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authorFranklin Wei <frankhwei536@gmail.com>2016-11-20 15:16:41 -0500
committerFranklin Wei <me@fwei.tk>2016-12-18 18:13:22 +0100
commit1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99 (patch)
tree8e7f2d6b0cbdb5d15c13457b2c3e1de69f598440 /apps/plugins/puzzles/midend.c
parent3ee79724f6fb033d50e26ef37b33d3f8cedf0c5b (diff)
downloadrockbox-1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99.tar.gz
rockbox-1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99.zip
Port of Simon Tatham's Puzzle Collection
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
Diffstat (limited to 'apps/plugins/puzzles/midend.c')
-rw-r--r--apps/plugins/puzzles/midend.c2136
1 files changed, 2136 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/midend.c b/apps/plugins/puzzles/midend.c
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1/*
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.
6 */
7#include "puzzles.h"
8
9#include "rbcompat.h"
10#include "rbassert.h"
11
12enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
13
14enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
15
16#define special(type) ( (type) != MOVE )
17
18struct midend_state_entry {
19 game_state *state;
20 char *movestr;
21 int movetype;
22};
23
24struct midend {
25 frontend *frontend;
26 random_state *random;
27 const game *ourgame;
28
29 game_params **presets;
30 char **preset_names, **preset_encodings;
31 int npresets, presetsize;
32
33 /*
34 * `desc' and `privdesc' deserve a comment.
35 *
36 * `desc' is the game description as presented to the user when
37 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
38 * different game description used to reconstruct the initial
39 * game_state when de-serialising. If privdesc is NULL, `desc'
40 * is used for both.
41 *
42 * For almost all games, `privdesc' is NULL and never used. The
43 * exception (as usual) is Mines: the initial game state has no
44 * squares open at all, but after the first click `desc' is
45 * rewritten to describe a game state with an initial click and
46 * thus a bunch of squares open. If we used that desc to
47 * serialise and deserialise, then the initial game state after
48 * deserialisation would look unlike the initial game state
49 * beforehand, and worse still execute_move() might fail on the
50 * attempted first click. So `privdesc' is also used in this
51 * case, to provide a game description describing the same
52 * fixed mine layout _but_ no initial click. (These game IDs
53 * may also be typed directly into Mines if you like.)
54 */
55 char *desc, *privdesc, *seedstr;
56 char *aux_info;
57 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
58
59 int nstates, statesize, statepos;
60 struct midend_state_entry *states;
61
62 game_params *params, *curparams;
63 game_drawstate *drawstate;
64 game_ui *ui;
65
66 game_state *oldstate;
67 float anim_time, anim_pos;
68 float flash_time, flash_pos;
69 int dir;
70
71 int timing;
72 float elapsed;
73 char *laststatus;
74
75 drawing *drawing;
76
77 int pressed_mouse_button;
78
79 int preferred_tilesize, tilesize, winwidth, winheight;
80
81 void (*game_id_change_notify_function)(void *);
82 void *game_id_change_notify_ctx;
83};
84
85#define ensure(me) do { \
86 if ((me)->nstates >= (me)->statesize) { \
87 (me)->statesize = (me)->nstates + 128; \
88 (me)->states = sresize((me)->states, (me)->statesize, \
89 struct midend_state_entry); \
90 } \
91} while (0)
92
93void midend_reset_tilesize(midend *me)
94{
95 me->preferred_tilesize = me->ourgame->preferred_tilesize;
96 {
97 /*
98 * Allow an environment-based override for the default tile
99 * size by defining a variable along the lines of
100 * `NET_TILESIZE=15'.
101 */
102
103 char buf[80], *e;
104 int j, k, ts;
105
106 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
107 for (j = k = 0; buf[j]; j++)
108 if (!isspace((unsigned char)buf[j]))
109 buf[k++] = toupper((unsigned char)buf[j]);
110 buf[k] = '\0';
111 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
112 me->preferred_tilesize = ts;
113 }
114}
115
116midend *midend_new(frontend *fe, const game *ourgame,
117 const drawing_api *drapi, void *drhandle)
118{
119 midend *me = snew(midend);
120 void *randseed;
121 int randseedsize;
122
123 get_random_seed(&randseed, &randseedsize);
124
125 me->frontend = fe;
126 me->ourgame = ourgame;
127 me->random = random_new(randseed, randseedsize);
128 me->nstates = me->statesize = me->statepos = 0;
129 me->states = NULL;
130 me->params = ourgame->default_params();
131 me->game_id_change_notify_function = NULL;
132 me->game_id_change_notify_ctx = NULL;
133
134 /*
135 * Allow environment-based changing of the default settings by
136 * defining a variable along the lines of `NET_DEFAULT=25x25w'
137 * in which the value is an encoded parameter string.
138 */
139 {
140 char buf[80], *e;
141 int j, k;
142 sprintf(buf, "%s_DEFAULT", me->ourgame->name);
143 for (j = k = 0; buf[j]; j++)
144 if (!isspace((unsigned char)buf[j]))
145 buf[k++] = toupper((unsigned char)buf[j]);
146 buf[k] = '\0';
147 if ((e = getenv(buf)) != NULL)
148 me->ourgame->decode_params(me->params, e);
149 }
150 me->curparams = NULL;
151 me->desc = me->privdesc = NULL;
152 me->seedstr = NULL;
153 me->aux_info = NULL;
154 me->genmode = GOT_NOTHING;
155 me->drawstate = NULL;
156 me->oldstate = NULL;
157 me->presets = NULL;
158 me->preset_names = NULL;
159 me->preset_encodings = NULL;
160 me->npresets = me->presetsize = 0;
161 me->anim_time = me->anim_pos = 0.0F;
162 me->flash_time = me->flash_pos = 0.0F;
163 me->dir = 0;
164 me->ui = NULL;
165 me->pressed_mouse_button = 0;
166 me->laststatus = NULL;
167 me->timing = FALSE;
168 me->elapsed = 0.0F;
169 me->tilesize = me->winwidth = me->winheight = 0;
170 if (drapi)
171 me->drawing = drawing_new(drapi, me, drhandle);
172 else
173 me->drawing = NULL;
174
175 midend_reset_tilesize(me);
176
177 sfree(randseed);
178
179 return me;
180}
181
182const game *midend_which_game(midend *me)
183{
184 return me->ourgame;
185}
186
187static void midend_purge_states(midend *me)
188{
189 while (me->nstates > me->statepos) {
190 me->ourgame->free_game(me->states[--me->nstates].state);
191 if (me->states[me->nstates].movestr)
192 sfree(me->states[me->nstates].movestr);
193 }
194}
195
196static void midend_free_game(midend *me)
197{
198 while (me->nstates > 0) {
199 me->nstates--;
200 me->ourgame->free_game(me->states[me->nstates].state);
201 sfree(me->states[me->nstates].movestr);
202 }
203
204 if (me->drawstate)
205 me->ourgame->free_drawstate(me->drawing, me->drawstate);
206}
207
208void midend_free(midend *me)
209{
210 int i;
211
212 midend_free_game(me);
213
214 if (me->drawing)
215 drawing_free(me->drawing);
216 random_free(me->random);
217 sfree(me->states);
218 sfree(me->desc);
219 sfree(me->privdesc);
220 sfree(me->seedstr);
221 sfree(me->aux_info);
222 me->ourgame->free_params(me->params);
223 if (me->npresets) {
224 for (i = 0; i < me->npresets; i++) {
225 sfree(me->presets[i]);
226 sfree(me->preset_names[i]);
227 sfree(me->preset_encodings[i]);
228 }
229 sfree(me->presets);
230 sfree(me->preset_names);
231 sfree(me->preset_encodings);
232 }
233 if (me->ui)
234 me->ourgame->free_ui(me->ui);
235 if (me->curparams)
236 me->ourgame->free_params(me->curparams);
237 sfree(me->laststatus);
238 sfree(me);
239}
240
241static void midend_size_new_drawstate(midend *me)
242{
243 /*
244 * Don't even bother, if we haven't worked out our tile size
245 * anyway yet.
