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 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_init(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_init(drapi, drhandle);
138 static void midend_free_game(midend *me)
140 while (me->nstates > 0) {
142 me->ourgame->free_game(me->states[me->nstates].state);
143 sfree(me->states[me->nstates].movestr);
147 me->ourgame->free_drawstate(me->drawing, me->drawstate);
150 void midend_free(midend *me)
154 midend_free_game(me);
157 drawing_free(me->drawing);
158 random_free(me->random);
164 me->ourgame->free_params(me->params);
166 for (i = 0; i < me->npresets; i++) {
167 sfree(me->presets[i]);
168 sfree(me->preset_names[i]);
171 sfree(me->preset_names);
174 me->ourgame->free_ui(me->ui);
176 me->ourgame->free_params(me->curparams);
177 sfree(me->laststatus);
181 static void midend_size_new_drawstate(midend *me)
184 * Don't even bother, if we haven't worked out our tile size
187 if (me->tilesize > 0) {
188 me->ourgame->compute_size(me->params, me->tilesize,
189 &me->winwidth, &me->winheight);
190 me->ourgame->set_size(me->drawing, me->drawstate,
191 me->params, me->tilesize);
195 void midend_size(midend *me, int *x, int *y, int expand)
201 * Find the tile size that best fits within the given space. If
202 * `expand' is TRUE, we must actually find the _largest_ such
203 * tile size; otherwise, we bound above at the game's preferred
210 me->ourgame->compute_size(me->params, max, &rx, &ry);
211 } while (rx <= *x && ry <= *y);
213 max = me->ourgame->preferred_tilesize + 1;
217 * Now binary-search between min and max. We're looking for a
218 * boundary rather than a value: the point at which tile sizes
219 * stop fitting within the given dimensions. Thus, we stop when
220 * max and min differ by exactly 1.
222 while (max - min > 1) {
223 int mid = (max + min) / 2;
224 me->ourgame->compute_size(me->params, mid, &rx, &ry);
225 if (rx <= *x && ry <= *y)
232 * Now `min' is a valid size, and `max' isn't. So use `min'.
236 midend_size_new_drawstate(me);
241 void midend_set_params(midend *me, game_params *params)
243 me->ourgame->free_params(me->params);
244 me->params = me->ourgame->dup_params(params);
247 static void midend_set_timer(midend *me)
249 me->timing = (me->ourgame->is_timed &&
250 me->ourgame->timing_state(me->states[me->statepos-1].state,
252 if (me->timing || me->flash_time || me->anim_time)
253 activate_timer(me->frontend);
255 deactivate_timer(me->frontend);
258 void midend_force_redraw(midend *me)
261 me->ourgame->free_drawstate(me->drawing, me->drawstate);
262 me->drawstate = me->ourgame->new_drawstate(me->drawing,
263 me->states[0].state);
264 midend_size_new_drawstate(me);
268 void midend_new_game(midend *me)
270 midend_free_game(me);
272 assert(me->nstates == 0);
274 if (me->genmode == GOT_DESC) {
275 me->genmode = GOT_NOTHING;
279 if (me->genmode == GOT_SEED) {
280 me->genmode = GOT_NOTHING;
283 * Generate a new random seed. 15 digits comes to about
284 * 48 bits, which should be more than enough.
286 * I'll avoid putting a leading zero on the number,
287 * just in case it confuses anybody who thinks it's
288 * processed as an integer rather than a string.
293 newseed[0] = '1' + random_upto(me->random, 9);
294 for (i = 1; i < 15; i++)
295 newseed[i] = '0' + random_upto(me->random, 10);
297 me->seedstr = dupstr(newseed);
300 me->ourgame->free_params(me->curparams);
301 me->curparams = me->ourgame->dup_params(me->params);
309 rs = random_init(me->seedstr, strlen(me->seedstr));
311 * If this midend has been instantiated without providing a
312 * drawing API, it is non-interactive. This means that it's
313 * being used for bulk game generation, and hence we should
314 * pass the non-interactive flag to new_desc.
