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
;
79 int pressed_mouse_button
;
81 int tilesize
, winwidth
, winheight
;
84 #define ensure(me) do { \
85 if ((me)->nstates >= (me)->statesize) { \
86 (me)->statesize = (me)->nstates + 128; \
87 (me)->states = sresize((me)->states, (me)->statesize, \
88 struct midend_state_entry); \
92 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
94 midend_data
*me
= snew(midend_data
);
98 get_random_seed(&randseed
, &randseedsize
);
101 me
->ourgame
= ourgame
;
102 me
->random
= random_init(randseed
, randseedsize
);
103 me
->nstates
= me
->statesize
= me
->statepos
= 0;
105 me
->params
= ourgame
->default_params();
106 me
->curparams
= NULL
;
107 me
->desc
= me
->privdesc
= NULL
;
110 me
->genmode
= GOT_NOTHING
;
111 me
->drawstate
= NULL
;
114 me
->preset_names
= NULL
;
115 me
->npresets
= me
->presetsize
= 0;
116 me
->anim_time
= me
->anim_pos
= 0.0F
;
117 me
->flash_time
= me
->flash_pos
= 0.0F
;
120 me
->pressed_mouse_button
= 0;
121 me
->laststatus
= NULL
;
124 me
->tilesize
= me
->winwidth
= me
->winheight
= 0;
131 static void midend_free_game(midend_data
*me
)
133 while (me
->nstates
> 0) {
135 me
->ourgame
->free_game(me
->states
[me
->nstates
].state
);
136 sfree(me
->states
[me
->nstates
].movestr
);
140 me
->ourgame
->free_drawstate(me
->drawstate
);
143 void midend_free(midend_data
*me
)
147 midend_free_game(me
);
149 random_free(me
->random
);
155 me
->ourgame
->free_params(me
->params
);
157 for (i
= 0; i
< me
->npresets
; i
++) {
158 sfree(me
->presets
[i
]);
159 sfree(me
->preset_names
[i
]);
162 sfree(me
->preset_names
);
165 me
->ourgame
->free_ui(me
->ui
);
167 me
->ourgame
->free_params(me
->curparams
);
168 sfree(me
->laststatus
);
172 static void midend_size_new_drawstate(midend_data
*me
)
175 * Don't even bother, if we haven't worked out our tile size
178 if (me
->tilesize
> 0) {
179 me
->ourgame
->compute_size(me
->params
, me
->tilesize
,
180 &me
->winwidth
, &me
->winheight
);
181 me
->ourgame
->set_size(me
->drawstate
, me
->params
, me
->tilesize
);
185 void midend_size(midend_data
*me
, int *x
, int *y
, int expand
)
191 * Find the tile size that best fits within the given space. If
192 * `expand' is TRUE, we must actually find the _largest_ such
193 * tile size; otherwise, we bound above at the game's preferred
200 me
->ourgame
->compute_size(me
->params
, max
, &rx
, &ry
);
201 } while (rx
<= *x
&& ry
<= *y
);
203 max
= me
->ourgame
->preferred_tilesize
+ 1;
207 * Now binary-search between min and max. We're looking for a
208 * boundary rather than a value: the point at which tile sizes
209 * stop fitting within the given dimensions. Thus, we stop when
210 * max and min differ by exactly 1.
212 while (max
- min
> 1) {
213 int mid
= (max
+ min
) / 2;
214 me
->ourgame
->compute_size(me
->params
, mid
, &rx
, &ry
);
215 if (rx
<= *x
&& ry
<= *y
)
222 * Now `min' is a valid size, and `max' isn't. So use `min'.
226 midend_size_new_drawstate(me
);
231 void midend_set_params(midend_data
*me
, game_params
*params
)
233 me
->ourgame
->free_params(me
->params
);
234 me
->params
= me
->ourgame
->dup_params(params
);
237 static void midend_set_timer(midend_data
*me
)
239 me
->timing
= (me
->ourgame
->is_timed
&&
240 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
));
241 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
242 activate_timer(me
->frontend
);
244 deactivate_timer(me
->frontend
);
247 void midend_force_redraw(midend_data
*me
)
250 me
->ourgame
->free_drawstate(me
->drawstate
);
251 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
252 midend_size_new_drawstate(me
);
256 void midend_new_game(midend_data
*me
)
258 midend_free_game(me
);
260 assert(me
->nstates
== 0);
262 if (me
->genmode
== GOT_DESC
) {
263 me
->genmode
= GOT_NOTHING
;
267 if (me
->genmode
== GOT_SEED
) {
268 me
->genmode
= GOT_NOTHING
;
271 * Generate a new random seed. 15 digits comes to about
272 * 48 bits, which should be more than enough.