246 */
247 if (me->tilesize > 0) {
248 me->ourgame->compute_size(me->params, me->tilesize,
249 &me->winwidth, &me->winheight);
250 me->ourgame->set_size(me->drawing, me->drawstate,
251 me->params, me->tilesize);
252 }
253}
254
255void midend_size(midend *me, int *x, int *y, int user_size)
256{
257 int min, max;
258 int rx, ry;
259
260 /*
261 * We can't set the size on the same drawstate twice. So if
262 * we've already sized one drawstate, we must throw it away and
263 * create a new one.
264 */
265 if (me->drawstate && me->tilesize > 0) {
266 me->ourgame->free_drawstate(me->drawing, me->drawstate);
267 me->drawstate = me->ourgame->new_drawstate(me->drawing,
268 me->states[0].state);
269 }
270
271 /*
272 * Find the tile size that best fits within the given space. If
273 * `user_size' is TRUE, we must actually find the _largest_ such
274 * tile size, in order to get as close to the user's explicit
275 * request as possible; otherwise, we bound above at the game's
276 * preferred tile size, so that the game gets what it wants
277 * provided that this doesn't break the constraint from the
278 * front-end (which is likely to be a screen size or similar).
279 */
280 if (user_size) {
281 max = 1;
282 do {
283 max *= 2;
284 me->ourgame->compute_size(me->params, max, &rx, &ry);
285 } while (rx <= *x && ry <= *y);
286 } else
287 max = me->preferred_tilesize + 1;
288 min = 1;
289
290 /*
291 * Now binary-search between min and max. We're looking for a
292 * boundary rather than a value: the point at which tile sizes
293 * stop fitting within the given dimensions. Thus, we stop when
294 * max and min differ by exactly 1.
295 */
296 while (max - min > 1) {
297 int mid = (max + min) / 2;
298 me->ourgame->compute_size(me->params, mid, &rx, &ry);
299 if (rx <= *x && ry <= *y)
300 min = mid;
301 else
302 max = mid;
303 }
304
305 /*
306 * Now `min' is a valid size, and `max' isn't. So use `min'.
307 */
308
309 me->tilesize = min;
310 if (user_size)
311 /* If the user requested a change in size, make it permanent. */
312 me->preferred_tilesize = me->tilesize;
313 midend_size_new_drawstate(me);
314 *x = me->winwidth;
315 *y = me->winheight;
316}
317
318int midend_tilesize(midend *me) { return me->tilesize; }
319
320void midend_set_params(midend *me, game_params *params)
321{
322 me->ourgame->free_params(me->params);
323 me->params = me->ourgame->dup_params(params);
324}
325
326game_params *midend_get_params(midend *me)
327{
328 return me->ourgame->dup_params(me->params);
329}
330
331static void midend_set_timer(midend *me)
332{
333 me->timing = (me->ourgame->is_timed &&
334 me->ourgame->timing_state(me->states[me->statepos-1].state,
335 me->ui));
336 if (me->timing || me->flash_time || me->anim_time)
337 activate_timer(me->frontend);
338 else
339 deactivate_timer(me->frontend);
340}
341
342void midend_force_redraw(midend *me)
343{
344 if (me->drawstate)
345 me->ourgame->free_drawstate(me->drawing, me->drawstate);
346 me->drawstate = me->ourgame->new_drawstate(me->drawing,
347 me->states[0].state);
348 midend_size_new_drawstate(me);
349 midend_redraw(me);
350}
351
352void midend_new_game(midend *me)
353{
354 midend_stop_anim(me);
355 midend_free_game(me);
356
357 assert(me->nstates == 0);
358
359 if (me->genmode == GOT_DESC) {
360 me->genmode = GOT_NOTHING;
361 } else {
362 random_state *rs;
363
364 if (me->genmode == GOT_SEED) {
365 me->genmode = GOT_NOTHING;
366 } else {
367 /*
368 * Generate a new random seed. 15 digits comes to about
369 * 48 bits, which should be more than enough.
370 *
371 * I'll avoid putting a leading zero on the number,
372 * just in case it confuses anybody who thinks it's
373 * processed as an integer rather than a string.
374 */
375 char newseed[16];
376 int i;
377 newseed[15] = '\0';
378 newseed[0] = '1' + (char)random_upto(me->random, 9);
379 for (i = 1; i < 15; i++)
380 newseed[i] = '0' + (char)random_upto(me->random, 10);
381 sfree(me->seedstr);
382 me->seedstr = dupstr(newseed);
383
384 if (me->curparams)
385 me->ourgame->free_params(me->curparams);
386 me->curparams = me->ourgame->dup_params(me->params);
387 }
388
389 sfree(me->desc);
390 sfree(me->privdesc);
391 sfree(me->aux_info);
392 me->aux_info = NULL;
393
394 rs = random_new(me->seedstr, strlen(me->seedstr));
395 /*
396 * If this midend has been instantiated without providing a
397 * drawing API, it is non-interactive. This means that it's
398 * being used for bulk game generation, and hence we should
399 * pass the non-interactive flag to new_desc.
400 */
401 me->desc = me->ourgame->new_desc(me->curparams, rs,
402 &me->aux_info, (me->drawing != NULL));
403 me->privdesc = NULL;
404 random_free(rs);
405 }
406
407 ensure(me);
408
409 /*
410 * It might seem a bit odd that we're using me->params to
411 * create the initial game state, rather than me->curparams
412 * which is better tailored to this specific game and which we
413 * always know.
414 *
415 * It's supposed to be an invariant in the midend that
416 * me->params and me->curparams differ in no aspect that is
417 * important after generation (i.e. after new_desc()). By
418 * deliberately passing the _less_ specific of these two
419 * parameter sets, we provoke play-time misbehaviour in the
420 * case where a game has failed to encode a play-time parameter
421 * in the non-full version of encode_params().
422 */
423 me->states[me->nstates].state =
424 me->ourgame->new_game(me, me->params, me->desc);
425
426 /*
427 * As part of our commitment to self-testing, test the aux
428 * string to make sure nothing ghastly went wrong.
429 */
430 if (me->ourgame->can_solve && me->aux_info) {
431 game_state *s;
432 char *msg, *movestr;
433
434 msg = NULL;
435 movestr = me->ourgame->solve(me->states[0].state,
436 me->states[0].state,
437 me->aux_info, &msg);
438 assert(movestr && !msg);
439 s = me->ourgame->execute_move(me->states[0].state, movestr);
440 assert(s);
441 me->ourgame->free_game(s);
442 sfree(movestr);
443 }
444
445 me->states[me->nstates].movestr = NULL;
446 me->states[me->nstates].movetype = NEWGAME;
447 me->nstates++;
448 me->statepos = 1;
449 me->drawstate = me->ourgame->new_drawstate(me->drawing,
450 me->states[0].state);
451 midend_size_new_drawstate(me);
452 me->elapsed = 0.0F;
453 me->flash_pos = me->flash_time = 0.0F;
454 me->anim_pos = me->anim_time = 0.0F;
455 if (me->ui)
456 me->ourgame->free_ui(me->ui);
457 me->ui = me->ourgame->new_ui(me->states[0].state);
458 midend_set_timer(me);
459 me->pressed_mouse_button = 0;
460
461 if (me->game_id_change_notify_function)
462 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
463}
464
465int midend_can_undo(midend *me)
466{
467 return (me->statepos > 1);
468}
469
470int midend_can_redo(midend *me)
471{
472 return (me->statepos < me->nstates);
473}
474
475static int midend_undo(midend *me)
476{
477 if (me->statepos > 1) {
478 if (me->ui)
479 me->ourgame->changed_state(me->ui,
480 me->states[me->statepos-1].state,
481 me->states[me->statepos-2].state);
482 me->statepos--;
483 me->dir = -1;
484 return 1;
485 } else
486 return 0;
487}
488
489static int midend_redo(midend *me)
490{
491 if (me->statepos < me->nstates) {
492 if (me->ui)
493 me->ourgame->changed_state(me->ui,
494 me->states[me->statepos-1].state,
495 me->states[me->statepos].state);
496 me->statepos++;
497 me->dir = +1;
498 return 1;
499 } else
500 return 0;
501}
502
503static void midend_finish_move(midend *me)
504{
505 float flashtime;
506
507 /*
508 * We do not flash if the later of the two states is special.
509 * This covers both forward Solve moves and backward (undone)
510 * Restart moves.
