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'.
268 me->preferred_tilesize = me->tilesize;
269 midend_size_new_drawstate(me);
274 void midend_set_params(midend *me, game_params *params)
276 me->ourgame->free_params(me->params);
277 me->params = me->ourgame->dup_params(params);
280 game_params *midend_get_params(midend *me)
282 return me->ourgame->dup_params(me->params);
285 static void midend_set_timer(midend *me)
287 me->timing = (me->ourgame->is_timed &&
288 me->ourgame->timing_state(me->states[me->statepos-1].state,
290 if (me->timing || me->flash_time || me->anim_time)
291 activate_timer(me->frontend);
293 deactivate_timer(me->frontend);
296 void midend_force_redraw(midend *me)
299 me->ourgame->free_drawstate(me->drawing, me->drawstate);
300 me->drawstate = me->ourgame->new_drawstate(me->drawing,
301 me->states[0].state);
302 midend_size_new_drawstate(me);
306 void midend_new_game(midend *me)
308 midend_free_game(me);
310 assert(me->nstates == 0);
312 if (me->genmode == GOT_DESC) {
313 me->genmode = GOT_NOTHING;
317 if (me->genmode == GOT_SEED) {
318 me->genmode = GOT_NOTHING;
321 * Generate a new random seed. 15 digits comes to about
322 * 48 bits, which should be more than enough.
324 * I'll avoid putting a leading zero on the number,
325 * just in case it confuses anybody who thinks it's
326 * processed as an integer rather than a string.
331 newseed[0] = '1' + random_upto(me->random, 9);
332 for (i = 1; i < 15; i++)
333 newseed[i] = '0' + random_upto(me->random, 10);
335 me->seedstr = dupstr(newseed);
338 me->ourgame->free_params(me->curparams);
339 me->curparams = me->ourgame->dup_params(me->params);
347 rs = random_new(me->seedstr, strlen(me->seedstr));
349 * If this midend has been instantiated without providing a
350 * drawing API, it is non-interactive. This means that it's
351 * being used for bulk game generation, and hence we should
352 * pass the non-interactive flag to new_desc.
354 me->desc = me->ourgame->new_desc(me->curparams, rs,
355 &me->aux_info, (me->drawing != NULL));
363 * It might seem a bit odd that we're using me->params to
364 * create the initial game state, rather than me->curparams
365 * which is better tailored to this specific game and which we
368 * It's supposed to be an invariant in the midend that
369 * me->params and me->curparams differ in no aspect that is
370 * important after generation (i.e. after new_desc()). By
371 * deliberately passing the _less_ specific of these two
372 * parameter sets, we provoke play-time misbehaviour in the
373 * case where a game has failed to encode a play-time parameter
374 * in the non-full version of encode_params().
376 me->states[me->nstates].state =
377 me->ourgame->new_game(me, me->params, me->desc);
379 me->states[me->nstates].movestr = NULL;
380 me->states[me->nstates].movetype = NEWGAME;
383 me->drawstate = me->ourgame->new_drawstate(me->drawing,
384 me->states[0].state);
385 midend_size_new_drawstate(me);
388 me->ourgame->free_ui(me->ui);
389 me->ui = me->ourgame->new_ui(me->states[0].state);
390 midend_set_timer(me);
391 me->pressed_mouse_button = 0;
394 static int midend_undo(midend *me)
396 if (me->statepos > 1) {
398 me->ourgame->changed_state(me->ui,
399 me->states[me->statepos-1].state,
400 me->states[me->statepos-2].state);
408 static int midend_redo(midend *me)
410 if (me->statepos < me->nstates) {
412 me->ourgame->changed_state(me->ui,
413 me->states[me->statepos-1].state,
414 me->states[me->statepos].state);
422 static void midend_finish_move(midend *me)
427 * We do not flash if the later of the two states is special.
