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 void midend_set_params(midend *me, game_params *params)
283 me->ourgame->free_params(me->params);
284 me->params = me->ourgame->dup_params(params);
287 game_params *midend_get_params(midend *me)
289 return me->ourgame->dup_params(me->params);
292 static void midend_set_timer(midend *me)
294 me->timing = (me->ourgame->is_timed &&
295 me->ourgame->timing_state(me->states[me->statepos-1].state,
297 if (me->timing || me->flash_time || me->anim_time)
298 activate_timer(me->frontend);
300 deactivate_timer(me->frontend);
303 void midend_force_redraw(midend *me)
306 me->ourgame->free_drawstate(me->drawing, me->drawstate);
307 me->drawstate = me->ourgame->new_drawstate(me->drawing,
308 me->states[0].state);
309 midend_size_new_drawstate(me);
313 void midend_new_game(midend *me)
315 midend_free_game(me);
317 assert(me->nstates == 0);
319 if (me->genmode == GOT_DESC) {
320 me->genmode = GOT_NOTHING;
324 if (me->genmode == GOT_SEED) {
325 me->genmode = GOT_NOTHING;
328 * Generate a new random seed. 15 digits comes to about
329 * 48 bits, which should be more than enough.
331 * I'll avoid putting a leading zero on the number,
332 * just in case it confuses anybody who thinks it's
333 * processed as an integer rather than a string.
338 newseed[0] = '1' + (char)random_upto(me->random, 9);
339 for (i = 1; i < 15; i++)
340 newseed[i] = '0' + (char)random_upto(me->random, 10);
342 me->seedstr = dupstr(newseed);
345 me->ourgame->free_params(me->curparams);
346 me->curparams = me->ourgame->dup_params(me->params);
354 rs = random_new(me->seedstr, strlen(me->seedstr));
356 * If this midend has been instantiated without providing a
357 * drawing API, it is non-interactive. This means that it's
358 * being used for bulk game generation, and hence we should
359 * pass the non-interactive flag to new_desc.
361 me->desc = me->ourgame->new_desc(me->curparams, rs,
362 &me->aux_info, (me->drawing != NULL));
370 * It might seem a bit odd that we're using me->params to
371 * create the initial game state, rather than me->curparams
372 * which is better tailored to this specific game and which we
375 * It's supposed to be an invariant in the midend that
376 * me->params and me->curparams differ in no aspect that is
377 * important after generation (i.e. after new_desc()). By
378 * deliberately passing the _less_ specific of these two
379 * parameter sets, we provoke play-time misbehaviour in the
380 * case where a game has failed to encode a play-time parameter
381 * in the non-full version of encode_params().
383 me->states[me->nstates].state =
384 me->ourgame->new_game(me, me->params, me->desc);
386 me->states[me->nstates].movestr = NULL;
387 me->states[me->nstates].movetype = NEWGAME;
390 me->drawstate = me->ourgame->new_drawstate(me->drawing,
391 me->states[0].state);
392 midend_size_new_drawstate(me);
395 me->ourgame->free_ui(me->ui);
396 me->ui = me->ourgame->new_ui(me->states[0].state);
397 midend_set_timer(me);
398 me->pressed_mouse_button = 0;
401 static int midend_undo(midend *me)
403 if (me->statepos > 1) {
405 me->ourgame->changed_state(me->ui,
406 me->states[me->statepos-1].state,
407 me->states[me->statepos-2].state);
415 static int midend_redo(midend *me)
417 if (me->statepos < me->nstates) {
419 me->ourgame->changed_state(me->ui,
420 me->states[me->statepos-1].state,
421 me->states[me->statepos].state);
429 static void midend_finish_move(midend *me)
434 * We do not flash if the later of the two states is special.
