2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/quit.
16 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
18 enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
20 #define special(type) ( (type) != MOVE )
22 struct midend_state_entry {
33 game_params **presets;
34 char **preset_names, **preset_encodings;
35 int npresets, presetsize;
38 * `desc' and `privdesc' deserve a comment.
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
59 char *desc, *privdesc, *seedstr;
61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
66 game_params *params, *curparams;
67 game_drawstate *drawstate;
71 float anim_time, anim_pos;
72 float flash_time, flash_pos;
81 int pressed_mouse_button;
83 int preferred_tilesize, tilesize, winwidth, winheight;
86 #define ensure(me) do { \
87 if ((me)->nstates >= (me)->statesize) { \
88 (me)->statesize = (me)->nstates + 128; \
89 (me)->states = sresize((me)->states, (me)->statesize, \
90 struct midend_state_entry); \
94 midend *midend_new(frontend *fe, const game *ourgame,
95 const drawing_api *drapi, void *drhandle)
97 midend *me = snew(midend);
101 get_random_seed(&randseed, &randseedsize);
104 me->ourgame = ourgame;
105 me->random = random_new(randseed, randseedsize);
106 me->nstates = me->statesize = me->statepos = 0;
108 me->params = ourgame->default_params();
109 me->curparams = NULL;
110 me->desc = me->privdesc = NULL;
113 me->genmode = GOT_NOTHING;
114 me->drawstate = NULL;
117 me->preset_names = NULL;
118 me->preset_encodings = NULL;
119 me->npresets = me->presetsize = 0;
120 me->anim_time = me->anim_pos = 0.0F;
121 me->flash_time = me->flash_pos = 0.0F;
124 me->pressed_mouse_button = 0;
125 me->laststatus = NULL;
128 me->tilesize = me->winwidth = me->winheight = 0;
130 me->drawing = drawing_new(drapi, me, drhandle);
134 me->preferred_tilesize = ourgame->preferred_tilesize;
137 * Allow an environment-based override for the default tile
138 * size by defining a variable along the lines of
145 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
146 for (j = k = 0; buf[j]; j++)
147 if (!isspace((unsigned char)buf[j]))
148 buf[k++] = toupper((unsigned char)buf[j]);
150 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
151 me->preferred_tilesize = ts;
159 static void midend_purge_states(midend *me)
161 while (me->nstates > me->statepos) {
162 me->ourgame->free_game(me->states[--me->nstates].state);
163 if (me->states[me->nstates].movestr)
164 sfree(me->states[me->nstates].movestr);
168 static void midend_free_game(midend *me)
170 while (me->nstates > 0) {
172 me->ourgame->free_game(me->states[me->nstates].state);
173 sfree(me->states[me->nstates].movestr);
177 me->ourgame->free_drawstate(me->drawing, me->drawstate);
180 void midend_free(midend *me)
184 midend_free_game(me);
187 drawing_free(me->drawing);
188 random_free(me->random);
194 me->ourgame->free_params(me->params);
196 for (i = 0; i < me->npresets; i++) {
197 sfree(me->presets[i]);
198 sfree(me->preset_names[i]);
199 sfree(me->preset_encodings[i]);
202 sfree(me->preset_names);
203 sfree(me->preset_encodings);
206 me->ourgame->free_ui(me->ui);
208 me->ourgame->free_params(me->curparams);
209 sfree(me->laststatus);
213 static void midend_size_new_drawstate(midend *me)
216 * Don't even bother, if we haven't worked out our tile size
219 if (me->tilesize > 0) {
220 me->ourgame->compute_size(me->params, me->tilesize,
221 &me->winwidth, &me->winheight);
222 me->ourgame->set_size(me->drawing, me->drawstate,
223 me->params, me->tilesize);
227 void midend_size(midend *me, int *x, int *y, int user_size)
233 * We can't set the size on the same drawstate twice. So if
234 * we've already sized one drawstate, we must throw it away and
237 if (me->drawstate && me->tilesize > 0) {
238 me->ourgame->free_drawstate(me->drawing, me->drawstate);
239 me->drawstate = me->ourgame->new_drawstate(me->drawing,
240 me->states[0].state);
244 * Find the tile size that best fits within the given space. If
245 * `user_size' is TRUE, we must actually find the _largest_ such
246 * tile size, in order to get as close to the user's explicit
247 * request as possible; otherwise, we bound above at the game's
248 * preferred tile size, so that the game gets what it wants
249 * provided that this doesn't break the constraint from the
250 * front-end (which is likely to be a screen size or similar).
256 me->ourgame->compute_size(me->params, max, &rx, &ry);
257 } while (rx <= *x && ry <= *y);
259 max = me->preferred_tilesize + 1;
263 * Now binary-search between min and max. We're looking for a
264 * boundary rather than a value: the point at which tile sizes
265 * stop fitting within the given dimensions. Thus, we stop when
266 * max and min differ by exactly 1.