428 * This covers both forward Solve moves and backward (undone)
431 if ((me->oldstate || me->statepos > 1) &&
432 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
433 (me->dir < 0 && me->statepos < me->nstates &&
434 !special(me->states[me->statepos].movetype)))) {
435 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
436 me->states[me->statepos-2].state,
437 me->states[me->statepos-1].state,
438 me->oldstate ? me->dir : +1,
441 me->flash_pos = 0.0F;
442 me->flash_time = flashtime;
447 me->ourgame->free_game(me->oldstate);
449 me->anim_pos = me->anim_time = 0;
452 midend_set_timer(me);
455 void midend_stop_anim(midend *me)
457 if (me->oldstate || me->anim_time != 0) {
458 midend_finish_move(me);
463 void midend_restart_game(midend *me)
467 midend_stop_anim(me);
469 assert(me->statepos >= 1);
470 if (me->statepos == 1)
471 return; /* no point doing anything at all! */
474 * During restart, we reconstruct the game from the (public)
475 * game description rather than from states[0], because that
476 * way Mines gets slightly more sensible behaviour (restart
477 * goes to _after_ the first click so you don't have to
478 * remember where you clicked).
480 s = me->ourgame->new_game(me, me->params, me->desc);
483 * Now enter the restarted state as the next move.
485 midend_stop_anim(me);
486 while (me->nstates > me->statepos)
487 me->ourgame->free_game(me->states[--me->nstates].state);
489 me->states[me->nstates].state = s;
490 me->states[me->nstates].movestr = dupstr(me->desc);
491 me->states[me->nstates].movetype = RESTART;
492 me->statepos = ++me->nstates;
494 me->ourgame->changed_state(me->ui,
495 me->states[me->statepos-2].state,
496 me->states[me->statepos-1].state);
498 midend_finish_move(me);
500 midend_set_timer(me);
503 static int midend_really_process_key(midend *me, int x, int y, int button)
505 game_state *oldstate =
506 me->ourgame->dup_game(me->states[me->statepos - 1].state);
507 int type = MOVE, gottype = FALSE, ret = 1;
513 me->ourgame->interpret_move(me->states[me->statepos-1].state,
514 me->ui, me->drawstate, x, y, button);
517 if (button == 'n' || button == 'N' || button == '\x0E') {
518 midend_stop_anim(me);
521 goto done; /* never animate */
522 } else if (button == 'u' || button == 'u' ||
523 button == '\x1A' || button == '\x1F') {
524 midend_stop_anim(me);
525 type = me->states[me->statepos-1].movetype;
527 if (!midend_undo(me))
529 } else if (button == 'r' || button == 'R' ||
530 button == '\x12' || button == '\x19') {
531 midend_stop_anim(me);
532 if (!midend_redo(me))
534 } else if (button == 'q' || button == 'Q' || button == '\x11') {
541 s = me->states[me->statepos-1].state;
543 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
548 if (s == me->states[me->statepos-1].state) {
550 * make_move() is allowed to return its input state to
551 * indicate that although no move has been made, the UI
552 * state has been updated and a redraw is called for.
555 midend_set_timer(me);
558 midend_stop_anim(me);
559 while (me->nstates > me->statepos)
560 me->ourgame->free_game(me->states[--me->nstates].state);
562 assert(movestr != NULL);
563 me->states[me->nstates].state = s;
564 me->states[me->nstates].movestr = movestr;
565 me->states[me->nstates].movetype = MOVE;
566 me->statepos = ++me->nstates;
569 me->ourgame->changed_state(me->ui,
570 me->states[me->statepos-2].state,
571 me->states[me->statepos-1].state);
578 type = me->states[me->statepos-1].movetype;
581 * See if this move requires an animation.
583 if (special(type) && !(type == SOLVE &&
584 (me->ourgame->flags & SOLVE_ANIMATES))) {
587 anim_time = me->ourgame->anim_length(oldstate,
588 me->states[me->statepos-1].state,
592 me->oldstate = oldstate; oldstate = NULL;
594 me->anim_time = anim_time;
597 midend_finish_move(me);
603 midend_set_timer(me);
606 if (oldstate) me->ourgame->free_game(oldstate);
610 int midend_process_key(midend *me, int x, int y, int button)
615 * Harmonise mouse drag and release messages.
