#include <stdio.h>
#include <string.h>
#include <assert.h>
+#include <stdlib.h>
+#include <ctype.h>
#include "puzzles.h"
enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
+enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
+
+#define special(type) ( (type) != MOVE )
+
struct midend_state_entry {
game_state *state;
- int special; /* created by solve or restart */
+ char *movestr;
+ int movetype;
};
struct midend_data {
random_state *random;
const game *ourgame;
- char *desc, *seedstr;
- game_aux_info *aux_info;
- enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
- int nstates, statesize, statepos;
-
game_params **presets;
char **preset_names;
int npresets, presetsize;
- game_params *params, *tmpparams;
+ /*
+ * `desc' and `privdesc' deserve a comment.
+ *
+ * `desc' is the game description as presented to the user when
+ * they ask for Game -> Specific. `privdesc', if non-NULL, is a
+ * different game description used to reconstruct the initial
+ * game_state when de-serialising. If privdesc is NULL, `desc'
+ * is used for both.
+ *
+ * For almost all games, `privdesc' is NULL and never used. The
+ * exception (as usual) is Mines: the initial game state has no
+ * squares open at all, but after the first click `desc' is
+ * rewritten to describe a game state with an initial click and
+ * thus a bunch of squares open. If we used that desc to
+ * serialise and deserialise, then the initial game state after
+ * deserialisation would look unlike the initial game state
+ * beforehand, and worse still execute_move() might fail on the
+ * attempted first click. So `privdesc' is also used in this
+ * case, to provide a game description describing the same
+ * fixed mine layout _but_ no initial click. (These game IDs
+ * may also be typed directly into Mines if you like.)
+ */
+ char *desc, *privdesc, *seedstr;
+ char *aux_info;
+ enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
+
+ int nstates, statesize, statepos;
struct midend_state_entry *states;
+
+ game_params *params, *curparams;
game_drawstate *drawstate;
- game_state *oldstate;
game_ui *ui;
+
+ game_state *oldstate;
float anim_time, anim_pos;
float flash_time, flash_pos;
int dir;
+ int timing;
+ float elapsed;
+ char *laststatus;
+
int pressed_mouse_button;
+
+ int winwidth, winheight;
};
#define ensure(me) do { \
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
- me->tmpparams = NULL;
- me->desc = NULL;
+ me->curparams = NULL;
+ me->desc = me->privdesc = NULL;
me->seedstr = NULL;
me->aux_info = NULL;
me->genmode = GOT_NOTHING;
me->dir = 0;
me->ui = NULL;
me->pressed_mouse_button = 0;
+ me->laststatus = NULL;
+ me->timing = FALSE;
+ me->elapsed = 0.0F;
+ me->winwidth = me->winheight = 0;
sfree(randseed);
return me;
}
+static void midend_free_game(midend_data *me)
+{
+ while (me->nstates > 0) {
+ me->nstates--;
+ me->ourgame->free_game(me->states[me->nstates].state);
+ sfree(me->states[me->nstates].movestr);
+ }
+
+ if (me->drawstate)
+ me->ourgame->free_drawstate(me->drawstate);
+}
+
void midend_free(midend_data *me)
{
+ int i;
+
+ midend_free_game(me);
+
+ random_free(me->random);
sfree(me->states);
sfree(me->desc);
+ sfree(me->privdesc);
sfree(me->seedstr);
- random_free(me->random);
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->aux_info);
me->ourgame->free_params(me->params);
- if (me->tmpparams)
- me->ourgame->free_params(me->tmpparams);
+ if (me->npresets) {
+ for (i = 0; i < me->npresets; i++) {
+ sfree(me->presets[i]);
+ sfree(me->preset_names[i]);
+ }
+ sfree(me->presets);
+ sfree(me->preset_names);
+ }
+ if (me->ui)
+ me->ourgame->free_ui(me->ui);
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ sfree(me->laststatus);
sfree(me);
}
-void midend_size(midend_data *me, int *x, int *y)
+void midend_size(midend_data *me, int *x, int *y, int expand)
{
- me->ourgame->size(me->params, x, y);
+ me->ourgame->size(me->params, me->drawstate, x, y, expand);
+ me->winwidth = *x;
+ me->winheight = *y;
}
void midend_set_params(midend_data *me, game_params *params)
me->params = me->ourgame->dup_params(params);
}
-void midend_new_game(midend_data *me)
+static void midend_set_timer(midend_data *me)
{
- while (me->nstates > 0)
- me->ourgame->free_game(me->states[--me->nstates].state);
+ me->timing = (me->ourgame->is_timed &&
+ me->ourgame->timing_state(me->states[me->statepos-1].state));
+ if (me->timing || me->flash_time || me->anim_time)
+ activate_timer(me->frontend);
+ else
+ deactivate_timer(me->frontend);
+}
+
+static void midend_size_new_drawstate(midend_data *me)
+{
+ me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight,
+ TRUE);
+}
+void midend_force_redraw(midend_data *me)
+{
if (me->drawstate)
me->ourgame->free_drawstate(me->drawstate);
+ me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
+ midend_size_new_drawstate(me);
+ midend_redraw(me);
+}
+
+void midend_new_game(midend_data *me)
+{
+ midend_free_game(me);
assert(me->nstates == 0);
/*
* Generate a new random seed. 15 digits comes to about
* 48 bits, which should be more than enough.
