2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/quit.
16 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
18 enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
20 #define special(type) ( (type) != MOVE )
22 struct midend_state_entry {
33 game_params **presets;
35 int npresets, presetsize;
38 * `desc' and `privdesc' deserve a comment.
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
59 char *desc, *privdesc, *seedstr;
61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
66 game_params *params, *curparams;
67 game_drawstate *drawstate;
71 float anim_time, anim_pos;
72 float flash_time, flash_pos;
81 int pressed_mouse_button;
83 int preferred_tilesize, tilesize, winwidth, winheight;
86 #define ensure(me) do { \
87 if ((me)->nstates >= (me)->statesize) { \
88 (me)->statesize = (me)->nstates + 128; \
89 (me)->states = sresize((me)->states, (me)->statesize, \
90 struct midend_state_entry); \
94 midend *midend_new(frontend *fe, const game *ourgame,
95 const drawing_api *drapi, void *drhandle)
97 midend *me = snew(midend);
101 get_random_seed(&randseed, &randseedsize);
104 me->ourgame = ourgame;
105 me->random = random_new(randseed, randseedsize);
106 me->nstates = me->statesize = me->statepos = 0;
108 me->params = ourgame->default_params();
109 me->curparams = NULL;
110 me->desc = me->privdesc = NULL;
113 me->genmode = GOT_NOTHING;
114 me->drawstate = NULL;
117 me->preset_names = NULL;
118 me->npresets = me->presetsize = 0;
119 me->anim_time = me->anim_pos = 0.0F;
120 me->flash_time = me->flash_pos = 0.0F;
123 me->pressed_mouse_button = 0;
124 me->laststatus = NULL;
127 me->tilesize = me->winwidth = me->winheight = 0;
129 me->drawing = drawing_new(drapi, me, drhandle);
133 me->preferred_tilesize = ourgame->preferred_tilesize;
136 * Allow an environment-based override for the default tile
137 * size by defining a variable along the lines of
144 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
145 for (j = k = 0; buf[j]; j++)
146 if (!isspace((unsigned char)buf[j]))
147 buf[k++] = toupper((unsigned char)buf[j]);
149 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
150 me->preferred_tilesize = ts;
158 static void midend_free_game(midend *me)
160 while (me->nstates > 0) {
162 me->ourgame->free_game(me->states[me->nstates].state);
163 sfree(me->states[me->nstates].movestr);
167 me->ourgame->free_drawstate(me->drawing, me->drawstate);
170 void midend_free(midend *me)
174 midend_free_game(me);
177 drawing_free(me->drawing);
178 random_free(me->random);
184 me->ourgame->free_params(me->params);
186 for (i = 0; i < me->npresets; i++) {
187 sfree(me->presets[i]);
188 sfree(me->preset_names[i]);
191 sfree(me->preset_names);
194 me->ourgame->free_ui(me->ui);
196 me->ourgame->free_params(me->curparams);
197 sfree(me->laststatus);
201 static void midend_size_new_drawstate(midend *me)
204 * Don't even bother, if we haven't worked out our tile size
207 if (me->tilesize > 0) {
208 me->ourgame->compute_size(me->params, me->tilesize,
209 &me->winwidth, &me->winheight);
210 me->ourgame->set_size(me->drawing, me->drawstate,
211 me->params, me->tilesize);
215 void midend_size(midend *me, int *x, int *y, int expand)
221 * We can't set the size on the same drawstate twice. So if
222 * we've already sized one drawstate, we must throw it away and
225 if (me->drawstate && me->tilesize > 0) {
226 me->ourgame->free_drawstate(me->drawing, me->drawstate);
227 me->drawstate = me->ourgame->new_drawstate(me->drawing,
228 me->states[0].state);
232 * Find the tile size that best fits within the given space. If
233 * `expand' is TRUE, we must actually find the _largest_ such
234 * tile size; otherwise, we bound above at the game's preferred
241 me->ourgame->compute_size(me->params, max, &rx, &ry);
242 } while (rx <= *x && ry <= *y);
244 max = me->preferred_tilesize + 1;
248 * Now binary-search between min and max. We're looking for a
249 * boundary rather than a value: the point at which tile sizes
250 * stop fitting within the given dimensions. Thus, we stop when
251 * max and min differ by exactly 1.
253 while (max - min > 1) {
254 int mid = (max + min) / 2;
255 me->ourgame->compute_size(me->params, mid, &rx, &ry);
256 if (rx <= *x && ry <= *y)
263 * Now `min' is a valid size, and `max' isn't. So use `min'.