511 */
512 if ((me->oldstate || me->statepos > 1) &&
513 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
514 (me->dir < 0 && me->statepos < me->nstates &&
515 !special(me->states[me->statepos].movetype)))) {
516 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
517 me->states[me->statepos-2].state,
518 me->states[me->statepos-1].state,
519 me->oldstate ? me->dir : +1,
520 me->ui);
521 if (flashtime > 0) {
522 me->flash_pos = 0.0F;
523 me->flash_time = flashtime;
524 }
525 }
526
527 if (me->oldstate)
528 me->ourgame->free_game(me->oldstate);
529 me->oldstate = NULL;
530 me->anim_pos = me->anim_time = 0;
531 me->dir = 0;
532
533 midend_set_timer(me);
534}
535
536void midend_stop_anim(midend *me)
537{
538 if (me->oldstate || me->anim_time != 0) {
539 midend_finish_move(me);
540 midend_redraw(me);
541 }
542}
543
544void midend_restart_game(midend *me)
545{
546 game_state *s;
547
548 assert(me->statepos >= 1);
549 if (me->statepos == 1)
550 return; /* no point doing anything at all! */
551
552 /*
553 * During restart, we reconstruct the game from the (public)
554 * game description rather than from states[0], because that
555 * way Mines gets slightly more sensible behaviour (restart
556 * goes to _after_ the first click so you don't have to
557 * remember where you clicked).
558 */
559 s = me->ourgame->new_game(me, me->params, me->desc);
560
561 /*
562 * Now enter the restarted state as the next move.
563 */
564 midend_stop_anim(me);
565 midend_purge_states(me);
566 ensure(me);
567 me->states[me->nstates].state = s;
568 me->states[me->nstates].movestr = dupstr(me->desc);
569 me->states[me->nstates].movetype = RESTART;
570 me->statepos = ++me->nstates;
571 if (me->ui)
572 me->ourgame->changed_state(me->ui,
573 me->states[me->statepos-2].state,
574 me->states[me->statepos-1].state);
575 me->flash_pos = me->flash_time = 0.0F;
576 midend_finish_move(me);
577 midend_redraw(me);
578 midend_set_timer(me);
579}
580
581static int midend_really_process_key(midend *me, int x, int y, int button)
582{
583 game_state *oldstate =
584 me->ourgame->dup_game(me->states[me->statepos - 1].state);
585 int type = MOVE, gottype = FALSE, ret = 1;
586 float anim_time;
587 game_state *s;
588 char *movestr;
589
590 movestr =
591 me->ourgame->interpret_move(me->states[me->statepos-1].state,
592 me->ui, me->drawstate, x, y, button);
593
594 if (!movestr) {
595 if (button == 'n' || button == 'N' || button == '\x0E') {
596 midend_new_game(me);
597 midend_redraw(me);
598 goto done; /* never animate */
599 } else if (button == 'u' || button == 'U' ||
600 button == '\x1A' || button == '\x1F') {
601 midend_stop_anim(me);
602 type = me->states[me->statepos-1].movetype;
603 gottype = TRUE;
604 if (!midend_undo(me))
605 goto done;
606 } else if (button == 'r' || button == 'R' ||
607 button == '\x12' || button == '\x19') {
608 midend_stop_anim(me);
609 if (!midend_redo(me))
610 goto done;
611 } else if (button == '\x13' && me->ourgame->can_solve) {
612 if (midend_solve(me))
613 goto done;
614 } else if (button == 'q' || button == 'Q' || button == '\x11') {
615 ret = 0;
616 goto done;
617 } else
618 goto done;
619 } else {
620 if (!*movestr)
621 s = me->states[me->statepos-1].state;
622 else {
623 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
624 movestr);
625 assert(s != NULL);
626 }
627
628 if (s == me->states[me->statepos-1].state) {
629 /*
630 * make_move() is allowed to return its input state to
631 * indicate that although no move has been made, the UI
632 * state has been updated and a redraw is called for.
633 */
634 midend_redraw(me);
635 midend_set_timer(me);
636 goto done;
637 } else if (s) {
638 midend_stop_anim(me);
639 midend_purge_states(me);
640 ensure(me);
641 assert(movestr != NULL);
642 me->states[me->nstates].state = s;
643 me->states[me->nstates].movestr = movestr;
644 me->states[me->nstates].movetype = MOVE;
645 me->statepos = ++me->nstates;
646 me->dir = +1;
647 if (me->ui)
648 me->ourgame->changed_state(me->ui,
649 me->states[me->statepos-2].state,
650 me->states[me->statepos-1].state);
651 } else {
652 goto done;
653 }
654 }
655
656 if (!gottype)
657 type = me->states[me->statepos-1].movetype;
658
659 /*
660 * See if this move requires an animation.
661 */
662 if (special(type) && !(type == SOLVE &&
663 (me->ourgame->flags & SOLVE_ANIMATES))) {
664 anim_time = 0;
665 } else {
666 anim_time = me->ourgame->anim_length(oldstate,
667 me->states[me->statepos-1].state,
668 me->dir, me->ui);
669 }
670
671 me->oldstate = oldstate; oldstate = NULL;
672 if (anim_time > 0) {
673 me->anim_time = anim_time;
674 } else {
675 me->anim_time = 0.0;
676 midend_finish_move(me);
677 }
678 me->anim_pos = 0.0;
679
680 midend_redraw(me);
681
682 midend_set_timer(me);
683
684 done:
685 if (oldstate) me->ourgame->free_game(oldstate);
686 return ret;
687}
688
689int midend_process_key(midend *me, int x, int y, int button)
690{
691 int ret = 1;
692
693 /*
694 * Harmonise mouse drag and release messages.
695 *
696 * Some front ends might accidentally switch from sending, say,
697 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
698 * drag. (This can happen on the Mac, for example, since
699 * RIGHT_DRAG is usually done using Command+drag, and if the
700 * user accidentally releases Command half way through the drag
701 * then there will be trouble.)
702 *
703 * It would be an O(number of front ends) annoyance to fix this
704 * in the front ends, but an O(number of back ends) annoyance
705 * to have each game capable of dealing with it. Therefore, we
706 * fix it _here_ in the common midend code so that it only has
707 * to be done once.
708 *
709 * The possible ways in which things can go screwy in the front
710 * end are:
711 *
712 * - in a system containing multiple physical buttons button
713 * presses can inadvertently overlap. We can see ABab (caps
714 * meaning button-down and lowercase meaning button-up) when
715 * the user had semantically intended AaBb.
716 *
717 * - in a system where one button is simulated by means of a
718 * modifier key and another button, buttons can mutate
719 * between press and release (possibly during drag). So we
720 * can see Ab instead of Aa.
721 *
722 * Definite requirements are:
723 *
724 * - button _presses_ must never be invented or destroyed. If
725 * the user presses two buttons in succession, the button
726 * presses must be transferred to the backend unchanged. So
727 * if we see AaBb , that's fine; if we see ABab (the button
728 * presses inadvertently overlapped) we must somehow
729 * `correct' it to AaBb.
730 *
731 * - every mouse action must end up looking like a press, zero
732 * or more drags, then a release. This allows back ends to
733 * make the _assumption_ that incoming mouse data will be
734 * sane in this regard, and not worry about the details.
735 *
736 * So my policy will be:
737 *
738 * - treat any button-up as a button-up for the currently
739 * pressed button, or ignore it if there is no currently
740 * pressed button.
741 *
742 * - treat any drag as a drag for the currently pressed
743 * button, or ignore it if there is no currently pressed
744 * button.
745 *
746 * - if we see a button-down while another button is currently
747 * pressed, invent a button-up for the first one and then
748 * pass the button-down through as before.
749 *
750 * 2005-05-31: An addendum to the above. Some games might want
751 * a `priority order' among buttons, such that if one button is
752 * pressed while another is down then a fixed one of the
753 * buttons takes priority no matter what order they're pressed
754 * in. Mines, in particular, wants to treat a left+right click
755 * like a left click for the benefit of users of other
756 * implementations. So the last of the above points is modified
757 * in the presence of an (optional) button priority order.
758 *
759 * A further addition: we translate certain keyboard presses to
760 * cursor key 'select' buttons, so that a) frontends don't have
761 * to translate these themselves (like they do for CURSOR_UP etc),
762 * and b) individual games don't have to hard-code button presses
763 * of '\n' etc for keyboard-based cursors. The choice of buttons
764 * here could eventually be controlled by a runtime configuration
765 * option.