617 * Some front ends might accidentally switch from sending, say,
618 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
619 * drag. (This can happen on the Mac, for example, since
620 * RIGHT_DRAG is usually done using Command+drag, and if the
621 * user accidentally releases Command half way through the drag
622 * then there will be trouble.)
624 * It would be an O(number of front ends) annoyance to fix this
625 * in the front ends, but an O(number of back ends) annoyance
626 * to have each game capable of dealing with it. Therefore, we
627 * fix it _here_ in the common midend code so that it only has
630 * The possible ways in which things can go screwy in the front
633 * - in a system containing multiple physical buttons button
634 * presses can inadvertently overlap. We can see ABab (caps
635 * meaning button-down and lowercase meaning button-up) when
636 * the user had semantically intended AaBb.
638 * - in a system where one button is simulated by means of a
639 * modifier key and another button, buttons can mutate
640 * between press and release (possibly during drag). So we
641 * can see Ab instead of Aa.
643 * Definite requirements are:
645 * - button _presses_ must never be invented or destroyed. If
646 * the user presses two buttons in succession, the button
647 * presses must be transferred to the backend unchanged. So
648 * if we see AaBb , that's fine; if we see ABab (the button
649 * presses inadvertently overlapped) we must somehow
650 * `correct' it to AaBb.
652 * - every mouse action must end up looking like a press, zero
653 * or more drags, then a release. This allows back ends to
654 * make the _assumption_ that incoming mouse data will be
655 * sane in this regard, and not worry about the details.
657 * So my policy will be:
659 * - treat any button-up as a button-up for the currently
660 * pressed button, or ignore it if there is no currently
663 * - treat any drag as a drag for the currently pressed
664 * button, or ignore it if there is no currently pressed
667 * - if we see a button-down while another button is currently
668 * pressed, invent a button-up for the first one and then
669 * pass the button-down through as before.
671 * 2005-05-31: An addendum to the above. Some games might want
672 * a `priority order' among buttons, such that if one button is
673 * pressed while another is down then a fixed one of the
674 * buttons takes priority no matter what order they're pressed
675 * in. Mines, in particular, wants to treat a left+right click
676 * like a left click for the benefit of users of other
677 * implementations. So the last of the above points is modified
678 * in the presence of an (optional) button priority order.
680 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
681 if (me->pressed_mouse_button) {
682 if (IS_MOUSE_DRAG(button)) {
683 button = me->pressed_mouse_button +
684 (LEFT_DRAG - LEFT_BUTTON);
686 button = me->pressed_mouse_button +
687 (LEFT_RELEASE - LEFT_BUTTON);
690 return ret; /* ignore it */
691 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
693 * If the new button has lower priority than the old one,
694 * don't bother doing this.
696 if (me->ourgame->flags &
697 BUTTON_BEATS(me->pressed_mouse_button, button))
698 return ret; /* just ignore it */
701 * Fabricate a button-up for the previously pressed button.
703 ret = ret && midend_really_process_key
704 (me, x, y, (me->pressed_mouse_button +
705 (LEFT_RELEASE - LEFT_BUTTON)));
709 * Now send on the event we originally received.
711 ret = ret && midend_really_process_key(me, x, y, button);
714 * And update the currently pressed button.
716 if (IS_MOUSE_RELEASE(button))
717 me->pressed_mouse_button = 0;
718 else if (IS_MOUSE_DOWN(button))
719 me->pressed_mouse_button = button;
724 void midend_redraw(midend *me)
728 if (me->statepos > 0 && me->drawstate) {
729 start_draw(me->drawing);
730 if (me->oldstate && me->anim_time > 0 &&
731 me->anim_pos < me->anim_time) {
732 assert(me->dir != 0);
733 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
734 me->states[me->statepos-1].state, me->dir,
735 me->ui, me->anim_pos, me->flash_pos);
737 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
738 me->states[me->statepos-1].state, +1 /*shrug*/,
739 me->ui, 0.0, me->flash_pos);
741 end_draw(me->drawing);
746 * Nasty hacky function used to implement the --redo option in
747 * gtk.c. Only used for generating the puzzles' icons.
