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_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);
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 * Find the tile size that best fits within the given space. If
222 * `expand' is TRUE, we must actually find the _largest_ such
223 * tile size; otherwise, we bound above at the game's preferred
230 me->ourgame->compute_size(me->params, max, &rx, &ry);
231 } while (rx <= *x && ry <= *y);
233 max = me->preferred_tilesize + 1;
237 * Now binary-search between min and max. We're looking for a
238 * boundary rather than a value: the point at which tile sizes
239 * stop fitting within the given dimensions. Thus, we stop when
240 * max and min differ by exactly 1.
242 while (max - min > 1) {
243 int mid = (max + min) / 2;
244 me->ourgame->compute_size(me->params, mid, &rx, &ry);
245 if (rx <= *x && ry <= *y)
252 * Now `min' is a valid size, and `max' isn't. So use `min'.
256 midend_size_new_drawstate(me);
261 void midend_set_params(midend *me, game_params *params)
263 me->ourgame->free_params(me->params);
264 me->params = me->ourgame->dup_params(params);
267 game_params *midend_get_params(midend *me)
269 return me->ourgame->dup_params(me->params);
272 static void midend_set_timer(midend *me)
274 me->timing = (me->ourgame->is_timed &&
275 me->ourgame->timing_state(me->states[me->statepos-1].state,
277 if (me->timing || me->flash_time || me->anim_time)
278 activate_timer(me->frontend);
280 deactivate_timer(me->frontend);
283 void midend_force_redraw(midend *me)
286 me->ourgame->free_drawstate(me->drawing, me->drawstate);
287 me->drawstate = me->ourgame->new_drawstate(me->drawing,
288 me->states[0].state);
289 midend_size_new_drawstate(me);
293 void midend_new_game(midend *me)
295 midend_free_game(me);
297 assert(me->nstates == 0);
299 if (me->genmode == GOT_DESC) {
300 me->genmode = GOT_NOTHING;
304 if (me->genmode == GOT_SEED) {
305 me->genmode = GOT_NOTHING;
308 * Generate a new random seed. 15 digits comes to about
309 * 48 bits, which should be more than enough.
311 * I'll avoid putting a leading zero on the number,
312 * just in case it confuses anybody who thinks it's
313 * processed as an integer rather than a string.
318 newseed[0] = '1' + random_upto(me->random, 9);
319 for (i = 1; i < 15; i++)
320 newseed[i] = '0' + random_upto(me->random, 10);
322 me->seedstr = dupstr(newseed);
325 me->ourgame->free_params(me->curparams);
326 me->curparams = me->ourgame->dup_params(me->params);
334 rs = random_init(me->seedstr, strlen(me->seedstr));
336 * If this midend has been instantiated without providing a
337 * drawing API, it is non-interactive. This means that it's
338 * being used for bulk game generation, and hence we should
339 * pass the non-interactive flag to new_desc.
341 me->desc = me->ourgame->new_desc(me->curparams, rs,
342 &me->aux_info, (me->drawing != NULL));
348 me->states[me->nstates].state =
349 me->ourgame->new_game(me, me->params, me->desc);
350 me->states[me->nstates].movestr = NULL;
351 me->states[me->nstates].movetype = NEWGAME;
354 me->drawstate = me->ourgame->new_drawstate(me->drawing,
355 me->states[0].state);
356 midend_size_new_drawstate(me);
359 me->ourgame->free_ui(me->ui);
360 me->ui = me->ourgame->new_ui(me->states[0].state);
361 midend_set_timer(me);
362 me->pressed_mouse_button = 0;
365 static int midend_undo(midend *me)
367 if (me->statepos > 1) {
369 me->ourgame->changed_state(me->ui,
370 me->states[me->statepos-1].state,
371 me->states[me->statepos-2].state);
379 static int midend_redo(midend *me)
381 if (me->statepos < me->nstates) {
383 me->ourgame->changed_state(me->ui,
384 me->states[me->statepos-1].state,
385 me->states[me->statepos].state);
393 static void midend_finish_move(midend *me)
398 * We do not flash if the later of the two states is special.
