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 * Normalise both backspace characters (8 and 127) to \b. Easier
757 * to do this once, here, than to require all front ends to
758 * carefully generate the same one - now each front end can
759 * generate whichever is easiest.
761 if (button == '\177')
765 * Now send on the event we originally received.
767 ret = ret && midend_really_process_key(me, x, y, button);
770 * And update the currently pressed button.
772 if (IS_MOUSE_RELEASE(button))
773 me->pressed_mouse_button = 0;
774 else if (IS_MOUSE_DOWN(button))
775 me->pressed_mouse_button = button;
780 void midend_redraw(midend *me)
784 if (me->statepos > 0 && me->drawstate) {
785 start_draw(me->drawing);
786 if (me->oldstate && me->anim_time > 0 &&
787 me->anim_pos < me->anim_time) {
788 assert(me->dir != 0);
789 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
790 me->states[me->statepos-1].state, me->dir,
791 me->ui, me->anim_pos, me->flash_pos);
793 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
794 me->states[me->statepos-1].state, +1 /*shrug*/,
795 me->ui, 0.0, me->flash_pos);
797 end_draw(me->drawing);
802 * Nasty hacky function used to implement the --redo option in
803 * gtk.c. Only used for generating the puzzles' icons.
805 void midend_freeze_timer(midend *me, float tprop)
807 me->anim_pos = me->anim_time * tprop;
809 deactivate_timer(me->frontend);
812 void midend_timer(midend *me, float tplus)
814 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
816 me->anim_pos += tplus;
817 if (me->anim_pos >= me->anim_time ||
818 me->anim_time == 0 || !me->oldstate) {
819 if (me->anim_time > 0)
820 midend_finish_move(me);
823 me->flash_pos += tplus;
824 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
825 me->flash_pos = me->flash_time = 0;
832 float oldelapsed = me->elapsed;
833 me->elapsed += tplus;
834 if ((int)oldelapsed != (int)me->elapsed)
835 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
838 midend_set_timer(me);
841 float *midend_colours(midend *me, int *ncolours)
845 ret = me->ourgame->colours(me->frontend, ncolours);
851 * Allow environment-based overrides for the standard
852 * colours by defining variables along the lines of
853 * `NET_COLOUR_4=6000c0'.
856 for (i = 0; i < *ncolours; i++) {
858 unsigned int r, g, b;
861 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
862 for (j = k = 0; buf[j]; j++)
863 if (!isspace((unsigned char)buf[j]))
864 buf[k++] = toupper((unsigned char)buf[j]);
866 if ((e = getenv(buf)) != NULL &&
867 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
868 ret[i*3 + 0] = r / 255.0F;
869 ret[i*3 + 1] = g / 255.0F;
870 ret[i*3 + 2] = b / 255.0F;
878 int midend_num_presets(midend *me)
884 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
885 if (me->presetsize <= me->npresets) {
886 me->presetsize = me->npresets + 10;
887 me->presets = sresize(me->presets, me->presetsize,
889 me->preset_names = sresize(me->preset_names, me->presetsize,
891 me->preset_encodings = sresize(me->preset_encodings,
892 me->presetsize, char *);
895 me->presets[me->npresets] = preset;
896 me->preset_names[me->npresets] = name;
897 me->preset_encodings[me->npresets] =
898 me->ourgame->encode_params(preset, TRUE);;
905 * Allow environment-based extensions to the preset list by
906 * defining a variable along the lines of `SOLO_PRESETS=2x3
907 * Advanced:2x3da'. Colon-separated list of items,
908 * alternating between textual titles in the menu and
909 * encoded parameter strings.
