2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/quit.
16 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
18 enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
20 #define special(type) ( (type) != MOVE )
22 struct midend_state_entry {
33 game_params **presets;
34 char **preset_names, **preset_encodings;
35 int npresets, presetsize;
38 * `desc' and `privdesc' deserve a comment.
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
59 char *desc, *privdesc, *seedstr;
61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
66 game_params *params, *curparams;
67 game_drawstate *drawstate;
71 float anim_time, anim_pos;
72 float flash_time, flash_pos;
81 int pressed_mouse_button;
83 int preferred_tilesize, tilesize, winwidth, winheight;
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->preset_encodings = NULL;
119 me->npresets = me->presetsize = 0;
120 me->anim_time = me->anim_pos = 0.0F;
121 me->flash_time = me->flash_pos = 0.0F;
124 me->pressed_mouse_button = 0;
125 me->laststatus = NULL;
128 me->tilesize = me->winwidth = me->winheight = 0;
130 me->drawing = drawing_new(drapi, me, drhandle);
134 me->preferred_tilesize = ourgame->preferred_tilesize;
137 * Allow an environment-based override for the default tile
138 * size by defining a variable along the lines of
145 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
146 for (j = k = 0; buf[j]; j++)
147 if (!isspace((unsigned char)buf[j]))
148 buf[k++] = toupper((unsigned char)buf[j]);
150 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
151 me->preferred_tilesize = ts;
159 static void midend_free_game(midend *me)
161 while (me->nstates > 0) {
163 me->ourgame->free_game(me->states[me->nstates].state);
164 sfree(me->states[me->nstates].movestr);
168 me->ourgame->free_drawstate(me->drawing, me->drawstate);
171 void midend_free(midend *me)
175 midend_free_game(me);
178 drawing_free(me->drawing);
179 random_free(me->random);
185 me->ourgame->free_params(me->params);
187 for (i = 0; i < me->npresets; i++) {
188 sfree(me->presets[i]);
189 sfree(me->preset_names[i]);
190 sfree(me->preset_encodings[i]);
193 sfree(me->preset_names);
194 sfree(me->preset_encodings);
197 me->ourgame->free_ui(me->ui);
199 me->ourgame->free_params(me->curparams);
200 sfree(me->laststatus);
204 static void midend_size_new_drawstate(midend *me)
207 * Don't even bother, if we haven't worked out our tile size
210 if (me->tilesize > 0) {
211 me->ourgame->compute_size(me->params, me->tilesize,
212 &me->winwidth, &me->winheight);
213 me->ourgame->set_size(me->drawing, me->drawstate,
214 me->params, me->tilesize);
218 void midend_size(midend *me, int *x, int *y, int user_size)
224 * We can't set the size on the same drawstate twice. So if
225 * we've already sized one drawstate, we must throw it away and
228 if (me->drawstate && me->tilesize > 0) {
229 me->ourgame->free_drawstate(me->drawing, me->drawstate);
230 me->drawstate = me->ourgame->new_drawstate(me->drawing,
231 me->states[0].state);
235 * Find the tile size that best fits within the given space. If
236 * `user_size' is TRUE, we must actually find the _largest_ such
237 * tile size, in order to get as close to the user's explicit
238 * request as possible; otherwise, we bound above at the game's
239 * preferred tile size, so that the game gets what it wants
240 * provided that this doesn't break the constraint from the
241 * front-end (which is likely to be a screen size or similar).
247 me->ourgame->compute_size(me->params, max, &rx, &ry);
248 } while (rx <= *x && ry <= *y);
250 max = me->preferred_tilesize + 1;
254 * Now binary-search between min and max. We're looking for a
255 * boundary rather than a value: the point at which tile sizes
256 * stop fitting within the given dimensions. Thus, we stop when
257 * max and min differ by exactly 1.
259 while (max - min > 1) {
260 int mid = (max + min) / 2;
261 me->ourgame->compute_size(me->params, mid, &rx, &ry);
262 if (rx <= *x && ry <= *y)
269 * Now `min' is a valid size, and `max' isn't. So use `min'.
274 /* If the user requested a change in size, make it permanent. */
275 me->preferred_tilesize = me->tilesize;
276 midend_size_new_drawstate(me);
281 int midend_tilesize(midend *me) { return me->tilesize; }
283 void midend_set_params(midend *me, game_params *params)
285 me->ourgame->free_params(me->params);
286 me->params = me->ourgame->dup_params(params);
289 game_params *midend_get_params(midend *me)
291 return me->ourgame->dup_params(me->params);
294 static void midend_set_timer(midend *me)
296 me->timing = (me->ourgame->is_timed &&
297 me->ourgame->timing_state(me->states[me->statepos-1].state,
299 if (me->timing || me->flash_time || me->anim_time)
300 activate_timer(me->frontend);
302 deactivate_timer(me->frontend);
305 void midend_force_redraw(midend *me)
308 me->ourgame->free_drawstate(me->drawing, me->drawstate);
309 me->drawstate = me->ourgame->new_drawstate(me->drawing,
310 me->states[0].state);
311 midend_size_new_drawstate(me);
315 void midend_new_game(midend *me)
317 midend_free_game(me);
319 assert(me->nstates == 0);
321 if (me->genmode == GOT_DESC) {
322 me->genmode = GOT_NOTHING;
326 if (me->genmode == GOT_SEED) {
327 me->genmode = GOT_NOTHING;
330 * Generate a new random seed. 15 digits comes to about
331 * 48 bits, which should be more than enough.
