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;
85 void (*game_id_change_notify_function)(void *);
86 void *game_id_change_notify_ctx;
89 #define ensure(me) do { \
90 if ((me)->nstates >= (me)->statesize) { \
91 (me)->statesize = (me)->nstates + 128; \
92 (me)->states = sresize((me)->states, (me)->statesize, \
93 struct midend_state_entry); \
97 void midend_reset_tilesize(midend *me)
99 me->preferred_tilesize = me->ourgame->preferred_tilesize;
102 * Allow an environment-based override for the default tile
103 * size by defining a variable along the lines of
110 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
111 for (j = k = 0; buf[j]; j++)
112 if (!isspace((unsigned char)buf[j]))
113 buf[k++] = toupper((unsigned char)buf[j]);
115 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
116 me->preferred_tilesize = ts;
120 midend *midend_new(frontend *fe, const game *ourgame,
121 const drawing_api *drapi, void *drhandle)
123 midend *me = snew(midend);
127 get_random_seed(&randseed, &randseedsize);
130 me->ourgame = ourgame;
131 me->random = random_new(randseed, randseedsize);
132 me->nstates = me->statesize = me->statepos = 0;
134 me->params = ourgame->default_params();
135 me->game_id_change_notify_function = NULL;
136 me->game_id_change_notify_ctx = NULL;
139 * Allow environment-based changing of the default settings by
140 * defining a variable along the lines of `NET_DEFAULT=25x25w'
141 * in which the value is an encoded parameter string.
146 sprintf(buf, "%s_DEFAULT", me->ourgame->name);
147 for (j = k = 0; buf[j]; j++)
148 if (!isspace((unsigned char)buf[j]))
149 buf[k++] = toupper((unsigned char)buf[j]);
151 if ((e = getenv(buf)) != NULL)
152 me->ourgame->decode_params(me->params, e);
154 me->curparams = NULL;
155 me->desc = me->privdesc = NULL;
158 me->genmode = GOT_NOTHING;
159 me->drawstate = NULL;
162 me->preset_names = NULL;
163 me->preset_encodings = NULL;
164 me->npresets = me->presetsize = 0;
165 me->anim_time = me->anim_pos = 0.0F;
166 me->flash_time = me->flash_pos = 0.0F;
169 me->pressed_mouse_button = 0;
170 me->laststatus = NULL;
173 me->tilesize = me->winwidth = me->winheight = 0;
175 me->drawing = drawing_new(drapi, me, drhandle);
179 midend_reset_tilesize(me);
186 const game *midend_which_game(midend *me)
191 static void midend_purge_states(midend *me)
193 while (me->nstates > me->statepos) {
194 me->ourgame->free_game(me->states[--me->nstates].state);
195 if (me->states[me->nstates].movestr)
196 sfree(me->states[me->nstates].movestr);
200 static void midend_free_game(midend *me)
202 while (me->nstates > 0) {
204 me->ourgame->free_game(me->states[me->nstates].state);
205 sfree(me->states[me->nstates].movestr);
209 me->ourgame->free_drawstate(me->drawing, me->drawstate);
212 void midend_free(midend *me)
216 midend_free_game(me);
219 drawing_free(me->drawing);
220 random_free(me->random);
226 me->ourgame->free_params(me->params);
228 for (i = 0; i < me->npresets; i++) {
229 sfree(me->presets[i]);
230 sfree(me->preset_names[i]);
231 sfree(me->preset_encodings[i]);
234 sfree(me->preset_names);
235 sfree(me->preset_encodings);
238 me->ourgame->free_ui(me->ui);
240 me->ourgame->free_params(me->curparams);
241 sfree(me->laststatus);
245 static void midend_size_new_drawstate(midend *me)
248 * Don't even bother, if we haven't worked out our tile size
251 if (me->tilesize > 0) {
252 me->ourgame->compute_size(me->params, me->tilesize,
253 &me->winwidth, &me->winheight);
254 me->ourgame->set_size(me->drawing, me->drawstate,
255 me->params, me->tilesize);
259 void midend_size(midend *me, int *x, int *y, int user_size)
265 * We can't set the size on the same drawstate twice. So if
266 * we've already sized one drawstate, we must throw it away and
269 if (me->drawstate && me->tilesize > 0) {
270 me->ourgame->free_drawstate(me->drawing, me->drawstate);
271 me->drawstate = me->ourgame->new_drawstate(me->drawing,
272 me->states[0].state);
276 * Find the tile size that best fits within the given space. If
277 * `user_size' is TRUE, we must actually find the _largest_ such
278 * tile size, in order to get as close to the user's explicit
279 * request as possible; otherwise, we bound above at the game's
280 * preferred tile size, so that the game gets what it wants
281 * provided that this doesn't break the constraint from the
282 * front-end (which is likely to be a screen size or similar).
288 me->ourgame->compute_size(me->params, max, &rx, &ry);
289 } while (rx <= *x && ry <= *y);
291 max = me->preferred_tilesize + 1;
295 * Now binary-search between min and max. We're looking for a
296 * boundary rather than a value: the point at which tile sizes
297 * stop fitting within the given dimensions. Thus, we stop when
298 * max and min differ by exactly 1.
300 while (max - min > 1) {
301 int mid = (max + min) / 2;
302 me->ourgame->compute_size(me->params, mid, &rx, &ry);
303 if (rx <= *x && ry <= *y)
310 * Now `min' is a valid size, and `max' isn't. So use `min'.
