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 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
->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 void midend_size(midend_data
*me
, int *x
, int *y
, int expand
)
174 me
->ourgame
->size(me
->params
, me
->drawstate
, x
, y
, expand
);
179 void midend_set_params(midend_data
*me
, game_params
*params
)
181 me
->ourgame
->free_params(me
->params
);
182 me
->params
= me
->ourgame
->dup_params(params
);
185 static void midend_set_timer(midend_data
*me
)
187 me
->timing
= (me
->ourgame
->is_timed
&&
188 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
));
189 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
190 activate_timer(me
->frontend
);
192 deactivate_timer(me
->frontend
);
195 static void midend_size_new_drawstate(midend_data
*me
)
197 me
->ourgame
->size(me
->params
, me
->drawstate
, &me
->winwidth
, &me
->winheight
,
201 void midend_force_redraw(midend_data
*me
)
204 me
->ourgame
->free_drawstate(me
->drawstate
);
205 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
206 midend_size_new_drawstate(me
);
210 void midend_new_game(midend_data
*me
)
212 midend_free_game(me
);
214 assert(me
->nstates
== 0);
216 if (me
->genmode
== GOT_DESC
) {
217 me
->genmode
= GOT_NOTHING
;
221 if (me
->genmode
== GOT_SEED
) {
222 me
->genmode
= GOT_NOTHING
;
225 * Generate a new random seed. 15 digits comes to about
226 * 48 bits, which should be more than enough.
228 * I'll avoid putting a leading zero on the number,
229 * just in case it confuses anybody who thinks it's
230 * processed as an integer rather than a string.
235 newseed
[0] = '1' + random_upto(me
->random
, 9);
236 for (i
= 1; i
< 15; i
++)
237 newseed
[i
] = '0' + random_upto(me
->random
, 10);
239 me
->seedstr
= dupstr(newseed
);
242 me
->ourgame
->free_params(me
->curparams
);
243 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
251 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
252 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
253 &me
->aux_info
, TRUE
);
259 me
->states
[me
->nstates
].state
=
260 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
261 me
->states
[me
->nstates
].movestr
= NULL
;
262 me
->states
[me
->nstates
].movetype
= NEWGAME
;
265 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
266 midend_size_new_drawstate(me
);
268 midend_set_timer(me
);
270 me
->ourgame
->free_ui(me
->ui
);
271 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
272 me
->pressed_mouse_button
= 0;
275 static int midend_undo(midend_data
*me
)
277 if (me
->statepos
> 1) {
279 me
->ourgame
->changed_state(me
->ui
,
280 me
->states
[me
->statepos
-1].state
,
281 me
->states
[me
->statepos
-2].state
);
289 static int midend_redo(midend_data
*me
)
291 if (me
->statepos
< me
->nstates
) {
293 me
->ourgame
->changed_state(me
->ui
,
294 me
->states
[me
->statepos
-1].state
,
295 me
->states
[me
->statepos
].state
);
303 static void midend_finish_move(midend_data
*me
)
308 * We do not flash if the later of the two states is special.
309 * This covers both forward Solve moves and backward (undone)
312 if ((me
->oldstate
|| me
->statepos
> 1) &&
313 ((me
->dir
> 0 && !special(me
->states
[me
->statepos
-1].movetype
)) ||
314 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
315 !special(me
->states
[me
->statepos
].movetype
)))) {
316 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
317 me
->states
[me
->statepos
-2].state
,
318 me
->states
[me
->statepos
-1].state
,
319 me
->oldstate ? me
->dir
: +1,
322 me
->flash_pos
= 0.0F
;
323 me
->flash_time
= flashtime
;
328 me
->ourgame
->free_game(me
->oldstate
);
330 me
->anim_pos
= me
->anim_time
= 0;
333 midend_set_timer(me
);
336 void midend_stop_anim(midend_data
*me
)
338 if (me
->oldstate
|| me
->anim_time
) {
339 midend_finish_move(me
);
344 void midend_restart_game(midend_data
*me
)
348 midend_stop_anim(me
);
350 assert(me
->statepos
>= 1);
351 if (me
->statepos
== 1)
352 return; /* no point doing anything at all! */
355 * During restart, we reconstruct the game from the (public)
356 * game description rather than from states[0], because that
357 * way Mines gets slightly more sensible behaviour (restart
358 * goes to _after_ the first click so you don't have to
359 * remember where you clicked).
