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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
8#include <stdio.h>
9#include <string.h>
10#include <assert.h>
11#include <stdlib.h>
12#include <ctype.h>
13
14#include "puzzles.h"
15
16enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
17
18enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
19
20#define special(type) ( (type) != MOVE )
21
22struct midend_state_entry {
23 game_state *state;
24 char *movestr;
25 int movetype;
26};
27
28struct midend {
29 frontend *frontend;
30 random_state *random;
31 const game *ourgame;
32
33 struct preset_menu *preset_menu;
34 char **encoded_presets; /* for midend_which_preset to check against */
35 int n_encoded_presets;
36
37 /*
38 * `desc' and `privdesc' deserve a comment.
39 *
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'
44 * is used for both.
45 *
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.)
58 */
59 char *desc, *privdesc, *seedstr;
60 char *aux_info;
61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
62
63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
65
66 game_params *params, *curparams;
67 game_drawstate *drawstate;
68 game_ui *ui;
69
70 game_state *oldstate;
71 float anim_time, anim_pos;
72 float flash_time, flash_pos;
73 int dir;
74
75 int timing;
76 float elapsed;
77 char *laststatus;
78
79 drawing *drawing;
80
81 int pressed_mouse_button;
82
83 int preferred_tilesize, tilesize, winwidth, winheight;
84
85 void (*game_id_change_notify_function)(void *);
86 void *game_id_change_notify_ctx;
87};
88
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); \
94 } \
95} while (0)
96
97void midend_reset_tilesize(midend *me)
98{
99 me->preferred_tilesize = me->ourgame->preferred_tilesize;
100 {
101 /*
102 * Allow an environment-based override for the default tile
103 * size by defining a variable along the lines of
104 * `NET_TILESIZE=15'.
105 */
106
107 char buf[80], *e;
108 int j, k, ts;
109
110 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
111 for (j = k = 0; buf[j]; j++)
112 if (!isspace((unsigned char)buf[j]))
113 buf[k++] = toupper((unsigned char)buf[j]);
114 buf[k] = '\0';
115 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
116 me->preferred_tilesize = ts;
117 }
118}
119
120midend *midend_new(frontend *fe, const game *ourgame,
121 const drawing_api *drapi, void *drhandle)
122{
123 midend *me = snew(midend);
124 void *randseed;
125 int randseedsize;
126
127 get_random_seed(&randseed, &randseedsize);
128
129 me->frontend = fe;
130 me->ourgame = ourgame;
131 me->random = random_new(randseed, randseedsize);
132 me->nstates = me->statesize = me->statepos = 0;
133 me->states = NULL;
134 me->params = ourgame->default_params();
135 me->game_id_change_notify_function = NULL;
136 me->game_id_change_notify_ctx = NULL;
137
138 /*
139 * Allow environment-based changing of the default settings by
140 * defining a variable along the lines of `NET_DEFAULT=25x25w'
141 * in which the value is an encoded parameter string.
142 */
143 {
144 char buf[80], *e;
145 int j, k;
146 sprintf(buf, "%s_DEFAULT", me->ourgame->name);
147 for (j = k = 0; buf[j]; j++)
148 if (!isspace((unsigned char)buf[j]))
149 buf[k++] = toupper((unsigned char)buf[j]);
150 buf[k] = '\0';
151 if ((e = getenv(buf)) != NULL)
152 me->ourgame->decode_params(me->params, e);
153 }
154 me->curparams = NULL;
155 me->desc = me->privdesc = NULL;
156 me->seedstr = NULL;
157 me->aux_info = NULL;
158 me->genmode = GOT_NOTHING;
159 me->drawstate = NULL;
160 me->oldstate = NULL;
161 me->preset_menu = NULL;
162 me->anim_time = me->anim_pos = 0.0F;
163 me->flash_time = me->flash_pos = 0.0F;
164 me->dir = 0;
165 me->ui = NULL;
166 me->pressed_mouse_button = 0;
167 me->laststatus = NULL;
168 me->timing = FALSE;
169 me->elapsed = 0.0F;
170 me->tilesize = me->winwidth = me->winheight = 0;
171 if (drapi)
172 me->drawing = drawing_new(drapi, me, drhandle);
173 else
174 me->drawing = NULL;
175
176 midend_reset_tilesize(me);
177
178 sfree(randseed);
179
180 return me;
181}
182
183const game *midend_which_game(midend *me)
184{
185 return me->ourgame;
186}
187
188static void midend_purge_states(midend *me)
189{
190 while (me->nstates > me->statepos) {
191 me->ourgame->free_game(me->states[--me->nstates].state);
192 if (me->states[me->nstates].movestr)
193 sfree(me->states[me->nstates].movestr);
194 }
195}
196
197static void midend_free_game(midend *me)
198{
199 while (me->nstates > 0) {
200 me->nstates--;
201 me->ourgame->free_game(me->states[me->nstates].state);
202 sfree(me->states[me->nstates].movestr);
203 }
204
205 if (me->drawstate)
206 me->ourgame->free_drawstate(me->drawing, me->drawstate);
207}
208
209static void midend_free_preset_menu(midend *me, struct preset_menu *menu)
210{
211 if (menu) {
212 int i;
213 for (i = 0; i < menu->n_entries; i++) {
214 sfree(menu->entries[i].title);
215 if (menu->entries[i].params)
216 me->ourgame->free_params(menu->entries[i].params);
217 midend_free_preset_menu(me, menu->entries[i].submenu);
218 }
219 sfree(menu->entries);
220 sfree(menu);
221 }
222}
223
224void midend_free(midend *me)
225{
226 midend_free_game(me);
227
228 if (me->drawing)
229 drawing_free(me->drawing);
230 random_free(me->random);
231 sfree(me->states);
232 sfree(me->desc);
233 sfree(me->privdesc);
234 sfree(me->seedstr);
235 sfree(me->aux_info);
236 me->ourgame->free_params(me->params);
237 midend_free_preset_menu(me, me->preset_menu);
238 if (me->ui)
239 me->ourgame->free_ui(me->ui);
240 if (me->curparams)
241 me->ourgame->free_params(me->curparams);
242 sfree(me->laststatus);
243 sfree(me);
244}
245
246static void midend_size_new_drawstate(midend *me)
247{
248 /*
249 * Don't even bother, if we haven't worked out our tile size
250 * anyway yet.
251 */
252 if (me->tilesize > 0) {
253 me->ourgame->compute_size(me->params, me->tilesize,
254 &me->winwidth, &me->winheight);
255 me->ourgame->set_size(me->drawing, me->drawstate,
256 me->params, me->tilesize);
257 }
258}
259
260void midend_size(midend *me, int *x, int *y, int user_size)
261{
262 int min, max;
263 int rx, ry;
264
265 /*
266 * We can't set the size on the same drawstate twice. So if
267 * we've already sized one drawstate, we must throw it away and
268 * create a new one.
269 */
270 if (me->drawstate && me->tilesize > 0) {
271 me->ourgame->free_drawstate(me->drawing, me->drawstate);
272 me->drawstate = me->ourgame->new_drawstate(me->drawing,
273 me->states[0].state);
274 }
275
276 /*
277 * Find the tile size that best fits within the given space. If
278 * `user_size' is TRUE, we must actually find the _largest_ such
279 * tile size, in order to get as close to the user's explicit
280 * request as possible; otherwise, we bound above at the game's
281 * preferred tile size, so that the game gets what it wants
282 * provided that this doesn't break the constraint from the
283 * front-end (which is likely to be a screen size or similar).
284 */
285 if (user_size) {
286 max = 1;
287 do {
288 max *= 2;
289 me->ourgame->compute_size(me->params, max, &rx, &ry);
290 } while (rx <= *x && ry <= *y);
291 } else
292 max = me->preferred_tilesize + 1;
293 min = 1;
294
295 /*
296 * Now binary-search between min and max. We're looking for a
297 * boundary rather than a value: the point at which tile sizes
298 * stop fitting within the given dimensions. Thus, we stop when
299 * max and min differ by exactly 1.
300 */
301 while (max - min > 1) {
302 int mid = (max + min) / 2;
303 me->ourgame->compute_size(me->params, mid, &rx, &ry);
304 if (rx <= *x && ry <= *y)
305 min = mid;
306 else
307 max = mid;
308 }
309
310 /*
311 * Now `min' is a valid size, and `max' isn't. So use `min'.