315 /* If the user requested a change in size, make it permanent. */
316 me->preferred_tilesize = me->tilesize;
317 midend_size_new_drawstate(me);
322 int midend_tilesize(midend *me) { return me->tilesize; }
324 void midend_set_params(midend *me, game_params *params)
326 me->ourgame->free_params(me->params);
327 me->params = me->ourgame->dup_params(params);
330 game_params *midend_get_params(midend *me)
332 return me->ourgame->dup_params(me->params);
335 static void midend_set_timer(midend *me)
337 me->timing = (me->ourgame->is_timed &&
338 me->ourgame->timing_state(me->states[me->statepos-1].state,
340 if (me->timing || me->flash_time || me->anim_time)
341 activate_timer(me->frontend);
343 deactivate_timer(me->frontend);
346 void midend_force_redraw(midend *me)
349 me->ourgame->free_drawstate(me->drawing, me->drawstate);
350 me->drawstate = me->ourgame->new_drawstate(me->drawing,
351 me->states[0].state);
352 midend_size_new_drawstate(me);
356 void midend_new_game(midend *me)
358 midend_stop_anim(me);
359 midend_free_game(me);
361 assert(me->nstates == 0);
363 if (me->genmode == GOT_DESC) {
364 me->genmode = GOT_NOTHING;
368 if (me->genmode == GOT_SEED) {
369 me->genmode = GOT_NOTHING;
372 * Generate a new random seed. 15 digits comes to about
373 * 48 bits, which should be more than enough.
375 * I'll avoid putting a leading zero on the number,
376 * just in case it confuses anybody who thinks it's
377 * processed as an integer rather than a string.
382 newseed[0] = '1' + (char)random_upto(me->random, 9);
383 for (i = 1; i < 15; i++)
384 newseed[i] = '0' + (char)random_upto(me->random, 10);
386 me->seedstr = dupstr(newseed);
389 me->ourgame->free_params(me->curparams);
390 me->curparams = me->ourgame->dup_params(me->params);
398 rs = random_new(me->seedstr, strlen(me->seedstr));
400 * If this midend has been instantiated without providing a
401 * drawing API, it is non-interactive. This means that it's
402 * being used for bulk game generation, and hence we should
403 * pass the non-interactive flag to new_desc.
405 me->desc = me->ourgame->new_desc(me->curparams, rs,
406 &me->aux_info, (me->drawing != NULL));
414 * It might seem a bit odd that we're using me->params to
415 * create the initial game state, rather than me->curparams
416 * which is better tailored to this specific game and which we
419 * It's supposed to be an invariant in the midend that
420 * me->params and me->curparams differ in no aspect that is
421 * important after generation (i.e. after new_desc()). By
422 * deliberately passing the _less_ specific of these two
423 * parameter sets, we provoke play-time misbehaviour in the
424 * case where a game has failed to encode a play-time parameter
425 * in the non-full version of encode_params().
427 me->states[me->nstates].state =
428 me->ourgame->new_game(me, me->params, me->desc);
431 * As part of our commitment to self-testing, test the aux
432 * string to make sure nothing ghastly went wrong.
434 if (me->ourgame->can_solve && me->aux_info) {
439 movestr = me->ourgame->solve(me->states[0].state,
442 assert(movestr && !msg);
443 s = me->ourgame->execute_move(me->states[0].state, movestr);
445 me->ourgame->free_game(s);
449 me->states[me->nstates].movestr = NULL;
450 me->states[me->nstates].movetype = NEWGAME;
453 me->drawstate = me->ourgame->new_drawstate(me->drawing,
454 me->states[0].state);
455 midend_size_new_drawstate(me);
457 me->flash_pos = me->flash_time = 0.0F;
458 me->anim_pos = me->anim_time = 0.0F;
460 me->ourgame->free_ui(me->ui);
461 me->ui = me->ourgame->new_ui(me->states[0].state);
462 midend_set_timer(me);
463 me->pressed_mouse_button = 0;
465 if (me->game_id_change_notify_function)
466 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
469 int midend_can_undo(midend *me)
471 return (me->statepos > 1);
474 int midend_can_redo(midend *me)
476 return (me->statepos < me->nstates);
479 static int midend_undo(midend *me)
481 if (me->statepos > 1) {
483 me->ourgame->changed_state(me->ui,
484 me->states[me->statepos-1].state,
485 me->states[me->statepos-2].state);
493 static int midend_redo(midend *me)
495 if (me->statepos < me->nstates) {
497 me->ourgame->changed_state(me->ui,
498 me->states[me->statepos-1].state,
499 me->states[me->statepos].state);
507 static void midend_finish_move(midend *me)
512 * We do not flash if the later of the two states is special.
513 * This covers both forward Solve moves and backward (undone)
516 if ((me->oldstate || me->statepos > 1) &&
517 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
518 (me->dir < 0 && me->statepos < me->nstates &&
519 !special(me->states[me->statepos].movetype)))) {
520 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
521 me->states[me->statepos-2].state,
522 me->states[me->statepos-1].state,
523 me->oldstate ? me->dir : +1,
526 me->flash_pos = 0.0F;
527 me->flash_time = flashtime;
532 me->ourgame->free_game(me->oldstate);
534 me->anim_pos = me->anim_time = 0;
537 midend_set_timer(me);
540 void midend_stop_anim(midend *me)
542 if (me->oldstate || me->anim_time != 0) {
543 midend_finish_move(me);
548 void midend_restart_game(midend *me)
552 assert(me->statepos >= 1);
553 if (me->statepos == 1)
554 return; /* no point doing anything at all! */
557 * During restart, we reconstruct the game from the (public)
558 * game description rather than from states[0], because that
559 * way Mines gets slightly more sensible behaviour (restart
560 * goes to _after_ the first click so you don't have to
561 * remember where you clicked).
