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;
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->npresets = me->presetsize = 0;
119 me->anim_time = me->anim_pos = 0.0F;
120 me->flash_time = me->flash_pos = 0.0F;
123 me->pressed_mouse_button = 0;
124 me->laststatus = NULL;
127 me->tilesize = me->winwidth = me->winheight = 0;
129 me->drawing = drawing_new(drapi, me, drhandle);
133 me->preferred_tilesize = ourgame->preferred_tilesize;
136 * Allow an environment-based override for the default tile
137 * size by defining a variable along the lines of
144 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
145 for (j = k = 0; buf[j]; j++)
146 if (!isspace((unsigned char)buf[j]))
147 buf[k++] = toupper((unsigned char)buf[j]);
149 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
150 me->preferred_tilesize = ts;
158 static void midend_free_game(midend *me)
160 while (me->nstates > 0) {
162 me->ourgame->free_game(me->states[me->nstates].state);
163 sfree(me->states[me->nstates].movestr);
167 me->ourgame->free_drawstate(me->drawing, me->drawstate);
170 void midend_free(midend *me)
174 midend_free_game(me);
177 drawing_free(me->drawing);
178 random_free(me->random);
184 me->ourgame->free_params(me->params);
186 for (i = 0; i < me->npresets; i++) {
187 sfree(me->presets[i]);
188 sfree(me->preset_names[i]);
191 sfree(me->preset_names);
194 me->ourgame->free_ui(me->ui);
196 me->ourgame->free_params(me->curparams);
197 sfree(me->laststatus);
201 static void midend_size_new_drawstate(midend *me)
204 * Don't even bother, if we haven't worked out our tile size
207 if (me->tilesize > 0) {
208 me->ourgame->compute_size(me->params, me->tilesize,
209 &me->winwidth, &me->winheight);
210 me->ourgame->set_size(me->drawing, me->drawstate,
211 me->params, me->tilesize);
215 void midend_size(midend *me, int *x, int *y, int user_size)
221 * We can't set the size on the same drawstate twice. So if
222 * we've already sized one drawstate, we must throw it away and
225 if (me->drawstate && me->tilesize > 0) {
226 me->ourgame->free_drawstate(me->drawing, me->drawstate);
227 me->drawstate = me->ourgame->new_drawstate(me->drawing,
228 me->states[0].state);
232 * Find the tile size that best fits within the given space. If
233 * `user_size' is TRUE, we must actually find the _largest_ such
234 * tile size, in order to get as close to the user's explicit
235 * request as possible; otherwise, we bound above at the game's
236 * preferred tile size, so that the game gets what it wants
237 * provided that this doesn't break the constraint from the
238 * front-end (which is likely to be a screen size or similar).
244 me->ourgame->compute_size(me->params, max, &rx, &ry);
245 } while (rx <= *x && ry <= *y);
247 max = me->preferred_tilesize + 1;
251 * Now binary-search between min and max. We're looking for a
252 * boundary rather than a value: the point at which tile sizes
253 * stop fitting within the given dimensions. Thus, we stop when
254 * max and min differ by exactly 1.
256 while (max - min > 1) {
257 int mid = (max + min) / 2;
258 me->ourgame->compute_size(me->params, mid, &rx, &ry);
259 if (rx <= *x && ry <= *y)
266 * Now `min' is a valid size, and `max' isn't. So use `min'.
271 /* If the user requested a change in size, make it permanent. */
272 me->preferred_tilesize = me->tilesize;
273 midend_size_new_drawstate(me);
278 void midend_set_params(midend *me, game_params *params)
280 me->ourgame->free_params(me->params);
281 me->params = me->ourgame->dup_params(params);
284 game_params *midend_get_params(midend *me)
286 return me->ourgame->dup_params(me->params);
289 static void midend_set_timer(midend *me)
291 me->timing = (me->ourgame->is_timed &&
292 me->ourgame->timing_state(me->states[me->statepos-1].state,
294 if (me->timing || me->flash_time || me->anim_time)
295 activate_timer(me->frontend);
297 deactivate_timer(me->frontend);
300 void midend_force_redraw(midend *me)
303 me->ourgame->free_drawstate(me->drawing, me->drawstate);
304 me->drawstate = me->ourgame->new_drawstate(me->drawing,
305 me->states[0].state);
306 midend_size_new_drawstate(me);
310 void midend_new_game(midend *me)
312 midend_free_game(me);
314 assert(me->nstates == 0);
316 if (me->genmode == GOT_DESC) {
317 me->genmode = GOT_NOTHING;
321 if (me->genmode == GOT_SEED) {
322 me->genmode = GOT_NOTHING;
325 * Generate a new random seed. 15 digits comes to about
326 * 48 bits, which should be more than enough.