312 */
313
314 me->tilesize = min;
315 if (user_size)
316 /* If the user requested a change in size, make it permanent. */
317 me->preferred_tilesize = me->tilesize;
318 midend_size_new_drawstate(me);
319 *x = me->winwidth;
320 *y = me->winheight;
321}
322
323int midend_tilesize(midend *me) { return me->tilesize; }
324
325void midend_set_params(midend *me, game_params *params)
326{
327 me->ourgame->free_params(me->params);
328 me->params = me->ourgame->dup_params(params);
329}
330
331game_params *midend_get_params(midend *me)
332{
333 return me->ourgame->dup_params(me->params);
334}
335
336static void midend_set_timer(midend *me)
337{
338 me->timing = (me->ourgame->is_timed &&
339 me->ourgame->timing_state(me->states[me->statepos-1].state,
340 me->ui));
341 if (me->timing || me->flash_time || me->anim_time)
342 activate_timer(me->frontend);
343 else
344 deactivate_timer(me->frontend);
345}
346
347void midend_force_redraw(midend *me)
348{
349 if (me->drawstate)
350 me->ourgame->free_drawstate(me->drawing, me->drawstate);
351 me->drawstate = me->ourgame->new_drawstate(me->drawing,
352 me->states[0].state);
353 midend_size_new_drawstate(me);
354 midend_redraw(me);
355}
356
357void midend_new_game(midend *me)
358{
359 midend_stop_anim(me);
360 midend_free_game(me);
361
362 assert(me->nstates == 0);
363
364 if (me->genmode == GOT_DESC) {
365 me->genmode = GOT_NOTHING;
366 } else {
367 random_state *rs;
368
369 if (me->genmode == GOT_SEED) {
370 me->genmode = GOT_NOTHING;
371 } else {
372 /*
373 * Generate a new random seed. 15 digits comes to about
374 * 48 bits, which should be more than enough.
375 *
376 * I'll avoid putting a leading zero on the number,
377 * just in case it confuses anybody who thinks it's
378 * processed as an integer rather than a string.
379 */
380 char newseed[16];
381 int i;
382 newseed[15] = '\0';
383 newseed[0] = '1' + (char)random_upto(me->random, 9);
384 for (i = 1; i < 15; i++)
385 newseed[i] = '0' + (char)random_upto(me->random, 10);
386 sfree(me->seedstr);
387 me->seedstr = dupstr(newseed);
388
389 if (me->curparams)
390 me->ourgame->free_params(me->curparams);
391 me->curparams = me->ourgame->dup_params(me->params);
392 }
393
394 sfree(me->desc);
395 sfree(me->privdesc);
396 sfree(me->aux_info);
397 me->aux_info = NULL;
398
399 rs = random_new(me->seedstr, strlen(me->seedstr));
400 /*
401 * If this midend has been instantiated without providing a
402 * drawing API, it is non-interactive. This means that it's
403 * being used for bulk game generation, and hence we should
404 * pass the non-interactive flag to new_desc.
405 */
406 me->desc = me->ourgame->new_desc(me->curparams, rs,
407 &me->aux_info, (me->drawing != NULL));
408 me->privdesc = NULL;
409 random_free(rs);
410 }
411
412 ensure(me);
413
414 /*
415 * It might seem a bit odd that we're using me->params to
416 * create the initial game state, rather than me->curparams
417 * which is better tailored to this specific game and which we
418 * always know.
419 *
420 * It's supposed to be an invariant in the midend that
421 * me->params and me->curparams differ in no aspect that is
422 * important after generation (i.e. after new_desc()). By
423 * deliberately passing the _less_ specific of these two
424 * parameter sets, we provoke play-time misbehaviour in the
425 * case where a game has failed to encode a play-time parameter
426 * in the non-full version of encode_params().
427 */
428 me->states[me->nstates].state =
429 me->ourgame->new_game(me, me->params, me->desc);
430
431 /*
432 * As part of our commitment to self-testing, test the aux
433 * string to make sure nothing ghastly went wrong.
434 */
435 if (me->ourgame->can_solve && me->aux_info) {
436 game_state *s;
437 char *msg, *movestr;
438
439 msg = NULL;
440 movestr = me->ourgame->solve(me->states[0].state,
441 me->states[0].state,
442 me->aux_info, &msg);
443 assert(movestr && !msg);
444 s = me->ourgame->execute_move(me->states[0].state, movestr);
445 assert(s);
446 me->ourgame->free_game(s);
447 sfree(movestr);
448 }
449
450 me->states[me->nstates].movestr = NULL;
451 me->states[me->nstates].movetype = NEWGAME;
452 me->nstates++;
453 me->statepos = 1;
454 me->drawstate = me->ourgame->new_drawstate(me->drawing,
455 me->states[0].state);
456 midend_size_new_drawstate(me);
457 me->elapsed = 0.0F;
458 me->flash_pos = me->flash_time = 0.0F;
459 me->anim_pos = me->anim_time = 0.0F;
460 if (me->ui)
461 me->ourgame->free_ui(me->ui);
462 me->ui = me->ourgame->new_ui(me->states[0].state);
463 midend_set_timer(me);
464 me->pressed_mouse_button = 0;
465
466 if (me->game_id_change_notify_function)
467 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
468}
469
470int midend_can_undo(midend *me)
471{
472 return (me->statepos > 1);
473}
474
475int midend_can_redo(midend *me)
476{
477 return (me->statepos < me->nstates);
478}
479
480static int midend_undo(midend *me)
481{
482 if (me->statepos > 1) {
483 if (me->ui)
484 me->ourgame->changed_state(me->ui,
485 me->states[me->statepos-1].state,
486 me->states[me->statepos-2].state);
487 me->statepos--;
488 me->dir = -1;
489 return 1;
490 } else
491 return 0;
492}
493
494static int midend_redo(midend *me)
495{
496 if (me->statepos < me->nstates) {
497 if (me->ui)
498 me->ourgame->changed_state(me->ui,
499 me->states[me->statepos-1].state,
500 me->states[me->statepos].state);
501 me->statepos++;
502 me->dir = +1;
503 return 1;
504 } else
505 return 0;
506}
507
508static void midend_finish_move(midend *me)
509{
510 float flashtime;
511
512 /*
513 * We do not flash if the later of the two states is special.
514 * This covers both forward Solve moves and backward (undone)
515 * Restart moves.
516 */
517 if ((me->oldstate || me->statepos > 1) &&
518 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
519 (me->dir < 0 && me->statepos < me->nstates &&
520 !special(me->states[me->statepos].movetype)))) {
521 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
522 me->states[me->statepos-2].state,
523 me->states[me->statepos-1].state,
524 me->oldstate ? me->dir : +1,
525 me->ui);
526 if (flashtime > 0) {
527 me->flash_pos = 0.0F;
528 me->flash_time = flashtime;
529 }
530 }
531
532 if (me->oldstate)
533 me->ourgame->free_game(me->oldstate);
534 me->oldstate = NULL;
535 me->anim_pos = me->anim_time = 0;
536 me->dir = 0;
537
538 midend_set_timer(me);
539}
540
541void midend_stop_anim(midend *me)
542{
543 if (me->oldstate || me->anim_time != 0) {
544 midend_finish_move(me);
545 midend_redraw(me);
546 }
547}
548
549void midend_restart_game(midend *me)
550{
551 game_state *s;
552
553 assert(me->statepos >= 1);
554 if (me->statepos == 1)
555 return; /* no point doing anything at all! */
556
557 /*
558 * During restart, we reconstruct the game from the (public)
559 * game description rather than from states[0], because that
560 * way Mines gets slightly more sensible behaviour (restart
561 * goes to _after_ the first click so you don't have to
562 * remember where you clicked).
563 */
564 s = me->ourgame->new_game(me, me->params, me->desc);
565
566 /*
567 * Now enter the restarted state as the next move.