563 s = me->ourgame->new_game(me, me->params, me->desc);
566 * Now enter the restarted state as the next move.
568 midend_stop_anim(me);
569 midend_purge_states(me);
571 me->states[me->nstates].state = s;
572 me->states[me->nstates].movestr = dupstr(me->desc);
573 me->states[me->nstates].movetype = RESTART;
574 me->statepos = ++me->nstates;
576 me->ourgame->changed_state(me->ui,
577 me->states[me->statepos-2].state,
578 me->states[me->statepos-1].state);
579 me->flash_pos = me->flash_time = 0.0F;
580 midend_finish_move(me);
582 midend_set_timer(me);
585 static int midend_really_process_key(midend *me, int x, int y, int button)
587 game_state *oldstate =
588 me->ourgame->dup_game(me->states[me->statepos - 1].state);
589 int type = MOVE, gottype = FALSE, ret = 1;
595 me->ourgame->interpret_move(me->states[me->statepos-1].state,
596 me->ui, me->drawstate, x, y, button);
599 if (button == 'n' || button == 'N' || button == '\x0E') {
602 goto done; /* never animate */
603 } else if (button == 'u' || button == 'U' ||
604 button == '\x1A' || button == '\x1F') {
605 midend_stop_anim(me);
606 type = me->states[me->statepos-1].movetype;
608 if (!midend_undo(me))
610 } else if (button == 'r' || button == 'R' ||
611 button == '\x12' || button == '\x19') {
612 midend_stop_anim(me);
613 if (!midend_redo(me))
615 } else if (button == '\x13' && me->ourgame->can_solve) {
616 if (midend_solve(me))
618 } else if (button == 'q' || button == 'Q' || button == '\x11') {
625 s = me->states[me->statepos-1].state;
627 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
632 if (s == me->states[me->statepos-1].state) {
634 * make_move() is allowed to return its input state to
635 * indicate that although no move has been made, the UI
636 * state has been updated and a redraw is called for.
639 midend_set_timer(me);
642 midend_stop_anim(me);
643 midend_purge_states(me);
645 assert(movestr != NULL);
646 me->states[me->nstates].state = s;
647 me->states[me->nstates].movestr = movestr;
648 me->states[me->nstates].movetype = MOVE;
649 me->statepos = ++me->nstates;
652 me->ourgame->changed_state(me->ui,
653 me->states[me->statepos-2].state,
654 me->states[me->statepos-1].state);
661 type = me->states[me->statepos-1].movetype;
664 * See if this move requires an animation.
666 if (special(type) && !(type == SOLVE &&
667 (me->ourgame->flags & SOLVE_ANIMATES))) {
670 anim_time = me->ourgame->anim_length(oldstate,
671 me->states[me->statepos-1].state,
675 me->oldstate = oldstate; oldstate = NULL;
677 me->anim_time = anim_time;
680 midend_finish_move(me);
686 midend_set_timer(me);
689 if (oldstate) me->ourgame->free_game(oldstate);
693 int midend_process_key(midend *me, int x, int y, int button)
698 * Harmonise mouse drag and release messages.
700 * Some front ends might accidentally switch from sending, say,
701 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
702 * drag. (This can happen on the Mac, for example, since
703 * RIGHT_DRAG is usually done using Command+drag, and if the
704 * user accidentally releases Command half way through the drag
705 * then there will be trouble.)
707 * It would be an O(number of front ends) annoyance to fix this
708 * in the front ends, but an O(number of back ends) annoyance
709 * to have each game capable of dealing with it. Therefore, we
710 * fix it _here_ in the common midend code so that it only has
713 * The possible ways in which things can go screwy in the front
716 * - in a system containing multiple physical buttons button
717 * presses can inadvertently overlap. We can see ABab (caps
718 * meaning button-down and lowercase meaning button-up) when
719 * the user had semantically intended AaBb.
721 * - in a system where one button is simulated by means of a
722 * modifier key and another button, buttons can mutate
723 * between press and release (possibly during drag). So we
724 * can see Ab instead of Aa.
726 * Definite requirements are:
728 * - button _presses_ must never be invented or destroyed. If
729 * the user presses two buttons in succession, the button
730 * presses must be transferred to the backend unchanged. So
731 * if we see AaBb , that's fine; if we see ABab (the button
732 * presses inadvertently overlapped) we must somehow
733 * `correct' it to AaBb.
735 * - every mouse action must end up looking like a press, zero
736 * or more drags, then a release. This allows back ends to
737 * make the _assumption_ that incoming mouse data will be
738 * sane in this regard, and not worry about the details.
740 * So my policy will be:
742 * - treat any button-up as a button-up for the currently
743 * pressed button, or ignore it if there is no currently
746 * - treat any drag as a drag for the currently pressed
747 * button, or ignore it if there is no currently pressed
750 * - if we see a button-down while another button is currently
751 * pressed, invent a button-up for the first one and then
752 * pass the button-down through as before.
754 * 2005-05-31: An addendum to the above. Some games might want
755 * a `priority order' among buttons, such that if one button is
756 * pressed while another is down then a fixed one of the
757 * buttons takes priority no matter what order they're pressed
758 * in. Mines, in particular, wants to treat a left+right click
759 * like a left click for the benefit of users of other
760 * implementations. So the last of the above points is modified
761 * in the presence of an (optional) button priority order.