749 void midend_freeze_timer(midend *me, float tprop)
751 me->anim_pos = me->anim_time * tprop;
753 deactivate_timer(me->frontend);
756 void midend_timer(midend *me, float tplus)
758 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
760 me->anim_pos += tplus;
761 if (me->anim_pos >= me->anim_time ||
762 me->anim_time == 0 || !me->oldstate) {
763 if (me->anim_time > 0)
764 midend_finish_move(me);
767 me->flash_pos += tplus;
768 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
769 me->flash_pos = me->flash_time = 0;
776 float oldelapsed = me->elapsed;
777 me->elapsed += tplus;
778 if ((int)oldelapsed != (int)me->elapsed)
779 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
782 midend_set_timer(me);
785 float *midend_colours(midend *me, int *ncolours)
789 ret = me->ourgame->colours(me->frontend, ncolours);
795 * Allow environment-based overrides for the standard
796 * colours by defining variables along the lines of
797 * `NET_COLOUR_4=6000c0'.
800 for (i = 0; i < *ncolours; i++) {
802 unsigned int r, g, b;
805 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
806 for (j = k = 0; buf[j]; j++)
807 if (!isspace((unsigned char)buf[j]))
808 buf[k++] = toupper((unsigned char)buf[j]);
810 if ((e = getenv(buf)) != NULL &&
811 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
812 ret[i*3 + 0] = r / 255.0;
813 ret[i*3 + 1] = g / 255.0;
814 ret[i*3 + 2] = b / 255.0;
822 int midend_num_presets(midend *me)
828 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
829 if (me->presetsize <= me->npresets) {
830 me->presetsize = me->npresets + 10;
831 me->presets = sresize(me->presets, me->presetsize,
833 me->preset_names = sresize(me->preset_names, me->presetsize,
837 me->presets[me->npresets] = preset;
838 me->preset_names[me->npresets] = name;
845 * Allow environment-based extensions to the preset list by
846 * defining a variable along the lines of `SOLO_PRESETS=2x3
847 * Advanced:2x3da'. Colon-separated list of items,
848 * alternating between textual titles in the menu and
849 * encoded parameter strings.
851 char buf[80], *e, *p;
854 sprintf(buf, "%s_PRESETS", me->ourgame->name);
855 for (j = k = 0; buf[j]; j++)
856 if (!isspace((unsigned char)buf[j]))
857 buf[k++] = toupper((unsigned char)buf[j]);
860 if ((e = getenv(buf)) != NULL) {
868 while (*p && *p != ':') p++;
871 while (*p && *p != ':') p++;
874 preset = me->ourgame->default_params();
875 me->ourgame->decode_params(preset, val);
877 if (me->ourgame->validate_params(preset, TRUE)) {
878 /* Drop this one from the list. */
879 me->ourgame->free_params(preset);
883 if (me->presetsize <= me->npresets) {
884 me->presetsize = me->npresets + 10;
885 me->presets = sresize(me->presets, me->presetsize,
887 me->preset_names = sresize(me->preset_names,
888 me->presetsize, char *);
891 me->presets[me->npresets] = preset;
892 me->preset_names[me->npresets] = dupstr(name);
901 void midend_fetch_preset(midend *me, int n,
902 char **name, game_params **params)
904 assert(n >= 0 && n < me->npresets);
905 *name = me->preset_names[n];
906 *params = me->presets[n];
909 int midend_wants_statusbar(midend *me)
911 return me->ourgame->wants_statusbar;
914 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
918 me->desc = dupstr(desc);
919 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
922 config_item *midend_get_config(midend *me, int which, char **wintitle)
924 char *titlebuf, *parstr, *rest;
929 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
933 sprintf(titlebuf, "%s configuration", me->ourgame->name);
934 *wintitle = titlebuf;
935 return me->ourgame->configure(me->params);
938 if (!me->curparams) {
942 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
943 which == CFG_SEED ? "random" : "game");
944 *wintitle = titlebuf;
946 ret = snewn(2, config_item);
948 ret[0].type = C_STRING;
949 if (which == CFG_SEED)
950 ret[0].name = "Game random seed";
952 ret[0].name = "Game ID";
955 * For CFG_DESC the text going in here will be a string
956 * encoding of the restricted parameters, plus a colon,
957 * plus the game description. For CFG_SEED it will be the
958 * full parameters, plus a hash, plus the random seed data.