333 * I'll avoid putting a leading zero on the number,
334 * just in case it confuses anybody who thinks it's
335 * processed as an integer rather than a string.
340 newseed[0] = '1' + (char)random_upto(me->random, 9);
341 for (i = 1; i < 15; i++)
342 newseed[i] = '0' + (char)random_upto(me->random, 10);
344 me->seedstr = dupstr(newseed);
347 me->ourgame->free_params(me->curparams);
348 me->curparams = me->ourgame->dup_params(me->params);
356 rs = random_new(me->seedstr, strlen(me->seedstr));
358 * If this midend has been instantiated without providing a
359 * drawing API, it is non-interactive. This means that it's
360 * being used for bulk game generation, and hence we should
361 * pass the non-interactive flag to new_desc.
363 me->desc = me->ourgame->new_desc(me->curparams, rs,
364 &me->aux_info, (me->drawing != NULL));
372 * It might seem a bit odd that we're using me->params to
373 * create the initial game state, rather than me->curparams
374 * which is better tailored to this specific game and which we
377 * It's supposed to be an invariant in the midend that
378 * me->params and me->curparams differ in no aspect that is
379 * important after generation (i.e. after new_desc()). By
380 * deliberately passing the _less_ specific of these two
381 * parameter sets, we provoke play-time misbehaviour in the
382 * case where a game has failed to encode a play-time parameter
383 * in the non-full version of encode_params().
385 me->states[me->nstates].state =
386 me->ourgame->new_game(me, me->params, me->desc);
389 * As part of our commitment to self-testing, test the aux
390 * string to make sure nothing ghastly went wrong.
392 if (me->ourgame->can_solve && me->aux_info) {
397 movestr = me->ourgame->solve(me->states[0].state,
400 assert(movestr && !msg);
401 s = me->ourgame->execute_move(me->states[0].state, movestr);
403 me->ourgame->free_game(s);
407 me->states[me->nstates].movestr = NULL;
408 me->states[me->nstates].movetype = NEWGAME;
411 me->drawstate = me->ourgame->new_drawstate(me->drawing,
412 me->states[0].state);
413 midend_size_new_drawstate(me);
416 me->ourgame->free_ui(me->ui);
417 me->ui = me->ourgame->new_ui(me->states[0].state);
418 midend_set_timer(me);
419 me->pressed_mouse_button = 0;
422 static int midend_undo(midend *me)
424 if (me->statepos > 1) {
426 me->ourgame->changed_state(me->ui,
427 me->states[me->statepos-1].state,
428 me->states[me->statepos-2].state);
436 static int midend_redo(midend *me)
438 if (me->statepos < me->nstates) {
440 me->ourgame->changed_state(me->ui,
441 me->states[me->statepos-1].state,
442 me->states[me->statepos].state);
450 static void midend_finish_move(midend *me)
455 * We do not flash if the later of the two states is special.
456 * This covers both forward Solve moves and backward (undone)
459 if ((me->oldstate || me->statepos > 1) &&
460 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
461 (me->dir < 0 && me->statepos < me->nstates &&
462 !special(me->states[me->statepos].movetype)))) {
463 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
464 me->states[me->statepos-2].state,
465 me->states[me->statepos-1].state,
466 me->oldstate ? me->dir : +1,
469 me->flash_pos = 0.0F;
470 me->flash_time = flashtime;
475 me->ourgame->free_game(me->oldstate);
477 me->anim_pos = me->anim_time = 0;
480 midend_set_timer(me);
483 void midend_stop_anim(midend *me)
485 if (me->oldstate || me->anim_time != 0) {
486 midend_finish_move(me);
491 void midend_restart_game(midend *me)
495 midend_stop_anim(me);
497 assert(me->statepos >= 1);
498 if (me->statepos == 1)
499 return; /* no point doing anything at all! */
502 * During restart, we reconstruct the game from the (public)
503 * game description rather than from states[0], because that
504 * way Mines gets slightly more sensible behaviour (restart
505 * goes to _after_ the first click so you don't have to
506 * remember where you clicked).
508 s = me->ourgame->new_game(me, me->params, me->desc);
511 * Now enter the restarted state as the next move.