316 me->desc = me->ourgame->new_desc(me->curparams, rs,
317 &me->aux_info, (me->drawing != NULL));
323 me->states[me->nstates].state =
324 me->ourgame->new_game(me, me->params, me->desc);
325 me->states[me->nstates].movestr = NULL;
326 me->states[me->nstates].movetype = NEWGAME;
329 me->drawstate = me->ourgame->new_drawstate(me->drawing,
330 me->states[0].state);
331 midend_size_new_drawstate(me);
334 me->ourgame->free_ui(me->ui);
335 me->ui = me->ourgame->new_ui(me->states[0].state);
336 midend_set_timer(me);
337 me->pressed_mouse_button = 0;
340 static int midend_undo(midend *me)
342 if (me->statepos > 1) {
344 me->ourgame->changed_state(me->ui,
345 me->states[me->statepos-1].state,
346 me->states[me->statepos-2].state);
354 static int midend_redo(midend *me)
356 if (me->statepos < me->nstates) {
358 me->ourgame->changed_state(me->ui,
359 me->states[me->statepos-1].state,
360 me->states[me->statepos].state);
368 static void midend_finish_move(midend *me)
373 * We do not flash if the later of the two states is special.
374 * This covers both forward Solve moves and backward (undone)
377 if ((me->oldstate || me->statepos > 1) &&
378 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
379 (me->dir < 0 && me->statepos < me->nstates &&
380 !special(me->states[me->statepos].movetype)))) {
381 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
382 me->states[me->statepos-2].state,
383 me->states[me->statepos-1].state,
384 me->oldstate ? me->dir : +1,
387 me->flash_pos = 0.0F;
388 me->flash_time = flashtime;
393 me->ourgame->free_game(me->oldstate);
395 me->anim_pos = me->anim_time = 0;
398 midend_set_timer(me);
401 void midend_stop_anim(midend *me)
403 if (me->oldstate || me->anim_time != 0) {
404 midend_finish_move(me);
409 void midend_restart_game(midend *me)
413 midend_stop_anim(me);
415 assert(me->statepos >= 1);
416 if (me->statepos == 1)
417 return; /* no point doing anything at all! */
420 * During restart, we reconstruct the game from the (public)
421 * game description rather than from states[0], because that
422 * way Mines gets slightly more sensible behaviour (restart
423 * goes to _after_ the first click so you don't have to
424 * remember where you clicked).
426 s = me->ourgame->new_game(me, me->params, me->desc);
429 * Now enter the restarted state as the next move.
431 midend_stop_anim(me);
432 while (me->nstates > me->statepos)
433 me->ourgame->free_game(me->states[--me->nstates].state);
435 me->states[me->nstates].state = s;
436 me->states[me->nstates].movestr = dupstr(me->desc);
437 me->states[me->nstates].movetype = RESTART;
438 me->statepos = ++me->nstates;
440 me->ourgame->changed_state(me->ui,
441 me->states[me->statepos-2].state,
442 me->states[me->statepos-1].state);
444 midend_finish_move(me);
446 midend_set_timer(me);
449 static int midend_really_process_key(midend *me, int x, int y, int button)
451 game_state *oldstate =
452 me->ourgame->dup_game(me->states[me->statepos - 1].state);
453 int type = MOVE, gottype = FALSE, ret = 1;
459 me->ourgame->interpret_move(me->states[me->statepos-1].state,
460 me->ui, me->drawstate, x, y, button);
463 if (button == 'n' || button == 'N' || button == '\x0E') {
464 midend_stop_anim(me);
467 goto done; /* never animate */
468 } else if (button == 'u' || button == 'u' ||
469 button == '\x1A' || button == '\x1F') {
470 midend_stop_anim(me);
471 type = me->states[me->statepos-1].movetype;
473 if (!midend_undo(me))
475 } else if (button == 'r' || button == 'R' ||
476 button == '\x12' || button == '\x19') {
477 midend_stop_anim(me);
478 if (!midend_redo(me))
480 } else if (button == 'q' || button == 'Q' || button == '\x11') {
487 s = me->states[me->statepos-1].state;
489 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
494 if (s == me->states[me->statepos-1].state) {
496 * make_move() is allowed to return its input state to
497 * indicate that although no move has been made, the UI
498 * state has been updated and a redraw is called for.