766 */
767 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
768 if (me->pressed_mouse_button) {
769 if (IS_MOUSE_DRAG(button)) {
770 button = me->pressed_mouse_button +
771 (LEFT_DRAG - LEFT_BUTTON);
772 } else {
773 button = me->pressed_mouse_button +
774 (LEFT_RELEASE - LEFT_BUTTON);
775 }
776 } else
777 return ret; /* ignore it */
778 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
779 /*
780 * If the new button has lower priority than the old one,
781 * don't bother doing this.
782 */
783 if (me->ourgame->flags &
784 BUTTON_BEATS(me->pressed_mouse_button, button))
785 return ret; /* just ignore it */
786
787 /*
788 * Fabricate a button-up for the previously pressed button.
789 */
790 ret = ret && midend_really_process_key
791 (me, x, y, (me->pressed_mouse_button +
792 (LEFT_RELEASE - LEFT_BUTTON)));
793 }
794
795 /*
796 * Translate keyboard presses to cursor selection.
797 */
798 if (button == '\n' || button == '\r')
799 button = CURSOR_SELECT;
800 if (button == ' ')
801 button = CURSOR_SELECT2;
802
803 /*
804 * Normalise both backspace characters (8 and 127) to \b. Easier
805 * to do this once, here, than to require all front ends to
806 * carefully generate the same one - now each front end can
807 * generate whichever is easiest.
808 */
809 if (button == '\177')
810 button = '\b';
811
812 /*
813 * Now send on the event we originally received.
814 */
815 ret = ret && midend_really_process_key(me, x, y, button);
816
817 /*
818 * And update the currently pressed button.
819 */
820 if (IS_MOUSE_RELEASE(button))
821 me->pressed_mouse_button = 0;
822 else if (IS_MOUSE_DOWN(button))
823 me->pressed_mouse_button = button;
824
825 return ret;
826}
827
828void midend_redraw(midend *me)
829{
830 assert(me->drawing);
831
832 if (me->statepos > 0 && me->drawstate) {
833 start_draw(me->drawing);
834 if (me->oldstate && me->anim_time > 0 &&
835 me->anim_pos < me->anim_time) {
836 assert(me->dir != 0);
837 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
838 me->states[me->statepos-1].state, me->dir,
839 me->ui, me->anim_pos, me->flash_pos);
840 } else {
841 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
842 me->states[me->statepos-1].state, +1 /*shrug*/,
843 me->ui, 0.0, me->flash_pos);
844 }
845 end_draw(me->drawing);
846 }
847}
848
849/*
850 * Nasty hacky function used to implement the --redo option in
851 * gtk.c. Only used for generating the puzzles' icons.
852 */
853void midend_freeze_timer(midend *me, float tprop)
854{
855 me->anim_pos = me->anim_time * tprop;
856 midend_redraw(me);
857 deactivate_timer(me->frontend);
858}
859
860void midend_timer(midend *me, float tplus)
861{
862 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
863
864 me->anim_pos += tplus;
865 if (me->anim_pos >= me->anim_time ||
866 me->anim_time == 0 || !me->oldstate) {
867 if (me->anim_time > 0)
868 midend_finish_move(me);
869 }
870
871 me->flash_pos += tplus;
872 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
873 me->flash_pos = me->flash_time = 0;
874 }
875
876 if (need_redraw)
877 midend_redraw(me);
878
879 if (me->timing) {
880 float oldelapsed = me->elapsed;
881 me->elapsed += tplus;
882 if ((int)oldelapsed != (int)me->elapsed)
883 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
884 }
885
886 midend_set_timer(me);
887}
888
889float *midend_colours(midend *me, int *ncolours)
890{
891 float *ret;
892
893 ret = me->ourgame->colours(me->frontend, ncolours);
894
895 {
896 int i;
897
898 /*
899 * Allow environment-based overrides for the standard
900 * colours by defining variables along the lines of
901 * `NET_COLOUR_4=6000c0'.
902 */
903
904 for (i = 0; i < *ncolours; i++) {
905 char buf[80], *e;
906 unsigned int r, g, b;
907 int j, k;
908
909 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
910 for (j = k = 0; buf[j]; j++)
911 if (!isspace((unsigned char)buf[j]))
912 buf[k++] = toupper((unsigned char)buf[j]);
913 buf[k] = '\0';
914 if ((e = getenv(buf)) != NULL &&
915 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
916 ret[i*3 + 0] = r / 255.0F;
917 ret[i*3 + 1] = g / 255.0F;
918 ret[i*3 + 2] = b / 255.0F;
919 }
920 }
921 }
922
923 return ret;
924}
925
926int midend_num_presets(midend *me)
927{
928 if (!me->npresets) {
929 char *name;
930 game_params *preset;
931
932 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
933 if (me->presetsize <= me->npresets) {
934 me->presetsize = me->npresets + 10;
935 me->presets = sresize(me->presets, me->presetsize,
936 game_params *);
937 me->preset_names = sresize(me->preset_names, me->presetsize,
938 char *);
939 me->preset_encodings = sresize(me->preset_encodings,
940 me->presetsize, char *);
941 }
942
943 me->presets[me->npresets] = preset;
944 me->preset_names[me->npresets] = name;
945 me->preset_encodings[me->npresets] =
946 me->ourgame->encode_params(preset, TRUE);;
947 me->npresets++;
948 }
949 }
950
951 {
952 /*
953 * Allow environment-based extensions to the preset list by
954 * defining a variable along the lines of `SOLO_PRESETS=2x3
955 * Advanced:2x3da'. Colon-separated list of items,
956 * alternating between textual titles in the menu and
957 * encoded parameter strings.
958 */
959 char buf[80], *e, *p;
960 int j, k;
961
962 sprintf(buf, "%s_PRESETS", me->ourgame->name);
963 for (j = k = 0; buf[j]; j++)
964 if (!isspace((unsigned char)buf[j]))
965 buf[k++] = toupper((unsigned char)buf[j]);
966 buf[k] = '\0';
967
968 if ((e = getenv(buf)) != NULL) {
969 p = e = dupstr(e);
970
971 while (*p) {
972 char *name, *val;
973 game_params *preset;
974
975 name = p;
976 while (*p && *p != ':') p++;
977 if (*p) *p++ = '\0';
978 val = p;
979 while (*p && *p != ':') p++;
980 if (*p) *p++ = '\0';
981
982 preset = me->ourgame->default_params();
983 me->ourgame->decode_params(preset, val);
984
985 if (me->ourgame->validate_params(preset, TRUE)) {
986 /* Drop this one from the list. */
987 me->ourgame->free_params(preset);
988 continue;
989 }
990
991 if (me->presetsize <= me->npresets) {
992 me->presetsize = me->npresets + 10;
993 me->presets = sresize(me->presets, me->presetsize,
994 game_params *);
995 me->preset_names = sresize(me->preset_names,
996 me->presetsize, char *);
997 me->preset_encodings = sresize(me->preset_encodings,
998 me->presetsize, char *);
999 }
1000
1001 me->presets[me->npresets] = preset;
1002 me->preset_names[me->npresets] = dupstr(name);
1003 me->preset_encodings[me->npresets] =
1004 me->ourgame->encode_params(preset, TRUE);
1005 me->npresets++;
1006 }
1007 sfree(e);
1008 }
1009 }
1010
1011 return me->npresets;
1012}
1013
1014void midend_fetch_preset(midend *me, int n,
1015 char **name, game_params **params)
1016{
1017 assert(n >= 0 && n < me->npresets);
1018 *name = me->preset_names[n];
1019 *params = me->presets[n];
1020}
1021
1022int midend_which_preset(midend *me)
1023{
1024 char *encoding = me->ourgame->encode_params(me->params, TRUE);
1025 int i, ret;
1026
1027 ret = -1;
1028 for (i = 0; i < me->npresets; i++)
1029 if (!strcmp(encoding, me->preset_encodings[i])) {
1030 ret = i;
1031 break;
1032 }
1033
1034 sfree(encoding);
1035 return ret;
1036}
1037
1038int midend_wants_statusbar(midend *me)
1039{
1040 return me->ourgame->wants_statusbar;
1041}
1042
1043void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
1044{
1045 me->game_id_change_notify_function = notify;
1046 me->game_id_change_notify_ctx = ctx;
1047}
1048
1049void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
1050{
1051 sfree(me->desc);
1052 sfree(me->privdesc);
1053 me->desc = dupstr(desc);
1054 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
1055 if (me->game_id_change_notify_function)
1056 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
1057}
1058
1059config_item *midend_get_config(midend *me, int which, char **wintitle)
1060{
1061 char *titlebuf, *parstr, *rest;
1062 config_item *ret;
1063 char sep;
1064
1065 assert(wintitle);
1066 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1067
1068 switch (which) {
1069 case CFG_SETTINGS:
1070 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1071 *wintitle = titlebuf;
1072 return me->ourgame->configure(me->params);
1073 case CFG_SEED:
1074 case CFG_DESC:
1075 if (!me->curparams) {
1076 sfree(titlebuf);
1077 return NULL;
1078 }
1079 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1080 which == CFG_SEED ? "random" : "game");
1081 *wintitle = titlebuf;
1082
1083 ret = snewn(2, config_item);
1084
1085 ret[0].type = C_STRING;
1086 if (which == CFG_SEED)
1087 ret[0].name = "Game random seed";
1088 else
1089 ret[0].name = "Game ID";
1090 ret[0].ival = 0;
1091 /*
1092 * For CFG_DESC the text going in here will be a string
1093 * encoding of the restricted parameters, plus a colon,
1094 * plus the game description. For CFG_SEED it will be the
1095 * full parameters, plus a hash, plus the random seed data.
