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 expand)
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 * `expand' is TRUE, we must actually find the _largest_ such
234 * tile size; otherwise, we bound above at the game's preferred
241 me->ourgame->compute_size(me->params, max, &rx, &ry);
242 } while (rx <= *x && ry <= *y);
244 max = me->preferred_tilesize + 1;
248 * Now binary-search between min and max. We're looking for a
249 * boundary rather than a value: the point at which tile sizes
250 * stop fitting within the given dimensions. Thus, we stop when
251 * max and min differ by exactly 1.
253 while (max - min > 1) {
254 int mid = (max + min) / 2;
255 me->ourgame->compute_size(me->params, mid, &rx, &ry);
256 if (rx <= *x && ry <= *y)
263 * Now `min' is a valid size, and `max' isn't. So use `min'.
267 midend_size_new_drawstate(me);
272 void midend_set_params(midend *me, game_params *params)
274 me->ourgame->free_params(me->params);
275 me->params = me->ourgame->dup_params(params);
278 game_params *midend_get_params(midend *me)
280 return me->ourgame->dup_params(me->params);
283 static void midend_set_timer(midend *me)
285 me->timing = (me->ourgame->is_timed &&
286 me->ourgame->timing_state(me->states[me->statepos-1].state,
288 if (me->timing || me->flash_time || me->anim_time)
289 activate_timer(me->frontend);
291 deactivate_timer(me->frontend);
294 void midend_force_redraw(midend *me)
297 me->ourgame->free_drawstate(me->drawing, me->drawstate);
298 me->drawstate = me->ourgame->new_drawstate(me->drawing,
299 me->states[0].state);
300 midend_size_new_drawstate(me);
304 void midend_new_game(midend *me)
306 midend_free_game(me);
308 assert(me->nstates == 0);
310 if (me->genmode == GOT_DESC) {
311 me->genmode = GOT_NOTHING;
315 if (me->genmode == GOT_SEED) {
316 me->genmode = GOT_NOTHING;
319 * Generate a new random seed. 15 digits comes to about
320 * 48 bits, which should be more than enough.
322 * I'll avoid putting a leading zero on the number,
323 * just in case it confuses anybody who thinks it's
324 * processed as an integer rather than a string.
329 newseed[0] = '1' + random_upto(me->random, 9);
330 for (i = 1; i < 15; i++)
331 newseed[i] = '0' + random_upto(me->random, 10);
333 me->seedstr = dupstr(newseed);
336 me->ourgame->free_params(me->curparams);
337 me->curparams = me->ourgame->dup_params(me->params);
345 rs = random_new(me->seedstr, strlen(me->seedstr));
347 * If this midend has been instantiated without providing a
348 * drawing API, it is non-interactive. This means that it's
349 * being used for bulk game generation, and hence we should
350 * pass the non-interactive flag to new_desc.
352 me->desc = me->ourgame->new_desc(me->curparams, rs,
353 &me->aux_info, (me->drawing != NULL));
361 * It might seem a bit odd that we're using me->params to
362 * create the initial game state, rather than me->curparams
363 * which is better tailored to this specific game and which we
366 * It's supposed to be an invariant in the midend that
367 * me->params and me->curparams differ in no aspect that is
368 * important after generation (i.e. after new_desc()). By
369 * deliberately passing the _less_ specific of these two
370 * parameter sets, we provoke play-time misbehaviour in the
371 * case where a game has failed to encode a play-time parameter
372 * in the non-full version of encode_params().
374 me->states[me->nstates].state =
375 me->ourgame->new_game(me, me->params, me->desc);
377 me->states[me->nstates].movestr = NULL;
378 me->states[me->nstates].movetype = NEWGAME;
381 me->drawstate = me->ourgame->new_drawstate(me->drawing,
382 me->states[0].state);
383 midend_size_new_drawstate(me);
386 me->ourgame->free_ui(me->ui);
387 me->ui = me->ourgame->new_ui(me->states[0].state);
388 midend_set_timer(me);
389 me->pressed_mouse_button = 0;
392 static int midend_undo(midend *me)
394 if (me->statepos > 1) {
396 me->ourgame->changed_state(me->ui,
397 me->states[me->statepos-1].state,
398 me->states[me->statepos-2].state);
406 static int midend_redo(midend *me)
408 if (me->statepos < me->nstates) {
410 me->ourgame->changed_state(me->ui,
411 me->states[me->statepos-1].state,
412 me->states[me->statepos].state);
420 static void midend_finish_move(midend *me)
425 * We do not flash if the later of the two states is special.