568 */
569 midend_stop_anim(me);
570 midend_purge_states(me);
571 ensure(me);
572 me->states[me->nstates].state = s;
573 me->states[me->nstates].movestr = dupstr(me->desc);
574 me->states[me->nstates].movetype = RESTART;
575 me->statepos = ++me->nstates;
576 if (me->ui)
577 me->ourgame->changed_state(me->ui,
578 me->states[me->statepos-2].state,
579 me->states[me->statepos-1].state);
580 me->flash_pos = me->flash_time = 0.0F;
581 midend_finish_move(me);
582 midend_redraw(me);
583 midend_set_timer(me);
584}
585
586static int midend_really_process_key(midend *me, int x, int y, int button)
587{
588 game_state *oldstate =
589 me->ourgame->dup_game(me->states[me->statepos - 1].state);
590 int type = MOVE, gottype = FALSE, ret = 1;
591 float anim_time;
592 game_state *s;
593 char *movestr;
594
595 movestr =
596 me->ourgame->interpret_move(me->states[me->statepos-1].state,
597 me->ui, me->drawstate, x, y, button);
598
599 if (!movestr) {
600 if (button == 'n' || button == 'N' || button == '\x0E') {
601 midend_new_game(me);
602 midend_redraw(me);
603 goto done; /* never animate */
604 } else if (button == 'u' || button == 'U' ||
605 button == '\x1A' || button == '\x1F') {
606 midend_stop_anim(me);
607 type = me->states[me->statepos-1].movetype;
608 gottype = TRUE;
609 if (!midend_undo(me))
610 goto done;
611 } else if (button == 'r' || button == 'R' ||
612 button == '\x12' || button == '\x19') {
613 midend_stop_anim(me);
614 if (!midend_redo(me))
615 goto done;
616 } else if (button == '\x13' && me->ourgame->can_solve) {
617 if (midend_solve(me))
618 goto done;
619 } else if (button == 'q' || button == 'Q' || button == '\x11') {
620 ret = 0;
621 goto done;
622 } else
623 goto done;
624 } else {
625 if (!*movestr)
626 s = me->states[me->statepos-1].state;
627 else {
628 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
629 movestr);
630 assert(s != NULL);
631 }
632
633 if (s == me->states[me->statepos-1].state) {
634 /*
635 * make_move() is allowed to return its input state to
636 * indicate that although no move has been made, the UI
637 * state has been updated and a redraw is called for.
638 */
639 midend_redraw(me);
640 midend_set_timer(me);
641 goto done;
642 } else if (s) {
643 midend_stop_anim(me);
644 midend_purge_states(me);
645 ensure(me);
646 assert(movestr != NULL);
647 me->states[me->nstates].state = s;
648 me->states[me->nstates].movestr = movestr;
649 me->states[me->nstates].movetype = MOVE;
650 me->statepos = ++me->nstates;
651 me->dir = +1;
652 if (me->ui)
653 me->ourgame->changed_state(me->ui,
654 me->states[me->statepos-2].state,
655 me->states[me->statepos-1].state);
656 } else {
657 goto done;
658 }
659 }
660
661 if (!gottype)
662 type = me->states[me->statepos-1].movetype;
663
664 /*
665 * See if this move requires an animation.
666 */
667 if (special(type) && !(type == SOLVE &&
668 (me->ourgame->flags & SOLVE_ANIMATES))) {
669 anim_time = 0;
670 } else {
671 anim_time = me->ourgame->anim_length(oldstate,
672 me->states[me->statepos-1].state,
673 me->dir, me->ui);
674 }
675
676 me->oldstate = oldstate; oldstate = NULL;
677 if (anim_time > 0) {
678 me->anim_time = anim_time;
679 } else {
680 me->anim_time = 0.0;
681 midend_finish_move(me);
682 }
683 me->anim_pos = 0.0;
684
685 midend_redraw(me);
686
687 midend_set_timer(me);
688
689 done:
690 if (oldstate) me->ourgame->free_game(oldstate);
691 return ret;
692}
693
694int midend_process_key(midend *me, int x, int y, int button)
695{
696 int ret = 1;
697
698 /*
699 * Harmonise mouse drag and release messages.
700 *
701 * Some front ends might accidentally switch from sending, say,
702 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
703 * drag. (This can happen on the Mac, for example, since
704 * RIGHT_DRAG is usually done using Command+drag, and if the
705 * user accidentally releases Command half way through the drag
706 * then there will be trouble.)
707 *
708 * It would be an O(number of front ends) annoyance to fix this
709 * in the front ends, but an O(number of back ends) annoyance
710 * to have each game capable of dealing with it. Therefore, we
711 * fix it _here_ in the common midend code so that it only has
712 * to be done once.
713 *
714 * The possible ways in which things can go screwy in the front
715 * end are:
716 *
717 * - in a system containing multiple physical buttons button
718 * presses can inadvertently overlap. We can see ABab (caps
719 * meaning button-down and lowercase meaning button-up) when
720 * the user had semantically intended AaBb.
721 *
722 * - in a system where one button is simulated by means of a
723 * modifier key and another button, buttons can mutate
724 * between press and release (possibly during drag). So we
725 * can see Ab instead of Aa.
726 *
727 * Definite requirements are:
728 *
729 * - button _presses_ must never be invented or destroyed. If
730 * the user presses two buttons in succession, the button
731 * presses must be transferred to the backend unchanged. So
732 * if we see AaBb , that's fine; if we see ABab (the button
733 * presses inadvertently overlapped) we must somehow
734 * `correct' it to AaBb.
735 *
736 * - every mouse action must end up looking like a press, zero
737 * or more drags, then a release. This allows back ends to
738 * make the _assumption_ that incoming mouse data will be
739 * sane in this regard, and not worry about the details.
740 *
741 * So my policy will be:
742 *
743 * - treat any button-up as a button-up for the currently
744 * pressed button, or ignore it if there is no currently
745 * pressed button.
746 *
747 * - treat any drag as a drag for the currently pressed
748 * button, or ignore it if there is no currently pressed
749 * button.
750 *
751 * - if we see a button-down while another button is currently
752 * pressed, invent a button-up for the first one and then
753 * pass the button-down through as before.
754 *
755 * 2005-05-31: An addendum to the above. Some games might want
756 * a `priority order' among buttons, such that if one button is
757 * pressed while another is down then a fixed one of the
758 * buttons takes priority no matter what order they're pressed
759 * in. Mines, in particular, wants to treat a left+right click
760 * like a left click for the benefit of users of other
761 * implementations. So the last of the above points is modified
762 * in the presence of an (optional) button priority order.
763 *
764 * A further addition: we translate certain keyboard presses to
765 * cursor key 'select' buttons, so that a) frontends don't have
766 * to translate these themselves (like they do for CURSOR_UP etc),
767 * and b) individual games don't have to hard-code button presses
768 * of '\n' etc for keyboard-based cursors. The choice of buttons
769 * here could eventually be controlled by a runtime configuration
770 * option.
771 */
772 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
773 if (me->pressed_mouse_button) {
774 if (IS_MOUSE_DRAG(button)) {
775 button = me->pressed_mouse_button +
776 (LEFT_DRAG - LEFT_BUTTON);
777 } else {
778 button = me->pressed_mouse_button +
779 (LEFT_RELEASE - LEFT_BUTTON);
780 }
781 } else
782 return ret; /* ignore it */
783 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
784 /*
785 * If the new button has lower priority than the old one,
786 * don't bother doing this.
787 */
788 if (me->ourgame->flags &
789 BUTTON_BEATS(me->pressed_mouse_button, button))
790 return ret; /* just ignore it */
791
792 /*
793 * Fabricate a button-up for the previously pressed button.
794 */
795 ret = ret && midend_really_process_key
796 (me, x, y, (me->pressed_mouse_button +
797 (LEFT_RELEASE - LEFT_BUTTON)));
798 }
799
800 /*
801 * Translate keyboard presses to cursor selection.
802 */
803 if (button == '\n' || button == '\r')
804 button = CURSOR_SELECT;
805 if (button == ' ')
806 button = CURSOR_SELECT2;
807
808 /*
809 * Normalise both backspace characters (8 and 127) to \b. Easier
810 * to do this once, here, than to require all front ends to
811 * carefully generate the same one - now each front end can
812 * generate whichever is easiest.
813 */
814 if (button == '\177')
815 button = '\b';
816
817 /*
818 * Now send on the event we originally received.
819 */
820 ret = ret && midend_really_process_key(me, x, y, button);
821
822 /*
823 * And update the currently pressed button.
824 */
825 if (IS_MOUSE_RELEASE(button))
826 me->pressed_mouse_button = 0;
827 else if (IS_MOUSE_DOWN(button))
828 me->pressed_mouse_button = button;
829
830 return ret;
831}
832
833void midend_redraw(midend *me)
834{
835 assert(me->drawing);
836
837 if (me->statepos > 0 && me->drawstate) {
838 start_draw(me->drawing);
839 if (me->oldstate && me->anim_time > 0 &&
840 me->anim_pos < me->anim_time) {
841 assert(me->dir != 0);
842 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
843 me->states[me->statepos-1].state, me->dir,
844 me->ui, me->anim_pos, me->flash_pos);
845 } else {
846 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
847 me->states[me->statepos-1].state, +1 /*shrug*/,
848 me->ui, 0.0, me->flash_pos);
849 }
850 end_draw(me->drawing);
851 }
852}
853
854/*
855 * Nasty hacky function used to implement the --redo option in
856 * gtk.c. Only used for generating the puzzles' icons.