503 midend_stop_anim(me);
504 while (me->nstates > me->statepos)
505 me->ourgame->free_game(me->states[--me->nstates].state);
507 assert(movestr != NULL);
508 me->states[me->nstates].state = s;
509 me->states[me->nstates].movestr = movestr;
510 me->states[me->nstates].movetype = MOVE;
511 me->statepos = ++me->nstates;
514 me->ourgame->changed_state(me->ui,
515 me->states[me->statepos-2].state,
516 me->states[me->statepos-1].state);
523 type = me->states[me->statepos-1].movetype;
526 * See if this move requires an animation.
528 if (special(type) && !(type == SOLVE &&
529 (me->ourgame->mouse_priorities & SOLVE_ANIMATES))) {
532 anim_time = me->ourgame->anim_length(oldstate,
533 me->states[me->statepos-1].state,
537 me->oldstate = oldstate; oldstate = NULL;
539 me->anim_time = anim_time;
542 midend_finish_move(me);
548 midend_set_timer(me);
551 if (oldstate) me->ourgame->free_game(oldstate);
555 int midend_process_key(midend *me, int x, int y, int button)
560 * Harmonise mouse drag and release messages.
562 * Some front ends might accidentally switch from sending, say,
563 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
564 * drag. (This can happen on the Mac, for example, since
565 * RIGHT_DRAG is usually done using Command+drag, and if the
566 * user accidentally releases Command half way through the drag
567 * then there will be trouble.)
569 * It would be an O(number of front ends) annoyance to fix this
570 * in the front ends, but an O(number of back ends) annoyance
571 * to have each game capable of dealing with it. Therefore, we
572 * fix it _here_ in the common midend code so that it only has
575 * The possible ways in which things can go screwy in the front
578 * - in a system containing multiple physical buttons button
579 * presses can inadvertently overlap. We can see ABab (caps
580 * meaning button-down and lowercase meaning button-up) when
581 * the user had semantically intended AaBb.
583 * - in a system where one button is simulated by means of a
584 * modifier key and another button, buttons can mutate
585 * between press and release (possibly during drag). So we
586 * can see Ab instead of Aa.
588 * Definite requirements are:
590 * - button _presses_ must never be invented or destroyed. If
591 * the user presses two buttons in succession, the button
592 * presses must be transferred to the backend unchanged. So
593 * if we see AaBb , that's fine; if we see ABab (the button
594 * presses inadvertently overlapped) we must somehow
595 * `correct' it to AaBb.
597 * - every mouse action must end up looking like a press, zero
598 * or more drags, then a release. This allows back ends to
599 * make the _assumption_ that incoming mouse data will be
600 * sane in this regard, and not worry about the details.
602 * So my policy will be:
604 * - treat any button-up as a button-up for the currently
605 * pressed button, or ignore it if there is no currently
608 * - treat any drag as a drag for the currently pressed
609 * button, or ignore it if there is no currently pressed
612 * - if we see a button-down while another button is currently
613 * pressed, invent a button-up for the first one and then
614 * pass the button-down through as before.
616 * 2005-05-31: An addendum to the above. Some games might want
617 * a `priority order' among buttons, such that if one button is
618 * pressed while another is down then a fixed one of the
619 * buttons takes priority no matter what order they're pressed
620 * in. Mines, in particular, wants to treat a left+right click
621 * like a left click for the benefit of users of other
622 * implementations. So the last of the above points is modified
623 * in the presence of an (optional) button priority order.
625 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
626 if (me->pressed_mouse_button) {
627 if (IS_MOUSE_DRAG(button)) {
628 button = me->pressed_mouse_button +
629 (LEFT_DRAG - LEFT_BUTTON);
631 button = me->pressed_mouse_button +
632 (LEFT_RELEASE - LEFT_BUTTON);
635 return ret; /* ignore it */
636 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
638 * If the new button has lower priority than the old one,
639 * don't bother doing this.
641 if (me->ourgame->mouse_priorities &
642 BUTTON_BEATS(me->pressed_mouse_button, button))
643 return ret; /* just ignore it */
646 * Fabricate a button-up for the previously pressed button.
648 ret = ret && midend_really_process_key
649 (me, x, y, (me->pressed_mouse_button +
650 (LEFT_RELEASE - LEFT_BUTTON)));
654 * Now send on the event we originally received.
656 ret = ret && midend_really_process_key(me, x, y, button);
659 * And update the currently pressed button.