274 * I'll avoid putting a leading zero on the number,
275 * just in case it confuses anybody who thinks it's
276 * processed as an integer rather than a string.
281 newseed
[0] = '1' + random_upto(me
->random
, 9);
282 for (i
= 1; i
< 15; i
++)
283 newseed
[i
] = '0' + random_upto(me
->random
, 10);
285 me
->seedstr
= dupstr(newseed
);
288 me
->ourgame
->free_params(me
->curparams
);
289 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
297 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
298 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
299 &me
->aux_info
, TRUE
);
305 me
->states
[me
->nstates
].state
=
306 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
307 me
->states
[me
->nstates
].movestr
= NULL
;
308 me
->states
[me
->nstates
].movetype
= NEWGAME
;
311 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
312 midend_size_new_drawstate(me
);
314 midend_set_timer(me
);
316 me
->ourgame
->free_ui(me
->ui
);
317 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
318 me
->pressed_mouse_button
= 0;
321 static int midend_undo(midend_data
*me
)
323 if (me
->statepos
> 1) {
325 me
->ourgame
->changed_state(me
->ui
,
326 me
->states
[me
->statepos
-1].state
,
327 me
->states
[me
->statepos
-2].state
);
335 static int midend_redo(midend_data
*me
)
337 if (me
->statepos
< me
->nstates
) {
339 me
->ourgame
->changed_state(me
->ui
,
340 me
->states
[me
->statepos
-1].state
,
341 me
->states
[me
->statepos
].state
);
349 static void midend_finish_move(midend_data
*me
)
354 * We do not flash if the later of the two states is special.
355 * This covers both forward Solve moves and backward (undone)
358 if ((me
->oldstate
|| me
->statepos
> 1) &&
359 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
360 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
361 !special(me
->states
[me
->statepos
].movetype
)))) {
362 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
363 me
->states
[me
->statepos
-2].state
,
364 me
->states
[me
->statepos
-1].state
,
365 me
->oldstate ? me
->dir
: +1,
368 me
->flash_pos
= 0.0F
;
369 me
->flash_time
= flashtime
;
374 me
->ourgame
->free_game(me
->oldstate
);
376 me
->anim_pos
= me
->anim_time
= 0;
379 midend_set_timer(me
);
382 void midend_stop_anim(midend_data
*me
)
384 if (me
->oldstate
|| me
->anim_time
) {
385 midend_finish_move(me
);
390 void midend_restart_game(midend_data
*me
)
394 midend_stop_anim(me
);
396 assert(me
->statepos
>= 1);
397 if (me
->statepos
== 1)
398 return; /* no point doing anything at all! */
401 * During restart, we reconstruct the game from the (public)
402 * game description rather than from states[0], because that
403 * way Mines gets slightly more sensible behaviour (restart
404 * goes to _after_ the first click so you don't have to
405 * remember where you clicked).
407 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
410 * Now enter the restarted state as the next move.
412 midend_stop_anim(me
);
413 while (me
->nstates
> me
->statepos
)
414 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
416 me
->states
[me
->nstates
].state
= s
;
417 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
418 me
->states
[me
->nstates
].movetype
= RESTART
;
419 me
->statepos
= ++me
->nstates
;
421 me
->ourgame
->changed_state(me
->ui
,
422 me
->states
[me
->statepos
-2].state
,
423 me
->states
[me
->statepos
-1].state
);
425 midend_finish_move(me
);
427 midend_set_timer(me
);
430 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
432 game_state
*oldstate
=
433 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
434 int special
= FALSE
, gotspecial
= FALSE
, ret
= 1;
440 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
441 me
->ui
, me
->drawstate
, x
, y
, button
);
444 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
445 midend_stop_anim(me
);
448 goto done
; /* never animate */
449 } else if (button
== 'u' || button
== 'u' ||
450 button
== '\x1A' || button
== '\x1F') {
451 midend_stop_anim(me
);
452 special
= special(me
->states
[me
->statepos
-1].movetype
);
454 if (!midend_undo(me
))
456 } else if (button
== 'r' || button
== 'R' ||
457 button
== '\x12' || button
== '\x19') {
458 midend_stop_anim(me
);
459 if (!midend_redo(me
))
461 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
468 s
= me
->states
[me
->statepos
-1].state
;
470 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
475 if (s
== me
->states
[me
->statepos
-1].state
) {
477 * make_move() is allowed to return its input state to
478 * indicate that although no move has been made, the UI
479 * state has been updated and a redraw is called for.