857 */
858void midend_freeze_timer(midend *me, float tprop)
859{
860 me->anim_pos = me->anim_time * tprop;
861 midend_redraw(me);
862 deactivate_timer(me->frontend);
863}
864
865void midend_timer(midend *me, float tplus)
866{
867 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
868
869 me->anim_pos += tplus;
870 if (me->anim_pos >= me->anim_time ||
871 me->anim_time == 0 || !me->oldstate) {
872 if (me->anim_time > 0)
873 midend_finish_move(me);
874 }
875
876 me->flash_pos += tplus;
877 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
878 me->flash_pos = me->flash_time = 0;
879 }
880
881 if (need_redraw)
882 midend_redraw(me);
883
884 if (me->timing) {
885 float oldelapsed = me->elapsed;
886 me->elapsed += tplus;
887 if ((int)oldelapsed != (int)me->elapsed)
888 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
889 }
890
891 midend_set_timer(me);
892}
893
894float *midend_colours(midend *me, int *ncolours)
895{
896 float *ret;
897
898 ret = me->ourgame->colours(me->frontend, ncolours);
899
900 {
901 int i;
902
903 /*
904 * Allow environment-based overrides for the standard
905 * colours by defining variables along the lines of
906 * `NET_COLOUR_4=6000c0'.
907 */
908
909 for (i = 0; i < *ncolours; i++) {
910 char buf[80], *e;
911 unsigned int r, g, b;
912 int j, k;
913
914 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
915 for (j = k = 0; buf[j]; j++)
916 if (!isspace((unsigned char)buf[j]))
917 buf[k++] = toupper((unsigned char)buf[j]);
918 buf[k] = '\0';
919 if ((e = getenv(buf)) != NULL &&
920 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
921 ret[i*3 + 0] = r / 255.0F;
922 ret[i*3 + 1] = g / 255.0F;
923 ret[i*3 + 2] = b / 255.0F;
924 }
925 }
926 }
927
928 return ret;
929}
930
931struct preset_menu *preset_menu_new(void)
932{
933 struct preset_menu *menu = snew(struct preset_menu);
934 menu->n_entries = 0;
935 menu->entries_size = 0;
936 menu->entries = NULL;
937 return menu;
938}
939
940static struct preset_menu_entry *preset_menu_add(struct preset_menu *menu,
941 char *title)
942{
943 struct preset_menu_entry *toret;
944 if (menu->n_entries >= menu->entries_size) {
945 menu->entries_size = menu->n_entries * 5 / 4 + 10;
946 menu->entries = sresize(menu->entries, menu->entries_size,
947 struct preset_menu_entry);
948 }
949 toret = &menu->entries[menu->n_entries++];
950 toret->title = title;
951 toret->params = NULL;
952 toret->submenu = NULL;
953 return toret;
954}
955
956struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
957 char *title)
958{
959 struct preset_menu_entry *entry = preset_menu_add(parent, title);
960 entry->submenu = preset_menu_new();
961 return entry->submenu;
962}
963
964void preset_menu_add_preset(struct preset_menu *parent,
965 char *title, game_params *params)
966{
967 struct preset_menu_entry *entry = preset_menu_add(parent, title);
968 entry->params = params;
969}
970
971game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id)
972{
973 int i;
974 game_params *retd;
975
976 for (i = 0; i < menu->n_entries; i++) {
977 if (id == menu->entries[i].id)
978 return menu->entries[i].params;
979 if (menu->entries[i].submenu &&
980 (retd = preset_menu_lookup_by_id(
981 menu->entries[i].submenu, id)) != NULL)
982 return retd;
983 }
984
985 return NULL;
986}
987
988static char *preset_menu_add_from_user_env(
989 midend *me, struct preset_menu *menu, char *p, int top_level)
990{
991 while (*p) {
992 char *name, *val;
993 game_params *preset;
994
995 name = p;
996 while (*p && *p != ':') p++;
997 if (*p) *p++ = '\0';
998 val = p;
999 while (*p && *p != ':') p++;
1000 if (*p) *p++ = '\0';
1001
1002 if (!strcmp(val, "#")) {
1003 /*
1004 * Special case: either open a new submenu with the given
1005 * title, or terminate the current submenu.
1006 */
1007 if (*name) {
1008 struct preset_menu *submenu =
1009 preset_menu_add_submenu(menu, dupstr(name));
1010 p = preset_menu_add_from_user_env(me, submenu, p, FALSE);
1011 } else {
1012 /*
1013 * If we get a 'close submenu' indication at the top
1014 * level, there's not much we can do but quietly
1015 * ignore it.
1016 */
1017 if (!top_level)
1018 return p;
1019 }
1020 continue;
1021 }
1022
1023 preset = me->ourgame->default_params();
1024 me->ourgame->decode_params(preset, val);
1025
1026 if (me->ourgame->validate_params(preset, TRUE)) {
1027 /* Drop this one from the list. */
1028 me->ourgame->free_params(preset);
1029 continue;
1030 }
1031
1032 preset_menu_add_preset(menu, dupstr(name), preset);
1033 }
1034
1035 return p;
1036}
1037
1038static void preset_menu_alloc_ids(midend *me, struct preset_menu *menu)
1039{
1040 int i;
1041
1042 for (i = 0; i < menu->n_entries; i++)
1043 menu->entries[i].id = me->n_encoded_presets++;
1044
1045 for (i = 0; i < menu->n_entries; i++)
1046 if (menu->entries[i].submenu)
1047 preset_menu_alloc_ids(me, menu->entries[i].submenu);
1048}
1049
1050static void preset_menu_encode_params(midend *me, struct preset_menu *menu)
1051{
1052 int i;
1053
1054 for (i = 0; i < menu->n_entries; i++) {
1055 if (menu->entries[i].params) {
1056 me->encoded_presets[menu->entries[i].id] =
1057 me->ourgame->encode_params(menu->entries[i].params, TRUE);
1058 } else {
1059 preset_menu_encode_params(me, menu->entries[i].submenu);
1060 }
1061 }
1062}
1063
1064struct preset_menu *midend_get_presets(midend *me, int *id_limit)
1065{
1066 int i;
1067
1068 if (me->preset_menu)
1069 return me->preset_menu;
1070
1071#if 0
1072 /* Expect the game to implement exactly one of the two preset APIs */
1073 assert(me->ourgame->fetch_preset || me->ourgame->preset_menu);
1074 assert(!(me->ourgame->fetch_preset && me->ourgame->preset_menu));
1075#endif
1076
1077 if (me->ourgame->fetch_preset) {
1078 char *name;
1079 game_params *preset;
1080
1081 /* Simple one-level menu */
1082 assert(!me->ourgame->preset_menu);
1083 me->preset_menu = preset_menu_new();
1084 for (i = 0; me->ourgame->fetch_preset(i, &name, &preset); i++)
1085 preset_menu_add_preset(me->preset_menu, name, preset);
1086
1087 } else {
1088 /* Hierarchical menu provided by the game backend */
1089 me->preset_menu = me->ourgame->preset_menu();
1090 }
1091
1092 {
1093 /*
1094 * Allow user extensions to the preset list by defining an
1095 * environment variable <gamename>_PRESETS whose value is a
1096 * colon-separated list of items, alternating between textual
1097 * titles in the menu and encoded parameter strings. For
1098 * example, "SOLO_PRESETS=2x3 Advanced:2x3da" would define
1099 * just one additional preset for Solo.
1100 */
1101 char buf[80], *e;
1102 int j, k;
1103
1104 sprintf(buf, "%s_PRESETS", me->ourgame->name);
1105 for (j = k = 0; buf[j]; j++)
1106 if (!isspace((unsigned char)buf[j]))
1107 buf[k++] = toupper((unsigned char)buf[j]);
1108 buf[k] = '\0';
1109
1110 if ((e = getenv(buf)) != NULL) {
1111 e = dupstr(e);
1112 preset_menu_add_from_user_env(me, me->preset_menu, e, TRUE);
1113 sfree(e);
1114 }
1115 }
1116
1117 /*
1118 * Finalise the menu: allocate an integer id to each entry, and
1119 * store string encodings of the presets' parameters in
1120 * me->encoded_presets.
