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;
79 int pressed_mouse_button;
81 int tilesize, winwidth, winheight;
84 #define ensure(me) do { \
85 if ((me)->nstates >= (me)->statesize) { \
86 (me)->statesize = (me)->nstates + 128; \
87 (me)->states = sresize((me)->states, (me)->statesize, \
88 struct midend_state_entry); \
92 midend_data *midend_new(frontend *fe, const game *ourgame)
94 midend_data *me = snew(midend_data);
98 get_random_seed(&randseed, &randseedsize);
101 me->ourgame = ourgame;
102 me->random = random_init(randseed, randseedsize);
103 me->nstates = me->statesize = me->statepos = 0;
105 me->params = ourgame->default_params();
106 me->curparams = NULL;
107 me->desc = me->privdesc = NULL;
110 me->genmode = GOT_NOTHING;
111 me->drawstate = NULL;
114 me->preset_names = NULL;
115 me->npresets = me->presetsize = 0;
116 me->anim_time = me->anim_pos = 0.0F;
117 me->flash_time = me->flash_pos = 0.0F;
120 me->pressed_mouse_button = 0;
121 me->laststatus = NULL;
124 me->tilesize = me->winwidth = me->winheight = 0;
131 static void midend_free_game(midend_data *me)
133 while (me->nstates > 0) {
135 me->ourgame->free_game(me->states[me->nstates].state);
136 sfree(me->states[me->nstates].movestr);
140 me->ourgame->free_drawstate(me->drawstate);
143 void midend_free(midend_data *me)
147 midend_free_game(me);
149 random_free(me->random);
155 me->ourgame->free_params(me->params);
157 for (i = 0; i < me->npresets; i++) {
158 sfree(me->presets[i]);
159 sfree(me->preset_names[i]);
162 sfree(me->preset_names);
165 me->ourgame->free_ui(me->ui);
167 me->ourgame->free_params(me->curparams);
168 sfree(me->laststatus);
172 static void midend_size_new_drawstate(midend_data *me)
175 * Don't even bother, if we haven't worked out our tile size
178 if (me->tilesize > 0) {
179 me->ourgame->compute_size(me->params, me->tilesize,
180 &me->winwidth, &me->winheight);
181 me->ourgame->set_size(me->drawstate, me->params, me->tilesize);
185 void midend_size(midend_data *me, int *x, int *y, int expand)
191 * Find the tile size that best fits within the given space. If
192 * `expand' is TRUE, we must actually find the _largest_ such
193 * tile size; otherwise, we bound above at the game's preferred
200 me->ourgame->compute_size(me->params, max, &rx, &ry);
201 } while (rx <= *x && ry <= *y);
203 max = me->ourgame->preferred_tilesize + 1;
207 * Now binary-search between min and max. We're looking for a
208 * boundary rather than a value: the point at which tile sizes
209 * stop fitting within the given dimensions. Thus, we stop when
210 * max and min differ by exactly 1.
212 while (max - min > 1) {
213 int mid = (max + min) / 2;
214 me->ourgame->compute_size(me->params, mid, &rx, &ry);
215 if (rx <= *x && ry <= *y)
222 * Now `min' is a valid size, and `max' isn't. So use `min'.
226 midend_size_new_drawstate(me);
231 void midend_set_params(midend_data *me, game_params *params)
233 me->ourgame->free_params(me->params);
234 me->params = me->ourgame->dup_params(params);
237 static void midend_set_timer(midend_data *me)
239 me->timing = (me->ourgame->is_timed &&
240 me->ourgame->timing_state(me->states[me->statepos-1].state));
241 if (me->timing || me->flash_time || me->anim_time)
242 activate_timer(me->frontend);
244 deactivate_timer(me->frontend);
247 void midend_force_redraw(midend_data *me)
250 me->ourgame->free_drawstate(me->drawstate);
251 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
252 midend_size_new_drawstate(me);
256 void midend_new_game(midend_data *me)
258 midend_free_game(me);
260 assert(me->nstates == 0);
262 if (me->genmode == GOT_DESC) {
263 me->genmode = GOT_NOTHING;
267 if (me->genmode == GOT_SEED) {
268 me->genmode = GOT_NOTHING;
271 * Generate a new random seed. 15 digits comes to about
272 * 48 bits, which should be more than enough.