399 * This covers both forward Solve moves and backward (undone)
402 if ((me->oldstate || me->statepos > 1) &&
403 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
404 (me->dir < 0 && me->statepos < me->nstates &&
405 !special(me->states[me->statepos].movetype)))) {
406 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
407 me->states[me->statepos-2].state,
408 me->states[me->statepos-1].state,
409 me->oldstate ? me->dir : +1,
412 me->flash_pos = 0.0F;
413 me->flash_time = flashtime;
418 me->ourgame->free_game(me->oldstate);
420 me->anim_pos = me->anim_time = 0;
423 midend_set_timer(me);
426 void midend_stop_anim(midend *me)
428 if (me->oldstate || me->anim_time != 0) {
429 midend_finish_move(me);
434 void midend_restart_game(midend *me)
438 midend_stop_anim(me);
440 assert(me->statepos >= 1);
441 if (me->statepos == 1)
442 return; /* no point doing anything at all! */
445 * During restart, we reconstruct the game from the (public)
446 * game description rather than from states[0], because that
447 * way Mines gets slightly more sensible behaviour (restart
448 * goes to _after_ the first click so you don't have to
449 * remember where you clicked).
451 s = me->ourgame->new_game(me, me->params, me->desc);
454 * Now enter the restarted state as the next move.
456 midend_stop_anim(me);
457 while (me->nstates > me->statepos)
458 me->ourgame->free_game(me->states[--me->nstates].state);
460 me->states[me->nstates].state = s;
461 me->states[me->nstates].movestr = dupstr(me->desc);
462 me->states[me->nstates].movetype = RESTART;
463 me->statepos = ++me->nstates;
465 me->ourgame->changed_state(me->ui,
466 me->states[me->statepos-2].state,
467 me->states[me->statepos-1].state);
469 midend_finish_move(me);
471 midend_set_timer(me);
474 static int midend_really_process_key(midend *me, int x, int y, int button)
476 game_state *oldstate =
477 me->ourgame->dup_game(me->states[me->statepos - 1].state);
478 int type = MOVE, gottype = FALSE, ret = 1;
484 me->ourgame->interpret_move(me->states[me->statepos-1].state,
485 me->ui, me->drawstate, x, y, button);
488 if (button == 'n' || button == 'N' || button == '\x0E') {
489 midend_stop_anim(me);
492 goto done; /* never animate */
493 } else if (button == 'u' || button == 'u' ||
494 button == '\x1A' || button == '\x1F') {
495 midend_stop_anim(me);
496 type = me->states[me->statepos-1].movetype;
498 if (!midend_undo(me))
500 } else if (button == 'r' || button == 'R' ||
501 button == '\x12' || button == '\x19') {
502 midend_stop_anim(me);
503 if (!midend_redo(me))
505 } else if (button == 'q' || button == 'Q' || button == '\x11') {
512 s = me->states[me->statepos-1].state;
514 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
519 if (s == me->states[me->statepos-1].state) {
521 * make_move() is allowed to return its input state to
522 * indicate that although no move has been made, the UI
523 * state has been updated and a redraw is called for.
528 midend_stop_anim(me);
529 while (me->nstates > me->statepos)
530 me->ourgame->free_game(me->states[--me->nstates].state);
532 assert(movestr != NULL);
533 me->states[me->nstates].state = s;
534 me->states[me->nstates].movestr = movestr;
535 me->states[me->nstates].movetype = MOVE;
536 me->statepos = ++me->nstates;
539 me->ourgame->changed_state(me->ui,
540 me->states[me->statepos-2].state,
541 me->states[me->statepos-1].state);
548 type = me->states[me->statepos-1].movetype;
551 * See if this move requires an animation.
553 if (special(type) && !(type == SOLVE &&
554 (me->ourgame->mouse_priorities & SOLVE_ANIMATES))) {
557 anim_time = me->ourgame->anim_length(oldstate,
558 me->states[me->statepos-1].state,
562 me->oldstate = oldstate; oldstate = NULL;
564 me->anim_time = anim_time;
567 midend_finish_move(me);
573 midend_set_timer(me);
576 if (oldstate) me->ourgame->free_game(oldstate);
580 int midend_process_key(midend *me, int x, int y, int button)
585 * Harmonise mouse drag and release messages.