959 * Either of these is a valid full game ID (although only
960 * the former is likely to persist across many code
963 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
965 if (which == CFG_DESC) {
966 rest = me->desc ? me->desc : "";
969 rest = me->seedstr ? me->seedstr : "";
972 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
973 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
977 ret[1].name = ret[1].sval = NULL;
983 assert(!"We shouldn't be here");
987 static char *midend_game_id_int(midend *me, char *id, int defmode)
989 char *error, *par, *desc, *seed;
990 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
993 seed = strchr(id, '#');
994 desc = strchr(id, ':');
996 if (desc && (!seed || desc < seed)) {
998 * We have a colon separating parameters from game
999 * description. So `par' now points to the parameters
1000 * string, and `desc' to the description string.
1005 } else if (seed && (!desc || seed < desc)) {
1007 * We have a hash separating parameters from random seed.
1008 * So `par' now points to the parameters string, and `seed'
1009 * to the seed string.
1016 * We only have one string. Depending on `defmode', we take
1017 * it to be either parameters, seed or description.
1019 if (defmode == DEF_SEED) {
1022 } else if (defmode == DEF_DESC) {
1032 * We must be reasonably careful here not to modify anything in
1033 * `me' until we have finished validating things. This function
1034 * must either return an error and do nothing to the midend, or
1035 * return success and do everything; nothing in between is
1038 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1041 newcurparams = me->ourgame->dup_params(me->params);
1042 me->ourgame->decode_params(newcurparams, par);
1043 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1045 me->ourgame->free_params(newcurparams);
1048 oldparams1 = me->curparams;
1051 * Now filter only the persistent parts of this state into
1052 * the long-term params structure, unless we've _only_
1053 * received a params string in which case the whole lot is
1056 oldparams2 = me->params;
1060 newparams = me->ourgame->dup_params(me->params);
1062 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1063 me->ourgame->decode_params(newparams, tmpstr);
1067 newparams = me->ourgame->dup_params(newcurparams);
1071 newcurparams = me->curparams;
1072 newparams = me->params;
1073 free_params = FALSE;
1077 error = me->ourgame->validate_desc(newparams, desc);
1081 me->ourgame->free_params(newcurparams);
1083 me->ourgame->free_params(newparams);
1090 * Now we've got past all possible error points. Update the
1093 me->params = newparams;
1094 me->curparams = newcurparams;
1096 me->ourgame->free_params(oldparams1);
1098 me->ourgame->free_params(oldparams2);
1101 sfree(me->privdesc);
1102 me->desc = me->privdesc = NULL;
1107 me->desc = dupstr(desc);
1108 me->genmode = GOT_DESC;
1109 sfree(me->aux_info);
1110 me->aux_info = NULL;
1114 me->seedstr = dupstr(seed);
1115 me->genmode = GOT_SEED;
1121 char *midend_game_id(midend *me, char *id)
1123 return midend_game_id_int(me, id, DEF_PARAMS);
1126 char *midend_get_game_id(midend *me)
1130 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1133 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1134 sprintf(ret, "%s:%s", parstr, me->desc);
1139 char *midend_set_config(midend *me, int which, config_item *cfg)
1142 game_params *params;
1146 params = me->ourgame->custom_params(cfg);
1147 error = me->ourgame->validate_params(params, TRUE);
1150 me->ourgame->free_params(params);
1154 me->ourgame->free_params(me->params);
1155 me->params = params;
1160 error = midend_game_id_int(me, cfg[0].sval,
1161 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1170 char *midend_text_format(midend *me)
1172 if (me->ourgame->can_format_as_text && me->statepos > 0)
1173 return me->ourgame->text_format(me->states[me->statepos-1].state);
1178 char *midend_solve(midend *me)
1181 char *msg, *movestr;
1183 if (!me->ourgame->can_solve)
1184 return "This game does not support the Solve operation";
1186 if (me->statepos < 1)
1187 return "No game set up to solve"; /* _shouldn't_ happen! */
1190 movestr = me->ourgame->solve(me->states[0].state,
1191 me->states[me->statepos-1].state,
1192 me->aux_info, &msg);
1195 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1198 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1202 * Now enter the solved state as the next move.