426 * This covers both forward Solve moves and backward (undone)
429 if ((me->oldstate || me->statepos > 1) &&
430 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
431 (me->dir < 0 && me->statepos < me->nstates &&
432 !special(me->states[me->statepos].movetype)))) {
433 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
434 me->states[me->statepos-2].state,
435 me->states[me->statepos-1].state,
436 me->oldstate ? me->dir : +1,
439 me->flash_pos = 0.0F;
440 me->flash_time = flashtime;
445 me->ourgame->free_game(me->oldstate);
447 me->anim_pos = me->anim_time = 0;
450 midend_set_timer(me);
453 void midend_stop_anim(midend *me)
455 if (me->oldstate || me->anim_time != 0) {
456 midend_finish_move(me);
461 void midend_restart_game(midend *me)
465 midend_stop_anim(me);
467 assert(me->statepos >= 1);
468 if (me->statepos == 1)
469 return; /* no point doing anything at all! */
472 * During restart, we reconstruct the game from the (public)
473 * game description rather than from states[0], because that
474 * way Mines gets slightly more sensible behaviour (restart
475 * goes to _after_ the first click so you don't have to
476 * remember where you clicked).
478 s = me->ourgame->new_game(me, me->params, me->desc);
481 * Now enter the restarted state as the next move.
483 midend_stop_anim(me);
484 while (me->nstates > me->statepos)
485 me->ourgame->free_game(me->states[--me->nstates].state);
487 me->states[me->nstates].state = s;
488 me->states[me->nstates].movestr = dupstr(me->desc);
489 me->states[me->nstates].movetype = RESTART;
490 me->statepos = ++me->nstates;
492 me->ourgame->changed_state(me->ui,
493 me->states[me->statepos-2].state,
494 me->states[me->statepos-1].state);
496 midend_finish_move(me);
498 midend_set_timer(me);
501 static int midend_really_process_key(midend *me, int x, int y, int button)
503 game_state *oldstate =
504 me->ourgame->dup_game(me->states[me->statepos - 1].state);
505 int type = MOVE, gottype = FALSE, ret = 1;
511 me->ourgame->interpret_move(me->states[me->statepos-1].state,
512 me->ui, me->drawstate, x, y, button);
515 if (button == 'n' || button == 'N' || button == '\x0E') {
516 midend_stop_anim(me);
519 goto done; /* never animate */
520 } else if (button == 'u' || button == 'u' ||
521 button == '\x1A' || button == '\x1F') {
522 midend_stop_anim(me);
523 type = me->states[me->statepos-1].movetype;
525 if (!midend_undo(me))
527 } else if (button == 'r' || button == 'R' ||
528 button == '\x12' || button == '\x19') {
529 midend_stop_anim(me);
530 if (!midend_redo(me))
532 } else if (button == 'q' || button == 'Q' || button == '\x11') {
539 s = me->states[me->statepos-1].state;
541 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
546 if (s == me->states[me->statepos-1].state) {
548 * make_move() is allowed to return its input state to
549 * indicate that although no move has been made, the UI
550 * state has been updated and a redraw is called for.
553 midend_set_timer(me);
556 midend_stop_anim(me);
557 while (me->nstates > me->statepos)
558 me->ourgame->free_game(me->states[--me->nstates].state);
560 assert(movestr != NULL);
561 me->states[me->nstates].state = s;
562 me->states[me->nstates].movestr = movestr;
563 me->states[me->nstates].movetype = MOVE;
564 me->statepos = ++me->nstates;
567 me->ourgame->changed_state(me->ui,
568 me->states[me->statepos-2].state,
569 me->states[me->statepos-1].state);
576 type = me->states[me->statepos-1].movetype;
579 * See if this move requires an animation.