268 while (max - min > 1) {
269 int mid = (max + min) / 2;
270 me->ourgame->compute_size(me->params, mid, &rx, &ry);
271 if (rx <= *x && ry <= *y)
278 * Now `min' is a valid size, and `max' isn't. So use `min'.
283 /* If the user requested a change in size, make it permanent. */
284 me->preferred_tilesize = me->tilesize;
285 midend_size_new_drawstate(me);
290 int midend_tilesize(midend *me) { return me->tilesize; }
292 void midend_set_params(midend *me, game_params *params)
294 me->ourgame->free_params(me->params);
295 me->params = me->ourgame->dup_params(params);
298 game_params *midend_get_params(midend *me)
300 return me->ourgame->dup_params(me->params);
303 static void midend_set_timer(midend *me)
305 me->timing = (me->ourgame->is_timed &&
306 me->ourgame->timing_state(me->states[me->statepos-1].state,
308 if (me->timing || me->flash_time || me->anim_time)
309 activate_timer(me->frontend);
311 deactivate_timer(me->frontend);
314 void midend_force_redraw(midend *me)
317 me->ourgame->free_drawstate(me->drawing, me->drawstate);
318 me->drawstate = me->ourgame->new_drawstate(me->drawing,
319 me->states[0].state);
320 midend_size_new_drawstate(me);
324 void midend_new_game(midend *me)
326 midend_free_game(me);
328 assert(me->nstates == 0);
330 if (me->genmode == GOT_DESC) {
331 me->genmode = GOT_NOTHING;
335 if (me->genmode == GOT_SEED) {
336 me->genmode = GOT_NOTHING;
339 * Generate a new random seed. 15 digits comes to about
340 * 48 bits, which should be more than enough.
342 * I'll avoid putting a leading zero on the number,
343 * just in case it confuses anybody who thinks it's
344 * processed as an integer rather than a string.
349 newseed[0] = '1' + (char)random_upto(me->random, 9);
350 for (i = 1; i < 15; i++)
351 newseed[i] = '0' + (char)random_upto(me->random, 10);
353 me->seedstr = dupstr(newseed);
356 me->ourgame->free_params(me->curparams);
357 me->curparams = me->ourgame->dup_params(me->params);
365 rs = random_new(me->seedstr, strlen(me->seedstr));
367 * If this midend has been instantiated without providing a
368 * drawing API, it is non-interactive. This means that it's
369 * being used for bulk game generation, and hence we should
370 * pass the non-interactive flag to new_desc.
372 me->desc = me->ourgame->new_desc(me->curparams, rs,
373 &me->aux_info, (me->drawing != NULL));
381 * It might seem a bit odd that we're using me->params to
382 * create the initial game state, rather than me->curparams
383 * which is better tailored to this specific game and which we
386 * It's supposed to be an invariant in the midend that
387 * me->params and me->curparams differ in no aspect that is
388 * important after generation (i.e. after new_desc()). By
389 * deliberately passing the _less_ specific of these two
390 * parameter sets, we provoke play-time misbehaviour in the
391 * case where a game has failed to encode a play-time parameter
392 * in the non-full version of encode_params().
394 me->states[me->nstates].state =
395 me->ourgame->new_game(me, me->params, me->desc);
398 * As part of our commitment to self-testing, test the aux
399 * string to make sure nothing ghastly went wrong.
401 if (me->ourgame->can_solve && me->aux_info) {
406 movestr = me->ourgame->solve(me->states[0].state,
409 assert(movestr && !msg);
410 s = me->ourgame->execute_move(me->states[0].state, movestr);
412 me->ourgame->free_game(s);
416 me->states[me->nstates].movestr = NULL;
417 me->states[me->nstates].movetype = NEWGAME;
420 me->drawstate = me->ourgame->new_drawstate(me->drawing,
421 me->states[0].state);
422 midend_size_new_drawstate(me);
425 me->ourgame->free_ui(me->ui);
426 me->ui = me->ourgame->new_ui(me->states[0].state);
427 midend_set_timer(me);
428 me->pressed_mouse_button = 0;
431 static int midend_undo(midend *me)
433 if (me->statepos > 1) {
435 me->ourgame->changed_state(me->ui,
436 me->states[me->statepos-1].state,
437 me->states[me->statepos-2].state);
445 static int midend_redo(midend *me)
447 if (me->statepos < me->nstates) {
449 me->ourgame->changed_state(me->ui,
450 me->states[me->statepos-1].state,
451 me->states[me->statepos].state);
459 static void midend_finish_move(midend *me)
464 * We do not flash if the later of the two states is special.
