* midend.c: general middle fragment sitting between the
* platform-specific front end and game-specific back end.
* Maintains a move list, takes care of Undo and Redo commands, and
- * processes standard keystrokes for undo/redo/new/restart/quit.
+ * processes standard keystrokes for undo/redo/new/quit.
*/
#include <stdio.h>
#include <string.h>
#include <assert.h>
+#include <stdlib.h>
+#include <ctype.h>
#include "puzzles.h"
enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
-struct midend_data {
+enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
+
+#define special(type) ( (type) != MOVE )
+
+struct midend_state_entry {
+ game_state *state;
+ char *movestr;
+ int movetype;
+};
+
+struct midend {
frontend *frontend;
random_state *random;
const game *ourgame;
- char *desc, *seedstr;
- game_aux_info *aux_info;
+ struct preset_menu *preset_menu;
+ char **encoded_presets; /* for midend_which_preset to check against */
+ int n_encoded_presets;
+
+ /*
+ * `desc' and `privdesc' deserve a comment.
+ *
+ * `desc' is the game description as presented to the user when
+ * they ask for Game -> Specific. `privdesc', if non-NULL, is a
+ * different game description used to reconstruct the initial
+ * game_state when de-serialising. If privdesc is NULL, `desc'
+ * is used for both.
+ *
+ * For almost all games, `privdesc' is NULL and never used. The
+ * exception (as usual) is Mines: the initial game state has no
+ * squares open at all, but after the first click `desc' is
+ * rewritten to describe a game state with an initial click and
+ * thus a bunch of squares open. If we used that desc to
+ * serialise and deserialise, then the initial game state after
+ * deserialisation would look unlike the initial game state
+ * beforehand, and worse still execute_move() might fail on the
+ * attempted first click. So `privdesc' is also used in this
+ * case, to provide a game description describing the same
+ * fixed mine layout _but_ no initial click. (These game IDs
+ * may also be typed directly into Mines if you like.)
+ */
+ char *desc, *privdesc, *seedstr;
+ char *aux_info;
enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
- int nstates, statesize, statepos;
- game_params **presets;
- char **preset_names;
- int npresets, presetsize;
+ int nstates, statesize, statepos;
+ struct midend_state_entry *states;
- game_params *params, *tmpparams;
- game_state **states;
+ game_params *params, *curparams;
game_drawstate *drawstate;
- game_state *oldstate;
game_ui *ui;
+
+ game_state *oldstate;
float anim_time, anim_pos;
float flash_time, flash_pos;
int dir;
+ int timing;
+ float elapsed;
+ char *laststatus;
+
+ drawing *drawing;
+
int pressed_mouse_button;
+
+ int preferred_tilesize, tilesize, winwidth, winheight;
+
+ void (*game_id_change_notify_function)(void *);
+ void *game_id_change_notify_ctx;
};
#define ensure(me) do { \
if ((me)->nstates >= (me)->statesize) { \
(me)->statesize = (me)->nstates + 128; \
- (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
+ (me)->states = sresize((me)->states, (me)->statesize, \
+ struct midend_state_entry); \
} \
} while (0)
-midend_data *midend_new(frontend *fe, const game *ourgame)
+void midend_reset_tilesize(midend *me)
{
- midend_data *me = snew(midend_data);
+ me->preferred_tilesize = me->ourgame->preferred_tilesize;
+ {
+ /*
+ * Allow an environment-based override for the default tile
+ * size by defining a variable along the lines of
+ * `NET_TILESIZE=15'.
+ */
+
+ char buf[80], *e;
+ int j, k, ts;
+
+ sprintf(buf, "%s_TILESIZE", me->ourgame->name);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
+ if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
+ me->preferred_tilesize = ts;
+ }
+}
+
+midend *midend_new(frontend *fe, const game *ourgame,
+ const drawing_api *drapi, void *drhandle)
+{
+ midend *me = snew(midend);
void *randseed;
int randseedsize;
me->frontend = fe;
me->ourgame = ourgame;
- me->random = random_init(randseed, randseedsize);
+ me->random = random_new(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
- me->tmpparams = NULL;
- me->desc = NULL;
+ me->game_id_change_notify_function = NULL;
+ me->game_id_change_notify_ctx = NULL;
+
+ /*
+ * Allow environment-based changing of the default settings by
+ * defining a variable along the lines of `NET_DEFAULT=25x25w'
+ * in which the value is an encoded parameter string.
+ */
+ {
+ char buf[80], *e;
+ int j, k;
+ sprintf(buf, "%s_DEFAULT", me->ourgame->name);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
+ if ((e = getenv(buf)) != NULL)
+ me->ourgame->decode_params(me->params, e);
+ }
+ me->curparams = NULL;
+ me->desc = me->privdesc = NULL;
me->seedstr = NULL;
me->aux_info = NULL;
me->genmode = GOT_NOTHING;
me->drawstate = NULL;
me->oldstate = NULL;
- me->presets = NULL;
- me->preset_names = NULL;
- me->npresets = me->presetsize = 0;
+ me->preset_menu = NULL;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
me->dir = 0;
me->ui = NULL;
me->pressed_mouse_button = 0;
+ me->laststatus = NULL;
+ me->timing = FALSE;
+ me->elapsed = 0.0F;
+ me->tilesize = me->winwidth = me->winheight = 0;
+ if (drapi)
+ me->drawing = drawing_new(drapi, me, drhandle);
+ else
+ me->drawing = NULL;
+
+ midend_reset_tilesize(me);
sfree(randseed);
return me;
}
-void midend_free(midend_data *me)
+const game *midend_which_game(midend *me)
+{
+ return me->ourgame;
+}
+
+static void midend_purge_states(midend *me)
+{
+ while (me->nstates > me->statepos) {
+ me->ourgame->free_game(me->states[--me->nstates].state);
+ if (me->states[me->nstates].movestr)
+ sfree(me->states[me->nstates].movestr);
+ }
+}
+
+static void midend_free_game(midend *me)
+{
+ while (me->nstates > 0) {
+ me->nstates--;
+ me->ourgame->free_game(me->states[me->nstates].state);
+ sfree(me->states[me->nstates].movestr);
+ }
+
+ if (me->drawstate)
+ me->ourgame->free_drawstate(me->drawing, me->drawstate);
+}
+
+static void midend_free_preset_menu(midend *me, struct preset_menu *menu)
+{
+ if (menu) {
+ int i;
+ for (i = 0; i < menu->n_entries; i++) {
+ sfree(menu->entries[i].title);
+ if (menu->entries[i].params)
+ me->ourgame->free_params(menu->entries[i].params);
+ midend_free_preset_menu(me, menu->entries[i].submenu);
+ }
+ sfree(menu->entries);
+ sfree(menu);
+ }
+}
+
+void midend_free(midend *me)
{
+ midend_free_game(me);
+
+ if (me->drawing)
+ drawing_free(me->drawing);
+ random_free(me->random);
sfree(me->states);
sfree(me->desc);
+ sfree(me->privdesc);
sfree(me->seedstr);
- random_free(me->random);
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->aux_info);
me->ourgame->free_params(me->params);
- if (me->tmpparams)
- me->ourgame->free_params(me->tmpparams);
+ midend_free_preset_menu(me, me->preset_menu);
+ if (me->ui)
+ me->ourgame->free_ui(me->ui);
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ sfree(me->laststatus);
sfree(me);
}
-void midend_size(midend_data *me, int *x, int *y)
+static void midend_size_new_drawstate(midend *me)
{
- me->ourgame->size(me->params, x, y);
+ /*
+ * Don't even bother, if we haven't worked out our tile size
+ * anyway yet.
+ */
+ if (me->tilesize > 0) {
+ me->ourgame->compute_size(me->params, me->tilesize,
+ &me->winwidth, &me->winheight);
+ me->ourgame->set_size(me->drawing, me->drawstate,
+ me->params, me->tilesize);
+ }
}
-void midend_set_params(midend_data *me, game_params *params)
+void midend_size(midend *me, int *x, int *y, int user_size)
+{
+ int min, max;
+ int rx, ry;
+
+ /*
+ * We can't set the size on the same drawstate twice. So if
+ * we've already sized one drawstate, we must throw it away and
+ * create a new one.
