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
,
242 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
243 activate_timer(me
->frontend
);
245 deactivate_timer(me
->frontend
);
248 void midend_force_redraw(midend_data
*me
)
251 me
->ourgame
->free_drawstate(me
->drawstate
);
252 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
253 midend_size_new_drawstate(me
);
257 void midend_new_game(midend_data
*me
)
259 midend_free_game(me
);
261 assert(me
->nstates
== 0);
263 if (me
->genmode
== GOT_DESC
) {
264 me
->genmode
= GOT_NOTHING
;
268 if (me
->genmode
== GOT_SEED
) {
269 me
->genmode
= GOT_NOTHING
;
272 * Generate a new random seed. 15 digits comes to about
273 * 48 bits, which should be more than enough.
275 * I'll avoid putting a leading zero on the number,
276 * just in case it confuses anybody who thinks it's
277 * processed as an integer rather than a string.
282 newseed
[0] = '1' + random_upto(me
->random
, 9);
283 for (i
= 1; i
< 15; i
++)
284 newseed
[i
] = '0' + random_upto(me
->random
, 10);
286 me
->seedstr
= dupstr(newseed
);
289 me
->ourgame
->free_params(me
->curparams
);
290 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
298 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
299 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
300 &me
->aux_info
, TRUE
);
306 me
->states
[me
->nstates
].state
=
307 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
308 me
->states
[me
->nstates
].movestr
= NULL
;
309 me
->states
[me
->nstates
].movetype
= NEWGAME
;
312 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
313 midend_size_new_drawstate(me
);
316 me
->ourgame
->free_ui(me
->ui
);
317 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
318 midend_set_timer(me
);
319 me
->pressed_mouse_button
= 0;
322 static int midend_undo(midend_data
*me
)
324 if (me
->statepos
> 1) {
326 me
->ourgame
->changed_state(me
->ui
,
327 me
->states
[me
->statepos
-1].state
,
328 me
->states
[me
->statepos
-2].state
);
336 static int midend_redo(midend_data
*me
)
338 if (me
->statepos
< me
->nstates
) {
340 me
->ourgame
->changed_state(me
->ui
,
341 me
->states
[me
->statepos
-1].state
,
342 me
->states
[me
->statepos
].state
);
350 static void midend_finish_move(midend_data
*me
)
355 * We do not flash if the later of the two states is special.
356 * This covers both forward Solve moves and backward (undone)
359 if ((me
->oldstate
|| me
->statepos
> 1) &&
360 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
361 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
362 !special(me
->states
[me
->statepos
].movetype
)))) {
363 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
364 me
->states
[me
->statepos
-2].state
,
365 me
->states
[me
->statepos
-1].state
,
366 me
->oldstate ? me
->dir
: +1,
369 me
->flash_pos
= 0.0F
;
370 me
->flash_time
= flashtime
;
375 me
->ourgame
->free_game(me
->oldstate
);
377 me
->anim_pos
= me
->anim_time
= 0;
380 midend_set_timer(me
);
383 void midend_stop_anim(midend_data
*me
)
385 if (me
->oldstate
|| me
->anim_time
!= 0) {
386 midend_finish_move(me
);
391 void midend_restart_game(midend_data
*me
)
395 midend_stop_anim(me
);
397 assert(me
->statepos
>= 1);
398 if (me
->statepos
== 1)
399 return; /* no point doing anything at all! */
402 * During restart, we reconstruct the game from the (public)
403 * game description rather than from states[0], because that
404 * way Mines gets slightly more sensible behaviour (restart
405 * goes to _after_ the first click so you don't have to
406 * remember where you clicked).
408 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
411 * Now enter the restarted state as the next move.