763 * A further addition: we translate certain keyboard presses to
764 * cursor key 'select' buttons, so that a) frontends don't have
765 * to translate these themselves (like they do for CURSOR_UP etc),
766 * and b) individual games don't have to hard-code button presses
767 * of '\n' etc for keyboard-based cursors. The choice of buttons
768 * here could eventually be controlled by a runtime configuration
771 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
772 if (me->pressed_mouse_button) {
773 if (IS_MOUSE_DRAG(button)) {
774 button = me->pressed_mouse_button +
775 (LEFT_DRAG - LEFT_BUTTON);
777 button = me->pressed_mouse_button +
778 (LEFT_RELEASE - LEFT_BUTTON);
781 return ret; /* ignore it */
782 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
784 * If the new button has lower priority than the old one,
785 * don't bother doing this.
787 if (me->ourgame->flags &
788 BUTTON_BEATS(me->pressed_mouse_button, button))
789 return ret; /* just ignore it */
792 * Fabricate a button-up for the previously pressed button.
794 ret = ret && midend_really_process_key
795 (me, x, y, (me->pressed_mouse_button +
796 (LEFT_RELEASE - LEFT_BUTTON)));
800 * Translate keyboard presses to cursor selection.
802 if (button == '\n' || button == '\r')
803 button = CURSOR_SELECT;
805 button = CURSOR_SELECT2;
808 * Normalise both backspace characters (8 and 127) to \b. Easier
809 * to do this once, here, than to require all front ends to
810 * carefully generate the same one - now each front end can
811 * generate whichever is easiest.
813 if (button == '\177')
817 * Now send on the event we originally received.
819 ret = ret && midend_really_process_key(me, x, y, button);
822 * And update the currently pressed button.
824 if (IS_MOUSE_RELEASE(button))
825 me->pressed_mouse_button = 0;
826 else if (IS_MOUSE_DOWN(button))
827 me->pressed_mouse_button = button;
832 void midend_redraw(midend *me)
836 if (me->statepos > 0 && me->drawstate) {
837 start_draw(me->drawing);
838 if (me->oldstate && me->anim_time > 0 &&
839 me->anim_pos < me->anim_time) {
840 assert(me->dir != 0);
841 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
842 me->states[me->statepos-1].state, me->dir,
843 me->ui, me->anim_pos, me->flash_pos);
845 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
846 me->states[me->statepos-1].state, +1 /*shrug*/,
847 me->ui, 0.0, me->flash_pos);
849 end_draw(me->drawing);
854 * Nasty hacky function used to implement the --redo option in
855 * gtk.c. Only used for generating the puzzles' icons.
857 void midend_freeze_timer(midend *me, float tprop)
859 me->anim_pos = me->anim_time * tprop;
861 deactivate_timer(me->frontend);
864 void midend_timer(midend *me, float tplus)
866 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
868 me->anim_pos += tplus;
869 if (me->anim_pos >= me->anim_time ||
870 me->anim_time == 0 || !me->oldstate) {
871 if (me->anim_time > 0)
872 midend_finish_move(me);
875 me->flash_pos += tplus;
876 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
877 me->flash_pos = me->flash_time = 0;
884 float oldelapsed = me->elapsed;
885 me->elapsed += tplus;
886 if ((int)oldelapsed != (int)me->elapsed)
887 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
890 midend_set_timer(me);
893 float *midend_colours(midend *me, int *ncolours)
897 ret = me->ourgame->colours(me->frontend, ncolours);
903 * Allow environment-based overrides for the standard
904 * colours by defining variables along the lines of
905 * `NET_COLOUR_4=6000c0'.
908 for (i = 0; i < *ncolours; i++) {
910 unsigned int r, g, b;
913 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
914 for (j = k = 0; buf[j]; j++)
915 if (!isspace((unsigned char)buf[j]))
916 buf[k++] = toupper((unsigned char)buf[j]);
918 if ((e = getenv(buf)) != NULL &&
919 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
920 ret[i*3 + 0] = r / 255.0F;
921 ret[i*3 + 1] = g / 255.0F;
922 ret[i*3 + 2] = b / 255.0F;
930 int midend_num_presets(midend *me)
936 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
937 if (me->presetsize <= me->npresets) {
938 me->presetsize = me->npresets + 10;
939 me->presets = sresize(me->presets, me->presetsize,
941 me->preset_names = sresize(me->preset_names, me->presetsize,
943 me->preset_encodings = sresize(me->preset_encodings,
944 me->presetsize, char *);
947 me->presets[me->npresets] = preset;
948 me->preset_names[me->npresets] = name;
949 me->preset_encodings[me->npresets] =
950 me->ourgame->encode_params(preset, TRUE);;
957 * Allow environment-based extensions to the preset list by
958 * defining a variable along the lines of `SOLO_PRESETS=2x3
959 * Advanced:2x3da'. Colon-separated list of items,
960 * alternating between textual titles in the menu and
961 * encoded parameter strings.
