Files
puzzles/midend.c
Simon Tatham 5ead207060 Patch from James H to centralise some generally useful cursor-
handling functionality into misc.c.

[originally from svn r8176]
2008-09-13 18:26:53 +00:00

1861 lines
53 KiB
C

/*
* midend.c: general middle fragment sitting between the
* platform-specific front end and game-specific back end.
* Maintains a move list, takes care of Undo and Redo commands, and
* processes standard keystrokes for undo/redo/new/quit.
*/
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include <stdlib.h>
#include <ctype.h>
#include "puzzles.h"
enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
#define special(type) ( (type) != MOVE )
struct midend_state_entry {
game_state *state;
char *movestr;
int movetype;
};
struct midend {
frontend *frontend;
random_state *random;
const game *ourgame;
game_params **presets;
char **preset_names, **preset_encodings;
int npresets, presetsize;
/*
* `desc' and `privdesc' deserve a comment.
*
* `desc' is the game description as presented to the user when
* they ask for Game -> Specific. `privdesc', if non-NULL, is a
* different game description used to reconstruct the initial
* game_state when de-serialising. If privdesc is NULL, `desc'
* is used for both.
*
* For almost all games, `privdesc' is NULL and never used. The
* exception (as usual) is Mines: the initial game state has no
* squares open at all, but after the first click `desc' is
* rewritten to describe a game state with an initial click and
* thus a bunch of squares open. If we used that desc to
* serialise and deserialise, then the initial game state after
* deserialisation would look unlike the initial game state
* beforehand, and worse still execute_move() might fail on the
* attempted first click. So `privdesc' is also used in this
* case, to provide a game description describing the same
* fixed mine layout _but_ no initial click. (These game IDs
* may also be typed directly into Mines if you like.)
*/
char *desc, *privdesc, *seedstr;
char *aux_info;
enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
int nstates, statesize, statepos;
struct midend_state_entry *states;
game_params *params, *curparams;
game_drawstate *drawstate;
game_ui *ui;
game_state *oldstate;
float anim_time, anim_pos;
float flash_time, flash_pos;
int dir;
int timing;
float elapsed;
char *laststatus;
drawing *drawing;
int pressed_mouse_button;
int preferred_tilesize, tilesize, winwidth, winheight;
};
#define ensure(me) do { \
if ((me)->nstates >= (me)->statesize) { \
(me)->statesize = (me)->nstates + 128; \
(me)->states = sresize((me)->states, (me)->statesize, \
struct midend_state_entry); \
} \
} while (0)
midend *midend_new(frontend *fe, const game *ourgame,
const drawing_api *drapi, void *drhandle)
{
midend *me = snew(midend);
void *randseed;
int randseedsize;
get_random_seed(&randseed, &randseedsize);
me->frontend = fe;
me->ourgame = ourgame;
me->random = random_new(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
me->curparams = NULL;
me->desc = me->privdesc = NULL;
me->seedstr = NULL;
me->aux_info = NULL;
me->genmode = GOT_NOTHING;
me->drawstate = NULL;
me->oldstate = NULL;
me->presets = NULL;
me->preset_names = NULL;
me->preset_encodings = NULL;
me->npresets = me->presetsize = 0;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
me->dir = 0;
me->ui = NULL;
me->pressed_mouse_button = 0;
me->laststatus = NULL;
me->timing = FALSE;
me->elapsed = 0.0F;
me->tilesize = me->winwidth = me->winheight = 0;
if (drapi)
me->drawing = drawing_new(drapi, me, drhandle);
else
me->drawing = NULL;
me->preferred_tilesize = ourgame->preferred_tilesize;
{
/*
* Allow an environment-based override for the default tile
* size by defining a variable along the lines of
* `NET_TILESIZE=15'.
*/
char buf[80], *e;
int j, k, ts;
sprintf(buf, "%s_TILESIZE", me->ourgame->name);
for (j = k = 0; buf[j]; j++)
if (!isspace((unsigned char)buf[j]))
buf[k++] = toupper((unsigned char)buf[j]);
buf[k] = '\0';
if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
me->preferred_tilesize = ts;
}
sfree(randseed);
return me;
}
static void midend_free_game(midend *me)
{
while (me->nstates > 0) {
me->nstates--;
me->ourgame->free_game(me->states[me->nstates].state);
sfree(me->states[me->nstates].movestr);
}
if (me->drawstate)
me->ourgame->free_drawstate(me->drawing, me->drawstate);
}
void midend_free(midend *me)
{
int i;
midend_free_game(me);
if (me->drawing)
drawing_free(me->drawing);
random_free(me->random);
sfree(me->states);
sfree(me->desc);
sfree(me->privdesc);
sfree(me->seedstr);
sfree(me->aux_info);
me->ourgame->free_params(me->params);
if (me->npresets) {
for (i = 0; i < me->npresets; i++) {
sfree(me->presets[i]);
sfree(me->preset_names[i]);
sfree(me->preset_encodings[i]);
}
sfree(me->presets);
sfree(me->preset_names);
sfree(me->preset_encodings);
}
if (me->ui)
me->ourgame->free_ui(me->ui);
if (me->curparams)
me->ourgame->free_params(me->curparams);
sfree(me->laststatus);
sfree(me);
}
static void midend_size_new_drawstate(midend *me)
{
/*
* Don't even bother, if we haven't worked out our tile size
* anyway yet.
*/
if (me->tilesize > 0) {
me->ourgame->compute_size(me->params, me->tilesize,
&me->winwidth, &me->winheight);
me->ourgame->set_size(me->drawing, me->drawstate,
me->params, me->tilesize);
}
}
void midend_size(midend *me, int *x, int *y, int user_size)
{
int min, max;
int rx, ry;
/*
* We can't set the size on the same drawstate twice. So if
* we've already sized one drawstate, we must throw it away and
* create a new one.