267 midend_size_new_drawstate(me);
272 void midend_set_params(midend *me, game_params *params)
274 me->ourgame->free_params(me->params);
275 me->params = me->ourgame->dup_params(params);
278 game_params *midend_get_params(midend *me)
280 return me->ourgame->dup_params(me->params);
283 static void midend_set_timer(midend *me)
285 me->timing = (me->ourgame->is_timed &&
286 me->ourgame->timing_state(me->states[me->statepos-1].state,
288 if (me->timing || me->flash_time || me->anim_time)
289 activate_timer(me->frontend);
291 deactivate_timer(me->frontend);
294 void midend_force_redraw(midend *me)
297 me->ourgame->free_drawstate(me->drawing, me->drawstate);
298 me->drawstate = me->ourgame->new_drawstate(me->drawing,
299 me->states[0].state);
300 midend_size_new_drawstate(me);
304 void midend_new_game(midend *me)
306 midend_free_game(me);
308 assert(me->nstates == 0);
310 if (me->genmode == GOT_DESC) {
311 me->genmode = GOT_NOTHING;
315 if (me->genmode == GOT_SEED) {
316 me->genmode = GOT_NOTHING;
319 * Generate a new random seed. 15 digits comes to about
320 * 48 bits, which should be more than enough.
322 * I'll avoid putting a leading zero on the number,
323 * just in case it confuses anybody who thinks it's
324 * processed as an integer rather than a string.
329 newseed[0] = '1' + random_upto(me->random, 9);
330 for (i = 1; i < 15; i++)
331 newseed[i] = '0' + random_upto(me->random, 10);
333 me->seedstr = dupstr(newseed);
336 me->ourgame->free_params(me->curparams);
337 me->curparams = me->ourgame->dup_params(me->params);
345 rs = random_new(me->seedstr, strlen(me->seedstr));
347 * If this midend has been instantiated without providing a
348 * drawing API, it is non-interactive. This means that it's
349 * being used for bulk game generation, and hence we should
350 * pass the non-interactive flag to new_desc.
352 me->desc = me->ourgame->new_desc(me->curparams, rs,
353 &me->aux_info, (me->drawing != NULL));
361 * It might seem a bit odd that we're using me->params to
362 * create the initial game state, rather than me->curparams
363 * which is better tailored to this specific game and which we
366 * It's supposed to be an invariant in the midend that
367 * me->params and me->curparams differ in no aspect that is
368 * important after generation (i.e. after new_desc()). By
369 * deliberately passing the _less_ specific of these two
370 * parameter sets, we provoke play-time misbehaviour in the
371 * case where a game has failed to encode a play-time parameter
372 * in the non-full version of encode_params().
374 me->states[me->nstates].state =
375 me->ourgame->new_game(me, me->params, me->desc);
377 me->states[me->nstates].movestr = NULL;
378 me->states[me->nstates].movetype = NEWGAME;
381 me->drawstate = me->ourgame->new_drawstate(me->drawing,
382 me->states[0].state);
383 midend_size_new_drawstate(me);
386 me->ourgame->free_ui(me->ui);
387 me->ui = me->ourgame->new_ui(me->states[0].state);
388 midend_set_timer(me);
389 me->pressed_mouse_button = 0;
392 static int midend_undo(midend *me)
394 if (me->statepos > 1) {
396 me->ourgame->changed_state(me->ui,
397 me->states[me->statepos-1].state,
398 me->states[me->statepos-2].state);
406 static int midend_redo(midend *me)
408 if (me->statepos < me->nstates) {
410 me->ourgame->changed_state(me->ui,
411 me->states[me->statepos-1].state,
412 me->states[me->statepos].state);
420 static void midend_finish_move(midend *me)
425 * We do not flash if the later of the two states is special.
426 * This covers both forward Solve moves and backward (undone)
429 if ((me->oldstate || me->statepos > 1) &&
430 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
431 (me->dir < 0 && me->statepos < me->nstates &&
432 !special(me->states[me->statepos].movetype)))) {
433 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
434 me->states[me->statepos-2].state,
435 me->states[me->statepos-1].state,
436 me->oldstate ? me->dir : +1,
439 me->flash_pos = 0.0F;
440 me->flash_time = flashtime;
445 me->ourgame->free_game(me->oldstate);
447 me->anim_pos = me->anim_time = 0;
450 midend_set_timer(me);
453 void midend_stop_anim(midend *me)
455 if (me->oldstate || me->anim_time != 0) {
456 midend_finish_move(me);
461 void midend_restart_game(midend *me)
465 midend_stop_anim(me);
467 assert(me->statepos >= 1);
468 if (me->statepos == 1)
469 return; /* no point doing anything at all! */
472 * During restart, we reconstruct the game from the (public)
473 * game description rather than from states[0], because that
474 * way Mines gets slightly more sensible behaviour (restart
475 * goes to _after_ the first click so you don't have to
476 * remember where you clicked).