963 char buf[80], *e, *p;
966 sprintf(buf, "%s_PRESETS", me->ourgame->name);
967 for (j = k = 0; buf[j]; j++)
968 if (!isspace((unsigned char)buf[j]))
969 buf[k++] = toupper((unsigned char)buf[j]);
972 if ((e = getenv(buf)) != NULL) {
980 while (*p && *p != ':') p++;
983 while (*p && *p != ':') p++;
986 preset = me->ourgame->default_params();
987 me->ourgame->decode_params(preset, val);
989 if (me->ourgame->validate_params(preset, TRUE)) {
990 /* Drop this one from the list. */
991 me->ourgame->free_params(preset);
995 if (me->presetsize <= me->npresets) {
996 me->presetsize = me->npresets + 10;
997 me->presets = sresize(me->presets, me->presetsize,
999 me->preset_names = sresize(me->preset_names,
1000 me->presetsize, char *);
1001 me->preset_encodings = sresize(me->preset_encodings,
1002 me->presetsize, char *);
1005 me->presets[me->npresets] = preset;
1006 me->preset_names[me->npresets] = dupstr(name);
1007 me->preset_encodings[me->npresets] =
1008 me->ourgame->encode_params(preset, TRUE);
1015 return me->npresets;
1018 void midend_fetch_preset(midend *me, int n,
1019 char **name, game_params **params)
1021 assert(n >= 0 && n < me->npresets);
1022 *name = me->preset_names[n];
1023 *params = me->presets[n];
1026 int midend_which_preset(midend *me)
1028 char *encoding = me->ourgame->encode_params(me->params, TRUE);
1032 for (i = 0; i < me->npresets; i++)
1033 if (!strcmp(encoding, me->preset_encodings[i])) {
1042 int midend_wants_statusbar(midend *me)
1044 return me->ourgame->wants_statusbar;
1047 void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
1049 me->game_id_change_notify_function = notify;
1050 me->game_id_change_notify_ctx = ctx;
1053 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
1056 sfree(me->privdesc);
1057 me->desc = dupstr(desc);
1058 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
1059 if (me->game_id_change_notify_function)
1060 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
1063 config_item *midend_get_config(midend *me, int which, char **wintitle)
1065 char *titlebuf, *parstr, *rest;
1070 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1074 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1075 *wintitle = titlebuf;
1076 return me->ourgame->configure(me->params);
1079 if (!me->curparams) {
1083 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1084 which == CFG_SEED ? "random" : "game");
1085 *wintitle = titlebuf;
1087 ret = snewn(2, config_item);
1089 ret[0].type = C_STRING;
1090 if (which == CFG_SEED)
1091 ret[0].name = "Game random seed";
1093 ret[0].name = "Game ID";
1096 * For CFG_DESC the text going in here will be a string
1097 * encoding of the restricted parameters, plus a colon,
1098 * plus the game description. For CFG_SEED it will be the
1099 * full parameters, plus a hash, plus the random seed data.
1100 * Either of these is a valid full game ID (although only
1101 * the former is likely to persist across many code
1104 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1106 if (which == CFG_DESC) {
1107 rest = me->desc ? me->desc : "";
1110 rest = me->seedstr ? me->seedstr : "";
1113 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1114 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1117 ret[1].type = C_END;
1118 ret[1].name = ret[1].sval = NULL;
1124 assert(!"We shouldn't be here");
1128 static char *midend_game_id_int(midend *me, char *id, int defmode)
1130 char *error, *par, *desc, *seed;
1131 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1134 seed = strchr(id, '#');
1135 desc = strchr(id, ':');
1137 if (desc && (!seed || desc < seed)) {
1139 * We have a colon separating parameters from game
1140 * description. So `par' now points to the parameters
1141 * string, and `desc' to the description string.
1146 } else if (seed && (!desc || seed < desc)) {
1148 * We have a hash separating parameters from random seed.
1149 * So `par' now points to the parameters string, and `seed'
1150 * to the seed string.
1157 * We only have one string. Depending on `defmode', we take
1158 * it to be either parameters, seed or description.
1160 if (defmode == DEF_SEED) {
1163 } else if (defmode == DEF_DESC) {
1173 * We must be reasonably careful here not to modify anything in
1174 * `me' until we have finished validating things. This function
1175 * must either return an error and do nothing to the midend, or
1176 * return success and do everything; nothing in between is
1179 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1183 * The params string may underspecify the game parameters, so
1184 * we must first initialise newcurparams with a full set of
1185 * params from somewhere else before we decode_params the
1186 * input string over the top.
1188 * But which set? It depends on what other data we have.
1190 * If we've been given a _descriptive_ game id, then that may
1191 * well underspecify by design, e.g. Solo game descriptions
1192 * often start just '3x3:' without specifying one of Solo's
1193 * difficulty settings, because it isn't necessary once a game
1194 * has been generated (and you might not even know it, if
1195 * you're manually transcribing a game description). In that
1196 * situation, I've always felt that the best thing to set the
1197 * difficulty to (for use if the user hits 'New Game' after
1198 * pasting in that game id) is whatever it was previously set
1199 * to. That is, we use whatever is already in me->params as
1200 * the basis for our decoding of this input string.
1202 * A random-seed based game id, however, should use the real,
1203 * built-in default params, and not even check the
1204 * <game>_DEFAULT environment setting, because when people
1205 * paste each other random seeds - whether it's two users
1206 * arranging to generate the same game at the same time to
1207 * race solving them, or a user sending a bug report upstream
1208 * - the whole point is for the random game id to always be
1209 * interpreted the same way, even if it does underspecify.
1211 * A parameter string typed in on its own, with no seed _or_
1212 * description, gets treated the same way as a random seed,
1213 * because again I think the most likely reason for doing that
1214 * is to have a portable representation of a set of params.