413 midend_stop_anim(me
);
414 while (me
->nstates
> me
->statepos
)
415 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
417 me
->states
[me
->nstates
].state
= s
;
418 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
419 me
->states
[me
->nstates
].movetype
= RESTART
;
420 me
->statepos
= ++me
->nstates
;
422 me
->ourgame
->changed_state(me
->ui
,
423 me
->states
[me
->statepos
-2].state
,
424 me
->states
[me
->statepos
-1].state
);
426 midend_finish_move(me
);
428 midend_set_timer(me
);
431 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
433 game_state
*oldstate
=
434 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
435 int type
= MOVE
, gottype
= FALSE
, ret
= 1;
441 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
442 me
->ui
, me
->drawstate
, x
, y
, button
);
445 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
446 midend_stop_anim(me
);
449 goto done
; /* never animate */
450 } else if (button
== 'u' || button
== 'u' ||
451 button
== '\x1A' || button
== '\x1F') {
452 midend_stop_anim(me
);
453 type
= me
->states
[me
->statepos
-1].movetype
;
455 if (!midend_undo(me
))
457 } else if (button
== 'r' || button
== 'R' ||
458 button
== '\x12' || button
== '\x19') {
459 midend_stop_anim(me
);
460 if (!midend_redo(me
))
462 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
469 s
= me
->states
[me
->statepos
-1].state
;
471 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
476 if (s
== me
->states
[me
->statepos
-1].state
) {
478 * make_move() is allowed to return its input state to
479 * indicate that although no move has been made, the UI
480 * state has been updated and a redraw is called for.
485 midend_stop_anim(me
);
486 while (me
->nstates
> me
->statepos
)
487 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
489 assert(movestr
!= NULL
);
490 me
->states
[me
->nstates
].state
= s
;
491 me
->states
[me
->nstates
].movestr
= movestr
;
492 me
->states
[me
->nstates
].movetype
= MOVE
;
493 me
->statepos
= ++me
->nstates
;
496 me
->ourgame
->changed_state(me
->ui
,
497 me
->states
[me
->statepos
-2].state
,
498 me
->states
[me
->statepos
-1].state
);
505 type
= me
->states
[me
->statepos
-1].movetype
;
508 * See if this move requires an animation.
510 if (special(type
) && !(type
== SOLVE
&&
511 (me
->ourgame
->mouse_priorities
& SOLVE_ANIMATES
))) {
514 anim_time
= me
->ourgame
->anim_length(oldstate
,
515 me
->states
[me
->statepos
-1].state
,
519 me
->oldstate
= oldstate
; oldstate
= NULL
;
521 me
->anim_time
= anim_time
;
524 midend_finish_move(me
);
530 midend_set_timer(me
);
533 if (oldstate
) me
->ourgame
->free_game(oldstate
);
537 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
542 * Harmonise mouse drag and release messages.
544 * Some front ends might accidentally switch from sending, say,
545 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
546 * drag. (This can happen on the Mac, for example, since
547 * RIGHT_DRAG is usually done using Command+drag, and if the
548 * user accidentally releases Command half way through the drag
549 * then there will be trouble.)
551 * It would be an O(number of front ends) annoyance to fix this
552 * in the front ends, but an O(number of back ends) annoyance
553 * to have each game capable of dealing with it. Therefore, we
554 * fix it _here_ in the common midend code so that it only has
557 * The possible ways in which things can go screwy in the front
560 * - in a system containing multiple physical buttons button
561 * presses can inadvertently overlap. We can see ABab (caps
562 * meaning button-down and lowercase meaning button-up) when
563 * the user had semantically intended AaBb.
565 * - in a system where one button is simulated by means of a
566 * modifier key and another button, buttons can mutate
567 * between press and release (possibly during drag). So we
568 * can see Ab instead of Aa.
570 * Definite requirements are:
572 * - button _presses_ must never be invented or destroyed. If
573 * the user presses two buttons in succession, the button
574 * presses must be transferred to the backend unchanged. So
575 * if we see AaBb , that's fine; if we see ABab (the button
576 * presses inadvertently overlapped) we must somehow
577 * `correct' it to AaBb.
579 * - every mouse action must end up looking like a press, zero
580 * or more drags, then a release. This allows back ends to
581 * make the _assumption_ that incoming mouse data will be
582 * sane in this regard, and not worry about the details.
584 * So my policy will be:
586 * - treat any button-up as a button-up for the currently
587 * pressed button, or ignore it if there is no currently
590 * - treat any drag as a drag for the currently pressed
591 * button, or ignore it if there is no currently pressed
594 * - if we see a button-down while another button is currently
595 * pressed, invent a button-up for the first one and then
596 * pass the button-down through as before.
598 * 2005-05-31: An addendum to the above. Some games might want
599 * a `priority order' among buttons, such that if one button is
600 * pressed while another is down then a fixed one of the
601 * buttons takes priority no matter what order they're pressed
602 * in. Mines, in particular, wants to treat a left+right click
603 * like a left click for the benefit of users of other
604 * implementations. So the last of the above points is modified
605 * in the presence of an (optional) button priority order.