661 if (IS_MOUSE_RELEASE(button))
662 me->pressed_mouse_button = 0;
663 else if (IS_MOUSE_DOWN(button))
664 me->pressed_mouse_button = button;
669 void midend_redraw(midend *me)
673 if (me->statepos > 0 && me->drawstate) {
674 start_draw(me->drawing);
675 if (me->oldstate && me->anim_time > 0 &&
676 me->anim_pos < me->anim_time) {
677 assert(me->dir != 0);
678 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
679 me->states[me->statepos-1].state, me->dir,
680 me->ui, me->anim_pos, me->flash_pos);
682 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
683 me->states[me->statepos-1].state, +1 /*shrug*/,
684 me->ui, 0.0, me->flash_pos);
686 end_draw(me->drawing);
690 void midend_timer(midend *me, float tplus)
692 me->anim_pos += tplus;
693 if (me->anim_pos >= me->anim_time ||
694 me->anim_time == 0 || !me->oldstate) {
695 if (me->anim_time > 0)
696 midend_finish_move(me);
699 me->flash_pos += tplus;
700 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
701 me->flash_pos = me->flash_time = 0;
707 float oldelapsed = me->elapsed;
708 me->elapsed += tplus;
709 if ((int)oldelapsed != (int)me->elapsed)
710 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
713 midend_set_timer(me);
716 float *midend_colours(midend *me, int *ncolours)
718 game_state *state = NULL;
721 if (me->nstates == 0) {
723 char *desc = me->ourgame->new_desc(me->params, me->random,
725 state = me->ourgame->new_game(me, me->params, desc);
729 state = me->states[0].state;
731 ret = me->ourgame->colours(me->frontend, state, ncolours);
737 * Allow environment-based overrides for the standard
738 * colours by defining variables along the lines of
739 * `NET_COLOUR_4=6000c0'.
742 for (i = 0; i < *ncolours; i++) {
744 unsigned int r, g, b;
747 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
748 for (j = k = 0; buf[j]; j++)
749 if (!isspace((unsigned char)buf[j]))
750 buf[k++] = toupper((unsigned char)buf[j]);
752 if ((e = getenv(buf)) != NULL &&
753 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
754 ret[i*3 + 0] = r / 255.0;
755 ret[i*3 + 1] = g / 255.0;
756 ret[i*3 + 2] = b / 255.0;
761 if (me->nstates == 0)
762 me->ourgame->free_game(state);
767 int midend_num_presets(midend *me)
773 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
774 if (me->presetsize <= me->npresets) {
775 me->presetsize = me->npresets + 10;
776 me->presets = sresize(me->presets, me->presetsize,
778 me->preset_names = sresize(me->preset_names, me->presetsize,
782 me->presets[me->npresets] = preset;
783 me->preset_names[me->npresets] = name;
790 * Allow environment-based extensions to the preset list by
791 * defining a variable along the lines of `SOLO_PRESETS=2x3
792 * Advanced:2x3da'. Colon-separated list of items,
793 * alternating between textual titles in the menu and
794 * encoded parameter strings.
796 char buf[80], *e, *p;
799 sprintf(buf, "%s_PRESETS", me->ourgame->name);
800 for (j = k = 0; buf[j]; j++)
801 if (!isspace((unsigned char)buf[j]))
802 buf[k++] = toupper((unsigned char)buf[j]);
805 if ((e = getenv(buf)) != NULL) {
813 while (*p && *p != ':') p++;
816 while (*p && *p != ':') p++;
819 preset = me->ourgame->default_params();
820 me->ourgame->decode_params(preset, val);
822 if (me->ourgame->validate_params(preset, TRUE)) {
823 /* Drop this one from the list. */
824 me->ourgame->free_params(preset);
828 if (me->presetsize <= me->npresets) {
829 me->presetsize = me->npresets + 10;
830 me->presets = sresize(me->presets, me->presetsize,
832 me->preset_names = sresize(me->preset_names,
833 me->presetsize, char *);
836 me->presets[me->npresets] = preset;
837 me->preset_names[me->npresets] = dupstr(name);
846 void midend_fetch_preset(midend *me, int n,
847 char **name, game_params **params)
849 assert(n >= 0 && n < me->npresets);
850 *name = me->preset_names[n];
851 *params = me->presets[n];
854 int midend_wants_statusbar(midend *me)
856 return me->ourgame->wants_statusbar();
859 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
863 me->desc = dupstr(desc);
864 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
867 config_item *midend_get_config(midend *me, int which, char **wintitle)
869 char *titlebuf, *parstr, *rest;
874 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
878 sprintf(titlebuf, "%s configuration", me->ourgame->name);
879 *wintitle = titlebuf;
880 return me->ourgame->configure(me->params);
883 if (!me->curparams) {
887 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
888 which == CFG_SEED ? "random" : "game");
889 *wintitle = titlebuf;
891 ret = snewn(2, config_item);
893 ret[0].type = C_STRING;
894 if (which == CFG_SEED)
895 ret[0].name = "Game random seed";
897 ret[0].name = "Game ID";
900 * For CFG_DESC the text going in here will be a string
901 * encoding of the restricted parameters, plus a colon,
902 * plus the game description. For CFG_SEED it will be the
903 * full parameters, plus a hash, plus the random seed data.