513 midend_stop_anim(me);
514 while (me->nstates > me->statepos)
515 me->ourgame->free_game(me->states[--me->nstates].state);
517 me->states[me->nstates].state = s;
518 me->states[me->nstates].movestr = dupstr(me->desc);
519 me->states[me->nstates].movetype = RESTART;
520 me->statepos = ++me->nstates;
522 me->ourgame->changed_state(me->ui,
523 me->states[me->statepos-2].state,
524 me->states[me->statepos-1].state);
526 midend_finish_move(me);
528 midend_set_timer(me);
531 static int midend_really_process_key(midend *me, int x, int y, int button)
533 game_state *oldstate =
534 me->ourgame->dup_game(me->states[me->statepos - 1].state);
535 int type = MOVE, gottype = FALSE, ret = 1;
541 me->ourgame->interpret_move(me->states[me->statepos-1].state,
542 me->ui, me->drawstate, x, y, button);
545 if (button == 'n' || button == 'N' || button == '\x0E') {
546 midend_stop_anim(me);
549 goto done; /* never animate */
550 } else if (button == 'u' || button == 'u' ||
551 button == '\x1A' || button == '\x1F') {
552 midend_stop_anim(me);
553 type = me->states[me->statepos-1].movetype;
555 if (!midend_undo(me))
557 } else if (button == 'r' || button == 'R' ||
558 button == '\x12' || button == '\x19') {
559 midend_stop_anim(me);
560 if (!midend_redo(me))
562 } else if (button == '\x13' && me->ourgame->can_solve) {
563 if (midend_solve(me))
565 } else if (button == 'q' || button == 'Q' || button == '\x11') {
572 s = me->states[me->statepos-1].state;
574 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
579 if (s == me->states[me->statepos-1].state) {
581 * make_move() is allowed to return its input state to
582 * indicate that although no move has been made, the UI
583 * state has been updated and a redraw is called for.
586 midend_set_timer(me);
589 midend_stop_anim(me);
590 while (me->nstates > me->statepos)
591 me->ourgame->free_game(me->states[--me->nstates].state);
593 assert(movestr != NULL);
594 me->states[me->nstates].state = s;
595 me->states[me->nstates].movestr = movestr;
596 me->states[me->nstates].movetype = MOVE;
597 me->statepos = ++me->nstates;
600 me->ourgame->changed_state(me->ui,
601 me->states[me->statepos-2].state,
602 me->states[me->statepos-1].state);
609 type = me->states[me->statepos-1].movetype;
612 * See if this move requires an animation.
614 if (special(type) && !(type == SOLVE &&
615 (me->ourgame->flags & SOLVE_ANIMATES))) {
618 anim_time = me->ourgame->anim_length(oldstate,
619 me->states[me->statepos-1].state,
623 me->oldstate = oldstate; oldstate = NULL;
625 me->anim_time = anim_time;
628 midend_finish_move(me);
634 midend_set_timer(me);
637 if (oldstate) me->ourgame->free_game(oldstate);
641 int midend_process_key(midend *me, int x, int y, int button)
646 * Harmonise mouse drag and release messages.
648 * Some front ends might accidentally switch from sending, say,
649 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
650 * drag. (This can happen on the Mac, for example, since
651 * RIGHT_DRAG is usually done using Command+drag, and if the
652 * user accidentally releases Command half way through the drag
653 * then there will be trouble.)
655 * It would be an O(number of front ends) annoyance to fix this
656 * in the front ends, but an O(number of back ends) annoyance
657 * to have each game capable of dealing with it. Therefore, we
658 * fix it _here_ in the common midend code so that it only has
661 * The possible ways in which things can go screwy in the front
664 * - in a system containing multiple physical buttons button
665 * presses can inadvertently overlap. We can see ABab (caps
666 * meaning button-down and lowercase meaning button-up) when
667 * the user had semantically intended AaBb.
669 * - in a system where one button is simulated by means of a
670 * modifier key and another button, buttons can mutate
671 * between press and release (possibly during drag). So we
672 * can see Ab instead of Aa.
674 * Definite requirements are:
676 * - button _presses_ must never be invented or destroyed. If
677 * the user presses two buttons in succession, the button
678 * presses must be transferred to the backend unchanged. So
679 * if we see AaBb , that's fine; if we see ABab (the button
680 * presses inadvertently overlapped) we must somehow
681 * `correct' it to AaBb.
683 * - every mouse action must end up looking like a press, zero
684 * or more drags, then a release. This allows back ends to
685 * make the _assumption_ that incoming mouse data will be
686 * sane in this regard, and not worry about the details.
688 * So my policy will be:
690 * - treat any button-up as a button-up for the currently
691 * pressed button, or ignore it if there is no currently
694 * - treat any drag as a drag for the currently pressed
695 * button, or ignore it if there is no currently pressed
698 * - if we see a button-down while another button is currently
699 * pressed, invent a button-up for the first one and then
700 * pass the button-down through as before.
