1696 struct midend_state_entry
*tmp
;
1698 me
->states
= states
;
1701 me
->statepos
= statepos
;
1707 me
->params
= params
;
1710 tmp
= me
->curparams
;
1711 me
->curparams
= cparams
;
1715 me
->oldstate
= NULL
;
1716 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1727 me
->elapsed
= elapsed
;
1728 me
->pressed_mouse_button
= 0;
1730 midend_set_timer(me
);
1733 me
->ourgame
->free_drawstate(me
->drawing
, me
->drawstate
);
1735 me
->ourgame
->new_drawstate(me
->drawing
,
1736 me
->states
[me
->statepos
-1].state
);
1737 midend_size_new_drawstate(me
);
1739 ret
= NULL
; /* success! */
1751 me
->ourgame
->free_params(params
);
1753 me
->ourgame
->free_params(cparams
);
1755 me
->ourgame
->free_ui(ui
);
1759 for (i
= 0; i
< nstates
; i
++) {
1760 if (states
[i
].state
)
1761 me
->ourgame
->free_game(states
[i
].state
);
1762 sfree(states
[i
].movestr
);
1770 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
)
1772 game_state
*soln
= NULL
;
1774 if (me
->statepos
< 1)
1775 return "No game set up to print";/* _shouldn't_ happen! */
1778 char *msg
, *movestr
;
1780 if (!me
->ourgame
->can_solve
)
1781 return "This game does not support the Solve operation";
1783 msg
= "Solve operation failed";/* game _should_ overwrite on error */
1784 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1785 me
->states
[me
->statepos
-1].state
,
1786 me
->aux_info
, &msg
);
1789 soln
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
1798 * This call passes over ownership of the two game_states and
1799 * the game_params. Hence we duplicate the ones we want to
1800 * keep, and we don't have to bother freeing soln if it was
1803 document_add_puzzle(doc
, me
->ourgame
,
1804 me
->ourgame
->dup_params(me
->curparams
),
1805 me
->ourgame
->dup_game(me
->states
[0].state
), soln
);