328 * I'll avoid putting a leading zero on the number,
329 * just in case it confuses anybody who thinks it's
330 * processed as an integer rather than a string.
335 newseed[0] = '1' + random_upto(me->random, 9);
336 for (i = 1; i < 15; i++)
337 newseed[i] = '0' + random_upto(me->random, 10);
339 me->seedstr = dupstr(newseed);
342 me->ourgame->free_params(me->curparams);
343 me->curparams = me->ourgame->dup_params(me->params);
351 rs = random_new(me->seedstr, strlen(me->seedstr));
353 * If this midend has been instantiated without providing a
354 * drawing API, it is non-interactive. This means that it's
355 * being used for bulk game generation, and hence we should
356 * pass the non-interactive flag to new_desc.
358 me->desc = me->ourgame->new_desc(me->curparams, rs,
359 &me->aux_info, (me->drawing != NULL));
367 * It might seem a bit odd that we're using me->params to
368 * create the initial game state, rather than me->curparams
369 * which is better tailored to this specific game and which we
372 * It's supposed to be an invariant in the midend that
373 * me->params and me->curparams differ in no aspect that is
374 * important after generation (i.e. after new_desc()). By
375 * deliberately passing the _less_ specific of these two
376 * parameter sets, we provoke play-time misbehaviour in the
377 * case where a game has failed to encode a play-time parameter
378 * in the non-full version of encode_params().
380 me->states[me->nstates].state =
381 me->ourgame->new_game(me, me->params, me->desc);
383 me->states[me->nstates].movestr = NULL;
384 me->states[me->nstates].movetype = NEWGAME;
387 me->drawstate = me->ourgame->new_drawstate(me->drawing,
388 me->states[0].state);
389 midend_size_new_drawstate(me);
392 me->ourgame->free_ui(me->ui);
393 me->ui = me->ourgame->new_ui(me->states[0].state);
394 midend_set_timer(me);
395 me->pressed_mouse_button = 0;
398 static int midend_undo(midend *me)
400 if (me->statepos > 1) {
402 me->ourgame->changed_state(me->ui,
403 me->states[me->statepos-1].state,
404 me->states[me->statepos-2].state);
412 static int midend_redo(midend *me)
414 if (me->statepos < me->nstates) {
416 me->ourgame->changed_state(me->ui,
417 me->states[me->statepos-1].state,
418 me->states[me->statepos].state);
426 static void midend_finish_move(midend *me)
431 * We do not flash if the later of the two states is special.
432 * This covers both forward Solve moves and backward (undone)
435 if ((me->oldstate || me->statepos > 1) &&
436 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
437 (me->dir < 0 && me->statepos < me->nstates &&
438 !special(me->states[me->statepos].movetype)))) {
439 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
440 me->states[me->statepos-2].state,
441 me->states[me->statepos-1].state,
442 me->oldstate ? me->dir : +1,
445 me->flash_pos = 0.0F;
446 me->flash_time = flashtime;
451 me->ourgame->free_game(me->oldstate);
453 me->anim_pos = me->anim_time = 0;
456 midend_set_timer(me);
459 void midend_stop_anim(midend *me)
461 if (me->oldstate || me->anim_time != 0) {
462 midend_finish_move(me);
467 void midend_restart_game(midend *me)
471 midend_stop_anim(me);
473 assert(me->statepos >= 1);
474 if (me->statepos == 1)
475 return; /* no point doing anything at all! */
478 * During restart, we reconstruct the game from the (public)
479 * game description rather than from states[0], because that
480 * way Mines gets slightly more sensible behaviour (restart
481 * goes to _after_ the first click so you don't have to
482 * remember where you clicked).
484 s = me->ourgame->new_game(me, me->params, me->desc);
487 * Now enter the restarted state as the next move.
