2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/quit.
16 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
18 enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
20 #define special(type) ( (type) != MOVE )
22 struct midend_state_entry {
33 game_params **presets;
34 char **preset_names, **preset_encodings;
35 int npresets, presetsize;
38 * `desc' and `privdesc' deserve a comment.
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
59 char *desc, *privdesc, *seedstr;
61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
66 game_params *params, *curparams;
67 game_drawstate *drawstate;
71 float anim_time, anim_pos;
72 float flash_time, flash_pos;
81 int pressed_mouse_button;
83 int preferred_tilesize, tilesize, winwidth, winheight;
85 void (*game_id_change_notify_function)(void *);
86 void *game_id_change_notify_ctx;
89 #define ensure(me) do { \
90 if ((me)->nstates >= (me)->statesize) { \
91 (me)->statesize = (me)->nstates + 128; \
92 (me)->states = sresize((me)->states, (me)->statesize, \
93 struct midend_state_entry); \
97 midend *midend_new(frontend *fe, const game *ourgame,
98 const drawing_api *drapi, void *drhandle)
100 midend *me = snew(midend);
104 get_random_seed(&randseed, &randseedsize);
107 me->ourgame = ourgame;
108 me->random = random_new(randseed, randseedsize);
109 me->nstates = me->statesize = me->statepos = 0;
111 me->params = ourgame->default_params();
113 * Allow environment-based changing of the default settings by
114 * defining a variable along the lines of `NET_DEFAULT=25x25w'
115 * in which the value is an encoded parameter string.
120 sprintf(buf, "%s_DEFAULT", me->ourgame->name);
121 for (j = k = 0; buf[j]; j++)
122 if (!isspace((unsigned char)buf[j]))
123 buf[k++] = toupper((unsigned char)buf[j]);
125 if ((e = getenv(buf)) != NULL)
126 me->ourgame->decode_params(me->params, e);
128 me->curparams = NULL;
129 me->desc = me->privdesc = NULL;
132 me->genmode = GOT_NOTHING;
133 me->drawstate = NULL;
136 me->preset_names = NULL;
137 me->preset_encodings = NULL;
138 me->npresets = me->presetsize = 0;
139 me->anim_time = me->anim_pos = 0.0F;
140 me->flash_time = me->flash_pos = 0.0F;
143 me->pressed_mouse_button = 0;
144 me->laststatus = NULL;
147 me->tilesize = me->winwidth = me->winheight = 0;
149 me->drawing = drawing_new(drapi, me, drhandle);
153 me->preferred_tilesize = ourgame->preferred_tilesize;
156 * Allow an environment-based override for the default tile
157 * size by defining a variable along the lines of
164 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
165 for (j = k = 0; buf[j]; j++)
166 if (!isspace((unsigned char)buf[j]))
167 buf[k++] = toupper((unsigned char)buf[j]);
169 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
170 me->preferred_tilesize = ts;
178 const game *midend_which_game(midend *me)
183 static void midend_purge_states(midend *me)
185 while (me->nstates > me->statepos) {
186 me->ourgame->free_game(me->states[--me->nstates].state);
187 if (me->states[me->nstates].movestr)
188 sfree(me->states[me->nstates].movestr);
192 static void midend_free_game(midend *me)
194 while (me->nstates > 0) {
196 me->ourgame->free_game(me->states[me->nstates].state);
197 sfree(me->states[me->nstates].movestr);
201 me->ourgame->free_drawstate(me->drawing, me->drawstate);
204 void midend_free(midend *me)
208 midend_free_game(me);
211 drawing_free(me->drawing);
212 random_free(me->random);
218 me->ourgame->free_params(me->params);
220 for (i = 0; i < me->npresets; i++) {
221 sfree(me->presets[i]);
222 sfree(me->preset_names[i]);
223 sfree(me->preset_encodings[i]);
226 sfree(me->preset_names);
227 sfree(me->preset_encodings);
230 me->ourgame->free_ui(me->ui);
232 me->ourgame->free_params(me->curparams);
233 sfree(me->laststatus);
237 static void midend_size_new_drawstate(midend *me)
240 * Don't even bother, if we haven't worked out our tile size
243 if (me->tilesize > 0) {
244 me->ourgame->compute_size(me->params, me->tilesize,
245 &me->winwidth, &me->winheight);
246 me->ourgame->set_size(me->drawing, me->drawstate,
247 me->params, me->tilesize);
251 void midend_size(midend *me, int *x, int *y, int user_size)
257 * We can't set the size on the same drawstate twice. So if
258 * we've already sized one drawstate, we must throw it away and
261 if (me->drawstate && me->tilesize > 0) {
262 me->ourgame->free_drawstate(me->drawing, me->drawstate);
263 me->drawstate = me->ourgame->new_drawstate(me->drawing,
264 me->states[0].state);
268 * Find the tile size that best fits within the given space. If
269 * `user_size' is TRUE, we must actually find the _largest_ such
270 * tile size, in order to get as close to the user's explicit
271 * request as possible; otherwise, we bound above at the game's
272 * preferred tile size, so that the game gets what it wants
273 * provided that this doesn't break the constraint from the
274 * front-end (which is likely to be a screen size or similar).
280 me->ourgame->compute_size(me->params, max, &rx, &ry);
281 } while (rx <= *x && ry <= *y);
283 max = me->preferred_tilesize + 1;
287 * Now binary-search between min and max. We're looking for a
288 * boundary rather than a value: the point at which tile sizes
289 * stop fitting within the given dimensions. Thus, we stop when
290 * max and min differ by exactly 1.