911 char buf[80], *e, *p;
914 sprintf(buf, "%s_PRESETS", me->ourgame->name);
915 for (j = k = 0; buf[j]; j++)
916 if (!isspace((unsigned char)buf[j]))
917 buf[k++] = toupper((unsigned char)buf[j]);
920 if ((e = getenv(buf)) != NULL) {
928 while (*p && *p != ':') p++;
931 while (*p && *p != ':') p++;
934 preset = me->ourgame->default_params();
935 me->ourgame->decode_params(preset, val);
937 if (me->ourgame->validate_params(preset, TRUE)) {
938 /* Drop this one from the list. */
939 me->ourgame->free_params(preset);
943 if (me->presetsize <= me->npresets) {
944 me->presetsize = me->npresets + 10;
945 me->presets = sresize(me->presets, me->presetsize,
947 me->preset_names = sresize(me->preset_names,
948 me->presetsize, char *);
949 me->preset_encodings = sresize(me->preset_encodings,
950 me->presetsize, char *);
953 me->presets[me->npresets] = preset;
954 me->preset_names[me->npresets] = dupstr(name);
955 me->preset_encodings[me->npresets] =
956 me->ourgame->encode_params(preset, TRUE);
966 void midend_fetch_preset(midend *me, int n,
967 char **name, game_params **params)
969 assert(n >= 0 && n < me->npresets);
970 *name = me->preset_names[n];
971 *params = me->presets[n];
974 int midend_which_preset(midend *me)
976 char *encoding = me->ourgame->encode_params(me->params, TRUE);
980 for (i = 0; i < me->npresets; i++)
981 if (!strcmp(encoding, me->preset_encodings[i])) {
990 int midend_wants_statusbar(midend *me)
992 return me->ourgame->wants_statusbar;
995 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
999 me->desc = dupstr(desc);
1000 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
1003 config_item *midend_get_config(midend *me, int which, char **wintitle)
1005 char *titlebuf, *parstr, *rest;
1010 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1014 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1015 *wintitle = titlebuf;
1016 return me->ourgame->configure(me->params);
1019 if (!me->curparams) {
1023 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1024 which == CFG_SEED ? "random" : "game");
1025 *wintitle = titlebuf;
1027 ret = snewn(2, config_item);
1029 ret[0].type = C_STRING;
1030 if (which == CFG_SEED)
1031 ret[0].name = "Game random seed";
1033 ret[0].name = "Game ID";
1036 * For CFG_DESC the text going in here will be a string
1037 * encoding of the restricted parameters, plus a colon,
1038 * plus the game description. For CFG_SEED it will be the
1039 * full parameters, plus a hash, plus the random seed data.
1040 * Either of these is a valid full game ID (although only
1041 * the former is likely to persist across many code
1044 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1046 if (which == CFG_DESC) {
1047 rest = me->desc ? me->desc : "";
1050 rest = me->seedstr ? me->seedstr : "";
1053 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1054 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1057 ret[1].type = C_END;
1058 ret[1].name = ret[1].sval = NULL;
1064 assert(!"We shouldn't be here");
1068 static char *midend_game_id_int(midend *me, char *id, int defmode)
1070 char *error, *par, *desc, *seed;
1071 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1074 seed = strchr(id, '#');
1075 desc = strchr(id, ':');
1077 if (desc && (!seed || desc < seed)) {
1079 * We have a colon separating parameters from game
1080 * description. So `par' now points to the parameters
1081 * string, and `desc' to the description string.
1086 } else if (seed && (!desc || seed < desc)) {
1088 * We have a hash separating parameters from random seed.
1089 * So `par' now points to the parameters string, and `seed'
1090 * to the seed string.
1097 * We only have one string. Depending on `defmode', we take
1098 * it to be either parameters, seed or description.
1100 if (defmode == DEF_SEED) {
1103 } else if (defmode == DEF_DESC) {
1113 * We must be reasonably careful here not to modify anything in
1114 * `me' until we have finished validating things. This function
1115 * must either return an error and do nothing to the midend, or
1116 * return success and do everything; nothing in between is
1119 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1122 newcurparams = me->ourgame->dup_params(me->params);
1123 me->ourgame->decode_params(newcurparams, par);
1124 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1126 me->ourgame->free_params(newcurparams);
1129 oldparams1 = me->curparams;
1132 * Now filter only the persistent parts of this state into
1133 * the long-term params structure, unless we've _only_
1134 * received a params string in which case the whole lot is
1137 oldparams2 = me->params;
1141 newparams = me->ourgame->dup_params(me->params);
1143 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1144 me->ourgame->decode_params(newparams, tmpstr);
1148 newparams = me->ourgame->dup_params(newcurparams);
1152 newcurparams = me->curparams;
1153 newparams = me->params;
1154 free_params = FALSE;
1158 error = me->ourgame->validate_desc(newparams, desc);