702 * 2005-05-31: An addendum to the above. Some games might want
703 * a `priority order' among buttons, such that if one button is
704 * pressed while another is down then a fixed one of the
705 * buttons takes priority no matter what order they're pressed
706 * in. Mines, in particular, wants to treat a left+right click
707 * like a left click for the benefit of users of other
708 * implementations. So the last of the above points is modified
709 * in the presence of an (optional) button priority order.
711 * A further addition: we translate certain keyboard presses to
712 * cursor key 'select' buttons, so that a) frontends don't have
713 * to translate these themselves (like they do for CURSOR_UP etc),
714 * and b) individual games don't have to hard-code button presses
715 * of '\n' etc for keyboard-based cursors. The choice of buttons
716 * here could eventually be controlled by a runtime configuration
719 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
720 if (me->pressed_mouse_button) {
721 if (IS_MOUSE_DRAG(button)) {
722 button = me->pressed_mouse_button +
723 (LEFT_DRAG - LEFT_BUTTON);
725 button = me->pressed_mouse_button +
726 (LEFT_RELEASE - LEFT_BUTTON);
729 return ret; /* ignore it */
730 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
732 * If the new button has lower priority than the old one,
733 * don't bother doing this.
735 if (me->ourgame->flags &
736 BUTTON_BEATS(me->pressed_mouse_button, button))
737 return ret; /* just ignore it */
740 * Fabricate a button-up for the previously pressed button.
742 ret = ret && midend_really_process_key
743 (me, x, y, (me->pressed_mouse_button +
744 (LEFT_RELEASE - LEFT_BUTTON)));
748 * Translate keyboard presses to cursor selection.
750 if (button == '\n' || button == '\r')
751 button = CURSOR_SELECT;
753 button = CURSOR_SELECT2;
756 * Now send on the event we originally received.
758 ret = ret && midend_really_process_key(me, x, y, button);
761 * And update the currently pressed button.
763 if (IS_MOUSE_RELEASE(button))
764 me->pressed_mouse_button = 0;
765 else if (IS_MOUSE_DOWN(button))
766 me->pressed_mouse_button = button;
771 void midend_redraw(midend *me)
775 if (me->statepos > 0 && me->drawstate) {
776 start_draw(me->drawing);
777 if (me->oldstate && me->anim_time > 0 &&
778 me->anim_pos < me->anim_time) {
779 assert(me->dir != 0);
780 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
781 me->states[me->statepos-1].state, me->dir,
782 me->ui, me->anim_pos, me->flash_pos);
784 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
785 me->states[me->statepos-1].state, +1 /*shrug*/,
786 me->ui, 0.0, me->flash_pos);
788 end_draw(me->drawing);
793 * Nasty hacky function used to implement the --redo option in
794 * gtk.c. Only used for generating the puzzles' icons.
796 void midend_freeze_timer(midend *me, float tprop)
798 me->anim_pos = me->anim_time * tprop;
800 deactivate_timer(me->frontend);
803 void midend_timer(midend *me, float tplus)
805 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
807 me->anim_pos += tplus;
808 if (me->anim_pos >= me->anim_time ||
809 me->anim_time == 0 || !me->oldstate) {
810 if (me->anim_time > 0)
811 midend_finish_move(me);
814 me->flash_pos += tplus;
815 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
816 me->flash_pos = me->flash_time = 0;
823 float oldelapsed = me->elapsed;
824 me->elapsed += tplus;
825 if ((int)oldelapsed != (int)me->elapsed)
826 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
829 midend_set_timer(me);
832 float *midend_colours(midend *me, int *ncolours)
836 ret = me->ourgame->colours(me->frontend, ncolours);
842 * Allow environment-based overrides for the standard
843 * colours by defining variables along the lines of
844 * `NET_COLOUR_4=6000c0'.
847 for (i = 0; i < *ncolours; i++) {
849 unsigned int r, g, b;
852 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
853 for (j = k = 0; buf[j]; j++)
854 if (!isspace((unsigned char)buf[j]))
855 buf[k++] = toupper((unsigned char)buf[j]);
857 if ((e = getenv(buf)) != NULL &&
858 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
859 ret[i*3 + 0] = r / 255.0F;
860 ret[i*3 + 1] = g / 255.0F;
861 ret[i*3 + 2] = b / 255.0F;
869 int midend_num_presets(midend *me)
875 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
876 if (me->presetsize <= me->npresets) {
877 me->presetsize = me->npresets + 10;
878 me->presets = sresize(me->presets, me->presetsize,
880 me->preset_names = sresize(me->preset_names, me->presetsize,
882 me->preset_encodings = sresize(me->preset_encodings,
883 me->presetsize, char *);
886 me->presets[me->npresets] = preset;
887 me->preset_names[me->npresets] = name;
888 me->preset_encodings[me->npresets] =
889 me->ourgame->encode_params(preset, TRUE);;
896 * Allow environment-based extensions to the preset list by
897 * defining a variable along the lines of `SOLO_PRESETS=2x3
898 * Advanced:2x3da'. Colon-separated list of items,
899 * alternating between textual titles in the menu and
900 * encoded parameter strings.
