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
);