581 if (special(type) && !(type == SOLVE &&
582 (me->ourgame->flags & SOLVE_ANIMATES))) {
585 anim_time = me->ourgame->anim_length(oldstate,
586 me->states[me->statepos-1].state,
590 me->oldstate = oldstate; oldstate = NULL;
592 me->anim_time = anim_time;
595 midend_finish_move(me);
601 midend_set_timer(me);
604 if (oldstate) me->ourgame->free_game(oldstate);
608 int midend_process_key(midend *me, int x, int y, int button)
613 * Harmonise mouse drag and release messages.
615 * Some front ends might accidentally switch from sending, say,
616 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
617 * drag. (This can happen on the Mac, for example, since
618 * RIGHT_DRAG is usually done using Command+drag, and if the
619 * user accidentally releases Command half way through the drag
620 * then there will be trouble.)
622 * It would be an O(number of front ends) annoyance to fix this
623 * in the front ends, but an O(number of back ends) annoyance
624 * to have each game capable of dealing with it. Therefore, we
625 * fix it _here_ in the common midend code so that it only has
628 * The possible ways in which things can go screwy in the front
631 * - in a system containing multiple physical buttons button
632 * presses can inadvertently overlap. We can see ABab (caps
633 * meaning button-down and lowercase meaning button-up) when
634 * the user had semantically intended AaBb.
636 * - in a system where one button is simulated by means of a
637 * modifier key and another button, buttons can mutate
638 * between press and release (possibly during drag). So we
639 * can see Ab instead of Aa.
641 * Definite requirements are:
643 * - button _presses_ must never be invented or destroyed. If
644 * the user presses two buttons in succession, the button
645 * presses must be transferred to the backend unchanged. So
646 * if we see AaBb , that's fine; if we see ABab (the button
647 * presses inadvertently overlapped) we must somehow
648 * `correct' it to AaBb.
650 * - every mouse action must end up looking like a press, zero
651 * or more drags, then a release. This allows back ends to
652 * make the _assumption_ that incoming mouse data will be
653 * sane in this regard, and not worry about the details.
655 * So my policy will be:
657 * - treat any button-up as a button-up for the currently
658 * pressed button, or ignore it if there is no currently
661 * - treat any drag as a drag for the currently pressed
662 * button, or ignore it if there is no currently pressed
665 * - if we see a button-down while another button is currently
666 * pressed, invent a button-up for the first one and then
667 * pass the button-down through as before.
669 * 2005-05-31: An addendum to the above. Some games might want
670 * a `priority order' among buttons, such that if one button is
671 * pressed while another is down then a fixed one of the
672 * buttons takes priority no matter what order they're pressed
673 * in. Mines, in particular, wants to treat a left+right click
674 * like a left click for the benefit of users of other
675 * implementations. So the last of the above points is modified
676 * in the presence of an (optional) button priority order.
678 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
679 if (me->pressed_mouse_button) {
680 if (IS_MOUSE_DRAG(button)) {
681 button = me->pressed_mouse_button +
682 (LEFT_DRAG - LEFT_BUTTON);
684 button = me->pressed_mouse_button +
685 (LEFT_RELEASE - LEFT_BUTTON);
688 return ret; /* ignore it */
689 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
691 * If the new button has lower priority than the old one,
692 * don't bother doing this.
694 if (me->ourgame->flags &
695 BUTTON_BEATS(me->pressed_mouse_button, button))
696 return ret; /* just ignore it */
699 * Fabricate a button-up for the previously pressed button.
701 ret = ret && midend_really_process_key
702 (me, x, y, (me->pressed_mouse_button +
703 (LEFT_RELEASE - LEFT_BUTTON)));
707 * Now send on the event we originally received.
709 ret = ret && midend_really_process_key(me, x, y, button);
712 * And update the currently pressed button.
714 if (IS_MOUSE_RELEASE(button))
715 me->pressed_mouse_button = 0;
716 else if (IS_MOUSE_DOWN(button))
717 me->pressed_mouse_button = button;
722 void midend_redraw(midend *me)
726 if (me->statepos > 0 && me->drawstate) {
727 start_draw(me->drawing);
728 if (me->oldstate && me->anim_time > 0 &&
729 me->anim_pos < me->anim_time) {
730 assert(me->dir != 0);
731 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
732 me->states[me->statepos-1].state, me->dir,
733 me->ui, me->anim_pos, me->flash_pos);
735 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
736 me->states[me->statepos-1].state, +1 /*shrug*/,
737 me->ui, 0.0, me->flash_pos);
739 end_draw(me->drawing);
744 * Nasty hacky function used to implement the --redo option in
745 * gtk.c. Only used for generating the puzzles' icons.