478 s = me->ourgame->new_game(me, me->params, me->desc);
481 * Now enter the restarted state as the next move.
483 midend_stop_anim(me);
484 while (me->nstates > me->statepos)
485 me->ourgame->free_game(me->states[--me->nstates].state);
487 me->states[me->nstates].state = s;
488 me->states[me->nstates].movestr = dupstr(me->desc);
489 me->states[me->nstates].movetype = RESTART;
490 me->statepos = ++me->nstates;
492 me->ourgame->changed_state(me->ui,
493 me->states[me->statepos-2].state,
494 me->states[me->statepos-1].state);
496 midend_finish_move(me);
498 midend_set_timer(me);
501 static int midend_really_process_key(midend *me, int x, int y, int button)
503 game_state *oldstate =
504 me->ourgame->dup_game(me->states[me->statepos - 1].state);
505 int type = MOVE, gottype = FALSE, ret = 1;
511 me->ourgame->interpret_move(me->states[me->statepos-1].state,
512 me->ui, me->drawstate, x, y, button);
515 if (button == 'n' || button == 'N' || button == '\x0E') {
516 midend_stop_anim(me);
519 goto done; /* never animate */
520 } else if (button == 'u' || button == 'u' ||
521 button == '\x1A' || button == '\x1F') {
522 midend_stop_anim(me);
523 type = me->states[me->statepos-1].movetype;
525 if (!midend_undo(me))
527 } else if (button == 'r' || button == 'R' ||
528 button == '\x12' || button == '\x19') {
529 midend_stop_anim(me);
530 if (!midend_redo(me))
532 } else if (button == 'q' || button == 'Q' || button == '\x11') {
539 s = me->states[me->statepos-1].state;
541 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
546 if (s == me->states[me->statepos-1].state) {
548 * make_move() is allowed to return its input state to
549 * indicate that although no move has been made, the UI
550 * state has been updated and a redraw is called for.
553 midend_set_timer(me);
556 midend_stop_anim(me);
557 while (me->nstates > me->statepos)
558 me->ourgame->free_game(me->states[--me->nstates].state);
560 assert(movestr != NULL);
561 me->states[me->nstates].state = s;
562 me->states[me->nstates].movestr = movestr;
563 me->states[me->nstates].movetype = MOVE;
564 me->statepos = ++me->nstates;
567 me->ourgame->changed_state(me->ui,
568 me->states[me->statepos-2].state,
569 me->states[me->statepos-1].state);
576 type = me->states[me->statepos-1].movetype;
579 * See if this move requires an animation.
581 if (special(type) && !(type == SOLVE &&
582 (me->ourgame->flags & SOLVE_ANIMATES))) {
585 anim_time = me->ourgame->anim_length(oldstate,
586 me->states[me->statepos-1].state,
590 me->oldstate = oldstate; oldstate = NULL;
592 me->anim_time = anim_time;
595 midend_finish_move(me);
601 midend_set_timer(me);
604 if (oldstate) me->ourgame->free_game(oldstate);
608 int midend_process_key(midend *me, int x, int y, int button)
613 * Harmonise mouse drag and release messages.
615 * Some front ends might accidentally switch from sending, say,
616 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
617 * drag. (This can happen on the Mac, for example, since
618 * RIGHT_DRAG is usually done using Command+drag, and if the
619 * user accidentally releases Command half way through the drag
620 * then there will be trouble.)
622 * It would be an O(number of front ends) annoyance to fix this
623 * in the front ends, but an O(number of back ends) annoyance
624 * to have each game capable of dealing with it. Therefore, we
625 * fix it _here_ in the common midend code so that it only has
628 * The possible ways in which things can go screwy in the front
631 * - in a system containing multiple physical buttons button
632 * presses can inadvertently overlap. We can see ABab (caps
633 * meaning button-down and lowercase meaning button-up) when
634 * the user had semantically intended AaBb.
636 * - in a system where one button is simulated by means of a
637 * modifier key and another button, buttons can mutate
638 * between press and release (possibly during drag). So we
639 * can see Ab instead of Aa.
641 * Definite requirements are:
643 * - button _presses_ must never be invented or destroyed. If
644 * the user presses two buttons in succession, the button
645 * presses must be transferred to the backend unchanged. So
646 * if we see AaBb , that's fine; if we see ABab (the button
647 * presses inadvertently overlapped) we must somehow
648 * `correct' it to AaBb.
