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
!= 0) {
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
;
495 me
->ourgame
->changed_state(me
->ui
,
496 me
->states
[me
->statepos
-2].state
,
497 me
->states
[me
->statepos
-1].state
);
504 special
= special(me
->states
[me
->statepos
-1].movetype
);
507 * See if this move requires an animation.
512 anim_time
= me
->ourgame
->anim_length(oldstate
,
513 me
->states
[me
->statepos
-1].state
,
517 me
->oldstate
= oldstate
; oldstate
= NULL
;
519 me
->anim_time
= anim_time
;
522 midend_finish_move(me
);
528 midend_set_timer(me
);
531 if (oldstate
) me
->ourgame
->free_game(oldstate
);
535 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
540 * Harmonise mouse drag and release messages.
542 * Some front ends might accidentally switch from sending, say,
543 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
544 * drag. (This can happen on the Mac, for example, since
545 * RIGHT_DRAG is usually done using Command+drag, and if the
546 * user accidentally releases Command half way through the drag
547 * then there will be trouble.)
549 * It would be an O(number of front ends) annoyance to fix this
550 * in the front ends, but an O(number of back ends) annoyance
551 * to have each game capable of dealing with it. Therefore, we
552 * fix it _here_ in the common midend code so that it only has
555 * The possible ways in which things can go screwy in the front
558 * - in a system containing multiple physical buttons button
559 * presses can inadvertently overlap. We can see ABab (caps
560 * meaning button-down and lowercase meaning button-up) when
561 * the user had semantically intended AaBb.
563 * - in a system where one button is simulated by means of a
564 * modifier key and another button, buttons can mutate
565 * between press and release (possibly during drag). So we
566 * can see Ab instead of Aa.
568 * Definite requirements are:
570 * - button _presses_ must never be invented or destroyed. If
571 * the user presses two buttons in succession, the button
572 * presses must be transferred to the backend unchanged. So
573 * if we see AaBb , that's fine; if we see ABab (the button
574 * presses inadvertently overlapped) we must somehow
575 * `correct' it to AaBb.
577 * - every mouse action must end up looking like a press, zero
578 * or more drags, then a release. This allows back ends to
579 * make the _assumption_ that incoming mouse data will be
580 * sane in this regard, and not worry about the details.
582 * So my policy will be:
584 * - treat any button-up as a button-up for the currently
585 * pressed button, or ignore it if there is no currently
588 * - treat any drag as a drag for the currently pressed
589 * button, or ignore it if there is no currently pressed
592 * - if we see a button-down while another button is currently
593 * pressed, invent a button-up for the first one and then
594 * pass the button-down through as before.
596 * 2005-05-31: An addendum to the above. Some games might want
597 * a `priority order' among buttons, such that if one button is
598 * pressed while another is down then a fixed one of the
599 * buttons takes priority no matter what order they're pressed
600 * in. Mines, in particular, wants to treat a left+right click
601 * like a left click for the benefit of users of other
602 * implementations. So the last of the above points is modified
603 * in the presence of an (optional) button priority order.
605 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
606 if (me
->pressed_mouse_button
) {
607 if (IS_MOUSE_DRAG(button
)) {
608 button
= me
->pressed_mouse_button
+
609 (LEFT_DRAG
- LEFT_BUTTON
);
611 button
= me
->pressed_mouse_button
+
612 (LEFT_RELEASE
- LEFT_BUTTON
);
615 return ret
; /* ignore it */
616 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
618 * If the new button has lower priority than the old one,
619 * don't bother doing this.
621 if (me
->ourgame
->mouse_priorities
&
622 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
623 return ret
; /* just ignore it */
626 * Fabricate a button-up for the previously pressed button.
628 ret
= ret
&& midend_really_process_key
629 (me
, x
, y
, (me
->pressed_mouse_button
+
630 (LEFT_RELEASE
- LEFT_BUTTON
)));
634 * Now send on the event we originally received.
636 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
639 * And update the currently pressed button.