+ *
+ * I'll avoid putting a leading zero on the number,
+ * just in case it confuses anybody who thinks it's
+ * processed as an integer rather than a string.
*/
char newseed[16];
int i;
newseed[15] = '\0';
- for (i = 0; i < 15; i++)
+ newseed[0] = '1' + random_upto(me->random, 9);
+ for (i = 1; i < 15; i++)
newseed[i] = '0' + random_upto(me->random, 10);
sfree(me->seedstr);
me->seedstr = dupstr(newseed);
+
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ me->curparams = me->ourgame->dup_params(me->params);
}
sfree(me->desc);
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->privdesc);
+ sfree(me->aux_info);
me->aux_info = NULL;
rs = random_init(me->seedstr, strlen(me->seedstr));
- me->desc = me->ourgame->new_desc
- (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info);
+ me->desc = me->ourgame->new_desc(me->curparams, rs,
+ &me->aux_info, TRUE);
+ me->privdesc = NULL;
random_free(rs);
-
- if (me->tmpparams) {
- me->ourgame->free_params(me->tmpparams);
- me->tmpparams = NULL;
- }
}
ensure(me);
- me->states[me->nstates].state = me->ourgame->new_game(me->params, me->desc);
- me->states[me->nstates].special = TRUE;
+ me->states[me->nstates].state =
+ me->ourgame->new_game(me, me->params, me->desc);
+ me->states[me->nstates].movestr = NULL;
+ me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
+ midend_size_new_drawstate(me);
+ me->elapsed = 0.0F;
+ midend_set_timer(me);
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
static int midend_undo(midend_data *me)
{
if (me->statepos > 1) {
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-1].state,
+ me->states[me->statepos-2].state);
me->statepos--;
me->dir = -1;
return 1;
static int midend_redo(midend_data *me)
{
if (me->statepos < me->nstates) {
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-1].state,
+ me->states[me->statepos].state);
me->statepos++;
me->dir = +1;
return 1;
* Restart moves.
*/
if ((me->oldstate || me->statepos > 1) &&
- ((me->dir > 0 && !me->states[me->statepos-1].special) ||
+ ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
(me->dir < 0 && me->statepos < me->nstates &&
- !me->states[me->statepos].special))) {
+ !special(me->states[me->statepos].movetype)))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
- me->oldstate ? me->dir : +1);
+ me->oldstate ? me->dir : +1,
+ me->ui);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
me->anim_pos = me->anim_time = 0;
me->dir = 0;
- if (me->flash_time == 0 && me->anim_time == 0)
- deactivate_timer(me->frontend);
- else
- activate_timer(me->frontend);
+ midend_set_timer(me);
}
-static void midend_stop_anim(midend_data *me)
+void midend_stop_anim(midend_data *me)
{
if (me->oldstate || me->anim_time) {
midend_finish_move(me);
if (me->statepos == 1)
return; /* no point doing anything at all! */
- s = me->ourgame->dup_game(me->states[0].state);
+ /*
+ * During restart, we reconstruct the game from the (public)
+ * game description rather than from states[0], because that
+ * way Mines gets slightly more sensible behaviour (restart
+ * goes to _after_ the first click so you don't have to
+ * remember where you clicked).
+ */
+ s = me->ourgame->new_game(me, me->params, me->desc);
/*
* Now enter the restarted state as the next move.