*/
if (me->drawstate && me->tilesize > 0) {
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
}
/*
* Find the tile size that best fits within the given space. If
* `user_size' is TRUE, we must actually find the _largest_ such
* tile size, in order to get as close to the user's explicit
* request as possible; otherwise, we bound above at the game's
* preferred tile size, so that the game gets what it wants
* provided that this doesn't break the constraint from the
* front-end (which is likely to be a screen size or similar).
*/
if (user_size) {
max = 1;
do {
max *= 2;
me->ourgame->compute_size(me->params, max, &rx, &ry);
} while (rx <= *x && ry <= *y);
} else
max = me->preferred_tilesize + 1;
min = 1;
/*
* Now binary-search between min and max. We're looking for a
* boundary rather than a value: the point at which tile sizes
* stop fitting within the given dimensions. Thus, we stop when
* max and min differ by exactly 1.
*/
while (max - min > 1) {
int mid = (max + min) / 2;
me->ourgame->compute_size(me->params, mid, &rx, &ry);
if (rx <= *x && ry <= *y)
min = mid;
else
max = mid;
}
/*
* Now `min' is a valid size, and `max' isn't. So use `min'.
*/
me->tilesize = min;
if (user_size)
/* If the user requested a change in size, make it permanent. */
me->preferred_tilesize = me->tilesize;
midend_size_new_drawstate(me);
*x = me->winwidth;
*y = me->winheight;
}
void midend_set_params(midend *me, game_params *params)
{
me->ourgame->free_params(me->params);
me->params = me->ourgame->dup_params(params);
}
game_params *midend_get_params(midend *me)
{
return me->ourgame->dup_params(me->params);
}
static void midend_set_timer(midend *me)
{
me->timing = (me->ourgame->is_timed &&
me->ourgame->timing_state(me->states[me->statepos-1].state,
me->ui));
if (me->timing || me->flash_time || me->anim_time)
activate_timer(me->frontend);
else
deactivate_timer(me->frontend);
}
void midend_force_redraw(midend *me)
{
if (me->drawstate)
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
midend_size_new_drawstate(me);
midend_redraw(me);
}
void midend_new_game(midend *me)
{
midend_free_game(me);
assert(me->nstates == 0);
if (me->genmode == GOT_DESC) {
me->genmode = GOT_NOTHING;
} else {
random_state *rs;
if (me->genmode == GOT_SEED) {
me->genmode = GOT_NOTHING;
} else {
/*
* Generate a new random seed. 15 digits comes to about
* 48 bits, which should be more than enough.
*
* I'll avoid putting a leading zero on the number,
* just in case it confuses anybody who thinks it's
* processed as an integer rather than a string.
*/
char newseed[16];
int i;
newseed[15] = '\0';
newseed[0] = '1' + random_upto(me->random, 9);
for (i = 1; i < 15; i++)
newseed[i] = '0' + random_upto(me->random, 10);
sfree(me->seedstr);
me->seedstr = dupstr(newseed);
if (me->curparams)
me->ourgame->free_params(me->curparams);
me->curparams = me->ourgame->dup_params(me->params);
}
sfree(me->desc);
sfree(me->privdesc);
sfree(me->aux_info);
me->aux_info = NULL;
rs = random_new(me->seedstr, strlen(me->seedstr));
/*
* If this midend has been instantiated without providing a
* drawing API, it is non-interactive. This means that it's
* being used for bulk game generation, and hence we should
* pass the non-interactive flag to new_desc.
*/
me->desc = me->ourgame->new_desc(me->curparams, rs,
&me->aux_info, (me->drawing != NULL));
me->privdesc = NULL;
random_free(rs);
}
ensure(me);
/*
* It might seem a bit odd that we're using me->params to
* create the initial game state, rather than me->curparams
* which is better tailored to this specific game and which we
* always know.
*
* It's supposed to be an invariant in the midend that
* me->params and me->curparams differ in no aspect that is
* important after generation (i.e. after new_desc()). By
* deliberately passing the _less_ specific of these two
* parameter sets, we provoke play-time misbehaviour in the
* case where a game has failed to encode a play-time parameter
* in the non-full version of encode_params().
*/
me->states[me->nstates].state =
me->ourgame->new_game(me, me->params, me->desc);
me->states[me->nstates].movestr = NULL;
me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
midend_size_new_drawstate(me);
me->elapsed = 0.0F;
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
midend_set_timer(me);
me->pressed_mouse_button = 0;
}
static int midend_undo(midend *me)
{
if (me->statepos > 1) {
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-1].state,
me->states[me->statepos-2].state);
me->statepos--;
me->dir = -1;
return 1;
} else
return 0;
}
static int midend_redo(midend *me)
{
if (me->statepos < me->nstates) {
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-1].state,
me->states[me->statepos].state);
me->statepos++;
me->dir = +1;
return 1;
} else
return 0;
}
static void midend_finish_move(midend *me)
{
float flashtime;
/*
* We do not flash if the later of the two states is special.
* This covers both forward Solve moves and backward (undone)
* Restart moves.