747 void midend_freeze_timer(midend *me, float tprop)
749 me->anim_pos = me->anim_time * tprop;
751 deactivate_timer(me->frontend);
754 void midend_timer(midend *me, float tplus)
756 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
758 me->anim_pos += tplus;
759 if (me->anim_pos >= me->anim_time ||
760 me->anim_time == 0 || !me->oldstate) {
761 if (me->anim_time > 0)
762 midend_finish_move(me);
765 me->flash_pos += tplus;
766 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
767 me->flash_pos = me->flash_time = 0;
774 float oldelapsed = me->elapsed;
775 me->elapsed += tplus;
776 if ((int)oldelapsed != (int)me->elapsed)
777 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
780 midend_set_timer(me);
783 float *midend_colours(midend *me, int *ncolours)
787 ret = me->ourgame->colours(me->frontend, ncolours);
793 * Allow environment-based overrides for the standard
794 * colours by defining variables along the lines of
795 * `NET_COLOUR_4=6000c0'.
798 for (i = 0; i < *ncolours; i++) {
800 unsigned int r, g, b;
803 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
804 for (j = k = 0; buf[j]; j++)
805 if (!isspace((unsigned char)buf[j]))
806 buf[k++] = toupper((unsigned char)buf[j]);
808 if ((e = getenv(buf)) != NULL &&
809 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
810 ret[i*3 + 0] = r / 255.0;
811 ret[i*3 + 1] = g / 255.0;
812 ret[i*3 + 2] = b / 255.0;
820 int midend_num_presets(midend *me)
826 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
827 if (me->presetsize <= me->npresets) {
828 me->presetsize = me->npresets + 10;
829 me->presets = sresize(me->presets, me->presetsize,
831 me->preset_names = sresize(me->preset_names, me->presetsize,
835 me->presets[me->npresets] = preset;
836 me->preset_names[me->npresets] = name;
843 * Allow environment-based extensions to the preset list by
844 * defining a variable along the lines of `SOLO_PRESETS=2x3
845 * Advanced:2x3da'. Colon-separated list of items,
846 * alternating between textual titles in the menu and
847 * encoded parameter strings.
849 char buf[80], *e, *p;
852 sprintf(buf, "%s_PRESETS", me->ourgame->name);
853 for (j = k = 0; buf[j]; j++)
854 if (!isspace((unsigned char)buf[j]))
855 buf[k++] = toupper((unsigned char)buf[j]);
858 if ((e = getenv(buf)) != NULL) {
866 while (*p && *p != ':') p++;
869 while (*p && *p != ':') p++;
872 preset = me->ourgame->default_params();
873 me->ourgame->decode_params(preset, val);
875 if (me->ourgame->validate_params(preset, TRUE)) {
876 /* Drop this one from the list. */
877 me->ourgame->free_params(preset);
881 if (me->presetsize <= me->npresets) {
882 me->presetsize = me->npresets + 10;
883 me->presets = sresize(me->presets, me->presetsize,
885 me->preset_names = sresize(me->preset_names,
886 me->presetsize, char *);
889 me->presets[me->npresets] = preset;
890 me->preset_names[me->npresets] = dupstr(name);
899 void midend_fetch_preset(midend *me, int n,
900 char **name, game_params **params)
902 assert(n >= 0 && n < me->npresets);
903 *name = me->preset_names[n];
904 *params = me->presets[n];
907 int midend_wants_statusbar(midend *me)
909 return me->ourgame->wants_statusbar;
912 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
916 me->desc = dupstr(desc);
917 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
920 config_item *midend_get_config(midend *me, int which, char **wintitle)
922 char *titlebuf, *parstr, *rest;
927 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
931 sprintf(titlebuf, "%s configuration", me->ourgame->name);
932 *wintitle = titlebuf;
933 return me->ourgame->configure(me->params);
936 if (!me->curparams) {
940 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
941 which == CFG_SEED ? "random" : "game");
942 *wintitle = titlebuf;
944 ret = snewn(2, config_item);
946 ret[0].type = C_STRING;
947 if (which == CFG_SEED)
948 ret[0].name = "Game random seed";
950 ret[0].name = "Game ID";
953 * For CFG_DESC the text going in here will be a string
954 * encoding of the restricted parameters, plus a colon,
955 * plus the game description. For CFG_SEED it will be the
956 * full parameters, plus a hash, plus the random seed data.