587 * Some front ends might accidentally switch from sending, say,
588 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
589 * drag. (This can happen on the Mac, for example, since
590 * RIGHT_DRAG is usually done using Command+drag, and if the
591 * user accidentally releases Command half way through the drag
592 * then there will be trouble.)
594 * It would be an O(number of front ends) annoyance to fix this
595 * in the front ends, but an O(number of back ends) annoyance
596 * to have each game capable of dealing with it. Therefore, we
597 * fix it _here_ in the common midend code so that it only has
600 * The possible ways in which things can go screwy in the front
603 * - in a system containing multiple physical buttons button
604 * presses can inadvertently overlap. We can see ABab (caps
605 * meaning button-down and lowercase meaning button-up) when
606 * the user had semantically intended AaBb.
608 * - in a system where one button is simulated by means of a
609 * modifier key and another button, buttons can mutate
610 * between press and release (possibly during drag). So we
611 * can see Ab instead of Aa.
613 * Definite requirements are:
615 * - button _presses_ must never be invented or destroyed. If
616 * the user presses two buttons in succession, the button
617 * presses must be transferred to the backend unchanged. So
618 * if we see AaBb , that's fine; if we see ABab (the button
619 * presses inadvertently overlapped) we must somehow
620 * `correct' it to AaBb.
622 * - every mouse action must end up looking like a press, zero
623 * or more drags, then a release. This allows back ends to
624 * make the _assumption_ that incoming mouse data will be
625 * sane in this regard, and not worry about the details.
627 * So my policy will be:
629 * - treat any button-up as a button-up for the currently
630 * pressed button, or ignore it if there is no currently
633 * - treat any drag as a drag for the currently pressed
634 * button, or ignore it if there is no currently pressed
637 * - if we see a button-down while another button is currently
638 * pressed, invent a button-up for the first one and then
639 * pass the button-down through as before.
641 * 2005-05-31: An addendum to the above. Some games might want
642 * a `priority order' among buttons, such that if one button is
643 * pressed while another is down then a fixed one of the
644 * buttons takes priority no matter what order they're pressed
645 * in. Mines, in particular, wants to treat a left+right click
646 * like a left click for the benefit of users of other
647 * implementations. So the last of the above points is modified
648 * in the presence of an (optional) button priority order.
650 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
651 if (me->pressed_mouse_button) {
652 if (IS_MOUSE_DRAG(button)) {
653 button = me->pressed_mouse_button +
654 (LEFT_DRAG - LEFT_BUTTON);
656 button = me->pressed_mouse_button +
657 (LEFT_RELEASE - LEFT_BUTTON);
660 return ret; /* ignore it */
661 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
663 * If the new button has lower priority than the old one,
664 * don't bother doing this.
666 if (me->ourgame->mouse_priorities &
667 BUTTON_BEATS(me->pressed_mouse_button, button))
668 return ret; /* just ignore it */
671 * Fabricate a button-up for the previously pressed button.
673 ret = ret && midend_really_process_key
674 (me, x, y, (me->pressed_mouse_button +
675 (LEFT_RELEASE - LEFT_BUTTON)));
679 * Now send on the event we originally received.
681 ret = ret && midend_really_process_key(me, x, y, button);
684 * And update the currently pressed button.