292 while (max - min > 1) {
293 int mid = (max + min) / 2;
294 me->ourgame->compute_size(me->params, mid, &rx, &ry);
295 if (rx <= *x && ry <= *y)
302 * Now `min' is a valid size, and `max' isn't. So use `min'.
307 /* If the user requested a change in size, make it permanent. */
308 me->preferred_tilesize = me->tilesize;
309 midend_size_new_drawstate(me);
314 int midend_tilesize(midend *me) { return me->tilesize; }
316 void midend_set_params(midend *me, game_params *params)
318 me->ourgame->free_params(me->params);
319 me->params = me->ourgame->dup_params(params);
322 game_params *midend_get_params(midend *me)
324 return me->ourgame->dup_params(me->params);
327 static void midend_set_timer(midend *me)
329 me->timing = (me->ourgame->is_timed &&
330 me->ourgame->timing_state(me->states[me->statepos-1].state,
332 if (me->timing || me->flash_time || me->anim_time)
333 activate_timer(me->frontend);
335 deactivate_timer(me->frontend);
338 void midend_force_redraw(midend *me)
341 me->ourgame->free_drawstate(me->drawing, me->drawstate);
342 me->drawstate = me->ourgame->new_drawstate(me->drawing,
343 me->states[0].state);
344 midend_size_new_drawstate(me);
348 void midend_new_game(midend *me)
350 midend_free_game(me);
352 assert(me->nstates == 0);
354 if (me->genmode == GOT_DESC) {
355 me->genmode = GOT_NOTHING;
359 if (me->genmode == GOT_SEED) {
360 me->genmode = GOT_NOTHING;
363 * Generate a new random seed. 15 digits comes to about
364 * 48 bits, which should be more than enough.
366 * I'll avoid putting a leading zero on the number,
367 * just in case it confuses anybody who thinks it's
368 * processed as an integer rather than a string.
373 newseed[0] = '1' + (char)random_upto(me->random, 9);
374 for (i = 1; i < 15; i++)
375 newseed[i] = '0' + (char)random_upto(me->random, 10);
377 me->seedstr = dupstr(newseed);
380 me->ourgame->free_params(me->curparams);
381 me->curparams = me->ourgame->dup_params(me->params);
389 rs = random_new(me->seedstr, strlen(me->seedstr));
391 * If this midend has been instantiated without providing a
392 * drawing API, it is non-interactive. This means that it's
393 * being used for bulk game generation, and hence we should
394 * pass the non-interactive flag to new_desc.
396 me->desc = me->ourgame->new_desc(me->curparams, rs,
397 &me->aux_info, (me->drawing != NULL));
405 * It might seem a bit odd that we're using me->params to
406 * create the initial game state, rather than me->curparams
407 * which is better tailored to this specific game and which we
410 * It's supposed to be an invariant in the midend that
411 * me->params and me->curparams differ in no aspect that is
412 * important after generation (i.e. after new_desc()). By
413 * deliberately passing the _less_ specific of these two
414 * parameter sets, we provoke play-time misbehaviour in the
415 * case where a game has failed to encode a play-time parameter
416 * in the non-full version of encode_params().
418 me->states[me->nstates].state =
419 me->ourgame->new_game(me, me->params, me->desc);
422 * As part of our commitment to self-testing, test the aux
423 * string to make sure nothing ghastly went wrong.
425 if (me->ourgame->can_solve && me->aux_info) {
430 movestr = me->ourgame->solve(me->states[0].state,
433 assert(movestr && !msg);
434 s = me->ourgame->execute_move(me->states[0].state, movestr);
436 me->ourgame->free_game(s);
441 * Soak test, enabled by setting <gamename>_TESTSOLVE in the
442 * environment. This causes an immediate attempt to re-solve the
443 * game without benefit of aux_info. The effect is that (at least
444 * on Unix) you can run 'FOO_TESTSOLVE=1 foo --generate 10000
445 * <params>#12345' and it will generate a lot of game ids and
446 * instantly pass each one back to the solver.
448 * (It's worth putting in an explicit seed in any such test, so
449 * you can repeat it to diagnose a problem if one comes up!)
454 static int doing_test_solve = -1;
455 if (doing_test_solve < 0) {
456 sprintf(buf, "%s_TESTSOLVE", me->ourgame->name);
457 for (j = k = 0; buf[j]; j++)
458 if (!isspace((unsigned char)buf[j]))
459 buf[k++] = toupper((unsigned char)buf[j]);
463 * Since this is used for correctness testing, it's
464 * helpful to have a visual acknowledgment that the
465 * user hasn't mistyped the environment variable name.
467 fprintf(stderr, "Running solver soak tests\n");
468 doing_test_solve = TRUE;
470 doing_test_solve = FALSE;
473 if (doing_test_solve) {
478 movestr = me->ourgame->solve(me->states[0].state,
481 assert(movestr && !msg);
482 s = me->ourgame->execute_move(me->states[0].state, movestr);
484 me->ourgame->free_game(s);
489 me->states[me->nstates].movestr = NULL;
490 me->states[me->nstates].movetype = NEWGAME;
493 me->drawstate = me->ourgame->new_drawstate(me->drawing,
494 me->states[0].state);
495 midend_size_new_drawstate(me);
498 me->ourgame->free_ui(me->ui);
499 me->ui = me->ourgame->new_ui(me->states[0].state);
500 midend_set_timer(me);
501 me->pressed_mouse_button = 0;
503 if (me->game_id_change_notify_function)
504 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
507 int midend_can_undo(midend *me)
509 return (me->statepos > 1);
512 int midend_can_redo(midend *me)
514 return (me->statepos < me->nstates);
517 static int midend_undo(midend *me)
519 if (me->statepos > 1) {
521 me->ourgame->changed_state(me->ui,
522 me->states[me->statepos-1].state,
523 me->states[me->statepos-2].state);
531 static int midend_redo(midend *me)
533 if (me->statepos < me->nstates) {
535 me->ourgame->changed_state(me->ui,
536 me->states[me->statepos-1].state,
537 me->states[me->statepos].state);
545 static void midend_finish_move(midend *me)
550 * We do not flash if the later of the two states is special.