+ */
+ if (me->drawstate && me->tilesize > 0) {
+ me->ourgame->free_drawstate(me->drawing, me->drawstate);
+ me->drawstate = me->ourgame->new_drawstate(me->drawing,
+ me->states[0].state);
+ }
+
+ /*
+ * Find the tile size that best fits within the given space. If
+ * `user_size' is TRUE, we must actually find the _largest_ such
+ * tile size, in order to get as close to the user's explicit
+ * request as possible; otherwise, we bound above at the game's
+ * preferred tile size, so that the game gets what it wants
+ * provided that this doesn't break the constraint from the
+ * front-end (which is likely to be a screen size or similar).
+ */
+ if (user_size) {
+ max = 1;
+ do {
+ max *= 2;
+ me->ourgame->compute_size(me->params, max, &rx, &ry);
+ } while (rx <= *x && ry <= *y);
+ } else
+ max = me->preferred_tilesize + 1;
+ min = 1;
+
+ /*
+ * Now binary-search between min and max. We're looking for a
+ * boundary rather than a value: the point at which tile sizes
+ * stop fitting within the given dimensions. Thus, we stop when
+ * max and min differ by exactly 1.
+ */
+ while (max - min > 1) {
+ int mid = (max + min) / 2;
+ me->ourgame->compute_size(me->params, mid, &rx, &ry);
+ if (rx <= *x && ry <= *y)
+ min = mid;
+ else
+ max = mid;
+ }
+
+ /*
+ * Now `min' is a valid size, and `max' isn't. So use `min'.
+ */
+
+ me->tilesize = min;
+ if (user_size)
+ /* If the user requested a change in size, make it permanent. */
+ me->preferred_tilesize = me->tilesize;
+ midend_size_new_drawstate(me);
+ *x = me->winwidth;
+ *y = me->winheight;
+}
+
+int midend_tilesize(midend *me) { return me->tilesize; }
+
+void midend_set_params(midend *me, game_params *params)
{
me->ourgame->free_params(me->params);
me->params = me->ourgame->dup_params(params);
}
-void midend_new_game(midend_data *me)
+game_params *midend_get_params(midend *me)
{
- while (me->nstates > 0)
- me->ourgame->free_game(me->states[--me->nstates]);
+ return me->ourgame->dup_params(me->params);
+}
+static void midend_set_timer(midend *me)
+{
+ me->timing = (me->ourgame->is_timed &&
+ me->ourgame->timing_state(me->states[me->statepos-1].state,
+ me->ui));
+ if (me->timing || me->flash_time || me->anim_time)
+ activate_timer(me->frontend);
+ else
+ deactivate_timer(me->frontend);
+}
+
+void midend_force_redraw(midend *me)
+{
if (me->drawstate)
- me->ourgame->free_drawstate(me->drawstate);
+ me->ourgame->free_drawstate(me->drawing, me->drawstate);
+ me->drawstate = me->ourgame->new_drawstate(me->drawing,
+ me->states[0].state);
+ midend_size_new_drawstate(me);
+ midend_redraw(me);
+}
+
+void midend_new_game(midend *me)
+{
+ midend_stop_anim(me);
+ midend_free_game(me);
assert(me->nstates == 0);
/*
* Generate a new random seed. 15 digits comes to about
* 48 bits, which should be more than enough.
+ *
+ * I'll avoid putting a leading zero on the number,
+ * just in case it confuses anybody who thinks it's
+ * processed as an integer rather than a string.
*/
char newseed[16];
int i;
newseed[15] = '\0';
- for (i = 0; i < 15; i++)
- newseed[i] = '0' + random_upto(me->random, 10);
+ newseed[0] = '1' + (char)random_upto(me->random, 9);
+ for (i = 1; i < 15; i++)
+ newseed[i] = '0' + (char)random_upto(me->random, 10);
sfree(me->seedstr);
me->seedstr = dupstr(newseed);
+
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ me->curparams = me->ourgame->dup_params(me->params);
}
sfree(me->desc);
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->privdesc);
+ sfree(me->aux_info);
me->aux_info = NULL;
- rs = random_init(me->seedstr, strlen(me->seedstr));
- me->desc = me->ourgame->new_desc
- (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info);
+ rs = random_new(me->seedstr, strlen(me->seedstr));
+ /*
+ * If this midend has been instantiated without providing a
+ * drawing API, it is non-interactive. This means that it's
+ * being used for bulk game generation, and hence we should
+ * pass the non-interactive flag to new_desc.
+ */
+ me->desc = me->ourgame->new_desc(me->curparams, rs,
+ &me->aux_info, (me->drawing != NULL));
+ me->privdesc = NULL;
random_free(rs);
-
- if (me->tmpparams) {
- me->ourgame->free_params(me->tmpparams);
- me->tmpparams = NULL;
- }
}
ensure(me);
- me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc);
+
+ /*
+ * It might seem a bit odd that we're using me->params to
+ * create the initial game state, rather than me->curparams
+ * which is better tailored to this specific game and which we
+ * always know.
+ *
+ * It's supposed to be an invariant in the midend that
+ * me->params and me->curparams differ in no aspect that is
+ * important after generation (i.e. after new_desc()). By
+ * deliberately passing the _less_ specific of these two
+ * parameter sets, we provoke play-time misbehaviour in the
+ * case where a game has failed to encode a play-time parameter
+ * in the non-full version of encode_params().
+ */
+ me->states[me->nstates].state =
+ me->ourgame->new_game(me, me->params, me->desc);
+
+ /*
+ * As part of our commitment to self-testing, test the aux
+ * string to make sure nothing ghastly went wrong.
+ */
+ if (me->ourgame->can_solve && me->aux_info) {
+ game_state *s;
+ char *msg, *movestr;
+
+ msg = NULL;
+ movestr = me->ourgame->solve(me->states[0].state,
+ me->states[0].state,
+ me->aux_info, &msg);
+ assert(movestr && !msg);
+ s = me->ourgame->execute_move(me->states[0].state, movestr);
+ assert(s);
+ me->ourgame->free_game(s);
+ sfree(movestr);
+ }
+
+ me->states[me->nstates].movestr = NULL;
+ me->states[me->nstates].movetype = NEWGAME;
+ me->nstates++;
me->statepos = 1;
- me->drawstate = me->ourgame->new_drawstate(me->states[0]);
+ me->drawstate = me->ourgame->new_drawstate(me->drawing,
+ me->states[0].state);
+ midend_size_new_drawstate(me);
+ me->elapsed = 0.0F;
+ me->flash_pos = me->flash_time = 0.0F;
+ me->anim_pos = me->anim_time = 0.0F;
if (me->ui)
me->ourgame->free_ui(me->ui);
- me->ui = me->ourgame->new_ui(me->states[0]);
+ me->ui = me->ourgame->new_ui(me->states[0].state);
+ midend_set_timer(me);
me->pressed_mouse_button = 0;
+
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
+}
+
+int midend_can_undo(midend *me)
+{
+ return (me->statepos > 1);
}
-void midend_restart_game(midend_data *me)
+int midend_can_redo(midend *me)
{
- while (me->nstates > 1)
- me->ourgame->free_game(me->states[--me->nstates]);
- me->statepos = me->nstates;
- me->ourgame->free_ui(me->ui);
- me->ui = me->ourgame->new_ui(me->states[0]);
+ return (me->statepos < me->nstates);
}
-static int midend_undo(midend_data *me)
+static int midend_undo(midend *me)
{
if (me->statepos > 1) {
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-1].state,
+ me->states[me->statepos-2].state);
me->statepos--;
me->dir = -1;
return 1;
return 0;
}
-static int midend_redo(midend_data *me)
+static int midend_redo(midend *me)
{
if (me->statepos < me->nstates) {
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-1].state,
+ me->states[me->statepos].state);
me->statepos++;
me->dir = +1;
return 1;
return 0;
}
-static void midend_finish_move(midend_data *me)
+static void midend_finish_move(midend *me)
{
float flashtime;
- if (me->oldstate || me->statepos > 1) {
+ /*
+ * We do not flash if the later of the two states is special.
+ * This covers both forward Solve moves and backward (undone)
+ * Restart moves.