1204 midend_stop_anim(me);
1205 while (me->nstates > me->statepos) {
1206 me->ourgame->free_game(me->states[--me->nstates].state);
1207 if (me->states[me->nstates].movestr)
1208 sfree(me->states[me->nstates].movestr);
1211 me->states[me->nstates].state = s;
1212 me->states[me->nstates].movestr = movestr;
1213 me->states[me->nstates].movetype = SOLVE;
1214 me->statepos = ++me->nstates;
1216 me->ourgame->changed_state(me->ui,
1217 me->states[me->statepos-2].state,
1218 me->states[me->statepos-1].state);
1220 if (me->ourgame->flags & SOLVE_ANIMATES) {
1221 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1223 me->ourgame->anim_length(me->states[me->statepos-2].state,
1224 me->states[me->statepos-1].state,
1228 me->anim_time = 0.0;
1229 midend_finish_move(me);
1232 midend_set_timer(me);
1236 char *midend_rewrite_statusbar(midend *me, char *text)
1239 * An important special case is that we are occasionally called
1240 * with our own laststatus, to update the timer.
1242 if (me->laststatus != text) {
1243 sfree(me->laststatus);
1244 me->laststatus = dupstr(text);
1247 if (me->ourgame->is_timed) {
1248 char timebuf[100], *ret;
1254 sprintf(timebuf, "[%d:%02d] ", min, sec);
1256 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1257 strcpy(ret, timebuf);
1262 return dupstr(text);
1266 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1267 #define SERIALISE_VERSION "1"
1269 void midend_serialise(midend *me,
1270 void (*write)(void *ctx, void *buf, int len),
1276 * Each line of the save file contains three components. First
1277 * exactly 8 characters of header word indicating what type of
1278 * data is contained on the line; then a colon followed by a
1279 * decimal integer giving the length of the main string on the
1280 * line; then a colon followed by the string itself (exactly as
1281 * many bytes as previously specified, no matter what they
1282 * contain). Then a newline (of reasonably flexible form).
1284 #define wr(h,s) do { \
1287 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1288 write(wctx, hbuf, strlen(hbuf)); \
1289 write(wctx, str, strlen(str)); \
1290 write(wctx, "\n", 1); \
1294 * Magic string identifying the file, and version number of the
1297 wr("SAVEFILE", SERIALISE_MAGIC);
1298 wr("VERSION", SERIALISE_VERSION);
1301 * The game name. (Copied locally to avoid const annoyance.)
1304 char *s = dupstr(me->ourgame->name);
1310 * The current long-term parameters structure, in full.
1313 char *s = me->ourgame->encode_params(me->params, TRUE);
1319 * The current short-term parameters structure, in full.
1321 if (me->curparams) {
1322 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1328 * The current game description, the privdesc, and the random seed.
1331 wr("SEED", me->seedstr);
1333 wr("DESC", me->desc);
1335 wr("PRIVDESC", me->privdesc);
1338 * The game's aux_info. We obfuscate this to prevent spoilers
1339 * (people are likely to run `head' or similar on a saved game
1340 * file simply to find out what it is, and don't necessarily
1341 * want to be told the answer to the puzzle!)
1348 len = strlen(me->aux_info);
1349 s1 = snewn(len, unsigned char);
1350 memcpy(s1, me->aux_info, len);
1351 obfuscate_bitmap(s1, len*8, FALSE);
1352 s2 = bin2hex(s1, len);
1361 * Any required serialisation of the game_ui.
1364 char *s = me->ourgame->encode_ui(me->ui);
1372 * The game time, if it's a timed game.
1374 if (me->ourgame->is_timed) {
1376 sprintf(buf, "%g", me->elapsed);
1381 * The length of, and position in, the states list.