489 midend_stop_anim(me);
490 while (me->nstates > me->statepos)
491 me->ourgame->free_game(me->states[--me->nstates].state);
493 me->states[me->nstates].state = s;
494 me->states[me->nstates].movestr = dupstr(me->desc);
495 me->states[me->nstates].movetype = RESTART;
496 me->statepos = ++me->nstates;
498 me->ourgame->changed_state(me->ui,
499 me->states[me->statepos-2].state,
500 me->states[me->statepos-1].state);
502 midend_finish_move(me);
504 midend_set_timer(me);
507 static int midend_really_process_key(midend *me, int x, int y, int button)
509 game_state *oldstate =
510 me->ourgame->dup_game(me->states[me->statepos - 1].state);
511 int type = MOVE, gottype = FALSE, ret = 1;
517 me->ourgame->interpret_move(me->states[me->statepos-1].state,
518 me->ui, me->drawstate, x, y, button);
521 if (button == 'n' || button == 'N' || button == '\x0E') {
522 midend_stop_anim(me);
525 goto done; /* never animate */
526 } else if (button == 'u' || button == 'u' ||
527 button == '\x1A' || button == '\x1F') {
528 midend_stop_anim(me);
529 type = me->states[me->statepos-1].movetype;
531 if (!midend_undo(me))
533 } else if (button == 'r' || button == 'R' ||
534 button == '\x12' || button == '\x19') {
535 midend_stop_anim(me);
536 if (!midend_redo(me))
538 } else if (button == 'q' || button == 'Q' || button == '\x11') {
545 s = me->states[me->statepos-1].state;
547 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
552 if (s == me->states[me->statepos-1].state) {
554 * make_move() is allowed to return its input state to
555 * indicate that although no move has been made, the UI
556 * state has been updated and a redraw is called for.
559 midend_set_timer(me);
562 midend_stop_anim(me);
563 while (me->nstates > me->statepos)
564 me->ourgame->free_game(me->states[--me->nstates].state);
566 assert(movestr != NULL);
567 me->states[me->nstates].state = s;
568 me->states[me->nstates].movestr = movestr;
569 me->states[me->nstates].movetype = MOVE;
570 me->statepos = ++me->nstates;
573 me->ourgame->changed_state(me->ui,
574 me->states[me->statepos-2].state,
575 me->states[me->statepos-1].state);
582 type = me->states[me->statepos-1].movetype;
585 * See if this move requires an animation.
587 if (special(type) && !(type == SOLVE &&
588 (me->ourgame->flags & SOLVE_ANIMATES))) {
591 anim_time = me->ourgame->anim_length(oldstate,
592 me->states[me->statepos-1].state,
596 me->oldstate = oldstate; oldstate = NULL;
598 me->anim_time = anim_time;
601 midend_finish_move(me);
607 midend_set_timer(me);
610 if (oldstate) me->ourgame->free_game(oldstate);
614 int midend_process_key(midend *me, int x, int y, int button)
619 * Harmonise mouse drag and release messages.
621 * Some front ends might accidentally switch from sending, say,
622 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
623 * drag. (This can happen on the Mac, for example, since
624 * RIGHT_DRAG is usually done using Command+drag, and if the
625 * user accidentally releases Command half way through the drag
626 * then there will be trouble.)
628 * It would be an O(number of front ends) annoyance to fix this
629 * in the front ends, but an O(number of back ends) annoyance
630 * to have each game capable of dealing with it. Therefore, we
631 * fix it _here_ in the common midend code so that it only has
634 * The possible ways in which things can go screwy in the front
637 * - in a system containing multiple physical buttons button
638 * presses can inadvertently overlap. We can see ABab (caps
639 * meaning button-down and lowercase meaning button-up) when
640 * the user had semantically intended AaBb.
642 * - in a system where one button is simulated by means of a
643 * modifier key and another button, buttons can mutate
644 * between press and release (possibly during drag). So we
645 * can see Ab instead of Aa.
647 * Definite requirements are:
649 * - button _presses_ must never be invented or destroyed. If
650 * the user presses two buttons in succession, the button
651 * presses must be transferred to the backend unchanged. So
652 * if we see AaBb , that's fine; if we see ABab (the button
653 * presses inadvertently overlapped) we must somehow
654 * `correct' it to AaBb.
656 * - every mouse action must end up looking like a press, zero
657 * or more drags, then a release. This allows back ends to
658 * make the _assumption_ that incoming mouse data will be
659 * sane in this regard, and not worry about the details.
661 * So my policy will be:
663 * - treat any button-up as a button-up for the currently
664 * pressed button, or ignore it if there is no currently
667 * - treat any drag as a drag for the currently pressed
668 * button, or ignore it if there is no currently pressed
671 * - if we see a button-down while another button is currently
672 * pressed, invent a button-up for the first one and then
673 * pass the button-down through as before.