607 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
608 if (me
->pressed_mouse_button
) {
609 if (IS_MOUSE_DRAG(button
)) {
610 button
= me
->pressed_mouse_button
+
611 (LEFT_DRAG
- LEFT_BUTTON
);
613 button
= me
->pressed_mouse_button
+
614 (LEFT_RELEASE
- LEFT_BUTTON
);
617 return ret
; /* ignore it */
618 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
620 * If the new button has lower priority than the old one,
621 * don't bother doing this.
623 if (me
->ourgame
->mouse_priorities
&
624 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
625 return ret
; /* just ignore it */
628 * Fabricate a button-up for the previously pressed button.
630 ret
= ret
&& midend_really_process_key
631 (me
, x
, y
, (me
->pressed_mouse_button
+
632 (LEFT_RELEASE
- LEFT_BUTTON
)));
636 * Now send on the event we originally received.
638 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
641 * And update the currently pressed button.
643 if (IS_MOUSE_RELEASE(button
))
644 me
->pressed_mouse_button
= 0;
645 else if (IS_MOUSE_DOWN(button
))
646 me
->pressed_mouse_button
= button
;
651 void midend_redraw(midend_data
*me
)
653 if (me
->statepos
> 0 && me
->drawstate
) {
654 start_draw(me
->frontend
);
655 if (me
->oldstate
&& me
->anim_time
> 0 &&
656 me
->anim_pos
< me
->anim_time
) {
657 assert(me
->dir
!= 0);
658 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
659 me
->states
[me
->statepos
-1].state
, me
->dir
,
660 me
->ui
, me
->anim_pos
, me
->flash_pos
);
662 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
663 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
664 me
->ui
, 0.0, me
->flash_pos
);
666 end_draw(me
->frontend
);
670 void midend_timer(midend_data
*me
, float tplus
)
672 me
->anim_pos
+= tplus
;
673 if (me
->anim_pos
>= me
->anim_time
||
674 me
->anim_time
== 0 || !me
->oldstate
) {
675 if (me
->anim_time
> 0)
676 midend_finish_move(me
);
679 me
->flash_pos
+= tplus
;
680 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
681 me
->flash_pos
= me
->flash_time
= 0;
687 float oldelapsed
= me
->elapsed
;
688 me
->elapsed
+= tplus
;
689 if ((int)oldelapsed
!= (int)me
->elapsed
)
690 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
693 midend_set_timer(me
);
696 float *midend_colours(midend_data
*me
, int *ncolours
)
698 game_state
*state
= NULL
;
701 if (me
->nstates
== 0) {
703 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
705 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
709 state
= me
->states
[0].state
;
711 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
717 * Allow environment-based overrides for the standard
718 * colours by defining variables along the lines of
719 * `NET_COLOUR_4=6000c0'.
722 for (i
= 0; i
< *ncolours
; i
++) {
724 unsigned int r
, g
, b
;
727 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
728 for (j
= 0; buf
[j
]; j
++)
729 buf
[j
] = toupper((unsigned char)buf
[j
]);
730 if ((e
= getenv(buf
)) != NULL
&&
731 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
732 ret
[i
*3 + 0] = r
/ 255.0;
733 ret
[i
*3 + 1] = g
/ 255.0;
734 ret
[i
*3 + 2] = b
/ 255.0;
739 if (me
->nstates
== 0)
740 me
->ourgame
->free_game(state
);
745 int midend_num_presets(midend_data
*me
)
751 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
752 if (me
->presetsize
<= me
->npresets
) {
753 me
->presetsize
= me
->npresets
+ 10;
754 me
->presets
= sresize(me
->presets
, me
->presetsize
,
756 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
760 me
->presets
[me
->npresets
] = preset
;
761 me
->preset_names
[me
->npresets
] = name
;
768 * Allow environment-based extensions to the preset list by
769 * defining a variable along the lines of `SOLO_PRESETS=2x3
770 * Advanced:2x3da'. Colon-separated list of items,
771 * alternating between textual titles in the menu and
772 * encoded parameter strings.