274 * I'll avoid putting a leading zero on the number,
275 * just in case it confuses anybody who thinks it's
276 * processed as an integer rather than a string.
281 newseed[0] = '1' + random_upto(me->random, 9);
282 for (i = 1; i < 15; i++)
283 newseed[i] = '0' + random_upto(me->random, 10);
285 me->seedstr = dupstr(newseed);
288 me->ourgame->free_params(me->curparams);
289 me->curparams = me->ourgame->dup_params(me->params);
297 rs = random_init(me->seedstr, strlen(me->seedstr));
298 me->desc = me->ourgame->new_desc(me->curparams, rs,
299 &me->aux_info, TRUE);
305 me->states[me->nstates].state =
306 me->ourgame->new_game(me, me->params, me->desc);
307 me->states[me->nstates].movestr = NULL;
308 me->states[me->nstates].movetype = NEWGAME;
311 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
312 midend_size_new_drawstate(me);
314 midend_set_timer(me);
316 me->ourgame->free_ui(me->ui);
317 me->ui = me->ourgame->new_ui(me->states[0].state);
318 me->pressed_mouse_button = 0;
321 static int midend_undo(midend_data *me)
323 if (me->statepos > 1) {
325 me->ourgame->changed_state(me->ui,
326 me->states[me->statepos-1].state,
327 me->states[me->statepos-2].state);
335 static int midend_redo(midend_data *me)
337 if (me->statepos < me->nstates) {
339 me->ourgame->changed_state(me->ui,
340 me->states[me->statepos-1].state,
341 me->states[me->statepos].state);
349 static void midend_finish_move(midend_data *me)
354 * We do not flash if the later of the two states is special.
355 * This covers both forward Solve moves and backward (undone)
358 if ((me->oldstate || me->statepos > 1) &&
359 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
360 (me->dir < 0 && me->statepos < me->nstates &&
361 !special(me->states[me->statepos].movetype)))) {
362 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
363 me->states[me->statepos-2].state,
364 me->states[me->statepos-1].state,
365 me->oldstate ? me->dir : +1,
368 me->flash_pos = 0.0F;
369 me->flash_time = flashtime;
374 me->ourgame->free_game(me->oldstate);
376 me->anim_pos = me->anim_time = 0;
379 midend_set_timer(me);
382 void midend_stop_anim(midend_data *me)
384 if (me->oldstate || me->anim_time != 0) {
385 midend_finish_move(me);
390 void midend_restart_game(midend_data *me)
394 midend_stop_anim(me);
396 assert(me->statepos >= 1);
397 if (me->statepos == 1)
398 return; /* no point doing anything at all! */
401 * During restart, we reconstruct the game from the (public)
402 * game description rather than from states[0], because that
403 * way Mines gets slightly more sensible behaviour (restart
404 * goes to _after_ the first click so you don't have to
405 * remember where you clicked).
407 s = me->ourgame->new_game(me, me->params, me->desc);
410 * Now enter the restarted state as the next move.
412 midend_stop_anim(me);
413 while (me->nstates > me->statepos)
414 me->ourgame->free_game(me->states[--me->nstates].state);
416 me->states[me->nstates].state = s;
417 me->states[me->nstates].movestr = dupstr(me->desc);
418 me->states[me->nstates].movetype = RESTART;
419 me->statepos = ++me->nstates;
421 me->ourgame->changed_state(me->ui,
422 me->states[me->statepos-2].state,
423 me->states[me->statepos-1].state);
425 midend_finish_move(me);
427 midend_set_timer(me);
430 static int midend_really_process_key(midend_data *me, int x, int y, int button)
432 game_state *oldstate =
433 me->ourgame->dup_game(me->states[me->statepos - 1].state);
434 int special = FALSE, gotspecial = FALSE, ret = 1;
440 me->ourgame->interpret_move(me->states[me->statepos-1].state,
441 me->ui, me->drawstate, x, y, button);
444 if (button == 'n' || button == 'N' || button == '\x0E') {
445 midend_stop_anim(me);
448 goto done; /* never animate */
449 } else if (button == 'u' || button == 'u' ||
450 button == '\x1A' || button == '\x1F') {
451 midend_stop_anim(me);
452 special = special(me->states[me->statepos-1].movetype);
454 if (!midend_undo(me))
456 } else if (button == 'r' || button == 'R' ||
457 button == '\x12' || button == '\x19') {
458 midend_stop_anim(me);
459 if (!midend_redo(me))
461 } else if (button == 'q' || button == 'Q' || button == '\x11') {
468 s = me->states[me->statepos-1].state;
470 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
475 if (s == me->states[me->statepos-1].state) {
477 * make_move() is allowed to return its input state to
478 * indicate that although no move has been made, the UI
479 * state has been updated and a redraw is called for.