675 * 2005-05-31: An addendum to the above. Some games might want
676 * a `priority order' among buttons, such that if one button is
677 * pressed while another is down then a fixed one of the
678 * buttons takes priority no matter what order they're pressed
679 * in. Mines, in particular, wants to treat a left+right click
680 * like a left click for the benefit of users of other
681 * implementations. So the last of the above points is modified
682 * in the presence of an (optional) button priority order.
684 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
685 if (me->pressed_mouse_button) {
686 if (IS_MOUSE_DRAG(button)) {
687 button = me->pressed_mouse_button +
688 (LEFT_DRAG - LEFT_BUTTON);
690 button = me->pressed_mouse_button +
691 (LEFT_RELEASE - LEFT_BUTTON);
694 return ret; /* ignore it */
695 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
697 * If the new button has lower priority than the old one,
698 * don't bother doing this.
700 if (me->ourgame->flags &
701 BUTTON_BEATS(me->pressed_mouse_button, button))
702 return ret; /* just ignore it */
705 * Fabricate a button-up for the previously pressed button.
707 ret = ret && midend_really_process_key
708 (me, x, y, (me->pressed_mouse_button +
709 (LEFT_RELEASE - LEFT_BUTTON)));
713 * Now send on the event we originally received.
715 ret = ret && midend_really_process_key(me, x, y, button);
718 * And update the currently pressed button.
720 if (IS_MOUSE_RELEASE(button))
721 me->pressed_mouse_button = 0;
722 else if (IS_MOUSE_DOWN(button))
723 me->pressed_mouse_button = button;
728 void midend_redraw(midend *me)
732 if (me->statepos > 0 && me->drawstate) {
733 start_draw(me->drawing);
734 if (me->oldstate && me->anim_time > 0 &&
735 me->anim_pos < me->anim_time) {
736 assert(me->dir != 0);
737 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
738 me->states[me->statepos-1].state, me->dir,
739 me->ui, me->anim_pos, me->flash_pos);
741 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
742 me->states[me->statepos-1].state, +1 /*shrug*/,
743 me->ui, 0.0, me->flash_pos);
745 end_draw(me->drawing);
750 * Nasty hacky function used to implement the --redo option in
751 * gtk.c. Only used for generating the puzzles' icons.
753 void midend_freeze_timer(midend *me, float tprop)
755 me->anim_pos = me->anim_time * tprop;
757 deactivate_timer(me->frontend);
760 void midend_timer(midend *me, float tplus)
762 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
764 me->anim_pos += tplus;
765 if (me->anim_pos >= me->anim_time ||
766 me->anim_time == 0 || !me->oldstate) {
767 if (me->anim_time > 0)
768 midend_finish_move(me);
771 me->flash_pos += tplus;
772 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
773 me->flash_pos = me->flash_time = 0;
780 float oldelapsed = me->elapsed;
781 me->elapsed += tplus;
782 if ((int)oldelapsed != (int)me->elapsed)
783 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
786 midend_set_timer(me);
789 float *midend_colours(midend *me, int *ncolours)
793 ret = me->ourgame->colours(me->frontend, ncolours);
799 * Allow environment-based overrides for the standard
800 * colours by defining variables along the lines of
801 * `NET_COLOUR_4=6000c0'.
804 for (i = 0; i < *ncolours; i++) {
806 unsigned int r, g, b;
809 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
810 for (j = k = 0; buf[j]; j++)
811 if (!isspace((unsigned char)buf[j]))
812 buf[k++] = toupper((unsigned char)buf[j]);
814 if ((e = getenv(buf)) != NULL &&
815 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
816 ret[i*3 + 0] = r / 255.0;
817 ret[i*3 + 1] = g / 255.0;
818 ret[i*3 + 2] = b / 255.0;
826 int midend_num_presets(midend *me)
832 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
833 if (me->presetsize <= me->npresets) {
834 me->presetsize = me->npresets + 10;
835 me->presets = sresize(me->presets, me->presetsize,
837 me->preset_names = sresize(me->preset_names, me->presetsize,
841 me->presets[me->npresets] = preset;
842 me->preset_names[me->npresets] = name;
849 * Allow environment-based extensions to the preset list by
850 * defining a variable along the lines of `SOLO_PRESETS=2x3
851 * Advanced:2x3da'. Colon-separated list of items,
852 * alternating between textual titles in the menu and
853 * encoded parameter strings.