641 if (IS_MOUSE_RELEASE(button
))
642 me
->pressed_mouse_button
= 0;
643 else if (IS_MOUSE_DOWN(button
))
644 me
->pressed_mouse_button
= button
;
649 void midend_redraw(midend_data
*me
)
651 if (me
->statepos
> 0 && me
->drawstate
) {
652 start_draw(me
->frontend
);
653 if (me
->oldstate
&& me
->anim_time
> 0 &&
654 me
->anim_pos
< me
->anim_time
) {
655 assert(me
->dir
!= 0);
656 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
657 me
->states
[me
->statepos
-1].state
, me
->dir
,
658 me
->ui
, me
->anim_pos
, me
->flash_pos
);
660 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
661 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
662 me
->ui
, 0.0, me
->flash_pos
);
664 end_draw(me
->frontend
);
668 void midend_timer(midend_data
*me
, float tplus
)
670 me
->anim_pos
+= tplus
;
671 if (me
->anim_pos
>= me
->anim_time
||
672 me
->anim_time
== 0 || !me
->oldstate
) {
673 if (me
->anim_time
> 0)
674 midend_finish_move(me
);
677 me
->flash_pos
+= tplus
;
678 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
679 me
->flash_pos
= me
->flash_time
= 0;
685 float oldelapsed
= me
->elapsed
;
686 me
->elapsed
+= tplus
;
687 if ((int)oldelapsed
!= (int)me
->elapsed
)
688 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
691 midend_set_timer(me
);
694 float *midend_colours(midend_data
*me
, int *ncolours
)
696 game_state
*state
= NULL
;
699 if (me
->nstates
== 0) {
701 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
703 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
707 state
= me
->states
[0].state
;
709 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
715 * Allow environment-based overrides for the standard
716 * colours by defining variables along the lines of
717 * `NET_COLOUR_4=6000c0'.
720 for (i
= 0; i
< *ncolours
; i
++) {
722 unsigned int r
, g
, b
;
725 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
726 for (j
= 0; buf
[j
]; j
++)
727 buf
[j
] = toupper((unsigned char)buf
[j
]);
728 if ((e
= getenv(buf
)) != NULL
&&
729 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
730 ret
[i
*3 + 0] = r
/ 255.0;
731 ret
[i
*3 + 1] = g
/ 255.0;
732 ret
[i
*3 + 2] = b
/ 255.0;
737 if (me
->nstates
== 0)
738 me
->ourgame
->free_game(state
);
743 int midend_num_presets(midend_data
*me
)
749 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
750 if (me
->presetsize
<= me
->npresets
) {
751 me
->presetsize
= me
->npresets
+ 10;
752 me
->presets
= sresize(me
->presets
, me
->presetsize
,
754 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
758 me
->presets
[me
->npresets
] = preset
;
759 me
->preset_names
[me
->npresets
] = name
;
766 * Allow environment-based extensions to the preset list by
767 * defining a variable along the lines of `SOLO_PRESETS=2x3
768 * Advanced:2x3da'. Colon-separated list of items,
769 * alternating between textual titles in the menu and
770 * encoded parameter strings.
772 char buf
[80], *e
, *p
;
775 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
776 for (j
= 0; buf
[j
]; j
++)
777 buf
[j
] = toupper((unsigned char)buf
[j
]);
779 if ((e
= getenv(buf
)) != NULL
) {
787 while (*p
&& *p
!= ':') p
++;
790 while (*p
&& *p
!= ':') p
++;
793 preset
= me
->ourgame
->default_params();
794 me
->ourgame
->decode_params(preset
, val
);
796 if (me
->ourgame
->validate_params(preset
, TRUE
)) {
797 /* Drop this one from the list. */
798 me
->ourgame
->free_params(preset
);
802 if (me
->presetsize
<= me
->npresets
) {
803 me
->presetsize
= me
->npresets
+ 10;
804 me
->presets
= sresize(me
->presets
, me
->presetsize
,
806 me
->preset_names
= sresize(me
->preset_names
,
807 me
->presetsize
, char *);
810 me
->presets
[me
->npresets
] = preset
;
811 me
->preset_names
[me
->npresets
] = dupstr(name
);
820 void midend_fetch_preset(midend_data
*me
, int n
,
821 char **name
, game_params
**params
)
823 assert(n
>= 0 && n
< me
->npresets
);
824 *name
= me
->preset_names
[n
];
825 *params
= me
->presets
[n
];
828 int midend_wants_statusbar(midend_data
*me
)
830 return me
->ourgame
->wants_statusbar();
833 void midend_supersede_game_desc(midend_data
*me
, char *desc
, char *privdesc
)
837 me
->desc
= dupstr(desc
);
838 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
841 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
843 char *titlebuf
, *parstr
, *rest
;
848 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
852 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
853 *wintitle
= titlebuf
;
854 return me
->ourgame
->configure(me
->params
);
857 if (!me
->curparams
) {
861 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
862 which
== CFG_SEED ?