1162 me->ourgame->free_params(newcurparams);
1164 me->ourgame->free_params(newparams);
1171 * Now we've got past all possible error points. Update the
1174 me->params = newparams;
1175 me->curparams = newcurparams;
1177 me->ourgame->free_params(oldparams1);
1179 me->ourgame->free_params(oldparams2);
1182 sfree(me->privdesc);
1183 me->desc = me->privdesc = NULL;
1188 me->desc = dupstr(desc);
1189 me->genmode = GOT_DESC;
1190 sfree(me->aux_info);
1191 me->aux_info = NULL;
1195 me->seedstr = dupstr(seed);
1196 me->genmode = GOT_SEED;
1202 char *midend_game_id(midend *me, char *id)
1204 return midend_game_id_int(me, id, DEF_PARAMS);
1207 char *midend_get_game_id(midend *me)
1211 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1214 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1215 sprintf(ret, "%s:%s", parstr, me->desc);
1220 char *midend_set_config(midend *me, int which, config_item *cfg)
1223 game_params *params;
1227 params = me->ourgame->custom_params(cfg);
1228 error = me->ourgame->validate_params(params, TRUE);
1231 me->ourgame->free_params(params);
1235 me->ourgame->free_params(me->params);
1236 me->params = params;
1241 error = midend_game_id_int(me, cfg[0].sval,
1242 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1251 int midend_can_format_as_text_now(midend *me)
1253 if (me->ourgame->can_format_as_text_ever)
1254 return me->ourgame->can_format_as_text_now(me->params);
1259 char *midend_text_format(midend *me)
1261 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1262 me->ourgame->can_format_as_text_now(me->params))
1263 return me->ourgame->text_format(me->states[me->statepos-1].state);
1268 char *midend_solve(midend *me)
1271 char *msg, *movestr;
1273 if (!me->ourgame->can_solve)
1274 return "This game does not support the Solve operation";
1276 if (me->statepos < 1)
1277 return "No game set up to solve"; /* _shouldn't_ happen! */
1280 movestr = me->ourgame->solve(me->states[0].state,
1281 me->states[me->statepos-1].state,
1282 me->aux_info, &msg);
1285 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1288 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1292 * Now enter the solved state as the next move.
1294 midend_stop_anim(me);
1295 while (me->nstates > me->statepos) {
1296 me->ourgame->free_game(me->states[--me->nstates].state);
1297 if (me->states[me->nstates].movestr)
1298 sfree(me->states[me->nstates].movestr);
1301 me->states[me->nstates].state = s;
1302 me->states[me->nstates].movestr = movestr;
1303 me->states[me->nstates].movetype = SOLVE;
1304 me->statepos = ++me->nstates;
1306 me->ourgame->changed_state(me->ui,
1307 me->states[me->statepos-2].state,
1308 me->states[me->statepos-1].state);
1310 if (me->ourgame->flags & SOLVE_ANIMATES) {
1311 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1313 me->ourgame->anim_length(me->states[me->statepos-2].state,
1314 me->states[me->statepos-1].state,
1318 me->anim_time = 0.0;
1319 midend_finish_move(me);
1322 midend_set_timer(me);
1326 char *midend_rewrite_statusbar(midend *me, char *text)
1329 * An important special case is that we are occasionally called
1330 * with our own laststatus, to update the timer.
1332 if (me->laststatus != text) {
1333 sfree(me->laststatus);
1334 me->laststatus = dupstr(text);
1337 if (me->ourgame->is_timed) {
1338 char timebuf[100], *ret;
1341 sec = (int)me->elapsed;
1344 sprintf(timebuf, "[%d:%02d] ", min, sec);
1346 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1347 strcpy(ret, timebuf);
1352 return dupstr(text);
1356 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1357 #define SERIALISE_VERSION "1"
1359 void midend_serialise(midend *me,
1360 void (*write)(void *ctx, void *buf, int len),
1366 * Each line of the save file contains three components. First
1367 * exactly 8 characters of header word indicating what type of
1368 * data is contained on the line; then a colon followed by a
1369 * decimal integer giving the length of the main string on the
1370 * line; then a colon followed by the string itself (exactly as
1371 * many bytes as previously specified, no matter what they
1372 * contain). Then a newline (of reasonably flexible form).
1374 #define wr(h,s) do { \
1377 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1378 write(wctx, hbuf, strlen(hbuf)); \
1379 write(wctx, str, strlen(str)); \
1380 write(wctx, "\n", 1); \
1384 * Magic string identifying the file, and version number of the
1387 wr("SAVEFILE", SERIALISE_MAGIC);
1388 wr("VERSION", SERIALISE_VERSION);
1391 * The game name. (Copied locally to avoid const annoyance.)
1394 char *s = dupstr(me->ourgame->name);
1400 * The current long-term parameters structure, in full.
1403 char *s = me->ourgame->encode_params(me->params, TRUE);
1409 * The current short-term parameters structure, in full.
1411 if (me->curparams) {
1412 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1418 * The current game description, the privdesc, and the random seed.