855 char buf[80], *e, *p;
858 sprintf(buf, "%s_PRESETS", me->ourgame->name);
859 for (j = k = 0; buf[j]; j++)
860 if (!isspace((unsigned char)buf[j]))
861 buf[k++] = toupper((unsigned char)buf[j]);
864 if ((e = getenv(buf)) != NULL) {
872 while (*p && *p != ':') p++;
875 while (*p && *p != ':') p++;
878 preset = me->ourgame->default_params();
879 me->ourgame->decode_params(preset, val);
881 if (me->ourgame->validate_params(preset, TRUE)) {
882 /* Drop this one from the list. */
883 me->ourgame->free_params(preset);
887 if (me->presetsize <= me->npresets) {
888 me->presetsize = me->npresets + 10;
889 me->presets = sresize(me->presets, me->presetsize,
891 me->preset_names = sresize(me->preset_names,
892 me->presetsize, char *);
895 me->presets[me->npresets] = preset;
896 me->preset_names[me->npresets] = dupstr(name);
905 void midend_fetch_preset(midend *me, int n,
906 char **name, game_params **params)
908 assert(n >= 0 && n < me->npresets);
909 *name = me->preset_names[n];
910 *params = me->presets[n];
913 int midend_wants_statusbar(midend *me)
915 return me->ourgame->wants_statusbar;
918 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
922 me->desc = dupstr(desc);
923 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
926 config_item *midend_get_config(midend *me, int which, char **wintitle)
928 char *titlebuf, *parstr, *rest;
933 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
937 sprintf(titlebuf, "%s configuration", me->ourgame->name);
938 *wintitle = titlebuf;
939 return me->ourgame->configure(me->params);
942 if (!me->curparams) {
946 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
947 which == CFG_SEED ? "random" : "game");
948 *wintitle = titlebuf;
950 ret = snewn(2, config_item);
952 ret[0].type = C_STRING;
953 if (which == CFG_SEED)
954 ret[0].name = "Game random seed";
956 ret[0].name = "Game ID";
959 * For CFG_DESC the text going in here will be a string
960 * encoding of the restricted parameters, plus a colon,
961 * plus the game description. For CFG_SEED it will be the
962 * full parameters, plus a hash, plus the random seed data.
963 * Either of these is a valid full game ID (although only
964 * the former is likely to persist across many code
967 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
969 if (which == CFG_DESC) {
970 rest = me->desc ? me->desc : "";
973 rest = me->seedstr ? me->seedstr : "";
976 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
977 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
981 ret[1].name = ret[1].sval = NULL;
987 assert(!"We shouldn't be here");
991 static char *midend_game_id_int(midend *me, char *id, int defmode)
993 char *error, *par, *desc, *seed;
994 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
997 seed = strchr(id, '#');
998 desc = strchr(id, ':');
1000 if (desc && (!seed || desc < seed)) {
1002 * We have a colon separating parameters from game
1003 * description. So `par' now points to the parameters
1004 * string, and `desc' to the description string.
1009 } else if (seed && (!desc || seed < desc)) {
1011 * We have a hash separating parameters from random seed.
1012 * So `par' now points to the parameters string, and `seed'
1013 * to the seed string.
1020 * We only have one string. Depending on `defmode', we take
1021 * it to be either parameters, seed or description.
1023 if (defmode == DEF_SEED) {
1026 } else if (defmode == DEF_DESC) {
1036 * We must be reasonably careful here not to modify anything in
1037 * `me' until we have finished validating things. This function
1038 * must either return an error and do nothing to the midend, or
1039 * return success and do everything; nothing in between is
1042 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1045 newcurparams = me->ourgame->dup_params(me->params);
1046 me->ourgame->decode_params(newcurparams, par);
1047 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1049 me->ourgame->free_params(newcurparams);
1052 oldparams1 = me->curparams;
1055 * Now filter only the persistent parts of this state into
1056 * the long-term params structure, unless we've _only_
1057 * received a params string in which case the whole lot is
1060 oldparams2 = me->params;
1064 newparams = me->ourgame->dup_params(me->params);
1066 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1067 me->ourgame->decode_params(newparams, tmpstr);
1071 newparams = me->ourgame->dup_params(newcurparams);
1075 newcurparams = me->curparams;
1076 newparams = me->params;
1077 free_params = FALSE;
1081 error = me->ourgame->validate_desc(newparams, desc);
1085 me->ourgame->free_params(newcurparams);
1087 me->ourgame->free_params(newparams);