484 midend_stop_anim(me
);
485 while (me
->nstates
> me
->statepos
)
486 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
488 assert(movestr
!= NULL
);
489 me
->states
[me
->nstates
].state
= s
;
490 me
->states
[me
->nstates
].movestr
= movestr
;
491 me
->states
[me
->nstates
].movetype
= MOVE
;
492 me
->statepos
= ++me
->nstates
;
500 special
= special(me
->states
[me
->statepos
-1].movetype
);
503 * See if this move requires an animation.
508 anim_time
= me
->ourgame
->anim_length(oldstate
,
509 me
->states
[me
->statepos
-1].state
,
513 me
->oldstate
= oldstate
; oldstate
= NULL
;
515 me
->anim_time
= anim_time
;
518 midend_finish_move(me
);
524 midend_set_timer(me
);
527 if (oldstate
) me
->ourgame
->free_game(oldstate
);
531 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
536 * Harmonise mouse drag and release messages.
538 * Some front ends might accidentally switch from sending, say,
539 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
540 * drag. (This can happen on the Mac, for example, since
541 * RIGHT_DRAG is usually done using Command+drag, and if the
542 * user accidentally releases Command half way through the drag
543 * then there will be trouble.)
545 * It would be an O(number of front ends) annoyance to fix this
546 * in the front ends, but an O(number of back ends) annoyance
547 * to have each game capable of dealing with it. Therefore, we
548 * fix it _here_ in the common midend code so that it only has
551 * The possible ways in which things can go screwy in the front
554 * - in a system containing multiple physical buttons button
555 * presses can inadvertently overlap. We can see ABab (caps
556 * meaning button-down and lowercase meaning button-up) when
557 * the user had semantically intended AaBb.
559 * - in a system where one button is simulated by means of a
560 * modifier key and another button, buttons can mutate
561 * between press and release (possibly during drag). So we
562 * can see Ab instead of Aa.
564 * Definite requirements are:
566 * - button _presses_ must never be invented or destroyed. If
567 * the user presses two buttons in succession, the button
568 * presses must be transferred to the backend unchanged. So
569 * if we see AaBb , that's fine; if we see ABab (the button
570 * presses inadvertently overlapped) we must somehow
571 * `correct' it to AaBb.
573 * - every mouse action must end up looking like a press, zero
574 * or more drags, then a release. This allows back ends to
575 * make the _assumption_ that incoming mouse data will be
576 * sane in this regard, and not worry about the details.
578 * So my policy will be:
580 * - treat any button-up as a button-up for the currently
581 * pressed button, or ignore it if there is no currently
584 * - treat any drag as a drag for the currently pressed
585 * button, or ignore it if there is no currently pressed
588 * - if we see a button-down while another button is currently
589 * pressed, invent a button-up for the first one and then
590 * pass the button-down through as before.
592 * 2005-05-31: An addendum to the above. Some games might want
593 * a `priority order' among buttons, such that if one button is
594 * pressed while another is down then a fixed one of the
595 * buttons takes priority no matter what order they're pressed
596 * in. Mines, in particular, wants to treat a left+right click
597 * like a left click for the benefit of users of other
598 * implementations. So the last of the above points is modified
599 * in the presence of an (optional) button priority order.
601 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
602 if (me
->pressed_mouse_button
) {
603 if (IS_MOUSE_DRAG(button
)) {
604 button
= me
->pressed_mouse_button
+
605 (LEFT_DRAG
- LEFT_BUTTON
);
607 button
= me
->pressed_mouse_button
+
608 (LEFT_RELEASE
- LEFT_BUTTON
);
611 return ret
; /* ignore it */
612 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
614 * If the new button has lower priority than the old one,
615 * don't bother doing this.