465 * This covers both forward Solve moves and backward (undone)
468 if ((me->oldstate || me->statepos > 1) &&
469 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
470 (me->dir < 0 && me->statepos < me->nstates &&
471 !special(me->states[me->statepos].movetype)))) {
472 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
473 me->states[me->statepos-2].state,
474 me->states[me->statepos-1].state,
475 me->oldstate ? me->dir : +1,
478 me->flash_pos = 0.0F;
479 me->flash_time = flashtime;
484 me->ourgame->free_game(me->oldstate);
486 me->anim_pos = me->anim_time = 0;
489 midend_set_timer(me);
492 void midend_stop_anim(midend *me)
494 if (me->oldstate || me->anim_time != 0) {
495 midend_finish_move(me);
500 void midend_restart_game(midend *me)
504 midend_stop_anim(me);
506 assert(me->statepos >= 1);
507 if (me->statepos == 1)
508 return; /* no point doing anything at all! */
511 * During restart, we reconstruct the game from the (public)
512 * game description rather than from states[0], because that
513 * way Mines gets slightly more sensible behaviour (restart
514 * goes to _after_ the first click so you don't have to
515 * remember where you clicked).
517 s = me->ourgame->new_game(me, me->params, me->desc);
520 * Now enter the restarted state as the next move.
522 midend_stop_anim(me);
523 midend_purge_states(me);
525 me->states[me->nstates].state = s;
526 me->states[me->nstates].movestr = dupstr(me->desc);
527 me->states[me->nstates].movetype = RESTART;
528 me->statepos = ++me->nstates;
530 me->ourgame->changed_state(me->ui,
531 me->states[me->statepos-2].state,
532 me->states[me->statepos-1].state);
534 midend_finish_move(me);
536 midend_set_timer(me);
539 static int midend_really_process_key(midend *me, int x, int y, int button)
541 game_state *oldstate =
542 me->ourgame->dup_game(me->states[me->statepos - 1].state);
543 int type = MOVE, gottype = FALSE, ret = 1;
549 me->ourgame->interpret_move(me->states[me->statepos-1].state,
550 me->ui, me->drawstate, x, y, button);
553 if (button == 'n' || button == 'N' || button == '\x0E') {
554 midend_stop_anim(me);
557 goto done; /* never animate */
558 } else if (button == 'u' || button == 'u' ||
559 button == '\x1A' || button == '\x1F') {
560 midend_stop_anim(me);
561 type = me->states[me->statepos-1].movetype;
563 if (!midend_undo(me))
565 } else if (button == 'r' || button == 'R' ||
566 button == '\x12' || button == '\x19') {
567 midend_stop_anim(me);
568 if (!midend_redo(me))
570 } else if (button == '\x13' && me->ourgame->can_solve) {
571 if (midend_solve(me))
573 } else if (button == 'q' || button == 'Q' || button == '\x11') {
580 s = me->states[me->statepos-1].state;
582 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
587 if (s == me->states[me->statepos-1].state) {
589 * make_move() is allowed to return its input state to
590 * indicate that although no move has been made, the UI
591 * state has been updated and a redraw is called for.
594 midend_set_timer(me);
597 midend_stop_anim(me);
598 midend_purge_states(me);
600 assert(movestr != NULL);
601 me->states[me->nstates].state = s;
602 me->states[me->nstates].movestr = movestr;
603 me->states[me->nstates].movetype = MOVE;
604 me->statepos = ++me->nstates;
607 me->ourgame->changed_state(me->ui,
608 me->states[me->statepos-2].state,
609 me->states[me->statepos-1].state);
616 type = me->states[me->statepos-1].movetype;
619 * See if this move requires an animation.
621 if (special(type) && !(type == SOLVE &&
622 (me->ourgame->flags & SOLVE_ANIMATES))) {
625 anim_time = me->ourgame->anim_length(oldstate,
626 me->states[me->statepos-1].state,
630 me->oldstate = oldstate; oldstate = NULL;
632 me->anim_time = anim_time;
635 midend_finish_move(me);
641 midend_set_timer(me);
644 if (oldstate) me->ourgame->free_game(oldstate);
648 int midend_process_key(midend *me, int x, int y, int button)
653 * Harmonise mouse drag and release messages.
655 * Some front ends might accidentally switch from sending, say,
656 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
657 * drag. (This can happen on the Mac, for example, since
658 * RIGHT_DRAG is usually done using Command+drag, and if the
659 * user accidentally releases Command half way through the drag
660 * then there will be trouble.)
662 * It would be an O(number of front ends) annoyance to fix this
663 * in the front ends, but an O(number of back ends) annoyance
664 * to have each game capable of dealing with it. Therefore, we
665 * fix it _here_ in the common midend code so that it only has
668 * The possible ways in which things can go screwy in the front
671 * - in a system containing multiple physical buttons button
672 * presses can inadvertently overlap. We can see ABab (caps
673 * meaning button-down and lowercase meaning button-up) when
674 * the user had semantically intended AaBb.
676 * - in a system where one button is simulated by means of a
677 * modifier key and another button, buttons can mutate
678 * between press and release (possibly during drag). So we
679 * can see Ab instead of Aa.
681 * Definite requirements are:
683 * - button _presses_ must never be invented or destroyed. If
684 * the user presses two buttons in succession, the button
685 * presses must be transferred to the backend unchanged. So
686 * if we see AaBb , that's fine; if we see ABab (the button
687 * presses inadvertently overlapped) we must somehow
688 * `correct' it to AaBb.