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
me->states[me->nstates].state = s;
- me->states[me->nstates].special = TRUE; /* we just restarted */
+ me->states[me->nstates].movestr = dupstr(me->desc);
+ me->states[me->nstates].movetype = RESTART;
me->statepos = ++me->nstates;
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state);
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
}
static int midend_really_process_key(midend_data *me, int x, int y, int button)
{
game_state *oldstate =
me->ourgame->dup_game(me->states[me->statepos - 1].state);
- int special = FALSE, gotspecial = FALSE;
+ int special = FALSE, gotspecial = FALSE, ret = 1;
float anim_time;
if (button == 'n' || button == 'N' || button == '\x0E') {
midend_stop_anim(me);
midend_new_game(me);
midend_redraw(me);
- return 1; /* never animate */
+ goto done; /* never animate */
} else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') {
midend_stop_anim(me);
- special = me->states[me->statepos-1].special;
+ special = special(me->states[me->statepos-1].movetype);
gotspecial = TRUE;
if (!midend_undo(me))
- return 1;
+ goto done;
} else if (button == 'r' || button == 'R' ||
- button == '\x12') {
+ button == '\x12' || button == '\x19') {
midend_stop_anim(me);
if (!midend_redo(me))
- return 1;
+ goto done;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
- me->ourgame->free_game(oldstate);
- return 0;
+ ret = 0;
+ goto done;
} else {
- game_state *s =
- me->ourgame->make_move(me->states[me->statepos-1].state,
- me->ui, x, y, button);
+ game_state *s;
+ char *movestr;
+
+ movestr =
+ me->ourgame->interpret_move(me->states[me->statepos-1].state,
+ me->ui, me->drawstate, x, y, button);
+ if (!movestr)
+ s = NULL;
+ else if (!*movestr)
+ s = me->states[me->statepos-1].state;
+ else {
+ s = me->ourgame->execute_move(me->states[me->statepos-1].state,
+ movestr);
+ assert(s != NULL);
+ }
if (s == me->states[me->statepos-1].state) {
/*
* state has been updated and a redraw is called for.
*/
midend_redraw(me);
- return 1;
+ goto done;
} else if (s) {
midend_stop_anim(me);
while (me->nstates > me->statepos)
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
+ assert(movestr != NULL);
me->states[me->nstates].state = s;
- me->states[me->nstates].special = FALSE; /* normal move */
+ me->states[me->nstates].movestr = movestr;
+ me->states[me->nstates].movetype = MOVE;
me->statepos = ++me->nstates;
me->dir = +1;
} else {
- me->ourgame->free_game(oldstate);
- return 1;
+ goto done;
}
}
if (!gotspecial)
- special = me->states[me->statepos-1].special;
+ special = special(me->states[me->statepos-1].movetype);
/*
* See if this move requires an animation.
} else {
anim_time = me->ourgame->anim_length(oldstate,
me->states[me->statepos-1].state,
- me->dir);
+ me->dir, me->ui);
}
- me->oldstate = oldstate;
+ me->oldstate = oldstate; oldstate = NULL;
if (anim_time > 0) {
me->anim_time = anim_time;
} else {
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
- return 1;
+ done:
+ if (oldstate) me->ourgame->free_game(oldstate);
+ return ret;
}
int midend_process_key(midend_data *me, int x, int y, int button)
* pressed, invent a button-up for the first one and then
* pass the button-down through as before.
*
+ * 2005-05-31: An addendum to the above. Some games might want
+ * a `priority order' among buttons, such that if one button is
+ * pressed while another is down then a fixed one of the
+ * buttons takes priority no matter what order they're pressed
+ * in. Mines, in particular, wants to treat a left+right click
+ * like a left click for the benefit of users of other
+ * implementations. So the last of the above points is modified
+ * in the presence of an (optional) button priority order.
*/
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
if (me->pressed_mouse_button) {
} else
return ret; /* ignore it */
} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
+ /*
+ * If the new button has lower priority than the old one,
+ * don't bother doing this.
+ */
+ if (me->ourgame->mouse_priorities &
+ BUTTON_BEATS(me->pressed_mouse_button, button))
+ return ret; /* just ignore it */
+
/*
* Fabricate a button-up for the previously pressed button.