1121 */
1122 me->n_encoded_presets = 0;
1123 preset_menu_alloc_ids(me, me->preset_menu);
1124 me->encoded_presets = snewn(me->n_encoded_presets, char *);
1125 for (i = 0; i < me->n_encoded_presets; i++)
1126 me->encoded_presets[i] = NULL;
1127 preset_menu_encode_params(me, me->preset_menu);
1128
1129 if (id_limit)
1130 *id_limit = me->n_encoded_presets;
1131 return me->preset_menu;
1132}
1133
1134int midend_which_preset(midend *me)
1135{
1136 char *encoding = me->ourgame->encode_params(me->params, TRUE);
1137 int i, ret;
1138
1139 ret = -1;
1140 for (i = 0; i < me->n_encoded_presets; i++)
1141 if (me->encoded_presets[i] &&
1142 !strcmp(encoding, me->encoded_presets[i])) {
1143 ret = i;
1144 break;
1145 }
1146
1147 sfree(encoding);
1148 return ret;
1149}
1150
1151int midend_wants_statusbar(midend *me)
1152{
1153 return me->ourgame->wants_statusbar;
1154}
1155
1156void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
1157{
1158 me->game_id_change_notify_function = notify;
1159 me->game_id_change_notify_ctx = ctx;
1160}
1161
1162void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
1163{
1164 sfree(me->desc);
1165 sfree(me->privdesc);
1166 me->desc = dupstr(desc);
1167 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
1168 if (me->game_id_change_notify_function)
1169 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
1170}
1171
1172config_item *midend_get_config(midend *me, int which, char **wintitle)
1173{
1174 char *titlebuf, *parstr, *rest;
1175 config_item *ret;
1176 char sep;
1177
1178 assert(wintitle);
1179 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1180
1181 switch (which) {
1182 case CFG_SETTINGS:
1183 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1184 *wintitle = titlebuf;
1185 return me->ourgame->configure(me->params);
1186 case CFG_SEED:
1187 case CFG_DESC:
1188 if (!me->curparams) {
1189 sfree(titlebuf);
1190 return NULL;
1191 }
1192 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1193 which == CFG_SEED ? "random" : "game");
1194 *wintitle = titlebuf;
1195
1196 ret = snewn(2, config_item);
1197
1198 ret[0].type = C_STRING;
1199 if (which == CFG_SEED)
1200 ret[0].name = "Game random seed";
1201 else
1202 ret[0].name = "Game ID";
1203 ret[0].ival = 0;
1204 /*
1205 * For CFG_DESC the text going in here will be a string
1206 * encoding of the restricted parameters, plus a colon,
1207 * plus the game description. For CFG_SEED it will be the
1208 * full parameters, plus a hash, plus the random seed data.
1209 * Either of these is a valid full game ID (although only
1210 * the former is likely to persist across many code
1211 * changes).
1212 */
1213 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1214 assert(parstr);
1215 if (which == CFG_DESC) {
1216 rest = me->desc ? me->desc : "";
1217 sep = ':';
1218 } else {
1219 rest = me->seedstr ? me->seedstr : "";
1220 sep = '#';
1221 }
1222 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1223 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1224 sfree(parstr);
1225
1226 ret[1].type = C_END;
1227 ret[1].name = ret[1].sval = NULL;
1228 ret[1].ival = 0;
1229
1230 return ret;
1231 }
1232
1233 assert(!"We shouldn't be here");
1234 return NULL;
1235}
1236
1237static char *midend_game_id_int(midend *me, char *id, int defmode)
1238{
1239 char *error, *par, *desc, *seed;
1240 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1241 int free_params;
1242
1243 seed = strchr(id, '#');
1244 desc = strchr(id, ':');
1245
1246 if (desc && (!seed || desc < seed)) {
1247 /*
1248 * We have a colon separating parameters from game
1249 * description. So `par' now points to the parameters
1250 * string, and `desc' to the description string.
1251 */
1252 *desc++ = '\0';
1253 par = id;
1254 seed = NULL;
1255 } else if (seed && (!desc || seed < desc)) {
1256 /*
1257 * We have a hash separating parameters from random seed.
1258 * So `par' now points to the parameters string, and `seed'
1259 * to the seed string.
1260 */
1261 *seed++ = '\0';
1262 par = id;
1263 desc = NULL;
1264 } else {
1265 /*
1266 * We only have one string. Depending on `defmode', we take
1267 * it to be either parameters, seed or description.
1268 */
1269 if (defmode == DEF_SEED) {
1270 seed = id;
1271 par = desc = NULL;
1272 } else if (defmode == DEF_DESC) {
1273 desc = id;
1274 par = seed = NULL;
1275 } else {
1276 par = id;
1277 seed = desc = NULL;
1278 }
1279 }
1280
1281 /*
1282 * We must be reasonably careful here not to modify anything in
1283 * `me' until we have finished validating things. This function
1284 * must either return an error and do nothing to the midend, or
1285 * return success and do everything; nothing in between is
1286 * acceptable.
1287 */
1288 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1289
1290 if (par) {
1291 /*
1292 * The params string may underspecify the game parameters, so
1293 * we must first initialise newcurparams with a full set of
1294 * params from somewhere else before we decode_params the
1295 * input string over the top.
1296 *
1297 * But which set? It depends on what other data we have.
1298 *
1299 * If we've been given a _descriptive_ game id, then that may
1300 * well underspecify by design, e.g. Solo game descriptions
1301 * often start just '3x3:' without specifying one of Solo's
1302 * difficulty settings, because it isn't necessary once a game
1303 * has been generated (and you might not even know it, if
1304 * you're manually transcribing a game description). In that
1305 * situation, I've always felt that the best thing to set the
1306 * difficulty to (for use if the user hits 'New Game' after
1307 * pasting in that game id) is whatever it was previously set
1308 * to. That is, we use whatever is already in me->params as
1309 * the basis for our decoding of this input string.
1310 *
1311 * A random-seed based game id, however, should use the real,
1312 * built-in default params, and not even check the
1313 * <game>_DEFAULT environment setting, because when people
1314 * paste each other random seeds - whether it's two users
1315 * arranging to generate the same game at the same time to
1316 * race solving them, or a user sending a bug report upstream
1317 * - the whole point is for the random game id to always be
1318 * interpreted the same way, even if it does underspecify.
1319 *
1320 * A parameter string typed in on its own, with no seed _or_
1321 * description, gets treated the same way as a random seed,
1322 * because again I think the most likely reason for doing that
1323 * is to have a portable representation of a set of params.
1324 */
1325 if (desc) {
1326 newcurparams = me->ourgame->dup_params(me->params);
1327 } else {
1328 newcurparams = me->ourgame->default_params();
1329 }
1330 me->ourgame->decode_params(newcurparams, par);
1331 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1332 if (error) {
1333 me->ourgame->free_params(newcurparams);
1334 return error;
1335 }
1336 oldparams1 = me->curparams;
1337
1338 /*
1339 * Now filter only the persistent parts of this state into
1340 * the long-term params structure, unless we've _only_
1341 * received a params string in which case the whole lot is
1342 * persistent.
1343 */
1344 oldparams2 = me->params;
1345 if (seed || desc) {
1346 char *tmpstr;
1347
1348 newparams = me->ourgame->dup_params(me->params);
1349
1350 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1351 me->ourgame->decode_params(newparams, tmpstr);
1352
1353 sfree(tmpstr);
1354 } else {
1355 newparams = me->ourgame->dup_params(newcurparams);
1356 }
1357 free_params = TRUE;
1358 } else {
1359 newcurparams = me->curparams;
1360 newparams = me->params;
1361 free_params = FALSE;
1362 }
1363
1364 if (desc) {
1365 error = me->ourgame->validate_desc(newparams, desc);
1366 if (error) {
1367 if (free_params) {
1368 if (newcurparams)
1369 me->ourgame->free_params(newcurparams);
1370 if (newparams)
1371 me->ourgame->free_params(newparams);
1372 }
1373 return error;
1374 }
1375 }
1376
1377 /*
1378 * Now we've got past all possible error points. Update the
1379 * midend itself.