551 * This covers both forward Solve moves and backward (undone)
554 if ((me->oldstate || me->statepos > 1) &&
555 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
556 (me->dir < 0 && me->statepos < me->nstates &&
557 !special(me->states[me->statepos].movetype)))) {
558 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
559 me->states[me->statepos-2].state,
560 me->states[me->statepos-1].state,
561 me->oldstate ? me->dir : +1,
564 me->flash_pos = 0.0F;
565 me->flash_time = flashtime;
570 me->ourgame->free_game(me->oldstate);
572 me->anim_pos = me->anim_time = 0;
575 midend_set_timer(me);
578 void midend_stop_anim(midend *me)
580 if (me->oldstate || me->anim_time != 0) {
581 midend_finish_move(me);
586 void midend_restart_game(midend *me)
590 midend_stop_anim(me);
592 assert(me->statepos >= 1);
593 if (me->statepos == 1)
594 return; /* no point doing anything at all! */
597 * During restart, we reconstruct the game from the (public)
598 * game description rather than from states[0], because that
599 * way Mines gets slightly more sensible behaviour (restart
600 * goes to _after_ the first click so you don't have to
601 * remember where you clicked).
603 s = me->ourgame->new_game(me, me->params, me->desc);
606 * Now enter the restarted state as the next move.
608 midend_stop_anim(me);
609 midend_purge_states(me);
611 me->states[me->nstates].state = s;
612 me->states[me->nstates].movestr = dupstr(me->desc);
613 me->states[me->nstates].movetype = RESTART;
614 me->statepos = ++me->nstates;
616 me->ourgame->changed_state(me->ui,
617 me->states[me->statepos-2].state,
618 me->states[me->statepos-1].state);
620 midend_finish_move(me);
622 midend_set_timer(me);
625 static int midend_really_process_key(midend *me, int x, int y, int button)
627 game_state *oldstate =
628 me->ourgame->dup_game(me->states[me->statepos - 1].state);
629 int type = MOVE, gottype = FALSE, ret = 1;
635 me->ourgame->interpret_move(me->states[me->statepos-1].state,
636 me->ui, me->drawstate, x, y, button);
639 if (button == 'n' || button == 'N' || button == '\x0E') {
640 midend_stop_anim(me);
643 goto done; /* never animate */
644 } else if (button == 'u' || button == 'u' ||
645 button == '\x1A' || button == '\x1F') {
646 midend_stop_anim(me);
647 type = me->states[me->statepos-1].movetype;
649 if (!midend_undo(me))
651 } else if (button == 'r' || button == 'R' ||
652 button == '\x12' || button == '\x19') {
653 midend_stop_anim(me);
654 if (!midend_redo(me))
656 } else if (button == '\x13' && me->ourgame->can_solve) {
657 if (midend_solve(me))
659 } else if (button == 'q' || button == 'Q' || button == '\x11') {
666 s = me->states[me->statepos-1].state;
668 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
673 if (s == me->states[me->statepos-1].state) {
675 * make_move() is allowed to return its input state to
676 * indicate that although no move has been made, the UI
677 * state has been updated and a redraw is called for.
680 midend_set_timer(me);
683 midend_stop_anim(me);
684 midend_purge_states(me);
686 assert(movestr != NULL);
687 me->states[me->nstates].state = s;
688 me->states[me->nstates].movestr = movestr;
689 me->states[me->nstates].movetype = MOVE;
690 me->statepos = ++me->nstates;
693 me->ourgame->changed_state(me->ui,
694 me->states[me->statepos-2].state,
695 me->states[me->statepos-1].state);
702 type = me->states[me->statepos-1].movetype;
705 * See if this move requires an animation.
707 if (special(type) && !(type == SOLVE &&
708 (me->ourgame->flags & SOLVE_ANIMATES))) {
711 anim_time = me->ourgame->anim_length(oldstate,
712 me->states[me->statepos-1].state,
716 me->oldstate = oldstate; oldstate = NULL;
718 me->anim_time = anim_time;
721 midend_finish_move(me);
727 midend_set_timer(me);
730 if (oldstate) me->ourgame->free_game(oldstate);
734 int midend_process_key(midend *me, int x, int y, int button)
739 * Harmonise mouse drag and release messages.
741 * Some front ends might accidentally switch from sending, say,
742 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
743 * drag. (This can happen on the Mac, for example, since
744 * RIGHT_DRAG is usually done using Command+drag, and if the
745 * user accidentally releases Command half way through the drag
746 * then there will be trouble.)
748 * It would be an O(number of front ends) annoyance to fix this
749 * in the front ends, but an O(number of back ends) annoyance
750 * to have each game capable of dealing with it. Therefore, we
751 * fix it _here_ in the common midend code so that it only has
754 * The possible ways in which things can go screwy in the front
757 * - in a system containing multiple physical buttons button
758 * presses can inadvertently overlap. We can see ABab (caps
759 * meaning button-down and lowercase meaning button-up) when
760 * the user had semantically intended AaBb.
762 * - in a system where one button is simulated by means of a
763 * modifier key and another button, buttons can mutate
764 * between press and release (possibly during drag). So we
765 * can see Ab instead of Aa.