484 midend_stop_anim(me);
485 while (me->nstates > me->statepos)
486 me->ourgame->free_game(me->states[--me->nstates].state);
488 assert(movestr != NULL);
489 me->states[me->nstates].state = s;
490 me->states[me->nstates].movestr = movestr;
491 me->states[me->nstates].movetype = MOVE;
492 me->statepos = ++me->nstates;
500 special = special(me->states[me->statepos-1].movetype);
503 * See if this move requires an animation.
508 anim_time = me->ourgame->anim_length(oldstate,
509 me->states[me->statepos-1].state,
513 me->oldstate = oldstate; oldstate = NULL;
515 me->anim_time = anim_time;
518 midend_finish_move(me);
524 midend_set_timer(me);
527 if (oldstate) me->ourgame->free_game(oldstate);
531 int midend_process_key(midend_data *me, int x, int y, int button)
536 * Harmonise mouse drag and release messages.
538 * Some front ends might accidentally switch from sending, say,
539 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
540 * drag. (This can happen on the Mac, for example, since
541 * RIGHT_DRAG is usually done using Command+drag, and if the
542 * user accidentally releases Command half way through the drag
543 * then there will be trouble.)
545 * It would be an O(number of front ends) annoyance to fix this
546 * in the front ends, but an O(number of back ends) annoyance
547 * to have each game capable of dealing with it. Therefore, we
548 * fix it _here_ in the common midend code so that it only has
551 * The possible ways in which things can go screwy in the front
554 * - in a system containing multiple physical buttons button
555 * presses can inadvertently overlap. We can see ABab (caps
556 * meaning button-down and lowercase meaning button-up) when
557 * the user had semantically intended AaBb.
559 * - in a system where one button is simulated by means of a
560 * modifier key and another button, buttons can mutate
561 * between press and release (possibly during drag). So we
562 * can see Ab instead of Aa.
564 * Definite requirements are:
566 * - button _presses_ must never be invented or destroyed. If
567 * the user presses two buttons in succession, the button
568 * presses must be transferred to the backend unchanged. So
569 * if we see AaBb , that's fine; if we see ABab (the button
570 * presses inadvertently overlapped) we must somehow
571 * `correct' it to AaBb.
573 * - every mouse action must end up looking like a press, zero
574 * or more drags, then a release. This allows back ends to
575 * make the _assumption_ that incoming mouse data will be
576 * sane in this regard, and not worry about the details.
578 * So my policy will be:
580 * - treat any button-up as a button-up for the currently
581 * pressed button, or ignore it if there is no currently
584 * - treat any drag as a drag for the currently pressed
585 * button, or ignore it if there is no currently pressed
588 * - if we see a button-down while another button is currently
589 * pressed, invent a button-up for the first one and then
590 * pass the button-down through as before.
592 * 2005-05-31: An addendum to the above. Some games might want
593 * a `priority order' among buttons, such that if one button is
594 * pressed while another is down then a fixed one of the
595 * buttons takes priority no matter what order they're pressed
596 * in. Mines, in particular, wants to treat a left+right click
597 * like a left click for the benefit of users of other
598 * implementations. So the last of the above points is modified
599 * in the presence of an (optional) button priority order.