650 * - every mouse action must end up looking like a press, zero
651 * or more drags, then a release. This allows back ends to
652 * make the _assumption_ that incoming mouse data will be
653 * sane in this regard, and not worry about the details.
655 * So my policy will be:
657 * - treat any button-up as a button-up for the currently
658 * pressed button, or ignore it if there is no currently
661 * - treat any drag as a drag for the currently pressed
662 * button, or ignore it if there is no currently pressed
665 * - if we see a button-down while another button is currently
666 * pressed, invent a button-up for the first one and then
667 * pass the button-down through as before.
669 * 2005-05-31: An addendum to the above. Some games might want
670 * a `priority order' among buttons, such that if one button is
671 * pressed while another is down then a fixed one of the
672 * buttons takes priority no matter what order they're pressed
673 * in. Mines, in particular, wants to treat a left+right click
674 * like a left click for the benefit of users of other
675 * implementations. So the last of the above points is modified
676 * in the presence of an (optional) button priority order.
678 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
679 if (me->pressed_mouse_button) {
680 if (IS_MOUSE_DRAG(button)) {
681 button = me->pressed_mouse_button +
682 (LEFT_DRAG - LEFT_BUTTON);
684 button = me->pressed_mouse_button +
685 (LEFT_RELEASE - LEFT_BUTTON);
688 return ret; /* ignore it */
689 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
691 * If the new button has lower priority than the old one,
692 * don't bother doing this.
694 if (me->ourgame->flags &
695 BUTTON_BEATS(me->pressed_mouse_button, button))
696 return ret; /* just ignore it */
699 * Fabricate a button-up for the previously pressed button.
701 ret = ret && midend_really_process_key
702 (me, x, y, (me->pressed_mouse_button +
703 (LEFT_RELEASE - LEFT_BUTTON)));
707 * Now send on the event we originally received.
709 ret = ret && midend_really_process_key(me, x, y, button);
712 * And update the currently pressed button.
714 if (IS_MOUSE_RELEASE(button))
715 me->pressed_mouse_button = 0;
716 else if (IS_MOUSE_DOWN(button))
717 me->pressed_mouse_button = button;
722 void midend_redraw(midend *me)
726 if (me->statepos > 0 && me->drawstate) {
727 start_draw(me->drawing);
728 if (me->oldstate && me->anim_time > 0 &&
729 me->anim_pos < me->anim_time) {
730 assert(me->dir != 0);
731 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
732 me->states[me->statepos-1].state, me->dir,
733 me->ui, me->anim_pos, me->flash_pos);
735 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
736 me->states[me->statepos-1].state, +1 /*shrug*/,
737 me->ui, 0.0, me->flash_pos);
739 end_draw(me->drawing);
743 void midend_timer(midend *me, float tplus)
745 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
747 me->anim_pos += tplus;
748 if (me->anim_pos >= me->anim_time ||
749 me->anim_time == 0 || !me->oldstate) {
750 if (me->anim_time > 0)
751 midend_finish_move(me);
754 me->flash_pos += tplus;
755 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
756 me->flash_pos = me->flash_time = 0;
763 float oldelapsed = me->elapsed;
764 me->elapsed += tplus;
765 if ((int)oldelapsed != (int)me->elapsed)
766 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
769 midend_set_timer(me);
772 float *midend_colours(midend *me, int *ncolours)
776 ret = me->ourgame->colours(me->frontend, ncolours);
782 * Allow environment-based overrides for the standard
783 * colours by defining variables along the lines of
784 * `NET_COLOUR_4=6000c0'.
787 for (i = 0; i < *ncolours; i++) {
789 unsigned int r, g, b;
792 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
793 for (j = k = 0; buf[j]; j++)
794 if (!isspace((unsigned char)buf[j]))
795 buf[k++] = toupper((unsigned char)buf[j]);
797 if ((e = getenv(buf)) != NULL &&
798 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
799 ret[i*3 + 0] = r / 255.0;
800 ret[i*3 + 1] = g / 255.0;
801 ret[i*3 + 2] = b / 255.0;
809 int midend_num_presets(midend *me)
815 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
816 if (me->presetsize <= me->npresets) {
817 me->presetsize = me->npresets + 10;
818 me->presets = sresize(me->presets, me->presetsize,
820 me->preset_names = sresize(me->preset_names, me->presetsize,
824 me->presets[me->npresets] = preset;
825 me->preset_names[me->npresets] = name;
832 * Allow environment-based extensions to the preset list by
833 * defining a variable along the lines of `SOLO_PRESETS=2x3
834 * Advanced:2x3da'. Colon-separated list of items,
835 * alternating between textual titles in the menu and
836 * encoded parameter strings.