767 * Definite requirements are:
769 * - button _presses_ must never be invented or destroyed. If
770 * the user presses two buttons in succession, the button
771 * presses must be transferred to the backend unchanged. So
772 * if we see AaBb , that's fine; if we see ABab (the button
773 * presses inadvertently overlapped) we must somehow
774 * `correct' it to AaBb.
776 * - every mouse action must end up looking like a press, zero
777 * or more drags, then a release. This allows back ends to
778 * make the _assumption_ that incoming mouse data will be
779 * sane in this regard, and not worry about the details.
781 * So my policy will be:
783 * - treat any button-up as a button-up for the currently
784 * pressed button, or ignore it if there is no currently
787 * - treat any drag as a drag for the currently pressed
788 * button, or ignore it if there is no currently pressed
791 * - if we see a button-down while another button is currently
792 * pressed, invent a button-up for the first one and then
793 * pass the button-down through as before.
795 * 2005-05-31: An addendum to the above. Some games might want
796 * a `priority order' among buttons, such that if one button is
797 * pressed while another is down then a fixed one of the
798 * buttons takes priority no matter what order they're pressed
799 * in. Mines, in particular, wants to treat a left+right click
800 * like a left click for the benefit of users of other
801 * implementations. So the last of the above points is modified
802 * in the presence of an (optional) button priority order.
804 * A further addition: we translate certain keyboard presses to
805 * cursor key 'select' buttons, so that a) frontends don't have
806 * to translate these themselves (like they do for CURSOR_UP etc),
807 * and b) individual games don't have to hard-code button presses
808 * of '\n' etc for keyboard-based cursors. The choice of buttons
809 * here could eventually be controlled by a runtime configuration
812 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
813 if (me->pressed_mouse_button) {
814 if (IS_MOUSE_DRAG(button)) {
815 button = me->pressed_mouse_button +
816 (LEFT_DRAG - LEFT_BUTTON);
818 button = me->pressed_mouse_button +
819 (LEFT_RELEASE - LEFT_BUTTON);
822 return ret; /* ignore it */
823 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
825 * If the new button has lower priority than the old one,
826 * don't bother doing this.
828 if (me->ourgame->flags &
829 BUTTON_BEATS(me->pressed_mouse_button, button))
830 return ret; /* just ignore it */
833 * Fabricate a button-up for the previously pressed button.
835 ret = ret && midend_really_process_key
836 (me, x, y, (me->pressed_mouse_button +
837 (LEFT_RELEASE - LEFT_BUTTON)));
841 * Translate keyboard presses to cursor selection.
843 if (button == '\n' || button == '\r')
844 button = CURSOR_SELECT;
846 button = CURSOR_SELECT2;
849 * Normalise both backspace characters (8 and 127) to \b. Easier
850 * to do this once, here, than to require all front ends to
851 * carefully generate the same one - now each front end can
852 * generate whichever is easiest.
854 if (button == '\177')
858 * Now send on the event we originally received.
860 ret = ret && midend_really_process_key(me, x, y, button);
863 * And update the currently pressed button.
865 if (IS_MOUSE_RELEASE(button))
866 me->pressed_mouse_button = 0;
867 else if (IS_MOUSE_DOWN(button))
868 me->pressed_mouse_button = button;
873 void midend_redraw(midend *me)
877 if (me->statepos > 0 && me->drawstate) {
878 start_draw(me->drawing);
879 if (me->oldstate && me->anim_time > 0 &&
880 me->anim_pos < me->anim_time) {
881 assert(me->dir != 0);
882 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
883 me->states[me->statepos-1].state, me->dir,
884 me->ui, me->anim_pos, me->flash_pos);
886 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
887 me->states[me->statepos-1].state, +1 /*shrug*/,
888 me->ui, 0.0, me->flash_pos);
890 end_draw(me->drawing);
895 * Nasty hacky function used to implement the --redo option in
896 * gtk.c. Only used for generating the puzzles' icons.
898 void midend_freeze_timer(midend *me, float tprop)
900 me->anim_pos = me->anim_time * tprop;
902 deactivate_timer(me->frontend);
905 void midend_timer(midend *me, float tplus)
907 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
909 me->anim_pos += tplus;
910 if (me->anim_pos >= me->anim_time ||
911 me->anim_time == 0 || !me->oldstate) {
912 if (me->anim_time > 0)
913 midend_finish_move(me);
916 me->flash_pos += tplus;
917 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
918 me->flash_pos = me->flash_time = 0;
925 float oldelapsed = me->elapsed;
926 me->elapsed += tplus;
927 if ((int)oldelapsed != (int)me->elapsed)
928 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
931 midend_set_timer(me);
934 float *midend_colours(midend *me, int *ncolours)
938 ret = me->ourgame->colours(me->frontend, ncolours);
944 * Allow environment-based overrides for the standard
945 * colours by defining variables along the lines of
946 * `NET_COLOUR_4=6000c0'.