690 * - every mouse action must end up looking like a press, zero
691 * or more drags, then a release. This allows back ends to
692 * make the _assumption_ that incoming mouse data will be
693 * sane in this regard, and not worry about the details.
695 * So my policy will be:
697 * - treat any button-up as a button-up for the currently
698 * pressed button, or ignore it if there is no currently
701 * - treat any drag as a drag for the currently pressed
702 * button, or ignore it if there is no currently pressed
705 * - if we see a button-down while another button is currently
706 * pressed, invent a button-up for the first one and then
707 * pass the button-down through as before.
709 * 2005-05-31: An addendum to the above. Some games might want
710 * a `priority order' among buttons, such that if one button is
711 * pressed while another is down then a fixed one of the
712 * buttons takes priority no matter what order they're pressed
713 * in. Mines, in particular, wants to treat a left+right click
714 * like a left click for the benefit of users of other
715 * implementations. So the last of the above points is modified
716 * in the presence of an (optional) button priority order.
718 * A further addition: we translate certain keyboard presses to
719 * cursor key 'select' buttons, so that a) frontends don't have
720 * to translate these themselves (like they do for CURSOR_UP etc),
721 * and b) individual games don't have to hard-code button presses
722 * of '\n' etc for keyboard-based cursors. The choice of buttons
723 * here could eventually be controlled by a runtime configuration
726 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
727 if (me->pressed_mouse_button) {
728 if (IS_MOUSE_DRAG(button)) {
729 button = me->pressed_mouse_button +
730 (LEFT_DRAG - LEFT_BUTTON);
732 button = me->pressed_mouse_button +
733 (LEFT_RELEASE - LEFT_BUTTON);
736 return ret; /* ignore it */
737 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
739 * If the new button has lower priority than the old one,
740 * don't bother doing this.
742 if (me->ourgame->flags &
743 BUTTON_BEATS(me->pressed_mouse_button, button))
744 return ret; /* just ignore it */
747 * Fabricate a button-up for the previously pressed button.
749 ret = ret && midend_really_process_key
750 (me, x, y, (me->pressed_mouse_button +
751 (LEFT_RELEASE - LEFT_BUTTON)));
755 * Translate keyboard presses to cursor selection.
757 if (button == '\n' || button == '\r')
758 button = CURSOR_SELECT;
760 button = CURSOR_SELECT2;
763 * Normalise both backspace characters (8 and 127) to \b. Easier
764 * to do this once, here, than to require all front ends to
765 * carefully generate the same one - now each front end can
766 * generate whichever is easiest.
768 if (button == '\177')
772 * Now send on the event we originally received.
774 ret = ret && midend_really_process_key(me, x, y, button);
777 * And update the currently pressed button.
779 if (IS_MOUSE_RELEASE(button))
780 me->pressed_mouse_button = 0;
781 else if (IS_MOUSE_DOWN(button))
782 me->pressed_mouse_button = button;
787 void midend_redraw(midend *me)
791 if (me->statepos > 0 && me->drawstate) {
792 start_draw(me->drawing);
793 if (me->oldstate && me->anim_time > 0 &&
794 me->anim_pos < me->anim_time) {
795 assert(me->dir != 0);
796 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
797 me->states[me->statepos-1].state, me->dir,
798 me->ui, me->anim_pos, me->flash_pos);
800 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
801 me->states[me->statepos-1].state, +1 /*shrug*/,
802 me->ui, 0.0, me->flash_pos);
804 end_draw(me->drawing);
809 * Nasty hacky function used to implement the --redo option in
810 * gtk.c. Only used for generating the puzzles' icons.
812 void midend_freeze_timer(midend *me, float tprop)
814 me->anim_pos = me->anim_time * tprop;
816 deactivate_timer(me->frontend);
819 void midend_timer(midend *me, float tplus)
821 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
823 me->anim_pos += tplus;
824 if (me->anim_pos >= me->anim_time ||
825 me->anim_time == 0 || !me->oldstate) {
826 if (me->anim_time > 0)
827 midend_finish_move(me);
830 me->flash_pos += tplus;
831 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
832 me->flash_pos = me->flash_time = 0;
839 float oldelapsed = me->elapsed;
840 me->elapsed += tplus;
841 if ((int)oldelapsed != (int)me->elapsed)
842 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
845 midend_set_timer(me);
848 float *midend_colours(midend *me, int *ncolours)
852 ret = me->ourgame->colours(me->frontend, ncolours);
858 * Allow environment-based overrides for the standard
859 * colours by defining variables along the lines of
860 * `NET_COLOUR_4=6000c0'.