1094 * Now we've got past all possible error points. Update the
1097 me->params = newparams;
1098 me->curparams = newcurparams;
1100 me->ourgame->free_params(oldparams1);
1102 me->ourgame->free_params(oldparams2);
1105 sfree(me->privdesc);
1106 me->desc = me->privdesc = NULL;
1111 me->desc = dupstr(desc);
1112 me->genmode = GOT_DESC;
1113 sfree(me->aux_info);
1114 me->aux_info = NULL;
1118 me->seedstr = dupstr(seed);
1119 me->genmode = GOT_SEED;
1125 char *midend_game_id(midend *me, char *id)
1127 return midend_game_id_int(me, id, DEF_PARAMS);
1130 char *midend_get_game_id(midend *me)
1134 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1137 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1138 sprintf(ret, "%s:%s", parstr, me->desc);
1143 char *midend_set_config(midend *me, int which, config_item *cfg)
1146 game_params *params;
1150 params = me->ourgame->custom_params(cfg);
1151 error = me->ourgame->validate_params(params, TRUE);
1154 me->ourgame->free_params(params);
1158 me->ourgame->free_params(me->params);
1159 me->params = params;
1164 error = midend_game_id_int(me, cfg[0].sval,
1165 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1174 char *midend_text_format(midend *me)
1176 if (me->ourgame->can_format_as_text && me->statepos > 0)
1177 return me->ourgame->text_format(me->states[me->statepos-1].state);
1182 char *midend_solve(midend *me)
1185 char *msg, *movestr;
1187 if (!me->ourgame->can_solve)
1188 return "This game does not support the Solve operation";
1190 if (me->statepos < 1)
1191 return "No game set up to solve"; /* _shouldn't_ happen! */
1194 movestr = me->ourgame->solve(me->states[0].state,
1195 me->states[me->statepos-1].state,
1196 me->aux_info, &msg);
1199 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1202 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1206 * Now enter the solved state as the next move.
1208 midend_stop_anim(me);
1209 while (me->nstates > me->statepos) {
1210 me->ourgame->free_game(me->states[--me->nstates].state);
1211 if (me->states[me->nstates].movestr)
1212 sfree(me->states[me->nstates].movestr);
1215 me->states[me->nstates].state = s;
1216 me->states[me->nstates].movestr = movestr;
1217 me->states[me->nstates].movetype = SOLVE;
1218 me->statepos = ++me->nstates;
1220 me->ourgame->changed_state(me->ui,
1221 me->states[me->statepos-2].state,
1222 me->states[me->statepos-1].state);
1224 if (me->ourgame->flags & SOLVE_ANIMATES) {
1225 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1227 me->ourgame->anim_length(me->states[me->statepos-2].state,
1228 me->states[me->statepos-1].state,
1232 me->anim_time = 0.0;
1233 midend_finish_move(me);
1236 midend_set_timer(me);
1240 char *midend_rewrite_statusbar(midend *me, char *text)
1243 * An important special case is that we are occasionally called
1244 * with our own laststatus, to update the timer.
1246 if (me->laststatus != text) {
1247 sfree(me->laststatus);
1248 me->laststatus = dupstr(text);
1251 if (me->ourgame->is_timed) {
1252 char timebuf[100], *ret;
1258 sprintf(timebuf, "[%d:%02d] ", min, sec);
1260 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1261 strcpy(ret, timebuf);
1266 return dupstr(text);
1270 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1271 #define SERIALISE_VERSION "1"
1273 void midend_serialise(midend *me,
1274 void (*write)(void *ctx, void *buf, int len),
1280 * Each line of the save file contains three components. First
1281 * exactly 8 characters of header word indicating what type of
1282 * data is contained on the line; then a colon followed by a
1283 * decimal integer giving the length of the main string on the
1284 * line; then a colon followed by the string itself (exactly as
1285 * many bytes as previously specified, no matter what they
1286 * contain). Then a newline (of reasonably flexible form).
1288 #define wr(h,s) do { \
1291 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1292 write(wctx, hbuf, strlen(hbuf)); \
1293 write(wctx, str, strlen(str)); \
1294 write(wctx, "\n", 1); \
1298 * Magic string identifying the file, and version number of the
1301 wr("SAVEFILE", SERIALISE_MAGIC);
1302 wr("VERSION", SERIALISE_VERSION);
1305 * The game name. (Copied locally to avoid const annoyance.)
1308 char *s = dupstr(me->ourgame->name);
1314 * The current long-term parameters structure, in full.
1317 char *s = me->ourgame->encode_params(me->params, TRUE);
1323 * The current short-term parameters structure, in full.
1325 if (me->curparams) {
1326 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1332 * The current game description, the privdesc, and the random seed.