949 for (i = 0; i < *ncolours; i++) {
951 unsigned int r, g, b;
954 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
955 for (j = k = 0; buf[j]; j++)
956 if (!isspace((unsigned char)buf[j]))
957 buf[k++] = toupper((unsigned char)buf[j]);
959 if ((e = getenv(buf)) != NULL &&
960 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
961 ret[i*3 + 0] = r / 255.0F;
962 ret[i*3 + 1] = g / 255.0F;
963 ret[i*3 + 2] = b / 255.0F;
971 int midend_num_presets(midend *me)
977 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
978 if (me->presetsize <= me->npresets) {
979 me->presetsize = me->npresets + 10;
980 me->presets = sresize(me->presets, me->presetsize,
982 me->preset_names = sresize(me->preset_names, me->presetsize,
984 me->preset_encodings = sresize(me->preset_encodings,
985 me->presetsize, char *);
988 me->presets[me->npresets] = preset;
989 me->preset_names[me->npresets] = name;
990 me->preset_encodings[me->npresets] =
991 me->ourgame->encode_params(preset, TRUE);;
998 * Allow environment-based extensions to the preset list by
999 * defining a variable along the lines of `SOLO_PRESETS=2x3
1000 * Advanced:2x3da'. Colon-separated list of items,
1001 * alternating between textual titles in the menu and
1002 * encoded parameter strings.
1004 char buf[80], *e, *p;
1007 sprintf(buf, "%s_PRESETS", me->ourgame->name);
1008 for (j = k = 0; buf[j]; j++)
1009 if (!isspace((unsigned char)buf[j]))
1010 buf[k++] = toupper((unsigned char)buf[j]);
1013 if ((e = getenv(buf)) != NULL) {
1018 game_params *preset;
1021 while (*p && *p != ':') p++;
1022 if (*p) *p++ = '\0';
1024 while (*p && *p != ':') p++;
1025 if (*p) *p++ = '\0';
1027 preset = me->ourgame->default_params();
1028 me->ourgame->decode_params(preset, val);
1030 if (me->ourgame->validate_params(preset, TRUE)) {
1031 /* Drop this one from the list. */
1032 me->ourgame->free_params(preset);
1036 if (me->presetsize <= me->npresets) {
1037 me->presetsize = me->npresets + 10;
1038 me->presets = sresize(me->presets, me->presetsize,
1040 me->preset_names = sresize(me->preset_names,
1041 me->presetsize, char *);
1042 me->preset_encodings = sresize(me->preset_encodings,
1043 me->presetsize, char *);
1046 me->presets[me->npresets] = preset;
1047 me->preset_names[me->npresets] = dupstr(name);
1048 me->preset_encodings[me->npresets] =
1049 me->ourgame->encode_params(preset, TRUE);
1056 return me->npresets;
1059 void midend_fetch_preset(midend *me, int n,
1060 char **name, game_params **params)
1062 assert(n >= 0 && n < me->npresets);
1063 *name = me->preset_names[n];
1064 *params = me->presets[n];
1067 int midend_which_preset(midend *me)
1069 char *encoding = me->ourgame->encode_params(me->params, TRUE);
1073 for (i = 0; i < me->npresets; i++)
1074 if (!strcmp(encoding, me->preset_encodings[i])) {
1083 int midend_wants_statusbar(midend *me)
1085 return me->ourgame->wants_statusbar;
1088 void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
1090 me->game_id_change_notify_function = notify;
1091 me->game_id_change_notify_ctx = ctx;
1094 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
1097 sfree(me->privdesc);
1098 me->desc = dupstr(desc);
1099 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
1100 if (me->game_id_change_notify_function)
1101 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
1104 config_item *midend_get_config(midend *me, int which, char **wintitle)
1106 char *titlebuf, *parstr, *rest;
1111 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1115 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1116 *wintitle = titlebuf;
1117 return me->ourgame->configure(me->params);
1120 if (!me->curparams) {
1124 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1125 which == CFG_SEED ? "random" : "game");
1126 *wintitle = titlebuf;
1128 ret = snewn(2, config_item);
1130 ret[0].type = C_STRING;
1131 if (which == CFG_SEED)
1132 ret[0].name = "Game random seed";
1134 ret[0].name = "Game ID";
1137 * For CFG_DESC the text going in here will be a string
1138 * encoding of the restricted parameters, plus a colon,
1139 * plus the game description. For CFG_SEED it will be the
1140 * full parameters, plus a hash, plus the random seed data.
1141 * Either of these is a valid full game ID (although only
1142 * the former is likely to persist across many code
1145 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1147 if (which == CFG_DESC) {
1148 rest = me->desc ? me->desc : "";
1151 rest = me->seedstr ? me->seedstr : "";
1154 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1155 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1158 ret[1].type = C_END;
1159 ret[1].name = ret[1].sval = NULL;
1165 assert(!"We shouldn't be here");
1169 static char *midend_game_id_int(midend *me, char *id, int defmode)
1171 char *error, *par, *desc, *seed;
1172 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1175 seed = strchr(id, '#');
1176 desc = strchr(id, ':');
1178 if (desc && (!seed || desc < seed)) {
1180 * We have a colon separating parameters from game
1181 * description. So `par' now points to the parameters
1182 * string, and `desc' to the description string.
1187 } else if (seed && (!desc || seed < desc)) {
1189 * We have a hash separating parameters from random seed.
1190 * So `par' now points to the parameters string, and `seed'
1191 * to the seed string.
1198 * We only have one string. Depending on `defmode', we take
1199 * it to be either parameters, seed or description.