863 for (i = 0; i < *ncolours; i++) {
865 unsigned int r, g, b;
868 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
869 for (j = k = 0; buf[j]; j++)
870 if (!isspace((unsigned char)buf[j]))
871 buf[k++] = toupper((unsigned char)buf[j]);
873 if ((e = getenv(buf)) != NULL &&
874 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
875 ret[i*3 + 0] = r / 255.0F;
876 ret[i*3 + 1] = g / 255.0F;
877 ret[i*3 + 2] = b / 255.0F;
885 int midend_num_presets(midend *me)
891 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
892 if (me->presetsize <= me->npresets) {
893 me->presetsize = me->npresets + 10;
894 me->presets = sresize(me->presets, me->presetsize,
896 me->preset_names = sresize(me->preset_names, me->presetsize,
898 me->preset_encodings = sresize(me->preset_encodings,
899 me->presetsize, char *);
902 me->presets[me->npresets] = preset;
903 me->preset_names[me->npresets] = name;
904 me->preset_encodings[me->npresets] =
905 me->ourgame->encode_params(preset, TRUE);;
912 * Allow environment-based extensions to the preset list by
913 * defining a variable along the lines of `SOLO_PRESETS=2x3
914 * Advanced:2x3da'. Colon-separated list of items,
915 * alternating between textual titles in the menu and
916 * encoded parameter strings.
918 char buf[80], *e, *p;
921 sprintf(buf, "%s_PRESETS", me->ourgame->name);
922 for (j = k = 0; buf[j]; j++)
923 if (!isspace((unsigned char)buf[j]))
924 buf[k++] = toupper((unsigned char)buf[j]);
927 if ((e = getenv(buf)) != NULL) {
935 while (*p && *p != ':') p++;
938 while (*p && *p != ':') p++;
941 preset = me->ourgame->default_params();
942 me->ourgame->decode_params(preset, val);
944 if (me->ourgame->validate_params(preset, TRUE)) {
945 /* Drop this one from the list. */
946 me->ourgame->free_params(preset);
950 if (me->presetsize <= me->npresets) {
951 me->presetsize = me->npresets + 10;
952 me->presets = sresize(me->presets, me->presetsize,
954 me->preset_names = sresize(me->preset_names,
955 me->presetsize, char *);
956 me->preset_encodings = sresize(me->preset_encodings,
957 me->presetsize, char *);
960 me->presets[me->npresets] = preset;
961 me->preset_names[me->npresets] = dupstr(name);
962 me->preset_encodings[me->npresets] =
963 me->ourgame->encode_params(preset, TRUE);
973 void midend_fetch_preset(midend *me, int n,
974 char **name, game_params **params)
976 assert(n >= 0 && n < me->npresets);
977 *name = me->preset_names[n];
978 *params = me->presets[n];
981 int midend_which_preset(midend *me)
983 char *encoding = me->ourgame->encode_params(me->params, TRUE);
987 for (i = 0; i < me->npresets; i++)
988 if (!strcmp(encoding, me->preset_encodings[i])) {
997 int midend_wants_statusbar(midend *me)
999 return me->ourgame->wants_statusbar;
1002 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
1005 sfree(me->privdesc);
1006 me->desc = dupstr(desc);
1007 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
1010 config_item *midend_get_config(midend *me, int which, char **wintitle)
1012 char *titlebuf, *parstr, *rest;
1017 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1021 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1022 *wintitle = titlebuf;
1023 return me->ourgame->configure(me->params);
1026 if (!me->curparams) {
1030 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1031 which == CFG_SEED ? "random" : "game");
1032 *wintitle = titlebuf;
1034 ret = snewn(2, config_item);
1036 ret[0].type = C_STRING;
1037 if (which == CFG_SEED)
1038 ret[0].name = "Game random seed";
1040 ret[0].name = "Game ID";
1043 * For CFG_DESC the text going in here will be a string
1044 * encoding of the restricted parameters, plus a colon,
1045 * plus the game description. For CFG_SEED it will be the
1046 * full parameters, plus a hash, plus the random seed data.
1047 * Either of these is a valid full game ID (although only
1048 * the former is likely to persist across many code
1051 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1053 if (which == CFG_DESC) {
1054 rest = me->desc ? me->desc : "";
1057 rest = me->seedstr ? me->seedstr : "";
1060 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1061 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1064 ret[1].type = C_END;
1065 ret[1].name = ret[1].sval = NULL;
1071 assert(!"We shouldn't be here");
1075 static char *midend_game_id_int(midend *me, char *id, int defmode)
1077 char *error, *par, *desc, *seed;
1078 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1081 seed = strchr(id, '#');
1082 desc = strchr(id, ':');
1084 if (desc && (!seed || desc < seed)) {
1086 * We have a colon separating parameters from game
1087 * description. So `par' now points to the parameters
1088 * string, and `desc' to the description string.
1093 } else if (seed && (!desc || seed < desc)) {
1095 * We have a hash separating parameters from random seed.
1096 * So `par' now points to the parameters string, and `seed'
1097 * to the seed string.
1104 * We only have one string. Depending on `defmode', we take
1105 * it to be either parameters, seed or description.