*/
if (me->anim_time > 0)
midend_finish_move(me);
}
+
me->flash_pos += tplus;
if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
me->flash_pos = me->flash_time = 0;
}
- if (me->flash_time == 0 && me->anim_time == 0)
- deactivate_timer(me->frontend);
+
midend_redraw(me);
+
+ if (me->timing) {
+ float oldelapsed = me->elapsed;
+ me->elapsed += tplus;
+ if ((int)oldelapsed != (int)me->elapsed)
+ status_bar(me->frontend, me->laststatus ? me->laststatus : "");
+ }
+
+ midend_set_timer(me);
}
float *midend_colours(midend_data *me, int *ncolours)
float *ret;
if (me->nstates == 0) {
- game_aux_info *aux = NULL;
- char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
- state = me->ourgame->new_game(me->params, desc);
+ char *aux = NULL;
+ char *desc = me->ourgame->new_desc(me->params, me->random,
+ &aux, TRUE);
+ state = me->ourgame->new_game(me, me->params, desc);
sfree(desc);
- if (aux)
- me->ourgame->free_aux_info(aux);
+ sfree(aux);
} else
state = me->states[0].state;
ret = me->ourgame->colours(me->frontend, state, ncolours);
+ {
+ int i;
+
+ /*
+ * Allow environment-based overrides for the standard
+ * colours by defining variables along the lines of
+ * `NET_COLOUR_4=6000c0'.
+ */
+
+ for (i = 0; i < *ncolours; i++) {
+ char buf[80], *e;
+ unsigned int r, g, b;
+ int j;
+
+ sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
+ for (j = 0; buf[j]; j++)
+ buf[j] = toupper((unsigned char)buf[j]);
+ if ((e = getenv(buf)) != NULL &&
+ sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
+ ret[i*3 + 0] = r / 255.0;
+ ret[i*3 + 1] = g / 255.0;
+ ret[i*3 + 2] = b / 255.0;
+ }
+ }
+ }
+
if (me->nstates == 0)
me->ourgame->free_game(state);
}
}
+ {
+ /*
+ * Allow environment-based extensions to the preset list by
+ * defining a variable along the lines of `SOLO_PRESETS=2x3
+ * Advanced:2x3da'. Colon-separated list of items,
+ * alternating between textual titles in the menu and
+ * encoded parameter strings.
+ */
+ char buf[80], *e, *p;
+ int j;
+
+ sprintf(buf, "%s_PRESETS", me->ourgame->name);
+ for (j = 0; buf[j]; j++)
+ buf[j] = toupper((unsigned char)buf[j]);
+
+ if ((e = getenv(buf)) != NULL) {
+ p = e = dupstr(e);
+
+ while (*p) {
+ char *name, *val;
+ game_params *preset;
+
+ name = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+ val = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+
+ preset = me->ourgame->default_params();
+ me->ourgame->decode_params(preset, val);
+
+ if (me->ourgame->validate_params(preset)) {
+ /* Drop this one from the list. */
+ me->ourgame->free_params(preset);
+ continue;
+ }
+
+ if (me->presetsize <= me->npresets) {
+ me->presetsize = me->npresets + 10;
+ me->presets = sresize(me->presets, me->presetsize,
+ game_params *);
+ me->preset_names = sresize(me->preset_names,
+ me->presetsize, char *);
+ }
+
+ me->presets[me->npresets] = preset;
+ me->preset_names[me->npresets] = name;
+ me->npresets++;
+ }
+ }
+ }
+
return me->npresets;
}
return me->ourgame->wants_statusbar();
}
+void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc)
+{
+ sfree(me->desc);
+ sfree(me->privdesc);
+ me->desc = dupstr(desc);
+ me->privdesc = privdesc ? dupstr(privdesc) : NULL;
+}
+
config_item *midend_get_config(midend_data *me, int which, char **wintitle)
{
- char *titlebuf, *parstr;
+ char *titlebuf, *parstr, *rest;
config_item *ret;
+ char sep;
+ assert(wintitle);
titlebuf = snewn(40 + strlen(me->ourgame->name), char);
switch (which) {
case CFG_SETTINGS:
sprintf(titlebuf, "%s configuration", me->ourgame->name);
- *wintitle = dupstr(titlebuf);
+ *wintitle = titlebuf;
return me->ourgame->configure(me->params);
case CFG_SEED:
case CFG_DESC:
- sprintf(titlebuf, "%s %s selection", me->ourgame->name,
+ if (!me->curparams) {
+ sfree(titlebuf);
+ return NULL;
+ }
+ sprintf(titlebuf, "%s %s selection", me->ourgame->name,
which == CFG_SEED ? "random" : "game");
- *wintitle = dupstr(titlebuf);
+ *wintitle = titlebuf;
ret = snewn(2, config_item);
* the former is likely to persist across many code
* changes).