601 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
602 if (me->pressed_mouse_button) {
603 if (IS_MOUSE_DRAG(button)) {
604 button = me->pressed_mouse_button +
605 (LEFT_DRAG - LEFT_BUTTON);
607 button = me->pressed_mouse_button +
608 (LEFT_RELEASE - LEFT_BUTTON);
611 return ret; /* ignore it */
612 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
614 * If the new button has lower priority than the old one,
615 * don't bother doing this.
617 if (me->ourgame->mouse_priorities &
618 BUTTON_BEATS(me->pressed_mouse_button, button))
619 return ret; /* just ignore it */
622 * Fabricate a button-up for the previously pressed button.
624 ret = ret && midend_really_process_key
625 (me, x, y, (me->pressed_mouse_button +
626 (LEFT_RELEASE - LEFT_BUTTON)));
630 * Now send on the event we originally received.
632 ret = ret && midend_really_process_key(me, x, y, button);
635 * And update the currently pressed button.
637 if (IS_MOUSE_RELEASE(button))
638 me->pressed_mouse_button = 0;
639 else if (IS_MOUSE_DOWN(button))
640 me->pressed_mouse_button = button;
645 void midend_redraw(midend_data *me)
647 if (me->statepos > 0 && me->drawstate) {
648 start_draw(me->frontend);
649 if (me->oldstate && me->anim_time > 0 &&
650 me->anim_pos < me->anim_time) {
651 assert(me->dir != 0);
652 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
653 me->states[me->statepos-1].state, me->dir,
654 me->ui, me->anim_pos, me->flash_pos);
656 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
657 me->states[me->statepos-1].state, +1 /*shrug*/,
658 me->ui, 0.0, me->flash_pos);
660 end_draw(me->frontend);
664 void midend_timer(midend_data *me, float tplus)
666 me->anim_pos += tplus;
667 if (me->anim_pos >= me->anim_time ||
668 me->anim_time == 0 || !me->oldstate) {
669 if (me->anim_time > 0)
670 midend_finish_move(me);
673 me->flash_pos += tplus;
674 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
675 me->flash_pos = me->flash_time = 0;
681 float oldelapsed = me->elapsed;
682 me->elapsed += tplus;
683 if ((int)oldelapsed != (int)me->elapsed)
684 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
687 midend_set_timer(me);
690 float *midend_colours(midend_data *me, int *ncolours)
692 game_state *state = NULL;
695 if (me->nstates == 0) {
697 char *desc = me->ourgame->new_desc(me->params, me->random,
699 state = me->ourgame->new_game(me, me->params, desc);
703 state = me->states[0].state;
705 ret = me->ourgame->colours(me->frontend, state, ncolours);
711 * Allow environment-based overrides for the standard
712 * colours by defining variables along the lines of
713 * `NET_COLOUR_4=6000c0'.
716 for (i = 0; i < *ncolours; i++) {
718 unsigned int r, g, b;
721 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
722 for (j = 0; buf[j]; j++)
723 buf[j] = toupper((unsigned char)buf[j]);
724 if ((e = getenv(buf)) != NULL &&
725 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
726 ret[i*3 + 0] = r / 255.0;
727 ret[i*3 + 1] = g / 255.0;
728 ret[i*3 + 2] = b / 255.0;
733 if (me->nstates == 0)
734 me->ourgame->free_game(state);
739 int midend_num_presets(midend_data *me)
745 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
746 if (me->presetsize <= me->npresets) {
747 me->presetsize = me->npresets + 10;
748 me->presets = sresize(me->presets, me->presetsize,
750 me->preset_names = sresize(me->preset_names, me->presetsize,
754 me->presets[me->npresets] = preset;
755 me->preset_names[me->npresets] = name;
762 * Allow environment-based extensions to the preset list by
763 * defining a variable along the lines of `SOLO_PRESETS=2x3
764 * Advanced:2x3da'. Colon-separated list of items,
765 * alternating between textual titles in the menu and
766 * encoded parameter strings.