902 char buf[80], *e, *p;
905 sprintf(buf, "%s_PRESETS", me->ourgame->name);
906 for (j = k = 0; buf[j]; j++)
907 if (!isspace((unsigned char)buf[j]))
908 buf[k++] = toupper((unsigned char)buf[j]);
911 if ((e = getenv(buf)) != NULL) {
919 while (*p && *p != ':') p++;
922 while (*p && *p != ':') p++;
925 preset = me->ourgame->default_params();
926 me->ourgame->decode_params(preset, val);
928 if (me->ourgame->validate_params(preset, TRUE)) {
929 /* Drop this one from the list. */
930 me->ourgame->free_params(preset);
934 if (me->presetsize <= me->npresets) {
935 me->presetsize = me->npresets + 10;
936 me->presets = sresize(me->presets, me->presetsize,
938 me->preset_names = sresize(me->preset_names,
939 me->presetsize, char *);
940 me->preset_encodings = sresize(me->preset_encodings,
941 me->presetsize, char *);
944 me->presets[me->npresets] = preset;
945 me->preset_names[me->npresets] = dupstr(name);
946 me->preset_encodings[me->npresets] =
947 me->ourgame->encode_params(preset, TRUE);
956 void midend_fetch_preset(midend *me, int n,
957 char **name, game_params **params)
959 assert(n >= 0 && n < me->npresets);
960 *name = me->preset_names[n];
961 *params = me->presets[n];
964 int midend_which_preset(midend *me)
966 char *encoding = me->ourgame->encode_params(me->params, TRUE);
970 for (i = 0; i < me->npresets; i++)
971 if (!strcmp(encoding, me->preset_encodings[i])) {
980 int midend_wants_statusbar(midend *me)
982 return me->ourgame->wants_statusbar;
985 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
989 me->desc = dupstr(desc);
990 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
993 config_item *midend_get_config(midend *me, int which, char **wintitle)
995 char *titlebuf, *parstr, *rest;
1000 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1004 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1005 *wintitle = titlebuf;
1006 return me->ourgame->configure(me->params);
1009 if (!me->curparams) {
1013 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1014 which == CFG_SEED ? "random" : "game");
1015 *wintitle = titlebuf;
1017 ret = snewn(2, config_item);
1019 ret[0].type = C_STRING;
1020 if (which == CFG_SEED)
1021 ret[0].name = "Game random seed";
1023 ret[0].name = "Game ID";
1026 * For CFG_DESC the text going in here will be a string
1027 * encoding of the restricted parameters, plus a colon,
1028 * plus the game description. For CFG_SEED it will be the
1029 * full parameters, plus a hash, plus the random seed data.
1030 * Either of these is a valid full game ID (although only
1031 * the former is likely to persist across many code
1034 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1036 if (which == CFG_DESC) {
1037 rest = me->desc ? me->desc : "";
1040 rest = me->seedstr ? me->seedstr : "";
1043 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1044 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1047 ret[1].type = C_END;
1048 ret[1].name = ret[1].sval = NULL;
1054 assert(!"We shouldn't be here");
1058 static char *midend_game_id_int(midend *me, char *id, int defmode)
1060 char *error, *par, *desc, *seed;
1061 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1064 seed = strchr(id, '#');
1065 desc = strchr(id, ':');
1067 if (desc && (!seed || desc < seed)) {
1069 * We have a colon separating parameters from game
1070 * description. So `par' now points to the parameters
1071 * string, and `desc' to the description string.
1076 } else if (seed && (!desc || seed < desc)) {
1078 * We have a hash separating parameters from random seed.
1079 * So `par' now points to the parameters string, and `seed'
1080 * to the seed string.
1087 * We only have one string. Depending on `defmode', we take
1088 * it to be either parameters, seed or description.