904 * Either of these is a valid full game ID (although only
905 * the former is likely to persist across many code
908 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
910 if (which == CFG_DESC) {
911 rest = me->desc ? me->desc : "";
914 rest = me->seedstr ? me->seedstr : "";
917 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
918 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
922 ret[1].name = ret[1].sval = NULL;
928 assert(!"We shouldn't be here");
932 static char *midend_game_id_int(midend *me, char *id, int defmode)
934 char *error, *par, *desc, *seed;
935 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
938 seed = strchr(id, '#');
939 desc = strchr(id, ':');
941 if (desc && (!seed || desc < seed)) {
943 * We have a colon separating parameters from game
944 * description. So `par' now points to the parameters
945 * string, and `desc' to the description string.
950 } else if (seed && (!desc || seed < desc)) {
952 * We have a hash separating parameters from random seed.
953 * So `par' now points to the parameters string, and `seed'
954 * to the seed string.
961 * We only have one string. Depending on `defmode', we take
962 * it to be either parameters, seed or description.
964 if (defmode == DEF_SEED) {
967 } else if (defmode == DEF_DESC) {
977 * We must be reasonably careful here not to modify anything in
978 * `me' until we have finished validating things. This function
979 * must either return an error and do nothing to the midend, or
980 * return success and do everything; nothing in between is
983 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
986 newcurparams = me->ourgame->dup_params(me->params);
987 me->ourgame->decode_params(newcurparams, par);
988 error = me->ourgame->validate_params(newcurparams, desc == NULL);
990 me->ourgame->free_params(newcurparams);
993 oldparams1 = me->curparams;
996 * Now filter only the persistent parts of this state into
997 * the long-term params structure, unless we've _only_
998 * received a params string in which case the whole lot is
1001 oldparams2 = me->params;
1005 newparams = me->ourgame->dup_params(me->params);
1007 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1008 me->ourgame->decode_params(newparams, tmpstr);
1012 newparams = me->ourgame->dup_params(newcurparams);
1016 newcurparams = me->curparams;
1017 newparams = me->params;
1018 free_params = FALSE;
1022 error = me->ourgame->validate_desc(newparams, desc);
1026 me->ourgame->free_params(newcurparams);
1028 me->ourgame->free_params(newparams);
1035 * Now we've got past all possible error points. Update the
1038 me->params = newparams;
1039 me->curparams = newcurparams;
1041 me->ourgame->free_params(oldparams1);
1043 me->ourgame->free_params(oldparams2);
1046 sfree(me->privdesc);
1047 me->desc = me->privdesc = NULL;
1052 me->desc = dupstr(desc);
1053 me->genmode = GOT_DESC;
1054 sfree(me->aux_info);
1055 me->aux_info = NULL;
1059 me->seedstr = dupstr(seed);
1060 me->genmode = GOT_SEED;
1066 char *midend_game_id(midend *me, char *id)
1068 return midend_game_id_int(me, id, DEF_PARAMS);
1071 char *midend_get_game_id(midend *me)
1075 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1078 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1079 sprintf(ret, "%s:%s", parstr, me->desc);
1084 char *midend_set_config(midend *me, int which, config_item *cfg)
1087 game_params *params;
1091 params = me->ourgame->custom_params(cfg);
1092 error = me->ourgame->validate_params(params, TRUE);
1095 me->ourgame->free_params(params);
1099 me->ourgame->free_params(me->params);
1100 me->params = params;
1105 error = midend_game_id_int(me, cfg[0].sval,
1106 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1115 char *midend_text_format(midend *me)
1117 if (me->ourgame->can_format_as_text && me->statepos > 0)
1118 return me->ourgame->text_format(me->states[me->statepos-1].state);
1123 char *midend_solve(midend *me)
1126 char *msg, *movestr;
1128 if (!me->ourgame->can_solve)
1129 return "This game does not support the Solve operation";
1131 if (me->statepos < 1)
1132 return "No game set up to solve"; /* _shouldn't_ happen! */
1134 msg = "Solve operation failed"; /* game _should_ overwrite on error */
1135 movestr = me->ourgame->solve(me->states[0].state,
1136 me->states[me->statepos-1].state,
1137 me->aux_info, &msg);
1140 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1144 * Now enter the solved state as the next move.