361 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
364 * Now enter the restarted state as the next move.
366 midend_stop_anim(me
);
367 while (me
->nstates
> me
->statepos
)
368 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
370 me
->states
[me
->nstates
].state
= s
;
371 me
->states
[me
->nstates
].movestr
= dupstr(me
->desc
);
372 me
->states
[me
->nstates
].movetype
= RESTART
;
373 me
->statepos
= ++me
->nstates
;
375 me
->ourgame
->changed_state(me
->ui
,
376 me
->states
[me
->statepos
-2].state
,
377 me
->states
[me
->statepos
-1].state
);
379 midend_finish_move(me
);
381 midend_set_timer(me
);
384 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
386 game_state
*oldstate
=
387 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
388 int special
= FALSE
, gotspecial
= FALSE
, ret
= 1;
391 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
392 midend_stop_anim(me
);
395 goto done
; /* never animate */
396 } else if (button
== 'u' || button
== 'u' ||
397 button
== '\x1A' || button
== '\x1F') {
398 midend_stop_anim(me
);
399 special
= special(me
->states
[me
->statepos
-1].movetype
);
401 if (!midend_undo(me
))
403 } else if (button
== 'r' || button
== 'R' ||
404 button
== '\x12' || button
== '\x19') {
405 midend_stop_anim(me
);
406 if (!midend_redo(me
))
408 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
416 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
417 me
->ui
, me
->drawstate
, x
, y
, button
);
421 s
= me
->states
[me
->statepos
-1].state
;
423 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
428 if (s
== me
->states
[me
->statepos
-1].state
) {
430 * make_move() is allowed to return its input state to
431 * indicate that although no move has been made, the UI
432 * state has been updated and a redraw is called for.
437 midend_stop_anim(me
);
438 while (me
->nstates
> me
->statepos
)
439 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
441 assert(movestr
!= NULL
);
442 me
->states
[me
->nstates
].state
= s
;
443 me
->states
[me
->nstates
].movestr
= movestr
;
444 me
->states
[me
->nstates
].movetype
= MOVE
;
445 me
->statepos
= ++me
->nstates
;
453 special
= special(me
->states
[me
->statepos
-1].movetype
);
456 * See if this move requires an animation.
461 anim_time
= me
->ourgame
->anim_length(oldstate
,
462 me
->states
[me
->statepos
-1].state
,
466 me
->oldstate
= oldstate
; oldstate
= NULL
;
468 me
->anim_time
= anim_time
;
471 midend_finish_move(me
);
477 midend_set_timer(me
);
480 if (oldstate
) me
->ourgame
->free_game(oldstate
);
484 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
489 * Harmonise mouse drag and release messages.
491 * Some front ends might accidentally switch from sending, say,
492 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
493 * drag. (This can happen on the Mac, for example, since
494 * RIGHT_DRAG is usually done using Command+drag, and if the
495 * user accidentally releases Command half way through the drag
496 * then there will be trouble.)
498 * It would be an O(number of front ends) annoyance to fix this
499 * in the front ends, but an O(number of back ends) annoyance
500 * to have each game capable of dealing with it. Therefore, we
501 * fix it _here_ in the common midend code so that it only has
504 * The possible ways in which things can go screwy in the front
507 * - in a system containing multiple physical buttons button
508 * presses can inadvertently overlap. We can see ABab (caps
509 * meaning button-down and lowercase meaning button-up) when
510 * the user had semantically intended AaBb.
512 * - in a system where one button is simulated by means of a
513 * modifier key and another button, buttons can mutate
514 * between press and release (possibly during drag). So we
515 * can see Ab instead of Aa.
517 * Definite requirements are:
519 * - button _presses_ must never be invented or destroyed. If
520 * the user presses two buttons in succession, the button
521 * presses must be transferred to the backend unchanged. So
522 * if we see AaBb , that's fine; if we see ABab (the button
523 * presses inadvertently overlapped) we must somehow
524 * `correct' it to AaBb.
526 * - every mouse action must end up looking like a press, zero
527 * or more drags, then a release. This allows back ends to
528 * make the _assumption_ that incoming mouse data will be
529 * sane in this regard, and not worry about the details.