957 * Either of these is a valid full game ID (although only
958 * the former is likely to persist across many code
961 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
963 if (which == CFG_DESC) {
964 rest = me->desc ? me->desc : "";
967 rest = me->seedstr ? me->seedstr : "";
970 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
971 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
975 ret[1].name = ret[1].sval = NULL;
981 assert(!"We shouldn't be here");
985 static char *midend_game_id_int(midend *me, char *id, int defmode)
987 char *error, *par, *desc, *seed;
988 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
991 seed = strchr(id, '#');
992 desc = strchr(id, ':');
994 if (desc && (!seed || desc < seed)) {
996 * We have a colon separating parameters from game
997 * description. So `par' now points to the parameters
998 * string, and `desc' to the description string.
1003 } else if (seed && (!desc || seed < desc)) {
1005 * We have a hash separating parameters from random seed.
1006 * So `par' now points to the parameters string, and `seed'
1007 * to the seed string.
1014 * We only have one string. Depending on `defmode', we take
1015 * it to be either parameters, seed or description.
1017 if (defmode == DEF_SEED) {
1020 } else if (defmode == DEF_DESC) {
1030 * We must be reasonably careful here not to modify anything in
1031 * `me' until we have finished validating things. This function
1032 * must either return an error and do nothing to the midend, or
1033 * return success and do everything; nothing in between is
1036 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1039 newcurparams = me->ourgame->dup_params(me->params);
1040 me->ourgame->decode_params(newcurparams, par);
1041 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1043 me->ourgame->free_params(newcurparams);
1046 oldparams1 = me->curparams;
1049 * Now filter only the persistent parts of this state into
1050 * the long-term params structure, unless we've _only_
1051 * received a params string in which case the whole lot is
1054 oldparams2 = me->params;
1058 newparams = me->ourgame->dup_params(me->params);
1060 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1061 me->ourgame->decode_params(newparams, tmpstr);
1065 newparams = me->ourgame->dup_params(newcurparams);
1069 newcurparams = me->curparams;
1070 newparams = me->params;
1071 free_params = FALSE;
1075 error = me->ourgame->validate_desc(newparams, desc);
1079 me->ourgame->free_params(newcurparams);
1081 me->ourgame->free_params(newparams);
1088 * Now we've got past all possible error points. Update the
1091 me->params = newparams;
1092 me->curparams = newcurparams;
1094 me->ourgame->free_params(oldparams1);
1096 me->ourgame->free_params(oldparams2);
1099 sfree(me->privdesc);
1100 me->desc = me->privdesc = NULL;
1105 me->desc = dupstr(desc);
1106 me->genmode = GOT_DESC;
1107 sfree(me->aux_info);
1108 me->aux_info = NULL;
1112 me->seedstr = dupstr(seed);
1113 me->genmode = GOT_SEED;
1119 char *midend_game_id(midend *me, char *id)
1121 return midend_game_id_int(me, id, DEF_PARAMS);
1124 char *midend_get_game_id(midend *me)
1128 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1131 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1132 sprintf(ret, "%s:%s", parstr, me->desc);
1137 char *midend_set_config(midend *me, int which, config_item *cfg)
1140 game_params *params;
1144 params = me->ourgame->custom_params(cfg);
1145 error = me->ourgame->validate_params(params, TRUE);
1148 me->ourgame->free_params(params);
1152 me->ourgame->free_params(me->params);
1153 me->params = params;
1158 error = midend_game_id_int(me, cfg[0].sval,
1159 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1168 char *midend_text_format(midend *me)
1170 if (me->ourgame->can_format_as_text && me->statepos > 0)
1171 return me->ourgame->text_format(me->states[me->statepos-1].state);
1176 char *midend_solve(midend *me)
1179 char *msg, *movestr;
1181 if (!me->ourgame->can_solve)
1182 return "This game does not support the Solve operation";
1184 if (me->statepos < 1)
1185 return "No game set up to solve"; /* _shouldn't_ happen! */
1188 movestr = me->ourgame->solve(me->states[0].state,
1189 me->states[me->statepos-1].state,
1190 me->aux_info, &msg);
1193 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1196 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1200 * Now enter the solved state as the next move.