"random" : "game");
863 *wintitle
= titlebuf
;
865 ret
= snewn(2, config_item
);
867 ret
[0].type
= C_STRING
;
868 if (which
== CFG_SEED
)
869 ret
[0].name
= "Game random seed";
871 ret
[0].name
= "Game ID";
874 * For CFG_DESC the text going in here will be a string
875 * encoding of the restricted parameters, plus a colon,
876 * plus the game description. For CFG_SEED it will be the
877 * full parameters, plus a hash, plus the random seed data.
878 * Either of these is a valid full game ID (although only
879 * the former is likely to persist across many code
882 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
884 if (which
== CFG_DESC
) {
885 rest
= me
->desc ? me
->desc
: "";
888 rest
= me
->seedstr ? me
->seedstr
: "";
891 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
892 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
896 ret
[1].name
= ret
[1].sval
= NULL
;
902 assert(!"We shouldn't be here");
906 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
908 char *error
, *par
, *desc
, *seed
;
909 game_params
*newcurparams
, *newparams
, *oldparams1
, *oldparams2
;
912 seed
= strchr(id
, '#');
913 desc
= strchr(id
, ':');
915 if (desc
&& (!seed
|| desc
< seed
)) {
917 * We have a colon separating parameters from game
918 * description. So `par' now points to the parameters
919 * string, and `desc' to the description string.
924 } else if (seed
&& (!desc
|| seed
< desc
)) {
926 * We have a hash separating parameters from random seed.
927 * So `par' now points to the parameters string, and `seed'
928 * to the seed string.
935 * We only have one string. Depending on `defmode', we take
936 * it to be either parameters, seed or description.
938 if (defmode
== DEF_SEED
) {
941 } else if (defmode
== DEF_DESC
) {
951 * We must be reasonably careful here not to modify anything in
952 * `me' until we have finished validating things. This function
953 * must either return an error and do nothing to the midend, or
954 * return success and do everything; nothing in between is
957 newcurparams
= newparams
= oldparams1
= oldparams2
= NULL
;
960 newcurparams
= me
->ourgame
->dup_params(me
->params
);
961 me
->ourgame
->decode_params(newcurparams
, par
);
962 error
= me
->ourgame
->validate_params(newcurparams
, desc
== NULL
);
964 me
->ourgame
->free_params(newcurparams
);
967 oldparams1
= me
->curparams
;
970 * Now filter only the persistent parts of this state into
971 * the long-term params structure, unless we've _only_
972 * received a params string in which case the whole lot is
975 oldparams2
= me
->params
;
979 newparams
= me
->ourgame
->dup_params(me
->params
);
981 tmpstr
= me
->ourgame
->encode_params(newcurparams
, FALSE
);
982 me
->ourgame
->decode_params(newparams
, tmpstr
);
986 newparams
= me
->ourgame
->dup_params(newcurparams
);
990 newcurparams
= me
->curparams
;
991 newparams
= me
->params
;
996 error
= me
->ourgame
->validate_desc(newparams
, desc
);
1000 me
->ourgame
->free_params(newcurparams
);
1002 me
->ourgame
->free_params(newparams
);
1009 * Now we've got past all possible error points. Update the
1012 me
->params
= newparams
;
1013 me
->curparams
= newcurparams
;
1015 me
->ourgame
->free_params(oldparams1
);
1017 me
->ourgame
->free_params(oldparams2
);
1020 sfree(me
->privdesc
);
1021 me
->desc
= me
->privdesc
= NULL
;
1026 me
->desc
= dupstr(desc
);
1027 me
->genmode
= GOT_DESC
;
1028 sfree(me
->aux_info
);
1029 me
->aux_info
= NULL
;
1033 me
->seedstr
= dupstr(seed
);
1034 me
->genmode
= GOT_SEED
;
1040 char *midend_game_id(midend_data
*me
, char *id
)
1042 return midend_game_id_int(me
, id
, DEF_PARAMS
);
1045 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
1048 game_params
*params
;
1052 params
= me
->ourgame
->custom_params(cfg
);
1053 error
= me
->ourgame
->validate_params(params
, TRUE
);
1056 me
->ourgame
->free_params(params
);
1060 me
->ourgame
->free_params(me
->params
);
1061 me
->params
= params
;
1066 error
= midend_game_id_int(me
, cfg
[0].sval
,
1067 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
1076 char *midend_text_format(midend_data
*me
)
1078 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
1079 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
1084 char *midend_solve(midend_data
*me
)
1087 char *msg
, *movestr
;
1089 if (!me
->ourgame
->can_solve
)
1090 return "This game does not support the Solve operation";
1092 if (me
->statepos
< 1)
1093 return "No game set up to solve"; /* _shouldn't_ happen! */
1095 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
1096 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
1097 me
->states
[me
->statepos
-1].state
,
1098 me
->aux_info
, &msg
);
1101 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1105 * Now enter the solved state as the next move.