531 * So my policy will be:
533 * - treat any button-up as a button-up for the currently
534 * pressed button, or ignore it if there is no currently
537 * - treat any drag as a drag for the currently pressed
538 * button, or ignore it if there is no currently pressed
541 * - if we see a button-down while another button is currently
542 * pressed, invent a button-up for the first one and then
543 * pass the button-down through as before.
545 * 2005-05-31: An addendum to the above. Some games might want
546 * a `priority order' among buttons, such that if one button is
547 * pressed while another is down then a fixed one of the
548 * buttons takes priority no matter what order they're pressed
549 * in. Mines, in particular, wants to treat a left+right click
550 * like a left click for the benefit of users of other
551 * implementations. So the last of the above points is modified
552 * in the presence of an (optional) button priority order.
554 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
555 if (me
->pressed_mouse_button
) {
556 if (IS_MOUSE_DRAG(button
)) {
557 button
= me
->pressed_mouse_button
+
558 (LEFT_DRAG
- LEFT_BUTTON
);
560 button
= me
->pressed_mouse_button
+
561 (LEFT_RELEASE
- LEFT_BUTTON
);
564 return ret
; /* ignore it */
565 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
567 * If the new button has lower priority than the old one,
568 * don't bother doing this.
570 if (me
->ourgame
->mouse_priorities
&
571 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
572 return ret
; /* just ignore it */
575 * Fabricate a button-up for the previously pressed button.
577 ret
= ret
&& midend_really_process_key
578 (me
, x
, y
, (me
->pressed_mouse_button
+
579 (LEFT_RELEASE
- LEFT_BUTTON
)));
583 * Now send on the event we originally received.
585 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
588 * And update the currently pressed button.
590 if (IS_MOUSE_RELEASE(button
))
591 me
->pressed_mouse_button
= 0;
592 else if (IS_MOUSE_DOWN(button
))
593 me
->pressed_mouse_button
= button
;
598 void midend_redraw(midend_data
*me
)
600 if (me
->statepos
> 0 && me
->drawstate
) {
601 start_draw(me
->frontend
);
602 if (me
->oldstate
&& me
->anim_time
> 0 &&
603 me
->anim_pos
< me
->anim_time
) {
604 assert(me
->dir
!= 0);
605 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
606 me
->states
[me
->statepos
-1].state
, me
->dir
,
607 me
->ui
, me
->anim_pos
, me
->flash_pos
);
609 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
610 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
611 me
->ui
, 0.0, me
->flash_pos
);
613 end_draw(me
->frontend
);
617 void midend_timer(midend_data
*me
, float tplus
)
619 me
->anim_pos
+= tplus
;
620 if (me
->anim_pos
>= me
->anim_time
||
621 me
->anim_time
== 0 || !me
->oldstate
) {
622 if (me
->anim_time
> 0)
623 midend_finish_move(me
);
626 me
->flash_pos
+= tplus
;
627 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
628 me
->flash_pos
= me
->flash_time
= 0;
634 float oldelapsed
= me
->elapsed
;
635 me
->elapsed
+= tplus
;
636 if ((int)oldelapsed
!= (int)me
->elapsed
)
637 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
640 midend_set_timer(me
);
643 float *midend_colours(midend_data
*me
, int *ncolours
)
645 game_state
*state
= NULL
;
648 if (me
->nstates
== 0) {
650 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
652 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
656 state
= me
->states
[0].state
;
658 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
664 * Allow environment-based overrides for the standard
665 * colours by defining variables along the lines of
666 * `NET_COLOUR_4=6000c0'.
669 for (i
= 0; i
< *ncolours
; i
++) {
671 unsigned int r
, g
, b
;
674 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
675 for (j
= 0; buf
[j
]; j
++)
676 buf
[j
] = toupper((unsigned char)buf
[j
]);
677 if ((e
= getenv(buf
)) != NULL
&&
678 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
679 ret
[i
*3 + 0] = r
/ 255.0;
680 ret
[i
*3 + 1] = g
/ 255.0;
681 ret
[i
*3 + 2] = b
/ 255.0;
686 if (me
->nstates
== 0)
687 me
->ourgame
->free_game(state
);
692 int midend_num_presets(midend_data
*me
)
698 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
699 if (me
->presetsize
<= me
->npresets
) {
700 me
->presetsize
= me
->npresets
+ 10;
701 me
->presets
= sresize(me
->presets
, me
->presetsize
,
703 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
707 me
->presets
[me
->npresets
] = preset
;
708 me
->preset_names
[me
->npresets
] = name
;
715 * Allow environment-based extensions to the preset list by
716 * defining a variable along the lines of `SOLO_PRESETS=2x3
717 * Advanced:2x3da'. Colon-separated list of items,
718 * alternating between textual titles in the menu and
719 * encoded parameter strings.