1090 if (defmode == DEF_SEED) {
1093 } else if (defmode == DEF_DESC) {
1103 * We must be reasonably careful here not to modify anything in
1104 * `me' until we have finished validating things. This function
1105 * must either return an error and do nothing to the midend, or
1106 * return success and do everything; nothing in between is
1109 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1112 newcurparams = me->ourgame->dup_params(me->params);
1113 me->ourgame->decode_params(newcurparams, par);
1114 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1116 me->ourgame->free_params(newcurparams);
1119 oldparams1 = me->curparams;
1122 * Now filter only the persistent parts of this state into
1123 * the long-term params structure, unless we've _only_
1124 * received a params string in which case the whole lot is
1127 oldparams2 = me->params;
1131 newparams = me->ourgame->dup_params(me->params);
1133 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1134 me->ourgame->decode_params(newparams, tmpstr);
1138 newparams = me->ourgame->dup_params(newcurparams);
1142 newcurparams = me->curparams;
1143 newparams = me->params;
1144 free_params = FALSE;
1148 error = me->ourgame->validate_desc(newparams, desc);
1152 me->ourgame->free_params(newcurparams);
1154 me->ourgame->free_params(newparams);
1161 * Now we've got past all possible error points. Update the
1164 me->params = newparams;
1165 me->curparams = newcurparams;
1167 me->ourgame->free_params(oldparams1);
1169 me->ourgame->free_params(oldparams2);
1172 sfree(me->privdesc);
1173 me->desc = me->privdesc = NULL;
1178 me->desc = dupstr(desc);
1179 me->genmode = GOT_DESC;
1180 sfree(me->aux_info);
1181 me->aux_info = NULL;
1185 me->seedstr = dupstr(seed);
1186 me->genmode = GOT_SEED;
1192 char *midend_game_id(midend *me, char *id)
1194 return midend_game_id_int(me, id, DEF_PARAMS);
1197 char *midend_get_game_id(midend *me)
1201 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1204 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1205 sprintf(ret, "%s:%s", parstr, me->desc);
1210 char *midend_set_config(midend *me, int which, config_item *cfg)
1213 game_params *params;
1217 params = me->ourgame->custom_params(cfg);
1218 error = me->ourgame->validate_params(params, TRUE);
1221 me->ourgame->free_params(params);
1225 me->ourgame->free_params(me->params);
1226 me->params = params;
1231 error = midend_game_id_int(me, cfg[0].sval,
1232 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1241 int midend_can_format_as_text_now(midend *me)
1243 if (me->ourgame->can_format_as_text_ever)
1244 return me->ourgame->can_format_as_text_now(me->params);
1249 char *midend_text_format(midend *me)
1251 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1252 me->ourgame->can_format_as_text_now(me->params))
1253 return me->ourgame->text_format(me->states[me->statepos-1].state);
1258 char *midend_solve(midend *me)
1261 char *msg, *movestr;
1263 if (!me->ourgame->can_solve)
1264 return "This game does not support the Solve operation";
1266 if (me->statepos < 1)
1267 return "No game set up to solve"; /* _shouldn't_ happen! */
1270 movestr = me->ourgame->solve(me->states[0].state,
1271 me->states[me->statepos-1].state,
1272 me->aux_info, &msg);
1275 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1278 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1282 * Now enter the solved state as the next move.
1284 midend_stop_anim(me);
1285 while (me->nstates > me->statepos) {
1286 me->ourgame->free_game(me->states[--me->nstates].state);
1287 if (me->states[me->nstates].movestr)
1288 sfree(me->states[me->nstates].movestr);
1291 me->states[me->nstates].state = s;
1292 me->states[me->nstates].movestr = movestr;
1293 me->states[me->nstates].movetype = SOLVE;
1294 me->statepos = ++me->nstates;
1296 me->ourgame->changed_state(me->ui,
1297 me->states[me->statepos-2].state,
1298 me->states[me->statepos-1].state);
1300 if (me->ourgame->flags & SOLVE_ANIMATES) {
1301 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1303 me->ourgame->anim_length(me->states[me->statepos-2].state,
1304 me->states[me->statepos-1].state,
1308 me->anim_time = 0.0;
1309 midend_finish_move(me);
1312 midend_set_timer(me);
1316 char *midend_rewrite_statusbar(midend *me, char *text)
1319 * An important special case is that we are occasionally called
1320 * with our own laststatus, to update the timer.
1322 if (me->laststatus != text) {
1323 sfree(me->laststatus);
1324 me->laststatus = dupstr(text);
1327 if (me->ourgame->is_timed) {
1328 char timebuf[100], *ret;
1331 sec = (int)me->elapsed;
1334 sprintf(timebuf, "[%d:%02d] ", min, sec);
1336 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1337 strcpy(ret, timebuf);
1342 return dupstr(text);
1346 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1347 #define SERIALISE_VERSION "1"
1349 void midend_serialise(midend *me,
1350 void (*write)(void *ctx, void *buf, int len),
1356 * Each line of the save file contains three components. First
1357 * exactly 8 characters of header word indicating what type of
1358 * data is contained on the line; then a colon followed by a
1359 * decimal integer giving the length of the main string on the
1360 * line; then a colon followed by the string itself (exactly as
1361 * many bytes as previously specified, no matter what they
1362 * contain). Then a newline (of reasonably flexible form).
1364 #define wr(h,s) do { \
1367 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1368 write(wctx, hbuf, strlen(hbuf)); \
1369 write(wctx, str, strlen(str)); \
1370 write(wctx, "\n", 1); \
1374 * Magic string identifying the file, and version number of the
1377 wr("SAVEFILE", SERIALISE_MAGIC);
1378 wr("VERSION", SERIALISE_VERSION);
1381 * The game name. (Copied locally to avoid const annoyance.)