1146 midend_stop_anim(me);
1147 while (me->nstates > me->statepos)
1148 me->ourgame->free_game(me->states[--me->nstates].state);
1150 me->states[me->nstates].state = s;
1151 me->states[me->nstates].movestr = movestr;
1152 me->states[me->nstates].movetype = SOLVE;
1153 me->statepos = ++me->nstates;
1155 me->ourgame->changed_state(me->ui,
1156 me->states[me->statepos-2].state,
1157 me->states[me->statepos-1].state);
1159 if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
1160 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1162 me->ourgame->anim_length(me->states[me->statepos-2].state,
1163 me->states[me->statepos-1].state,
1167 me->anim_time = 0.0;
1168 midend_finish_move(me);
1171 midend_set_timer(me);
1175 char *midend_rewrite_statusbar(midend *me, char *text)
1178 * An important special case is that we are occasionally called
1179 * with our own laststatus, to update the timer.
1181 if (me->laststatus != text) {
1182 sfree(me->laststatus);
1183 me->laststatus = dupstr(text);
1186 if (me->ourgame->is_timed) {
1187 char timebuf[100], *ret;
1193 sprintf(timebuf, "[%d:%02d] ", min, sec);
1195 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1196 strcpy(ret, timebuf);
1201 return dupstr(text);
1205 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1206 #define SERIALISE_VERSION "1"
1208 void midend_serialise(midend *me,
1209 void (*write)(void *ctx, void *buf, int len),
1215 * Each line of the save file contains three components. First
1216 * exactly 8 characters of header word indicating what type of
1217 * data is contained on the line; then a colon followed by a
1218 * decimal integer giving the length of the main string on the
1219 * line; then a colon followed by the string itself (exactly as
1220 * many bytes as previously specified, no matter what they
1221 * contain). Then a newline (of reasonably flexible form).
1223 #define wr(h,s) do { \
1226 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1227 write(wctx, hbuf, strlen(hbuf)); \
1228 write(wctx, str, strlen(str)); \
1229 write(wctx, "\n", 1); \
1233 * Magic string identifying the file, and version number of the
1236 wr("SAVEFILE", SERIALISE_MAGIC);
1237 wr("VERSION", SERIALISE_VERSION);
1240 * The game name. (Copied locally to avoid const annoyance.)
1243 char *s = dupstr(me->ourgame->name);
1249 * The current long-term parameters structure, in full.
1252 char *s = me->ourgame->encode_params(me->params, TRUE);
1258 * The current short-term parameters structure, in full.
1260 if (me->curparams) {
1261 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1267 * The current game description, the privdesc, and the random seed.
1270 wr("SEED", me->seedstr);
1272 wr("DESC", me->desc);
1274 wr("PRIVDESC", me->privdesc);
1277 * The game's aux_info. We obfuscate this to prevent spoilers
1278 * (people are likely to run `head' or similar on a saved game
1279 * file simply to find out what it is, and don't necessarily
1280 * want to be told the answer to the puzzle!)
1287 len = strlen(me->aux_info);
1288 s1 = snewn(len, unsigned char);
1289 memcpy(s1, me->aux_info, len);
1290 obfuscate_bitmap(s1, len*8, FALSE);
1291 s2 = bin2hex(s1, len);
1300 * Any required serialisation of the game_ui.