1107 midend_stop_anim(me
);
1108 while (me
->nstates
> me
->statepos
)
1109 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1111 me
->states
[me
->nstates
].state
= s
;
1112 me
->states
[me
->nstates
].movestr
= movestr
;
1113 me
->states
[me
->nstates
].movetype
= SOLVE
;
1114 me
->statepos
= ++me
->nstates
;
1116 me
->ourgame
->changed_state(me
->ui
,
1117 me
->states
[me
->statepos
-2].state
,
1118 me
->states
[me
->statepos
-1].state
);
1119 me
->anim_time
= 0.0;
1120 midend_finish_move(me
);
1122 midend_set_timer(me
);
1126 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
1129 * An important special case is that we are occasionally called
1130 * with our own laststatus, to update the timer.
1132 if (me
->laststatus
!= text
) {
1133 sfree(me
->laststatus
);
1134 me
->laststatus
= dupstr(text
);
1137 if (me
->ourgame
->is_timed
) {
1138 char timebuf
[100], *ret
;
1144 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1146 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1147 strcpy(ret
, timebuf
);
1152 return dupstr(text
);
1156 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1157 #define SERIALISE_VERSION "1"
1159 void midend_serialise(midend_data
*me
,
1160 void (*write
)(void *ctx
, void *buf
, int len
),
1166 * Each line of the save file contains three components. First
1167 * exactly 8 characters of header word indicating what type of
1168 * data is contained on the line; then a colon followed by a
1169 * decimal integer giving the length of the main string on the
1170 * line; then a colon followed by the string itself (exactly as
1171 * many bytes as previously specified, no matter what they
1172 * contain). Then a newline (of reasonably flexible form).
1174 #define wr(h,s) do { \
1177 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1178 write(wctx, hbuf, strlen(hbuf)); \
1179 write(wctx, str, strlen(str)); \
1180 write(wctx, "\n", 1); \
1184 * Magic string identifying the file, and version number of the
1187 wr("SAVEFILE", SERIALISE_MAGIC
);
1188 wr("VERSION", SERIALISE_VERSION
);
1191 * The game name. (Copied locally to avoid const annoyance.)
1194 char *s
= dupstr(me
->ourgame
->name
);
1200 * The current long-term parameters structure, in full.
1203 char *s
= me
->ourgame
->encode_params(me
->params
, TRUE
);
1209 * The current short-term parameters structure, in full.
1211 if (me
->curparams
) {
1212 char *s
= me
->ourgame
->encode_params(me
->curparams
, TRUE
);
1218 * The current game description, the privdesc, and the random seed.
1221 wr("SEED", me
->seedstr
);
1223 wr("DESC", me
->desc
);
1225 wr("PRIVDESC", me
->privdesc
);
1228 * The game's aux_info. We obfuscate this to prevent spoilers
1229 * (people are likely to run `head' or similar on a saved game
1230 * file simply to find out what it is, and don't necessarily
1231 * want to be told the answer to the puzzle!)
1238 len
= strlen(me
->aux_info
);
1239 s1
= snewn(len
, unsigned char);
1240 memcpy(s1
, me
->aux_info
, len
);
1241 obfuscate_bitmap(s1
, len
*8, FALSE
);
1242 s2
= bin2hex(s1
, len
);
1251 * Any required serialisation of the game_ui.
1254 char *s
= me
->ourgame
->encode_ui(me
->ui
);
1262 * The game time, if it's a timed game.
1264 if (me
->ourgame
->is_timed
) {
1266 sprintf(buf
, "%g", me
->elapsed
);
1271 * The length of, and position in, the states list.