838 char buf[80], *e, *p;
841 sprintf(buf, "%s_PRESETS", me->ourgame->name);
842 for (j = k = 0; buf[j]; j++)
843 if (!isspace((unsigned char)buf[j]))
844 buf[k++] = toupper((unsigned char)buf[j]);
847 if ((e = getenv(buf)) != NULL) {
855 while (*p && *p != ':') p++;
858 while (*p && *p != ':') p++;
861 preset = me->ourgame->default_params();
862 me->ourgame->decode_params(preset, val);
864 if (me->ourgame->validate_params(preset, TRUE)) {
865 /* Drop this one from the list. */
866 me->ourgame->free_params(preset);
870 if (me->presetsize <= me->npresets) {
871 me->presetsize = me->npresets + 10;
872 me->presets = sresize(me->presets, me->presetsize,
874 me->preset_names = sresize(me->preset_names,
875 me->presetsize, char *);
878 me->presets[me->npresets] = preset;
879 me->preset_names[me->npresets] = dupstr(name);
888 void midend_fetch_preset(midend *me, int n,
889 char **name, game_params **params)
891 assert(n >= 0 && n < me->npresets);
892 *name = me->preset_names[n];
893 *params = me->presets[n];
896 int midend_wants_statusbar(midend *me)
898 return me->ourgame->wants_statusbar;
901 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
905 me->desc = dupstr(desc);
906 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
909 config_item *midend_get_config(midend *me, int which, char **wintitle)
911 char *titlebuf, *parstr, *rest;
916 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
920 sprintf(titlebuf, "%s configuration", me->ourgame->name);
921 *wintitle = titlebuf;
922 return me->ourgame->configure(me->params);
925 if (!me->curparams) {
929 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
930 which == CFG_SEED ? "random" : "game");
931 *wintitle = titlebuf;
933 ret = snewn(2, config_item);
935 ret[0].type = C_STRING;
936 if (which == CFG_SEED)
937 ret[0].name = "Game random seed";
939 ret[0].name = "Game ID";
942 * For CFG_DESC the text going in here will be a string
943 * encoding of the restricted parameters, plus a colon,
944 * plus the game description. For CFG_SEED it will be the
945 * full parameters, plus a hash, plus the random seed data.
946 * Either of these is a valid full game ID (although only
947 * the former is likely to persist across many code
950 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
952 if (which == CFG_DESC) {
953 rest = me->desc ? me->desc : "";
956 rest = me->seedstr ? me->seedstr : "";
959 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
960 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
964 ret[1].name = ret[1].sval = NULL;
970 assert(!"We shouldn't be here");
974 static char *midend_game_id_int(midend *me, char *id, int defmode)
976 char *error, *par, *desc, *seed;
977 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
980 seed = strchr(id, '#');
981 desc = strchr(id, ':');
983 if (desc && (!seed || desc < seed)) {
985 * We have a colon separating parameters from game
986 * description. So `par' now points to the parameters
987 * string, and `desc' to the description string.
992 } else if (seed && (!desc || seed < desc)) {
994 * We have a hash separating parameters from random seed.
995 * So `par' now points to the parameters string, and `seed'
996 * to the seed string.
1003 * We only have one string. Depending on `defmode', we take
1004 * it to be either parameters, seed or description.