1096 * Either of these is a valid full game ID (although only
1097 * the former is likely to persist across many code
1098 * changes).
1099 */
1100 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1101 assert(parstr);
1102 if (which == CFG_DESC) {
1103 rest = me->desc ? me->desc : "";
1104 sep = ':';
1105 } else {
1106 rest = me->seedstr ? me->seedstr : "";
1107 sep = '#';
1108 }
1109 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1110 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1111 sfree(parstr);
1112
1113 ret[1].type = C_END;
1114 ret[1].name = ret[1].sval = NULL;
1115 ret[1].ival = 0;
1116
1117 return ret;
1118 }
1119
1120 assert(!"We shouldn't be here");
1121 return NULL;
1122}
1123
1124static char *midend_game_id_int(midend *me, char *id, int defmode)
1125{
1126 char *error, *par, *desc, *seed;
1127 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1128 int free_params;
1129
1130 seed = strchr(id, '#');
1131 desc = strchr(id, ':');
1132
1133 if (desc && (!seed || desc < seed)) {
1134 /*
1135 * We have a colon separating parameters from game
1136 * description. So `par' now points to the parameters
1137 * string, and `desc' to the description string.
1138 */
1139 *desc++ = '\0';
1140 par = id;
1141 seed = NULL;
1142 } else if (seed && (!desc || seed < desc)) {
1143 /*
1144 * We have a hash separating parameters from random seed.
1145 * So `par' now points to the parameters string, and `seed'
1146 * to the seed string.
1147 */
1148 *seed++ = '\0';
1149 par = id;
1150 desc = NULL;
1151 } else {
1152 /*
1153 * We only have one string. Depending on `defmode', we take
1154 * it to be either parameters, seed or description.
1155 */
1156 if (defmode == DEF_SEED) {
1157 seed = id;
1158 par = desc = NULL;
1159 } else if (defmode == DEF_DESC) {
1160 desc = id;
1161 par = seed = NULL;
1162 } else {
1163 par = id;
1164 seed = desc = NULL;
1165 }
1166 }
1167
1168 /*
1169 * We must be reasonably careful here not to modify anything in
1170 * `me' until we have finished validating things. This function
1171 * must either return an error and do nothing to the midend, or
1172 * return success and do everything; nothing in between is
1173 * acceptable.
1174 */
1175 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1176
1177 if (par) {
1178 /*
1179 * The params string may underspecify the game parameters, so
1180 * we must first initialise newcurparams with a full set of
1181 * params from somewhere else before we decode_params the
1182 * input string over the top.
1183 *
1184 * But which set? It depends on what other data we have.
1185 *
1186 * If we've been given a _descriptive_ game id, then that may
1187 * well underspecify by design, e.g. Solo game descriptions
1188 * often start just '3x3:' without specifying one of Solo's
1189 * difficulty settings, because it isn't necessary once a game
1190 * has been generated (and you might not even know it, if
1191 * you're manually transcribing a game description). In that
1192 * situation, I've always felt that the best thing to set the
1193 * difficulty to (for use if the user hits 'New Game' after
1194 * pasting in that game id) is whatever it was previously set
1195 * to. That is, we use whatever is already in me->params as
1196 * the basis for our decoding of this input string.
1197 *
1198 * A random-seed based game id, however, should use the real,
1199 * built-in default params, and not even check the
1200 * <game>_DEFAULT environment setting, because when people
1201 * paste each other random seeds - whether it's two users
1202 * arranging to generate the same game at the same time to
1203 * race solving them, or a user sending a bug report upstream
1204 * - the whole point is for the random game id to always be
1205 * interpreted the same way, even if it does underspecify.
1206 *
1207 * A parameter string typed in on its own, with no seed _or_
1208 * description, gets treated the same way as a random seed,
1209 * because again I think the most likely reason for doing that
1210 * is to have a portable representation of a set of params.
1211 */
1212 if (desc) {
1213 newcurparams = me->ourgame->dup_params(me->params);
1214 } else {
1215 newcurparams = me->ourgame->default_params();
1216 }
1217 me->ourgame->decode_params(newcurparams, par);
1218 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1219 if (error) {
1220 me->ourgame->free_params(newcurparams);
1221 return error;
1222 }
1223 oldparams1 = me->curparams;
1224
1225 /*
1226 * Now filter only the persistent parts of this state into
1227 * the long-term params structure, unless we've _only_
1228 * received a params string in which case the whole lot is
1229 * persistent.
1230 */
1231 oldparams2 = me->params;
1232 if (seed || desc) {
1233 char *tmpstr;
1234
1235 newparams = me->ourgame->dup_params(me->params);
1236
1237 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1238 me->ourgame->decode_params(newparams, tmpstr);
1239
1240 sfree(tmpstr);
1241 } else {
1242 newparams = me->ourgame->dup_params(newcurparams);
1243 }
1244 free_params = TRUE;
1245 } else {
1246 newcurparams = me->curparams;
1247 newparams = me->params;
1248 free_params = FALSE;
1249 }
1250
1251 if (desc) {
1252 error = me->ourgame->validate_desc(newparams, desc);
1253 if (error) {
1254 if (free_params) {
1255 if (newcurparams)
1256 me->ourgame->free_params(newcurparams);
1257 if (newparams)
1258 me->ourgame->free_params(newparams);
1259 }
1260 return error;
1261 }
1262 }
1263
1264 /*
1265 * Now we've got past all possible error points. Update the
1266 * midend itself.