*/
if ((me->oldstate || me->statepos > 1) &&
((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
(me->dir < 0 && me->statepos < me->nstates &&
!special(me->states[me->statepos].movetype)))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
me->oldstate ? me->dir : +1,
me->ui);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
}
}
if (me->oldstate)
me->ourgame->free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
me->dir = 0;
midend_set_timer(me);
}
void midend_stop_anim(midend *me)
{
if (me->oldstate || me->anim_time != 0) {
midend_finish_move(me);
midend_redraw(me);
}
}
void midend_restart_game(midend *me)
{
game_state *s;
midend_stop_anim(me);
assert(me->statepos >= 1);
if (me->statepos == 1)
return; /* no point doing anything at all! */
/*
* During restart, we reconstruct the game from the (public)
* game description rather than from states[0], because that
* way Mines gets slightly more sensible behaviour (restart
* goes to _after_ the first click so you don't have to
* remember where you clicked).
*/
s = me->ourgame->new_game(me, me->params, me->desc);
/*
* Now enter the restarted state as the next move.
*/
midend_stop_anim(me);
while (me->nstates > me->statepos)
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = dupstr(me->desc);
me->states[me->nstates].movetype = RESTART;
me->statepos = ++me->nstates;
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
midend_set_timer(me);
}
static int midend_really_process_key(midend *me, int x, int y, int button)
{
game_state *oldstate =
me->ourgame->dup_game(me->states[me->statepos - 1].state);
int type = MOVE, gottype = FALSE, ret = 1;
float anim_time;
game_state *s;
char *movestr;
movestr =
me->ourgame->interpret_move(me->states[me->statepos-1].state,
me->ui, me->drawstate, x, y, button);
if (!movestr) {
if (button == 'n' || button == 'N' || button == '\x0E') {
midend_stop_anim(me);
midend_new_game(me);
midend_redraw(me);
goto done; /* never animate */
} else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') {
midend_stop_anim(me);
type = me->states[me->statepos-1].movetype;
gottype = TRUE;
if (!midend_undo(me))
goto done;
} else if (button == 'r' || button == 'R' ||
button == '\x12' || button == '\x19') {
midend_stop_anim(me);
if (!midend_redo(me))
goto done;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
ret = 0;
goto done;
} else
goto done;
} else {
if (!*movestr)
s = me->states[me->statepos-1].state;
else {
s = me->ourgame->execute_move(me->states[me->statepos-1].state,
movestr);
assert(s != NULL);
}
if (s == me->states[me->statepos-1].state) {
/*
* make_move() is allowed to return its input state to
* indicate that although no move has been made, the UI
* state has been updated and a redraw is called for.
*/
midend_redraw(me);
midend_set_timer(me);
goto done;
} else if (s) {
midend_stop_anim(me);
while (me->nstates > me->statepos)
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
assert(movestr != NULL);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = movestr;
me->states[me->nstates].movetype = MOVE;
me->statepos = ++me->nstates;
me->dir = +1;
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
} else {
goto done;
}
}
if (!gottype)
type = me->states[me->statepos-1].movetype;
/*
* See if this move requires an animation.
*/
if (special(type) && !(type == SOLVE &&
(me->ourgame->flags & SOLVE_ANIMATES))) {
anim_time = 0;
} else {
anim_time = me->ourgame->anim_length(oldstate,
me->states[me->statepos-1].state,
me->dir, me->ui);
}
me->oldstate = oldstate; oldstate = NULL;
if (anim_time > 0) {
me->anim_time = anim_time;
} else {
me->anim_time = 0.0;
midend_finish_move(me);
}
me->anim_pos = 0.0;
midend_redraw(me);
midend_set_timer(me);
done:
if (oldstate) me->ourgame->free_game(oldstate);
return ret;
}
int midend_process_key(midend *me, int x, int y, int button)
{
int ret = 1;
/*
* Harmonise mouse drag and release messages.
*
* Some front ends might accidentally switch from sending, say,
* RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
* drag. (This can happen on the Mac, for example, since
* RIGHT_DRAG is usually done using Command+drag, and if the
* user accidentally releases Command half way through the drag
* then there will be trouble.)
*
* It would be an O(number of front ends) annoyance to fix this
* in the front ends, but an O(number of back ends) annoyance
* to have each game capable of dealing with it. Therefore, we
* fix it _here_ in the common midend code so that it only has
* to be done once.
*
* The possible ways in which things can go screwy in the front
* end are:
*
* - in a system containing multiple physical buttons button
* presses can inadvertently overlap. We can see ABab (caps
* meaning button-down and lowercase meaning button-up) when
* the user had semantically intended AaBb.
*
* - in a system where one button is simulated by means of a
* modifier key and another button, buttons can mutate
* between press and release (possibly during drag). So we
* can see Ab instead of Aa.
*
* Definite requirements are:
*
* - button _presses_ must never be invented or destroyed. If
* the user presses two buttons in succession, the button
* presses must be transferred to the backend unchanged. So
* if we see AaBb , that's fine; if we see ABab (the button
* presses inadvertently overlapped) we must somehow
* `correct' it to AaBb.
*
* - every mouse action must end up looking like a press, zero
* or more drags, then a release. This allows back ends to
* make the _assumption_ that incoming mouse data will be
* sane in this regard, and not worry about the details.
*
* So my policy will be:
*
* - treat any button-up as a button-up for the currently
* pressed button, or ignore it if there is no currently
* pressed button.
*
* - treat any drag as a drag for the currently pressed
* button, or ignore it if there is no currently pressed
* button.
*
* - if we see a button-down while another button is currently
* pressed, invent a button-up for the first one and then
* pass the button-down through as before.
*
* 2005-05-31: An addendum to the above. Some games might want
* a `priority order' among buttons, such that if one button is
* pressed while another is down then a fixed one of the
* buttons takes priority no matter what order they're pressed
* in. Mines, in particular, wants to treat a left+right click
* like a left click for the benefit of users of other
* implementations. So the last of the above points is modified
* in the presence of an (optional) button priority order.