1385 sprintf(buf, "%d", me->nstates);
1387 sprintf(buf, "%d", me->statepos);
1388 wr("STATEPOS", buf);
1392 * For each state after the initial one (which we know is
1393 * constructed from either privdesc or desc), enough
1394 * information for execute_move() to reconstruct it from the
1397 for (i = 1; i < me->nstates; i++) {
1398 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1399 switch (me->states[i].movetype) {
1401 wr("MOVE", me->states[i].movestr);
1404 wr("SOLVE", me->states[i].movestr);
1407 wr("RESTART", me->states[i].movestr);
1416 * This function returns NULL on success, or an error message.
1418 char *midend_deserialise(midend *me,
1419 int (*read)(void *ctx, void *buf, int len),
1422 int nstates = 0, statepos = -1, gotstates = 0;
1423 int started = FALSE;
1427 /* Initially all errors give the same report */
1428 char *ret = "Data does not appear to be a saved game file";
1431 * We construct all the new state in local variables while we
1432 * check its sanity. Only once we have finished reading the
1433 * serialised data and detected no errors at all do we start
1434 * modifying stuff in the midend passed in.
1436 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1437 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1438 float elapsed = 0.0F;
1439 game_params *params = NULL, *cparams = NULL;
1441 struct midend_state_entry *states = NULL;
1444 * Loop round and round reading one key/value pair at a time
1445 * from the serialised stream, until we have enough game states
1448 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1453 if (!read(rctx, key, 1)) {
1454 /* unexpected EOF */
1457 } while (key[0] == '\r' || key[0] == '\n');
1459 if (!read(rctx, key+1, 8)) {
1460 /* unexpected EOF */
1464 if (key[8] != ':') {
1466 ret = "Data was incorrectly formatted for a saved game file";
1469 len = strcspn(key, ": ");
1475 if (!read(rctx, &c, 1)) {
1476 /* unexpected EOF */
1482 } else if (c >= '0' && c <= '9') {
1483 len = (len * 10) + (c - '0');
1486 ret = "Data was incorrectly formatted for a"
1492 val = snewn(len+1, char);
1493 if (!read(rctx, val, len)) {
1500 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1501 /* ret already has the right message in it */
1504 /* Now most errors are this one, unless otherwise specified */
1505 ret = "Saved data ended unexpectedly";
1508 if (!strcmp(key, "VERSION")) {
1509 if (strcmp(val, SERIALISE_VERSION)) {
1510 ret = "Cannot handle this version of the saved game"
1514 } else if (!strcmp(key, "GAME")) {
1515 if (strcmp(val, me->ourgame->name)) {
1516 ret = "Save file is from a different game";
1519 } else if (!strcmp(key, "PARAMS")) {
1523 } else if (!strcmp(key, "CPARAMS")) {
1527 } else if (!strcmp(key, "SEED")) {
1531 } else if (!strcmp(key, "DESC")) {
1535 } else if (!strcmp(key, "PRIVDESC")) {
1539 } else if (!strcmp(key, "AUXINFO")) {
1541 int len = strlen(val) / 2; /* length in bytes */
1542 tmp = hex2bin(val, len);
1543 obfuscate_bitmap(tmp, len*8, TRUE);
1546 auxinfo = snewn(len + 1, char);
1547 memcpy(auxinfo, tmp, len);
1548 auxinfo[len] = '\0';
1550 } else if (!strcmp(key, "UI")) {
1554 } else if (!strcmp(key, "TIME")) {
1555 elapsed = atof(val);
1556 } else if (!strcmp(key, "NSTATES")) {
1557 nstates = atoi(val);
1559 ret = "Number of states in save file was negative";
1563 ret = "Two state counts provided in save file";
1566 states = snewn(nstates, struct midend_state_entry);
1567 for (i = 0; i < nstates; i++) {
1568 states[i].state = NULL;
1569 states[i].movestr = NULL;
1570 states[i].movetype = NEWGAME;
1572 } else if (!strcmp(key, "STATEPOS")) {
1573 statepos = atoi(val);
1574 } else if (!strcmp(key, "MOVE")) {
1576 states[gotstates].movetype = MOVE;
1577 states[gotstates].movestr = val;
1579 } else if (!strcmp(key, "SOLVE")) {
1581 states[gotstates].movetype = SOLVE;
1582 states[gotstates].movestr = val;
1584 } else if (!strcmp(key, "RESTART")) {
1586 states[gotstates].movetype = RESTART;
1587 states[gotstates].movestr = val;
1596 params = me->ourgame->default_params();
1597 me->ourgame->decode_params(params, parstr);
1598 if (me->ourgame->validate_params(params, TRUE)) {
1599 ret = "Long-term parameters in save file are invalid";
1602 cparams = me->ourgame->default_params();
1603 me->ourgame->decode_params(cparams, cparstr);
1604 if (me->ourgame->validate_params(cparams, FALSE)) {
1605 ret = "Short-term parameters in save file are invalid";
1608 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1610 * The seed's no use with this version, but we can perfectly
1611 * well use the rest of the data.