1303 char *s = me->ourgame->encode_ui(me->ui);
1311 * The game time, if it's a timed game.
1313 if (me->ourgame->is_timed) {
1315 sprintf(buf, "%g", me->elapsed);
1320 * The length of, and position in, the states list.
1324 sprintf(buf, "%d", me->nstates);
1326 sprintf(buf, "%d", me->statepos);
1327 wr("STATEPOS", buf);
1331 * For each state after the initial one (which we know is
1332 * constructed from either privdesc or desc), enough
1333 * information for execute_move() to reconstruct it from the
1336 for (i = 1; i < me->nstates; i++) {
1337 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1338 switch (me->states[i].movetype) {
1340 wr("MOVE", me->states[i].movestr);
1343 wr("SOLVE", me->states[i].movestr);
1346 wr("RESTART", me->states[i].movestr);
1355 * This function returns NULL on success, or an error message.
1357 char *midend_deserialise(midend *me,
1358 int (*read)(void *ctx, void *buf, int len),
1361 int nstates = 0, statepos = -1, gotstates = 0;
1362 int started = FALSE;
1366 /* Initially all errors give the same report */
1367 char *ret = "Data does not appear to be a saved game file";
1370 * We construct all the new state in local variables while we
1371 * check its sanity. Only once we have finished reading the
1372 * serialised data and detected no errors at all do we start
1373 * modifying stuff in the midend passed in.
1375 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1376 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1377 float elapsed = 0.0F;
1378 game_params *params = NULL, *cparams = NULL;
1380 struct midend_state_entry *states = NULL;
1383 * Loop round and round reading one key/value pair at a time
1384 * from the serialised stream, until we have enough game states
1387 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1392 if (!read(rctx, key, 1)) {
1393 /* unexpected EOF */
1396 } while (key[0] == '\r' || key[0] == '\n');
1398 if (!read(rctx, key+1, 8)) {
1399 /* unexpected EOF */
1403 if (key[8] != ':') {
1405 ret = "Data was incorrectly formatted for a saved game file";
1408 len = strcspn(key, ": ");
1414 if (!read(rctx, &c, 1)) {
1415 /* unexpected EOF */
1421 } else if (c >= '0' && c <= '9') {
1422 len = (len * 10) + (c - '0');
1425 ret = "Data was incorrectly formatted for a"
1431 val = snewn(len+1, char);
1432 if (!read(rctx, val, len)) {
1439 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1440 /* ret already has the right message in it */
1443 /* Now most errors are this one, unless otherwise specified */
1444 ret = "Saved data ended unexpectedly";
1447 if (!strcmp(key, "VERSION")) {
1448 if (strcmp(val, SERIALISE_VERSION)) {
1449 ret = "Cannot handle this version of the saved game"
1453 } else if (!strcmp(key, "GAME")) {
1454 if (strcmp(val, me->ourgame->name)) {
1455 ret = "Save file is from a different game";
1458 } else if (!strcmp(key, "PARAMS")) {
1462 } else if (!strcmp(key, "CPARAMS")) {
1466 } else if (!strcmp(key, "SEED")) {
1470 } else if (!strcmp(key, "DESC")) {
1474 } else if (!strcmp(key, "PRIVDESC")) {
1478 } else if (!strcmp(key, "AUXINFO")) {
1480 int len = strlen(val) / 2; /* length in bytes */
1481 tmp = hex2bin(val, len);
1482 obfuscate_bitmap(tmp, len*8, TRUE);
1485 auxinfo = snewn(len + 1, char);
1486 memcpy(auxinfo, tmp, len);
1487 auxinfo[len] = '\0';
1489 } else if (!strcmp(key, "UI")) {
1493 } else if (!strcmp(key, "TIME")) {
1494 elapsed = atof(val);
1495 } else if (!strcmp(key, "NSTATES")) {
1496 nstates = atoi(val);
1498 ret = "Number of states in save file was negative";
1502 ret = "Two state counts provided in save file";
1505 states = snewn(nstates, struct midend_state_entry);
1506 for (i = 0; i < nstates; i++) {
1507 states[i].state = NULL;
1508 states[i].movestr = NULL;
1509 states[i].movetype = NEWGAME;
1511 } else if (!strcmp(key, "STATEPOS")) {
1512 statepos = atoi(val);
1513 } else if (!strcmp(key, "MOVE")) {
1515 states[gotstates].movetype = MOVE;
1516 states[gotstates].movestr = val;
1518 } else if (!strcmp(key, "SOLVE")) {
1520 states[gotstates].movetype = SOLVE;
1521 states[gotstates].movestr = val;
1523 } else if (!strcmp(key, "RESTART")) {
1525 states[gotstates].movetype = RESTART;
1526 states[gotstates].movestr = val;
1535 params = me->ourgame->default_params();
1536 me->ourgame->decode_params(params, parstr);
1537 if (me->ourgame->validate_params(params, TRUE)) {
1538 ret = "Long-term parameters in save file are invalid";
1541 cparams = me->ourgame->default_params();
1542 me->ourgame->decode_params(cparams, cparstr);
1543 if (me->ourgame->validate_params(cparams, FALSE)) {
1544 ret = "Short-term parameters in save file are invalid";
1547 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1549 * The seed's no use with this version, but we can perfectly
1550 * well use the rest of the data.