1380 */
1381 me->params = newparams;
1382 me->curparams = newcurparams;
1383 if (oldparams1)
1384 me->ourgame->free_params(oldparams1);
1385 if (oldparams2)
1386 me->ourgame->free_params(oldparams2);
1387
1388 sfree(me->desc);
1389 sfree(me->privdesc);
1390 me->desc = me->privdesc = NULL;
1391 sfree(me->seedstr);
1392 me->seedstr = NULL;
1393
1394 if (desc) {
1395 me->desc = dupstr(desc);
1396 me->genmode = GOT_DESC;
1397 sfree(me->aux_info);
1398 me->aux_info = NULL;
1399 }
1400
1401 if (seed) {
1402 me->seedstr = dupstr(seed);
1403 me->genmode = GOT_SEED;
1404 }
1405
1406 return NULL;
1407}
1408
1409char *midend_game_id(midend *me, char *id)
1410{
1411 return midend_game_id_int(me, id, DEF_PARAMS);
1412}
1413
1414char *midend_get_game_id(midend *me)
1415{
1416 char *parstr, *ret;
1417
1418 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1419 assert(parstr);
1420 assert(me->desc);
1421 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1422 sprintf(ret, "%s:%s", parstr, me->desc);
1423 sfree(parstr);
1424 return ret;
1425}
1426
1427char *midend_get_random_seed(midend *me)
1428{
1429 char *parstr, *ret;
1430
1431 if (!me->seedstr)
1432 return NULL;
1433
1434 parstr = me->ourgame->encode_params(me->curparams, TRUE);
1435 assert(parstr);
1436 ret = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
1437 sprintf(ret, "%s#%s", parstr, me->seedstr);
1438 sfree(parstr);
1439 return ret;
1440}
1441
1442char *midend_set_config(midend *me, int which, config_item *cfg)
1443{
1444 char *error;
1445 game_params *params;
1446
1447 switch (which) {
1448 case CFG_SETTINGS:
1449 params = me->ourgame->custom_params(cfg);
1450 error = me->ourgame->validate_params(params, TRUE);
1451
1452 if (error) {
1453 me->ourgame->free_params(params);
1454 return error;
1455 }
1456
1457 me->ourgame->free_params(me->params);
1458 me->params = params;
1459 break;
1460
1461 case CFG_SEED:
1462 case CFG_DESC:
1463 error = midend_game_id_int(me, cfg[0].sval,
1464 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1465 if (error)
1466 return error;
1467 break;
1468 }
1469
1470 return NULL;
1471}
1472
1473int midend_can_format_as_text_now(midend *me)
1474{
1475 if (me->ourgame->can_format_as_text_ever)
1476 return me->ourgame->can_format_as_text_now(me->params);
1477 else
1478 return FALSE;
1479}
1480
1481char *midend_text_format(midend *me)
1482{
1483 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1484 me->ourgame->can_format_as_text_now(me->params))
1485 return me->ourgame->text_format(me->states[me->statepos-1].state);
1486 else
1487 return NULL;
1488}
1489
1490char *midend_solve(midend *me)
1491{
1492 game_state *s;
1493 char *msg, *movestr;
1494
1495 if (!me->ourgame->can_solve)
1496 return "This game does not support the Solve operation";
1497
1498 if (me->statepos < 1)
1499 return "No game set up to solve"; /* _shouldn't_ happen! */
1500
1501 msg = NULL;
1502 movestr = me->ourgame->solve(me->states[0].state,
1503 me->states[me->statepos-1].state,
1504 me->aux_info, &msg);
1505 if (!movestr) {
1506 if (!msg)
1507 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1508 return msg;
1509 }
1510 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1511 assert(s);
1512
1513 /*
1514 * Now enter the solved state as the next move.
1515 */
1516 midend_stop_anim(me);
1517 midend_purge_states(me);
1518 ensure(me);
1519 me->states[me->nstates].state = s;
1520 me->states[me->nstates].movestr = movestr;
1521 me->states[me->nstates].movetype = SOLVE;
1522 me->statepos = ++me->nstates;
1523 if (me->ui)
1524 me->ourgame->changed_state(me->ui,
1525 me->states[me->statepos-2].state,
1526 me->states[me->statepos-1].state);
1527 me->dir = +1;
1528 if (me->ourgame->flags & SOLVE_ANIMATES) {
1529 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1530 me->anim_time =
1531 me->ourgame->anim_length(me->states[me->statepos-2].state,
1532 me->states[me->statepos-1].state,
1533 +1, me->ui);
1534 me->anim_pos = 0.0;
1535 } else {
1536 me->anim_time = 0.0;
1537 midend_finish_move(me);
1538 }
1539 if (me->drawing)
1540 midend_redraw(me);
1541 midend_set_timer(me);
1542 return NULL;
1543}
1544
1545int midend_status(midend *me)
1546{
1547 /*
1548 * We should probably never be called when the state stack has no
1549 * states on it at all - ideally, midends should never be left in
1550 * that state for long enough to get put down and forgotten about.
1551 * But if we are, I think we return _true_ - pedantically speaking
1552 * a midend in that state is 'vacuously solved', and more
1553 * practically, a user whose midend has been left in that state
1554 * probably _does_ want the 'new game' option to be prominent.
1555 */
1556 if (me->statepos == 0)
1557 return +1;
1558
1559 return me->ourgame->status(me->states[me->statepos-1].state);
1560}
1561
1562char *midend_rewrite_statusbar(midend *me, char *text)
1563{
1564 /*
1565 * An important special case is that we are occasionally called
1566 * with our own laststatus, to update the timer.
1567 */
1568 if (me->laststatus != text) {
1569 sfree(me->laststatus);
1570 me->laststatus = dupstr(text);
1571 }
1572
1573 if (me->ourgame->is_timed) {
1574 char timebuf[100], *ret;
1575 int min, sec;
1576
1577 sec = (int)me->elapsed;
1578 min = sec / 60;
1579 sec %= 60;
1580 sprintf(timebuf, "[%d:%02d] ", min, sec);
1581
1582 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1583 strcpy(ret, timebuf);
1584 strcat(ret, text);
1585 return ret;
1586
1587 } else {
1588 return dupstr(text);
1589 }
1590}
1591
1592#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1593#define SERIALISE_VERSION "1"
1594
1595void midend_serialise(midend *me,
1596 void (*write)(void *ctx, void *buf, int len),
1597 void *wctx)
1598{
1599 int i;
1600
1601 /*
1602 * Each line of the save file contains three components. First
1603 * exactly 8 characters of header word indicating what type of
1604 * data is contained on the line; then a colon followed by a
1605 * decimal integer giving the length of the main string on the
1606 * line; then a colon followed by the string itself (exactly as
1607 * many bytes as previously specified, no matter what they
1608 * contain). Then a newline (of reasonably flexible form).
1609 */
1610#define wr(h,s) do { \
1611 char hbuf[80]; \
1612 char *str = (s); \
1613 char lbuf[9]; \
1614 copy_left_justified(lbuf, sizeof(lbuf), h); \
1615 sprintf(hbuf, "%s:%d:", lbuf, (int)strlen(str)); \
1616 write(wctx, hbuf, strlen(hbuf)); \
1617 write(wctx, str, strlen(str)); \
1618 write(wctx, "\n", 1); \
1619} while (0)
1620
1621 /*
1622 * Magic string identifying the file, and version number of the
1623 * file format.
1624 */
1625 wr("SAVEFILE", SERIALISE_MAGIC);
1626 wr("VERSION", SERIALISE_VERSION);
1627
1628 /*
1629 * The game name. (Copied locally to avoid const annoyance.)
1630 */
1631 {
1632 char *s = dupstr(me->ourgame->name);
1633 wr("GAME", s);
1634 sfree(s);
1635 }
1636
1637 /*
1638 * The current long-term parameters structure, in full.
1639 */
1640 if (me->params) {
1641 char *s = me->ourgame->encode_params(me->params, TRUE);
1642 wr("PARAMS", s);
1643 sfree(s);
1644 }
1645
1646 /*
1647 * The current short-term parameters structure, in full.
1648 */
1649 if (me->curparams) {
1650 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1651 wr("CPARAMS", s);
1652 sfree(s);
1653 }
1654
1655 /*
1656 * The current game description, the privdesc, and the random seed.
1657 */
1658 if (me->seedstr)
1659 wr("SEED", me->seedstr);
1660 if (me->desc)
1661 wr("DESC", me->desc);
1662 if (me->privdesc)
1663 wr("PRIVDESC", me->privdesc);
1664
1665 /*
1666 * The game's aux_info. We obfuscate this to prevent spoilers
1667 * (people are likely to run `head' or similar on a saved game
1668 * file simply to find out what it is, and don't necessarily
1669 * want to be told the answer to the puzzle!)