1267 */
1268 me->params = newparams;
1269 me->curparams = newcurparams;
1270 if (oldparams1)
1271 me->ourgame->free_params(oldparams1);
1272 if (oldparams2)
1273 me->ourgame->free_params(oldparams2);
1274
1275 sfree(me->desc);
1276 sfree(me->privdesc);
1277 me->desc = me->privdesc = NULL;
1278 sfree(me->seedstr);
1279 me->seedstr = NULL;
1280
1281 if (desc) {
1282 me->desc = dupstr(desc);
1283 me->genmode = GOT_DESC;
1284 sfree(me->aux_info);
1285 me->aux_info = NULL;
1286 }
1287
1288 if (seed) {
1289 me->seedstr = dupstr(seed);
1290 me->genmode = GOT_SEED;
1291 }
1292
1293 return NULL;
1294}
1295
1296char *midend_game_id(midend *me, char *id)
1297{
1298 return midend_game_id_int(me, id, DEF_PARAMS);
1299}
1300
1301char *midend_get_game_id(midend *me)
1302{
1303 char *parstr, *ret;
1304
1305 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1306 assert(parstr);
1307 assert(me->desc);
1308 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1309 sprintf(ret, "%s:%s", parstr, me->desc);
1310 sfree(parstr);
1311 return ret;
1312}
1313
1314char *midend_get_random_seed(midend *me)
1315{
1316 char *parstr, *ret;
1317
1318 if (!me->seedstr)
1319 return NULL;
1320
1321 parstr = me->ourgame->encode_params(me->curparams, TRUE);
1322 assert(parstr);
1323 ret = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
1324 sprintf(ret, "%s#%s", parstr, me->seedstr);
1325 sfree(parstr);
1326 return ret;
1327}
1328
1329char *midend_set_config(midend *me, int which, config_item *cfg)
1330{
1331 char *error;
1332 game_params *params;
1333
1334 switch (which) {
1335 case CFG_SETTINGS:
1336 params = me->ourgame->custom_params(cfg);
1337 error = me->ourgame->validate_params(params, TRUE);
1338
1339 if (error) {
1340 me->ourgame->free_params(params);
1341 return error;
1342 }
1343
1344 me->ourgame->free_params(me->params);
1345 me->params = params;
1346 break;
1347
1348 case CFG_SEED:
1349 case CFG_DESC:
1350 error = midend_game_id_int(me, cfg[0].sval,
1351 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1352 if (error)
1353 return error;
1354 break;
1355 }
1356
1357 return NULL;
1358}
1359
1360int midend_can_format_as_text_now(midend *me)
1361{
1362 if (me->ourgame->can_format_as_text_ever)
1363 return me->ourgame->can_format_as_text_now(me->params);
1364 else
1365 return FALSE;
1366}
1367
1368char *midend_text_format(midend *me)
1369{
1370 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1371 me->ourgame->can_format_as_text_now(me->params))
1372 return me->ourgame->text_format(me->states[me->statepos-1].state);
1373 else
1374 return NULL;
1375}
1376
1377char *midend_solve(midend *me)
1378{
1379 game_state *s;
1380 char *msg, *movestr;
1381
1382 if (!me->ourgame->can_solve)
1383 return "This game does not support the Solve operation";
1384
1385 if (me->statepos < 1)
1386 return "No game set up to solve"; /* _shouldn't_ happen! */
1387
1388 msg = NULL;
1389 movestr = me->ourgame->solve(me->states[0].state,
1390 me->states[me->statepos-1].state,
1391 me->aux_info, &msg);
1392 if (!movestr) {
1393 if (!msg)
1394 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1395 return msg;
1396 }
1397 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1398 assert(s);
1399
1400 /*
1401 * Now enter the solved state as the next move.
1402 */
1403 midend_stop_anim(me);
1404 midend_purge_states(me);
1405 ensure(me);
1406 me->states[me->nstates].state = s;
1407 me->states[me->nstates].movestr = movestr;
1408 me->states[me->nstates].movetype = SOLVE;
1409 me->statepos = ++me->nstates;
1410 if (me->ui)
1411 me->ourgame->changed_state(me->ui,
1412 me->states[me->statepos-2].state,
1413 me->states[me->statepos-1].state);
1414 me->dir = +1;
1415 if (me->ourgame->flags & SOLVE_ANIMATES) {
1416 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1417 me->anim_time =
1418 me->ourgame->anim_length(me->states[me->statepos-2].state,
1419 me->states[me->statepos-1].state,
1420 +1, me->ui);
1421 me->anim_pos = 0.0;
1422 } else {
1423 me->anim_time = 0.0;
1424 midend_finish_move(me);
1425 }
1426 if (me->drawing)
1427 midend_redraw(me);
1428 midend_set_timer(me);
1429 return NULL;
1430}
1431
1432int midend_status(midend *me)
1433{
1434 /*
1435 * We should probably never be called when the state stack has no
1436 * states on it at all - ideally, midends should never be left in
1437 * that state for long enough to get put down and forgotten about.
1438 * But if we are, I think we return _true_ - pedantically speaking
1439 * a midend in that state is 'vacuously solved', and more
1440 * practically, a user whose midend has been left in that state
1441 * probably _does_ want the 'new game' option to be prominent.
1442 */
1443 if (me->statepos == 0)
1444 return +1;
1445
1446 return me->ourgame->status(me->states[me->statepos-1].state);
1447}
1448
1449char *midend_rewrite_statusbar(midend *me, char *text)
1450{
1451 /*
1452 * An important special case is that we are occasionally called
1453 * with our own laststatus, to update the timer.
1454 */
1455 if (me->laststatus != text) {
1456 sfree(me->laststatus);
1457 me->laststatus = dupstr(text);
1458 }
1459
1460 if (me->ourgame->is_timed) {
1461 char timebuf[100], *ret;
1462 int min, sec;
1463
1464 sec = (int)me->elapsed;
1465 min = sec / 60;
1466 sec %= 60;
1467 sprintf(timebuf, "[%d:%02d] ", min, sec);
1468
1469 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1470 strcpy(ret, timebuf);
1471 strcat(ret, text);
1472 return ret;
1473
1474 } else {
1475 return dupstr(text);
1476 }
1477}
1478
1479#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1480#define SERIALISE_VERSION "1"
1481
1482/* rockbox kludge */
1483static void copy_left_justified(char *buf, size_t sz, const char *str)
1484{
1485 memset(buf, ' ', sz - 1);
1486 int len = strlen(str);
1487 if(len <= sz - 1)
1488 memcpy(buf, str, len);
1489 else
1490 fatal("overrun");
1491 buf[sz - 1] = 0;
1492}
1493
1494void midend_serialise(midend *me,
1495 void (*write)(void *ctx, void *buf, int len),
1496 void *wctx)
1497{
1498 int i;
1499
1500 /*
1501 * Each line of the save file contains three components. First
1502 * exactly 8 characters of header word indicating what type of
1503 * data is contained on the line; then a colon followed by a
1504 * decimal integer giving the length of the main string on the
1505 * line; then a colon followed by the string itself (exactly as
1506 * many bytes as previously specified, no matter what they
1507 * contain). Then a newline (of reasonably flexible form).
1508 */
1509#define wr(h,s) do { \
1510 char hbuf[80]; \
1511 char *str = (s); \
1512 char lbuf[9]; \
1513 copy_left_justified(lbuf, sizeof(lbuf), h); \
1514 sprintf(hbuf, "%s:%d:", lbuf, (int)strlen(str)); \
1515 write(wctx, hbuf, strlen(hbuf)); \
1516 write(wctx, str, strlen(str)); \
1517 write(wctx, "\n", 1); \
1518} while (0)
1519
1520 /*
1521 * Magic string identifying the file, and version number of the
1522 * file format.
1523 */
1524 wr("SAVEFILE", SERIALISE_MAGIC);
1525 wr("VERSION", SERIALISE_VERSION);
1526
1527 /*
1528 * The game name. (Copied locally to avoid const annoyance.)
1529 */
1530 {
1531 char *s = dupstr(me->ourgame->name);
1532 wr("GAME", s);
1533 sfree(s);
1534 }
1535
1536 /*
1537 * The current long-term parameters structure, in full.
1538 */
1539 if (me->params) {
1540 char *s = me->ourgame->encode_params(me->params, TRUE);
1541 wr("PARAMS", s);
1542 sfree(s);
1543 }
1544
1545 /*
1546 * The current short-term parameters structure, in full.
1547 */
1548 if (me->curparams) {
1549 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1550 wr("CPARAMS", s);
1551 sfree(s);
1552 }
1553
1554 /*
1555 * The current game description, the privdesc, and the random seed.
1556 */
1557 if (me->seedstr)
1558 wr("SEED", me->seedstr);
1559 if (me->desc)
1560 wr("DESC", me->desc);
1561 if (me->privdesc)
1562 wr("PRIVDESC", me->privdesc);
1563
1564 /*
1565 * The game's aux_info. We obfuscate this to prevent spoilers
1566 * (people are likely to run `head' or similar on a saved game
1567 * file simply to find out what it is, and don't necessarily
1568 * want to be told the answer to the puzzle!)
1569 */
1570 if (me->aux_info) {
1571 unsigned char *s1;
1572 char *s2;
1573 int len;
1574
1575 len = strlen(me->aux_info);
1576 s1 = snewn(len, unsigned char);
1577 memcpy(s1, me->aux_info, len);
1578 obfuscate_bitmap(s1, len*8, FALSE);
1579 s2 = bin2hex(s1, len);
1580
1581 wr("AUXINFO", s2);
1582
1583 sfree(s2);
1584 sfree(s1);
1585 }
1586
1587 /*
1588 * Any required serialisation of the game_ui.