*/
- parstr = me->ourgame->encode_params(me->params, which == CFG_SEED);
+ parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
+ assert(parstr);
if (which == CFG_DESC) {
- ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
- sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
- } else if (me->seedstr) {
- ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
- sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
+ rest = me->desc ? me->desc : "";
+ sep = ':';
} else {
- /*
- * If the current game was not randomly generated, the
- * best we can do is to give a template for typing a
- * new seed in.
- */
- ret[0].sval = snewn(strlen(parstr) + 2, char);
- sprintf(ret[0].sval, "%s#", parstr);
+ rest = me->seedstr ? me->seedstr : "";
+ sep = '#';
}
+ ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
+ sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
sfree(parstr);
ret[1].type = C_END;
me->ourgame->free_params(tmpparams);
return error;
}
- if (me->tmpparams)
- me->ourgame->free_params(me->tmpparams);
- me->tmpparams = tmpparams;
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ me->curparams = tmpparams;
/*
* Now filter only the persistent parts of this state into
if (seed || desc) {
char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
me->ourgame->decode_params(me->params, tmpstr);
+ sfree(tmpstr);
} else {
me->ourgame->free_params(me->params);
me->params = me->ourgame->dup_params(tmpparams);
}
}
+ sfree(me->desc);
+ sfree(me->privdesc);
+ me->desc = me->privdesc = NULL;
+ sfree(me->seedstr);
+ me->seedstr = NULL;
+
if (desc) {
error = me->ourgame->validate_desc(me->params, desc);
if (error)
return error;
- sfree(me->desc);
me->desc = dupstr(desc);
me->genmode = GOT_DESC;
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->aux_info);
me->aux_info = NULL;
}
if (seed) {
- sfree(me->seedstr);
me->seedstr = dupstr(seed);
me->genmode = GOT_SEED;
}
char *midend_solve(midend_data *me)
{
game_state *s;
- char *msg;
+ char *msg, *movestr;
if (!me->ourgame->can_solve)
return "This game does not support the Solve operation";
return "No game set up to solve"; /* _shouldn't_ happen! */
msg = "Solve operation failed"; /* game _should_ overwrite on error */
- s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
- if (!s)
+ movestr = me->ourgame->solve(me->states[0].state,
+ me->states[me->statepos-1].state,
+ me->aux_info, &msg);
+ if (!movestr)
return msg;
+ s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
+ assert(s);
/*
* Now enter the solved state as the next move.
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
me->states[me->nstates].state = s;
- me->states[me->nstates].special = TRUE; /* created using solve */
+ me->states[me->nstates].movestr = movestr;
+ me->states[me->nstates].movetype = SOLVE;
me->statepos = ++me->nstates;
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state);
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
return NULL;
}
+
+char *midend_rewrite_statusbar(midend_data *me, char *text)
+{
+ /*
+ * An important special case is that we are occasionally called
+ * with our own laststatus, to update the timer.
+ */
+ if (me->laststatus != text) {
+ sfree(me->laststatus);
+ me->laststatus = dupstr(text);
+ }
+
+ if (me->ourgame->is_timed) {
+ char timebuf[100], *ret;
+ int min, sec;
+
+ sec = me->elapsed;
+ min = sec / 60;
+ sec %= 60;
+ sprintf(timebuf, "[%d:%02d] ", min, sec);
+
+ ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
+ strcpy(ret, timebuf);
+ strcat(ret, text);
+ return ret;
+
+ } else {
+ return dupstr(text);
+ }
+}
+
+#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
+#define SERIALISE_VERSION "1"
+
+void midend_serialise(midend_data *me,
+ void (*write)(void *ctx, void *buf, int len),
+ void *wctx)
+{
+ int i;
+
+ /*
+ * Each line of the save file contains three components. First
+ * exactly 8 characters of header word indicating what type of
+ * data is contained on the line; then a colon followed by a
+ * decimal integer giving the length of the main string on the
+ * line; then a colon followed by the string itself (exactly as
+ * many bytes as previously specified, no matter what they
+ * contain). Then a newline (of reasonably flexible form).