1201 if (defmode == DEF_SEED) {
1204 } else if (defmode == DEF_DESC) {
1214 * We must be reasonably careful here not to modify anything in
1215 * `me' until we have finished validating things. This function
1216 * must either return an error and do nothing to the midend, or
1217 * return success and do everything; nothing in between is
1220 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1223 newcurparams = me->ourgame->dup_params(me->params);
1224 me->ourgame->decode_params(newcurparams, par);
1225 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1227 me->ourgame->free_params(newcurparams);
1230 oldparams1 = me->curparams;
1233 * Now filter only the persistent parts of this state into
1234 * the long-term params structure, unless we've _only_
1235 * received a params string in which case the whole lot is
1238 oldparams2 = me->params;
1242 newparams = me->ourgame->dup_params(me->params);
1244 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1245 me->ourgame->decode_params(newparams, tmpstr);
1249 newparams = me->ourgame->dup_params(newcurparams);
1253 newcurparams = me->curparams;
1254 newparams = me->params;
1255 free_params = FALSE;
1259 error = me->ourgame->validate_desc(newparams, desc);
1263 me->ourgame->free_params(newcurparams);
1265 me->ourgame->free_params(newparams);
1272 * Now we've got past all possible error points. Update the
1275 me->params = newparams;
1276 me->curparams = newcurparams;
1278 me->ourgame->free_params(oldparams1);
1280 me->ourgame->free_params(oldparams2);
1283 sfree(me->privdesc);
1284 me->desc = me->privdesc = NULL;
1289 me->desc = dupstr(desc);
1290 me->genmode = GOT_DESC;
1291 sfree(me->aux_info);
1292 me->aux_info = NULL;
1296 me->seedstr = dupstr(seed);
1297 me->genmode = GOT_SEED;
1303 char *midend_game_id(midend *me, char *id)
1305 return midend_game_id_int(me, id, DEF_PARAMS);
1308 char *midend_get_game_id(midend *me)
1312 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1315 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1316 sprintf(ret, "%s:%s", parstr, me->desc);
1321 char *midend_get_random_seed(midend *me)
1328 parstr = me->ourgame->encode_params(me->curparams, TRUE);
1330 ret = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
1331 sprintf(ret, "%s#%s", parstr, me->seedstr);
1336 char *midend_set_config(midend *me, int which, config_item *cfg)
1339 game_params *params;
1343 params = me->ourgame->custom_params(cfg);
1344 error = me->ourgame->validate_params(params, TRUE);
1347 me->ourgame->free_params(params);
1351 me->ourgame->free_params(me->params);
1352 me->params = params;
1357 error = midend_game_id_int(me, cfg[0].sval,
1358 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1367 int midend_can_format_as_text_now(midend *me)
1369 if (me->ourgame->can_format_as_text_ever)
1370 return me->ourgame->can_format_as_text_now(me->params);
1375 char *midend_text_format(midend *me)
1377 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1378 me->ourgame->can_format_as_text_now(me->params))
1379 return me->ourgame->text_format(me->states[me->statepos-1].state);
1384 char *midend_solve(midend *me)
1387 char *msg, *movestr;
1389 if (!me->ourgame->can_solve)
1390 return "This game does not support the Solve operation";
1392 if (me->statepos < 1)
1393 return "No game set up to solve"; /* _shouldn't_ happen! */
1396 movestr = me->ourgame->solve(me->states[0].state,
1397 me->states[me->statepos-1].state,
1398 me->aux_info, &msg);
1401 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1404 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1408 * Now enter the solved state as the next move.
1410 midend_stop_anim(me);
1411 midend_purge_states(me);
1413 me->states[me->nstates].state = s;
1414 me->states[me->nstates].movestr = movestr;
1415 me->states[me->nstates].movetype = SOLVE;
1416 me->statepos = ++me->nstates;
1418 me->ourgame->changed_state(me->ui,
1419 me->states[me->statepos-2].state,
1420 me->states[me->statepos-1].state);
1422 if (me->ourgame->flags & SOLVE_ANIMATES) {
1423 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1425 me->ourgame->anim_length(me->states[me->statepos-2].state,
1426 me->states[me->statepos-1].state,
1430 me->anim_time = 0.0;
1431 midend_finish_move(me);
1435 midend_set_timer(me);
1439 int midend_status(midend *me)
1442 * We should probably never be called when the state stack has no
1443 * states on it at all - ideally, midends should never be left in
1444 * that state for long enough to get put down and forgotten about.
1445 * But if we are, I think we return _true_ - pedantically speaking
1446 * a midend in that state is 'vacuously solved', and more
1447 * practically, a user whose midend has been left in that state
1448 * probably _does_ want the 'new game' option to be prominent.
1450 if (me->statepos == 0)
1453 return me->ourgame->status(me->states[me->statepos-1].state);
1456 char *midend_rewrite_statusbar(midend *me, char *text)
1459 * An important special case is that we are occasionally called
1460 * with our own laststatus, to update the timer.
1462 if (me->laststatus != text) {
1463 sfree(me->laststatus);
1464 me->laststatus = dupstr(text);
1467 if (me->ourgame->is_timed) {
1468 char timebuf[100], *ret;
1471 sec = (int)me->elapsed;
1474 sprintf(timebuf, "[%d:%02d] ", min, sec);
1476 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1477 strcpy(ret, timebuf);
1482 return dupstr(text);
1486 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1487 #define SERIALISE_VERSION "1"
1489 void midend_serialise(midend *me,
1490 void (*write)(void *ctx, void *buf, int len),
1496 * Each line of the save file contains three components. First
1497 * exactly 8 characters of header word indicating what type of
1498 * data is contained on the line; then a colon followed by a
1499 * decimal integer giving the length of the main string on the
1500 * line; then a colon followed by the string itself (exactly as
1501 * many bytes as previously specified, no matter what they
1502 * contain). Then a newline (of reasonably flexible form).
1504 #define wr(h,s) do { \
1507 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1508 write(wctx, hbuf, strlen(hbuf)); \
1509 write(wctx, str, strlen(str)); \
1510 write(wctx, "\n", 1); \
1514 * Magic string identifying the file, and version number of the
1517 wr("SAVEFILE", SERIALISE_MAGIC);
1518 wr("VERSION", SERIALISE_VERSION);
1521 * The game name. (Copied locally to avoid const annoyance.)