1421 wr("SEED", me->seedstr);
1423 wr("DESC", me->desc);
1425 wr("PRIVDESC", me->privdesc);
1428 * The game's aux_info. We obfuscate this to prevent spoilers
1429 * (people are likely to run `head' or similar on a saved game
1430 * file simply to find out what it is, and don't necessarily
1431 * want to be told the answer to the puzzle!)
1438 len = strlen(me->aux_info);
1439 s1 = snewn(len, unsigned char);
1440 memcpy(s1, me->aux_info, len);
1441 obfuscate_bitmap(s1, len*8, FALSE);
1442 s2 = bin2hex(s1, len);
1451 * Any required serialisation of the game_ui.
1454 char *s = me->ourgame->encode_ui(me->ui);
1462 * The game time, if it's a timed game.
1464 if (me->ourgame->is_timed) {
1466 sprintf(buf, "%g", me->elapsed);
1471 * The length of, and position in, the states list.
1475 sprintf(buf, "%d", me->nstates);
1477 sprintf(buf, "%d", me->statepos);
1478 wr("STATEPOS", buf);
1482 * For each state after the initial one (which we know is
1483 * constructed from either privdesc or desc), enough
1484 * information for execute_move() to reconstruct it from the
1487 for (i = 1; i < me->nstates; i++) {
1488 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1489 switch (me->states[i].movetype) {
1491 wr("MOVE", me->states[i].movestr);
1494 wr("SOLVE", me->states[i].movestr);
1497 wr("RESTART", me->states[i].movestr);
1506 * This function returns NULL on success, or an error message.
1508 char *midend_deserialise(midend *me,
1509 int (*read)(void *ctx, void *buf, int len),
1512 int nstates = 0, statepos = -1, gotstates = 0;
1513 int started = FALSE;
1517 /* Initially all errors give the same report */
1518 char *ret = "Data does not appear to be a saved game file";
1521 * We construct all the new state in local variables while we
1522 * check its sanity. Only once we have finished reading the
1523 * serialised data and detected no errors at all do we start
1524 * modifying stuff in the midend passed in.
1526 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1527 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1528 float elapsed = 0.0F;
1529 game_params *params = NULL, *cparams = NULL;
1531 struct midend_state_entry *states = NULL;
1534 * Loop round and round reading one key/value pair at a time
1535 * from the serialised stream, until we have enough game states
1538 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1543 if (!read(rctx, key, 1)) {
1544 /* unexpected EOF */
1547 } while (key[0] == '\r' || key[0] == '\n');
1549 if (!read(rctx, key+1, 8)) {
1550 /* unexpected EOF */
1554 if (key[8] != ':') {
1556 ret = "Data was incorrectly formatted for a saved game file";
1559 len = strcspn(key, ": ");
1565 if (!read(rctx, &c, 1)) {
1566 /* unexpected EOF */
1572 } else if (c >= '0' && c <= '9') {
1573 len = (len * 10) + (c - '0');
1576 ret = "Data was incorrectly formatted for a"
1582 val = snewn(len+1, char);
1583 if (!read(rctx, val, len)) {
1590 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1591 /* ret already has the right message in it */
1594 /* Now most errors are this one, unless otherwise specified */
1595 ret = "Saved data ended unexpectedly";
1598 if (!strcmp(key, "VERSION")) {
1599 if (strcmp(val, SERIALISE_VERSION)) {
1600 ret = "Cannot handle this version of the saved game"
1604 } else if (!strcmp(key, "GAME")) {
1605 if (strcmp(val, me->ourgame->name)) {
1606 ret = "Save file is from a different game";
1609 } else if (!strcmp(key, "PARAMS")) {
1613 } else if (!strcmp(key, "CPARAMS")) {
1617 } else if (!strcmp(key, "SEED")) {
1621 } else if (!strcmp(key, "DESC")) {
1625 } else if (!strcmp(key, "PRIVDESC")) {
1629 } else if (!strcmp(key, "AUXINFO")) {
1631 int len = strlen(val) / 2; /* length in bytes */
1632 tmp = hex2bin(val, len);
1633 obfuscate_bitmap(tmp, len*8, TRUE);
1636 auxinfo = snewn(len + 1, char);
1637 memcpy(auxinfo, tmp, len);
1638 auxinfo[len] = '\0';
1640 } else if (!strcmp(key, "UI")) {
1644 } else if (!strcmp(key, "TIME")) {
1645 elapsed = (float)atof(val);
1646 } else if (!strcmp(key, "NSTATES")) {
1647 nstates = atoi(val);
1649 ret = "Number of states in save file was negative";
1653 ret = "Two state counts provided in save file";
1656 states = snewn(nstates, struct midend_state_entry);
1657 for (i = 0; i < nstates; i++) {
1658 states[i].state = NULL;
1659 states[i].movestr = NULL;
1660 states[i].movetype = NEWGAME;
1662 } else if (!strcmp(key, "STATEPOS")) {
1663 statepos = atoi(val);
1664 } else if (!strcmp(key, "MOVE")) {
1666 states[gotstates].movetype = MOVE;
1667 states[gotstates].movestr = val;
1669 } else if (!strcmp(key, "SOLVE")) {
1671 states[gotstates].movetype = SOLVE;
1672 states[gotstates].movestr = val;
1674 } else if (!strcmp(key, "RESTART")) {
1676 states[gotstates].movetype = RESTART;
1677 states[gotstates].movestr = val;
1686 params = me->ourgame->default_params();
1687 me->ourgame->decode_params(params, parstr);
1688 if (me->ourgame->validate_params(params, TRUE)) {
1689 ret = "Long-term parameters in save file are invalid";
1692 cparams = me->ourgame->default_params();
1693 me->ourgame->decode_params(cparams, cparstr);
1694 if (me->ourgame->validate_params(cparams, FALSE)) {
1695 ret = "Short-term parameters in save file are invalid";
1698 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1700 * The seed's no use with this version, but we can perfectly
1701 * well use the rest of the data.