+ */
+#define wr(h,s) do { \
+ char hbuf[80]; \
+ char *str = (s); \
+ sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
+ write(wctx, hbuf, strlen(hbuf)); \
+ write(wctx, str, strlen(str)); \
+ write(wctx, "\n", 1); \
+} while (0)
+
+ /*
+ * Magic string identifying the file, and version number of the
+ * file format.
+ */
+ wr("SAVEFILE", SERIALISE_MAGIC);
+ wr("VERSION", SERIALISE_VERSION);
+
+ /*
+ * The game name. (Copied locally to avoid const annoyance.)
+ */
+ {
+ char *s = dupstr(me->ourgame->name);
+ wr("GAME", s);
+ sfree(s);
+ }
+
+ /*
+ * The current long-term parameters structure, in full.
+ */
+ if (me->params) {
+ char *s = me->ourgame->encode_params(me->params, TRUE);
+ wr("PARAMS", s);
+ sfree(s);
+ }
+
+ /*
+ * The current short-term parameters structure, in full.
+ */
+ if (me->curparams) {
+ char *s = me->ourgame->encode_params(me->curparams, TRUE);
+ wr("CPARAMS", s);
+ sfree(s);
+ }
+
+ /*
+ * The current game description, the privdesc, and the random seed.
+ */
+ if (me->seedstr)
+ wr("SEED", me->seedstr);
+ if (me->desc)
+ wr("DESC", me->desc);
+ if (me->privdesc)
+ wr("PRIVDESC", me->privdesc);
+
+ /*
+ * The game's aux_info. We obfuscate this to prevent spoilers
+ * (people are likely to run `head' or similar on a saved game
+ * file simply to find out what it is, and don't necessarily
+ * want to be told the answer to the puzzle!)
+ */
+ if (me->aux_info) {
+ unsigned char *s1;
+ char *s2;
+ int len;
+
+ len = strlen(me->aux_info);
+ s1 = snewn(len, unsigned char);
+ memcpy(s1, me->aux_info, len);
+ obfuscate_bitmap(s1, len*8, FALSE);
+ s2 = bin2hex(s1, len);
+
+ wr("AUXINFO", s2);
+
+ sfree(s2);
+ sfree(s1);
+ }
+
+ /*
+ * Any required serialisation of the game_ui.
+ */
+ if (me->ui) {
+ char *s = me->ourgame->encode_ui(me->ui);
+ if (s) {
+ wr("UI", s);
+ sfree(s);
+ }
+ }
+
+ /*
+ * The game time, if it's a timed game.
+ */
+ if (me->ourgame->is_timed) {
+ char buf[80];
+ sprintf(buf, "%g", me->elapsed);
+ wr("TIME", buf);
+ }
+
+ /*
+ * The length of, and position in, the states list.
+ */
+ {
+ char buf[80];
+ sprintf(buf, "%d", me->nstates);
+ wr("NSTATES", buf);
+ sprintf(buf, "%d", me->statepos);
+ wr("STATEPOS", buf);
+ }
+
+ /*
+ * For each state after the initial one (which we know is
+ * constructed from either privdesc or desc), enough
+ * information for execute_move() to reconstruct it from the
+ * previous one.
+ */
+ for (i = 1; i < me->nstates; i++) {
+ assert(me->states[i].movetype != NEWGAME); /* only state 0 */
+ switch (me->states[i].movetype) {
+ case MOVE:
+ wr("MOVE", me->states[i].movestr);
+ break;
+ case SOLVE:
+ wr("SOLVE", me->states[i].movestr);
+ break;
+ case RESTART:
+ wr("RESTART", me->states[i].movestr);
+ break;
+ }
+ }
+
+#undef wr
+}
+
+/*
+ * This function returns NULL on success, or an error message.
+ */
+char *midend_deserialise(midend_data *me,
+ int (*read)(void *ctx, void *buf, int len),
+ void *rctx)
+{
+ int nstates = 0, statepos = -1, gotstates = 0;
+ int started = FALSE;
+ int i;
+
+ char *val = NULL;
+ /* Initially all errors give the same report */
+ char *ret = "Data does not appear to be a saved game file";
+
+ /*
+ * We construct all the new state in local variables while we
+ * check its sanity. Only once we have finished reading the
+ * serialised data and detected no errors at all do we start
+ * modifying stuff in the midend_data passed in.
+ */
+ char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
+ char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
+ float elapsed = 0.0F;
+ game_params *params = NULL, *cparams = NULL;
+ game_ui *ui = NULL;
+ struct midend_state_entry *states = NULL;
+
+ /*
+ * Loop round and round reading one key/value pair at a time
+ * from the serialised stream, until we have enough game states
+ * to finish.