1589 */
1590 if (me->ui) {
1591 char *s = me->ourgame->encode_ui(me->ui);
1592 if (s) {
1593 wr("UI", s);
1594 sfree(s);
1595 }
1596 }
1597
1598 /*
1599 * The game time, if it's a timed game.
1600 */
1601 if (me->ourgame->is_timed) {
1602 char buf[80];
1603 sprintf(buf, "%g", me->elapsed);
1604 wr("TIME", buf);
1605 }
1606
1607 /*
1608 * The length of, and position in, the states list.
1609 */
1610 {
1611 char buf[80];
1612 sprintf(buf, "%d", me->nstates);
1613 wr("NSTATES", buf);
1614 sprintf(buf, "%d", me->statepos);
1615 wr("STATEPOS", buf);
1616 }
1617
1618 /*
1619 * For each state after the initial one (which we know is
1620 * constructed from either privdesc or desc), enough
1621 * information for execute_move() to reconstruct it from the
1622 * previous one.
1623 */
1624 for (i = 1; i < me->nstates; i++) {
1625 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1626 switch (me->states[i].movetype) {
1627 case MOVE:
1628 wr("MOVE", me->states[i].movestr);
1629 break;
1630 case SOLVE:
1631 wr("SOLVE", me->states[i].movestr);
1632 break;
1633 case RESTART:
1634 wr("RESTART", me->states[i].movestr);
1635 break;
1636 }
1637 }
1638
1639#undef wr
1640}
1641
1642/*
1643 * This function returns NULL on success, or an error message.
1644 */
1645char *midend_deserialise(midend *me,
1646 int (*read)(void *ctx, void *buf, int len),
1647 void *rctx)
1648{
1649 int nstates = 0, statepos = -1, gotstates = 0;
1650 int started = FALSE;
1651 int i;
1652
1653 char *val = NULL;
1654 /* Initially all errors give the same report */
1655 char *ret = "Data does not appear to be a saved game file";
1656
1657 /*
1658 * We construct all the new state in local variables while we
1659 * check its sanity. Only once we have finished reading the
1660 * serialised data and detected no errors at all do we start
1661 * modifying stuff in the midend passed in.
1662 */
1663 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1664 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1665 float elapsed = 0.0F;
1666 game_params *params = NULL, *cparams = NULL;
1667 game_ui *ui = NULL;
1668 struct midend_state_entry *states = NULL;
1669
1670 /*
1671 * Loop round and round reading one key/value pair at a time
1672 * from the serialised stream, until we have enough game states
1673 * to finish.
1674 */
1675 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1676 char key[9], c;
1677 int len;
1678
1679 do {
1680 if (!read(rctx, key, 1)) {
1681 /* unexpected EOF */
1682 goto cleanup;
1683 }
1684 } while (key[0] == '\r' || key[0] == '\n');
1685
1686 if (!read(rctx, key+1, 8)) {
1687 /* unexpected EOF */
1688 goto cleanup;
1689 }
1690
1691 if (key[8] != ':') {
1692 if (started)
1693 ret = "Data was incorrectly formatted for a saved game file";
1694 goto cleanup;
1695 }
1696 len = strcspn(key, ": ");
1697 assert(len <= 8);
1698 key[len] = '\0';
1699
1700 len = 0;
1701 while (1) {
1702 if (!read(rctx, &c, 1)) {
1703 /* unexpected EOF */
1704 goto cleanup;
1705 }
1706
1707 if (c == ':') {
1708 break;
1709 } else if (c >= '0' && c <= '9') {
1710 len = (len * 10) + (c - '0');
1711 } else {
1712 if (started)
1713 ret = "Data was incorrectly formatted for a"
1714 " saved game file";
1715 goto cleanup;
1716 }
1717 }
1718
1719 val = snewn(len+1, char);
1720 if (!read(rctx, val, len)) {
1721 if (started)
1722 goto cleanup;
1723 }
1724 val[len] = '\0';
1725
1726 if (!started) {
1727 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1728 /* ret already has the right message in it */
1729 goto cleanup;
1730 }
1731 /* Now most errors are this one, unless otherwise specified */
1732 ret = "Saved data ended unexpectedly";
1733 started = TRUE;
1734 } else {
1735 if (!strcmp(key, "VERSION")) {
1736 if (strcmp(val, SERIALISE_VERSION)) {
1737 ret = "Cannot handle this version of the saved game"
1738 " file format";
1739 goto cleanup;
1740 }
1741 } else if (!strcmp(key, "GAME")) {
1742 if (strcmp(val, me->ourgame->name)) {
1743 ret = "Save file is from a different game";
1744 goto cleanup;
1745 }
1746 } else if (!strcmp(key, "PARAMS")) {
1747 sfree(parstr);
1748 parstr = val;
1749 val = NULL;
1750 } else if (!strcmp(key, "CPARAMS")) {
1751 sfree(cparstr);
1752 cparstr = val;
1753 val = NULL;
1754 } else if (!strcmp(key, "SEED")) {
1755 sfree(seed);
1756 seed = val;
1757 val = NULL;
1758 } else if (!strcmp(key, "DESC")) {
1759 sfree(desc);
1760 desc = val;
1761 val = NULL;
1762 } else if (!strcmp(key, "PRIVDESC")) {
1763 sfree(privdesc);
1764 privdesc = val;
1765 val = NULL;
1766 } else if (!strcmp(key, "AUXINFO")) {
1767 unsigned char *tmp;
1768 int len = strlen(val) / 2; /* length in bytes */
1769 tmp = hex2bin(val, len);
1770 obfuscate_bitmap(tmp, len*8, TRUE);
1771
1772 sfree(auxinfo);
1773 auxinfo = snewn(len + 1, char);
1774 memcpy(auxinfo, tmp, len);
1775 auxinfo[len] = '\0';
1776 sfree(tmp);
1777 } else if (!strcmp(key, "UI")) {
1778 sfree(uistr);
1779 uistr = val;
1780 val = NULL;
1781 } else if (!strcmp(key, "TIME")) {
1782 elapsed = (float)atof(val);
1783 } else if (!strcmp(key, "NSTATES")) {
1784 nstates = atoi(val);
1785 if (nstates <= 0) {
1786 ret = "Number of states in save file was negative";
1787 goto cleanup;
1788 }
1789 if (states) {
1790 ret = "Two state counts provided in save file";
1791 goto cleanup;
1792 }
1793 states = snewn(nstates, struct midend_state_entry);
1794 for (i = 0; i < nstates; i++) {
1795 states[i].state = NULL;
1796 states[i].movestr = NULL;
1797 states[i].movetype = NEWGAME;
1798 }
1799 } else if (!strcmp(key, "STATEPOS")) {
1800 statepos = atoi(val);
1801 } else if (!strcmp(key, "MOVE")) {
1802 gotstates++;
1803 states[gotstates].movetype = MOVE;
1804 states[gotstates].movestr = val;
1805 val = NULL;
1806 } else if (!strcmp(key, "SOLVE")) {
1807 gotstates++;
1808 states[gotstates].movetype = SOLVE;
1809 states[gotstates].movestr = val;
1810 val = NULL;
1811 } else if (!strcmp(key, "RESTART")) {
1812 gotstates++;
1813 states[gotstates].movetype = RESTART;
1814 states[gotstates].movestr = val;
1815 val = NULL;
1816 }
1817 }
1818
1819 sfree(val);
1820 val = NULL;
1821 }
1822
1823 params = me->ourgame->default_params();
1824 me->ourgame->decode_params(params, parstr);
1825 if (me->ourgame->validate_params(params, TRUE)) {
1826 ret = "Long-term parameters in save file are invalid";
1827 goto cleanup;
1828 }
1829 cparams = me->ourgame->default_params();
1830 me->ourgame->decode_params(cparams, cparstr);
1831 if (me->ourgame->validate_params(cparams, FALSE)) {
1832 ret = "Short-term parameters in save file are invalid";
1833 goto cleanup;
1834 }
1835 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1836 /*
1837 * The seed's no use with this version, but we can perfectly
1838 * well use the rest of the data.