1524 char *s = dupstr(me->ourgame->name);
1530 * The current long-term parameters structure, in full.
1533 char *s = me->ourgame->encode_params(me->params, TRUE);
1539 * The current short-term parameters structure, in full.
1541 if (me->curparams) {
1542 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1548 * The current game description, the privdesc, and the random seed.
1551 wr("SEED", me->seedstr);
1553 wr("DESC", me->desc);
1555 wr("PRIVDESC", me->privdesc);
1558 * The game's aux_info. We obfuscate this to prevent spoilers
1559 * (people are likely to run `head' or similar on a saved game
1560 * file simply to find out what it is, and don't necessarily
1561 * want to be told the answer to the puzzle!)
1568 len = strlen(me->aux_info);
1569 s1 = snewn(len, unsigned char);
1570 memcpy(s1, me->aux_info, len);
1571 obfuscate_bitmap(s1, len*8, FALSE);
1572 s2 = bin2hex(s1, len);
1581 * Any required serialisation of the game_ui.
1584 char *s = me->ourgame->encode_ui(me->ui);
1592 * The game time, if it's a timed game.
1594 if (me->ourgame->is_timed) {
1596 sprintf(buf, "%g", me->elapsed);
1601 * The length of, and position in, the states list.
1605 sprintf(buf, "%d", me->nstates);
1607 sprintf(buf, "%d", me->statepos);
1608 wr("STATEPOS", buf);
1612 * For each state after the initial one (which we know is
1613 * constructed from either privdesc or desc), enough
1614 * information for execute_move() to reconstruct it from the
1617 for (i = 1; i < me->nstates; i++) {
1618 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1619 switch (me->states[i].movetype) {
1621 wr("MOVE", me->states[i].movestr);
1624 wr("SOLVE", me->states[i].movestr);
1627 wr("RESTART", me->states[i].movestr);
1636 * This function returns NULL on success, or an error message.
1638 char *midend_deserialise(midend *me,
1639 int (*read)(void *ctx, void *buf, int len),
1642 int nstates = 0, statepos = -1, gotstates = 0;
1643 int started = FALSE;
1647 /* Initially all errors give the same report */
1648 char *ret = "Data does not appear to be a saved game file";
1651 * We construct all the new state in local variables while we
1652 * check its sanity. Only once we have finished reading the
1653 * serialised data and detected no errors at all do we start
1654 * modifying stuff in the midend passed in.
1656 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1657 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1658 float elapsed = 0.0F;
1659 game_params *params = NULL, *cparams = NULL;
1661 struct midend_state_entry *states = NULL;
1664 * Loop round and round reading one key/value pair at a time
1665 * from the serialised stream, until we have enough game states
1668 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1673 if (!read(rctx, key, 1)) {
1674 /* unexpected EOF */
1677 } while (key[0] == '\r' || key[0] == '\n');
1679 if (!read(rctx, key+1, 8)) {
1680 /* unexpected EOF */
1684 if (key[8] != ':') {
1686 ret = "Data was incorrectly formatted for a saved game file";
1689 len = strcspn(key, ": ");
1695 if (!read(rctx, &c, 1)) {
1696 /* unexpected EOF */
1702 } else if (c >= '0' && c <= '9') {
1703 len = (len * 10) + (c - '0');
1706 ret = "Data was incorrectly formatted for a"
1712 val = snewn(len+1, char);
1713 if (!read(rctx, val, len)) {
1720 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1721 /* ret already has the right message in it */
1724 /* Now most errors are this one, unless otherwise specified */
1725 ret = "Saved data ended unexpectedly";
1728 if (!strcmp(key, "VERSION")) {
1729 if (strcmp(val, SERIALISE_VERSION)) {
1730 ret = "Cannot handle this version of the saved game"
1734 } else if (!strcmp(key, "GAME")) {
1735 if (strcmp(val, me->ourgame->name)) {
1736 ret = "Save file is from a different game";
1739 } else if (!strcmp(key, "PARAMS")) {
1743 } else if (!strcmp(key, "CPARAMS")) {
1747 } else if (!strcmp(key, "SEED")) {
1751 } else if (!strcmp(key, "DESC")) {
1755 } else if (!strcmp(key, "PRIVDESC")) {
1759 } else if (!strcmp(key, "AUXINFO")) {
1761 int len = strlen(val) / 2; /* length in bytes */
1762 tmp = hex2bin(val, len);
1763 obfuscate_bitmap(tmp, len*8, TRUE);
1766 auxinfo = snewn(len + 1, char);
1767 memcpy(auxinfo, tmp, len);
1768 auxinfo[len] = '\0';
1770 } else if (!strcmp(key, "UI")) {
1774 } else if (!strcmp(key, "TIME")) {
1775 elapsed = (float)atof(val);
1776 } else if (!strcmp(key, "NSTATES")) {
1777 nstates = atoi(val);
1779 ret = "Number of states in save file was negative";
1783 ret = "Two state counts provided in save file";
1786 states = snewn(nstates, struct midend_state_entry);
1787 for (i = 0; i < nstates; i++) {
1788 states[i].state = NULL;
1789 states[i].movestr = NULL;
1790 states[i].movetype = NEWGAME;
1792 } else if (!strcmp(key, "STATEPOS")) {
1793 statepos = atoi(val);
1794 } else if (!strcmp(key, "MOVE")) {
1796 states[gotstates].movetype = MOVE;
1797 states[gotstates].movestr = val;
1799 } else if (!strcmp(key, "SOLVE")) {
1801 states[gotstates].movetype = SOLVE;
1802 states[gotstates].movestr = val;
1804 } else if (!strcmp(key, "RESTART")) {
1806 states[gotstates].movetype = RESTART;
1807 states[gotstates].movestr = val;
1816 params = me->ourgame->default_params();
1817 me->ourgame->decode_params(params, parstr);
1818 if (me->ourgame->validate_params(params, TRUE)) {
1819 ret = "Long-term parameters in save file are invalid";
1822 cparams = me->ourgame->default_params();
1823 me->ourgame->decode_params(cparams, cparstr);
1824 if (me->ourgame->validate_params(cparams, FALSE)) {
1825 ret = "Short-term parameters in save file are invalid";
1828 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1830 * The seed's no use with this version, but we can perfectly
1831 * well use the rest of the data.