721 char buf
[80], *e
, *p
;
724 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
725 for (j
= 0; buf
[j
]; j
++)
726 buf
[j
] = toupper((unsigned char)buf
[j
]);
728 if ((e
= getenv(buf
)) != NULL
) {
736 while (*p
&& *p
!= ':') p
++;
739 while (*p
&& *p
!= ':') p
++;
742 preset
= me
->ourgame
->default_params();
743 me
->ourgame
->decode_params(preset
, val
);
745 if (me
->ourgame
->validate_params(preset
)) {
746 /* Drop this one from the list. */
747 me
->ourgame
->free_params(preset
);
751 if (me
->presetsize
<= me
->npresets
) {
752 me
->presetsize
= me
->npresets
+ 10;
753 me
->presets
= sresize(me
->presets
, me
->presetsize
,
755 me
->preset_names
= sresize(me
->preset_names
,
756 me
->presetsize
, char *);
759 me
->presets
[me
->npresets
] = preset
;
760 me
->preset_names
[me
->npresets
] = dupstr(name
);
769 void midend_fetch_preset(midend_data
*me
, int n
,
770 char **name
, game_params
**params
)
772 assert(n
>= 0 && n
< me
->npresets
);
773 *name
= me
->preset_names
[n
];
774 *params
= me
->presets
[n
];
777 int midend_wants_statusbar(midend_data
*me
)
779 return me
->ourgame
->wants_statusbar();
782 void midend_supersede_game_desc(midend_data
*me
, char *desc
, char *privdesc
)
786 me
->desc
= dupstr(desc
);
787 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
790 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
792 char *titlebuf
, *parstr
, *rest
;
797 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
801 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
802 *wintitle
= titlebuf
;
803 return me
->ourgame
->configure(me
->params
);
806 if (!me
->curparams
) {
810 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
811 which
== CFG_SEED ?
"random" : "game");
812 *wintitle
= titlebuf
;
814 ret
= snewn(2, config_item
);
816 ret
[0].type
= C_STRING
;
817 if (which
== CFG_SEED
)
818 ret
[0].name
= "Game random seed";
820 ret
[0].name
= "Game ID";
823 * For CFG_DESC the text going in here will be a string
824 * encoding of the restricted parameters, plus a colon,
825 * plus the game description. For CFG_SEED it will be the
826 * full parameters, plus a hash, plus the random seed data.
827 * Either of these is a valid full game ID (although only
828 * the former is likely to persist across many code
831 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
833 if (which
== CFG_DESC
) {
834 rest
= me
->desc ? me
->desc
: "";
837 rest
= me
->seedstr ? me
->seedstr
: "";
840 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
841 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
845 ret
[1].name
= ret
[1].sval
= NULL
;
851 assert(!"We shouldn't be here");
855 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
857 char *error
, *par
, *desc
, *seed
;
859 seed
= strchr(id
, '#');
860 desc
= strchr(id
, ':');
862 if (desc
&& (!seed
|| desc
< seed
)) {
864 * We have a colon separating parameters from game
865 * description. So `par' now points to the parameters
866 * string, and `desc' to the description string.
871 } else if (seed
&& (!desc
|| seed
< desc
)) {
873 * We have a hash separating parameters from random seed.
874 * So `par' now points to the parameters string, and `seed'
875 * to the seed string.
882 * We only have one string. Depending on `defmode', we take
883 * it to be either parameters, seed or description.