1617 ret = "Game description in save file is missing";
1619 } else if (me->ourgame->validate_desc(params, desc)) {
1620 ret = "Game description in save file is invalid";
1623 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1624 ret = "Game private description in save file is invalid";
1627 if (statepos < 0 || statepos >= nstates) {
1628 ret = "Game position in save file is out of range";
1631 states[0].state = me->ourgame->new_game(me, params,
1632 privdesc ? privdesc : desc);
1633 for (i = 1; i < nstates; i++) {
1634 assert(states[i].movetype != NEWGAME);
1635 switch (states[i].movetype) {
1638 states[i].state = me->ourgame->execute_move(states[i-1].state,
1640 if (states[i].state == NULL) {
1641 ret = "Save file contained an invalid move";
1646 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1647 ret = "Save file contained an invalid restart move";
1650 states[i].state = me->ourgame->new_game(me, params,
1656 ui = me->ourgame->new_ui(states[0].state);
1657 me->ourgame->decode_ui(ui, uistr);
1660 * Now we've run out of possible error conditions, so we're
1661 * ready to start overwriting the real data in the current
1662 * midend. We'll do this by swapping things with the local
1663 * variables, so that the same cleanup code will free the old
1674 me->privdesc = privdesc;
1682 me->aux_info = auxinfo;
1686 me->genmode = GOT_NOTHING;
1688 me->statesize = nstates;
1689 nstates = me->nstates;
1690 me->nstates = me->statesize;
1692 struct midend_state_entry *tmp;
1694 me->states = states;
1697 me->statepos = statepos;
1703 me->params = params;
1706 tmp = me->curparams;
1707 me->curparams = cparams;
1711 me->oldstate = NULL;
1712 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1723 me->elapsed = elapsed;
1724 me->pressed_mouse_button = 0;
1726 midend_set_timer(me);
1729 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1731 me->ourgame->new_drawstate(me->drawing,
1732 me->states[me->statepos-1].state);
1733 midend_size_new_drawstate(me);
1735 ret = NULL; /* success! */
1747 me->ourgame->free_params(params);
1749 me->ourgame->free_params(cparams);
1751 me->ourgame->free_ui(ui);
1755 for (i = 0; i < nstates; i++) {
1756 if (states[i].state)
1757 me->ourgame->free_game(states[i].state);
1758 sfree(states[i].movestr);
1766 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1768 game_state *soln = NULL;
1770 if (me->statepos < 1)
1771 return "No game set up to print";/* _shouldn't_ happen! */
1774 char *msg, *movestr;
1776 if (!me->ourgame->can_solve)
1777 return "This game does not support the Solve operation";
1779 msg = "Solve operation failed";/* game _should_ overwrite on error */
1780 movestr = me->ourgame->solve(me->states[0].state,
1781 me->states[me->statepos-1].state,
1782 me->aux_info, &msg);
1785 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1794 * This call passes over ownership of the two game_states and
1795 * the game_params. Hence we duplicate the ones we want to
1796 * keep, and we don't have to bother freeing soln if it was
1799 document_add_puzzle(doc, me->ourgame,
1800 me->ourgame->dup_params(me->curparams),
1801 me->ourgame->dup_game(me->states[0].state), soln);