1275 sprintf(buf
, "%d", me
->nstates
);
1277 sprintf(buf
, "%d", me
->statepos
);
1278 wr("STATEPOS", buf
);
1282 * For each state after the initial one (which we know is
1283 * constructed from either privdesc or desc), enough
1284 * information for execute_move() to reconstruct it from the
1287 for (i
= 1; i
< me
->nstates
; i
++) {
1288 assert(me
->states
[i
].movetype
!= NEWGAME
); /* only state 0 */
1289 switch (me
->states
[i
].movetype
) {
1291 wr("MOVE", me
->states
[i
].movestr
);
1294 wr("SOLVE", me
->states
[i
].movestr
);
1297 wr("RESTART", me
->states
[i
].movestr
);
1306 * This function returns NULL on success, or an error message.
1308 char *midend_deserialise(midend_data
*me
,
1309 int (*read
)(void *ctx
, void *buf
, int len
),
1312 int nstates
= 0, statepos
= -1, gotstates
= 0;
1313 int started
= FALSE
;
1317 /* Initially all errors give the same report */
1318 char *ret
= "Data does not appear to be a saved game file";
1321 * We construct all the new state in local variables while we
1322 * check its sanity. Only once we have finished reading the
1323 * serialised data and detected no errors at all do we start
1324 * modifying stuff in the midend_data passed in.
1326 char *seed
= NULL
, *parstr
= NULL
, *desc
= NULL
, *privdesc
= NULL
;
1327 char *auxinfo
= NULL
, *uistr
= NULL
, *cparstr
= NULL
;
1328 float elapsed
= 0.0F
;
1329 game_params
*params
= NULL
, *cparams
= NULL
;
1331 struct midend_state_entry
*states
= NULL
;
1334 * Loop round and round reading one key/value pair at a time
1335 * from the serialised stream, until we have enough game states
1338 while (nstates
<= 0 || statepos
< 0 || gotstates
< nstates
-1) {
1343 if (!read(rctx
, key
, 1)) {
1344 /* unexpected EOF */
1347 } while (key
[0] == '\r' || key
[0] == '\n');
1349 if (!read(rctx
, key
+1, 8)) {
1350 /* unexpected EOF */
1354 if (key
[8] != ':') {
1356 ret
= "Data was incorrectly formatted for a saved game file";
1359 len
= strcspn(key
, ": ");
1365 if (!read(rctx
, &c
, 1)) {
1366 /* unexpected EOF */
1372 } else if (c
>= '0' && c
<= '9') {
1373 len
= (len
* 10) + (c
- '0');
1376 ret
= "Data was incorrectly formatted for a"
1382 val
= snewn(len
+1, char);
1383 if (!read(rctx
, val
, len
)) {
1390 if (strcmp(key
, "SAVEFILE") || strcmp(val
, SERIALISE_MAGIC
)) {
1391 /* ret already has the right message in it */
1394 /* Now most errors are this one, unless otherwise specified */
1395 ret
= "Saved data ended unexpectedly";
1398 if (!strcmp(key
, "VERSION")) {
1399 if (strcmp(val
, SERIALISE_VERSION
)) {
1400 ret
= "Cannot handle this version of the saved game"
1404 } else if (!strcmp(key
, "GAME")) {
1405 if (strcmp(val
, me
->ourgame
->name
)) {
1406 ret
= "Save file is from a different game";
1409 } else if (!strcmp(key
, "PARAMS")) {
1413 } else if (!strcmp(key
, "CPARAMS")) {
1417 } else if (!strcmp(key
, "SEED")) {
1421 } else if (!strcmp(key
, "DESC")) {
1425 } else if (!strcmp(key
, "PRIVDESC")) {
1429 } else if (!strcmp(key
, "AUXINFO")) {
1431 int len
= strlen(val
) / 2; /* length in bytes */
1432 tmp
= hex2bin(val
, len
);
1433 obfuscate_bitmap(tmp
, len
*8, TRUE
);
1436 auxinfo
= snewn(len
+ 1, char);
1437 memcpy(auxinfo
, tmp
, len
);
1438 auxinfo
[len
] = '\0';
1440 } else if (!strcmp(key
, "UI")) {
1444 } else if (!strcmp(key
, "TIME")) {
1445 elapsed
= atof(val
);
1446 } else if (!strcmp(key
, "NSTATES")) {
1447 nstates
= atoi(val
);
1449 ret
= "Number of states in save file was negative";
1453 ret
= "Two state counts provided in save file";
1456 states
= snewn(nstates
, struct midend_state_entry
);
1457 for (i
= 0; i