1217 newcurparams = me->ourgame->dup_params(me->params);
1219 newcurparams = me->ourgame->default_params();
1221 me->ourgame->decode_params(newcurparams, par);
1222 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1224 me->ourgame->free_params(newcurparams);
1227 oldparams1 = me->curparams;
1230 * Now filter only the persistent parts of this state into
1231 * the long-term params structure, unless we've _only_
1232 * received a params string in which case the whole lot is
1235 oldparams2 = me->params;
1239 newparams = me->ourgame->dup_params(me->params);
1241 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1242 me->ourgame->decode_params(newparams, tmpstr);
1246 newparams = me->ourgame->dup_params(newcurparams);
1250 newcurparams = me->curparams;
1251 newparams = me->params;
1252 free_params = FALSE;
1256 error = me->ourgame->validate_desc(newparams, desc);
1260 me->ourgame->free_params(newcurparams);
1262 me->ourgame->free_params(newparams);
1269 * Now we've got past all possible error points. Update the
1272 me->params = newparams;
1273 me->curparams = newcurparams;
1275 me->ourgame->free_params(oldparams1);
1277 me->ourgame->free_params(oldparams2);
1280 sfree(me->privdesc);
1281 me->desc = me->privdesc = NULL;
1286 me->desc = dupstr(desc);
1287 me->genmode = GOT_DESC;
1288 sfree(me->aux_info);
1289 me->aux_info = NULL;
1293 me->seedstr = dupstr(seed);
1294 me->genmode = GOT_SEED;
1300 char *midend_game_id(midend *me, char *id)
1302 return midend_game_id_int(me, id, DEF_PARAMS);
1305 char *midend_get_game_id(midend *me)
1309 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1312 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1313 sprintf(ret, "%s:%s", parstr, me->desc);
1318 char *midend_get_random_seed(midend *me)
1325 parstr = me->ourgame->encode_params(me->curparams, TRUE);
1327 ret = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
1328 sprintf(ret, "%s#%s", parstr, me->seedstr);
1333 char *midend_set_config(midend *me, int which, config_item *cfg)
1336 game_params *params;
1340 params = me->ourgame->custom_params(cfg);
1341 error = me->ourgame->validate_params(params, TRUE);
1344 me->ourgame->free_params(params);
1348 me->ourgame->free_params(me->params);
1349 me->params = params;
1354 error = midend_game_id_int(me, cfg[0].sval,
1355 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1364 int midend_can_format_as_text_now(midend *me)
1366 if (me->ourgame->can_format_as_text_ever)
1367 return me->ourgame->can_format_as_text_now(me->params);
1372 char *midend_text_format(midend *me)
1374 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1375 me->ourgame->can_format_as_text_now(me->params))
1376 return me->ourgame->text_format(me->states[me->statepos-1].state);
1381 char *midend_solve(midend *me)
1384 char *msg, *movestr;
1386 if (!me->ourgame->can_solve)
1387 return "This game does not support the Solve operation";
1389 if (me->statepos < 1)
1390 return "No game set up to solve"; /* _shouldn't_ happen! */
1393 movestr = me->ourgame->solve(me->states[0].state,
1394 me->states[me->statepos-1].state,
1395 me->aux_info, &msg);
1398 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1401 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1405 * Now enter the solved state as the next move.
1407 midend_stop_anim(me);
1408 midend_purge_states(me);
1410 me->states[me->nstates].state = s;
1411 me->states[me->nstates].movestr = movestr;
1412 me->states[me->nstates].movetype = SOLVE;
1413 me->statepos = ++me->nstates;
1415 me->ourgame->changed_state(me->ui,
1416 me->states[me->statepos-2].state,
1417 me->states[me->statepos-1].state);
1419 if (me->ourgame->flags & SOLVE_ANIMATES) {
1420 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1422 me->ourgame->anim_length(me->states[me->statepos-2].state,
1423 me->states[me->statepos-1].state,
1427 me->anim_time = 0.0;
1428 midend_finish_move(me);
1432 midend_set_timer(me);
1436 int midend_status(midend *me)
1439 * We should probably never be called when the state stack has no
1440 * states on it at all - ideally, midends should never be left in
1441 * that state for long enough to get put down and forgotten about.
1442 * But if we are, I think we return _true_ - pedantically speaking
1443 * a midend in that state is 'vacuously solved', and more
1444 * practically, a user whose midend has been left in that state
1445 * probably _does_ want the 'new game' option to be prominent.
1447 if (me->statepos == 0)
1450 return me->ourgame->status(me->states[me->statepos-1].state);
1453 char *midend_rewrite_statusbar(midend *me, char *text)
1456 * An important special case is that we are occasionally called
1457 * with our own laststatus, to update the timer.
1459 if (me->laststatus != text) {
1460 sfree(me->laststatus);
1461 me->laststatus = dupstr(text);
1464 if (me->ourgame->is_timed) {
1465 char timebuf[100], *ret;
1468 sec = (int)me->elapsed;
1471 sprintf(timebuf, "[%d:%02d] ", min, sec);
1473 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1474 strcpy(ret, timebuf);
1479 return dupstr(text);
1483 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1484 #define SERIALISE_VERSION "1"
1486 void midend_serialise(midend *me,
1487 void (*write)(void *ctx, void *buf, int len),
1493 * Each line of the save file contains three components. First
1494 * exactly 8 characters of header word indicating what type of
1495 * data is contained on the line; then a colon followed by a
1496 * decimal integer giving the length of the main string on the
1497 * line; then a colon followed by the string itself (exactly as
1498 * many bytes as previously specified, no matter what they
1499 * contain). Then a newline (of reasonably flexible form).
1501 #define wr(h,s) do { \
1504 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1505 write(wctx, hbuf, strlen(hbuf)); \
1506 write(wctx, str, strlen(str)); \
1507 write(wctx, "\n", 1); \
1511 * Magic string identifying the file, and version number of the
1514 wr("SAVEFILE", SERIALISE_MAGIC);
1515 wr("VERSION", SERIALISE_VERSION);
1518 * The game name. (Copied locally to avoid const annoyance.)