+ */
+ while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
+ char key[9], c;
+ int len;
+
+ do {
+ if (!read(rctx, key, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+ } while (key[0] == '\r' || key[0] == '\n');
+
+ if (!read(rctx, key+1, 8)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (key[8] != ':') {
+ if (started)
+ ret = "Data was incorrectly formatted for a saved game file";
+ }
+ len = strcspn(key, ": ");
+ assert(len <= 8);
+ key[len] = '\0';
+
+ len = 0;
+ while (1) {
+ if (!read(rctx, &c, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (c == ':') {
+ break;
+ } else if (c >= '0' && c <= '9') {
+ len = (len * 10) + (c - '0');
+ } else {
+ if (started)
+ ret = "Data was incorrectly formatted for a"
+ " saved game file";
+ goto cleanup;
+ }
+ }
+
+ val = snewn(len+1, char);
+ if (!read(rctx, val, len)) {
+ if (started)
+ goto cleanup;
+ }
+ val[len] = '\0';
+
+ if (!started) {
+ if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
+ /* ret already has the right message in it */
+ goto cleanup;
+ }
+ /* Now most errors are this one, unless otherwise specified */
+ ret = "Saved data ended unexpectedly";
+ started = TRUE;
+ } else {
+ if (!strcmp(key, "VERSION")) {
+ if (strcmp(val, SERIALISE_VERSION)) {
+ ret = "Cannot handle this version of the saved game"
+ " file format";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "GAME")) {
+ if (strcmp(val, me->ourgame->name)) {
+ ret = "Save file is from a different game";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "PARAMS")) {
+ sfree(parstr);
+ parstr = val;
+ val = NULL;
+ } else if (!strcmp(key, "CPARAMS")) {
+ sfree(cparstr);
+ cparstr = val;
+ val = NULL;
+ } else if (!strcmp(key, "SEED")) {
+ sfree(seed);
+ seed = val;
+ val = NULL;
+ } else if (!strcmp(key, "DESC")) {
+ sfree(desc);
+ desc = val;
+ val = NULL;
+ } else if (!strcmp(key, "PRIVDESC")) {
+ sfree(privdesc);
+ privdesc = val;
+ val = NULL;
+ } else if (!strcmp(key, "AUXINFO")) {
+ unsigned char *tmp;
+ int len = strlen(val) / 2; /* length in bytes */
+ tmp = hex2bin(val, len);
+ obfuscate_bitmap(tmp, len*8, TRUE);
+
+ sfree(auxinfo);
+ auxinfo = snewn(len + 1, char);
+ memcpy(auxinfo, tmp, len);
+ auxinfo[len] = '\0';
+ sfree(tmp);
+ } else if (!strcmp(key, "UI")) {
+ sfree(uistr);
+ uistr = val;
+ val = NULL;
+ } else if (!strcmp(key, "TIME")) {
+ elapsed = atof(val);
+ } else if (!strcmp(key, "NSTATES")) {
+ nstates = atoi(val);
+ if (nstates <= 0) {
+ ret = "Number of states in save file was negative";
+ goto cleanup;
+ }
+ if (states) {
+ ret = "Two state counts provided in save file";
+ goto cleanup;
+ }
+ states = snewn(nstates, struct midend_state_entry);
+ for (i = 0; i < nstates; i++) {
+ states[i].state = NULL;
+ states[i].movestr = NULL;
+ states[i].movetype = NEWGAME;
+ }
+ } else if (!strcmp(key, "STATEPOS")) {
+ statepos = atoi(val);
+ } else if (!strcmp(key, "MOVE")) {
+ gotstates++;
+ states[gotstates].movetype = MOVE;
+ states[gotstates].movestr = val;
+ val = NULL;
+ } else if (!strcmp(key, "SOLVE")) {
+ gotstates++;
+ states[gotstates].movetype = SOLVE;
+ states[gotstates].movestr = val;
+ val = NULL;
+ } else if (!strcmp(key, "RESTART")) {
+ gotstates++;
+ states[gotstates].movetype = RESTART;
+ states[gotstates].movestr = val;
+ val = NULL;
+ }
+ }
+
+ sfree(val);
+ val = NULL;
+ }
+
+ params = me->ourgame->default_params();
+ me->ourgame->decode_params(params, parstr);