< nstates
; i
++) {
1458 states
[i
].state
= NULL
;
1459 states
[i
].movestr
= NULL
;
1460 states
[i
].movetype
= NEWGAME
;
1462 } else if (!strcmp(key
, "STATEPOS")) {
1463 statepos
= atoi(val
);
1464 } else if (!strcmp(key
, "MOVE")) {
1466 states
[gotstates
].movetype
= MOVE
;
1467 states
[gotstates
].movestr
= val
;
1469 } else if (!strcmp(key
, "SOLVE")) {
1471 states
[gotstates
].movetype
= SOLVE
;
1472 states
[gotstates
].movestr
= val
;
1474 } else if (!strcmp(key
, "RESTART")) {
1476 states
[gotstates
].movetype
= RESTART
;
1477 states
[gotstates
].movestr
= val
;
1486 params
= me
->ourgame
->default_params();
1487 me
->ourgame
->decode_params(params
, parstr
);
1488 if (me
->ourgame
->validate_params(params
, TRUE
)) {
1489 ret
= "Long-term parameters in save file are invalid";
1492 cparams
= me
->ourgame
->default_params();
1493 me
->ourgame
->decode_params(cparams
, cparstr
);
1494 if (me
->ourgame
->validate_params(cparams
, FALSE
)) {
1495 ret
= "Short-term parameters in save file are invalid";
1498 if (seed
&& me
->ourgame
->validate_params(cparams
, TRUE
)) {
1500 * The seed's no use with this version, but we can perfectly
1501 * well use the rest of the data.
1507 ret
= "Game description in save file is missing";
1509 } else if (me
->ourgame
->validate_desc(params
, desc
)) {
1510 ret
= "Game description in save file is invalid";
1513 if (privdesc
&& me
->ourgame
->validate_desc(params
, privdesc
)) {
1514 ret
= "Game private description in save file is invalid";
1517 if (statepos
< 0 || statepos
>= nstates
) {
1518 ret
= "Game position in save file is out of range";
1521 states
[0].state
= me
->ourgame
->new_game(me
, params
,
1522 privdesc ? privdesc
: desc
);
1523 for (i
= 1; i
< nstates
; i
++) {
1524 assert(states
[i
].movetype
!= NEWGAME
);
1525 switch (states
[i
].movetype
) {
1528 states
[i
].state
= me
->ourgame
->execute_move(states
[i
-1].state
,
1530 if (states
[i
].state
== NULL
) {
1531 ret
= "Save file contained an invalid move";
1536 if (me
->ourgame
->validate_desc(params
, states
[i
].movestr
)) {
1537 ret
= "Save file contained an invalid restart move";
1540 states
[i
].state
= me
->ourgame
->new_game(me
, params
,
1546 ui
= me
->ourgame
->new_ui(states
[0].state
);
1547 me
->ourgame
->decode_ui(ui
, uistr
);
1550 * Now we've run out of possible error conditions, so we're
1551 * ready to start overwriting the real data in the current
1552 * midend. We'll do this by swapping things with the local
1553 * variables, so that the same cleanup code will free the old
1564 me
->privdesc
= privdesc
;
1572 me
->aux_info
= auxinfo
;
1576 me
->genmode
= GOT_NOTHING
;
1578 me
->statesize
= nstates
;
1579 nstates
= me
->nstates
;
1580 me
->nstates
= me
->statesize
;
1582 struct midend_state_entry
*tmp
;
1584 me
->states
= states
;
1587 me
->statepos
= statepos
;
1593 me
->params
= params
;
1596 tmp
= me
->curparams
;
1597 me
->curparams
= cparams
;
1601 me
->oldstate
= NULL
;
1602 me
->anim_time
= me
->anim_pos
= me
->flash_time
= me
->flash_pos
= 0.0F
;
1613 me
->elapsed
= elapsed
;
1614 me
->pressed_mouse_button
= 0;
1616 midend_set_timer(me
);
1619 me
->ourgame
->free_drawstate(me
->drawstate
);
1621 me
->ourgame
->new_drawstate(me
->states
[me
->statepos
-1].state
);
1622 midend_size_new_drawstate(me
);
1624 ret
= NULL
; /* success! */
1636 me
->ourgame
->free_params(params
);
1638 me
->ourgame
->free_params(cparams
);
1640 me
->ourgame
->free_ui(ui
);
1644 for (i
= 0; i
< nstates
; i
++) {
1645 if (states
[i
].state
)
1646 me
->ourgame
->free_game(states
[i
].state
);
1647 sfree(states
[i
].movestr
);