686 if (IS_MOUSE_RELEASE(button))
687 me->pressed_mouse_button = 0;
688 else if (IS_MOUSE_DOWN(button))
689 me->pressed_mouse_button = button;
694 void midend_redraw(midend *me)
698 if (me->statepos > 0 && me->drawstate) {
699 start_draw(me->drawing);
700 if (me->oldstate && me->anim_time > 0 &&
701 me->anim_pos < me->anim_time) {
702 assert(me->dir != 0);
703 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
704 me->states[me->statepos-1].state, me->dir,
705 me->ui, me->anim_pos, me->flash_pos);
707 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
708 me->states[me->statepos-1].state, +1 /*shrug*/,
709 me->ui, 0.0, me->flash_pos);
711 end_draw(me->drawing);
715 void midend_timer(midend *me, float tplus)
717 me->anim_pos += tplus;
718 if (me->anim_pos >= me->anim_time ||
719 me->anim_time == 0 || !me->oldstate) {
720 if (me->anim_time > 0)
721 midend_finish_move(me);
724 me->flash_pos += tplus;
725 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
726 me->flash_pos = me->flash_time = 0;
732 float oldelapsed = me->elapsed;
733 me->elapsed += tplus;
734 if ((int)oldelapsed != (int)me->elapsed)
735 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
738 midend_set_timer(me);
741 float *midend_colours(midend *me, int *ncolours)
743 game_state *state = NULL;
746 if (me->nstates == 0) {
748 char *desc = me->ourgame->new_desc(me->params, me->random,
750 state = me->ourgame->new_game(me, me->params, desc);
754 state = me->states[0].state;
756 ret = me->ourgame->colours(me->frontend, state, ncolours);
762 * Allow environment-based overrides for the standard
763 * colours by defining variables along the lines of
764 * `NET_COLOUR_4=6000c0'.
767 for (i = 0; i < *ncolours; i++) {
769 unsigned int r, g, b;
772 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
773 for (j = k = 0; buf[j]; j++)
774 if (!isspace((unsigned char)buf[j]))
775 buf[k++] = toupper((unsigned char)buf[j]);
777 if ((e = getenv(buf)) != NULL &&
778 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
779 ret[i*3 + 0] = r / 255.0;
780 ret[i*3 + 1] = g / 255.0;
781 ret[i*3 + 2] = b / 255.0;
786 if (me->nstates == 0)
787 me->ourgame->free_game(state);
792 int midend_num_presets(midend *me)
798 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
799 if (me->presetsize <= me->npresets) {
800 me->presetsize = me->npresets + 10;
801 me->presets = sresize(me->presets, me->presetsize,
803 me->preset_names = sresize(me->preset_names, me->presetsize,
807 me->presets[me->npresets] = preset;
808 me->preset_names[me->npresets] = name;
815 * Allow environment-based extensions to the preset list by
816 * defining a variable along the lines of `SOLO_PRESETS=2x3
817 * Advanced:2x3da'. Colon-separated list of items,
818 * alternating between textual titles in the menu and
819 * encoded parameter strings.
821 char buf[80], *e, *p;
824 sprintf(buf, "%s_PRESETS", me->ourgame->name);
825 for (j = k = 0; buf[j]; j++)
826 if (!isspace((unsigned char)buf[j]))
827 buf[k++] = toupper((unsigned char)buf[j]);
830 if ((e = getenv(buf)) != NULL) {
838 while (*p && *p != ':') p++;
841 while (*p && *p != ':') p++;
844 preset = me->ourgame->default_params();
845 me->ourgame->decode_params(preset, val);
847 if (me->ourgame->validate_params(preset, TRUE)) {
848 /* Drop this one from the list. */
849 me->ourgame->free_params(preset);
853 if (me->presetsize <= me->npresets) {
854 me->presetsize = me->npresets + 10;
855 me->presets = sresize(me->presets, me->presetsize,
857 me->preset_names = sresize(me->preset_names,
858 me->presetsize, char *);
861 me->presets[me->npresets] = preset;
862 me->preset_names[me->npresets] = dupstr(name);
871 void midend_fetch_preset(midend *me, int n,
872 char **name, game_params **params)
874 assert(n >= 0 && n < me->npresets);
875 *name = me->preset_names[n];
876 *params = me->presets[n];
879 int midend_wants_statusbar(midend *me)
881 return me->ourgame->wants_statusbar();
884 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
888 me->desc = dupstr(desc);
889 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
892 config_item *midend_get_config(midend *me, int which, char **wintitle)
894 char *titlebuf, *parstr, *rest;
899 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
903 sprintf(titlebuf, "%s configuration", me->ourgame->name);
904 *wintitle = titlebuf;
905 return me->ourgame->configure(me->params);
908 if (!me->curparams) {
912 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
913 which == CFG_SEED ? "random" : "game");
914 *wintitle = titlebuf;
916 ret = snewn(2, config_item);
918 ret[0].type = C_STRING;
919 if (which == CFG_SEED)
920 ret[0].name = "Game random seed";
922 ret[0].name = "Game ID";
925 * For CFG_DESC the text going in here will be a string
926 * encoding of the restricted parameters, plus a colon,
927 * plus the game description. For CFG_SEED it will be the
928 * full parameters, plus a hash, plus the random seed data.