1202 midend_stop_anim(me);
1203 while (me->nstates > me->statepos) {
1204 me->ourgame->free_game(me->states[--me->nstates].state);
1205 if (me->states[me->nstates].movestr)
1206 sfree(me->states[me->nstates].movestr);
1209 me->states[me->nstates].state = s;
1210 me->states[me->nstates].movestr = movestr;
1211 me->states[me->nstates].movetype = SOLVE;
1212 me->statepos = ++me->nstates;
1214 me->ourgame->changed_state(me->ui,
1215 me->states[me->statepos-2].state,
1216 me->states[me->statepos-1].state);
1218 if (me->ourgame->flags & SOLVE_ANIMATES) {
1219 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1221 me->ourgame->anim_length(me->states[me->statepos-2].state,
1222 me->states[me->statepos-1].state,
1226 me->anim_time = 0.0;
1227 midend_finish_move(me);
1230 midend_set_timer(me);
1234 char *midend_rewrite_statusbar(midend *me, char *text)
1237 * An important special case is that we are occasionally called
1238 * with our own laststatus, to update the timer.
1240 if (me->laststatus != text) {
1241 sfree(me->laststatus);
1242 me->laststatus = dupstr(text);
1245 if (me->ourgame->is_timed) {
1246 char timebuf[100], *ret;
1252 sprintf(timebuf, "[%d:%02d] ", min, sec);
1254 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1255 strcpy(ret, timebuf);
1260 return dupstr(text);
1264 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1265 #define SERIALISE_VERSION "1"
1267 void midend_serialise(midend *me,
1268 void (*write)(void *ctx, void *buf, int len),
1274 * Each line of the save file contains three components. First
1275 * exactly 8 characters of header word indicating what type of
1276 * data is contained on the line; then a colon followed by a
1277 * decimal integer giving the length of the main string on the
1278 * line; then a colon followed by the string itself (exactly as
1279 * many bytes as previously specified, no matter what they
1280 * contain). Then a newline (of reasonably flexible form).
1282 #define wr(h,s) do { \
1285 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1286 write(wctx, hbuf, strlen(hbuf)); \
1287 write(wctx, str, strlen(str)); \
1288 write(wctx, "\n", 1); \
1292 * Magic string identifying the file, and version number of the
1295 wr("SAVEFILE", SERIALISE_MAGIC);
1296 wr("VERSION", SERIALISE_VERSION);
1299 * The game name. (Copied locally to avoid const annoyance.)
1302 char *s = dupstr(me->ourgame->name);
1308 * The current long-term parameters structure, in full.
1311 char *s = me->ourgame->encode_params(me->params, TRUE);
1317 * The current short-term parameters structure, in full.
1319 if (me->curparams) {
1320 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1326 * The current game description, the privdesc, and the random seed.
1329 wr("SEED", me->seedstr);
1331 wr("DESC", me->desc);
1333 wr("PRIVDESC", me->privdesc);
1336 * The game's aux_info. We obfuscate this to prevent spoilers
1337 * (people are likely to run `head' or similar on a saved game
1338 * file simply to find out what it is, and don't necessarily
1339 * want to be told the answer to the puzzle!)
1346 len = strlen(me->aux_info);
1347 s1 = snewn(len, unsigned char);
1348 memcpy(s1, me->aux_info, len);
1349 obfuscate_bitmap(s1, len*8, FALSE);
1350 s2 = bin2hex(s1, len);
1359 * Any required serialisation of the game_ui.
1362 char *s = me->ourgame->encode_ui(me->ui);
1370 * The game time, if it's a timed game.