1107 if (defmode == DEF_SEED) {
1110 } else if (defmode == DEF_DESC) {
1120 * We must be reasonably careful here not to modify anything in
1121 * `me' until we have finished validating things. This function
1122 * must either return an error and do nothing to the midend, or
1123 * return success and do everything; nothing in between is
1126 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1129 newcurparams = me->ourgame->dup_params(me->params);
1130 me->ourgame->decode_params(newcurparams, par);
1131 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1133 me->ourgame->free_params(newcurparams);
1136 oldparams1 = me->curparams;
1139 * Now filter only the persistent parts of this state into
1140 * the long-term params structure, unless we've _only_
1141 * received a params string in which case the whole lot is
1144 oldparams2 = me->params;
1148 newparams = me->ourgame->dup_params(me->params);
1150 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1151 me->ourgame->decode_params(newparams, tmpstr);
1155 newparams = me->ourgame->dup_params(newcurparams);
1159 newcurparams = me->curparams;
1160 newparams = me->params;
1161 free_params = FALSE;
1165 error = me->ourgame->validate_desc(newparams, desc);
1169 me->ourgame->free_params(newcurparams);
1171 me->ourgame->free_params(newparams);
1178 * Now we've got past all possible error points. Update the
1181 me->params = newparams;
1182 me->curparams = newcurparams;
1184 me->ourgame->free_params(oldparams1);
1186 me->ourgame->free_params(oldparams2);
1189 sfree(me->privdesc);
1190 me->desc = me->privdesc = NULL;
1195 me->desc = dupstr(desc);
1196 me->genmode = GOT_DESC;
1197 sfree(me->aux_info);
1198 me->aux_info = NULL;
1202 me->seedstr = dupstr(seed);
1203 me->genmode = GOT_SEED;
1209 char *midend_game_id(midend *me, char *id)
1211 return midend_game_id_int(me, id, DEF_PARAMS);
1214 char *midend_get_game_id(midend *me)
1218 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1221 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1222 sprintf(ret, "%s:%s", parstr, me->desc);
1227 char *midend_set_config(midend *me, int which, config_item *cfg)
1230 game_params *params;
1234 params = me->ourgame->custom_params(cfg);
1235 error = me->ourgame->validate_params(params, TRUE);
1238 me->ourgame->free_params(params);
1242 me->ourgame->free_params(me->params);
1243 me->params = params;
1248 error = midend_game_id_int(me, cfg[0].sval,
1249 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1258 int midend_can_format_as_text_now(midend *me)
1260 if (me->ourgame->can_format_as_text_ever)
1261 return me->ourgame->can_format_as_text_now(me->params);
1266 char *midend_text_format(midend *me)
1268 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1269 me->ourgame->can_format_as_text_now(me->params))
1270 return me->ourgame->text_format(me->states[me->statepos-1].state);
1275 char *midend_solve(midend *me)
1278 char *msg, *movestr;
1280 if (!me->ourgame->can_solve)
1281 return "This game does not support the Solve operation";
1283 if (me->statepos < 1)
1284 return "No game set up to solve"; /* _shouldn't_ happen! */
1287 movestr = me->ourgame->solve(me->states[0].state,
1288 me->states[me->statepos-1].state,
1289 me->aux_info, &msg);
1292 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1295 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1299 * Now enter the solved state as the next move.
1301 midend_stop_anim(me);
1302 midend_purge_states(me);
1304 me->states[me->nstates].state = s;
1305 me->states[me->nstates].movestr = movestr;
1306 me->states[me->nstates].movetype = SOLVE;
1307 me->statepos = ++me->nstates;
1309 me->ourgame->changed_state(me->ui,
1310 me->states[me->statepos-2].state,
1311 me->states[me->statepos-1].state);
1313 if (me->ourgame->flags & SOLVE_ANIMATES) {
1314 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1316 me->ourgame->anim_length(me->states[me->statepos-2].state,
1317 me->states[me->statepos-1].state,
1321 me->anim_time = 0.0;
1322 midend_finish_move(me);
1325 midend_set_timer(me);
1329 char *midend_rewrite_statusbar(midend *me, char *text)
1332 * An important special case is that we are occasionally called
1333 * with our own laststatus, to update the timer.
1335 if (me->laststatus != text) {
1336 sfree(me->laststatus);
1337 me->laststatus = dupstr(text);
1340 if (me->ourgame->is_timed) {
1341 char timebuf[100], *ret;
1344 sec = (int)me->elapsed;
1347 sprintf(timebuf, "[%d:%02d] ", min, sec);
1349 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1350 strcpy(ret, timebuf);
1355 return dupstr(text);
1359 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1360 #define SERIALISE_VERSION "1"
1362 void midend_serialise(midend *me,
1363 void (*write)(void *ctx, void *buf, int len),
1369 * Each line of the save file contains three components. First
1370 * exactly 8 characters of header word indicating what type of
1371 * data is contained on the line; then a colon followed by a
1372 * decimal integer giving the length of the main string on the
1373 * line; then a colon followed by the string itself (exactly as
1374 * many bytes as previously specified, no matter what they
1375 * contain). Then a newline (of reasonably flexible form).