435 * This covers both forward Solve moves and backward (undone)
438 if ((me->oldstate || me->statepos > 1) &&
439 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
440 (me->dir < 0 && me->statepos < me->nstates &&
441 !special(me->states[me->statepos].movetype)))) {
442 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
443 me->states[me->statepos-2].state,
444 me->states[me->statepos-1].state,
445 me->oldstate ? me->dir : +1,
448 me->flash_pos = 0.0F;
449 me->flash_time = flashtime;
454 me->ourgame->free_game(me->oldstate);
456 me->anim_pos = me->anim_time = 0;
459 midend_set_timer(me);
462 void midend_stop_anim(midend *me)
464 if (me->oldstate || me->anim_time != 0) {
465 midend_finish_move(me);
470 void midend_restart_game(midend *me)
474 midend_stop_anim(me);
476 assert(me->statepos >= 1);
477 if (me->statepos == 1)
478 return; /* no point doing anything at all! */
481 * During restart, we reconstruct the game from the (public)
482 * game description rather than from states[0], because that
483 * way Mines gets slightly more sensible behaviour (restart
484 * goes to _after_ the first click so you don't have to
485 * remember where you clicked).
487 s = me->ourgame->new_game(me, me->params, me->desc);
490 * Now enter the restarted state as the next move.
492 midend_stop_anim(me);
493 while (me->nstates > me->statepos)
494 me->ourgame->free_game(me->states[--me->nstates].state);
496 me->states[me->nstates].state = s;
497 me->states[me->nstates].movestr = dupstr(me->desc);
498 me->states[me->nstates].movetype = RESTART;
499 me->statepos = ++me->nstates;
501 me->ourgame->changed_state(me->ui,
502 me->states[me->statepos-2].state,
503 me->states[me->statepos-1].state);
505 midend_finish_move(me);
507 midend_set_timer(me);
510 static int midend_really_process_key(midend *me, int x, int y, int button)
512 game_state *oldstate =
513 me->ourgame->dup_game(me->states[me->statepos - 1].state);
514 int type = MOVE, gottype = FALSE, ret = 1;
520 me->ourgame->interpret_move(me->states[me->statepos-1].state,
521 me->ui, me->drawstate, x, y, button);
524 if (button == 'n' || button == 'N' || button == '\x0E') {
525 midend_stop_anim(me);
528 goto done; /* never animate */
529 } else if (button == 'u' || button == 'u' ||
530 button == '\x1A' || button == '\x1F') {
531 midend_stop_anim(me);
532 type = me->states[me->statepos-1].movetype;
534 if (!midend_undo(me))
536 } else if (button == 'r' || button == 'R' ||
537 button == '\x12' || button == '\x19') {
538 midend_stop_anim(me);
539 if (!midend_redo(me))
541 } else if (button == 'q' || button == 'Q' || button == '\x11') {
548 s = me->states[me->statepos-1].state;
550 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
555 if (s == me->states[me->statepos-1].state) {
557 * make_move() is allowed to return its input state to
558 * indicate that although no move has been made, the UI
559 * state has been updated and a redraw is called for.
562 midend_set_timer(me);
565 midend_stop_anim(me);
566 while (me->nstates > me->statepos)
567 me->ourgame->free_game(me->states[--me->nstates].state);
569 assert(movestr != NULL);
570 me->states[me->nstates].state = s;
571 me->states[me->nstates].movestr = movestr;
572 me->states[me->nstates].movetype = MOVE;
573 me->statepos = ++me->nstates;
576 me->ourgame->changed_state(me->ui,
577 me->states[me->statepos-2].state,
578 me->states[me->statepos-1].state);
585 type = me->states[me->statepos-1].movetype;
588 * See if this move requires an animation.
590 if (special(type) && !(type == SOLVE &&
591 (me->ourgame->flags & SOLVE_ANIMATES))) {
594 anim_time = me->ourgame->anim_length(oldstate,
595 me->states[me->statepos-1].state,
599 me->oldstate = oldstate; oldstate = NULL;
601 me->anim_time = anim_time;
604 midend_finish_move(me);
610 midend_set_timer(me);
613 if (oldstate) me->ourgame->free_game(oldstate);
617 int midend_process_key(midend *me, int x, int y, int button)
622 * Harmonise mouse drag and release messages.
624 * Some front ends might accidentally switch from sending, say,
625 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
626 * drag. (This can happen on the Mac, for example, since
627 * RIGHT_DRAG is usually done using Command+drag, and if the
628 * user accidentally releases Command half way through the drag
629 * then there will be trouble.)
631 * It would be an O(number of front ends) annoyance to fix this
632 * in the front ends, but an O(number of back ends) annoyance
633 * to have each game capable of dealing with it. Therefore, we
634 * fix it _here_ in the common midend code so that it only has
637 * The possible ways in which things can go screwy in the front
640 * - in a system containing multiple physical buttons button
641 * presses can inadvertently overlap. We can see ABab (caps
642 * meaning button-down and lowercase meaning button-up) when
643 * the user had semantically intended AaBb.