+ */
+ if ((me->oldstate || me->statepos > 1) &&
+ ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
+ (me->dir < 0 && me->statepos < me->nstates &&
+ !special(me->states[me->statepos].movetype)))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
- me->states[me->statepos-2],
- me->states[me->statepos-1],
- me->oldstate ? me->dir : +1);
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state,
+ me->oldstate ? me->dir : +1,
+ me->ui);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
me->anim_pos = me->anim_time = 0;
me->dir = 0;
- if (me->flash_time == 0 && me->anim_time == 0)
- deactivate_timer(me->frontend);
- else
- activate_timer(me->frontend);
+ midend_set_timer(me);
}
-static void midend_stop_anim(midend_data *me)
+void midend_stop_anim(midend *me)
{
- if (me->oldstate || me->anim_time) {
+ if (me->oldstate || me->anim_time != 0) {
midend_finish_move(me);
midend_redraw(me);
}
}
-static int midend_really_process_key(midend_data *me, int x, int y, int button)
+void midend_restart_game(midend *me)
+{
+ game_state *s;
+
+ assert(me->statepos >= 1);
+ if (me->statepos == 1)
+ return; /* no point doing anything at all! */
+
+ /*
+ * During restart, we reconstruct the game from the (public)
+ * game description rather than from states[0], because that
+ * way Mines gets slightly more sensible behaviour (restart
+ * goes to _after_ the first click so you don't have to
+ * remember where you clicked).
+ */
+ s = me->ourgame->new_game(me, me->params, me->desc);
+
+ /*
+ * Now enter the restarted state as the next move.
+ */
+ midend_stop_anim(me);
+ midend_purge_states(me);
+ ensure(me);
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].movestr = dupstr(me->desc);
+ me->states[me->nstates].movetype = RESTART;
+ me->statepos = ++me->nstates;
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state);
+ me->flash_pos = me->flash_time = 0.0F;
+ midend_finish_move(me);
+ midend_redraw(me);
+ midend_set_timer(me);
+}
+
+static int midend_really_process_key(midend *me, int x, int y, int button)
{
- game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
+ game_state *oldstate =
+ me->ourgame->dup_game(me->states[me->statepos - 1].state);
+ int type = MOVE, gottype = FALSE, ret = 1;
float anim_time;
+ game_state *s;
+ char *movestr = NULL;
- if (button == 'n' || button == 'N' || button == '\x0E') {
- midend_stop_anim(me);
- midend_new_game(me);
- midend_redraw(me);
- return 1; /* never animate */
- } else if (button == 'r' || button == 'R') {
- midend_stop_anim(me);
- midend_restart_game(me);
- midend_redraw(me);
- return 1; /* never animate */
- } else if (button == 'u' || button == 'u' ||
- button == '\x1A' || button == '\x1F') {
- midend_stop_anim(me);
- if (!midend_undo(me))
- return 1;
- } else if (button == '\x12') {
- midend_stop_anim(me);
- if (!midend_redo(me))
- return 1;
- } else if (button == 'q' || button == 'Q' || button == '\x11') {
- me->ourgame->free_game(oldstate);
- return 0;
+ if (!IS_UI_FAKE_KEY(button)) {
+ movestr = me->ourgame->interpret_move(
+ me->states[me->statepos-1].state,
+ me->ui, me->drawstate, x, y, button);
+ }
+
+ if (!movestr) {
+ if (button == 'n' || button == 'N' || button == '\x0E' ||
+ button == UI_NEWGAME) {
+ midend_new_game(me);
+ midend_redraw(me);
+ goto done; /* never animate */
+ } else if (button == 'u' || button == 'U' ||
+ button == '\x1A' || button == '\x1F' ||
+ button == UI_UNDO) {
+ midend_stop_anim(me);
+ type = me->states[me->statepos-1].movetype;
+ gottype = TRUE;
+ if (!midend_undo(me))
+ goto done;
+ } else if (button == 'r' || button == 'R' ||
+ button == '\x12' || button == '\x19' ||
+ button == UI_REDO) {
+ midend_stop_anim(me);
+ if (!midend_redo(me))
+ goto done;
+ } else if ((button == '\x13' || button == UI_SOLVE) &&
+ me->ourgame->can_solve) {
+ if (midend_solve(me))
+ goto done;
+ } else if (button == 'q' || button == 'Q' || button == '\x11' ||
+ button == UI_QUIT) {
+ ret = 0;
+ goto done;
+ } else
+ goto done;
} else {
- game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
- me->ui, x, y, button);
+ if (!*movestr)
+ s = me->states[me->statepos-1].state;
+ else {
+ s = me->ourgame->execute_move(me->states[me->statepos-1].state,
+ movestr);
+ assert(s != NULL);
+ }
- if (s == me->states[me->statepos-1]) {
+ if (s == me->states[me->statepos-1].state) {
/*
* make_move() is allowed to return its input state to
* indicate that although no move has been made, the UI
* state has been updated and a redraw is called for.
*/
midend_redraw(me);
- return 1;
+ midend_set_timer(me);
+ goto done;
} else if (s) {
midend_stop_anim(me);
- while (me->nstates > me->statepos)
- me->ourgame->free_game(me->states[--me->nstates]);
+ midend_purge_states(me);
ensure(me);
- me->states[me->nstates] = s;
+ assert(movestr != NULL);
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].movestr = movestr;
+ me->states[me->nstates].movetype = MOVE;
me->statepos = ++me->nstates;
me->dir = +1;
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state);
} else {
- me->ourgame->free_game(oldstate);
- return 1;
+ goto done;
}
}
+ if (!gottype)
+ type = me->states[me->statepos-1].movetype;
+
/*
* See if this move requires an animation.
*/
- anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
- me->dir);
+ if (special(type) && !(type == SOLVE &&
+ (me->ourgame->flags & SOLVE_ANIMATES))) {
+ anim_time = 0;
+ } else {
+ anim_time = me->ourgame->anim_length(oldstate,
+ me->states[me->statepos-1].state,
+ me->dir, me->ui);
+ }
- me->oldstate = oldstate;
+ me->oldstate = oldstate; oldstate = NULL;
if (anim_time > 0) {
me->anim_time = anim_time;
} else {
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
- return 1;
+ done:
+ if (oldstate) me->ourgame->free_game(oldstate);
+ return ret;
}
-int midend_process_key(midend_data *me, int x, int y, int button)
+int midend_process_key(midend *me, int x, int y, int button)
{
int ret = 1;
* pressed, invent a button-up for the first one and then
* pass the button-down through as before.
*
+ * 2005-05-31: An addendum to the above. Some games might want
+ * a `priority order' among buttons, such that if one button is
+ * pressed while another is down then a fixed one of the
+ * buttons takes priority no matter what order they're pressed
+ * in. Mines, in particular, wants to treat a left+right click
+ * like a left click for the benefit of users of other
+ * implementations. So the last of the above points is modified
+ * in the presence of an (optional) button priority order.
+ *
+ * A further addition: we translate certain keyboard presses to
+ * cursor key 'select' buttons, so that a) frontends don't have
+ * to translate these themselves (like they do for CURSOR_UP etc),
+ * and b) individual games don't have to hard-code button presses
+ * of '\n' etc for keyboard-based cursors. The choice of buttons
+ * here could eventually be controlled by a runtime configuration
+ * option.
*/
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
if (me->pressed_mouse_button) {
} else
return ret; /* ignore it */
} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
+ /*
+ * If the new button has lower priority than the old one,
+ * don't bother doing this.
+ */
+ if (me->ourgame->flags &
+ BUTTON_BEATS(me->pressed_mouse_button, button))
+ return ret; /* just ignore it */
+
/*
* Fabricate a button-up for the previously pressed button.
*/
(LEFT_RELEASE - LEFT_BUTTON)));
}
+ /*
+ * Translate keyboard presses to cursor selection.
+ */
+ if (button == '\n' || button == '\r')
+ button = CURSOR_SELECT;
+ if (button == ' ')
+ button = CURSOR_SELECT2;
+
+ /*
+ * Normalise both backspace characters (8 and 127) to \b. Easier
+ * to do this once, here, than to require all front ends to
+ * carefully generate the same one - now each front end can
+ * generate whichever is easiest.