885 if (defmode
== DEF_SEED
) {
888 } else if (defmode
== DEF_DESC
) {
898 game_params
*tmpparams
;
899 tmpparams
= me
->ourgame
->dup_params(me
->params
);
900 me
->ourgame
->decode_params(tmpparams
, par
);
901 error
= me
->ourgame
->validate_params(tmpparams
);
903 me
->ourgame
->free_params(tmpparams
);
907 me
->ourgame
->free_params(me
->curparams
);
908 me
->curparams
= tmpparams
;
911 * Now filter only the persistent parts of this state into
912 * the long-term params structure, unless we've _only_
913 * received a params string in which case the whole lot is
917 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
918 me
->ourgame
->decode_params(me
->params
, tmpstr
);
921 me
->ourgame
->free_params(me
->params
);
922 me
->params
= me
->ourgame
->dup_params(tmpparams
);
928 me
->desc
= me
->privdesc
= NULL
;
933 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
937 me
->desc
= dupstr(desc
);
938 me
->genmode
= GOT_DESC
;
944 me
->seedstr
= dupstr(seed
);
945 me
->genmode
= GOT_SEED
;
951 char *midend_game_id(midend_data
*me
, char *id
)
953 return midend_game_id_int(me
, id
, DEF_PARAMS
);
956 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
963 params
= me
->ourgame
->custom_params(cfg
);
964 error
= me
->ourgame
->validate_params(params
);
967 me
->ourgame
->free_params(params
);
971 me
->ourgame
->free_params(me
->params
);
977 error
= midend_game_id_int(me
, cfg
[0].sval
,
978 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
987 char *midend_text_format(midend_data
*me
)
989 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
990 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
995 char *midend_solve(midend_data
*me
)
1000 if (!me
->ourgame
->can_solve
)
1001 return "This game does not support the Solve operation";
1003 if (me
->statepos
< 1)
1004 return "No game set up to solve"; /* _shouldn't_ happen! */
1006 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
1007 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1008 me
->states
[me
->statepos
-1].state
,
1009 me
->aux_info
, &msg
);
1012 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1016 * Now enter the solved state as the next move.
1018 midend_stop_anim(me
);
1019 while (me
->nstates
> me
->statepos
)
1020 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1022 me
->states
[me
->nstates
].state
= s
;
1023 me
->states
[me
->nstates
].movestr
= movestr
;
1024 me
->states
[me
->nstates
].movetype
= SOLVE
;
1025 me
->statepos
= ++me
->nstates
;
1027 me
->ourgame
->changed_state(me
->ui
,
1028 me
->states
[me
->statepos
-2].state
,
1029 me
->states
[me
->statepos
-1].state
);
1030 me
->anim_time
= 0.0;
1031 midend_finish_move(me
);
1033 midend_set_timer(me
);
1037 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
1040 * An important special case is that we are occasionally called
1041 * with our own laststatus, to update the timer.
1043 if (me
->laststatus
!= text
) {
1044 sfree(me
->laststatus
);
1045 me
->laststatus
= dupstr(text
);
1048 if (me
->ourgame
->is_timed
) {
1049 char timebuf
[100], *ret
;
1055 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1057 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1058 strcpy(ret
, timebuf
);
1063 return dupstr(text
);
1067 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1068 #define SERIALISE_VERSION "1"
1070 void midend_serialise(midend_data
*me
,
1071 void (*write
)(void *ctx
, void *buf
, int len
),
1077 * Each line of the save file contains three components. First
1078 * exactly 8 characters of header word indicating what type of
1079 * data is contained on the line; then a colon followed by a
1080 * decimal integer giving the length of the main string on the
1081 * line; then a colon followed by the string itself (exactly as
1082 * many bytes as previously specified, no matter what they
1083 * contain). Then a newline (of reasonably flexible form).
1085 #define wr(h,s) do { \
1088 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1089 write(wctx, hbuf, strlen(hbuf)); \
1090 write(wctx, str, strlen(str)); \
1091 write(wctx, "\n", 1); \
1095 * Magic string identifying the file, and version number of the
1098 wr("SAVEFILE", SERIALISE_MAGIC
);
1099 wr("VERSION", SERIALISE_VERSION
);
1102 * The game name. (Copied locally to avoid const annoyance.)
1105 char *s
= dupstr(me
->ourgame
->name
);
1111 * The current long-term parameters structure, in full.
1114 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1120 * The current short-term parameters structure, in full.
1122 if (me
->curparams
) {
1123 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1129 * The current game description, the privdesc, and the random seed.