1335 wr("SEED", me->seedstr);
1337 wr("DESC", me->desc);
1339 wr("PRIVDESC", me->privdesc);
1342 * The game's aux_info. We obfuscate this to prevent spoilers
1343 * (people are likely to run `head' or similar on a saved game
1344 * file simply to find out what it is, and don't necessarily
1345 * want to be told the answer to the puzzle!)
1352 len = strlen(me->aux_info);
1353 s1 = snewn(len, unsigned char);
1354 memcpy(s1, me->aux_info, len);
1355 obfuscate_bitmap(s1, len*8, FALSE);
1356 s2 = bin2hex(s1, len);
1365 * Any required serialisation of the game_ui.
1368 char *s = me->ourgame->encode_ui(me->ui);
1376 * The game time, if it's a timed game.
1378 if (me->ourgame->is_timed) {
1380 sprintf(buf, "%g", me->elapsed);
1385 * The length of, and position in, the states list.
1389 sprintf(buf, "%d", me->nstates);
1391 sprintf(buf, "%d", me->statepos);
1392 wr("STATEPOS", buf);
1396 * For each state after the initial one (which we know is
1397 * constructed from either privdesc or desc), enough
1398 * information for execute_move() to reconstruct it from the
1401 for (i = 1; i < me->nstates; i++) {
1402 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1403 switch (me->states[i].movetype) {
1405 wr("MOVE", me->states[i].movestr);
1408 wr("SOLVE", me->states[i].movestr);
1411 wr("RESTART", me->states[i].movestr);
1420 * This function returns NULL on success, or an error message.
1422 char *midend_deserialise(midend *me,
1423 int (*read)(void *ctx, void *buf, int len),
1426 int nstates = 0, statepos = -1, gotstates = 0;
1427 int started = FALSE;
1431 /* Initially all errors give the same report */
1432 char *ret = "Data does not appear to be a saved game file";
1435 * We construct all the new state in local variables while we
1436 * check its sanity. Only once we have finished reading the
1437 * serialised data and detected no errors at all do we start
1438 * modifying stuff in the midend passed in.
1440 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1441 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1442 float elapsed = 0.0F;
1443 game_params *params = NULL, *cparams = NULL;
1445 struct midend_state_entry *states = NULL;
1448 * Loop round and round reading one key/value pair at a time
1449 * from the serialised stream, until we have enough game states
1452 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1457 if (!read(rctx, key, 1)) {
1458 /* unexpected EOF */
1461 } while (key[0] == '\r' || key[0] == '\n');
1463 if (!read(rctx, key+1, 8)) {
1464 /* unexpected EOF */
1468 if (key[8] != ':') {
1470 ret = "Data was incorrectly formatted for a saved game file";
1473 len = strcspn(key, ": ");
1479 if (!read(rctx, &c, 1)) {
1480 /* unexpected EOF */
1486 } else if (c >= '0' && c <= '9') {
1487 len = (len * 10) + (c - '0');
1490 ret = "Data was incorrectly formatted for a"
1496 val = snewn(len+1, char);
1497 if (!read(rctx, val, len)) {
1504 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1505 /* ret already has the right message in it */
1508 /* Now most errors are this one, unless otherwise specified */
1509 ret = "Saved data ended unexpectedly";
1512 if (!strcmp(key, "VERSION")) {
1513 if (strcmp(val, SERIALISE_VERSION)) {
1514 ret = "Cannot handle this version of the saved game"
1518 } else if (!strcmp(key, "GAME")) {
1519 if (strcmp(val, me->ourgame->name)) {
1520 ret = "Save file is from a different game";
1523 } else if (!strcmp(key, "PARAMS")) {
1527 } else if (!strcmp(key, "CPARAMS")) {
1531 } else if (!strcmp(key, "SEED")) {
1535 } else if (!strcmp(key, "DESC")) {
1539 } else if (!strcmp(key, "PRIVDESC")) {
1543 } else if (!strcmp(key, "AUXINFO")) {
1545 int len = strlen(val) / 2; /* length in bytes */
1546 tmp = hex2bin(val, len);
1547 obfuscate_bitmap(tmp, len*8, TRUE);
1550 auxinfo = snewn(len + 1, char);
1551 memcpy(auxinfo, tmp, len);
1552 auxinfo[len] = '\0';
1554 } else if (!strcmp(key, "UI")) {
1558 } else if (!strcmp(key, "TIME")) {
1559 elapsed = atof(val);
1560 } else if (!strcmp(key, "NSTATES")) {
1561 nstates = atoi(val);
1563 ret = "Number of states in save file was negative";
1567 ret = "Two state counts provided in save file";
1570 states = snewn(nstates, struct midend_state_entry);
1571 for (i = 0; i < nstates; i++) {
1572 states[i].state = NULL;
1573 states[i].movestr = NULL;
1574 states[i].movetype = NEWGAME;
1576 } else if (!strcmp(key, "STATEPOS")) {
1577 statepos = atoi(val);
1578 } else if (!strcmp(key, "MOVE")) {
1580 states[gotstates].movetype = MOVE;
1581 states[gotstates].movestr = val;
1583 } else if (!strcmp(key, "SOLVE")) {
1585 states[gotstates].movetype = SOLVE;
1586 states[gotstates].movestr = val;
1588 } else if (!strcmp(key, "RESTART")) {
1590 states[gotstates].movetype = RESTART;
1591 states[gotstates].movestr = val;
1600 params = me->ourgame->default_params();
1601 me->ourgame->decode_params(params, parstr);
1602 if (me->ourgame->validate_params(params, TRUE)) {
1603 ret = "Long-term parameters in save file are invalid";
1606 cparams = me->ourgame->default_params();
1607 me->ourgame->decode_params(cparams, cparstr);
1608 if (me->ourgame->validate_params(cparams, FALSE)) {
1609 ret = "Short-term parameters in save file are invalid";
1612 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1614 * The seed's no use with this version, but we can perfectly
1615 * well use the rest of the data.