774 char buf
[80], *e
, *p
;
777 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
778 for (j
= 0; buf
[j
]; j
++)
779 buf
[j
] = toupper((unsigned char)buf
[j
]);
781 if ((e
= getenv(buf
)) != NULL
) {
789 while (*p
&& *p
!= ':') p
++;
792 while (*p
&& *p
!= ':') p
++;
795 preset
= me
->ourgame
->default_params();
796 me
->ourgame
->decode_params(preset
, val
);
798 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
799 /* Drop this one from the list. */
800 me
->ourgame
->free_params(preset
);
804 if (me
->presetsize
<= me
->npresets
) {
805 me
->presetsize
= me
->npresets
+ 10;
806 me
->presets
= sresize(me
->presets
, me
->presetsize
,
808 me
->preset_names
= sresize(me
->preset_names
,
809 me
->presetsize
, char *);
812 me
->presets
[me
->npresets
] = preset
;
813 me
->preset_names
[me
->npresets
] = dupstr(name
);
822 void midend_fetch_preset(midend_data
*me
, int n
,
823 char **name
, game_params
**params
)
825 assert(n
>= 0 && n
< me
->npresets
);
826 *name
= me
->preset_names
[n
];
827 *params
= me
->presets
[n
];
830 int midend_wants_statusbar(midend_data
*me
)
832 return me
->ourgame
->wants_statusbar();
835 void midend_supersede_game_desc(midend_data
*me
, char *desc
, char *privdesc
)
839 me
->desc
= dupstr(desc
);
840 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
843 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
845 char *titlebuf
, *parstr
, *rest
;
850 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
854 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
855 *wintitle
= titlebuf
;
856 return me
->ourgame
->configure(me
->params
);
859 if (!me
->curparams
) {
863 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
864 which
== CFG_SEED ?
"random" : "game");
865 *wintitle
= titlebuf
;
867 ret
= snewn(2, config_item
);
869 ret
[0].type
= C_STRING
;
870 if (which
== CFG_SEED
)
871 ret
[0].name
= "Game random seed";
873 ret
[0].name
= "Game ID";
876 * For CFG_DESC the text going in here will be a string
877 * encoding of the restricted parameters, plus a colon,
878 * plus the game description. For CFG_SEED it will be the
879 * full parameters, plus a hash, plus the random seed data.
880 * Either of these is a valid full game ID (although only
881 * the former is likely to persist across many code
884 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
886 if (which
== CFG_DESC
) {
887 rest
= me
->desc ? me
->desc
: "";
890 rest
= me
->seedstr ? me
->seedstr
: "";
893 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
894 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
898 ret
[1].name
= ret
[1].sval
= NULL
;
904 assert(!"We shouldn't be here");
908 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
910 char *error
, *par
, *desc
, *seed
;
911 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
914 seed
= strchr(id
, '#');
915 desc
= strchr(id
, ':');
917 if (desc
&& (!seed
|| desc
< seed
)) {
919 * We have a colon separating parameters from game
920 * description. So `par' now points to the parameters
921 * string, and `desc' to the description string.
926 } else if (seed
&& (!desc
|| seed
< desc
)) {
928 * We have a hash separating parameters from random seed.
929 * So `par' now points to the parameters string, and `seed'
930 * to the seed string.
937 * We only have one string. Depending on `defmode', we take
938 * it to be either parameters, seed or description.