768 char buf[80], *e, *p;
771 sprintf(buf, "%s_PRESETS", me->ourgame->name);
772 for (j = 0; buf[j]; j++)
773 buf[j] = toupper((unsigned char)buf[j]);
775 if ((e = getenv(buf)) != NULL) {
783 while (*p && *p != ':') p++;
786 while (*p && *p != ':') p++;
789 preset = me->ourgame->default_params();
790 me->ourgame->decode_params(preset, val);
792 if (me->ourgame->validate_params(preset, TRUE)) {
793 /* Drop this one from the list. */
794 me->ourgame->free_params(preset);
798 if (me->presetsize <= me->npresets) {
799 me->presetsize = me->npresets + 10;
800 me->presets = sresize(me->presets, me->presetsize,
802 me->preset_names = sresize(me->preset_names,
803 me->presetsize, char *);
806 me->presets[me->npresets] = preset;
807 me->preset_names[me->npresets] = dupstr(name);
816 void midend_fetch_preset(midend_data *me, int n,
817 char **name, game_params **params)
819 assert(n >= 0 && n < me->npresets);
820 *name = me->preset_names[n];
821 *params = me->presets[n];
824 int midend_wants_statusbar(midend_data *me)
826 return me->ourgame->wants_statusbar();
829 void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc)
833 me->desc = dupstr(desc);
834 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
837 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
839 char *titlebuf, *parstr, *rest;
844 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
848 sprintf(titlebuf, "%s configuration", me->ourgame->name);
849 *wintitle = titlebuf;
850 return me->ourgame->configure(me->params);
853 if (!me->curparams) {
857 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
858 which == CFG_SEED ? "random" : "game");
859 *wintitle = titlebuf;
861 ret = snewn(2, config_item);
863 ret[0].type = C_STRING;
864 if (which == CFG_SEED)
865 ret[0].name = "Game random seed";
867 ret[0].name = "Game ID";
870 * For CFG_DESC the text going in here will be a string
871 * encoding of the restricted parameters, plus a colon,
872 * plus the game description. For CFG_SEED it will be the
873 * full parameters, plus a hash, plus the random seed data.
874 * Either of these is a valid full game ID (although only
875 * the former is likely to persist across many code
878 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
880 if (which == CFG_DESC) {
881 rest = me->desc ? me->desc : "";
884 rest = me->seedstr ? me->seedstr : "";
887 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
888 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
892 ret[1].name = ret[1].sval = NULL;
898 assert(!"We shouldn't be here");
902 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
904 char *error, *par, *desc, *seed;
905 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
908 seed = strchr(id, '#');
909 desc = strchr(id, ':');
911 if (desc && (!seed || desc < seed)) {
913 * We have a colon separating parameters from game
914 * description. So `par' now points to the parameters
915 * string, and `desc' to the description string.
920 } else if (seed && (!desc || seed < desc)) {
922 * We have a hash separating parameters from random seed.
923 * So `par' now points to the parameters string, and `seed'
924 * to the seed string.
931 * We only have one string. Depending on `defmode', we take
932 * it to be either parameters, seed or description.
934 if (defmode == DEF_SEED) {
937 } else if (defmode == DEF_DESC) {
947 * We must be reasonably careful here not to modify anything in
948 * `me' until we have finished validating things. This function
949 * must either return an error and do nothing to the midend, or
950 * return success and do everything; nothing in between is
953 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
956 newcurparams = me->ourgame->dup_params(me->params);
957 me->ourgame->decode_params(newcurparams, par);
958 error = me->ourgame->validate_params(newcurparams, desc == NULL);
960 me->ourgame->free_params(newcurparams);
963 oldparams1 = me->curparams;
966 * Now filter only the persistent parts of this state into
967 * the long-term params structure, unless we've _only_
968 * received a params string in which case the whole lot is
971 oldparams2 = me->params;
975 newparams = me->ourgame->dup_params(me->params);
977 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
978 me->ourgame->decode_params(newparams, tmpstr);
982 newparams = me->ourgame->dup_params(newcurparams);