1670 */
1671 if (me->aux_info) {
1672 unsigned char *s1;
1673 char *s2;
1674 int len;
1675
1676 len = strlen(me->aux_info);
1677 s1 = snewn(len, unsigned char);
1678 memcpy(s1, me->aux_info, len);
1679 obfuscate_bitmap(s1, len*8, FALSE);
1680 s2 = bin2hex(s1, len);
1681
1682 wr("AUXINFO", s2);
1683
1684 sfree(s2);
1685 sfree(s1);
1686 }
1687
1688 /*
1689 * Any required serialisation of the game_ui.
1690 */
1691 if (me->ui) {
1692 char *s = me->ourgame->encode_ui(me->ui);
1693 if (s) {
1694 wr("UI", s);
1695 sfree(s);
1696 }
1697 }
1698
1699 /*
1700 * The game time, if it's a timed game.
1701 */
1702 if (me->ourgame->is_timed) {
1703 char buf[80];
1704 sprintf(buf, "%g", me->elapsed);
1705 wr("TIME", buf);
1706 }
1707
1708 /*
1709 * The length of, and position in, the states list.
1710 */
1711 {
1712 char buf[80];
1713 sprintf(buf, "%d", me->nstates);
1714 wr("NSTATES", buf);
1715 sprintf(buf, "%d", me->statepos);
1716 wr("STATEPOS", buf);
1717 }
1718
1719 /*
1720 * For each state after the initial one (which we know is
1721 * constructed from either privdesc or desc), enough
1722 * information for execute_move() to reconstruct it from the
1723 * previous one.
1724 */
1725 for (i = 1; i < me->nstates; i++) {
1726 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1727 switch (me->states[i].movetype) {
1728 case MOVE:
1729 wr("MOVE", me->states[i].movestr);
1730 break;
1731 case SOLVE:
1732 wr("SOLVE", me->states[i].movestr);
1733 break;
1734 case RESTART:
1735 wr("RESTART", me->states[i].movestr);
1736 break;
1737 }
1738 }
1739
1740#undef wr
1741}
1742
1743/*
1744 * This function returns NULL on success, or an error message.
1745 */
1746char *midend_deserialise(midend *me,
1747 int (*read)(void *ctx, void *buf, int len),
1748 void *rctx)
1749{
1750 int nstates = 0, statepos = -1, gotstates = 0;
1751 int started = FALSE;
1752 int i;
1753
1754 char *val = NULL;
1755 /* Initially all errors give the same report */
1756 char *ret = "Data does not appear to be a saved game file";
1757
1758 /*
1759 * We construct all the new state in local variables while we
1760 * check its sanity. Only once we have finished reading the
1761 * serialised data and detected no errors at all do we start
1762 * modifying stuff in the midend passed in.
1763 */
1764 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1765 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1766 float elapsed = 0.0F;
1767 game_params *params = NULL, *cparams = NULL;
1768 game_ui *ui = NULL;
1769 struct midend_state_entry *states = NULL;
1770
1771 /*
1772 * Loop round and round reading one key/value pair at a time
1773 * from the serialised stream, until we have enough game states
1774 * to finish.
1775 */
1776 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1777 char key[9], c;
1778 int len;
1779
1780 do {
1781 if (!read(rctx, key, 1)) {
1782 /* unexpected EOF */
1783 goto cleanup;
1784 }
1785 } while (key[0] == '\r' || key[0] == '\n');
1786
1787 if (!read(rctx, key+1, 8)) {
1788 /* unexpected EOF */
1789 goto cleanup;
1790 }
1791
1792 if (key[8] != ':') {
1793 if (started)
1794 ret = "Data was incorrectly formatted for a saved game file";
1795 goto cleanup;
1796 }
1797 len = strcspn(key, ": ");
1798 assert(len <= 8);
1799 key[len] = '\0';
1800
1801 len = 0;
1802 while (1) {
1803 if (!read(rctx, &c, 1)) {
1804 /* unexpected EOF */
1805 goto cleanup;
1806 }
1807
1808 if (c == ':') {
1809 break;
1810 } else if (c >= '0' && c <= '9') {
1811 len = (len * 10) + (c - '0');
1812 } else {
1813 if (started)
1814 ret = "Data was incorrectly formatted for a"
1815 " saved game file";
1816 goto cleanup;
1817 }
1818 }
1819
1820 val = snewn(len+1, char);
1821 if (!read(rctx, val, len)) {
1822 if (started)
1823 goto cleanup;
1824 }
1825 val[len] = '\0';
1826
1827 if (!started) {
1828 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1829 /* ret already has the right message in it */
1830 goto cleanup;
1831 }
1832 /* Now most errors are this one, unless otherwise specified */
1833 ret = "Saved data ended unexpectedly";
1834 started = TRUE;
1835 } else {
1836 if (!strcmp(key, "VERSION")) {
1837 if (strcmp(val, SERIALISE_VERSION)) {
1838 ret = "Cannot handle this version of the saved game"
1839 " file format";
1840 goto cleanup;
1841 }
1842 } else if (!strcmp(key, "GAME")) {
1843 if (strcmp(val, me->ourgame->name)) {
1844 ret = "Save file is from a different game";
1845 goto cleanup;
1846 }
1847 } else if (!strcmp(key, "PARAMS")) {
1848 sfree(parstr);
1849 parstr = val;
1850 val = NULL;
1851 } else if (!strcmp(key, "CPARAMS")) {
1852 sfree(cparstr);
1853 cparstr = val;
1854 val = NULL;
1855 } else if (!strcmp(key, "SEED")) {
1856 sfree(seed);
1857 seed = val;
1858 val = NULL;
1859 } else if (!strcmp(key, "DESC")) {
1860 sfree(desc);
1861 desc = val;
1862 val = NULL;
1863 } else if (!strcmp(key, "PRIVDESC")) {
1864 sfree(privdesc);
1865 privdesc = val;
1866 val = NULL;
1867 } else if (!strcmp(key, "AUXINFO")) {
1868 unsigned char *tmp;
1869 int len = strlen(val) / 2; /* length in bytes */
1870 tmp = hex2bin(val, len);
1871 obfuscate_bitmap(tmp, len*8, TRUE);
1872
1873 sfree(auxinfo);
1874 auxinfo = snewn(len + 1, char);
1875 memcpy(auxinfo, tmp, len);
1876 auxinfo[len] = '\0';
1877 sfree(tmp);
1878 } else if (!strcmp(key, "UI")) {
1879 sfree(uistr);
1880 uistr = val;
1881 val = NULL;
1882 } else if (!strcmp(key, "TIME")) {
1883 elapsed = (float)atof(val);
1884 } else if (!strcmp(key, "NSTATES")) {
1885 nstates = atoi(val);
1886 if (nstates <= 0) {
1887 ret = "Number of states in save file was negative";
1888 goto cleanup;
1889 }
1890 if (states) {
1891 ret = "Two state counts provided in save file";
1892 goto cleanup;
1893 }
1894 states = snewn(nstates, struct midend_state_entry);
1895 for (i = 0; i < nstates; i++) {
1896 states[i].state = NULL;
1897 states[i].movestr = NULL;
1898 states[i].movetype = NEWGAME;
1899 }
1900 } else if (!strcmp(key, "STATEPOS")) {
1901 statepos = atoi(val);
1902 } else if (!strcmp(key, "MOVE")) {
1903 gotstates++;
1904 states[gotstates].movetype = MOVE;
1905 states[gotstates].movestr = val;
1906 val = NULL;
1907 } else if (!strcmp(key, "SOLVE")) {
1908 gotstates++;
1909 states[gotstates].movetype = SOLVE;
1910 states[gotstates].movestr = val;
1911 val = NULL;
1912 } else if (!strcmp(key, "RESTART")) {
1913 gotstates++;
1914 states[gotstates].movetype = RESTART;
1915 states[gotstates].movestr = val;
1916 val = NULL;
1917 }
1918 }
1919
1920 sfree(val);
1921 val = NULL;
1922 }
1923
1924 params = me->ourgame->default_params();
1925 me->ourgame->decode_params(params, parstr);
1926 if (me->ourgame->validate_params(params, TRUE)) {
1927 ret = "Long-term parameters in save file are invalid";
1928 goto cleanup;
1929 }
1930 cparams = me->ourgame->default_params();
1931 me->ourgame->decode_params(cparams, cparstr);
1932 if (me->ourgame->validate_params(cparams, FALSE)) {
1933 ret = "Short-term parameters in save file are invalid";
1934 goto cleanup;
1935 }
1936 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1937 /*
1938 * The seed's no use with this version, but we can perfectly
1939 * well use the rest of the data.