1521 char *s = dupstr(me->ourgame->name);
1527 * The current long-term parameters structure, in full.
1530 char *s = me->ourgame->encode_params(me->params, TRUE);
1536 * The current short-term parameters structure, in full.
1538 if (me->curparams) {
1539 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1545 * The current game description, the privdesc, and the random seed.
1548 wr("SEED", me->seedstr);
1550 wr("DESC", me->desc);
1552 wr("PRIVDESC", me->privdesc);
1555 * The game's aux_info. We obfuscate this to prevent spoilers
1556 * (people are likely to run `head' or similar on a saved game
1557 * file simply to find out what it is, and don't necessarily
1558 * want to be told the answer to the puzzle!)
1565 len = strlen(me->aux_info);
1566 s1 = snewn(len, unsigned char);
1567 memcpy(s1, me->aux_info, len);
1568 obfuscate_bitmap(s1, len*8, FALSE);
1569 s2 = bin2hex(s1, len);
1578 * Any required serialisation of the game_ui.
1581 char *s = me->ourgame->encode_ui(me->ui);
1589 * The game time, if it's a timed game.
1591 if (me->ourgame->is_timed) {
1593 sprintf(buf, "%g", me->elapsed);
1598 * The length of, and position in, the states list.
1602 sprintf(buf, "%d", me->nstates);
1604 sprintf(buf, "%d", me->statepos);
1605 wr("STATEPOS", buf);
1609 * For each state after the initial one (which we know is
1610 * constructed from either privdesc or desc), enough
1611 * information for execute_move() to reconstruct it from the
1614 for (i = 1; i < me->nstates; i++) {
1615 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1616 switch (me->states[i].movetype) {
1618 wr("MOVE", me->states[i].movestr);
1621 wr("SOLVE", me->states[i].movestr);
1624 wr("RESTART", me->states[i].movestr);
1633 * This function returns NULL on success, or an error message.
1635 char *midend_deserialise(midend *me,
1636 int (*read)(void *ctx, void *buf, int len),
1639 int nstates = 0, statepos = -1, gotstates = 0;
1640 int started = FALSE;
1644 /* Initially all errors give the same report */
1645 char *ret = "Data does not appear to be a saved game file";
1648 * We construct all the new state in local variables while we
1649 * check its sanity. Only once we have finished reading the
1650 * serialised data and detected no errors at all do we start
1651 * modifying stuff in the midend passed in.
1653 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1654 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1655 float elapsed = 0.0F;
1656 game_params *params = NULL, *cparams = NULL;
1658 struct midend_state_entry *states = NULL;
1661 * Loop round and round reading one key/value pair at a time
1662 * from the serialised stream, until we have enough game states
1665 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1670 if (!read(rctx, key, 1)) {
1671 /* unexpected EOF */
1674 } while (key[0] == '\r' || key[0] == '\n');
1676 if (!read(rctx, key+1, 8)) {
1677 /* unexpected EOF */
1681 if (key[8] != ':') {
1683 ret = "Data was incorrectly formatted for a saved game file";
1686 len = strcspn(key, ": ");
1692 if (!read(rctx, &c, 1)) {
1693 /* unexpected EOF */
1699 } else if (c >= '0' && c <= '9') {
1700 len = (len * 10) + (c - '0');
1703 ret = "Data was incorrectly formatted for a"
1709 val = snewn(len+1, char);
1710 if (!read(rctx, val, len)) {
1717 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1718 /* ret already has the right message in it */
1721 /* Now most errors are this one, unless otherwise specified */
1722 ret = "Saved data ended unexpectedly";
1725 if (!strcmp(key, "VERSION")) {
1726 if (strcmp(val, SERIALISE_VERSION)) {
1727 ret = "Cannot handle this version of the saved game"
1731 } else if (!strcmp(key, "GAME")) {
1732 if (strcmp(val, me->ourgame->name)) {
1733 ret = "Save file is from a different game";
1736 } else if (!strcmp(key, "PARAMS")) {
1740 } else if (!strcmp(key, "CPARAMS")) {
1744 } else if (!strcmp(key, "SEED")) {
1748 } else if (!strcmp(key, "DESC")) {
1752 } else if (!strcmp(key, "PRIVDESC")) {
1756 } else if (!strcmp(key, "AUXINFO")) {
1758 int len = strlen(val) / 2; /* length in bytes */
1759 tmp = hex2bin(val, len);
1760 obfuscate_bitmap(tmp, len*8, TRUE);
1763 auxinfo = snewn(len + 1, char);
1764 memcpy(auxinfo, tmp, len);
1765 auxinfo[len] = '\0';
1767 } else if (!strcmp(key, "UI")) {
1771 } else if (!strcmp(key, "TIME")) {
1772 elapsed = (float)atof(val);
1773 } else if (!strcmp(key, "NSTATES")) {
1774 nstates = atoi(val);
1776 ret = "Number of states in save file was negative";
1780 ret = "Two state counts provided in save file";
1783 states = snewn(nstates, struct midend_state_entry);
1784 for (i = 0; i < nstates; i++) {
1785 states[i].state = NULL;
1786 states[i].movestr = NULL;
1787 states[i].movetype = NEWGAME;
1789 } else if (!strcmp(key, "STATEPOS")) {
1790 statepos = atoi(val);
1791 } else if (!strcmp(key, "MOVE")) {
1793 states[gotstates].movetype = MOVE;
1794 states[gotstates].movestr = val;
1796 } else if (!strcmp(key, "SOLVE")) {
1798 states[gotstates].movetype = SOLVE;
1799 states[gotstates].movestr = val;
1801 } else if (!strcmp(key, "RESTART")) {
1803 states[gotstates].movetype = RESTART;
1804 states[gotstates].movestr = val;
1813 params = me->ourgame->default_params();
1814 me->ourgame->decode_params(params, parstr);
1815 if (me->ourgame->validate_params(params, TRUE)) {
1816 ret = "Long-term parameters in save file are invalid";
1819 cparams = me->ourgame->default_params();
1820 me->ourgame->decode_params(cparams, cparstr);
1821 if (me->ourgame->validate_params(cparams, FALSE)) {
1822 ret = "Short-term parameters in save file are invalid";
1825 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1827 * The seed's no use with this version, but we can perfectly
1828 * well use the rest of the data.