1377 #define wr(h,s) do { \
1380 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1381 write(wctx, hbuf, strlen(hbuf)); \
1382 write(wctx, str, strlen(str)); \
1383 write(wctx, "\n", 1); \
1387 * Magic string identifying the file, and version number of the
1390 wr("SAVEFILE", SERIALISE_MAGIC);
1391 wr("VERSION", SERIALISE_VERSION);
1394 * The game name. (Copied locally to avoid const annoyance.)
1397 char *s = dupstr(me->ourgame->name);
1403 * The current long-term parameters structure, in full.
1406 char *s = me->ourgame->encode_params(me->params, TRUE);
1412 * The current short-term parameters structure, in full.
1414 if (me->curparams) {
1415 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1421 * The current game description, the privdesc, and the random seed.
1424 wr("SEED", me->seedstr);
1426 wr("DESC", me->desc);
1428 wr("PRIVDESC", me->privdesc);
1431 * The game's aux_info. We obfuscate this to prevent spoilers
1432 * (people are likely to run `head' or similar on a saved game
1433 * file simply to find out what it is, and don't necessarily
1434 * want to be told the answer to the puzzle!)
1441 len = strlen(me->aux_info);
1442 s1 = snewn(len, unsigned char);
1443 memcpy(s1, me->aux_info, len);
1444 obfuscate_bitmap(s1, len*8, FALSE);
1445 s2 = bin2hex(s1, len);
1454 * Any required serialisation of the game_ui.
1457 char *s = me->ourgame->encode_ui(me->ui);
1465 * The game time, if it's a timed game.
1467 if (me->ourgame->is_timed) {
1469 sprintf(buf, "%g", me->elapsed);
1474 * The length of, and position in, the states list.
1478 sprintf(buf, "%d", me->nstates);
1480 sprintf(buf, "%d", me->statepos);
1481 wr("STATEPOS", buf);
1485 * For each state after the initial one (which we know is
1486 * constructed from either privdesc or desc), enough
1487 * information for execute_move() to reconstruct it from the
1490 for (i = 1; i < me->nstates; i++) {
1491 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1492 switch (me->states[i].movetype) {
1494 wr("MOVE", me->states[i].movestr);
1497 wr("SOLVE", me->states[i].movestr);
1500 wr("RESTART", me->states[i].movestr);
1509 * This function returns NULL on success, or an error message.
1511 char *midend_deserialise(midend *me,
1512 int (*read)(void *ctx, void *buf, int len),
1515 int nstates = 0, statepos = -1, gotstates = 0;
1516 int started = FALSE;
1520 /* Initially all errors give the same report */
1521 char *ret = "Data does not appear to be a saved game file";
1524 * We construct all the new state in local variables while we
1525 * check its sanity. Only once we have finished reading the
1526 * serialised data and detected no errors at all do we start
1527 * modifying stuff in the midend passed in.
1529 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1530 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1531 float elapsed = 0.0F;
1532 game_params *params = NULL, *cparams = NULL;
1534 struct midend_state_entry *states = NULL;
1537 * Loop round and round reading one key/value pair at a time
1538 * from the serialised stream, until we have enough game states
1541 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1546 if (!read(rctx, key, 1)) {
1547 /* unexpected EOF */
1550 } while (key[0] == '\r' || key[0] == '\n');
1552 if (!read(rctx, key+1, 8)) {
1553 /* unexpected EOF */
1557 if (key[8] != ':') {
1559 ret = "Data was incorrectly formatted for a saved game file";
1562 len = strcspn(key, ": ");
1568 if (!read(rctx, &c, 1)) {
1569 /* unexpected EOF */
1575 } else if (c >= '0' && c <= '9') {
1576 len = (len * 10) + (c - '0');
1579 ret = "Data was incorrectly formatted for a"
1585 val = snewn(len+1, char);
1586 if (!read(rctx, val, len)) {
1593 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1594 /* ret already has the right message in it */
1597 /* Now most errors are this one, unless otherwise specified */
1598 ret = "Saved data ended unexpectedly";
1601 if (!strcmp(key, "VERSION")) {
1602 if (strcmp(val, SERIALISE_VERSION)) {
1603 ret = "Cannot handle this version of the saved game"
1607 } else if (!strcmp(key, "GAME")) {
1608 if (strcmp(val, me->ourgame->name)) {
1609 ret = "Save file is from a different game";
1612 } else if (!strcmp(key, "PARAMS")) {
1616 } else if (!strcmp(key, "CPARAMS")) {
1620 } else if (!strcmp(key, "SEED")) {
1624 } else if (!strcmp(key, "DESC")) {
1628 } else if (!strcmp(key, "PRIVDESC")) {
1632 } else if (!strcmp(key, "AUXINFO")) {
1634 int len = strlen(val) / 2; /* length in bytes */
1635 tmp = hex2bin(val, len);
1636 obfuscate_bitmap(tmp, len*8, TRUE);
1639 auxinfo = snewn(len + 1, char);
1640 memcpy(auxinfo, tmp, len);
1641 auxinfo[len] = '\0';