986 newcurparams = me->curparams;
987 newparams = me->params;
992 error = me->ourgame->validate_desc(newparams, desc);
996 me->ourgame->free_params(newcurparams);
998 me->ourgame->free_params(newparams);
1005 * Now we've got past all possible error points. Update the
1008 me->params = newparams;
1009 me->curparams = newcurparams;
1011 me->ourgame->free_params(oldparams1);
1013 me->ourgame->free_params(oldparams2);
1016 sfree(me->privdesc);
1017 me->desc = me->privdesc = NULL;
1022 me->desc = dupstr(desc);
1023 me->genmode = GOT_DESC;
1024 sfree(me->aux_info);
1025 me->aux_info = NULL;
1029 me->seedstr = dupstr(seed);
1030 me->genmode = GOT_SEED;
1036 char *midend_game_id(midend_data *me, char *id)
1038 return midend_game_id_int(me, id, DEF_PARAMS);
1041 char *midend_set_config(midend_data *me, int which, config_item *cfg)
1044 game_params *params;
1048 params = me->ourgame->custom_params(cfg);
1049 error = me->ourgame->validate_params(params, TRUE);
1052 me->ourgame->free_params(params);
1056 me->ourgame->free_params(me->params);
1057 me->params = params;
1062 error = midend_game_id_int(me, cfg[0].sval,
1063 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1072 char *midend_text_format(midend_data *me)
1074 if (me->ourgame->can_format_as_text && me->statepos > 0)
1075 return me->ourgame->text_format(me->states[me->statepos-1].state);
1080 char *midend_solve(midend_data *me)
1083 char *msg, *movestr;
1085 if (!me->ourgame->can_solve)
1086 return "This game does not support the Solve operation";
1088 if (me->statepos < 1)
1089 return "No game set up to solve"; /* _shouldn't_ happen! */
1091 msg = "Solve operation failed"; /* game _should_ overwrite on error */
1092 movestr = me->ourgame->solve(me->states[0].state,
1093 me->states[me->statepos-1].state,
1094 me->aux_info, &msg);
1097 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1101 * Now enter the solved state as the next move.
1103 midend_stop_anim(me);
1104 while (me->nstates > me->statepos)
1105 me->ourgame->free_game(me->states[--me->nstates].state);
1107 me->states[me->nstates].state = s;
1108 me->states[me->nstates].movestr = movestr;
1109 me->states[me->nstates].movetype = SOLVE;
1110 me->statepos = ++me->nstates;
1112 me->ourgame->changed_state(me->ui,
1113 me->states[me->statepos-2].state,
1114 me->states[me->statepos-1].state);
1115 me->anim_time = 0.0;
1116 midend_finish_move(me);
1118 midend_set_timer(me);
1122 char *midend_rewrite_statusbar(midend_data *me, char *text)
1125 * An important special case is that we are occasionally called
1126 * with our own laststatus, to update the timer.
1128 if (me->laststatus != text) {
1129 sfree(me->laststatus);
1130 me->laststatus = dupstr(text);
1133 if (me->ourgame->is_timed) {
1134 char timebuf[100], *ret;
1140 sprintf(timebuf, "[%d:%02d] ", min, sec);
1142 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1143 strcpy(ret, timebuf);
1148 return dupstr(text);
1152 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1153 #define SERIALISE_VERSION "1"
1155 void midend_serialise(midend_data *me,
1156 void (*write)(void *ctx, void *buf, int len),
1162 * Each line of the save file contains three components. First
1163 * exactly 8 characters of header word indicating what type of
1164 * data is contained on the line; then a colon followed by a
1165 * decimal integer giving the length of the main string on the
1166 * line; then a colon followed by the string itself (exactly as
1167 * many bytes as previously specified, no matter what they
1168 * contain). Then a newline (of reasonably flexible form).
1170 #define wr(h,s) do { \
1173 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1174 write(wctx, hbuf, strlen(hbuf)); \
1175 write(wctx, str, strlen(str)); \
1176 write(wctx, "\n", 1); \
1180 * Magic string identifying the file, and version number of the
1183 wr("SAVEFILE", SERIALISE_MAGIC);
1184 wr("VERSION", SERIALISE_VERSION);
1187 * The game name. (Copied locally to avoid const annoyance.)
1190 char *s = dupstr(me->ourgame->name);
1196 * The current long-term parameters structure, in full.
1199 char *s = me->ourgame->encode_params(me->params, TRUE);
1205 * The current short-term parameters structure, in full.
1207 if (me->curparams) {
1208 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1214 * The current game description, the privdesc, and the random seed.