1940 */
1941 sfree(seed);
1942 seed = NULL;
1943 }
1944 if (!desc) {
1945 ret = "Game description in save file is missing";
1946 goto cleanup;
1947 } else if (me->ourgame->validate_desc(params, desc)) {
1948 ret = "Game description in save file is invalid";
1949 goto cleanup;
1950 }
1951 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1952 ret = "Game private description in save file is invalid";
1953 goto cleanup;
1954 }
1955 if (statepos < 0 || statepos >= nstates) {
1956 ret = "Game position in save file is out of range";
1957 }
1958
1959 states[0].state = me->ourgame->new_game(me, params,
1960 privdesc ? privdesc : desc);
1961 for (i = 1; i < nstates; i++) {
1962 assert(states[i].movetype != NEWGAME);
1963 switch (states[i].movetype) {
1964 case MOVE:
1965 case SOLVE:
1966 states[i].state = me->ourgame->execute_move(states[i-1].state,
1967 states[i].movestr);
1968 if (states[i].state == NULL) {
1969 ret = "Save file contained an invalid move";
1970 goto cleanup;
1971 }
1972 break;
1973 case RESTART:
1974 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1975 ret = "Save file contained an invalid restart move";
1976 goto cleanup;
1977 }
1978 states[i].state = me->ourgame->new_game(me, params,
1979 states[i].movestr);
1980 break;
1981 }
1982 }
1983
1984 ui = me->ourgame->new_ui(states[0].state);
1985 me->ourgame->decode_ui(ui, uistr);
1986
1987 /*
1988 * Now we've run out of possible error conditions, so we're
1989 * ready to start overwriting the real data in the current
1990 * midend. We'll do this by swapping things with the local
1991 * variables, so that the same cleanup code will free the old
1992 * stuff.
1993 */
1994 {
1995 char *tmp;
1996
1997 tmp = me->desc;
1998 me->desc = desc;
1999 desc = tmp;
2000
2001 tmp = me->privdesc;
2002 me->privdesc = privdesc;
2003 privdesc = tmp;
2004
2005 tmp = me->seedstr;
2006 me->seedstr = seed;
2007 seed = tmp;
2008
2009 tmp = me->aux_info;
2010 me->aux_info = auxinfo;
2011 auxinfo = tmp;
2012 }
2013
2014 me->genmode = GOT_NOTHING;
2015
2016 me->statesize = nstates;
2017 nstates = me->nstates;
2018 me->nstates = me->statesize;
2019 {
2020 struct midend_state_entry *tmp;
2021 tmp = me->states;
2022 me->states = states;
2023 states = tmp;
2024 }
2025 me->statepos = statepos;
2026
2027 {
2028 game_params *tmp;
2029
2030 tmp = me->params;
2031 me->params = params;
2032 params = tmp;
2033
2034 tmp = me->curparams;
2035 me->curparams = cparams;
2036 cparams = tmp;
2037 }
2038
2039 me->oldstate = NULL;
2040 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
2041 me->dir = 0;
2042
2043 {
2044 game_ui *tmp;
2045
2046 tmp = me->ui;
2047 me->ui = ui;
2048 ui = tmp;
2049 }
2050
2051 me->elapsed = elapsed;
2052 me->pressed_mouse_button = 0;
2053
2054 midend_set_timer(me);
2055
2056 if (me->drawstate)
2057 me->ourgame->free_drawstate(me->drawing, me->drawstate);
2058 me->drawstate =
2059 me->ourgame->new_drawstate(me->drawing,
2060 me->states[me->statepos-1].state);
2061 midend_size_new_drawstate(me);
2062
2063 ret = NULL; /* success! */
2064
2065 cleanup:
2066 sfree(val);
2067 sfree(seed);
2068 sfree(parstr);
2069 sfree(cparstr);
2070 sfree(desc);
2071 sfree(privdesc);
2072 sfree(auxinfo);
2073 sfree(uistr);
2074 if (params)
2075 me->ourgame->free_params(params);
2076 if (cparams)
2077 me->ourgame->free_params(cparams);
2078 if (ui)
2079 me->ourgame->free_ui(ui);
2080 if (states) {
2081 int i;
2082
2083 for (i = 0; i < nstates; i++) {
2084 if (states[i].state)
2085 me->ourgame->free_game(states[i].state);
2086 sfree(states[i].movestr);
2087 }
2088 sfree(states);
2089 }
2090
2091 return ret;
2092}
2093
2094/*
2095 * This function examines a saved game file just far enough to
2096 * determine which game type it contains. It returns NULL on success
2097 * and the game name string in 'name' (which will be dynamically
2098 * allocated and should be caller-freed), or an error message on
2099 * failure.
2100 */
2101char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
2102 void *rctx)
2103{
2104 int nstates = 0, statepos = -1, gotstates = 0;
2105 int started = FALSE;
2106
2107 char *val = NULL;
2108 /* Initially all errors give the same report */
2109 char *ret = "Data does not appear to be a saved game file";
2110
2111 *name = NULL;
2112
2113 /*
2114 * Loop round and round reading one key/value pair at a time from
2115 * the serialised stream, until we've found the game name.
2116 */
2117 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
2118 char key[9], c;
2119 int len;
2120
2121 do {
2122 if (!read(rctx, key, 1)) {
2123 /* unexpected EOF */
2124 goto cleanup;
2125 }
2126 } while (key[0] == '\r' || key[0] == '\n');
2127
2128 if (!read(rctx, key+1, 8)) {
2129 /* unexpected EOF */
2130 goto cleanup;
2131 }
2132
2133 if (key[8] != ':') {
2134 if (started)
2135 ret = "Data was incorrectly formatted for a saved game file";
2136 goto cleanup;
2137 }
2138 len = strcspn(key, ": ");
2139 assert(len <= 8);
2140 key[len] = '\0';
2141
2142 len = 0;
2143 while (1) {
2144 if (!read(rctx, &c, 1)) {
2145 /* unexpected EOF */
2146 goto cleanup;
2147 }
2148
2149 if (c == ':') {
2150 break;
2151 } else if (c >= '0' && c <= '9') {
2152 len = (len * 10) + (c - '0');
2153 } else {
2154 if (started)
2155 ret = "Data was incorrectly formatted for a"
2156 " saved game file";
2157 goto cleanup;
2158 }
2159 }
2160
2161 val = snewn(len+1, char);
2162 if (!read(rctx, val, len)) {
2163 if (started)
2164 goto cleanup;
2165 }
2166 val[len] = '\0';
2167
2168 if (!started) {
2169 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
2170 /* ret already has the right message in it */
2171 goto cleanup;
2172 }
2173 /* Now most errors are this one, unless otherwise specified */
2174 ret = "Saved data ended unexpectedly";
2175 started = TRUE;
2176 } else {
2177 if (!strcmp(key, "VERSION")) {
2178 if (strcmp(val, SERIALISE_VERSION)) {
2179 ret = "Cannot handle this version of the saved game"
2180 " file format";
2181 goto cleanup;
2182 }
2183 } else if (!strcmp(key, "GAME")) {
2184 *name = dupstr(val);
2185 ret = NULL;
2186 goto cleanup;
2187 }
2188 }
2189
2190 sfree(val);
2191 val = NULL;
2192 }
2193
2194 cleanup:
2195 sfree(val);
2196 return ret;
2197}
2198
2199char *midend_print_puzzle(midend *me, document *doc, int with_soln)
2200{
2201 game_state *soln = NULL;
2202
2203 if (me->statepos < 1)
2204 return "No game set up to print";/* _shouldn't_ happen! */
2205
2206 if (with_soln) {
2207 char *msg, *movestr;
2208
2209 if (!me->ourgame->can_solve)
2210 return "This game does not support the Solve operation";
2211
2212 msg = "Solve operation failed";/* game _should_ overwrite on error */
2213 movestr = me->ourgame->solve(me->states[0].state,
2214 me->states[me->statepos-1].state,
2215 me->aux_info, &msg);
2216 if (!movestr)
2217 return msg;
2218 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
2219 movestr);
2220 assert(soln);
2221
2222 sfree(movestr);
2223 } else
2224 soln = NULL;
2225
2226 /*
2227 * This call passes over ownership of the two game_states and
2228 * the game_params. Hence we duplicate the ones we want to
2229 * keep, and we don't have to bother freeing soln if it was
2230 * non-NULL.
2231 */
2232 document_add_puzzle(doc, me->ourgame,
2233 me->ourgame->dup_params(me->curparams),
2234 me->ourgame->dup_game(me->states[0].state), soln);
2235
2236 return NULL;
2237}