645 * - in a system where one button is simulated by means of a
646 * modifier key and another button, buttons can mutate
647 * between press and release (possibly during drag). So we
648 * can see Ab instead of Aa.
650 * Definite requirements are:
652 * - button _presses_ must never be invented or destroyed. If
653 * the user presses two buttons in succession, the button
654 * presses must be transferred to the backend unchanged. So
655 * if we see AaBb , that's fine; if we see ABab (the button
656 * presses inadvertently overlapped) we must somehow
657 * `correct' it to AaBb.
659 * - every mouse action must end up looking like a press, zero
660 * or more drags, then a release. This allows back ends to
661 * make the _assumption_ that incoming mouse data will be
662 * sane in this regard, and not worry about the details.
664 * So my policy will be:
666 * - treat any button-up as a button-up for the currently
667 * pressed button, or ignore it if there is no currently
670 * - treat any drag as a drag for the currently pressed
671 * button, or ignore it if there is no currently pressed
674 * - if we see a button-down while another button is currently
675 * pressed, invent a button-up for the first one and then
676 * pass the button-down through as before.
678 * 2005-05-31: An addendum to the above. Some games might want
679 * a `priority order' among buttons, such that if one button is
680 * pressed while another is down then a fixed one of the
681 * buttons takes priority no matter what order they're pressed
682 * in. Mines, in particular, wants to treat a left+right click
683 * like a left click for the benefit of users of other
684 * implementations. So the last of the above points is modified
685 * in the presence of an (optional) button priority order.
687 * A further addition: we translate certain keyboard presses to
688 * cursor key 'select' buttons, so that a) frontends don't have
689 * to translate these themselves (like they do for CURSOR_UP etc),
690 * and b) individual games don't have to hard-code button presses
691 * of '\n' etc for keyboard-based cursors. The choice of buttons
692 * here could eventually be controlled by a runtime configuration
695 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
696 if (me->pressed_mouse_button) {
697 if (IS_MOUSE_DRAG(button)) {
698 button = me->pressed_mouse_button +
699 (LEFT_DRAG - LEFT_BUTTON);
701 button = me->pressed_mouse_button +
702 (LEFT_RELEASE - LEFT_BUTTON);
705 return ret; /* ignore it */
706 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
708 * If the new button has lower priority than the old one,
709 * don't bother doing this.
711 if (me->ourgame->flags &
712 BUTTON_BEATS(me->pressed_mouse_button, button))
713 return ret; /* just ignore it */
716 * Fabricate a button-up for the previously pressed button.
718 ret = ret && midend_really_process_key
719 (me, x, y, (me->pressed_mouse_button +
720 (LEFT_RELEASE - LEFT_BUTTON)));
724 * Translate keyboard presses to cursor selection.
726 if (button == '\n' || button == '\r')
727 button = CURSOR_SELECT;
729 button = CURSOR_SELECT2;
732 * Now send on the event we originally received.
734 ret = ret && midend_really_process_key(me, x, y, button);
737 * And update the currently pressed button.
739 if (IS_MOUSE_RELEASE(button))
740 me->pressed_mouse_button = 0;
741 else if (IS_MOUSE_DOWN(button))
742 me->pressed_mouse_button = button;
747 void midend_redraw(midend *me)
751 if (me->statepos > 0 && me->drawstate) {
752 start_draw(me->drawing);
753 if (me->oldstate && me->anim_time > 0 &&
754 me->anim_pos < me->anim_time) {
755 assert(me->dir != 0);
756 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
757 me->states[me->statepos-1].state, me->dir,
758 me->ui, me->anim_pos, me->flash_pos);
760 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
761 me->states[me->statepos-1].state, +1 /*shrug*/,
762 me->ui, 0.0, me->flash_pos);
764 end_draw(me->drawing);
769 * Nasty hacky function used to implement the --redo option in
770 * gtk.c. Only used for generating the puzzles' icons.