1834 ret = "Game description in save file is missing";
1836 } else if (me->ourgame->validate_desc(params, desc)) {
1837 ret = "Game description in save file is invalid";
1840 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1841 ret = "Game private description in save file is invalid";
1844 if (statepos < 0 || statepos >= nstates) {
1845 ret = "Game position in save file is out of range";
1848 states[0].state = me->ourgame->new_game(me, params,
1849 privdesc ? privdesc : desc);
1850 for (i = 1; i < nstates; i++) {
1851 assert(states[i].movetype != NEWGAME);
1852 switch (states[i].movetype) {
1855 states[i].state = me->ourgame->execute_move(states[i-1].state,
1857 if (states[i].state == NULL) {
1858 ret = "Save file contained an invalid move";
1863 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1864 ret = "Save file contained an invalid restart move";
1867 states[i].state = me->ourgame->new_game(me, params,
1873 ui = me->ourgame->new_ui(states[0].state);
1874 me->ourgame->decode_ui(ui, uistr);
1877 * Now we've run out of possible error conditions, so we're
1878 * ready to start overwriting the real data in the current
1879 * midend. We'll do this by swapping things with the local
1880 * variables, so that the same cleanup code will free the old
1891 me->privdesc = privdesc;
1899 me->aux_info = auxinfo;
1903 me->genmode = GOT_NOTHING;
1905 me->statesize = nstates;
1906 nstates = me->nstates;
1907 me->nstates = me->statesize;
1909 struct midend_state_entry *tmp;
1911 me->states = states;
1914 me->statepos = statepos;
1920 me->params = params;
1923 tmp = me->curparams;
1924 me->curparams = cparams;
1928 me->oldstate = NULL;
1929 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1940 me->elapsed = elapsed;
1941 me->pressed_mouse_button = 0;
1943 midend_set_timer(me);
1946 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1948 me->ourgame->new_drawstate(me->drawing,
1949 me->states[me->statepos-1].state);
1950 midend_size_new_drawstate(me);
1952 ret = NULL; /* success! */
1964 me->ourgame->free_params(params);
1966 me->ourgame->free_params(cparams);
1968 me->ourgame->free_ui(ui);
1972 for (i = 0; i < nstates; i++) {
1973 if (states[i].state)
1974 me->ourgame->free_game(states[i].state);
1975 sfree(states[i].movestr);
1984 * This function examines a saved game file just far enough to
1985 * determine which game type it contains. It returns NULL on success
1986 * and the game name string in 'name' (which will be dynamically
1987 * allocated and should be caller-freed), or an error message on
1990 char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
1993 int nstates = 0, statepos = -1, gotstates = 0;
1994 int started = FALSE;
1997 /* Initially all errors give the same report */
1998 char *ret = "Data does not appear to be a saved game file";
2003 * Loop round and round reading one key/value pair at a time from
2004 * the serialised stream, until we've found the game name.
2006 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
2011 if (!read(rctx, key, 1)) {
2012 /* unexpected EOF */
2015 } while (key[0] == '\r' || key[0] == '\n');
2017 if (!read(rctx, key+1, 8)) {
2018 /* unexpected EOF */
2022 if (key[8] != ':') {
2024 ret = "Data was incorrectly formatted for a saved game file";
2027 len = strcspn(key, ": ");
2033 if (!read(rctx, &c, 1)) {
2034 /* unexpected EOF */
2040 } else if (c >= '0' && c <= '9') {
2041 len = (len * 10) + (c - '0');
2044 ret = "Data was incorrectly formatted for a"
2050 val = snewn(len+1, char);
2051 if (!read(rctx, val, len)) {
2058 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
2059 /* ret already has the right message in it */
2062 /* Now most errors are this one, unless otherwise specified */
2063 ret = "Saved data ended unexpectedly";
2066 if (!strcmp(key, "VERSION")) {
2067 if (strcmp(val, SERIALISE_VERSION)) {
2068 ret = "Cannot handle this version of the saved game"
2072 } else if (!strcmp(key, "GAME")) {
2073 *name = dupstr(val);
2088 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
2090 game_state *soln = NULL;
2092 if (me->statepos < 1)
2093 return "No game set up to print";/* _shouldn't_ happen! */
2096 char *msg, *movestr;
2098 if (!me->ourgame->can_solve)
2099 return "This game does not support the Solve operation";
2101 msg = "Solve operation failed";/* game _should_ overwrite on error */
2102 movestr = me->ourgame->solve(me->states[0].state,
2103 me->states[me->statepos-1].state,
2104 me->aux_info, &msg);
2107 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
2116 * This call passes over ownership of the two game_states and
2117 * the game_params. Hence we duplicate the ones we want to
2118 * keep, and we don't have to bother freeing soln if it was
2121 document_add_puzzle(doc, me->ourgame,
2122 me->ourgame->dup_params(me->curparams),
2123 me->ourgame->dup_game(me->states[0].state), soln);