929 * Either of these is a valid full game ID (although only
930 * the former is likely to persist across many code
933 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
935 if (which == CFG_DESC) {
936 rest = me->desc ? me->desc : "";
939 rest = me->seedstr ? me->seedstr : "";
942 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
943 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
947 ret[1].name = ret[1].sval = NULL;
953 assert(!"We shouldn't be here");
957 static char *midend_game_id_int(midend *me, char *id, int defmode)
959 char *error, *par, *desc, *seed;
960 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
963 seed = strchr(id, '#');
964 desc = strchr(id, ':');
966 if (desc && (!seed || desc < seed)) {
968 * We have a colon separating parameters from game
969 * description. So `par' now points to the parameters
970 * string, and `desc' to the description string.
975 } else if (seed && (!desc || seed < desc)) {
977 * We have a hash separating parameters from random seed.
978 * So `par' now points to the parameters string, and `seed'
979 * to the seed string.
986 * We only have one string. Depending on `defmode', we take
987 * it to be either parameters, seed or description.
989 if (defmode == DEF_SEED) {
992 } else if (defmode == DEF_DESC) {
1002 * We must be reasonably careful here not to modify anything in
1003 * `me' until we have finished validating things. This function
1004 * must either return an error and do nothing to the midend, or
1005 * return success and do everything; nothing in between is
1008 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1011 newcurparams = me->ourgame->dup_params(me->params);
1012 me->ourgame->decode_params(newcurparams, par);
1013 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1015 me->ourgame->free_params(newcurparams);
1018 oldparams1 = me->curparams;
1021 * Now filter only the persistent parts of this state into
1022 * the long-term params structure, unless we've _only_
1023 * received a params string in which case the whole lot is
1026 oldparams2 = me->params;
1030 newparams = me->ourgame->dup_params(me->params);
1032 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1033 me->ourgame->decode_params(newparams, tmpstr);
1037 newparams = me->ourgame->dup_params(newcurparams);
1041 newcurparams = me->curparams;
1042 newparams = me->params;
1043 free_params = FALSE;
1047 error = me->ourgame->validate_desc(newparams, desc);
1051 me->ourgame->free_params(newcurparams);
1053 me->ourgame->free_params(newparams);
1060 * Now we've got past all possible error points. Update the
1063 me->params = newparams;
1064 me->curparams = newcurparams;
1066 me->ourgame->free_params(oldparams1);
1068 me->ourgame->free_params(oldparams2);
1071 sfree(me->privdesc);
1072 me->desc = me->privdesc = NULL;
1077 me->desc = dupstr(desc);
1078 me->genmode = GOT_DESC;
1079 sfree(me->aux_info);
1080 me->aux_info = NULL;
1084 me->seedstr = dupstr(seed);
1085 me->genmode = GOT_SEED;
1091 char *midend_game_id(midend *me, char *id)
1093 return midend_game_id_int(me, id, DEF_PARAMS);
1096 char *midend_get_game_id(midend *me)
1100 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1103 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1104 sprintf(ret, "%s:%s", parstr, me->desc);
1109 char *midend_set_config(midend *me, int which, config_item *cfg)
1112 game_params *params;
1116 params = me->ourgame->custom_params(cfg);
1117 error = me->ourgame->validate_params(params, TRUE);
1120 me->ourgame->free_params(params);
1124 me->ourgame->free_params(me->params);
1125 me->params = params;
1130 error = midend_game_id_int(me, cfg[0].sval,
1131 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1140 char *midend_text_format(midend *me)
1142 if (me->ourgame->can_format_as_text && me->statepos > 0)
1143 return me->ourgame->text_format(me->states[me->statepos-1].state);
1148 char *midend_solve(midend *me)
1151 char *msg, *movestr;
1153 if (!me->ourgame->can_solve)
1154 return "This game does not support the Solve operation";
1156 if (me->statepos < 1)
1157 return "No game set up to solve"; /* _shouldn't_ happen! */
1159 msg = "Solve operation failed"; /* game _should_ overwrite on error */
1160 movestr = me->ourgame->solve(me->states[0].state,
1161 me->states[me->statepos-1].state,
1162 me->aux_info, &msg);
1165 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1169 * Now enter the solved state as the next move.