772 void midend_freeze_timer(midend *me, float tprop)
774 me->anim_pos = me->anim_time * tprop;
776 deactivate_timer(me->frontend);
779 void midend_timer(midend *me, float tplus)
781 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
783 me->anim_pos += tplus;
784 if (me->anim_pos >= me->anim_time ||
785 me->anim_time == 0 || !me->oldstate) {
786 if (me->anim_time > 0)
787 midend_finish_move(me);
790 me->flash_pos += tplus;
791 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
792 me->flash_pos = me->flash_time = 0;
799 float oldelapsed = me->elapsed;
800 me->elapsed += tplus;
801 if ((int)oldelapsed != (int)me->elapsed)
802 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
805 midend_set_timer(me);
808 float *midend_colours(midend *me, int *ncolours)
812 ret = me->ourgame->colours(me->frontend, ncolours);
818 * Allow environment-based overrides for the standard
819 * colours by defining variables along the lines of
820 * `NET_COLOUR_4=6000c0'.
823 for (i = 0; i < *ncolours; i++) {
825 unsigned int r, g, b;
828 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
829 for (j = k = 0; buf[j]; j++)
830 if (!isspace((unsigned char)buf[j]))
831 buf[k++] = toupper((unsigned char)buf[j]);
833 if ((e = getenv(buf)) != NULL &&
834 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
835 ret[i*3 + 0] = r / 255.0F;
836 ret[i*3 + 1] = g / 255.0F;
837 ret[i*3 + 2] = b / 255.0F;
845 int midend_num_presets(midend *me)
851 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
852 if (me->presetsize <= me->npresets) {
853 me->presetsize = me->npresets + 10;
854 me->presets = sresize(me->presets, me->presetsize,
856 me->preset_names = sresize(me->preset_names, me->presetsize,
858 me->preset_encodings = sresize(me->preset_encodings,
859 me->presetsize, char *);
862 me->presets[me->npresets] = preset;
863 me->preset_names[me->npresets] = name;
864 me->preset_encodings[me->npresets] =
865 me->ourgame->encode_params(preset, TRUE);;
872 * Allow environment-based extensions to the preset list by
873 * defining a variable along the lines of `SOLO_PRESETS=2x3
874 * Advanced:2x3da'. Colon-separated list of items,
875 * alternating between textual titles in the menu and
876 * encoded parameter strings.
878 char buf[80], *e, *p;
881 sprintf(buf, "%s_PRESETS", me->ourgame->name);
882 for (j = k = 0; buf[j]; j++)
883 if (!isspace((unsigned char)buf[j]))
884 buf[k++] = toupper((unsigned char)buf[j]);
887 if ((e = getenv(buf)) != NULL) {
895 while (*p && *p != ':') p++;
898 while (*p && *p != ':') p++;
901 preset = me->ourgame->default_params();
902 me->ourgame->decode_params(preset, val);
904 if (me->ourgame->validate_params(preset, TRUE)) {
905 /* Drop this one from the list. */
906 me->ourgame->free_params(preset);
910 if (me->presetsize <= me->npresets) {
911 me->presetsize = me->npresets + 10;
912 me->presets = sresize(me->presets, me->presetsize,
914 me->preset_names = sresize(me->preset_names,
915 me->presetsize, char *);
916 me->preset_encodings = sresize(me->preset_encodings,
917 me->presetsize, char *);
920 me->presets[me->npresets] = preset;
921 me->preset_names[me->npresets] = dupstr(name);
922 me->preset_encodings[me->npresets] =
923 me->ourgame->encode_params(preset, TRUE);
932 void midend_fetch_preset(midend *me, int n,
933 char **name, game_params **params)
935 assert(n >= 0 && n < me->npresets);
936 *name = me->preset_names[n];
937 *params = me->presets[n];
940 int midend_which_preset(midend *me)
942 char *encoding = me->ourgame->encode_params(me->params, TRUE);
946 for (i = 0; i < me->npresets; i++)
947 if (!strcmp(encoding, me->preset_encodings[i])) {
956 int midend_wants_statusbar(midend *me)
958 return me->ourgame->wants_statusbar;
961 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
965 me->desc = dupstr(desc);
966 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
969 config_item *midend_get_config(midend *me, int which, char **wintitle)
971 char *titlebuf, *parstr, *rest;
976 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
980 sprintf(titlebuf, "%s configuration", me->ourgame->name);
981 *wintitle = titlebuf;
982 return me->ourgame->configure(me->params);
985 if (!me->curparams) {
989 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
990 which == CFG_SEED ? "random" : "game");
991 *wintitle = titlebuf;
993 ret = snewn(2, config_item);
995 ret[0].type = C_STRING;
996 if (which == CFG_SEED)
997 ret[0].name = "Game random seed";
999 ret[0].name = "Game ID";
1002 * For CFG_DESC the text going in here will be a string
1003 * encoding of the restricted parameters, plus a colon,
1004 * plus the game description. For CFG_SEED it will be the
1005 * full parameters, plus a hash, plus the random seed data.