940 if (defmode
== DEF_SEED
) {
943 } else if (defmode
== DEF_DESC
) {
953 * We must be reasonably careful here not to modify anything in
954 * `me' until we have finished validating things. This function
955 * must either return an error and do nothing to the midend, or
956 * return success and do everything; nothing in between is
959 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
962 newcurparams
= me
->ourgame
->dup_params(me
->params
);
963 me
->ourgame
->decode_params(newcurparams
, par
);
964 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
966 me
->ourgame
->free_params(newcurparams
);
969 oldparams1
= me
->curparams
;
972 * Now filter only the persistent parts of this state into
973 * the long-term params structure, unless we've _only_
974 * received a params string in which case the whole lot is
977 oldparams2
= me
->params
;
981 newparams
= me
->ourgame
->dup_params(me
->params
);
983 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
984 me
->ourgame
->decode_params(newparams
, tmpstr
);
988 newparams
= me
->ourgame
->dup_params(newcurparams
);
992 newcurparams
= me
->curparams
;
993 newparams
= me
->params
;
998 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1002 me
->ourgame
->free_params(newcurparams
);
1004 me
->ourgame
->free_params(newparams
);
1011 * Now we've got past all possible error points. Update the
1014 me
->params
= newparams
;
1015 me
->curparams
= newcurparams
;
1017 me
->ourgame
->free_params(oldparams1
);
1019 me
->ourgame
->free_params(oldparams2
);
1022 sfree(me
->privdesc
);
1023 me
->desc
= me
->privdesc
= NULL
;
1028 me
->desc
= dupstr(desc
);
1029 me
->genmode
= GOT_DESC
;
1030 sfree(me
->aux_info
);
1031 me
->aux_info
= NULL
;
1035 me
->seedstr
= dupstr(seed
);
1036 me
->genmode
= GOT_SEED
;
1042 char *midend_game_id(midend_data
*me
, char *id
)
1044 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1047 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
1050 game_params
*params
;
1054 params
= me
->ourgame
->custom_params(cfg
);
1055 error
= me
->ourgame
->validate_params(params
, TRUE
);
1058 me
->ourgame
->free_params(params
);
1062 me
->ourgame
->free_params(me
->params
);
1063 me
->params
= params
;
1068 error
= midend_game_id_int(me
, cfg
[0].sval
,
1069 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1078 char *midend_text_format(midend_data
*me
)
1080 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
1081 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1086 char *midend_solve(midend_data
*me
)
1089 char *msg
, *movestr
;
1091 if (!me
->ourgame
->can_solve
)
1092 return "This game does not support the Solve operation";
1094 if (me
->statepos
< 1)
1095 return "No game set up to solve"; /* _shouldn't_ happen! */
1097 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
1098 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1099 me
->states
[me
->statepos
-1].state
,
1100 me
->aux_info
, &msg
);
1103 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1107 * Now enter the solved state as the next move.
1109 midend_stop_anim(me
);
1110 while (me
->nstates
> me
->statepos
)
1111 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1113 me
->states
[me
->nstates
].state
= s
;
1114 me
->states
[me
->nstates
].movestr
= movestr
;
1115 me
->states
[me
->nstates
].movetype
= SOLVE
;
1116 me
->statepos
= ++me
->nstates
;
1118 me
->ourgame
->changed_state(me
->ui
,
1119 me
->states
[me
->statepos
-2].state
,
1120 me
->states
[me
->statepos
-1].state
);
1122 if (me
->ourgame
->mouse_priorities
& SOLVE_ANIMATES
) {
1123 me
->oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
-2].state
);
1125 me
->ourgame
->anim_length(me
->states
[me
->statepos
-2].state
,
1126 me
->states
[me
->statepos
-1].state
,
1130 me
->anim_time
= 0.0;
1131 midend_finish_move(me
);
1134 midend_set_timer(me
);
1138 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
1141 * An important special case is that we are occasionally called
1142 * with our own laststatus, to update the timer.
1144 if (me
->laststatus
!= text
) {
1145 sfree(me
->laststatus
);
1146 me
->laststatus
= dupstr(text
);
1149 if (me
->ourgame
->is_timed
) {
1150 char timebuf
[100], *ret
;
1156 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1158 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1159 strcpy(ret
, timebuf
);
1164 return dupstr(text
);
1168 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1169 #define SERIALISE_VERSION "1"
1171 void midend_serialise(midend_data
*me
,
1172 void (*write
)(void *ctx
, void *buf
, int len
),
1178 * Each line of the save file contains three components. First
1179 * exactly 8 characters of header word indicating what type of
1180 * data is contained on the line; then a colon followed by a
1181 * decimal integer giving the length of the main string on the
1182 * line; then a colon followed by the string itself (exactly as
1183 * many bytes as previously specified, no matter what they
1184 * contain). Then a newline (of reasonably flexible form).
1186 #define wr(h,s) do { \
1189 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1190 write(wctx, hbuf, strlen(hbuf)); \
1191 write(wctx, str, strlen(str)); \
1192 write(wctx, "\n", 1); \
1196 * Magic string identifying the file, and version number of the
1199 wr("SAVEFILE", SERIALISE_MAGIC
);
1200 wr("VERSION", SERIALISE_VERSION
);
1203 * The game name. (Copied locally to avoid const annoyance.)
1206 char *s
= dupstr(me
->ourgame
->name
);
1212 * The current long-term parameters structure, in full.
1215 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1221 * The current short-term parameters structure, in full.
1223 if (me
->curparams
) {
1224 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1230 * The current game description, the privdesc, and the random seed.