617 if (me
->ourgame
->mouse_priorities
&
618 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
619 return ret
; /* just ignore it */
622 * Fabricate a button-up for the previously pressed button.
624 ret
= ret
&& midend_really_process_key
625 (me
, x
, y
, (me
->pressed_mouse_button
+
626 (LEFT_RELEASE
- LEFT_BUTTON
)));
630 * Now send on the event we originally received.
632 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
635 * And update the currently pressed button.
637 if (IS_MOUSE_RELEASE(button
))
638 me
->pressed_mouse_button
= 0;
639 else if (IS_MOUSE_DOWN(button
))
640 me
->pressed_mouse_button
= button
;
645 void midend_redraw(midend_data
*me
)
647 if (me
->statepos
> 0 && me
->drawstate
) {
648 start_draw(me
->frontend
);
649 if (me
->oldstate
&& me
->anim_time
> 0 &&
650 me
->anim_pos
< me
->anim_time
) {
651 assert(me
->dir
!= 0);
652 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
653 me
->states
[me
->statepos
-1].state
, me
->dir
,
654 me
->ui
, me
->anim_pos
, me
->flash_pos
);
656 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
657 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
658 me
->ui
, 0.0, me
->flash_pos
);
660 end_draw(me
->frontend
);
664 void midend_timer(midend_data
*me
, float tplus
)
666 me
->anim_pos
+= tplus
;
667 if (me
->anim_pos
>= me
->anim_time
||
668 me
->anim_time
== 0 || !me
->oldstate
) {
669 if (me
->anim_time
> 0)
670 midend_finish_move(me
);
673 me
->flash_pos
+= tplus
;
674 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
675 me
->flash_pos
= me
->flash_time
= 0;
681 float oldelapsed
= me
->elapsed
;
682 me
->elapsed
+= tplus
;
683 if ((int)oldelapsed
!= (int)me
->elapsed
)
684 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
687 midend_set_timer(me
);
690 float *midend_colours(midend_data
*me
, int *ncolours
)
692 game_state
*state
= NULL
;
695 if (me
->nstates
== 0) {
697 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
699 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
703 state
= me
->states
[0].state
;
705 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
711 * Allow environment-based overrides for the standard
712 * colours by defining variables along the lines of
713 * `NET_COLOUR_4=6000c0'.
716 for (i
= 0; i
< *ncolours
; i
++) {
718 unsigned int r
, g
, b
;
721 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
722 for (j
= 0; buf
[j
]; j
++)
723 buf
[j
] = toupper((unsigned char)buf
[j
]);
724 if ((e
= getenv(buf
)) != NULL
&&
725 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
726 ret
[i
*3 + 0] = r
/ 255.0;
727 ret
[i
*3 + 1] = g
/ 255.0;
728 ret
[i
*3 + 2] = b
/ 255.0;
733 if (me
->nstates
== 0)
734 me
->ourgame
->free_game(state
);
739 int midend_num_presets(midend_data
*me
)
745 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
746 if (me
->presetsize
<= me
->npresets
) {
747 me
->presetsize
= me
->npresets
+ 10;
748 me
->presets
= sresize(me
->presets
, me
->presetsize
,
750 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
754 me
->presets
[me
->npresets
] = preset
;
755 me
->preset_names
[me
->npresets
] = name
;
762 * Allow environment-based extensions to the preset list by
763 * defining a variable along the lines of `SOLO_PRESETS=2x3
764 * Advanced:2x3da'. Colon-separated list of items,
765 * alternating between textual titles in the menu and
766 * encoded parameter strings.