1171 midend_stop_anim(me);
1172 while (me->nstates > me->statepos) {
1173 me->ourgame->free_game(me->states[--me->nstates].state);
1174 if (me->states[me->nstates].movestr)
1175 sfree(me->states[me->nstates].movestr);
1178 me->states[me->nstates].state = s;
1179 me->states[me->nstates].movestr = movestr;
1180 me->states[me->nstates].movetype = SOLVE;
1181 me->statepos = ++me->nstates;
1183 me->ourgame->changed_state(me->ui,
1184 me->states[me->statepos-2].state,
1185 me->states[me->statepos-1].state);
1187 if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
1188 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1190 me->ourgame->anim_length(me->states[me->statepos-2].state,
1191 me->states[me->statepos-1].state,
1195 me->anim_time = 0.0;
1196 midend_finish_move(me);
1199 midend_set_timer(me);
1203 char *midend_rewrite_statusbar(midend *me, char *text)
1206 * An important special case is that we are occasionally called
1207 * with our own laststatus, to update the timer.
1209 if (me->laststatus != text) {
1210 sfree(me->laststatus);
1211 me->laststatus = dupstr(text);
1214 if (me->ourgame->is_timed) {
1215 char timebuf[100], *ret;
1221 sprintf(timebuf, "[%d:%02d] ", min, sec);
1223 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1224 strcpy(ret, timebuf);
1229 return dupstr(text);
1233 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1234 #define SERIALISE_VERSION "1"
1236 void midend_serialise(midend *me,
1237 void (*write)(void *ctx, void *buf, int len),
1243 * Each line of the save file contains three components. First
1244 * exactly 8 characters of header word indicating what type of
1245 * data is contained on the line; then a colon followed by a
1246 * decimal integer giving the length of the main string on the
1247 * line; then a colon followed by the string itself (exactly as
1248 * many bytes as previously specified, no matter what they
1249 * contain). Then a newline (of reasonably flexible form).
1251 #define wr(h,s) do { \
1254 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1255 write(wctx, hbuf, strlen(hbuf)); \
1256 write(wctx, str, strlen(str)); \
1257 write(wctx, "\n", 1); \
1261 * Magic string identifying the file, and version number of the
1264 wr("SAVEFILE", SERIALISE_MAGIC);
1265 wr("VERSION", SERIALISE_VERSION);
1268 * The game name. (Copied locally to avoid const annoyance.)
1271 char *s = dupstr(me->ourgame->name);
1277 * The current long-term parameters structure, in full.
1280 char *s = me->ourgame->encode_params(me->params, TRUE);
1286 * The current short-term parameters structure, in full.
1288 if (me->curparams) {
1289 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1295 * The current game description, the privdesc, and the random seed.
1298 wr("SEED", me->seedstr);
1300 wr("DESC", me->desc);
1302 wr("PRIVDESC", me->privdesc);
1305 * The game's aux_info. We obfuscate this to prevent spoilers
1306 * (people are likely to run `head' or similar on a saved game
1307 * file simply to find out what it is, and don't necessarily
1308 * want to be told the answer to the puzzle!)
1315 len = strlen(me->aux_info);
1316 s1 = snewn(len, unsigned char);
1317 memcpy(s1, me->aux_info, len);
1318 obfuscate_bitmap(s1, len*8, FALSE);
1319 s2 = bin2hex(s1, len);
1328 * Any required serialisation of the game_ui.
1331 char *s = me->ourgame->encode_ui(me->ui);
1339 * The game time, if it's a timed game.
1341 if (me->ourgame->is_timed) {
1343 sprintf(buf, "%g", me->elapsed);
1348 * The length of, and position in, the states list.