1132 wr("SEED", me
->seedstr
);
1134 wr("DESC", me
->desc
);
1136 wr("PRIVDESC", me
->privdesc
);
1139 * The game's aux_info. We obfuscate this to prevent spoilers
1140 * (people are likely to run `head' or similar on a saved game
1141 * file simply to find out what it is, and don't necessarily
1142 * want to be told the answer to the puzzle!)
1149 len
= strlen(me
->aux_info
);
1150 s1
= snewn(len
, unsigned char);
1151 memcpy(s1
, me
->aux_info
, len
);
1152 obfuscate_bitmap(s1
, len
*8, FALSE
);
1153 s2
= bin2hex(s1
, len
);
1162 * Any required serialisation of the game_ui.
1165 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1173 * The game time, if it's a timed game.
1175 if (me
->ourgame
->is_timed
) {
1177 sprintf(buf
, "%g", me
->elapsed
);
1182 * The length of, and position in, the states list.
1186 sprintf(buf
, "%d", me
->nstates
);
1188 sprintf(buf
, "%d", me
->statepos
);
1189 wr("STATEPOS", buf
);
1193 * For each state after the initial one (which we know is
1194 * constructed from either privdesc or desc), enough
1195 * information for execute_move() to reconstruct it from the
1198 for (i
= 1; i
< me
->nstates
; i
++) {
1199 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1200 switch (me
->states
[i
].movetype
) {
1202 wr("MOVE", me
->states
[i
].movestr
);
1205 wr("SOLVE", me
->states
[i
].movestr
);
1208 wr("RESTART", me
->states
[i
].movestr
);
1217 * This function returns NULL on success, or an error message.
1219 char *midend_deserialise(midend_data
*me
,
1220 int (*read
)(void *ctx
, void *buf
, int len
),
1223 int nstates
= 0, statepos
= -1, gotstates
= 0;
1224 int started
= FALSE
;
1228 /* Initially all errors give the same report */
1229 char *ret
= "Data does not appear to be a saved game file";
1232 * We construct all the new state in local variables while we
1233 * check its sanity. Only once we have finished reading the
1234 * serialised data and detected no errors at all do we start
1235 * modifying stuff in the midend_data passed in.
1237 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1238 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1239 float elapsed
= 0.0F
;
1240 game_params
*params
= NULL
, *cparams
= NULL
;
1242 struct midend_state_entry
*states
= NULL
;
1245 * Loop round and round reading one key/value pair at a time
1246 * from the serialised stream, until we have enough game states
1249 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1254 if (!read(rctx
, key
, 1)) {
1255 /* unexpected EOF */
1258 } while (key
[0] == '\r' || key
[0] == '\n');
1260 if (!read(rctx
, key
+1, 8)) {
1261 /* unexpected EOF */
1265 if (key
[8] != ':') {
1267 ret
= "Data was incorrectly formatted for a saved game file";
1269 len
= strcspn(key
, ": ");
1275 if (!read(rctx
, &c
, 1)) {
1276 /* unexpected EOF */
1282 } else if (c
>= '0' && c
<= '9') {
1283 len
= (len
* 10) + (c
- '0');
1286 ret
= "Data was incorrectly formatted for a"
1292 val
= snewn(len
+1, char);
1293 if (!read(rctx
, val
, len
)) {
1300 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1301 /* ret already has the right message in it */
1304 /* Now most errors are this one, unless otherwise specified */
1305 ret
= "Saved data ended unexpectedly";
1308 if (!strcmp(key
, "VERSION")) {
1309 if (strcmp(val
, SERIALISE_VERSION
)) {
1310 ret
= "Cannot handle this version of the saved game"
1314 } else if (!strcmp(key
, "GAME")) {
1315 if (strcmp(val
, me
->ourgame
->name
)) {
1316 ret
= "Save file is from a different game";
1319 } else if (!strcmp(key
, "PARAMS")) {
1323 } else if (!strcmp(key
, "CPARAMS")) {
1327 } else if (!strcmp(key
, "SEED")) {
1331 } else if (!strcmp(key
, "DESC")) {
1335 } else if (!strcmp(key
, "PRIVDESC")) {
1339 } else if (!strcmp(key
, "AUXINFO")) {
1341 int len
= strlen(val
) / 2; /* length in bytes */
1342 tmp
= hex2bin(val
, len
);