768 char buf
[80], *e
, *p
;
771 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
772 for (j
= 0; buf
[j
]; j
++)
773 buf
[j
] = toupper((unsigned char)buf
[j
]);
775 if ((e
= getenv(buf
)) != NULL
) {
783 while (*p
&& *p
!= ':') p
++;
786 while (*p
&& *p
!= ':') p
++;
789 preset
= me
->ourgame
->default_params();
790 me
->ourgame
->decode_params(preset
, val
);
792 if (me
->ourgame
->validate_params(preset
)) {
793 /* Drop this one from the list. */
794 me
->ourgame
->free_params(preset
);
798 if (me
->presetsize
<= me
->npresets
) {
799 me
->presetsize
= me
->npresets
+ 10;
800 me
->presets
= sresize(me
->presets
, me
->presetsize
,
802 me
->preset_names
= sresize(me
->preset_names
,
803 me
->presetsize
, char *);
806 me
->presets
[me
->npresets
] = preset
;
807 me
->preset_names
[me
->npresets
] = dupstr(name
);
816 void midend_fetch_preset(midend_data
*me
, int n
,
817 char **name
, game_params
**params
)
819 assert(n
>= 0 && n
< me
->npresets
);
820 *name
= me
->preset_names
[n
];
821 *params
= me
->presets
[n
];
824 int midend_wants_statusbar(midend_data
*me
)
826 return me
->ourgame
->wants_statusbar();
829 void midend_supersede_game_desc(midend_data
*me
, char *desc
, char *privdesc
)
833 me
->desc
= dupstr(desc
);
834 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
837 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
839 char *titlebuf
, *parstr
, *rest
;
844 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
848 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
849 *wintitle
= titlebuf
;
850 return me
->ourgame
->configure(me
->params
);
853 if (!me
->curparams
) {
857 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
858 which
== CFG_SEED ?
"random" : "game");
859 *wintitle
= titlebuf
;
861 ret
= snewn(2, config_item
);
863 ret
[0].type
= C_STRING
;
864 if (which
== CFG_SEED
)
865 ret
[0].name
= "Game random seed";
867 ret
[0].name
= "Game ID";
870 * For CFG_DESC the text going in here will be a string
871 * encoding of the restricted parameters, plus a colon,
872 * plus the game description. For CFG_SEED it will be the
873 * full parameters, plus a hash, plus the random seed data.
874 * Either of these is a valid full game ID (although only
875 * the former is likely to persist across many code
878 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
880 if (which
== CFG_DESC
) {
881 rest
= me
->desc ? me
->desc
: "";
884 rest
= me
->seedstr ? me
->seedstr
: "";
887 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
888 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
892 ret
[1].name
= ret
[1].sval
= NULL
;
898 assert(!"We shouldn't be here");
902 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
904 char *error
, *par
, *desc
, *seed
;
905 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
908 seed
= strchr(id
, '#');
909 desc
= strchr(id
, ':');
911 if (desc
&& (!seed
|| desc
< seed
)) {
913 * We have a colon separating parameters from game
914 * description. So `par' now points to the parameters
915 * string, and `desc' to the description string.
920 } else if (seed
&& (!desc
|| seed
< desc
)) {
922 * We have a hash separating parameters from random seed.
923 * So `par' now points to the parameters string, and `seed'
924 * to the seed string.
931 * We only have one string. Depending on `defmode', we take
932 * it to be either parameters, seed or description.
934 if (defmode
== DEF_SEED
) {
937 } else if (defmode
== DEF_DESC
) {
947 * We must be reasonably careful here not to modify anything in
948 * `me' until we have finished validating things. This function
949 * must either return an error and do nothing to the midend, or
950 * return success and do everything; nothing in between is
953 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
956 newcurparams
= me
->ourgame
->dup_params(me
->params
);
957 me
->ourgame
->decode_params(newcurparams
, par
);
958 error
= me
->ourgame
->validate_params(newcurparams
);
960 me
->ourgame
->free_params(newcurparams
);
963 oldparams1
= me
->curparams
;
966 * Now filter only the persistent parts of this state into
967 * the long-term params structure, unless we've _only_
968 * received a params string in which case the whole lot is
971 oldparams2
= me
->params
;
975 newparams
= me
->ourgame
->dup_params(me
->params
);
977 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
978 me
->ourgame
->decode_params(newparams
, tmpstr
);
982 newparams
= me
->ourgame
->dup_params(newcurparams
);
986 newcurparams
= me
->curparams
;
987 newparams
= me
->params
;
992 error
= me
->ourgame
->validate_desc(newparams
, desc
);
996 me
->ourgame
->free_params(newcurparams