1621 ret = "Game description in save file is missing";
1623 } else if (me->ourgame->validate_desc(params, desc)) {
1624 ret = "Game description in save file is invalid";
1627 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1628 ret = "Game private description in save file is invalid";
1631 if (statepos < 0 || statepos >= nstates) {
1632 ret = "Game position in save file is out of range";
1635 states[0].state = me->ourgame->new_game(me, params,
1636 privdesc ? privdesc : desc);
1637 for (i = 1; i < nstates; i++) {
1638 assert(states[i].movetype != NEWGAME);
1639 switch (states[i].movetype) {
1642 states[i].state = me->ourgame->execute_move(states[i-1].state,
1644 if (states[i].state == NULL) {
1645 ret = "Save file contained an invalid move";
1650 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1651 ret = "Save file contained an invalid restart move";
1654 states[i].state = me->ourgame->new_game(me, params,
1660 ui = me->ourgame->new_ui(states[0].state);
1661 me->ourgame->decode_ui(ui, uistr);
1664 * Now we've run out of possible error conditions, so we're
1665 * ready to start overwriting the real data in the current
1666 * midend. We'll do this by swapping things with the local
1667 * variables, so that the same cleanup code will free the old
1678 me->privdesc = privdesc;
1686 me->aux_info = auxinfo;
1690 me->genmode = GOT_NOTHING;
1692 me->statesize = nstates;
1693 nstates = me->nstates;
1694 me->nstates = me->statesize;
1696 struct midend_state_entry *tmp;
1698 me->states = states;
1701 me->statepos = statepos;
1707 me->params = params;
1710 tmp = me->curparams;
1711 me->curparams = cparams;
1715 me->oldstate = NULL;
1716 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1727 me->elapsed = elapsed;
1728 me->pressed_mouse_button = 0;
1730 midend_set_timer(me);
1733 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1735 me->ourgame->new_drawstate(me->drawing,
1736 me->states[me->statepos-1].state);
1737 midend_size_new_drawstate(me);
1739 ret = NULL; /* success! */
1751 me->ourgame->free_params(params);
1753 me->ourgame->free_params(cparams);
1755 me->ourgame->free_ui(ui);
1759 for (i = 0; i < nstates; i++) {
1760 if (states[i].state)
1761 me->ourgame->free_game(states[i].state);
1762 sfree(states[i].movestr);
1770 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1772 game_state *soln = NULL;
1774 if (me->statepos < 1)
1775 return "No game set up to print";/* _shouldn't_ happen! */
1778 char *msg, *movestr;
1780 if (!me->ourgame->can_solve)
1781 return "This game does not support the Solve operation";
1783 msg = "Solve operation failed";/* game _should_ overwrite on error */
1784 movestr = me->ourgame->solve(me->states[0].state,
1785 me->states[me->statepos-1].state,
1786 me->aux_info, &msg);
1789 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1798 * This call passes over ownership of the two game_states and
1799 * the game_params. Hence we duplicate the ones we want to
1800 * keep, and we don't have to bother freeing soln if it was
1803 document_add_puzzle(doc, me->ourgame,
1804 me->ourgame->dup_params(me->curparams),
1805 me->ourgame->dup_game(me->states[0].state), soln);