1352 sprintf(buf, "%d", me->nstates);
1354 sprintf(buf, "%d", me->statepos);
1355 wr("STATEPOS", buf);
1359 * For each state after the initial one (which we know is
1360 * constructed from either privdesc or desc), enough
1361 * information for execute_move() to reconstruct it from the
1364 for (i = 1; i < me->nstates; i++) {
1365 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1366 switch (me->states[i].movetype) {
1368 wr("MOVE", me->states[i].movestr);
1371 wr("SOLVE", me->states[i].movestr);
1374 wr("RESTART", me->states[i].movestr);
1383 * This function returns NULL on success, or an error message.
1385 char *midend_deserialise(midend *me,
1386 int (*read)(void *ctx, void *buf, int len),
1389 int nstates = 0, statepos = -1, gotstates = 0;
1390 int started = FALSE;
1394 /* Initially all errors give the same report */
1395 char *ret = "Data does not appear to be a saved game file";
1398 * We construct all the new state in local variables while we
1399 * check its sanity. Only once we have finished reading the
1400 * serialised data and detected no errors at all do we start
1401 * modifying stuff in the midend passed in.
1403 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1404 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1405 float elapsed = 0.0F;
1406 game_params *params = NULL, *cparams = NULL;
1408 struct midend_state_entry *states = NULL;
1411 * Loop round and round reading one key/value pair at a time
1412 * from the serialised stream, until we have enough game states
1415 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1420 if (!read(rctx, key, 1)) {
1421 /* unexpected EOF */
1424 } while (key[0] == '\r' || key[0] == '\n');
1426 if (!read(rctx, key+1, 8)) {
1427 /* unexpected EOF */
1431 if (key[8] != ':') {
1433 ret = "Data was incorrectly formatted for a saved game file";
1436 len = strcspn(key, ": ");
1442 if (!read(rctx, &c, 1)) {
1443 /* unexpected EOF */
1449 } else if (c >= '0' && c <= '9') {
1450 len = (len * 10) + (c - '0');
1453 ret = "Data was incorrectly formatted for a"
1459 val = snewn(len+1, char);
1460 if (!read(rctx, val, len)) {
1467 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1468 /* ret already has the right message in it */
1471 /* Now most errors are this one, unless otherwise specified */
1472 ret = "Saved data ended unexpectedly";
1475 if (!strcmp(key, "VERSION")) {
1476 if (strcmp(val, SERIALISE_VERSION)) {
1477 ret = "Cannot handle this version of the saved game"
1481 } else if (!strcmp(key, "GAME")) {
1482 if (strcmp(val, me->ourgame->name)) {
1483 ret = "Save file is from a different game";
1486 } else if (!strcmp(key, "PARAMS")) {
1490 } else if (!strcmp(key, "CPARAMS")) {
1494 } else if (!strcmp(key, "SEED")) {
1498 } else if (!strcmp(key, "DESC")) {
1502 } else if (!strcmp(key, "PRIVDESC")) {
1506 } else if (!strcmp(key, "AUXINFO")) {
1508 int len = strlen(val) / 2; /* length in bytes */
1509 tmp = hex2bin(val, len);
1510 obfuscate_bitmap(tmp, len*8, TRUE);
1513 auxinfo = snewn(len + 1, char);
1514 memcpy(auxinfo, tmp, len);
1515 auxinfo[len] = '\0';
1517 } else if (!strcmp(key, "UI")) {
1521 } else if (!strcmp(key, "TIME")) {
1522 elapsed = atof(val);
1523 } else if (!strcmp(key, "NSTATES")) {
1524 nstates = atoi(val);
1526 ret = "Number of states in save file was negative";
1530 ret = "Two state counts provided in save file";
1533 states = snewn(nstates, struct midend_state_entry);
1534 for (i = 0; i < nstates; i++) {
1535 states[i].state = NULL;
1536 states[i].movestr = NULL;
1537 states[i].movetype = NEWGAME;
1539 } else if (!strcmp(key, "STATEPOS")) {
1540 statepos = atoi(val);
1541 } else if (!strcmp(key, "MOVE")) {
1543 states[gotstates].movetype = MOVE;
1544 states[gotstates].movestr = val;
1546 } else if (!strcmp(key, "SOLVE")) {
1548 states[gotstates].movetype = SOLVE;
1549 states[gotstates].movestr = val;
1551 } else if (!strcmp(key, "RESTART")) {
1553 states[gotstates].movetype = RESTART;
1554 states[gotstates].movestr = val;
1563 params = me->ourgame->default_params();
1564 me->ourgame->decode_params(params, parstr);
1565 if (me->ourgame->validate_params(params, TRUE)) {
1566 ret = "Long-term parameters in save file are invalid";
1569 cparams = me->ourgame->default_params();
1570 me->ourgame->decode_params(cparams, cparstr);
1571 if (me->ourgame->validate_params(cparams, FALSE)) {
1572 ret = "Short-term parameters in save file are invalid";
1575 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1577 * The seed's no use with this version, but we can perfectly
1578 * well use the rest of the data.