1006 * Either of these is a valid full game ID (although only
1007 * the former is likely to persist across many code
1010 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1012 if (which == CFG_DESC) {
1013 rest = me->desc ? me->desc : "";
1016 rest = me->seedstr ? me->seedstr : "";
1019 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1020 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1023 ret[1].type = C_END;
1024 ret[1].name = ret[1].sval = NULL;
1030 assert(!"We shouldn't be here");
1034 static char *midend_game_id_int(midend *me, char *id, int defmode)
1036 char *error, *par, *desc, *seed;
1037 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1040 seed = strchr(id, '#');
1041 desc = strchr(id, ':');
1043 if (desc && (!seed || desc < seed)) {
1045 * We have a colon separating parameters from game
1046 * description. So `par' now points to the parameters
1047 * string, and `desc' to the description string.
1052 } else if (seed && (!desc || seed < desc)) {
1054 * We have a hash separating parameters from random seed.
1055 * So `par' now points to the parameters string, and `seed'
1056 * to the seed string.
1063 * We only have one string. Depending on `defmode', we take
1064 * it to be either parameters, seed or description.
1066 if (defmode == DEF_SEED) {
1069 } else if (defmode == DEF_DESC) {
1079 * We must be reasonably careful here not to modify anything in
1080 * `me' until we have finished validating things. This function
1081 * must either return an error and do nothing to the midend, or
1082 * return success and do everything; nothing in between is
1085 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1088 newcurparams = me->ourgame->dup_params(me->params);
1089 me->ourgame->decode_params(newcurparams, par);
1090 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1092 me->ourgame->free_params(newcurparams);
1095 oldparams1 = me->curparams;
1098 * Now filter only the persistent parts of this state into
1099 * the long-term params structure, unless we've _only_
1100 * received a params string in which case the whole lot is
1103 oldparams2 = me->params;
1107 newparams = me->ourgame->dup_params(me->params);
1109 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1110 me->ourgame->decode_params(newparams, tmpstr);
1114 newparams = me->ourgame->dup_params(newcurparams);
1118 newcurparams = me->curparams;
1119 newparams = me->params;
1120 free_params = FALSE;
1124 error = me->ourgame->validate_desc(newparams, desc);
1128 me->ourgame->free_params(newcurparams);
1130 me->ourgame->free_params(newparams);
1137 * Now we've got past all possible error points. Update the
1140 me->params = newparams;
1141 me->curparams = newcurparams;
1143 me->ourgame->free_params(oldparams1);
1145 me->ourgame->free_params(oldparams2);
1148 sfree(me->privdesc);
1149 me->desc = me->privdesc = NULL;
1154 me->desc = dupstr(desc);
1155 me->genmode = GOT_DESC;
1156 sfree(me->aux_info);
1157 me->aux_info = NULL;
1161 me->seedstr = dupstr(seed);
1162 me->genmode = GOT_SEED;
1168 char *midend_game_id(midend *me, char *id)
1170 return midend_game_id_int(me, id, DEF_PARAMS);
1173 char *midend_get_game_id(midend *me)
1177 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1180 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1181 sprintf(ret, "%s:%s", parstr, me->desc);
1186 char *midend_set_config(midend *me, int which, config_item *cfg)
1189 game_params *params;
1193 params = me->ourgame->custom_params(cfg);
1194 error = me->ourgame->validate_params(params, TRUE);
1197 me->ourgame->free_params(params);
1201 me->ourgame->free_params(me->params);
1202 me->params = params;
1207 error = midend_game_id_int(me, cfg[0].sval,
1208 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1217 int midend_can_format_as_text_now(midend *me)
1219 if (me->ourgame->can_format_as_text_ever)
1220 return me->ourgame->can_format_as_text_now(me->params);
1225 char *midend_text_format(midend *me)
1227 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1228 me->ourgame->can_format_as_text_now(me->params))
1229 return me->ourgame->text_format(me->states[me->statepos-1].state);
1234 char *midend_solve(midend *me)
1237 char *msg, *movestr;
1239 if (!me->ourgame->can_solve)
1240 return "This game does not support the Solve operation";
1242 if (me->statepos < 1)
1243 return "No game set up to solve"; /* _shouldn't_ happen! */
1246 movestr = me->ourgame->solve(me->states[0].state,
1247 me->states[me->statepos-1].state,
1248 me->aux_info, &msg);
1251 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1254 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1258 * Now enter the solved state as the next move.