);
998 me
->ourgame
->free_params(newparams
);
1005 * Now we've got past all possible error points. Update the
1008 me
->params
= newparams
;
1009 me
->curparams
= newcurparams
;
1011 me
->ourgame
->free_params(oldparams1
);
1013 me
->ourgame
->free_params(oldparams2
);
1016 sfree(me
->privdesc
);
1017 me
->desc
= me
->privdesc
= NULL
;
1022 me
->desc
= dupstr(desc
);
1023 me
->genmode
= GOT_DESC
;
1024 sfree(me
->aux_info
);
1025 me
->aux_info
= NULL
;
1029 me
->seedstr
= dupstr(seed
);
1030 me
->genmode
= GOT_SEED
;
1036 char *midend_game_id(midend_data
*me
, char *id
)
1038 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1041 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
1044 game_params
*params
;
1048 params
= me
->ourgame
->custom_params(cfg
);
1049 error
= me
->ourgame
->validate_params(params
);
1052 me
->ourgame
->free_params(params
);
1056 me
->ourgame
->free_params(me
->params
);
1057 me
->params
= params
;
1062 error
= midend_game_id_int(me
, cfg
[0].sval
,
1063 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1072 char *midend_text_format(midend_data
*me
)
1074 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
1075 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1080 char *midend_solve(midend_data
*me
)
1083 char *msg
, *movestr
;
1085 if (!me
->ourgame
->can_solve
)
1086 return "This game does not support the Solve operation";
1088 if (me
->statepos
< 1)
1089 return "No game set up to solve"; /* _shouldn't_ happen! */
1091 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
1092 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1093 me
->states
[me
->statepos
-1].state
,
1094 me
->aux_info
, &msg
);
1097 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1101 * Now enter the solved state as the next move.
1103 midend_stop_anim(me
);
1104 while (me
->nstates
> me
->statepos
)
1105 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1107 me
->states
[me
->nstates
].state
= s
;
1108 me
->states
[me
->nstates
].movestr
= movestr
;
1109 me
->states
[me
->nstates
].movetype
= SOLVE
;
1110 me
->statepos
= ++me
->nstates
;
1112 me
->ourgame
->changed_state(me
->ui
,
1113 me
->states
[me
->statepos
-2].state
,
1114 me
->states
[me
->statepos
-1].state
);
1115 me
->anim_time
= 0.0;
1116 midend_finish_move(me
);
1118 midend_set_timer(me
);
1122 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
1125 * An important special case is that we are occasionally called
1126 * with our own laststatus, to update the timer.
1128 if (me
->laststatus
!= text
) {
1129 sfree(me
->laststatus
);
1130 me
->laststatus
= dupstr(text
);
1133 if (me
->ourgame
->is_timed
) {
1134 char timebuf
[100], *ret
;
1140 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1142 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1143 strcpy(ret
, timebuf
);
1148 return dupstr(text
);
1152 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1153 #define SERIALISE_VERSION "1"
1155 void midend_serialise(midend_data
*me
,
1156 void (*write
)(void *ctx
, void *buf
, int len
),
1162 * Each line of the save file contains three components. First
1163 * exactly 8 characters of header word indicating what type of
1164 * data is contained on the line; then a colon followed by a
1165 * decimal integer giving the length of the main string on the
1166 * line; then a colon followed by the string itself (exactly as
1167 * many bytes as previously specified, no matter what they
1168 * contain). Then a newline (of reasonably flexible form).
1170 #define wr(h,s) do { \
1173 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1174 write(wctx, hbuf, strlen(hbuf)); \
1175 write(wctx, str, strlen(str)); \
1176 write(wctx, "\n", 1); \
1180 * Magic string identifying the file, and version number of the
1183 wr("SAVEFILE", SERIALISE_MAGIC
);
1184 wr("VERSION", SERIALISE_VERSION
);
1187 * The game name. (Copied locally to avoid const annoyance.)
1190 char *s
= dupstr(me
->ourgame
->name
);
1196 * The current long-term parameters structure, in full.
1199 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1205 * The current short-term parameters structure, in full.
1207 if (me
->curparams
) {
1208 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1214 * The current game description, the privdesc, and the random seed.
1217 wr("SEED", me
->seedstr
);
1219 wr("DESC", me
->desc
);
1221 wr("PRIVDESC", me
->privdesc
);
1224 * The game's aux_info. We obfuscate this to prevent spoilers
1225 * (people are likely to run `head' or similar on a saved game
1226 * file simply to find out what it is, and don't necessarily
1227 * want to be told the answer to the puzzle!)