1839 */
1840 sfree(seed);
1841 seed = NULL;
1842 }
1843 if (!desc) {
1844 ret = "Game description in save file is missing";
1845 goto cleanup;
1846 } else if (me->ourgame->validate_desc(params, desc)) {
1847 ret = "Game description in save file is invalid";
1848 goto cleanup;
1849 }
1850 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1851 ret = "Game private description in save file is invalid";
1852 goto cleanup;
1853 }
1854 if (statepos < 0 || statepos >= nstates) {
1855 ret = "Game position in save file is out of range";
1856 }
1857
1858 states[0].state = me->ourgame->new_game(me, params,
1859 privdesc ? privdesc : desc);
1860 for (i = 1; i < nstates; i++) {
1861 assert(states[i].movetype != NEWGAME);
1862 switch (states[i].movetype) {
1863 case MOVE:
1864 case SOLVE:
1865 states[i].state = me->ourgame->execute_move(states[i-1].state,
1866 states[i].movestr);
1867 if (states[i].state == NULL) {
1868 ret = "Save file contained an invalid move";
1869 goto cleanup;
1870 }
1871 break;
1872 case RESTART:
1873 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1874 ret = "Save file contained an invalid restart move";
1875 goto cleanup;
1876 }
1877 states[i].state = me->ourgame->new_game(me, params,
1878 states[i].movestr);
1879 break;
1880 }
1881 }
1882
1883 ui = me->ourgame->new_ui(states[0].state);
1884 me->ourgame->decode_ui(ui, uistr);
1885
1886 /*
1887 * Now we've run out of possible error conditions, so we're
1888 * ready to start overwriting the real data in the current
1889 * midend. We'll do this by swapping things with the local
1890 * variables, so that the same cleanup code will free the old
1891 * stuff.
1892 */
1893 {
1894 char *tmp;
1895
1896 tmp = me->desc;
1897 me->desc = desc;
1898 desc = tmp;
1899
1900 tmp = me->privdesc;
1901 me->privdesc = privdesc;
1902 privdesc = tmp;
1903
1904 tmp = me->seedstr;
1905 me->seedstr = seed;
1906 seed = tmp;
1907
1908 tmp = me->aux_info;
1909 me->aux_info = auxinfo;
1910 auxinfo = tmp;
1911 }
1912
1913 me->genmode = GOT_NOTHING;
1914
1915 me->statesize = nstates;
1916 nstates = me->nstates;
1917 me->nstates = me->statesize;
1918 {
1919 struct midend_state_entry *tmp;
1920 tmp = me->states;
1921 me->states = states;
1922 states = tmp;
1923 }
1924 me->statepos = statepos;
1925
1926 {
1927 game_params *tmp;
1928
1929 tmp = me->params;
1930 me->params = params;
1931 params = tmp;
1932
1933 tmp = me->curparams;
1934 me->curparams = cparams;
1935 cparams = tmp;
1936 }
1937
1938 me->oldstate = NULL;
1939 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1940 me->dir = 0;
1941
1942 {
1943 game_ui *tmp;
1944
1945 tmp = me->ui;
1946 me->ui = ui;
1947 ui = tmp;
1948 }
1949
1950 me->elapsed = elapsed;
1951 me->pressed_mouse_button = 0;
1952
1953 midend_set_timer(me);
1954
1955 if (me->drawstate)
1956 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1957 me->drawstate =
1958 me->ourgame->new_drawstate(me->drawing,
1959 me->states[me->statepos-1].state);
1960 midend_size_new_drawstate(me);
1961
1962 ret = NULL; /* success! */
1963
1964 cleanup:
1965 sfree(val);
1966 sfree(seed);
1967 sfree(parstr);
1968 sfree(cparstr);
1969 sfree(desc);
1970 sfree(privdesc);
1971 sfree(auxinfo);
1972 sfree(uistr);
1973 if (params)
1974 me->ourgame->free_params(params);
1975 if (cparams)
1976 me->ourgame->free_params(cparams);
1977 if (ui)
1978 me->ourgame->free_ui(ui);
1979 if (states) {
1980 int i;
1981
1982 for (i = 0; i < nstates; i++) {
1983 if (states[i].state)
1984 me->ourgame->free_game(states[i].state);
1985 sfree(states[i].movestr);
1986 }
1987 sfree(states);
1988 }
1989
1990 return ret;
1991}
1992
1993/*
1994 * This function examines a saved game file just far enough to
1995 * determine which game type it contains. It returns NULL on success
1996 * and the game name string in 'name' (which will be dynamically
1997 * allocated and should be caller-freed), or an error message on
1998 * failure.
1999 */
2000char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
2001 void *rctx)
2002{
2003 int nstates = 0, statepos = -1, gotstates = 0;
2004 int started = FALSE;
2005
2006 char *val = NULL;
2007 /* Initially all errors give the same report */
2008 char *ret = "Data does not appear to be a saved game file";
2009
2010 *name = NULL;
2011
2012 /*
2013 * Loop round and round reading one key/value pair at a time from
2014 * the serialised stream, until we've found the game name.
2015 */
2016 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
2017 char key[9], c;
2018 int len;
2019
2020 do {
2021 if (!read(rctx, key, 1)) {
2022 /* unexpected EOF */
2023 goto cleanup;
2024 }
2025 } while (key[0] == '\r' || key[0] == '\n');
2026
2027 if (!read(rctx, key+1, 8)) {
2028 /* unexpected EOF */
2029 goto cleanup;
2030 }
2031
2032 if (key[8] != ':') {
2033 if (started)
2034 ret = "Data was incorrectly formatted for a saved game file";
2035 goto cleanup;
2036 }
2037 len = strcspn(key, ": ");
2038 assert(len <= 8);
2039 key[len] = '\0';
2040
2041 len = 0;
2042 while (1) {
2043 if (!read(rctx, &c, 1)) {
2044 /* unexpected EOF */
2045 goto cleanup;
2046 }
2047
2048 if (c == ':') {
2049 break;
2050 } else if (c >= '0' && c <= '9') {
2051 len = (len * 10) + (c - '0');
2052 } else {
2053 if (started)
2054 ret = "Data was incorrectly formatted for a"
2055 " saved game file";
2056 goto cleanup;
2057 }
2058 }
2059
2060 val = snewn(len+1, char);
2061 if (!read(rctx, val, len)) {
2062 if (started)
2063 goto cleanup;
2064 }
2065 val[len] = '\0';
2066
2067 if (!started) {
2068 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
2069 /* ret already has the right message in it */
2070 goto cleanup;
2071 }
2072 /* Now most errors are this one, unless otherwise specified */
2073 ret = "Saved data ended unexpectedly";
2074 started = TRUE;
2075 } else {
2076 if (!strcmp(key, "VERSION")) {
2077 if (strcmp(val, SERIALISE_VERSION)) {
2078 ret = "Cannot handle this version of the saved game"
2079 " file format";
2080 goto cleanup;
2081 }
2082 } else if (!strcmp(key, "GAME")) {
2083 *name = dupstr(val);
2084 ret = NULL;
2085 goto cleanup;
2086 }
2087 }
2088
2089 sfree(val);
2090 val = NULL;
2091 }
2092
2093 cleanup:
2094 sfree(val);
2095 return ret;
2096}
2097
2098char *midend_print_puzzle(midend *me, document *doc, int with_soln)
2099{
2100 game_state *soln = NULL;
2101
2102 if (me->statepos < 1)
2103 return "No game set up to print";/* _shouldn't_ happen! */
2104
2105 if (with_soln) {
2106 char *msg, *movestr;
2107
2108 if (!me->ourgame->can_solve)
2109 return "This game does not support the Solve operation";
2110
2111 msg = "Solve operation failed";/* game _should_ overwrite on error */
2112 movestr = me->ourgame->solve(me->states[0].state,
2113 me->states[me->statepos-1].state,
2114 me->aux_info, &msg);
2115 if (!movestr)
2116 return msg;
2117 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
2118 movestr);
2119 assert(soln);
2120
2121 sfree(movestr);
2122 } else
2123 soln = NULL;
2124
2125 /*
2126 * This call passes over ownership of the two game_states and
2127 * the game_params. Hence we duplicate the ones we want to
2128 * keep, and we don't have to bother freeing soln if it was
2129 * non-NULL.
2130 */
2131 document_add_puzzle(doc, me->ourgame,
2132 me->ourgame->dup_params(me->curparams),
2133 me->ourgame->dup_game(me->states[0].state), soln);
2134
2135 return NULL;
2136}