1006 if (defmode == DEF_SEED) {
1009 } else if (defmode == DEF_DESC) {
1019 * We must be reasonably careful here not to modify anything in
1020 * `me' until we have finished validating things. This function
1021 * must either return an error and do nothing to the midend, or
1022 * return success and do everything; nothing in between is
1025 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1028 newcurparams = me->ourgame->dup_params(me->params);
1029 me->ourgame->decode_params(newcurparams, par);
1030 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1032 me->ourgame->free_params(newcurparams);
1035 oldparams1 = me->curparams;
1038 * Now filter only the persistent parts of this state into
1039 * the long-term params structure, unless we've _only_
1040 * received a params string in which case the whole lot is
1043 oldparams2 = me->params;
1047 newparams = me->ourgame->dup_params(me->params);
1049 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1050 me->ourgame->decode_params(newparams, tmpstr);
1054 newparams = me->ourgame->dup_params(newcurparams);
1058 newcurparams = me->curparams;
1059 newparams = me->params;
1060 free_params = FALSE;
1064 error = me->ourgame->validate_desc(newparams, desc);
1068 me->ourgame->free_params(newcurparams);
1070 me->ourgame->free_params(newparams);
1077 * Now we've got past all possible error points. Update the
1080 me->params = newparams;
1081 me->curparams = newcurparams;
1083 me->ourgame->free_params(oldparams1);
1085 me->ourgame->free_params(oldparams2);
1088 sfree(me->privdesc);
1089 me->desc = me->privdesc = NULL;
1094 me->desc = dupstr(desc);
1095 me->genmode = GOT_DESC;
1096 sfree(me->aux_info);
1097 me->aux_info = NULL;
1101 me->seedstr = dupstr(seed);
1102 me->genmode = GOT_SEED;
1108 char *midend_game_id(midend *me, char *id)
1110 return midend_game_id_int(me, id, DEF_PARAMS);
1113 char *midend_get_game_id(midend *me)
1117 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1120 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1121 sprintf(ret, "%s:%s", parstr, me->desc);
1126 char *midend_set_config(midend *me, int which, config_item *cfg)
1129 game_params *params;
1133 params = me->ourgame->custom_params(cfg);
1134 error = me->ourgame->validate_params(params, TRUE);
1137 me->ourgame->free_params(params);
1141 me->ourgame->free_params(me->params);
1142 me->params = params;
1147 error = midend_game_id_int(me, cfg[0].sval,
1148 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1157 char *midend_text_format(midend *me)
1159 if (me->ourgame->can_format_as_text && me->statepos > 0)
1160 return me->ourgame->text_format(me->states[me->statepos-1].state);
1165 char *midend_solve(midend *me)
1168 char *msg, *movestr;
1170 if (!me->ourgame->can_solve)
1171 return "This game does not support the Solve operation";
1173 if (me->statepos < 1)
1174 return "No game set up to solve"; /* _shouldn't_ happen! */
1177 movestr = me->ourgame->solve(me->states[0].state,
1178 me->states[me->statepos-1].state,
1179 me->aux_info, &msg);
1182 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1185 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1189 * Now enter the solved state as the next move.
1191 midend_stop_anim(me);
1192 while (me->nstates > me->statepos) {
1193 me->ourgame->free_game(me->states[--me->nstates].state);
1194 if (me->states[me->nstates].movestr)
1195 sfree(me->states[me->nstates].movestr);
1198 me->states[me->nstates].state = s;
1199 me->states[me->nstates].movestr = movestr;
1200 me->states[me->nstates].movetype = SOLVE;
1201 me->statepos = ++me->nstates;
1203 me->ourgame->changed_state(me->ui,
1204 me->states[me->statepos-2].state,
1205 me->states[me->statepos-1].state);
1207 if (me->ourgame->flags & SOLVE_ANIMATES) {
1208 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1210 me->ourgame->anim_length(me->states[me->statepos-2].state,
1211 me->states[me->statepos-1].state,
1215 me->anim_time = 0.0;
1216 midend_finish_move(me);
1219 midend_set_timer(me);
1223 char *midend_rewrite_statusbar(midend *me, char *text)
1226 * An important special case is that we are occasionally called
1227 * with our own laststatus, to update the timer.
1229 if (me->laststatus != text) {
1230 sfree(me->laststatus);
1231 me->laststatus = dupstr(text);
1234 if (me->ourgame->is_timed) {
1235 char timebuf[100], *ret;
1241 sprintf(timebuf, "[%d:%02d] ", min, sec);
1243 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1244 strcpy(ret, timebuf);
1249 return dupstr(text);
1253 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1254 #define SERIALISE_VERSION "1"
1256 void midend_serialise(midend *me,
1257 void (*write)(void *ctx, void *buf, int len),
1263 * Each line of the save file contains three components. First
1264 * exactly 8 characters of header word indicating what type of
1265 * data is contained on the line; then a colon followed by a
1266 * decimal integer giving the length of the main string on the
1267 * line; then a colon followed by the string itself (exactly as
1268 * many bytes as previously specified, no matter what they
1269 * contain). Then a newline (of reasonably flexible form).
1271 #define wr(h,s) do { \
1274 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1275 write(wctx, hbuf, strlen(hbuf)); \
1276 write(wctx, str, strlen(str)); \
1277 write(wctx, "\n", 1); \
1281 * Magic string identifying the file, and version number of the
1284 wr("SAVEFILE", SERIALISE_MAGIC);
1285 wr("VERSION", SERIALISE_VERSION);
1288 * The game name. (Copied locally to avoid const annoyance.)
1291 char *s = dupstr(me->ourgame->name);
1297 * The current long-term parameters structure, in full.
1300 char *s = me->ourgame->encode_params(me->params, TRUE);
1306 * The current short-term parameters structure, in full.
1308 if (me->curparams) {
1309 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1315 * The current game description, the privdesc, and the random seed.