+ */
+ if (button == '\177')
+ button = '\b';
+
/*
* Now send on the event we originally received.
*/
return ret;
}
-void midend_redraw(midend_data *me)
+void midend_redraw(midend *me)
{
+ assert(me->drawing);
+
if (me->statepos > 0 && me->drawstate) {
- start_draw(me->frontend);
+ start_draw(me->drawing);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
assert(me->dir != 0);
- me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
- me->states[me->statepos-1], me->dir,
+ me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
+ me->states[me->statepos-1].state, me->dir,
me->ui, me->anim_pos, me->flash_pos);
} else {
- me->ourgame->redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], +1 /*shrug*/,
+ me->ourgame->redraw(me->drawing, me->drawstate, NULL,
+ me->states[me->statepos-1].state, +1 /*shrug*/,
me->ui, 0.0, me->flash_pos);
}
- end_draw(me->frontend);
+ end_draw(me->drawing);
}
}
-void midend_timer(midend_data *me, float tplus)
+/*
+ * Nasty hacky function used to implement the --redo option in
+ * gtk.c. Only used for generating the puzzles' icons.
+ */
+void midend_freeze_timer(midend *me, float tprop)
{
+ me->anim_pos = me->anim_time * tprop;
+ midend_redraw(me);
+ deactivate_timer(me->frontend);
+}
+
+void midend_timer(midend *me, float tplus)
+{
+ int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
+
me->anim_pos += tplus;
if (me->anim_pos >= me->anim_time ||
me->anim_time == 0 || !me->oldstate) {
if (me->anim_time > 0)
midend_finish_move(me);
}
+
me->flash_pos += tplus;
if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
me->flash_pos = me->flash_time = 0;
}
- if (me->flash_time == 0 && me->anim_time == 0)
- deactivate_timer(me->frontend);
- midend_redraw(me);
+
+ if (need_redraw)
+ midend_redraw(me);
+
+ if (me->timing) {
+ float oldelapsed = me->elapsed;
+ me->elapsed += tplus;
+ if ((int)oldelapsed != (int)me->elapsed)
+ status_bar(me->drawing, me->laststatus ? me->laststatus : "");
+ }
+
+ midend_set_timer(me);
}
-float *midend_colours(midend_data *me, int *ncolours)
+float *midend_colours(midend *me, int *ncolours)
{
- game_state *state = NULL;
float *ret;
- if (me->nstates == 0) {
- game_aux_info *aux = NULL;
- char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
- state = me->ourgame->new_game(me->params, desc);
- sfree(desc);
- if (aux)
- me->ourgame->free_aux_info(aux);
- } else
- state = me->states[0];
+ ret = me->ourgame->colours(me->frontend, ncolours);
+
+ {
+ int i;
- ret = me->ourgame->colours(me->frontend, state, ncolours);
+ /*
+ * Allow environment-based overrides for the standard
+ * colours by defining variables along the lines of
+ * `NET_COLOUR_4=6000c0'.
+ */
- if (me->nstates == 0)
- me->ourgame->free_game(state);
+ for (i = 0; i < *ncolours; i++) {
+ char buf[80], *e;
+ unsigned int r, g, b;
+ int j, k;
+
+ sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
+ if ((e = getenv(buf)) != NULL &&
+ sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
+ ret[i*3 + 0] = r / 255.0F;
+ ret[i*3 + 1] = g / 255.0F;
+ ret[i*3 + 2] = b / 255.0F;
+ }
+ }
+ }
return ret;
}
-int midend_num_presets(midend_data *me)
+struct preset_menu *preset_menu_new(void)
{
- if (!me->npresets) {
- char *name;
+ struct preset_menu *menu = snew(struct preset_menu);
+ menu->n_entries = 0;
+ menu->entries_size = 0;
+ menu->entries = NULL;
+ return menu;
+}
+
+static struct preset_menu_entry *preset_menu_add(struct preset_menu *menu,
+ char *title)
+{
+ struct preset_menu_entry *toret;
+ if (menu->n_entries >= menu->entries_size) {
+ menu->entries_size = menu->n_entries * 5 / 4 + 10;
+ menu->entries = sresize(menu->entries, menu->entries_size,
+ struct preset_menu_entry);
+ }
+ toret = &menu->entries[menu->n_entries++];
+ toret->title = title;
+ toret->params = NULL;
+ toret->submenu = NULL;
+ return toret;
+}
+
+struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
+ char *title)
+{
+ struct preset_menu_entry *entry = preset_menu_add(parent, title);
+ entry->submenu = preset_menu_new();
+ return entry->submenu;
+}
+
+void preset_menu_add_preset(struct preset_menu *parent,
+ char *title, game_params *params)
+{
+ struct preset_menu_entry *entry = preset_menu_add(parent, title);
+ entry->params = params;
+}
+
+game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id)
+{
+ int i;
+ game_params *retd;
+
+ for (i = 0; i < menu->n_entries; i++) {
+ if (id == menu->entries[i].id)
+ return menu->entries[i].params;
+ if (menu->entries[i].submenu &&
+ (retd = preset_menu_lookup_by_id(
+ menu->entries[i].submenu, id)) != NULL)
+ return retd;
+ }
+
+ return NULL;
+}
+
+static char *preset_menu_add_from_user_env(
+ midend *me, struct preset_menu *menu, char *p, int top_level)
+{
+ while (*p) {
+ char *name, *val;
game_params *preset;
- while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
- if (me->presetsize <= me->npresets) {
- me->presetsize = me->npresets + 10;
- me->presets = sresize(me->presets, me->presetsize,
- game_params *);
- me->preset_names = sresize(me->preset_names, me->presetsize,
- char *);
+ name = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+ val = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+
+ if (!strcmp(val, "#")) {
+ /*
+ * Special case: either open a new submenu with the given
+ * title, or terminate the current submenu.
+ */
+ if (*name) {
+ struct preset_menu *submenu =
+ preset_menu_add_submenu(menu, dupstr(name));
+ p = preset_menu_add_from_user_env(me, submenu, p, FALSE);
+ } else {
+ /*
+ * If we get a 'close submenu' indication at the top
+ * level, there's not much we can do but quietly
+ * ignore it.
+ */
+ if (!top_level)
+ return p;
}
+ continue;
+ }
+
+ preset = me->ourgame->default_params();
+ me->ourgame->decode_params(preset, val);
+
+ if (me->ourgame->validate_params(preset, TRUE)) {
+ /* Drop this one from the list. */
+ me->ourgame->free_params(preset);
+ continue;
+ }
+
+ preset_menu_add_preset(menu, dupstr(name), preset);
+ }
+
+ return p;
+}
+
+static void preset_menu_alloc_ids(midend *me, struct preset_menu *menu)
+{
+ int i;
+
+ for (i = 0; i < menu->n_entries; i++)
+ menu->entries[i].id = me->n_encoded_presets++;
+
+ for (i = 0; i < menu->n_entries; i++)
+ if (menu->entries[i].submenu)
+ preset_menu_alloc_ids(me, menu->entries[i].submenu);
+}
+
+static void preset_menu_encode_params(midend *me, struct preset_menu *menu)
+{
+ int i;
+
+ for (i = 0; i < menu->n_entries; i++) {
+ if (menu->entries[i].params) {
+ me->encoded_presets[menu->entries[i].id] =
+ me->ourgame->encode_params(menu->entries[i].params, TRUE);
+ } else {
+ preset_menu_encode_params(me, menu->entries[i].submenu);
+ }
+ }
+}
+
+struct preset_menu *midend_get_presets(midend *me, int *id_limit)
+{
+ int i;
+
+ if (me->preset_menu)
+ return me->preset_menu;
+
+#if 0
+ /* Expect the game to implement exactly one of the two preset APIs */
+ assert(me->ourgame->fetch_preset || me->ourgame->preset_menu);
+ assert(!(me->ourgame->fetch_preset && me->ourgame->preset_menu));
+#endif
+
+ if (me->ourgame->fetch_preset) {
+ char *name;
+ game_params *preset;
+
+ /* Simple one-level menu */
+ assert(!me->ourgame->preset_menu);
+ me->preset_menu = preset_menu_new();
+ for (i = 0; me->ourgame->fetch_preset(i, &name, &preset); i++)
+ preset_menu_add_preset(me->preset_menu, name, preset);
+
+ } else {
+ /* Hierarchical menu provided by the game backend */
+ me->preset_menu = me->ourgame->preset_menu();
+ }
- me->presets[me->npresets] = preset;
- me->preset_names[me->npresets] = name;
- me->npresets++;
+ {
+ /*
+ * Allow user extensions to the preset list by defining an
+ * environment variable <gamename>_PRESETS whose value is a
+ * colon-separated list of items, alternating between textual
+ * titles in the menu and encoded parameter strings. For
+ * example, "SOLO_PRESETS=2x3 Advanced:2x3da" would define
+ * just one additional preset for Solo.