1372 if (me->ourgame->is_timed) {
1374 sprintf(buf, "%g", me->elapsed);
1379 * The length of, and position in, the states list.
1383 sprintf(buf, "%d", me->nstates);
1385 sprintf(buf, "%d", me->statepos);
1386 wr("STATEPOS", buf);
1390 * For each state after the initial one (which we know is
1391 * constructed from either privdesc or desc), enough
1392 * information for execute_move() to reconstruct it from the
1395 for (i = 1; i < me->nstates; i++) {
1396 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1397 switch (me->states[i].movetype) {
1399 wr("MOVE", me->states[i].movestr);
1402 wr("SOLVE", me->states[i].movestr);
1405 wr("RESTART", me->states[i].movestr);
1414 * This function returns NULL on success, or an error message.
1416 char *midend_deserialise(midend *me,
1417 int (*read)(void *ctx, void *buf, int len),
1420 int nstates = 0, statepos = -1, gotstates = 0;
1421 int started = FALSE;
1425 /* Initially all errors give the same report */
1426 char *ret = "Data does not appear to be a saved game file";
1429 * We construct all the new state in local variables while we
1430 * check its sanity. Only once we have finished reading the
1431 * serialised data and detected no errors at all do we start
1432 * modifying stuff in the midend passed in.
1434 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1435 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1436 float elapsed = 0.0F;
1437 game_params *params = NULL, *cparams = NULL;
1439 struct midend_state_entry *states = NULL;
1442 * Loop round and round reading one key/value pair at a time
1443 * from the serialised stream, until we have enough game states
1446 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1451 if (!read(rctx, key, 1)) {
1452 /* unexpected EOF */
1455 } while (key[0] == '\r' || key[0] == '\n');
1457 if (!read(rctx, key+1, 8)) {
1458 /* unexpected EOF */
1462 if (key[8] != ':') {
1464 ret = "Data was incorrectly formatted for a saved game file";
1467 len = strcspn(key, ": ");
1473 if (!read(rctx, &c, 1)) {
1474 /* unexpected EOF */
1480 } else if (c >= '0' && c <= '9') {
1481 len = (len * 10) + (c - '0');
1484 ret = "Data was incorrectly formatted for a"
1490 val = snewn(len+1, char);
1491 if (!read(rctx, val, len)) {
1498 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1499 /* ret already has the right message in it */
1502 /* Now most errors are this one, unless otherwise specified */
1503 ret = "Saved data ended unexpectedly";
1506 if (!strcmp(key, "VERSION")) {
1507 if (strcmp(val, SERIALISE_VERSION)) {
1508 ret = "Cannot handle this version of the saved game"
1512 } else if (!strcmp(key, "GAME")) {
1513 if (strcmp(val, me->ourgame->name)) {
1514 ret = "Save file is from a different game";
1517 } else if (!strcmp(key, "PARAMS")) {
1521 } else if (!strcmp(key, "CPARAMS")) {
1525 } else if (!strcmp(key, "SEED")) {
1529 } else if (!strcmp(key, "DESC")) {
1533 } else if (!strcmp(key, "PRIVDESC")) {
1537 } else if (!strcmp(key, "AUXINFO")) {
1539 int len = strlen(val) / 2; /* length in bytes */
1540 tmp = hex2bin(val, len);
1541 obfuscate_bitmap(tmp, len*8, TRUE);
1544 auxinfo = snewn(len + 1, char);
1545 memcpy(auxinfo, tmp, len);
1546 auxinfo[len] = '\0';
1548 } else if (!strcmp(key, "UI")) {
1552 } else if (!strcmp(key, "TIME")) {
1553 elapsed = atof(val);
1554 } else if (!strcmp(key, "NSTATES")) {
1555 nstates = atoi(val);
1557 ret = "Number of states in save file was negative";
1561 ret = "Two state counts provided in save file";
1564 states = snewn(nstates, struct midend_state_entry);
1565 for (i = 0; i < nstates; i++) {
1566 states[i].state = NULL;
1567 states[i].movestr = NULL;
1568 states[i].movetype = NEWGAME;
1570 } else if (!strcmp(key, "STATEPOS")) {
1571 statepos = atoi(val);
1572 } else if (!strcmp(key, "MOVE")) {
1574 states[gotstates].movetype = MOVE;
1575 states[gotstates].movestr = val;
1577 } else if (!strcmp(key, "SOLVE")) {
1579 states[gotstates].movetype = SOLVE;
1580 states[gotstates].movestr = val;
1582 } else if (!strcmp(key, "RESTART")) {
1584 states[gotstates].movetype = RESTART;
1585 states[gotstates].movestr = val;
1594 params = me->ourgame->default_params();
1595 me->ourgame->decode_params(params, parstr);
1596 if (me->ourgame->validate_params(params, TRUE)) {
1597 ret = "Long-term parameters in save file are invalid";
1600 cparams = me->ourgame->default_params();
1601 me->ourgame->decode_params(cparams, cparstr);
1602 if (me->ourgame->validate_params(cparams, FALSE)) {
1603 ret = "Short-term parameters in save file are invalid";
1606 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1608 * The seed's no use with this version, but we can perfectly
1609 * well use the rest of the data.