1217 wr("SEED", me->seedstr);
1219 wr("DESC", me->desc);
1221 wr("PRIVDESC", me->privdesc);
1224 * The game's aux_info. We obfuscate this to prevent spoilers
1225 * (people are likely to run `head' or similar on a saved game
1226 * file simply to find out what it is, and don't necessarily
1227 * want to be told the answer to the puzzle!)
1234 len = strlen(me->aux_info);
1235 s1 = snewn(len, unsigned char);
1236 memcpy(s1, me->aux_info, len);
1237 obfuscate_bitmap(s1, len*8, FALSE);
1238 s2 = bin2hex(s1, len);
1247 * Any required serialisation of the game_ui.
1250 char *s = me->ourgame->encode_ui(me->ui);
1258 * The game time, if it's a timed game.
1260 if (me->ourgame->is_timed) {
1262 sprintf(buf, "%g", me->elapsed);
1267 * The length of, and position in, the states list.
1271 sprintf(buf, "%d", me->nstates);
1273 sprintf(buf, "%d", me->statepos);
1274 wr("STATEPOS", buf);
1278 * For each state after the initial one (which we know is
1279 * constructed from either privdesc or desc), enough
1280 * information for execute_move() to reconstruct it from the
1283 for (i = 1; i < me->nstates; i++) {
1284 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1285 switch (me->states[i].movetype) {
1287 wr("MOVE", me->states[i].movestr);
1290 wr("SOLVE", me->states[i].movestr);
1293 wr("RESTART", me->states[i].movestr);
1302 * This function returns NULL on success, or an error message.
1304 char *midend_deserialise(midend_data *me,
1305 int (*read)(void *ctx, void *buf, int len),
1308 int nstates = 0, statepos = -1, gotstates = 0;
1309 int started = FALSE;
1313 /* Initially all errors give the same report */
1314 char *ret = "Data does not appear to be a saved game file";
1317 * We construct all the new state in local variables while we
1318 * check its sanity. Only once we have finished reading the
1319 * serialised data and detected no errors at all do we start
1320 * modifying stuff in the midend_data passed in.
1322 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1323 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1324 float elapsed = 0.0F;
1325 game_params *params = NULL, *cparams = NULL;
1327 struct midend_state_entry *states = NULL;
1330 * Loop round and round reading one key/value pair at a time
1331 * from the serialised stream, until we have enough game states
1334 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1339 if (!read(rctx, key, 1)) {
1340 /* unexpected EOF */
1343 } while (key[0] == '\r' || key[0] == '\n');
1345 if (!read(rctx, key+1, 8)) {
1346 /* unexpected EOF */
1350 if (key[8] != ':') {
1352 ret = "Data was incorrectly formatted for a saved game file";
1354 len = strcspn(key, ": ");
1360 if (!read(rctx, &c, 1)) {
1361 /* unexpected EOF */
1367 } else if (c >= '0' && c <= '9') {
1368 len = (len * 10) + (c - '0');
1371 ret = "Data was incorrectly formatted for a"
1377 val = snewn(len+1, char);
1378 if (!read(rctx, val, len)) {
1385 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1386 /* ret already has the right message in it */
1389 /* Now most errors are this one, unless otherwise specified */
1390 ret = "Saved data ended unexpectedly";
1393 if (!strcmp(key, "VERSION")) {
1394 if (strcmp(val, SERIALISE_VERSION)) {
1395 ret = "Cannot handle this version of the saved game"
1399 } else if (!strcmp(key, "GAME")) {
1400 if (strcmp(val, me->ourgame->name)) {
1401 ret = "Save file is from a different game";
1404 } else if (!strcmp(key, "PARAMS")) {
1408 } else if (!strcmp(key, "CPARAMS")) {
1412 } else if (!strcmp(key, "SEED")) {
1416 } else if (!strcmp(key, "DESC")) {
1420 } else if (!strcmp(key, "PRIVDESC")) {
1424 } else if (!strcmp(key, "AUXINFO")) {
1426 int len = strlen(val) / 2; /* length in bytes */
1427 tmp = hex2bin(val, len);
1428 obfuscate_bitmap(tmp, len*8, TRUE);
1431 auxinfo = snewn(len + 1, char);