1260 midend_stop_anim(me);
1261 while (me->nstates > me->statepos) {
1262 me->ourgame->free_game(me->states[--me->nstates].state);
1263 if (me->states[me->nstates].movestr)
1264 sfree(me->states[me->nstates].movestr);
1267 me->states[me->nstates].state = s;
1268 me->states[me->nstates].movestr = movestr;
1269 me->states[me->nstates].movetype = SOLVE;
1270 me->statepos = ++me->nstates;
1272 me->ourgame->changed_state(me->ui,
1273 me->states[me->statepos-2].state,
1274 me->states[me->statepos-1].state);
1276 if (me->ourgame->flags & SOLVE_ANIMATES) {
1277 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1279 me->ourgame->anim_length(me->states[me->statepos-2].state,
1280 me->states[me->statepos-1].state,
1284 me->anim_time = 0.0;
1285 midend_finish_move(me);
1288 midend_set_timer(me);
1292 char *midend_rewrite_statusbar(midend *me, char *text)
1295 * An important special case is that we are occasionally called
1296 * with our own laststatus, to update the timer.
1298 if (me->laststatus != text) {
1299 sfree(me->laststatus);
1300 me->laststatus = dupstr(text);
1303 if (me->ourgame->is_timed) {
1304 char timebuf[100], *ret;
1307 sec = (int)me->elapsed;
1310 sprintf(timebuf, "[%d:%02d] ", min, sec);
1312 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1313 strcpy(ret, timebuf);
1318 return dupstr(text);
1322 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1323 #define SERIALISE_VERSION "1"
1325 void midend_serialise(midend *me,
1326 void (*write)(void *ctx, void *buf, int len),
1332 * Each line of the save file contains three components. First
1333 * exactly 8 characters of header word indicating what type of
1334 * data is contained on the line; then a colon followed by a
1335 * decimal integer giving the length of the main string on the
1336 * line; then a colon followed by the string itself (exactly as
1337 * many bytes as previously specified, no matter what they
1338 * contain). Then a newline (of reasonably flexible form).
1340 #define wr(h,s) do { \
1343 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1344 write(wctx, hbuf, strlen(hbuf)); \
1345 write(wctx, str, strlen(str)); \
1346 write(wctx, "\n", 1); \
1350 * Magic string identifying the file, and version number of the
1353 wr("SAVEFILE", SERIALISE_MAGIC);
1354 wr("VERSION", SERIALISE_VERSION);
1357 * The game name. (Copied locally to avoid const annoyance.)
1360 char *s = dupstr(me->ourgame->name);
1366 * The current long-term parameters structure, in full.
1369 char *s = me->ourgame->encode_params(me->params, TRUE);
1375 * The current short-term parameters structure, in full.
1377 if (me->curparams) {
1378 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1384 * The current game description, the privdesc, and the random seed.
1387 wr("SEED", me->seedstr);
1389 wr("DESC", me->desc);
1391 wr("PRIVDESC", me->privdesc);
1394 * The game's aux_info. We obfuscate this to prevent spoilers
1395 * (people are likely to run `head' or similar on a saved game
1396 * file simply to find out what it is, and don't necessarily
1397 * want to be told the answer to the puzzle!)
1404 len = strlen(me->aux_info);
1405 s1 = snewn(len, unsigned char);
1406 memcpy(s1, me->aux_info, len);
1407 obfuscate_bitmap(s1, len*8, FALSE);
1408 s2 = bin2hex(s1, len);
1417 * Any required serialisation of the game_ui.