1384 char *s = dupstr(me->ourgame->name);
1390 * The current long-term parameters structure, in full.
1393 char *s = me->ourgame->encode_params(me->params, TRUE);
1399 * The current short-term parameters structure, in full.
1401 if (me->curparams) {
1402 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1408 * The current game description, the privdesc, and the random seed.
1411 wr("SEED", me->seedstr);
1413 wr("DESC", me->desc);
1415 wr("PRIVDESC", me->privdesc);
1418 * The game's aux_info. We obfuscate this to prevent spoilers
1419 * (people are likely to run `head' or similar on a saved game
1420 * file simply to find out what it is, and don't necessarily
1421 * want to be told the answer to the puzzle!)
1428 len = strlen(me->aux_info);
1429 s1 = snewn(len, unsigned char);
1430 memcpy(s1, me->aux_info, len);
1431 obfuscate_bitmap(s1, len*8, FALSE);
1432 s2 = bin2hex(s1, len);
1441 * Any required serialisation of the game_ui.
1444 char *s = me->ourgame->encode_ui(me->ui);
1452 * The game time, if it's a timed game.
1454 if (me->ourgame->is_timed) {
1456 sprintf(buf, "%g", me->elapsed);
1461 * The length of, and position in, the states list.
1465 sprintf(buf, "%d", me->nstates);
1467 sprintf(buf, "%d", me->statepos);
1468 wr("STATEPOS", buf);
1472 * For each state after the initial one (which we know is
1473 * constructed from either privdesc or desc), enough
1474 * information for execute_move() to reconstruct it from the
1477 for (i = 1; i < me->nstates; i++) {
1478 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1479 switch (me->states[i].movetype) {
1481 wr("MOVE", me->states[i].movestr);
1484 wr("SOLVE", me->states[i].movestr);
1487 wr("RESTART", me->states[i].movestr);
1496 * This function returns NULL on success, or an error message.
1498 char *midend_deserialise(midend *me,
1499 int (*read)(void *ctx, void *buf, int len),
1502 int nstates = 0, statepos = -1, gotstates = 0;
1503 int started = FALSE;
1507 /* Initially all errors give the same report */
1508 char *ret = "Data does not appear to be a saved game file";
1511 * We construct all the new state in local variables while we
1512 * check its sanity. Only once we have finished reading the
1513 * serialised data and detected no errors at all do we start
1514 * modifying stuff in the midend passed in.
1516 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1517 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1518 float elapsed = 0.0F;
1519 game_params *params = NULL, *cparams = NULL;
1521 struct midend_state_entry *states = NULL;
1524 * Loop round and round reading one key/value pair at a time
1525 * from the serialised stream, until we have enough game states
1528 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1533 if (!read(rctx, key, 1)) {
1534 /* unexpected EOF */
1537 } while (key[0] == '\r' || key[0] == '\n');
1539 if (!read(rctx, key+1, 8)) {
1540 /* unexpected EOF */
1544 if (key[8] != ':') {
1546 ret = "Data was incorrectly formatted for a saved game file";
1549 len = strcspn(key, ": ");
1555 if (!read(rctx, &c, 1)) {
1556 /* unexpected EOF */
1562 } else if (c >= '0' && c <= '9') {
1563 len = (len * 10) + (c - '0');
1566 ret = "Data was incorrectly formatted for a"
1572 val = snewn(len+1, char);
1573 if (!read(rctx, val, len)) {
1580 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1581 /* ret already has the right message in it */
1584 /* Now most errors are this one, unless otherwise specified */
1585 ret = "Saved data ended unexpectedly";
1588 if (!strcmp(key, "VERSION")) {
1589 if (strcmp(val, SERIALISE_VERSION)) {
1590 ret = "Cannot handle this version of the saved game"
1594 } else if (!strcmp(key, "GAME")) {
1595 if (strcmp(val, me->ourgame->name)) {
1596 ret = "Save file is from a different game";
1599 } else if (!strcmp(key, "PARAMS")) {
1603 } else if (!strcmp(key, "CPARAMS")) {
1607 } else if (!strcmp(key, "SEED")) {
1611 } else if (!strcmp(key, "DESC")) {
1615 } else if (!strcmp(key, "PRIVDESC")) {
1619 } else if (!strcmp(key, "AUXINFO")) {
1621 int len = strlen(val) / 2; /* length in bytes */
1622 tmp = hex2bin(val, len);
1623 obfuscate_bitmap(tmp, len*8, TRUE);
1626 auxinfo = snewn(len + 1, char);
1627 memcpy(auxinfo, tmp, len);
1628 auxinfo[len] = '\0';
1630 } else if (!strcmp(key, "UI")) {
1634 } else if (!strcmp(key, "TIME")) {
1635 elapsed = (float)atof(val);
1636 } else if (!strcmp(key, "NSTATES")) {
1637 nstates = atoi(val);
