ref: d7febe24f9e9b98424eacb9a1c7a542f95a360c3
dir: /midend.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(); /* * Allow environment-based changing of the default settings by * defining a variable along the lines of `NET_DEFAULT=25x25w' * in which the value is an encoded parameter string. */ { char buf[80], *e; int j, k; sprintf(buf, "%s_DEFAULT", me->ourgame->name); for (j = k = 0; buf[j]; j++) if (!isspace((unsigned char)buf[j])) buf[k++] = toupper((unsigned char)buf[j]); buf[k] = '\0'; if ((e = getenv(buf)) != NULL) me->ourgame->decode_params(me->params, e); } me->curparams = NULL; me->desc = me->privdesc = NULL; me->seedstr = NULL; me->aux_info = NULL; me->genmode = GOT_NOTHING; me->drawstate = NULL; me->oldstate = NULL; me->presets = NULL; me->preset_names = NULL; me->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_purge_states(midend *me) { while (me->nstates > me->statepos) { me->ourgame->free_game(me->states[--me->nstates].state); if (me->states[me->nstates].movestr) sfree(me->states[me->nstates].movestr); } } static void midend_free_game(midend *me) { while (me->nstates > 0) { me->nstates--; me->ourgame->free_game(me->states[me->nstates].state); sfree(me->states[me->nstates].movestr); } if (me->drawstate) me->ourgame->free_drawstate(me->drawing, me->drawstate); } 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; } int midend_tilesize(midend *me) { return me->tilesize; } void midend_set_params(midend *me, game_params *params) { me->ourgame->free_params(me->params); me->params = me->ourgame->dup_params(params); } 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' + (char)random_upto(me->random, 9); for (i = 1; i < 15; i++) newseed[i] = '0' + (char)random_upto(me->random, 10); sfree(me->seedstr); me->seedstr = dupstr(newseed); if (me->curparams) me->ourgame->free_params(me->curparams); me->curparams = me->ourgame->dup_params(me->params); } sfree(me->desc); 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); /* * As part of our commitment to self-testing, test the aux * string to make sure nothing ghastly went wrong. */ if (me->ourgame->can_solve && me->aux_info) { game_state *s; char *msg, *movestr; msg = NULL; movestr = me->ourgame->solve(me->states[0].state, me->states[0].state, me->aux_info, &msg); assert(movestr && !msg); s = me->ourgame->execute_move(me->states[0].state, movestr); assert(s); me->ourgame->free_game(s); sfree(movestr); } me->states[me->nstates].movestr = NULL; me->states[me->nstates].movetype = NEWGAME; me->nstates++; me->statepos = 1; me->drawstate = me->ourgame->new_drawstate(me->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; } int midend_can_undo(midend *me) { return (me->statepos > 1); } int midend_can_redo(midend *me) { return (me->statepos < me->nstates); } 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); midend_purge_states(me); ensure(me); me->states[me->nstates].state = s; me->states[me->nstates].movestr = dupstr(me->desc); me->states[me->nstates].movetype = RESTART; me->statepos = ++me->nstates; if (me->ui) me->ourgame->changed_state(me->ui, me->states[me->statepos-2].state, me->states[me->statepos-1].state); me->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 == '\x13' && me->ourgame->can_solve) { if (midend_solve(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); midend_purge_states(me); 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; /* * Normalise both backspace characters (8 and 127) to \b. Easier * to do this once, here, than to require all front ends to * carefully generate the same one - now each front end can * generate whichever is easiest. */ if (button == '\177') button = '\b'; /* * Now send on the event we originally received. */ 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 / 255.0F; ret[i*3 + 1] = g / 255.0F; ret[i*3 + 2] = b / 255.0F; } } } 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++; } sfree(e); } } 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); midend_purge_states(me); 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); } if (me->drawing) midend_redraw(me); midend_set_timer(me); return NULL; } int midend_status(midend *me) { /* * We should probably never be called when the state stack has no * states on it at all - ideally, midends should never be left in * that state for long enough to get put down and forgotten about. * But if we are, I think we return _true_ - pedantically speaking * a midend in that state is 'vacuously solved', and more * practically, a user whose midend has been left in that state * probably _does_ want the 'new game' option to be prominent. */ if (me->statepos == 0) return +1; return me->ourgame->status(me->states[me->statepos-1].state); } char *midend_rewrite_statusbar(midend *me, char *text) { /* * An important special case is that we are occasionally called * with our own laststatus, to update the timer. */ if (me->laststatus != text) { sfree(me->laststatus); me->laststatus = dupstr(text); } if (me->ourgame->is_timed) { char timebuf[100], *ret; int min, sec; sec = (int)me->elapsed; min = sec / 60; sec %= 60; sprintf(timebuf, "[%d:%02d] ", min, sec); ret = snewn(strlen(timebuf) + strlen(text) + 1, char); strcpy(ret, timebuf); strcat(ret, text); return ret; } else { return dupstr(text); } } #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection" #define SERIALISE_VERSION "1" void midend_serialise(midend *me, void (*write)(void *ctx, void *buf, int len), void *wctx) { int i; /* * Each line of the save file contains three components. First * exactly 8 characters of header word indicating what type of * data is contained on the line; then a colon followed by a * decimal integer giving the length of the main string on the * line; then a colon followed by the string itself (exactly as * many bytes as previously specified, no matter what they * contain). Then a newline (of reasonably flexible form). */ #define wr(h,s) do { \ char hbuf[80]; \ char *str = (s); \ 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 = (float)atof(val); } else if (!strcmp(key, "NSTATES")) { nstates = atoi(val); if (nstates <= 0) { ret = "Number of states in save file was negative"; goto cleanup; } if (states) { ret = "Two state counts provided in save file"; goto cleanup; } states = snewn(nstates, struct midend_state_entry); for (i = 0; i < nstates; i++) { states[i].state = NULL; states[i].movestr = NULL; states[i].movetype = NEWGAME; } } else if (!strcmp(key, "STATEPOS")) { statepos = atoi(val); } else if (!strcmp(key, "MOVE")) { gotstates++; states[gotstates].movetype = MOVE; states[gotstates].movestr = val; val = NULL; } else if (!strcmp(key, "SOLVE")) { gotstates++; states[gotstates].movetype = SOLVE; states[gotstates].movestr = val; val = NULL; } else if (!strcmp(key, "RESTART")) { gotstates++; states[gotstates].movetype = RESTART; states[gotstates].movestr = val; val = NULL; } } sfree(val); val = NULL; } params = me->ourgame->default_params(); me->ourgame->decode_params(params, parstr); if (me->ourgame->validate_params(params, TRUE)) { ret = "Long-term parameters in save file are invalid"; goto cleanup; } cparams = me->ourgame->default_params(); me->ourgame->decode_params(cparams, cparstr); if (me->ourgame->validate_params(cparams, FALSE)) { ret = "Short-term parameters in save file are invalid"; goto cleanup; } if (seed && me->ourgame->validate_params(cparams, TRUE)) { /* * The seed's no use with this version, but we can perfectly * well use the rest of the data. */ sfree(seed); seed = NULL; } if (!desc) { ret = "Game description in save file is missing"; goto cleanup; } else if (me->ourgame->validate_desc(params, desc)) { ret = "Game description in save file is invalid"; goto cleanup; } if (privdesc && me->ourgame->validate_desc(params, privdesc)) { ret = "Game private description in save file is invalid"; goto cleanup; } if (statepos < 0 || statepos >= nstates) { ret = "Game position in save file is out of range"; } states[0].state = me->ourgame->new_game(me, params, privdesc ? privdesc : desc); for (i = 1; i < nstates; i++) { assert(states[i].movetype != NEWGAME); switch (states[i].movetype) { case MOVE: case SOLVE: states[i].state = me->ourgame->execute_move(states[i-1].state, states[i].movestr); if (states[i].state == NULL) { ret = "Save file contained an invalid move"; goto cleanup; } break; case RESTART: if (me->ourgame->validate_desc(params, states[i].movestr)) { ret = "Save file contained an invalid restart move"; goto cleanup; } states[i].state = me->ourgame->new_game(me, params, states[i].movestr); break; } } ui = me->ourgame->new_ui(states[0].state); me->ourgame->decode_ui(ui, uistr); /* * Now we've run out of possible error conditions, so we're * ready to start overwriting the real data in the current * midend. We'll do this by swapping things with the local * variables, so that the same cleanup code will free the old * stuff. */ { char *tmp; tmp = me->desc; me->desc = desc; desc = tmp; tmp = me->privdesc; me->privdesc = privdesc; privdesc = tmp; tmp = me->seedstr; me->seedstr = seed; seed = tmp; tmp = me->aux_info; me->aux_info = auxinfo; auxinfo = tmp; } me->genmode = GOT_NOTHING; me->statesize = nstates; nstates = me->nstates; me->nstates = me->statesize; { struct midend_state_entry *tmp; tmp = me->states; me->states = states; states = tmp; } me->statepos = statepos; { game_params *tmp; tmp = me->params; me->params = params; params = tmp; tmp = me->curparams; me->curparams = cparams; cparams = tmp; } me->oldstate = NULL; me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F; me->dir = 0; { game_ui *tmp; tmp = me->ui; me->ui = ui; ui = tmp; } me->elapsed = elapsed; me->pressed_mouse_button = 0; midend_set_timer(me); if (me->drawstate) me->ourgame->free_drawstate(me->drawing, me->drawstate); me->drawstate = me->ourgame->new_drawstate(me->drawing, me->states[me->statepos-1].state); midend_size_new_drawstate(me); 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; }