1420 char *s = me->ourgame->encode_ui(me->ui);
1428 * The game time, if it's a timed game.
1430 if (me->ourgame->is_timed) {
1432 sprintf(buf, "%g", me->elapsed);
1437 * The length of, and position in, the states list.
1441 sprintf(buf, "%d", me->nstates);
1443 sprintf(buf, "%d", me->statepos);
1444 wr("STATEPOS", buf);
1448 * For each state after the initial one (which we know is
1449 * constructed from either privdesc or desc), enough
1450 * information for execute_move() to reconstruct it from the
1453 for (i = 1; i < me->nstates; i++) {
1454 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1455 switch (me->states[i].movetype) {
1457 wr("MOVE", me->states[i].movestr);
1460 wr("SOLVE", me->states[i].movestr);
1463 wr("RESTART", me->states[i].movestr);
1472 * This function returns NULL on success, or an error message.
1474 char *midend_deserialise(midend *me,
1475 int (*read)(void *ctx, void *buf, int len),
1478 int nstates = 0, statepos = -1, gotstates = 0;
1479 int started = FALSE;
1483 /* Initially all errors give the same report */
1484 char *ret = "Data does not appear to be a saved game file";
1487 * We construct all the new state in local variables while we
1488 * check its sanity. Only once we have finished reading the
1489 * serialised data and detected no errors at all do we start
1490 * modifying stuff in the midend passed in.
1492 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1493 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1494 float elapsed = 0.0F;
1495 game_params *params = NULL, *cparams = NULL;
1497 struct midend_state_entry *states = NULL;
1500 * Loop round and round reading one key/value pair at a time
1501 * from the serialised stream, until we have enough game states
1504 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1509 if (!read(rctx, key, 1)) {
1510 /* unexpected EOF */
1513 } while (key[0] == '\r' || key[0] == '\n');
1515 if (!read(rctx, key+1, 8)) {
1516 /* unexpected EOF */
1520 if (key[8] != ':') {
1522 ret = "Data was incorrectly formatted for a saved game file";
1525 len = strcspn(key, ": ");
1531 if (!read(rctx, &c, 1)) {
1532 /* unexpected EOF */
1538 } else if (c >= '0' && c <= '9') {
1539 len = (len * 10) + (c - '0');
1542 ret = "Data was incorrectly formatted for a"
1548 val = snewn(len+1, char);
1549 if (!read(rctx, val, len)) {
1556 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1557 /* ret already has the right message in it */
1560 /* Now most errors are this one, unless otherwise specified */
1561 ret = "Saved data ended unexpectedly";
1564 if (!strcmp(key, "VERSION")) {
1565 if (strcmp(val, SERIALISE_VERSION)) {
1566 ret = "Cannot handle this version of the saved game"
1570 } else if (!strcmp(key, "GAME")) {
1571 if (strcmp(val, me->ourgame->name)) {
1572 ret = "Save file is from a different game";
1575 } else if (!strcmp(key, "PARAMS")) {
1579 } else if (!strcmp(key, "CPARAMS")) {
1583 } else if (!strcmp(key, "SEED")) {
1587 } else if (!strcmp(key, "DESC")) {
1591 } else if (!strcmp(key, "PRIVDESC")) {
1595 } else if (!strcmp(key, "AUXINFO")) {
1597 int len = strlen(val) / 2; /* length in bytes */
1598 tmp = hex2bin(val, len);
1599 obfuscate_bitmap(tmp, len*8, TRUE);
1602 auxinfo = snewn(len + 1, char);
1603 memcpy(auxinfo, tmp, len);
1604 auxinfo[len] = '\0';
1606 } else if (!strcmp(key, "UI")) {
1610 } else if (!strcmp(key, "TIME")) {
1611 elapsed = (float)atof(val);
1612 } else if (!strcmp(key, "NSTATES")) {
1613 nstates = atoi(val);
1615 ret = "Number of states in save file was negative";
1619 ret = "Two state counts provided in save file";
1622 states = snewn(nstates, struct midend_state_entry);
1623 for (i = 0; i < nstates; i++) {
1624 states[i].state = NULL;
1625 states[i].movestr = NULL;
1626 states[i].movetype = NEWGAME;
1628 } else if (!strcmp(key, "STATEPOS")) {
1629 statepos = atoi(val);
1630 } else if (!strcmp(key, "MOVE")) {
1632 states[gotstates].movetype = MOVE;
1633 states[gotstates].movestr = val;
1635 } else if (!strcmp(key, "SOLVE")) {
1637 states[gotstates].movetype = SOLVE;
1638 states[gotstates].movestr = val;
1640 } else if (!strcmp(key, "RESTART")) {
1642 states[gotstates].movetype = RESTART;
1643 states[gotstates].movestr = val;
1652 params = me->ourgame->default_params();
1653 me->ourgame->decode_params(params, parstr);
1654 if (me->ourgame->validate_params(params, TRUE)) {
1655 ret = "Long-term parameters in save file are invalid";
1658 cparams = me->ourgame->default_params();
1659 me->ourgame->decode_params(cparams, cparstr);
1660 if (me->ourgame->validate_params(cparams, FALSE)) {
1661 ret = "Short-term parameters in save file are invalid";
1664 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1666 * The seed's no use with this version, but we can perfectly
1667 * well use the rest of the data.