1234 len
= strlen(me
->aux_info
);
1235 s1
= snewn(len
, unsigned char);
1236 memcpy(s1
, me
->aux_info
, len
);
1237 obfuscate_bitmap(s1
, len
*8, FALSE
);
1238 s2
= bin2hex(s1
, len
);
1247 * Any required serialisation of the game_ui.
1250 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1258 * The game time, if it's a timed game.
1260 if (me
->ourgame
->is_timed
) {
1262 sprintf(buf
, "%g", me
->elapsed
);
1267 * The length of, and position in, the states list.
1271 sprintf(buf
, "%d", me
->nstates
);
1273 sprintf(buf
, "%d", me
->statepos
);
1274 wr("STATEPOS", buf
);
1278 * For each state after the initial one (which we know is
1279 * constructed from either privdesc or desc), enough
1280 * information for execute_move() to reconstruct it from the
1283 for (i
= 1; i
< me
->nstates
; i
++) {
1284 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1285 switch (me
->states
[i
].movetype
) {
1287 wr("MOVE", me
->states
[i
].movestr
);
1290 wr("SOLVE", me
->states
[i
].movestr
);
1293 wr("RESTART", me
->states
[i
].movestr
);
1302 * This function returns NULL on success, or an error message.
1304 char *midend_deserialise(midend_data
*me
,
1305 int (*read
)(void *ctx
, void *buf
, int len
),
1308 int nstates
= 0, statepos
= -1, gotstates
= 0;
1309 int started
= FALSE
;
1313 /* Initially all errors give the same report */
1314 char *ret
= "Data does not appear to be a saved game file";
1317 * We construct all the new state in local variables while we
1318 * check its sanity. Only once we have finished reading the
1319 * serialised data and detected no errors at all do we start
1320 * modifying stuff in the midend_data passed in.
1322 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1323 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1324 float elapsed
= 0.0F
;
1325 game_params
*params
= NULL
, *cparams
= NULL
;
1327 struct midend_state_entry
*states
= NULL
;
1330 * Loop round and round reading one key/value pair at a time
1331 * from the serialised stream, until we have enough game states
1334 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1339 if (!read(rctx
, key
, 1)) {
1340 /* unexpected EOF */
1343 } while (key
[0] == '\r' || key
[0] == '\n');
1345 if (!read(rctx
, key
+1, 8)) {
1346 /* unexpected EOF */
1350 if (key
[8] != ':') {
1352 ret
= "Data was incorrectly formatted for a saved game file";
1354 len
= strcspn(key
, ": ");
1360 if (!read(rctx
, &c
, 1)) {
1361 /* unexpected EOF */
1367 } else if (c
>= '0' && c
<= '9') {
1368 len
= (len
* 10) + (c
- '0');
1371 ret
= "Data was incorrectly formatted for a"
1377 val
= snewn(len
+1, char);
1378 if (!read(rctx
, val
, len
)) {
1385 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1386 /* ret already has the right message in it */
1389 /* Now most errors are this one, unless otherwise specified */
1390 ret
= "Saved data ended unexpectedly";
1393 if (!strcmp(key
, "VERSION")) {
1394 if (strcmp(val
, SERIALISE_VERSION
)) {
1395 ret
= "Cannot handle this version of the saved game"
1399 } else if (!strcmp(key
, "GAME")) {
1400 if (strcmp(val
, me
->ourgame
->name
)) {
1401 ret
= "Save file is from a different game";
1404 } else if (!strcmp(key
, "PARAMS")) {
1408 } else if (!strcmp(key
, "CPARAMS")) {
1412 } else if (!strcmp(key
, "SEED")) {
1416 } else if (!strcmp(key
, "DESC")) {
1420 } else if (!strcmp(key
, "PRIVDESC")) {
1424 } else if (!strcmp(key
, "AUXINFO")) {
1426 int len
= strlen(val
) / 2; /* length in bytes */
1427 tmp
= hex2bin(val
, len
);
1428 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1431 auxinfo
= snewn(len
+ 1, char);
1432 memcpy(auxinfo
, tmp
, len
);
1433 auxinfo
[len
] = '\0';
1435 } else if (!strcmp(key