+ */
+ char buf[80], *e;
+ int j, k;
+
+ sprintf(buf, "%s_PRESETS", me->ourgame->name);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
+
+ if ((e = getenv(buf)) != NULL) {
+ e = dupstr(e);
+ preset_menu_add_from_user_env(me, me->preset_menu, e, TRUE);
+ sfree(e);
}
}
- return me->npresets;
+ /*
+ * Finalise the menu: allocate an integer id to each entry, and
+ * store string encodings of the presets' parameters in
+ * me->encoded_presets.
+ */
+ me->n_encoded_presets = 0;
+ preset_menu_alloc_ids(me, me->preset_menu);
+ me->encoded_presets = snewn(me->n_encoded_presets, char *);
+ for (i = 0; i < me->n_encoded_presets; i++)
+ me->encoded_presets[i] = NULL;
+ preset_menu_encode_params(me, me->preset_menu);
+
+ if (id_limit)
+ *id_limit = me->n_encoded_presets;
+ return me->preset_menu;
}
-void midend_fetch_preset(midend_data *me, int n,
- char **name, game_params **params)
+int midend_which_preset(midend *me)
{
- assert(n >= 0 && n < me->npresets);
- *name = me->preset_names[n];
- *params = me->presets[n];
+ char *encoding = me->ourgame->encode_params(me->params, TRUE);
+ int i, ret;
+
+ ret = -1;
+ for (i = 0; i < me->n_encoded_presets; i++)
+ if (me->encoded_presets[i] &&
+ !strcmp(encoding, me->encoded_presets[i])) {
+ ret = i;
+ break;
+ }
+
+ sfree(encoding);
+ return ret;
}
-int midend_wants_statusbar(midend_data *me)
+int midend_wants_statusbar(midend *me)
{
- return me->ourgame->wants_statusbar();
+ return me->ourgame->wants_statusbar;
}
-config_item *midend_get_config(midend_data *me, int which, char **wintitle)
+void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
{
- char *titlebuf, *parstr;
+ me->game_id_change_notify_function = notify;
+ me->game_id_change_notify_ctx = ctx;
+}
+
+void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
+{
+ sfree(me->desc);
+ sfree(me->privdesc);
+ me->desc = dupstr(desc);
+ me->privdesc = privdesc ? dupstr(privdesc) : NULL;
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
+}
+
+config_item *midend_get_config(midend *me, int which, char **wintitle)
+{
+ char *titlebuf, *parstr, *rest;
config_item *ret;
+ char sep;
+ assert(wintitle);
titlebuf = snewn(40 + strlen(me->ourgame->name), char);
switch (which) {
case CFG_SETTINGS:
sprintf(titlebuf, "%s configuration", me->ourgame->name);
- *wintitle = dupstr(titlebuf);
+ *wintitle = titlebuf;
return me->ourgame->configure(me->params);
case CFG_SEED:
case CFG_DESC:
- sprintf(titlebuf, "%s %s selection", me->ourgame->name,
+ if (!me->curparams) {
+ sfree(titlebuf);
+ return NULL;
+ }
+ sprintf(titlebuf, "%s %s selection", me->ourgame->name,
which == CFG_SEED ? "random" : "game");
- *wintitle = dupstr(titlebuf);
+ *wintitle = titlebuf;
ret = snewn(2, config_item);
* the former is likely to persist across many code
* changes).
*/
- parstr = me->ourgame->encode_params(me->params, which == CFG_SEED);
+ parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
+ assert(parstr);
if (which == CFG_DESC) {
- ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
- sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
- } else if (me->seedstr) {
- ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
- sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
+ rest = me->desc ? me->desc : "";
+ sep = ':';
} else {
- /*
- * If the current game was not randomly generated, the
- * best we can do is to give a template for typing a
- * new seed in.
- */
- ret[0].sval = snewn(strlen(parstr) + 2, char);
- sprintf(ret[0].sval, "%s#", parstr);
+ rest = me->seedstr ? me->seedstr : "";
+ sep = '#';
}
+ ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
+ sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
sfree(parstr);
ret[1].type = C_END;
return NULL;
}
-static char *midend_game_id_int(midend_data *me, char *id, int defmode)
+static char *midend_game_id_int(midend *me, char *id, int defmode)
{
char *error, *par, *desc, *seed;
+ game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
+ int free_params;
seed = strchr(id, '#');
desc = strchr(id, ':');
seed = NULL;
} else if (seed && (!desc || seed < desc)) {
/*
- * We have a colon separating parameters from random seed.
+ * We have a hash separating parameters from random seed.
* So `par' now points to the parameters string, and `seed'
* to the seed string.
*/
}
}
+ /*
+ * We must be reasonably careful here not to modify anything in
+ * `me' until we have finished validating things. This function
+ * must either return an error and do nothing to the midend, or
+ * return success and do everything; nothing in between is
+ * acceptable.
+ */
+ newcurparams = newparams = oldparams1 = oldparams2 = NULL;
+
if (par) {
- game_params *tmpparams;
- tmpparams = me->ourgame->dup_params(me->params);
- me->ourgame->decode_params(tmpparams, par);
- error = me->ourgame->validate_params(tmpparams);
+ /*
+ * The params string may underspecify the game parameters, so
+ * we must first initialise newcurparams with a full set of
+ * params from somewhere else before we decode_params the
+ * input string over the top.
+ *
+ * But which set? It depends on what other data we have.
+ *
+ * If we've been given a _descriptive_ game id, then that may
+ * well underspecify by design, e.g. Solo game descriptions
+ * often start just '3x3:' without specifying one of Solo's
+ * difficulty settings, because it isn't necessary once a game
+ * has been generated (and you might not even know it, if
+ * you're manually transcribing a game description). In that
+ * situation, I've always felt that the best thing to set the
+ * difficulty to (for use if the user hits 'New Game' after
+ * pasting in that game id) is whatever it was previously set
+ * to. That is, we use whatever is already in me->params as
+ * the basis for our decoding of this input string.
+ *
+ * A random-seed based game id, however, should use the real,
+ * built-in default params, and not even check the
+ * <game>_DEFAULT environment setting, because when people
+ * paste each other random seeds - whether it's two users
+ * arranging to generate the same game at the same time to
+ * race solving them, or a user sending a bug report upstream
+ * - the whole point is for the random game id to always be
+ * interpreted the same way, even if it does underspecify.
+ *
+ * A parameter string typed in on its own, with no seed _or_
+ * description, gets treated the same way as a random seed,
+ * because again I think the most likely reason for doing that
+ * is to have a portable representation of a set of params.
+ */
+ if (desc) {
+ newcurparams = me->ourgame->dup_params(me->params);
+ } else {
+ newcurparams = me->ourgame->default_params();
+ }
+ me->ourgame->decode_params(newcurparams, par);
+ error = me->ourgame->validate_params(newcurparams, desc == NULL);
if (error) {
- me->ourgame->free_params(tmpparams);
+ me->ourgame->free_params(newcurparams);
return error;
}
- if (me->tmpparams)
- me->ourgame->free_params(me->tmpparams);
- me->tmpparams = tmpparams;
+ oldparams1 = me->curparams;
/*
* Now filter only the persistent parts of this state into
* received a params string in which case the whole lot is
* persistent.