1837 ret = "Game description in save file is missing";
1839 } else if (me->ourgame->validate_desc(params, desc)) {
1840 ret = "Game description in save file is invalid";
1843 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1844 ret = "Game private description in save file is invalid";
1847 if (statepos < 0 || statepos >= nstates) {
1848 ret = "Game position in save file is out of range";
1851 states[0].state = me->ourgame->new_game(me, params,
1852 privdesc ? privdesc : desc);
1853 for (i = 1; i < nstates; i++) {
1854 assert(states[i].movetype != NEWGAME);
1855 switch (states[i].movetype) {
1858 states[i].state = me->ourgame->execute_move(states[i-1].state,
1860 if (states[i].state == NULL) {
1861 ret = "Save file contained an invalid move";
1866 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1867 ret = "Save file contained an invalid restart move";
1870 states[i].state = me->ourgame->new_game(me, params,
1876 ui = me->ourgame->new_ui(states[0].state);
1877 me->ourgame->decode_ui(ui, uistr);
1880 * Now we've run out of possible error conditions, so we're
1881 * ready to start overwriting the real data in the current
1882 * midend. We'll do this by swapping things with the local
1883 * variables, so that the same cleanup code will free the old
1894 me->privdesc = privdesc;
1902 me->aux_info = auxinfo;
1906 me->genmode = GOT_NOTHING;
1908 me->statesize = nstates;
1909 nstates = me->nstates;
1910 me->nstates = me->statesize;
1912 struct midend_state_entry *tmp;
1914 me->states = states;
1917 me->statepos = statepos;
1923 me->params = params;
1926 tmp = me->curparams;
1927 me->curparams = cparams;
1931 me->oldstate = NULL;
1932 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1943 me->elapsed = elapsed;
1944 me->pressed_mouse_button = 0;
1946 midend_set_timer(me);
1949 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1951 me->ourgame->new_drawstate(me->drawing,
1952 me->states[me->statepos-1].state);
1953 midend_size_new_drawstate(me);
1955 ret = NULL; /* success! */
1967 me->ourgame->free_params(params);
1969 me->ourgame->free_params(cparams);
1971 me->ourgame->free_ui(ui);
1975 for (i = 0; i < nstates; i++) {
1976 if (states[i].state)
1977 me->ourgame->free_game(states[i].state);
1978 sfree(states[i].movestr);
1987 * This function examines a saved game file just far enough to
1988 * determine which game type it contains. It returns NULL on success
1989 * and the game name string in 'name' (which will be dynamically
1990 * allocated and should be caller-freed), or an error message on
1993 char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
1996 int nstates = 0, statepos = -1, gotstates = 0;
1997 int started = FALSE;
2000 /* Initially all errors give the same report */
2001 char *ret = "Data does not appear to be a saved game file";
2006 * Loop round and round reading one key/value pair at a time from
2007 * the serialised stream, until we've found the game name.
2009 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
2014 if (!read(rctx, key, 1)) {
2015 /* unexpected EOF */
2018 } while (key[0] == '\r' || key[0] == '\n');
2020 if (!read(rctx, key+1, 8)) {
2021 /* unexpected EOF */
2025 if (key[8] != ':') {
2027 ret = "Data was incorrectly formatted for a saved game file";
2030 len = strcspn(key, ": ");
2036 if (!read(rctx, &c, 1)) {
2037 /* unexpected EOF */
2043 } else if (c >= '0' && c <= '9') {
2044 len = (len * 10) + (c - '0');
2047 ret = "Data was incorrectly formatted for a"
2053 val = snewn(len+1, char);
2054 if (!read(rctx, val, len)) {
2061 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
2062 /* ret already has the right message in it */
2065 /* Now most errors are this one, unless otherwise specified */
2066 ret = "Saved data ended unexpectedly";
2069 if (!strcmp(key, "VERSION")) {
2070 if (strcmp(val, SERIALISE_VERSION)) {
2071 ret = "Cannot handle this version of the saved game"
2075 } else if (!strcmp(key, "GAME")) {
2076 *name = dupstr(val);
2091 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
2093 game_state *soln = NULL;
2095 if (me->statepos < 1)
2096 return "No game set up to print";/* _shouldn't_ happen! */
2099 char *msg, *movestr;
2101 if (!me->ourgame->can_solve)
2102 return "This game does not support the Solve operation";
2104 msg = "Solve operation failed";/* game _should_ overwrite on error */
2105 movestr = me->ourgame->solve(me->states[0].state,
2106 me->states[me->statepos-1].state,
2107 me->aux_info, &msg);
2110 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
2119 * This call passes over ownership of the two game_states and
2120 * the game_params. Hence we duplicate the ones we want to
2121 * keep, and we don't have to bother freeing soln if it was
2124 document_add_puzzle(doc, me->ourgame,
2125 me->ourgame->dup_params(me->curparams),
2126 me->ourgame->dup_game(me->states[0].state), soln);