1343 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1346 auxinfo
= snewn(len
+ 1, char);
1347 memcpy(auxinfo
, tmp
, len
);
1348 auxinfo
[len
] = '\0';
1350 } else if (!strcmp(key
, "UI")) {
1354 } else if (!strcmp(key
, "TIME")) {
1355 elapsed
= atof(val
);
1356 } else if (!strcmp(key
, "NSTATES")) {
1357 nstates
= atoi(val
);
1359 ret
= "Number of states in save file was negative";
1363 ret
= "Two state counts provided in save file";
1366 states
= snewn(nstates
, struct midend_state_entry
);
1367 for (i
= 0; i
< nstates
; i
++) {
1368 states
[i
].state
= NULL
;
1369 states
[i
].movestr
= NULL
;
1370 states
[i
].movetype
= NEWGAME
;
1372 } else if (!strcmp(key
, "STATEPOS")) {
1373 statepos
= atoi(val
);
1374 } else if (!strcmp(key
, "MOVE")) {
1376 states
[gotstates
].movetype
= MOVE
;
1377 states
[gotstates
].movestr
= val
;
1379 } else if (!strcmp(key
, "SOLVE")) {
1381 states
[gotstates
].movetype
= SOLVE
;
1382 states
[gotstates
].movestr
= val
;
1384 } else if (!strcmp(key
, "RESTART")) {
1386 states
[gotstates
].movetype
= RESTART
;
1387 states
[gotstates
].movestr
= val
;
1396 params
= me
->ourgame
->default_params();
1397 me
->ourgame
->decode_params(params
, parstr
);
1398 if (me
->ourgame
->validate_params(params
)) {
1399 ret
= "Long-term parameters in save file are invalid";
1402 cparams
= me
->ourgame
->default_params();
1403 me
->ourgame
->decode_params(cparams
, cparstr
);
1404 if (me
->ourgame
->validate_params(cparams
)) {
1405 ret
= "Short-term parameters in save file are invalid";
1409 ret
= "Game description in save file is missing";
1411 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1412 ret
= "Game description in save file is invalid";
1415 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1416 ret
= "Game private description in save file is invalid";
1419 if (statepos
< 0 || statepos
>= nstates
) {
1420 ret
= "Game position in save file is out of range";
1423 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1424 privdesc ? privdesc
: desc
);
1425 for (i
= 1; i
< nstates
; i
++) {
1426 assert(states
[i
].movetype
!= NEWGAME
);
1427 switch (states
[i
].movetype
) {
1430 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1432 if (states
[i
].state
== NULL
) {
1433 ret
= "Save file contained an invalid move";
1438 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1439 ret
= "Save file contained an invalid restart move";
1442 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1448 ui
= me
->ourgame
->new_ui(states
[0].state
);
1449 me
->ourgame
->decode_ui(ui
, uistr
);
1452 * Now we've run out of possible error conditions, so we're
1453 * ready to start overwriting the real data in the current
1454 * midend. We'll do this by swapping things with the local
1455 * variables, so that the same cleanup code will free the old
1466 me
->privdesc
= privdesc
;
1474 me
->aux_info
= auxinfo
;
1478 me
->genmode
= GOT_NOTHING
;
1480 me
->statesize
= nstates
;
1481 nstates
= me
->nstates
;
1482 me
->nstates
= me
->statesize
;
1484 struct midend_state_entry
*tmp
;
1486 me
->states
= states
;
1489 me
->statepos
= statepos
;
1495 me
->params
= params
;
1498 tmp
= me
->curparams
;
1499 me
->curparams
= cparams
;
1503 me
->oldstate
= NULL
;
1504 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1515 me
->elapsed
= elapsed
;
1516 me
->pressed_mouse_button
= 0;
1518 midend_set_timer(me
);
1521 me
->ourgame
->free_drawstate(me
->drawstate
);
1523 me
->ourgame
->new_drawstate(me
->states
[me
->statepos
-1].state
);
1524 midend_size_new_drawstate(me
);
1526 ret
= NULL
; /* success! */
1538 me
->ourgame
->free_params(params
);
1540 me
->ourgame
->free_params(cparams
);
1542 me
->ourgame
->free_ui(ui
);
1546 for (i
= 0; i
< nstates
; i
++) {
1547 if (states
[i
].state
)
1548 me
->ourgame
->free_game(states
[i
].state
);
1549 sfree(states
[i
].movestr
);