*/
+ oldparams2 = me->params;
if (seed || desc) {
- char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
- me->ourgame->decode_params(me->params, tmpstr);
+ char *tmpstr;
+
+ newparams = me->ourgame->dup_params(me->params);
+
+ tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
+ me->ourgame->decode_params(newparams, tmpstr);
+
+ sfree(tmpstr);
} else {
- me->ourgame->free_params(me->params);
- me->params = me->ourgame->dup_params(tmpparams);
+ newparams = me->ourgame->dup_params(newcurparams);
}
+ free_params = TRUE;
+ } else {
+ newcurparams = me->curparams;
+ newparams = me->params;
+ free_params = FALSE;
}
if (desc) {
- error = me->ourgame->validate_desc(me->params, desc);
- if (error)
+ error = me->ourgame->validate_desc(newparams, desc);
+ if (error) {
+ if (free_params) {
+ if (newcurparams)
+ me->ourgame->free_params(newcurparams);
+ if (newparams)
+ me->ourgame->free_params(newparams);
+ }
return error;
+ }
+ }
+
+ /*
+ * Now we've got past all possible error points. Update the
+ * midend itself.
+ */
+ me->params = newparams;
+ me->curparams = newcurparams;
+ if (oldparams1)
+ me->ourgame->free_params(oldparams1);
+ if (oldparams2)
+ me->ourgame->free_params(oldparams2);
+
+ sfree(me->desc);
+ sfree(me->privdesc);
+ me->desc = me->privdesc = NULL;
+ sfree(me->seedstr);
+ me->seedstr = NULL;
- sfree(me->desc);
+ if (desc) {
me->desc = dupstr(desc);
me->genmode = GOT_DESC;
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->aux_info);
me->aux_info = NULL;
}
if (seed) {
- sfree(me->seedstr);
me->seedstr = dupstr(seed);
me->genmode = GOT_SEED;
}
return NULL;
}
-char *midend_game_id(midend_data *me, char *id)
+char *midend_game_id(midend *me, char *id)
{
return midend_game_id_int(me, id, DEF_PARAMS);
}
-char *midend_set_config(midend_data *me, int which, config_item *cfg)
+char *midend_get_game_id(midend *me)
+{
+ char *parstr, *ret;
+
+ parstr = me->ourgame->encode_params(me->curparams, FALSE);
+ assert(parstr);
+ assert(me->desc);
+ ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
+ sprintf(ret, "%s:%s", parstr, me->desc);
+ sfree(parstr);
+ return ret;
+}
+
+char *midend_get_random_seed(midend *me)
+{
+ char *parstr, *ret;
+
+ if (!me->seedstr)
+ return NULL;
+
+ parstr = me->ourgame->encode_params(me->curparams, TRUE);
+ assert(parstr);
+ ret = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
+ sprintf(ret, "%s#%s", parstr, me->seedstr);
+ sfree(parstr);
+ return ret;
+}
+
+char *midend_set_config(midend *me, int which, config_item *cfg)
{
char *error;
game_params *params;
switch (which) {
case CFG_SETTINGS:
params = me->ourgame->custom_params(cfg);
- error = me->ourgame->validate_params(params);
+ error = me->ourgame->validate_params(params, TRUE);
if (error) {
me->ourgame->free_params(params);
return NULL;
}
-char *midend_text_format(midend_data *me)
+int midend_can_format_as_text_now(midend *me)
+{
+ if (me->ourgame->can_format_as_text_ever)
+ return me->ourgame->can_format_as_text_now(me->params);
+ else
+ return FALSE;
+}
+
+char *midend_text_format(midend *me)
{
- if (me->ourgame->can_format_as_text && me->statepos > 0)
- return me->ourgame->text_format(me->states[me->statepos-1]);
+ if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
+ me->ourgame->can_format_as_text_now(me->params))
+ return me->ourgame->text_format(me->states[me->statepos-1].state);
else
return NULL;
}
-char *midend_solve(midend_data *me)
+char *midend_solve(midend *me)
{
game_state *s;
- char *msg;
+ char *msg, *movestr;
if (!me->ourgame->can_solve)
return "This game does not support the Solve operation";
if (me->statepos < 1)
return "No game set up to solve"; /* _shouldn't_ happen! */
- msg = "Solve operation failed"; /* game _should_ overwrite on error */
- s = me->ourgame->solve(me->states[0], me->aux_info, &msg);
- if (!s)
+ msg = NULL;
+ movestr = me->ourgame->solve(me->states[0].state,
+ me->states[me->statepos-1].state,
+ me->aux_info, &msg);
+ if (!movestr) {
+ if (!msg)
+ msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
return msg;
+ }
+ s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
+ assert(s);
/*
- * Now enter the solved state as the next move.~|~
+ * Now enter the solved state as the next move.
*/
midend_stop_anim(me);
- while (me->nstates > me->statepos)
- me->ourgame->free_game(me->states[--me->nstates]);
+ midend_purge_states(me);
ensure(me);
- me->states[me->nstates] = s;
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].movestr = movestr;
+ me->states[me->nstates].movetype = SOLVE;
me->statepos = ++me->nstates;
- me->anim_time = 0.0;
- midend_finish_move(me);
- midend_redraw(me);
- activate_timer(me->frontend);
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state);
+ me->dir = +1;
+ if (me->ourgame->flags & SOLVE_ANIMATES) {
+ me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
+ me->anim_time =
+ me->ourgame->anim_length(me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state,
+ +1, me->ui);
+ me->anim_pos = 0.0;
+ } else {
+ me->anim_time = 0.0;
+ midend_finish_move(me);
+ }
+ if (me->drawing)
+ midend_redraw(me);
+ midend_set_timer(me);
+ return NULL;
+}
+
+int midend_status(midend *me)
+{
+ /*
+ * We should probably never be called when the state stack has no
+ * states on it at all - ideally, midends should never be left in
+ * that state for long enough to get put down and forgotten about.
+ * But if we are, I think we return _true_ - pedantically speaking
+ * a midend in that state is 'vacuously solved', and more
+ * practically, a user whose midend has been left in that state
+ * probably _does_ want the 'new game' option to be prominent.
+ */
+ if (me->statepos == 0)
+ return +1;
+
+ return me->ourgame->status(me->states[me->statepos-1].state);
+}
+
+char *midend_rewrite_statusbar(midend *me, char *text)
+{
+ /*
+ * An important special case is that we are occasionally called
+ * with our own laststatus, to update the timer.
+ */
+ if (me->laststatus != text) {
+ sfree(me->laststatus);
+ me->laststatus = dupstr(text);
+ }
+
+ if (me->ourgame->is_timed) {
+ char timebuf[100], *ret;
+ int min, sec;
+
+ sec = (int)me->elapsed;
+ min = sec / 60;
+ sec %= 60;
+ sprintf(timebuf, "[%d:%02d] ", min, sec);
+
+ ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
+ strcpy(ret, timebuf);
+ strcat(ret, text);
+ return ret;
+
+ } else {
+ return dupstr(text);
+ }
+}
+
+#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
+#define SERIALISE_VERSION "1"
+
+void midend_serialise(midend *me,
+ void (*write)(void *ctx, void *buf, int len),
+ void *wctx)
+{
+ int i;
+
+ /*
+ * Each line of the save file contains three components. First
+ * exactly 8 characters of header word indicating what type of
+ * data is contained on the line; then a colon followed by a
+ * decimal integer giving the length of the main string on the
+ * line; then a colon followed by the string itself (exactly as
+ * many bytes as previously specified, no matter what they
+ * contain). Then a newline (of reasonably flexible form).
+ */
+#define wr(h,s) do { \
+ char hbuf[80]; \
+ char *str = (s); \
+ char lbuf[9]; \
+ copy_left_justified(lbuf, sizeof(lbuf), h); \
+ sprintf(hbuf, "%s:%d:", lbuf, (int)strlen(str)); \
+ write(wctx, hbuf, strlen(hbuf)); \
+ write(wctx, str, strlen(str)); \
+ write(wctx, "\n", 1); \
+} while (0)
+
+ /*
+ * Magic string identifying the file, and version number of the
+ * file format.
+ */
+ wr("SAVEFILE", SERIALISE_MAGIC);
+ wr("VERSION", SERIALISE_VERSION);
+
+ /*
+ * The game name. (Copied locally to avoid const annoyance.)