*
* A further addition: we translate certain keyboard presses to
* cursor key 'select' buttons, so that a) frontends don't have
* to translate these themselves (like they do for CURSOR_UP etc),
* and b) individual games don't have to hard-code button presses
* of '\n' etc for keyboard-based cursors. The choice of buttons
* here could eventually be controlled by a runtime configuration
* option.
*/
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
if (me->pressed_mouse_button) {
if (IS_MOUSE_DRAG(button)) {
button = me->pressed_mouse_button +
(LEFT_DRAG - LEFT_BUTTON);
} else {
button = me->pressed_mouse_button +
(LEFT_RELEASE - LEFT_BUTTON);
}
} else
return ret; /* ignore it */
} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
/*
* If the new button has lower priority than the old one,
* don't bother doing this.
*/
if (me->ourgame->flags &
BUTTON_BEATS(me->pressed_mouse_button, button))
return ret; /* just ignore it */
/*
* Fabricate a button-up for the previously pressed button.
*/
ret = ret && midend_really_process_key
(me, x, y, (me->pressed_mouse_button +
(LEFT_RELEASE - LEFT_BUTTON)));
}
/*
* Translate keyboard presses to cursor selection.
*/
if (button == '\n' || button == '\r')
button = CURSOR_SELECT;
if (button == ' ')
button = CURSOR_SELECT2;
/*
* Now send on the event we originally received.
*/
ret = ret && midend_really_process_key(me, x, y, button);
/*
* And update the currently pressed button.
*/
if (IS_MOUSE_RELEASE(button))
me->pressed_mouse_button = 0;
else if (IS_MOUSE_DOWN(button))
me->pressed_mouse_button = button;
return ret;
}
void midend_redraw(midend *me)
{
assert(me->drawing);
if (me->statepos > 0 && me->drawstate) {
start_draw(me->drawing);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
assert(me->dir != 0);
me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
me->states[me->statepos-1].state, me->dir,
me->ui, me->anim_pos, me->flash_pos);
} else {
me->ourgame->redraw(me->drawing, me->drawstate, NULL,
me->states[me->statepos-1].state, +1 /*shrug*/,
me->ui, 0.0, me->flash_pos);
}
end_draw(me->drawing);
}
}
/*
* Nasty hacky function used to implement the --redo option in
* gtk.c. Only used for generating the puzzles' icons.
*/
void midend_freeze_timer(midend *me, float tprop)
{
me->anim_pos = me->anim_time * tprop;
midend_redraw(me);
deactivate_timer(me->frontend);
}
void midend_timer(midend *me, float tplus)
{
int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
me->anim_pos += tplus;
if (me->anim_pos >= me->anim_time ||
me->anim_time == 0 || !me->oldstate) {
if (me->anim_time > 0)
midend_finish_move(me);
}
me->flash_pos += tplus;
if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
me->flash_pos = me->flash_time = 0;
}
if (need_redraw)
midend_redraw(me);
if (me->timing) {
float oldelapsed = me->elapsed;
me->elapsed += tplus;
if ((int)oldelapsed != (int)me->elapsed)
status_bar(me->drawing, me->laststatus ? me->laststatus : "");
}
midend_set_timer(me);
}
float *midend_colours(midend *me, int *ncolours)
{
float *ret;
ret = me->ourgame->colours(me->frontend, ncolours);
{
int i;
/*
* Allow environment-based overrides for the standard
* colours by defining variables along the lines of
* `NET_COLOUR_4=6000c0'.
*/
for (i = 0; i < *ncolours; i++) {
char buf[80], *e;
unsigned int r, g, b;
int j, k;
sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
for (j = k = 0; buf[j]; j++)
if (!isspace((unsigned char)buf[j]))
buf[k++] = toupper((unsigned char)buf[j]);
buf[k] = '\0';
if ((e = getenv(buf)) != NULL &&
sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
ret[i*3 + 0] = r / 255.0;
ret[i*3 + 1] = g / 255.0;
ret[i*3 + 2] = b / 255.0;
}
}
}
return ret;
}
int midend_num_presets(midend *me)
{
if (!me->npresets) {
char *name;
game_params *preset;
while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
if (me->presetsize <= me->npresets) {
me->presetsize = me->npresets + 10;
me->presets = sresize(me->presets, me->presetsize,
game_params *);
me->preset_names = sresize(me->preset_names, me->presetsize,
char *);
me->preset_encodings = sresize(me->preset_encodings,
me->presetsize, char *);
}
me->presets[me->npresets] = preset;
me->preset_names[me->npresets] = name;
me->preset_encodings[me->npresets] =
me->ourgame->encode_params(preset, TRUE);;
me->npresets++;
}
}
{
/*
* Allow environment-based extensions to the preset list by
* defining a variable along the lines of `SOLO_PRESETS=2x3
* Advanced:2x3da'. Colon-separated list of items,
* alternating between textual titles in the menu and
* encoded parameter strings.