, "UI")) {
1439 } else if (!strcmp(key
, "TIME")) {
1440 elapsed
= atof(val
);
1441 } else if (!strcmp(key
, "NSTATES")) {
1442 nstates
= atoi(val
);
1444 ret
= "Number of states in save file was negative";
1448 ret
= "Two state counts provided in save file";
1451 states
= snewn(nstates
, struct midend_state_entry
);
1452 for (i
= 0; i
< nstates
; i
++) {
1453 states
[i
].state
= NULL
;
1454 states
[i
].movestr
= NULL
;
1455 states
[i
].movetype
= NEWGAME
;
1457 } else if (!strcmp(key
, "STATEPOS")) {
1458 statepos
= atoi(val
);
1459 } else if (!strcmp(key
, "MOVE")) {
1461 states
[gotstates
].movetype
= MOVE
;
1462 states
[gotstates
].movestr
= val
;
1464 } else if (!strcmp(key
, "SOLVE")) {
1466 states
[gotstates
].movetype
= SOLVE
;
1467 states
[gotstates
].movestr
= val
;
1469 } else if (!strcmp(key
, "RESTART")) {
1471 states
[gotstates
].movetype
= RESTART
;
1472 states
[gotstates
].movestr
= val
;
1481 params
= me
->ourgame
->default_params();
1482 me
->ourgame
->decode_params(params
, parstr
);
1483 if (me
->ourgame
->validate_params(params
)) {
1484 ret
= "Long-term parameters in save file are invalid";
1487 cparams
= me
->ourgame
->default_params();
1488 me
->ourgame
->decode_params(cparams
, cparstr
);
1489 if (me
->ourgame
->validate_params(cparams
)) {
1490 ret
= "Short-term parameters in save file are invalid";
1494 ret
= "Game description in save file is missing";
1496 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1497 ret
= "Game description in save file is invalid";
1500 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1501 ret
= "Game private description in save file is invalid";
1504 if (statepos
< 0 || statepos
>= nstates
) {
1505 ret
= "Game position in save file is out of range";
1508 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1509 privdesc ? privdesc
: desc
);
1510 for (i
= 1; i
< nstates
; i
++) {
1511 assert(states
[i
].movetype
!= NEWGAME
);
1512 switch (states
[i
].movetype
) {
1515 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1517 if (states
[i
].state
== NULL
) {
1518 ret
= "Save file contained an invalid move";
1523 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1524 ret
= "Save file contained an invalid restart move";
1527 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1533 ui
= me
->ourgame
->new_ui(states
[0].state
);
1534 me
->ourgame
->decode_ui(ui
, uistr
);
1537 * Now we've run out of possible error conditions, so we're
1538 * ready to start overwriting the real data in the current
1539 * midend. We'll do this by swapping things with the local
1540 * variables, so that the same cleanup code will free the old
1551 me
->privdesc
= privdesc
;
1559 me
->aux_info
= auxinfo
;
1563 me
->genmode
= GOT_NOTHING
;
1565 me
->statesize
= nstates
;
1566 nstates
= me
->nstates
;
1567 me
->nstates
= me
->statesize
;
1569 struct midend_state_entry
*tmp
;
1571 me
->states
= states
;
1574 me
->statepos
= statepos
;
1580 me
->params
= params
;
1583 tmp
= me
->curparams
;
1584 me
->curparams
= cparams
;
1588 me
->oldstate
= NULL
;
1589 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1600 me
->elapsed
= elapsed
;
1601 me
->pressed_mouse_button
= 0;
1603 midend_set_timer(me
);
1606 me
->ourgame
->free_drawstate(me
->drawstate
);
1608 me
->ourgame
->new_drawstate(me
->states
[me
->statepos
-1].state
);
1609 midend_size_new_drawstate(me
);
1611 ret
= NULL
; /* success! */
1623 me
->ourgame
->free_params(params
);
1625 me
->ourgame
->free_params(cparams
);
1627 me
->ourgame
->free_ui(ui
);
1631 for (i
= 0; i
< nstates
; i
++) {
1632 if (states
[i
].state
)
1633 me
->ourgame
->free_game(states
[i
].state
);
1634 sfree(states
[i
].movestr
);