1233 wr("SEED", me
->seedstr
);
1235 wr("DESC", me
->desc
);
1237 wr("PRIVDESC", me
->privdesc
);
1240 * The game's aux_info. We obfuscate this to prevent spoilers
1241 * (people are likely to run `head' or similar on a saved game
1242 * file simply to find out what it is, and don't necessarily
1243 * want to be told the answer to the puzzle!)
1250 len
= strlen(me
->aux_info
);
1251 s1
= snewn(len
, unsigned char);
1252 memcpy(s1
, me
->aux_info
, len
);
1253 obfuscate_bitmap(s1
, len
*8, FALSE
);
1254 s2
= bin2hex(s1
, len
);
1263 * Any required serialisation of the game_ui.
1266 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1274 * The game time, if it's a timed game.
1276 if (me
->ourgame
->is_timed
) {
1278 sprintf(buf
, "%g", me
->elapsed
);
1283 * The length of, and position in, the states list.
1287 sprintf(buf
, "%d", me
->nstates
);
1289 sprintf(buf
, "%d", me
->statepos
);
1290 wr("STATEPOS", buf
);
1294 * For each state after the initial one (which we know is
1295 * constructed from either privdesc or desc), enough
1296 * information for execute_move() to reconstruct it from the
1299 for (i
= 1; i
< me
->nstates
; i
++) {
1300 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1301 switch (me
->states
[i
].movetype
) {
1303 wr("MOVE", me
->states
[i
].movestr
);
1306 wr("SOLVE", me
->states
[i
].movestr
);
1309 wr("RESTART", me
->states
[i
].movestr
);
1318 * This function returns NULL on success, or an error message.
1320 char *midend_deserialise(midend_data
*me
,
1321 int (*read
)(void *ctx
, void *buf
, int len
),
1324 int nstates
= 0, statepos
= -1, gotstates
= 0;
1325 int started
= FALSE
;
1329 /* Initially all errors give the same report */
1330 char *ret
= "Data does not appear to be a saved game file";
1333 * We construct all the new state in local variables while we
1334 * check its sanity. Only once we have finished reading the
1335 * serialised data and detected no errors at all do we start
1336 * modifying stuff in the midend_data passed in.
1338 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1339 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1340 float elapsed
= 0.0F
;
1341 game_params
*params
= NULL
, *cparams
= NULL
;
1343 struct midend_state_entry
*states
= NULL
;
1346 * Loop round and round reading one key/value pair at a time
1347 * from the serialised stream, until we have enough game states
1350 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1355 if (!read(rctx
, key
, 1)) {
1356 /* unexpected EOF */
1359 } while (key
[0] == '\r' || key
[0] == '\n');
1361 if (!read(rctx
, key
+1, 8)) {
1362 /* unexpected EOF */
1366 if (key
[8] != ':') {
1368 ret
= "Data was incorrectly formatted for a saved game file";
1371 len
= strcspn(key
, ": ");
1377 if (!read(rctx
, &c
, 1)) {
1378 /* unexpected EOF */
1384 } else if (c
>= '0' && c
<= '9') {
1385 len
= (len
* 10) + (c
- '0');
1388 ret
= "Data was incorrectly formatted for a"
1394 val
= snewn(len
+1, char);
1395 if (!read(rctx
, val
, len
)) {
1402 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1403 /* ret already has the right message in it */
1406 /* Now most errors are this one, unless otherwise specified */
1407 ret
= "Saved data ended unexpectedly";
1410 if (!strcmp(key
, "VERSION")) {
1411 if (strcmp(val
, SERIALISE_VERSION
)) {
1412 ret
= "Cannot handle this version of the saved game"
1416 } else if (!strcmp(key
, "GAME")) {
1417 if (strcmp(val
, me
->ourgame
->name
)) {
1418 ret
= "Save file is from a different game";
1421 } else if (!strcmp(key
, "PARAMS")) {
1425 } else if (!strcmp(key
, "CPARAMS")) {
1429 } else if (!strcmp(key
, "SEED")) {
1433 } else if (!strcmp(key
, "DESC")) {
1437 } else if (!strcmp(key
, "PRIVDESC")) {
1441 } else if (!strcmp(key
, "AUXINFO")) {
1443 int len
= strlen(val
) / 2; /* length in bytes */
1444 tmp
= hex2bin(val
, len
);
1445 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1448 auxinfo
= snewn(len
+ 1, char);