*/
char buf[80], *e, *p;
int j, k;
sprintf(buf, "%s_PRESETS", me->ourgame->name);
for (j = k = 0; buf[j]; j++)
if (!isspace((unsigned char)buf[j]))
buf[k++] = toupper((unsigned char)buf[j]);
buf[k] = '\0';
if ((e = getenv(buf)) != NULL) {
p = e = dupstr(e);
while (*p) {
char *name, *val;
game_params *preset;
name = p;
while (*p && *p != ':') p++;
if (*p) *p++ = '\0';
val = p;
while (*p && *p != ':') p++;
if (*p) *p++ = '\0';
preset = me->ourgame->default_params();
me->ourgame->decode_params(preset, val);
if (me->ourgame->validate_params(preset, TRUE)) {
/* Drop this one from the list. */
me->ourgame->free_params(preset);
continue;
}
if (me->presetsize <= me->npresets) {
me->presetsize = me->npresets + 10;
me->presets = sresize(me->presets, me->presetsize,
game_params *);
me->preset_names = sresize(me->preset_names,
me->presetsize, char *);
me->preset_encodings = sresize(me->preset_encodings,
me->presetsize, char *);
}
me->presets[me->npresets] = preset;
me->preset_names[me->npresets] = dupstr(name);
me->preset_encodings[me->npresets] =
me->ourgame->encode_params(preset, TRUE);
me->npresets++;
}
}
}
return me->npresets;
}
void midend_fetch_preset(midend *me, int n,
char **name, game_params **params)
{
assert(n >= 0 && n < me->npresets);
*name = me->preset_names[n];
*params = me->presets[n];
}
int midend_which_preset(midend *me)
{
char *encoding = me->ourgame->encode_params(me->params, TRUE);
int i, ret;
ret = -1;
for (i = 0; i < me->npresets; i++)
if (!strcmp(encoding, me->preset_encodings[i])) {
ret = i;
break;
}
sfree(encoding);
return ret;
}
int midend_wants_statusbar(midend *me)
{
return me->ourgame->wants_statusbar;
}
void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
{
sfree(me->desc);
sfree(me->privdesc);
me->desc = dupstr(desc);
me->privdesc = privdesc ? dupstr(privdesc) : NULL;
}
config_item *midend_get_config(midend *me, int which, char **wintitle)
{
char *titlebuf, *parstr, *rest;
config_item *ret;
char sep;
assert(wintitle);
titlebuf = snewn(40 + strlen(me->ourgame->name), char);
switch (which) {
case CFG_SETTINGS:
sprintf(titlebuf, "%s configuration", me->ourgame->name);
*wintitle = titlebuf;
return me->ourgame->configure(me->params);
case CFG_SEED:
case CFG_DESC:
if (!me->curparams) {
sfree(titlebuf);
return NULL;
}
sprintf(titlebuf, "%s %s selection", me->ourgame->name,
which == CFG_SEED ? "random" : "game");
*wintitle = titlebuf;
ret = snewn(2, config_item);
ret[0].type = C_STRING;
if (which == CFG_SEED)
ret[0].name = "Game random seed";
else
ret[0].name = "Game ID";
ret[0].ival = 0;
/*
* For CFG_DESC the text going in here will be a string
* encoding of the restricted parameters, plus a colon,
* plus the game description. For CFG_SEED it will be the
* full parameters, plus a hash, plus the random seed data.
* Either of these is a valid full game ID (although only
* the former is likely to persist across many code
* changes).
*/
parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
assert(parstr);
if (which == CFG_DESC) {
rest = me->desc ? me->desc : "";
sep = ':';
} else {
rest = me->seedstr ? me->seedstr : "";
sep = '#';
}
ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
sfree(parstr);
ret[1].type = C_END;
ret[1].name = ret[1].sval = NULL;
ret[1].ival = 0;
return ret;
}
assert(!"We shouldn't be here");
return NULL;
}
static char *midend_game_id_int(midend *me, char *id, int defmode)
{
char *error, *par, *desc, *seed;
game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
int free_params;
seed = strchr(id, '#');
desc = strchr(id, ':');
if (desc && (!seed || desc < seed)) {
/*
* We have a colon separating parameters from game
* description. So `par' now points to the parameters
* string, and `desc' to the description string.
*/
*desc++ = '\0';
par = id;
seed = NULL;
} else if (seed && (!desc || seed < desc)) {
/*
* We have a hash separating parameters from random seed.
* So `par' now points to the parameters string, and `seed'
* to the seed string.
*/
*seed++ = '\0';
par = id;
desc = NULL;
} else {
/*
* We only have one string. Depending on `defmode', we take
* it to be either parameters, seed or description.
*/
if (defmode == DEF_SEED) {
seed = id;
par = desc = NULL;
} else if (defmode == DEF_DESC) {
desc = id;
par = seed = NULL;
} else {
par = id;
seed = desc = NULL;
}
}
/*
* We must be reasonably careful here not to modify anything in
* `me' until we have finished validating things. This function
* must either return an error and do nothing to the midend, or
* return success and do everything; nothing in between is
* acceptable.
*/
newcurparams = newparams = oldparams1 = oldparams2 = NULL;
if (par) {
newcurparams = me->ourgame->dup_params(me->params);
me->ourgame->decode_params(newcurparams, par);
error = me->ourgame->validate_params(newcurparams, desc == NULL);
if (error) {
me->ourgame->free_params(newcurparams);
return error;
}
oldparams1 = me->curparams;
/*
* Now filter only the persistent parts of this state into
* the long-term params structure, unless we've _only_
* received a params string in which case the whole lot is
* persistent.
*/
oldparams2 = me->params;
if (seed || desc) {
char *tmpstr;
newparams = me->ourgame->dup_params(me->params);
tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
me->ourgame->decode_params(newparams, tmpstr);
sfree(tmpstr);
} else {
newparams = me->ourgame->dup_params(newcurparams);
}
free_params = TRUE;
} else {
newcurparams = me->curparams;
newparams = me->params;
free_params = FALSE;
}
if (desc) {
error = me->ourgame->validate_desc(newparams, desc);
if (error) {
if (free_params) {
if (newcurparams)
me->ourgame->free_params(newcurparams);
if (newparams)
me->ourgame->free_params(newparams);
}
return error;
}
}
/*
* Now we've got past all possible error points. Update the
* midend itself.