1318 wr("SEED", me->seedstr);
1320 wr("DESC", me->desc);
1322 wr("PRIVDESC", me->privdesc);
1325 * The game's aux_info. We obfuscate this to prevent spoilers
1326 * (people are likely to run `head' or similar on a saved game
1327 * file simply to find out what it is, and don't necessarily
1328 * want to be told the answer to the puzzle!)
1335 len = strlen(me->aux_info);
1336 s1 = snewn(len, unsigned char);
1337 memcpy(s1, me->aux_info, len);
1338 obfuscate_bitmap(s1, len*8, FALSE);
1339 s2 = bin2hex(s1, len);
1348 * Any required serialisation of the game_ui.
1351 char *s = me->ourgame->encode_ui(me->ui);
1359 * The game time, if it's a timed game.
1361 if (me->ourgame->is_timed) {
1363 sprintf(buf, "%g", me->elapsed);
1368 * The length of, and position in, the states list.
1372 sprintf(buf, "%d", me->nstates);
1374 sprintf(buf, "%d", me->statepos);
1375 wr("STATEPOS", buf);
1379 * For each state after the initial one (which we know is
1380 * constructed from either privdesc or desc), enough
1381 * information for execute_move() to reconstruct it from the
1384 for (i = 1; i < me->nstates; i++) {
1385 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1386 switch (me->states[i].movetype) {
1388 wr("MOVE", me->states[i].movestr);
1391 wr("SOLVE", me->states[i].movestr);
1394 wr("RESTART", me->states[i].movestr);
1403 * This function returns NULL on success, or an error message.
1405 char *midend_deserialise(midend *me,
1406 int (*read)(void *ctx, void *buf, int len),
1409 int nstates = 0, statepos = -1, gotstates = 0;
1410 int started = FALSE;
1414 /* Initially all errors give the same report */
1415 char *ret = "Data does not appear to be a saved game file";
1418 * We construct all the new state in local variables while we
1419 * check its sanity. Only once we have finished reading the
1420 * serialised data and detected no errors at all do we start
1421 * modifying stuff in the midend passed in.
1423 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1424 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1425 float elapsed = 0.0F;
1426 game_params *params = NULL, *cparams = NULL;
1428 struct midend_state_entry *states = NULL;
1431 * Loop round and round reading one key/value pair at a time
1432 * from the serialised stream, until we have enough game states
1435 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1440 if (!read(rctx, key, 1)) {
1441 /* unexpected EOF */
1444 } while (key[0] == '\r' || key[0] == '\n');
1446 if (!read(rctx, key+1, 8)) {
1447 /* unexpected EOF */
1451 if (key[8] != ':') {
1453 ret = "Data was incorrectly formatted for a saved game file";
1456 len = strcspn(key, ": ");
1462 if (!read(rctx, &c, 1)) {
1463 /* unexpected EOF */
1469 } else if (c >= '0' && c <= '9') {
1470 len = (len * 10) + (c - '0');
1473 ret = "Data was incorrectly formatted for a"
1479 val = snewn(len+1, char);
1480 if (!read(rctx, val, len)) {
1487 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1488 /* ret already has the right message in it */
1491 /* Now most errors are this one, unless otherwise specified */
1492 ret = "Saved data ended unexpectedly";
1495 if (!strcmp(key, "VERSION")) {
1496 if (strcmp(val, SERIALISE_VERSION)) {
1497 ret = "Cannot handle this version of the saved game"
1501 } else if (!strcmp(key, "GAME")) {
1502 if (strcmp(val, me->ourgame->name)) {
1503 ret = "Save file is from a different game";
1506 } else if (!strcmp(key, "PARAMS")) {
1510 } else if (!strcmp(key, "CPARAMS")) {
1514 } else if (!strcmp(key, "SEED")) {
1518 } else if (!strcmp(key, "DESC")) {
1522 } else if (!strcmp(key, "PRIVDESC")) {
1526 } else if (!strcmp(key, "AUXINFO")) {
1528 int len = strlen(val) / 2; /* length in bytes */
1529 tmp = hex2bin(val, len);
1530 obfuscate_bitmap(tmp, len*8, TRUE);
1533 auxinfo = snewn(len + 1, char);
1534 memcpy(auxinfo, tmp, len);
1535 auxinfo[len] = '\0';
1537 } else if (!strcmp(key, "UI")) {
1541 } else if (!strcmp(key, "TIME")) {
1542 elapsed = atof(val);
1543 } else if (!strcmp(key, "NSTATES")) {
1544 nstates = atoi(val);
1546 ret = "Number of states in save file was negative";
1550 ret = "Two state counts provided in save file";
1553 states = snewn(nstates, struct midend_state_entry);
1554 for (i = 0; i < nstates; i++) {
1555 states[i].state = NULL;