+ if (me->ourgame->validate_params(params)) {
+ ret = "Long-term parameters in save file are invalid";
+ goto cleanup;
+ }
+ cparams = me->ourgame->default_params();
+ me->ourgame->decode_params(cparams, cparstr);
+ if (me->ourgame->validate_params(cparams)) {
+ ret = "Short-term parameters in save file are invalid";
+ goto cleanup;
+ }
+ if (!desc) {
+ ret = "Game description in save file is missing";
+ goto cleanup;
+ } else if (me->ourgame->validate_desc(params, desc)) {
+ ret = "Game description in save file is invalid";
+ goto cleanup;
+ }
+ if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
+ ret = "Game private description in save file is invalid";
+ goto cleanup;
+ }
+ if (statepos < 0 || statepos >= nstates) {
+ ret = "Game position in save file is out of range";
+ }
+
+ states[0].state = me->ourgame->new_game(me, params,
+ privdesc ? privdesc : desc);
+ for (i = 1; i < nstates; i++) {
+ assert(states[i].movetype != NEWGAME);
+ switch (states[i].movetype) {
+ case MOVE:
+ case SOLVE:
+ states[i].state = me->ourgame->execute_move(states[i-1].state,
+ states[i].movestr);
+ if (states[i].state == NULL) {
+ ret = "Save file contained an invalid move";
+ goto cleanup;
+ }
+ break;
+ case RESTART:
+ if (me->ourgame->validate_desc(params, states[i].movestr)) {
+ ret = "Save file contained an invalid restart move";
+ goto cleanup;
+ }
+ states[i].state = me->ourgame->new_game(me, params,
+ states[i].movestr);
+ break;
+ }
+ }
+
+ ui = me->ourgame->new_ui(states[0].state);
+ me->ourgame->decode_ui(ui, uistr);
+
+ /*
+ * Now we've run out of possible error conditions, so we're
+ * ready to start overwriting the real data in the current
+ * midend. We'll do this by swapping things with the local
+ * variables, so that the same cleanup code will free the old
+ * stuff.
+ */
+ {
+ char *tmp;
+
+ tmp = me->desc;
+ me->desc = desc;
+ desc = tmp;
+
+ tmp = me->privdesc;
+ me->privdesc = privdesc;
+ privdesc = tmp;
+
+ tmp = me->seedstr;
+ me->seedstr = seed;
+ seed = tmp;
+
+ tmp = me->aux_info;
+ me->aux_info = auxinfo;
+ auxinfo = tmp;
+ }
+
+ me->genmode = GOT_NOTHING;
+
+ me->statesize = nstates;
+ nstates = me->nstates;
+ me->nstates = me->statesize;
+ {
+ struct midend_state_entry *tmp;
+ tmp = me->states;
+ me->states = states;
+ states = tmp;
+ }
+ me->statepos = statepos;
+
+ {
+ game_params *tmp;
+
+ tmp = me->params;
+ me->params = params;
+ params = tmp;
+
+ tmp = me->curparams;
+ me->curparams = cparams;
+ cparams = tmp;
+ }
+
+ me->oldstate = NULL;
+ me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
+ me->dir = 0;
+
+ {
+ game_ui *tmp;
+
+ tmp = me->ui;
+ me->ui = ui;
+ ui = tmp;
+ }
+
+ me->elapsed = elapsed;
+ me->pressed_mouse_button = 0;
+
+ midend_set_timer(me);
+
+ if (me->drawstate)
+ me->ourgame->free_drawstate(me->drawstate);
+ me->drawstate =
+ me->ourgame->new_drawstate(me->states[me->statepos-1].state);
+ midend_size_new_drawstate(me);
+
+ ret = NULL; /* success! */
+
+ cleanup:
+ sfree(val);
+ sfree(seed);
+ sfree(parstr);
+ sfree(cparstr);
+ sfree(desc);
+ sfree(privdesc);
+ sfree(auxinfo);
+ sfree(uistr);
+ if (params)
+ me->ourgame->free_params(params);
+ if (cparams)
+ me->ourgame->free_params(cparams);
+ if (ui)
+ me->ourgame->free_ui(ui);
+ if (states) {
+ int i;
+
+ for (i = 0; i < nstates; i++) {
+ if (states[i].state)
+ me->ourgame->free_game(states[i].state);
+ sfree(states[i].movestr);
+ }
+ sfree(states);
+ }
+
+ return ret;
+}