*/
me->params = newparams;
me->curparams = newcurparams;
if (oldparams1)
me->ourgame->free_params(oldparams1);
if (oldparams2)
me->ourgame->free_params(oldparams2);
sfree(me->desc);
sfree(me->privdesc);
me->desc = me->privdesc = NULL;
sfree(me->seedstr);
me->seedstr = NULL;
if (desc) {
me->desc = dupstr(desc);
me->genmode = GOT_DESC;
sfree(me->aux_info);
me->aux_info = NULL;
}
if (seed) {
me->seedstr = dupstr(seed);
me->genmode = GOT_SEED;
}
return NULL;
}
char *midend_game_id(midend *me, char *id)
{
return midend_game_id_int(me, id, DEF_PARAMS);
}
char *midend_get_game_id(midend *me)
{
char *parstr, *ret;
parstr = me->ourgame->encode_params(me->curparams, FALSE);
assert(parstr);
assert(me->desc);
ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
sprintf(ret, "%s:%s", parstr, me->desc);
sfree(parstr);
return ret;
}
char *midend_set_config(midend *me, int which, config_item *cfg)
{
char *error;
game_params *params;
switch (which) {
case CFG_SETTINGS:
params = me->ourgame->custom_params(cfg);
error = me->ourgame->validate_params(params, TRUE);
if (error) {
me->ourgame->free_params(params);
return error;
}
me->ourgame->free_params(me->params);
me->params = params;
break;
case CFG_SEED:
case CFG_DESC:
error = midend_game_id_int(me, cfg[0].sval,
(which == CFG_SEED ? DEF_SEED : DEF_DESC));
if (error)
return error;
break;
}
return NULL;
}
int midend_can_format_as_text_now(midend *me)
{
if (me->ourgame->can_format_as_text_ever)
return me->ourgame->can_format_as_text_now(me->params);
else
return FALSE;
}
char *midend_text_format(midend *me)
{
if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
me->ourgame->can_format_as_text_now(me->params))
return me->ourgame->text_format(me->states[me->statepos-1].state);
else
return NULL;
}
char *midend_solve(midend *me)
{
game_state *s;
char *msg, *movestr;
if (!me->ourgame->can_solve)
return "This game does not support the Solve operation";
if (me->statepos < 1)
return "No game set up to solve"; /* _shouldn't_ happen! */
msg = NULL;
movestr = me->ourgame->solve(me->states[0].state,
me->states[me->statepos-1].state,
me->aux_info, &msg);
if (!movestr) {
if (!msg)
msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
return msg;
}
s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
assert(s);
/*
* Now enter the solved state as the next move.
*/
midend_stop_anim(me);
while (me->nstates > me->statepos) {
me->ourgame->free_game(me->states[--me->nstates].state);
if (me->states[me->nstates].movestr)
sfree(me->states[me->nstates].movestr);
}
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = movestr;
me->states[me->nstates].movetype = SOLVE;
me->statepos = ++me->nstates;
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
me->dir = +1;
if (me->ourgame->flags & SOLVE_ANIMATES) {
me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
me->anim_time =
me->ourgame->anim_length(me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
+1, me->ui);
me->anim_pos = 0.0;
} else {
me->anim_time = 0.0;
midend_finish_move(me);
}
midend_redraw(me);
midend_set_timer(me);
return NULL;
}
char *midend_rewrite_statusbar(midend *me, char *text)
{
/*
* An important special case is that we are occasionally called
* with our own laststatus, to update the timer.
*/
if (me->laststatus != text) {
sfree(me->laststatus);
me->laststatus = dupstr(text);
}
if (me->ourgame->is_timed) {
char timebuf[100], *ret;
int min, sec;
sec = me->elapsed;
min = sec / 60;
sec %= 60;
sprintf(timebuf, "[%d:%02d] ", min, sec);
ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
strcpy(ret, timebuf);
strcat(ret, text);
return ret;
} else {
return dupstr(text);
}
}
#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
#define SERIALISE_VERSION "1"
void midend_serialise(midend *me,
void (*write)(void *ctx, void *buf, int len),
void *wctx)
{
int i;
/*
* Each line of the save file contains three components. First
* exactly 8 characters of header word indicating what type of
* data is contained on the line; then a colon followed by a
* decimal integer giving the length of the main string on the
* line; then a colon followed by the string itself (exactly as
* many bytes as previously specified, no matter what they
* contain). Then a newline (of reasonably flexible form).
*/
#define wr(h,s) do { \
char hbuf[80]; \
char *str = (s); \
sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
write(wctx, hbuf, strlen(hbuf)); \
write(wctx, str, strlen(str)); \
write(wctx, "\n", 1); \
} while (0)
/*
* Magic string identifying the file, and version number of the
* file format.
*/
wr("SAVEFILE", SERIALISE_MAGIC);
wr("VERSION", SERIALISE_VERSION);
/*
* The game name. (Copied locally to avoid const annoyance.)
*/
{
char *s = dupstr(me->ourgame->name);
wr("GAME", s);
sfree(s);
}
/*
* The current long-term parameters structure, in full.
*/
if (me->params) {
char *s = me->ourgame->encode_params(me->params, TRUE);
wr("PARAMS", s);
sfree(s);
}
/*
* The current short-term parameters structure, in full.
*/
if (me->curparams) {
char *s = me->ourgame->encode_params(me->curparams, TRUE);
wr("CPARAMS", s);
sfree(s);
}
/*
* The current game description, the privdesc, and the random seed.
*/
if (me->seedstr)
wr("SEED", me->seedstr);
if (me->desc)
wr("DESC", me->desc);
if (me->privdesc)
wr("PRIVDESC", me->privdesc);
/*
* The game's aux_info. We obfuscate this to prevent spoilers
* (people are likely to run `head' or similar on a saved game
* file simply to find out what it is, and don't necessarily
* want to be told the answer to the puzzle!)