+ */
+ {
+ char *s = dupstr(me->ourgame->name);
+ wr("GAME", s);
+ sfree(s);
+ }
+
+ /*
+ * The current long-term parameters structure, in full.
+ */
+ if (me->params) {
+ char *s = me->ourgame->encode_params(me->params, TRUE);
+ wr("PARAMS", s);
+ sfree(s);
+ }
+
+ /*
+ * The current short-term parameters structure, in full.
+ */
+ if (me->curparams) {
+ char *s = me->ourgame->encode_params(me->curparams, TRUE);
+ wr("CPARAMS", s);
+ sfree(s);
+ }
+
+ /*
+ * The current game description, the privdesc, and the random seed.
+ */
+ if (me->seedstr)
+ wr("SEED", me->seedstr);
+ if (me->desc)
+ wr("DESC", me->desc);
+ if (me->privdesc)
+ wr("PRIVDESC", me->privdesc);
+
+ /*
+ * The game's aux_info. We obfuscate this to prevent spoilers
+ * (people are likely to run `head' or similar on a saved game
+ * file simply to find out what it is, and don't necessarily
+ * want to be told the answer to the puzzle!)
+ */
+ if (me->aux_info) {
+ unsigned char *s1;
+ char *s2;
+ int len;
+
+ len = strlen(me->aux_info);
+ s1 = snewn(len, unsigned char);
+ memcpy(s1, me->aux_info, len);
+ obfuscate_bitmap(s1, len*8, FALSE);
+ s2 = bin2hex(s1, len);
+
+ wr("AUXINFO", s2);
+
+ sfree(s2);
+ sfree(s1);
+ }
+
+ /*
+ * Any required serialisation of the game_ui.
+ */
+ if (me->ui) {
+ char *s = me->ourgame->encode_ui(me->ui);
+ if (s) {
+ wr("UI", s);
+ sfree(s);
+ }
+ }
+
+ /*
+ * The game time, if it's a timed game.
+ */
+ if (me->ourgame->is_timed) {
+ char buf[80];
+ sprintf(buf, "%g", me->elapsed);
+ wr("TIME", buf);
+ }
+
+ /*
+ * The length of, and position in, the states list.
+ */
+ {
+ char buf[80];
+ sprintf(buf, "%d", me->nstates);
+ wr("NSTATES", buf);
+ sprintf(buf, "%d", me->statepos);
+ wr("STATEPOS", buf);
+ }
+
+ /*
+ * For each state after the initial one (which we know is
+ * constructed from either privdesc or desc), enough
+ * information for execute_move() to reconstruct it from the
+ * previous one.
+ */
+ for (i = 1; i < me->nstates; i++) {
+ assert(me->states[i].movetype != NEWGAME); /* only state 0 */
+ switch (me->states[i].movetype) {
+ case MOVE:
+ wr("MOVE", me->states[i].movestr);
+ break;
+ case SOLVE:
+ wr("SOLVE", me->states[i].movestr);
+ break;
+ case RESTART:
+ wr("RESTART", me->states[i].movestr);
+ break;
+ }
+ }
+
+#undef wr
+}
+
+/*
+ * This function returns NULL on success, or an error message.
+ */
+char *midend_deserialise(midend *me,
+ int (*read)(void *ctx, void *buf, int len),
+ void *rctx)
+{
+ int nstates = 0, statepos = -1, gotstates = 0;
+ int started = FALSE;
+ int i;
+
+ char *val = NULL;
+ /* Initially all errors give the same report */
+ char *ret = "Data does not appear to be a saved game file";
+
+ /*
+ * We construct all the new state in local variables while we
+ * check its sanity. Only once we have finished reading the
+ * serialised data and detected no errors at all do we start
+ * modifying stuff in the midend passed in.
+ */
+ char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
+ char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
+ float elapsed = 0.0F;
+ game_params *params = NULL, *cparams = NULL;
+ game_ui *ui = NULL;
+ struct midend_state_entry *states = NULL;
+
+ /*
+ * Loop round and round reading one key/value pair at a time
+ * from the serialised stream, until we have enough game states
+ * to finish.
+ */
+ while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
+ char key[9], c;
+ int len;
+
+ do {
+ if (!read(rctx, key, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+ } while (key[0] == '\r' || key[0] == '\n');
+
+ if (!read(rctx, key+1, 8)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (key[8] != ':') {
+ if (started)
+ ret = "Data was incorrectly formatted for a saved game file";
+ goto cleanup;
+ }
+ len = strcspn(key, ": ");
+ assert(len <= 8);
+ key[len] = '\0';
+
+ len = 0;
+ while (1) {
+ if (!read(rctx, &c, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (c == ':') {
+ break;
+ } else if (c >= '0' && c <= '9') {
+ len = (len * 10) + (c - '0');
+ } else {
+ if (started)
+ ret = "Data was incorrectly formatted for a"
+ " saved game file";
+ goto cleanup;
+ }
+ }
+
+ val = snewn(len+1, char);
+ if (!read(rctx, val, len)) {
+ if (started)
+ goto cleanup;
+ }
+ val[len] = '\0';
+
+ if (!started) {
+ if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
+ /* ret already has the right message in it */
+ goto cleanup;
+ }
+ /* Now most errors are this one, unless otherwise specified */
+ ret = "Saved data ended unexpectedly";
+ started = TRUE;
+ } else {
+ if (!strcmp(key, "VERSION")) {
+ if (strcmp(val, SERIALISE_VERSION)) {
+ ret = "Cannot handle this version of the saved game"
+ " file format";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "GAME")) {
+ if (strcmp(val, me->ourgame->name)) {
+ ret = "Save file is from a different game";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "PARAMS")) {
+ sfree(parstr);
+ parstr = val;
+ val = NULL;
+ } else if (!strcmp(key, "CPARAMS")) {
+ sfree(cparstr);
+ cparstr = val;
+ val = NULL;
+ } else if (!strcmp(key, "SEED")) {
+ sfree(seed);
+ seed = val;
+ val = NULL;
+ } else if (!strcmp(key, "DESC")) {
+ sfree(desc);
+ desc = val;
+ val = NULL;
+ } else if (!strcmp(key, "PRIVDESC")) {
+ sfree(privdesc);
+ privdesc = val;
+ val = NULL;
+ } else if (!strcmp(key, "AUXINFO")) {
+ unsigned char *tmp;
+ int len = strlen(val) / 2; /* length in bytes */
+ tmp = hex2bin(val, len);
+ obfuscate_bitmap(tmp, len*8, TRUE);
+
+ sfree(auxinfo);
+ auxinfo = snewn(len + 1, char);
+ memcpy(auxinfo, tmp, len);
+ auxinfo[len] = '\0';
+ sfree(tmp);
+ } else if (!strcmp(key, "UI")) {
+ sfree(uistr);
+ uistr = val;
+ val = NULL;
+ } else if (!strcmp(key, "TIME")) {
+ elapsed = (float)atof(val);
+ } else if (!strcmp(key, "NSTATES")) {
+ nstates = atoi(val);
+ if (nstates <= 0) {
+ ret = "Number of states in save file was negative";
+ goto cleanup;
+ }
+ if (states) {
+ ret = "Two state counts provided in save file";
+ goto cleanup;
+ }
+ states = snewn(nstates, struct midend_state_entry);
+ for (i = 0; i < nstates; i++) {
+ states[i].state = NULL;
+ states[i].movestr = NULL;
+ states[i].movetype = NEWGAME;
+ }
+ } else if (!strcmp(key, "STATEPOS")) {
+ statepos = atoi(val);
+ } else if (!strcmp(key, "MOVE")) {
+ gotstates++;
+ states[gotstates].movetype = MOVE;
+ states[gotstates].movestr = val;
+ val = NULL;
+ } else if (!strcmp(key, "SOLVE")) {
+ gotstates++;
+ states[gotstates].movetype = SOLVE;
+ states[gotstates].movestr = val;
+ val = NULL;
+ } else if (!strcmp(key, "RESTART")) {
+ gotstates++;
+ states[gotstates].movetype = RESTART;
+ states[gotstates].movestr = val;
+ val = NULL;
+ }
+ }
+
+ sfree(val);
+ val = NULL;
+ }
+
+ params = me->ourgame->default_params();
+ me->ourgame->decode_params(params, parstr);
+ if (me->ourgame->validate_params(params, TRUE)) {
+ ret = "Long-term parameters in save file are invalid";
+ goto cleanup;
+ }
+ cparams = me->ourgame->default_params();
+ me->ourgame->decode_params(cparams, cparstr);
+ if (me->ourgame->validate_params(cparams, FALSE)) {
+ ret = "Short-term parameters in save file are invalid";
+ goto cleanup;
+ }
+ if (seed && me->ourgame->validate_params(cparams, TRUE)) {
+ /*
+ * The seed's no use with this version, but we can perfectly
+ * well use the rest of the data.