1449 memcpy(auxinfo
, tmp
, len
);
1450 auxinfo
[len
] = '\0';
1452 } else if (!strcmp(key
, "UI")) {
1456 } else if (!strcmp(key
, "TIME")) {
1457 elapsed
= atof(val
);
1458 } else if (!strcmp(key
, "NSTATES")) {
1459 nstates
= atoi(val
);
1461 ret
= "Number of states in save file was negative";
1465 ret
= "Two state counts provided in save file";
1468 states
= snewn(nstates
, struct midend_state_entry
);
1469 for (i
= 0; i
< nstates
; i
++) {
1470 states
[i
].state
= NULL
;
1471 states
[i
].movestr
= NULL
;
1472 states
[i
].movetype
= NEWGAME
;
1474 } else if (!strcmp(key
, "STATEPOS")) {
1475 statepos
= atoi(val
);
1476 } else if (!strcmp(key
, "MOVE")) {
1478 states
[gotstates
].movetype
= MOVE
;
1479 states
[gotstates
].movestr
= val
;
1481 } else if (!strcmp(key
, "SOLVE")) {
1483 states
[gotstates
].movetype
= SOLVE
;
1484 states
[gotstates
].movestr
= val
;
1486 } else if (!strcmp(key
, "RESTART")) {
1488 states
[gotstates
].movetype
= RESTART
;
1489 states
[gotstates
].movestr
= val
;
1498 params
= me
->ourgame
->default_params();
1499 me
->ourgame
->decode_params(params
, parstr
);
1500 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1501 ret
= "Long-term parameters in save file are invalid";
1504 cparams
= me
->ourgame
->default_params();
1505 me
->ourgame
->decode_params(cparams
, cparstr
);
1506 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1507 ret
= "Short-term parameters in save file are invalid";
1510 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1512 * The seed's no use with this version, but we can perfectly
1513 * well use the rest of the data.
1519 ret
= "Game description in save file is missing";
1521 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1522 ret
= "Game description in save file is invalid";
1525 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1526 ret
= "Game private description in save file is invalid";
1529 if (statepos
< 0 || statepos
>= nstates
) {
1530 ret
= "Game position in save file is out of range";
1533 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1534 privdesc ? privdesc
: desc
);
1535 for (i
= 1; i
< nstates
; i
++) {
1536 assert(states
[i
].movetype
!= NEWGAME
);
1537 switch (states
[i
].movetype
) {
1540 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1542 if (states
[i
].state
== NULL
) {
1543 ret
= "Save file contained an invalid move";
1548 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1549 ret
= "Save file contained an invalid restart move";
1552 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1558 ui
= me
->ourgame
->new_ui(states
[0].state
);
1559 me
->ourgame
->decode_ui(ui
, uistr
);
1562 * Now we've run out of possible error conditions, so we're
1563 * ready to start overwriting the real data in the current
1564 * midend. We'll do this by swapping things with the local
1565 * variables, so that the same cleanup code will free the old
1576 me
->privdesc
= privdesc
;
1584 me
->aux_info
= auxinfo
;
1588 me
->genmode
= GOT_NOTHING
;
1590 me
->statesize
= nstates
;
1591 nstates
= me
->nstates
;
1592 me
->nstates
= me
->statesize
;
1594 struct midend_state_entry
*tmp
;
1596 me
->states
= states
;
1599 me
->statepos
= statepos
;
1605 me
->params
= params
;
1608 tmp
= me
->curparams
;
1609 me
->curparams
= cparams
;
1613 me
->oldstate
= NULL
;
1614 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1625 me
->elapsed
= elapsed
;
1626 me
->pressed_mouse_button
= 0;
1628 midend_set_timer(me
);
1631 me
->ourgame
->free_drawstate(me
->drawstate
);
1633 me
->ourgame
->new_drawstate(me
->states
[me
->statepos
-1].state
);
1634 midend_size_new_drawstate(me
);
1636 ret
= NULL
; /* success! */
1648 me
->ourgame
->free_params(params
);
1650 me
->ourgame
->free_params(cparams
);
1652 me
->ourgame
->free_ui(ui
);
1656 for (i
= 0; i
< nstates
; i
++) {
1657 if (states
[i
].state
)
1658 me
->ourgame
->free_game(states
[i
].state
);
1659 sfree(states
[i
].movestr
);