1584 ret = "Game description in save file is missing";
1586 } else if (me->ourgame->validate_desc(params, desc)) {
1587 ret = "Game description in save file is invalid";
1590 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1591 ret = "Game private description in save file is invalid";
1594 if (statepos < 0 || statepos >= nstates) {
1595 ret = "Game position in save file is out of range";
1598 states[0].state = me->ourgame->new_game(me, params,
1599 privdesc ? privdesc : desc);
1600 for (i = 1; i < nstates; i++) {
1601 assert(states[i].movetype != NEWGAME);
1602 switch (states[i].movetype) {
1605 states[i].state = me->ourgame->execute_move(states[i-1].state,
1607 if (states[i].state == NULL) {
1608 ret = "Save file contained an invalid move";
1613 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1614 ret = "Save file contained an invalid restart move";
1617 states[i].state = me->ourgame->new_game(me, params,
1623 ui = me->ourgame->new_ui(states[0].state);
1624 me->ourgame->decode_ui(ui, uistr);
1627 * Now we've run out of possible error conditions, so we're
1628 * ready to start overwriting the real data in the current
1629 * midend. We'll do this by swapping things with the local
1630 * variables, so that the same cleanup code will free the old
1641 me->privdesc = privdesc;
1649 me->aux_info = auxinfo;
1653 me->genmode = GOT_NOTHING;
1655 me->statesize = nstates;
1656 nstates = me->nstates;
1657 me->nstates = me->statesize;
1659 struct midend_state_entry *tmp;
1661 me->states = states;
1664 me->statepos = statepos;
1670 me->params = params;
1673 tmp = me->curparams;
1674 me->curparams = cparams;
1678 me->oldstate = NULL;
1679 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1690 me->elapsed = elapsed;
1691 me->pressed_mouse_button = 0;
1693 midend_set_timer(me);
1696 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1698 me->ourgame->new_drawstate(me->drawing,
1699 me->states[me->statepos-1].state);
1700 midend_size_new_drawstate(me);
1702 ret = NULL; /* success! */
1714 me->ourgame->free_params(params);
1716 me->ourgame->free_params(cparams);
1718 me->ourgame->free_ui(ui);
1722 for (i = 0; i < nstates; i++) {
1723 if (states[i].state)
1724 me->ourgame->free_game(states[i].state);
1725 sfree(states[i].movestr);
1733 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1735 game_state *soln = NULL;
1737 if (me->statepos < 1)
1738 return "No game set up to print";/* _shouldn't_ happen! */
1741 char *msg, *movestr;
1743 if (!me->ourgame->can_solve)
1744 return "This game does not support the Solve operation";
1746 msg = "Solve operation failed";/* game _should_ overwrite on error */
1747 movestr = me->ourgame->solve(me->states[0].state,
1748 me->states[me->statepos-1].state,
1749 me->aux_info, &msg);
1752 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1761 * This call passes over ownership of the two game_states and
1762 * the game_params. Hence we duplicate the ones we want to
1763 * keep, and we don't have to bother freeing soln if it was
1766 document_add_puzzle(doc, me->ourgame,
1767 me->ourgame->dup_params(me->curparams),
1768 me->ourgame->dup_game(me->states[0].state), soln);