1707 ret = "Game description in save file is missing";
1709 } else if (me->ourgame->validate_desc(params, desc)) {
1710 ret = "Game description in save file is invalid";
1713 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1714 ret = "Game private description in save file is invalid";
1717 if (statepos < 0 || statepos >= nstates) {
1718 ret = "Game position in save file is out of range";
1721 states[0].state = me->ourgame->new_game(me, params,
1722 privdesc ? privdesc : desc);
1723 for (i = 1; i < nstates; i++) {
1724 assert(states[i].movetype != NEWGAME);
1725 switch (states[i].movetype) {
1728 states[i].state = me->ourgame->execute_move(states[i-1].state,
1730 if (states[i].state == NULL) {
1731 ret = "Save file contained an invalid move";
1736 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1737 ret = "Save file contained an invalid restart move";
1740 states[i].state = me->ourgame->new_game(me, params,
1746 ui = me->ourgame->new_ui(states[0].state);
1747 me->ourgame->decode_ui(ui, uistr);
1750 * Now we've run out of possible error conditions, so we're
1751 * ready to start overwriting the real data in the current
1752 * midend. We'll do this by swapping things with the local
1753 * variables, so that the same cleanup code will free the old
1764 me->privdesc = privdesc;
1772 me->aux_info = auxinfo;
1776 me->genmode = GOT_NOTHING;
1778 me->statesize = nstates;
1779 nstates = me->nstates;
1780 me->nstates = me->statesize;
1782 struct midend_state_entry *tmp;
1784 me->states = states;
1787 me->statepos = statepos;
1793 me->params = params;
1796 tmp = me->curparams;
1797 me->curparams = cparams;
1801 me->oldstate = NULL;
1802 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1813 me->elapsed = elapsed;
1814 me->pressed_mouse_button = 0;
1816 midend_set_timer(me);
1819 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1821 me->ourgame->new_drawstate(me->drawing,
1822 me->states[me->statepos-1].state);
1823 midend_size_new_drawstate(me);
1825 ret = NULL; /* success! */
1837 me->ourgame->free_params(params);
1839 me->ourgame->free_params(cparams);
1841 me->ourgame->free_ui(ui);
1845 for (i = 0; i < nstates; i++) {
1846 if (states[i].state)
1847 me->ourgame->free_game(states[i].state);
1848 sfree(states[i].movestr);
1856 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1858 game_state *soln = NULL;
1860 if (me->statepos < 1)
1861 return "No game set up to print";/* _shouldn't_ happen! */
1864 char *msg, *movestr;
1866 if (!me->ourgame->can_solve)
1867 return "This game does not support the Solve operation";
1869 msg = "Solve operation failed";/* game _should_ overwrite on error */
1870 movestr = me->ourgame->solve(me->states[0].state,
1871 me->states[me->statepos-1].state,
1872 me->aux_info, &msg);
1875 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1884 * This call passes over ownership of the two game_states and
1885 * the game_params. Hence we duplicate the ones we want to
1886 * keep, and we don't have to bother freeing soln if it was
1889 document_add_puzzle(doc, me->ourgame,
1890 me->ourgame->dup_params(me->curparams),
1891 me->ourgame->dup_game(me->states[0].state), soln);