*/
if (me->aux_info) {
unsigned char *s1;
char *s2;
int len;
len = strlen(me->aux_info);
s1 = snewn(len, unsigned char);
memcpy(s1, me->aux_info, len);
obfuscate_bitmap(s1, len*8, FALSE);
s2 = bin2hex(s1, len);
wr("AUXINFO", s2);
sfree(s2);
sfree(s1);
}
/*
* Any required serialisation of the game_ui.
*/
if (me->ui) {
char *s = me->ourgame->encode_ui(me->ui);
if (s) {
wr("UI", s);
sfree(s);
}
}
/*
* The game time, if it's a timed game.
*/
if (me->ourgame->is_timed) {
char buf[80];
sprintf(buf, "%g", me->elapsed);
wr("TIME", buf);
}
/*
* The length of, and position in, the states list.
*/
{
char buf[80];
sprintf(buf, "%d", me->nstates);
wr("NSTATES", buf);
sprintf(buf, "%d", me->statepos);
wr("STATEPOS", buf);
}
/*
* For each state after the initial one (which we know is
* constructed from either privdesc or desc), enough
* information for execute_move() to reconstruct it from the
* previous one.
*/
for (i = 1; i < me->nstates; i++) {
assert(me->states[i].movetype != NEWGAME); /* only state 0 */
switch (me->states[i].movetype) {
case MOVE:
wr("MOVE", me->states[i].movestr);
break;
case SOLVE:
wr("SOLVE", me->states[i].movestr);
break;
case RESTART:
wr("RESTART", me->states[i].movestr);
break;
}
}
#undef wr
}
/*
* This function returns NULL on success, or an error message.
*/
char *midend_deserialise(midend *me,
int (*read)(void *ctx, void *buf, int len),
void *rctx)
{
int nstates = 0, statepos = -1, gotstates = 0;
int started = FALSE;
int i;
char *val = NULL;
/* Initially all errors give the same report */
char *ret = "Data does not appear to be a saved game file";
/*
* We construct all the new state in local variables while we
* check its sanity. Only once we have finished reading the
* serialised data and detected no errors at all do we start
* modifying stuff in the midend passed in.
*/
char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
float elapsed = 0.0F;
game_params *params = NULL, *cparams = NULL;
game_ui *ui = NULL;
struct midend_state_entry *states = NULL;
/*
* Loop round and round reading one key/value pair at a time
* from the serialised stream, until we have enough game states
* to finish.
*/
while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
char key[9], c;
int len;
do {
if (!read(rctx, key, 1)) {
/* unexpected EOF */
goto cleanup;
}
} while (key[0] == '\r' || key[0] == '\n');
if (!read(rctx, key+1, 8)) {
/* unexpected EOF */
goto cleanup;
}
if (key[8] != ':') {
if (started)
ret = "Data was incorrectly formatted for a saved game file";
goto cleanup;
}
len = strcspn(key, ": ");
assert(len <= 8);
key[len] = '\0';
len = 0;
while (1) {
if (!read(rctx, &c, 1)) {
/* unexpected EOF */
goto cleanup;
}
if (c == ':') {
break;
} else if (c >= '0' && c <= '9') {
len = (len * 10) + (c - '0');
} else {
if (started)
ret = "Data was incorrectly formatted for a"
" saved game file";
goto cleanup;
}
}
val = snewn(len+1, char);
if (!read(rctx, val, len)) {
if (started)
goto cleanup;
}
val[len] = '\0';
if (!started) {
if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
/* ret already has the right message in it */
goto cleanup;
}
/* Now most errors are this one, unless otherwise specified */
ret = "Saved data ended unexpectedly";
started = TRUE;
} else {
if (!strcmp(key, "VERSION")) {
if (strcmp(val, SERIALISE_VERSION)) {
ret = "Cannot handle this version of the saved game"
" file format";
goto cleanup;
}
} else if (!strcmp(key, "GAME")) {
if (strcmp(val, me->ourgame->name)) {
ret = "Save file is from a different game";
goto cleanup;
}
} else if (!strcmp(key, "PARAMS")) {
sfree(parstr);
parstr = val;
val = NULL;
} else if (!strcmp(key, "CPARAMS")) {
sfree(cparstr);
cparstr = val;
val = NULL;
} else if (!strcmp(key, "SEED")) {
sfree(seed);
seed = val;
val = NULL;
} else if (!strcmp(key, "DESC")) {
sfree(desc);
desc = val;
val = NULL;
} else if (!strcmp(key, "PRIVDESC")) {
sfree(privdesc);
privdesc = val;
val = NULL;
} else if (!strcmp(key, "AUXINFO")) {
unsigned char *tmp;
int len = strlen(val) / 2; /* length in bytes */
tmp = hex2bin(val, len);
obfuscate_bitmap(tmp, len*8, TRUE);
sfree(auxinfo);
auxinfo = snewn(len + 1, char);
memcpy(auxinfo, tmp, len);
auxinfo[len] = '\0';
sfree(tmp);
} else if (!strcmp(key, "UI")) {
sfree(uistr);
uistr = val;
val = NULL;
} else if (!strcmp(key, "TIME")) {
elapsed = atof(val);
} else if (!strcmp(key, "NSTATES")) {
nstates = atoi(val);
if (nstates <= 0) {
ret = "Number of states in save file was negative";
goto cleanup;
}
if (states) {
ret = "Two state counts provided in save file";
goto cleanup;
}
states = snewn(nstates, struct midend_state_entry);
for (i = 0; i < nstates; i++) {
states[i].state = NULL;
states[i].movestr = NULL;
states[i].movetype = NEWGAME;
}
} else if (!strcmp(key, "STATEPOS")) {
statepos = atoi(val);
} else if (!strcmp(key, "MOVE")) {
gotstates++;
states[gotstates].movetype = MOVE;
states[gotstates].movestr = val;
val = NULL;
} else if (!strcmp(key, "SOLVE")) {
gotstates++;
states[gotstates].movetype = SOLVE;
states[gotstates].movestr = val;
val = NULL;
} else if (!strcmp(key, "RESTART")) {
gotstates++;
states[gotstates].movetype = RESTART;
states[gotstates].movestr = val;
val = NULL;
}
}
sfree(val);
val = NULL;
}
params = me->ourgame->default_params();
me->ourgame->decode_params(params, parstr);
if (me->ourgame->validate_params(params, TRUE)) {
ret = "Long-term parameters in save file are invalid";
goto cleanup;
}
cparams = me->ourgame->default_params();
me->ourgame->decode_params(cparams, cparstr);
if (me->ourgame->validate_params(cparams, FALSE)) {
ret = "Short-term parameters in save file are invalid";
goto cleanup;
}
if (seed && me->ourgame->validate_params(cparams, TRUE)) {
/*
* The seed's no use with this version, but we can perfectly
* well use the rest of the data.