1639 ret = "Number of states in save file was negative";
1643 ret = "Two state counts provided in save file";
1646 states = snewn(nstates, struct midend_state_entry);
1647 for (i = 0; i < nstates; i++) {
1648 states[i].state = NULL;
1649 states[i].movestr = NULL;
1650 states[i].movetype = NEWGAME;
1652 } else if (!strcmp(key, "STATEPOS")) {
1653 statepos = atoi(val);
1654 } else if (!strcmp(key, "MOVE")) {
1656 states[gotstates].movetype = MOVE;
1657 states[gotstates].movestr = val;
1659 } else if (!strcmp(key, "SOLVE")) {
1661 states[gotstates].movetype = SOLVE;
1662 states[gotstates].movestr = val;
1664 } else if (!strcmp(key, "RESTART")) {
1666 states[gotstates].movetype = RESTART;
1667 states[gotstates].movestr = val;
1676 params = me->ourgame->default_params();
1677 me->ourgame->decode_params(params, parstr);
1678 if (me->ourgame->validate_params(params, TRUE)) {
1679 ret = "Long-term parameters in save file are invalid";
1682 cparams = me->ourgame->default_params();
1683 me->ourgame->decode_params(cparams, cparstr);
1684 if (me->ourgame->validate_params(cparams, FALSE)) {
1685 ret = "Short-term parameters in save file are invalid";
1688 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1690 * The seed's no use with this version, but we can perfectly
1691 * well use the rest of the data.
1697 ret = "Game description in save file is missing";
1699 } else if (me->ourgame->validate_desc(params, desc)) {
1700 ret = "Game description in save file is invalid";
1703 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1704 ret = "Game private description in save file is invalid";
1707 if (statepos < 0 || statepos >= nstates) {
1708 ret = "Game position in save file is out of range";
1711 states[0].state = me->ourgame->new_game(me, params,
1712 privdesc ? privdesc : desc);
1713 for (i = 1; i < nstates; i++) {
1714 assert(states[i].movetype != NEWGAME);
1715 switch (states[i].movetype) {
1718 states[i].state = me->ourgame->execute_move(states[i-1].state,
1720 if (states[i].state == NULL) {
1721 ret = "Save file contained an invalid move";
1726 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1727 ret = "Save file contained an invalid restart move";
1730 states[i].state = me->ourgame->new_game(me, params,
1736 ui = me->ourgame->new_ui(states[0].state);
1737 me->ourgame->decode_ui(ui, uistr);
1740 * Now we've run out of possible error conditions, so we're
1741 * ready to start overwriting the real data in the current
1742 * midend. We'll do this by swapping things with the local
1743 * variables, so that the same cleanup code will free the old
1754 me->privdesc = privdesc;
1762 me->aux_info = auxinfo;
1766 me->genmode = GOT_NOTHING;
1768 me->statesize = nstates;
1769 nstates = me->nstates;
1770 me->nstates = me->statesize;
1772 struct midend_state_entry *tmp;
1774 me->states = states;
1777 me->statepos = statepos;
1783 me->params = params;
1786 tmp = me->curparams;
1787 me->curparams = cparams;
1791 me->oldstate = NULL;
1792 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1803 me->elapsed = elapsed;
1804 me->pressed_mouse_button = 0;
1806 midend_set_timer(me);
1809 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1811 me->ourgame->new_drawstate(me->drawing,
1812 me->states[me->statepos-1].state);
1813 midend_size_new_drawstate(me);
1815 ret = NULL; /* success! */
1827 me->ourgame->free_params(params);
1829 me->ourgame->free_params(cparams);
1831 me->ourgame->free_ui(ui);
1835 for (i = 0; i < nstates; i++) {
1836 if (states[i].state)
1837 me->ourgame->free_game(states[i].state);
1838 sfree(states[i].movestr);
1846 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1848 game_state *soln = NULL;
1850 if (me->statepos < 1)
1851 return "No game set up to print";/* _shouldn't_ happen! */
1854 char *msg, *movestr;
1856 if (!me->ourgame->can_solve)
1857 return "This game does not support the Solve operation";
1859 msg = "Solve operation failed";/* game _should_ overwrite on error */
1860 movestr = me->ourgame->solve(me->states[0].state,
1861 me->states[me->statepos-1].state,
1862 me->aux_info, &msg);
1865 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1874 * This call passes over ownership of the two game_states and
1875 * the game_params. Hence we duplicate the ones we want to
1876 * keep, and we don't have to bother freeing soln if it was
1879 document_add_puzzle(doc, me->ourgame,
1880 me->ourgame->dup_params(me->curparams),
1881 me->ourgame->dup_game(me->states[0].state), soln);