1643 } else if (!strcmp(key, "UI")) {
1647 } else if (!strcmp(key, "TIME")) {
1648 elapsed = (float)atof(val);
1649 } else if (!strcmp(key, "NSTATES")) {
1650 nstates = atoi(val);
1652 ret = "Number of states in save file was negative";
1656 ret = "Two state counts provided in save file";
1659 states = snewn(nstates, struct midend_state_entry);
1660 for (i = 0; i < nstates; i++) {
1661 states[i].state = NULL;
1662 states[i].movestr = NULL;
1663 states[i].movetype = NEWGAME;
1665 } else if (!strcmp(key, "STATEPOS")) {
1666 statepos = atoi(val);
1667 } else if (!strcmp(key, "MOVE")) {
1669 states[gotstates].movetype = MOVE;
1670 states[gotstates].movestr = val;
1672 } else if (!strcmp(key, "SOLVE")) {
1674 states[gotstates].movetype = SOLVE;
1675 states[gotstates].movestr = val;
1677 } else if (!strcmp(key, "RESTART")) {
1679 states[gotstates].movetype = RESTART;
1680 states[gotstates].movestr = val;
1689 params = me->ourgame->default_params();
1690 me->ourgame->decode_params(params, parstr);
1691 if (me->ourgame->validate_params(params, TRUE)) {
1692 ret = "Long-term parameters in save file are invalid";
1695 cparams = me->ourgame->default_params();
1696 me->ourgame->decode_params(cparams, cparstr);
1697 if (me->ourgame->validate_params(cparams, FALSE)) {
1698 ret = "Short-term parameters in save file are invalid";
1701 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1703 * The seed's no use with this version, but we can perfectly
1704 * well use the rest of the data.
1710 ret = "Game description in save file is missing";
1712 } else if (me->ourgame->validate_desc(params, desc)) {
1713 ret = "Game description in save file is invalid";
1716 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1717 ret = "Game private description in save file is invalid";
1720 if (statepos < 0 || statepos >= nstates) {
1721 ret = "Game position in save file is out of range";
1724 states[0].state = me->ourgame->new_game(me, params,
1725 privdesc ? privdesc : desc);
1726 for (i = 1; i < nstates; i++) {
1727 assert(states[i].movetype != NEWGAME);
1728 switch (states[i].movetype) {
1731 states[i].state = me->ourgame->execute_move(states[i-1].state,
1733 if (states[i].state == NULL) {
1734 ret = "Save file contained an invalid move";
1739 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1740 ret = "Save file contained an invalid restart move";
1743 states[i].state = me->ourgame->new_game(me, params,
1749 ui = me->ourgame->new_ui(states[0].state);
1750 me->ourgame->decode_ui(ui, uistr);
1753 * Now we've run out of possible error conditions, so we're
1754 * ready to start overwriting the real data in the current
1755 * midend. We'll do this by swapping things with the local
1756 * variables, so that the same cleanup code will free the old
1767 me->privdesc = privdesc;
1775 me->aux_info = auxinfo;
1779 me->genmode = GOT_NOTHING;
1781 me->statesize = nstates;
1782 nstates = me->nstates;
1783 me->nstates = me->statesize;
1785 struct midend_state_entry *tmp;
1787 me->states = states;
1790 me->statepos = statepos;
1796 me->params = params;
1799 tmp = me->curparams;
1800 me->curparams = cparams;
1804 me->oldstate = NULL;
1805 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1816 me->elapsed = elapsed;
1817 me->pressed_mouse_button = 0;
1819 midend_set_timer(me);
1822 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1824 me->ourgame->new_drawstate(me->drawing,
1825 me->states[me->statepos-1].state);
1826 midend_size_new_drawstate(me);
1828 ret = NULL; /* success! */
1840 me->ourgame->free_params(params);
1842 me->ourgame->free_params(cparams);
1844 me->ourgame->free_ui(ui);
1848 for (i = 0; i < nstates; i++) {
1849 if (states[i].state)
1850 me->ourgame->free_game(states[i].state);
1851 sfree(states[i].movestr);
1859 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1861 game_state *soln = NULL;
1863 if (me->statepos < 1)
1864 return "No game set up to print";/* _shouldn't_ happen! */
1867 char *msg, *movestr;
1869 if (!me->ourgame->can_solve)
1870 return "This game does not support the Solve operation";
1872 msg = "Solve operation failed";/* game _should_ overwrite on error */
1873 movestr = me->ourgame->solve(me->states[0].state,
1874 me->states[me->statepos-1].state,
1875 me->aux_info, &msg);
1878 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1887 * This call passes over ownership of the two game_states and
1888 * the game_params. Hence we duplicate the ones we want to
1889 * keep, and we don't have to bother freeing soln if it was
1892 document_add_puzzle(doc, me->ourgame,
1893 me->ourgame->dup_params(me->curparams),
1894 me->ourgame->dup_game(me->states[0].state), soln);