+ */
+ sfree(seed);
+ seed = NULL;
+ }
+ if (!desc) {
+ ret = "Game description in save file is missing";
+ goto cleanup;
+ } else if (me->ourgame->validate_desc(params, desc)) {
+ ret = "Game description in save file is invalid";
+ goto cleanup;
+ }
+ if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
+ ret = "Game private description in save file is invalid";
+ goto cleanup;
+ }
+ if (statepos < 0 || statepos >= nstates) {
+ ret = "Game position in save file is out of range";
+ }
+
+ states[0].state = me->ourgame->new_game(me, params,
+ privdesc ? privdesc : desc);
+ for (i = 1; i < nstates; i++) {
+ assert(states[i].movetype != NEWGAME);
+ switch (states[i].movetype) {
+ case MOVE:
+ case SOLVE:
+ states[i].state = me->ourgame->execute_move(states[i-1].state,
+ states[i].movestr);
+ if (states[i].state == NULL) {
+ ret = "Save file contained an invalid move";
+ goto cleanup;
+ }
+ break;
+ case RESTART:
+ if (me->ourgame->validate_desc(params, states[i].movestr)) {
+ ret = "Save file contained an invalid restart move";
+ goto cleanup;
+ }
+ states[i].state = me->ourgame->new_game(me, params,
+ states[i].movestr);
+ break;
+ }
+ }
+
+ ui = me->ourgame->new_ui(states[0].state);
+ me->ourgame->decode_ui(ui, uistr);
+
+ /*
+ * Now we've run out of possible error conditions, so we're
+ * ready to start overwriting the real data in the current
+ * midend. We'll do this by swapping things with the local
+ * variables, so that the same cleanup code will free the old
+ * stuff.
+ */
+ {
+ char *tmp;
+
+ tmp = me->desc;
+ me->desc = desc;
+ desc = tmp;
+
+ tmp = me->privdesc;
+ me->privdesc = privdesc;
+ privdesc = tmp;
+
+ tmp = me->seedstr;
+ me->seedstr = seed;
+ seed = tmp;
+
+ tmp = me->aux_info;
+ me->aux_info = auxinfo;
+ auxinfo = tmp;
+ }
+
+ me->genmode = GOT_NOTHING;
+
+ me->statesize = nstates;
+ nstates = me->nstates;
+ me->nstates = me->statesize;
+ {
+ struct midend_state_entry *tmp;
+ tmp = me->states;
+ me->states = states;
+ states = tmp;
+ }
+ me->statepos = statepos;
+
+ {
+ game_params *tmp;
+
+ tmp = me->params;
+ me->params = params;
+ params = tmp;
+
+ tmp = me->curparams;
+ me->curparams = cparams;
+ cparams = tmp;
+ }
+
+ me->oldstate = NULL;
+ me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
+ me->dir = 0;
+
+ {
+ game_ui *tmp;
+
+ tmp = me->ui;
+ me->ui = ui;
+ ui = tmp;
+ }
+
+ me->elapsed = elapsed;
+ me->pressed_mouse_button = 0;
+
+ midend_set_timer(me);
+
+ if (me->drawstate)
+ me->ourgame->free_drawstate(me->drawing, me->drawstate);
+ me->drawstate =
+ me->ourgame->new_drawstate(me->drawing,
+ me->states[me->statepos-1].state);
+ midend_size_new_drawstate(me);
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
+
+ ret = NULL; /* success! */
+
+ cleanup:
+ sfree(val);
+ sfree(seed);
+ sfree(parstr);
+ sfree(cparstr);
+ sfree(desc);
+ sfree(privdesc);
+ sfree(auxinfo);
+ sfree(uistr);
+ if (params)
+ me->ourgame->free_params(params);
+ if (cparams)
+ me->ourgame->free_params(cparams);
+ if (ui)
+ me->ourgame->free_ui(ui);
+ if (states) {
+ int i;
+
+ for (i = 0; i < nstates; i++) {
+ if (states[i].state)
+ me->ourgame->free_game(states[i].state);
+ sfree(states[i].movestr);
+ }
+ sfree(states);
+ }
+
+ return ret;
+}
+
+/*
+ * This function examines a saved game file just far enough to
+ * determine which game type it contains. It returns NULL on success
+ * and the game name string in 'name' (which will be dynamically
+ * allocated and should be caller-freed), or an error message on
+ * failure.
+ */
+char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
+ void *rctx)
+{
+ int nstates = 0, statepos = -1, gotstates = 0;
+ int started = FALSE;
+
+ char *val = NULL;
+ /* Initially all errors give the same report */
+ char *ret = "Data does not appear to be a saved game file";
+
+ *name = NULL;
+
+ /*
+ * Loop round and round reading one key/value pair at a time from
+ * the serialised stream, until we've found the game name.
+ */
+ while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
+ char key[9], c;
+ int len;
+
+ do {
+ if (!read(rctx, key, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+ } while (key[0] == '\r' || key[0] == '\n');
+
+ if (!read(rctx, key+1, 8)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (key[8] != ':') {
+ if (started)
+ ret = "Data was incorrectly formatted for a saved game file";
+ goto cleanup;
+ }
+ len = strcspn(key, ": ");
+ assert(len <= 8);
+ key[len] = '\0';
+
+ len = 0;
+ while (1) {
+ if (!read(rctx, &c, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (c == ':') {
+ break;
+ } else if (c >= '0' && c <= '9') {
+ len = (len * 10) + (c - '0');
+ } else {
+ if (started)
+ ret = "Data was incorrectly formatted for a"
+ " saved game file";
+ goto cleanup;
+ }
+ }
+
+ val = snewn(len+1, char);
+ if (!read(rctx, val, len)) {
+ if (started)
+ goto cleanup;
+ }
+ val[len] = '\0';
+
+ if (!started) {
+ if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
+ /* ret already has the right message in it */
+ goto cleanup;
+ }
+ /* Now most errors are this one, unless otherwise specified */
+ ret = "Saved data ended unexpectedly";
+ started = TRUE;
+ } else {
+ if (!strcmp(key, "VERSION")) {
+ if (strcmp(val, SERIALISE_VERSION)) {
+ ret = "Cannot handle this version of the saved game"
+ " file format";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "GAME")) {
+ *name = dupstr(val);
+ ret = NULL;
+ goto cleanup;
+ }
+ }
+
+ sfree(val);
+ val = NULL;
+ }
+
+ cleanup:
+ sfree(val);
+ return ret;
+}
+
+char *midend_print_puzzle(midend *me, document *doc, int with_soln)
+{
+ game_state *soln = NULL;
+
+ if (me->statepos < 1)
+ return "No game set up to print";/* _shouldn't_ happen! */
+
+ if (with_soln) {
+ char *msg, *movestr;
+
+ if (!me->ourgame->can_solve)
+ return "This game does not support the Solve operation";
+
+ msg = "Solve operation failed";/* game _should_ overwrite on error */
+ movestr = me->ourgame->solve(me->states[0].state,
+ me->states[me->statepos-1].state,
+ me->aux_info, &msg);
+ if (!movestr)
+ return msg;
+ soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
+ movestr);
+ assert(soln);
+
+ sfree(movestr);
+ } else
+ soln = NULL;
+
+ /*
+ * This call passes over ownership of the two game_states and
+ * the game_params. Hence we duplicate the ones we want to
+ * keep, and we don't have to bother freeing soln if it was
+ * non-NULL.
+ */
+ document_add_puzzle(doc, me->ourgame,
+ me->ourgame->dup_params(me->curparams),
+ me->ourgame->dup_game(me->states[0].state), soln);
+
return NULL;
}