1673 ret = "Game description in save file is missing";
1675 } else if (me->ourgame->validate_desc(params, desc)) {
1676 ret = "Game description in save file is invalid";
1679 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1680 ret = "Game private description in save file is invalid";
1683 if (statepos < 0 || statepos >= nstates) {
1684 ret = "Game position in save file is out of range";
1687 states[0].state = me->ourgame->new_game(me, params,
1688 privdesc ? privdesc : desc);
1689 for (i = 1; i < nstates; i++) {
1690 assert(states[i].movetype != NEWGAME);
1691 switch (states[i].movetype) {
1694 states[i].state = me->ourgame->execute_move(states[i-1].state,
1696 if (states[i].state == NULL) {
1697 ret = "Save file contained an invalid move";
1702 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1703 ret = "Save file contained an invalid restart move";
1706 states[i].state = me->ourgame->new_game(me, params,
1712 ui = me->ourgame->new_ui(states[0].state);
1713 me->ourgame->decode_ui(ui, uistr);
1716 * Now we've run out of possible error conditions, so we're
1717 * ready to start overwriting the real data in the current
1718 * midend. We'll do this by swapping things with the local
1719 * variables, so that the same cleanup code will free the old
1730 me->privdesc = privdesc;
1738 me->aux_info = auxinfo;
1742 me->genmode = GOT_NOTHING;
1744 me->statesize = nstates;
1745 nstates = me->nstates;
1746 me->nstates = me->statesize;
1748 struct midend_state_entry *tmp;
1750 me->states = states;
1753 me->statepos = statepos;
1759 me->params = params;
1762 tmp = me->curparams;
1763 me->curparams = cparams;
1767 me->oldstate = NULL;
1768 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1779 me->elapsed = elapsed;
1780 me->pressed_mouse_button = 0;
1782 midend_set_timer(me);
1785 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1787 me->ourgame->new_drawstate(me->drawing,
1788 me->states[me->statepos-1].state);
1789 midend_size_new_drawstate(me);
1791 ret = NULL; /* success! */
1803 me->ourgame->free_params(params);
1805 me->ourgame->free_params(cparams);
1807 me->ourgame->free_ui(ui);
1811 for (i = 0; i < nstates; i++) {
1812 if (states[i].state)
1813 me->ourgame->free_game(states[i].state);
1814 sfree(states[i].movestr);
1822 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1824 game_state *soln = NULL;
1826 if (me->statepos < 1)
1827 return "No game set up to print";/* _shouldn't_ happen! */
1830 char *msg, *movestr;
1832 if (!me->ourgame->can_solve)
1833 return "This game does not support the Solve operation";
1835 msg = "Solve operation failed";/* game _should_ overwrite on error */
1836 movestr = me->ourgame->solve(me->states[0].state,
1837 me->states[me->statepos-1].state,
1838 me->aux_info, &msg);
1841 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1850 * This call passes over ownership of the two game_states and
1851 * the game_params. Hence we duplicate the ones we want to
1852 * keep, and we don't have to bother freeing soln if it was
1855 document_add_puzzle(doc, me->ourgame,
1856 me->ourgame->dup_params(me->curparams),
1857 me->ourgame->dup_game(me->states[0].state), soln);