1432 memcpy(auxinfo, tmp, len);
1433 auxinfo[len] = '\0';
1435 } else if (!strcmp(key, "UI")) {
1439 } else if (!strcmp(key, "TIME")) {
1440 elapsed = atof(val);
1441 } else if (!strcmp(key, "NSTATES")) {
1442 nstates = atoi(val);
1444 ret = "Number of states in save file was negative";
1448 ret = "Two state counts provided in save file";
1451 states = snewn(nstates, struct midend_state_entry);
1452 for (i = 0; i < nstates; i++) {
1453 states[i].state = NULL;
1454 states[i].movestr = NULL;
1455 states[i].movetype = NEWGAME;
1457 } else if (!strcmp(key, "STATEPOS")) {
1458 statepos = atoi(val);
1459 } else if (!strcmp(key, "MOVE")) {
1461 states[gotstates].movetype = MOVE;
1462 states[gotstates].movestr = val;
1464 } else if (!strcmp(key, "SOLVE")) {
1466 states[gotstates].movetype = SOLVE;
1467 states[gotstates].movestr = val;
1469 } else if (!strcmp(key, "RESTART")) {
1471 states[gotstates].movetype = RESTART;
1472 states[gotstates].movestr = val;
1481 params = me->ourgame->default_params();
1482 me->ourgame->decode_params(params, parstr);
1483 if (me->ourgame->validate_params(params, TRUE)) {
1484 ret = "Long-term parameters in save file are invalid";
1487 cparams = me->ourgame->default_params();
1488 me->ourgame->decode_params(cparams, cparstr);
1489 if (me->ourgame->validate_params(cparams, FALSE)) {
1490 ret = "Short-term parameters in save file are invalid";
1493 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1495 * The seed's no use with this version, but we can perfectly
1496 * well use the rest of the data.
1502 ret = "Game description in save file is missing";
1504 } else if (me->ourgame->validate_desc(params, desc)) {
1505 ret = "Game description in save file is invalid";
1508 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1509 ret = "Game private description in save file is invalid";
1512 if (statepos < 0 || statepos >= nstates) {
1513 ret = "Game position in save file is out of range";
1516 states[0].state = me->ourgame->new_game(me, params,
1517 privdesc ? privdesc : desc);
1518 for (i = 1; i < nstates; i++) {
1519 assert(states[i].movetype != NEWGAME);
1520 switch (states[i].movetype) {
1523 states[i].state = me->ourgame->execute_move(states[i-1].state,
1525 if (states[i].state == NULL) {
1526 ret = "Save file contained an invalid move";
1531 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1532 ret = "Save file contained an invalid restart move";
1535 states[i].state = me->ourgame->new_game(me, params,
1541 ui = me->ourgame->new_ui(states[0].state);
1542 me->ourgame->decode_ui(ui, uistr);
1545 * Now we've run out of possible error conditions, so we're
1546 * ready to start overwriting the real data in the current
1547 * midend. We'll do this by swapping things with the local
1548 * variables, so that the same cleanup code will free the old
1559 me->privdesc = privdesc;
1567 me->aux_info = auxinfo;
1571 me->genmode = GOT_NOTHING;
1573 me->statesize = nstates;
1574 nstates = me->nstates;
1575 me->nstates = me->statesize;
1577 struct midend_state_entry *tmp;
1579 me->states = states;
1582 me->statepos = statepos;
1588 me->params = params;
1591 tmp = me->curparams;
1592 me->curparams = cparams;
1596 me->oldstate = NULL;
1597 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1608 me->elapsed = elapsed;
1609 me->pressed_mouse_button = 0;
1611 midend_set_timer(me);
1614 me->ourgame->free_drawstate(me->drawstate);
1616 me->ourgame->new_drawstate(me->states[me->statepos-1].state);
1617 midend_size_new_drawstate(me);
1619 ret = NULL; /* success! */
1631 me->ourgame->free_params(params);
1633 me->ourgame->free_params(cparams);
1635 me->ourgame->free_ui(ui);
1639 for (i = 0; i < nstates; i++) {
1640 if (states[i].state)
1641 me->ourgame->free_game(states[i].state);
1642 sfree(states[i].movestr);