1556 states[i].movestr = NULL;
1557 states[i].movetype = NEWGAME;
1559 } else if (!strcmp(key, "STATEPOS")) {
1560 statepos = atoi(val);
1561 } else if (!strcmp(key, "MOVE")) {
1563 states[gotstates].movetype = MOVE;
1564 states[gotstates].movestr = val;
1566 } else if (!strcmp(key, "SOLVE")) {
1568 states[gotstates].movetype = SOLVE;
1569 states[gotstates].movestr = val;
1571 } else if (!strcmp(key, "RESTART")) {
1573 states[gotstates].movetype = RESTART;
1574 states[gotstates].movestr = val;
1583 params = me->ourgame->default_params();
1584 me->ourgame->decode_params(params, parstr);
1585 if (me->ourgame->validate_params(params, TRUE)) {
1586 ret = "Long-term parameters in save file are invalid";
1589 cparams = me->ourgame->default_params();
1590 me->ourgame->decode_params(cparams, cparstr);
1591 if (me->ourgame->validate_params(cparams, FALSE)) {
1592 ret = "Short-term parameters in save file are invalid";
1595 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1597 * The seed's no use with this version, but we can perfectly
1598 * well use the rest of the data.
1604 ret = "Game description in save file is missing";
1606 } else if (me->ourgame->validate_desc(params, desc)) {
1607 ret = "Game description in save file is invalid";
1610 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1611 ret = "Game private description in save file is invalid";
1614 if (statepos < 0 || statepos >= nstates) {
1615 ret = "Game position in save file is out of range";
1618 states[0].state = me->ourgame->new_game(me, params,
1619 privdesc ? privdesc : desc);
1620 for (i = 1; i < nstates; i++) {
1621 assert(states[i].movetype != NEWGAME);
1622 switch (states[i].movetype) {
1625 states[i].state = me->ourgame->execute_move(states[i-1].state,
1627 if (states[i].state == NULL) {
1628 ret = "Save file contained an invalid move";
1633 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1634 ret = "Save file contained an invalid restart move";
1637 states[i].state = me->ourgame->new_game(me, params,
1643 ui = me->ourgame->new_ui(states[0].state);
1644 me->ourgame->decode_ui(ui, uistr);
1647 * Now we've run out of possible error conditions, so we're
1648 * ready to start overwriting the real data in the current
1649 * midend. We'll do this by swapping things with the local
1650 * variables, so that the same cleanup code will free the old
1661 me->privdesc = privdesc;
1669 me->aux_info = auxinfo;
1673 me->genmode = GOT_NOTHING;
1675 me->statesize = nstates;
1676 nstates = me->nstates;
1677 me->nstates = me->statesize;
1679 struct midend_state_entry *tmp;
1681 me->states = states;
1684 me->statepos = statepos;
1690 me->params = params;
1693 tmp = me->curparams;
1694 me->curparams = cparams;
1698 me->oldstate = NULL;
1699 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1710 me->elapsed = elapsed;
1711 me->pressed_mouse_button = 0;
1713 midend_set_timer(me);
1716 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1718 me->ourgame->new_drawstate(me->drawing,
1719 me->states[me->statepos-1].state);
1720 midend_size_new_drawstate(me);
1722 ret = NULL; /* success! */
1734 me->ourgame->free_params(params);
1736 me->ourgame->free_params(cparams);
1738 me->ourgame->free_ui(ui);
1742 for (i = 0; i < nstates; i++) {
1743 if (states[i].state)
1744 me->ourgame->free_game(states[i].state);
1745 sfree(states[i].movestr);
1753 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1755 game_state *soln = NULL;
1757 if (me->statepos < 1)
1758 return "No game set up to print";/* _shouldn't_ happen! */
1761 char *msg, *movestr;
1763 if (!me->ourgame->can_solve)
1764 return "This game does not support the Solve operation";
1766 msg = "Solve operation failed";/* game _should_ overwrite on error */
1767 movestr = me->ourgame->solve(me->states[0].state,
1768 me->states[me->statepos-1].state,
1769 me->aux_info, &msg);
1772 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1781 * This call passes over ownership of the two game_states and
1782 * the game_params. Hence we duplicate the ones we want to
1783 * keep, and we don't have to bother freeing soln if it was
1786 document_add_puzzle(doc, me->ourgame,
1787 me->ourgame->dup_params(me->curparams),
1788 me->ourgame->dup_game(me->states[0].state), soln);