*/
sfree(seed);
seed = NULL;
}
if (!desc) {
ret = "Game description in save file is missing";
goto cleanup;
} else if (me->ourgame->validate_desc(params, desc)) {
ret = "Game description in save file is invalid";
goto cleanup;
}
if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
ret = "Game private description in save file is invalid";
goto cleanup;
}
if (statepos < 0 || statepos >= nstates) {
ret = "Game position in save file is out of range";
}
states[0].state = me->ourgame->new_game(me, params,
privdesc ? privdesc : desc);
for (i = 1; i < nstates; i++) {
assert(states[i].movetype != NEWGAME);
switch (states[i].movetype) {
case MOVE:
case SOLVE:
states[i].state = me->ourgame->execute_move(states[i-1].state,
states[i].movestr);
if (states[i].state == NULL) {
ret = "Save file contained an invalid move";
goto cleanup;
}
break;
case RESTART:
if (me->ourgame->validate_desc(params, states[i].movestr)) {
ret = "Save file contained an invalid restart move";
goto cleanup;
}
states[i].state = me->ourgame->new_game(me, params,
states[i].movestr);
break;
}
}
ui = me->ourgame->new_ui(states[0].state);
me->ourgame->decode_ui(ui, uistr);
/*
* Now we've run out of possible error conditions, so we're
* ready to start overwriting the real data in the current
* midend. We'll do this by swapping things with the local
* variables, so that the same cleanup code will free the old
* stuff.
*/
{
char *tmp;
tmp = me->desc;
me->desc = desc;
desc = tmp;
tmp = me->privdesc;
me->privdesc = privdesc;
privdesc = tmp;
tmp = me->seedstr;
me->seedstr = seed;
seed = tmp;
tmp = me->aux_info;
me->aux_info = auxinfo;
auxinfo = tmp;
}
me->genmode = GOT_NOTHING;
me->statesize = nstates;
nstates = me->nstates;
me->nstates = me->statesize;
{
struct midend_state_entry *tmp;
tmp = me->states;
me->states = states;
states = tmp;
}
me->statepos = statepos;
{
game_params *tmp;
tmp = me->params;
me->params = params;
params = tmp;
tmp = me->curparams;
me->curparams = cparams;
cparams = tmp;
}
me->oldstate = NULL;
me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
me->dir = 0;
{
game_ui *tmp;
tmp = me->ui;
me->ui = ui;
ui = tmp;
}
me->elapsed = elapsed;
me->pressed_mouse_button = 0;
midend_set_timer(me);
if (me->drawstate)
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate =
me->ourgame->new_drawstate(me->drawing,
me->states[me->statepos-1].state);
midend_size_new_drawstate(me);
ret = NULL; /* success! */
cleanup:
sfree(val);
sfree(seed);
sfree(parstr);
sfree(cparstr);
sfree(desc);
sfree(privdesc);
sfree(auxinfo);
sfree(uistr);
if (params)
me->ourgame->free_params(params);
if (cparams)
me->ourgame->free_params(cparams);
if (ui)
me->ourgame->free_ui(ui);
if (states) {
int i;
for (i = 0; i < nstates; i++) {
if (states[i].state)
me->ourgame->free_game(states[i].state);
sfree(states[i].movestr);
}
sfree(states);
}
return ret;
}
char *midend_print_puzzle(midend *me, document *doc, int with_soln)
{
game_state *soln = NULL;
if (me->statepos < 1)
return "No game set up to print";/* _shouldn't_ happen! */
if (with_soln) {
char *msg, *movestr;
if (!me->ourgame->can_solve)
return "This game does not support the Solve operation";
msg = "Solve operation failed";/* game _should_ overwrite on error */
movestr = me->ourgame->solve(me->states[0].state,
me->states[me->statepos-1].state,
me->aux_info, &msg);
if (!movestr)
return msg;
soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
movestr);
assert(soln);
sfree(movestr);
} else
soln = NULL;
/*
* This call passes over ownership of the two game_states and
* the game_params. Hence we duplicate the ones we want to
* keep, and we don't have to bother freeing soln if it was
* non-NULL.
*/
document_add_puzzle(doc, me->ourgame,
me->ourgame->dup_params(me->curparams),
me->ourgame->dup_game(me->states[0].state), soln);
return NULL;
}