1556 ret = "Game description in save file is missing";
1558 } else if (me->ourgame->validate_desc(params, desc)) {
1559 ret = "Game description in save file is invalid";
1562 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1563 ret = "Game private description in save file is invalid";
1566 if (statepos < 0 || statepos >= nstates) {
1567 ret = "Game position in save file is out of range";
1570 states[0].state = me->ourgame->new_game(me, params,
1571 privdesc ? privdesc : desc);
1572 for (i = 1; i < nstates; i++) {
1573 assert(states[i].movetype != NEWGAME);
1574 switch (states[i].movetype) {
1577 states[i].state = me->ourgame->execute_move(states[i-1].state,
1579 if (states[i].state == NULL) {
1580 ret = "Save file contained an invalid move";
1585 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1586 ret = "Save file contained an invalid restart move";
1589 states[i].state = me->ourgame->new_game(me, params,
1595 ui = me->ourgame->new_ui(states[0].state);
1596 me->ourgame->decode_ui(ui, uistr);
1599 * Now we've run out of possible error conditions, so we're
1600 * ready to start overwriting the real data in the current
1601 * midend. We'll do this by swapping things with the local
1602 * variables, so that the same cleanup code will free the old
1613 me->privdesc = privdesc;
1621 me->aux_info = auxinfo;
1625 me->genmode = GOT_NOTHING;
1627 me->statesize = nstates;
1628 nstates = me->nstates;
1629 me->nstates = me->statesize;
1631 struct midend_state_entry *tmp;
1633 me->states = states;
1636 me->statepos = statepos;
1642 me->params = params;
1645 tmp = me->curparams;
1646 me->curparams = cparams;
1650 me->oldstate = NULL;
1651 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1662 me->elapsed = elapsed;
1663 me->pressed_mouse_button = 0;
1665 midend_set_timer(me);
1668 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1670 me->ourgame->new_drawstate(me->drawing,
1671 me->states[me->statepos-1].state);
1672 midend_size_new_drawstate(me);
1674 ret = NULL; /* success! */
1686 me->ourgame->free_params(params);
1688 me->ourgame->free_params(cparams);
1690 me->ourgame->free_ui(ui);
1694 for (i = 0; i < nstates; i++) {
1695 if (states[i].state)
1696 me->ourgame->free_game(states[i].state);
1697 sfree(states[i].movestr);
1705 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1707 game_state *soln = NULL;
1709 if (me->statepos < 1)
1710 return "No game set up to print";/* _shouldn't_ happen! */
1713 char *msg, *movestr;
1715 if (!me->ourgame->can_solve)
1716 return "This game does not support the Solve operation";
1718 msg = "Solve operation failed";/* game _should_ overwrite on error */
1719 movestr = me->ourgame->solve(me->states[0].state,
1720 me->states[me->statepos-1].state,
1721 me->aux_info, &msg);
1724 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1733 * This call passes over ownership of the two game_states and
1734 * the game_params. Hence we duplicate the ones we want to
1735 * keep, and we don't have to bother freeing soln if it was
1738 document_add_puzzle(doc, me->ourgame,
1739 me->ourgame->dup_params(me->curparams),
1740 me->ourgame->dup_game(me->states[0].state), soln);