1615 ret = "Game description in save file is missing";
1617 } else if (me->ourgame->validate_desc(params, desc)) {
1618 ret = "Game description in save file is invalid";
1621 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1622 ret = "Game private description in save file is invalid";
1625 if (statepos < 0 || statepos >= nstates) {
1626 ret = "Game position in save file is out of range";
1629 states[0].state = me->ourgame->new_game(me, params,
1630 privdesc ? privdesc : desc);
1631 for (i = 1; i < nstates; i++) {
1632 assert(states[i].movetype != NEWGAME);
1633 switch (states[i].movetype) {
1636 states[i].state = me->ourgame->execute_move(states[i-1].state,
1638 if (states[i].state == NULL) {
1639 ret = "Save file contained an invalid move";
1644 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1645 ret = "Save file contained an invalid restart move";
1648 states[i].state = me->ourgame->new_game(me, params,
1654 ui = me->ourgame->new_ui(states[0].state);
1655 me->ourgame->decode_ui(ui, uistr);
1658 * Now we've run out of possible error conditions, so we're
1659 * ready to start overwriting the real data in the current
1660 * midend. We'll do this by swapping things with the local
1661 * variables, so that the same cleanup code will free the old
1672 me->privdesc = privdesc;
1680 me->aux_info = auxinfo;
1684 me->genmode = GOT_NOTHING;
1686 me->statesize = nstates;
1687 nstates = me->nstates;
1688 me->nstates = me->statesize;
1690 struct midend_state_entry *tmp;
1692 me->states = states;
1695 me->statepos = statepos;
1701 me->params = params;
1704 tmp = me->curparams;
1705 me->curparams = cparams;
1709 me->oldstate = NULL;
1710 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1721 me->elapsed = elapsed;
1722 me->pressed_mouse_button = 0;
1724 midend_set_timer(me);
1727 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1729 me->ourgame->new_drawstate(me->drawing,
1730 me->states[me->statepos-1].state);
1731 midend_size_new_drawstate(me);
1733 ret = NULL; /* success! */
1745 me->ourgame->free_params(params);
1747 me->ourgame->free_params(cparams);
1749 me->ourgame->free_ui(ui);
1753 for (i = 0; i < nstates; i++) {
1754 if (states[i].state)
1755 me->ourgame->free_game(states[i].state);
1756 sfree(states[i].movestr);
1764 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1766 game_state *soln = NULL;
1768 if (me->statepos < 1)
1769 return "No game set up to print";/* _shouldn't_ happen! */
1772 char *msg, *movestr;
1774 if (!me->ourgame->can_solve)
1775 return "This game does not support the Solve operation";
1777 msg = "Solve operation failed";/* game _should_ overwrite on error */
1778 movestr = me->ourgame->solve(me->states[0].state,
1779 me->states[me->statepos-1].state,
1780 me->aux_info, &msg);
1783 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1792 * This call passes over ownership of the two game_states and
1793 * the game_params. Hence we duplicate the ones we want to
1794 * keep, and we don't have to bother freeing soln if it was
1797 document_add_puzzle(doc, me->ourgame,
1798 me->ourgame->dup_params(me->curparams),
1799 me->ourgame->dup_game(me->states[0].state), soln);