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 struct preset_menu *preset_menu;
34 char **encoded_presets; /* for midend_which_preset to check against */
35 int n_encoded_presets;
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 char *newgame_undo_buf;
67 int newgame_undo_len, newgame_undo_size;
69 game_params *params, *curparams;
70 game_drawstate *drawstate;
74 float anim_time, anim_pos;
75 float flash_time, flash_pos;
84 int pressed_mouse_button;
86 int preferred_tilesize, tilesize, winwidth, winheight;
88 void (*game_id_change_notify_function)(void *);
89 void *game_id_change_notify_ctx;
92 #define ensure(me) do { \
93 if ((me)->nstates >= (me)->statesize) { \
94 (me)->statesize = (me)->nstates + 128; \
95 (me)->states = sresize((me)->states, (me)->statesize, \
96 struct midend_state_entry); \
101 * Structure storing all the decoded data from reading a serialised
102 * game. We keep it in one of these while we check its sanity, and
103 * only once we're completely satisfied do we install it all in the
104 * midend structure proper.
106 struct deserialise_data {
107 char *seed, *parstr, *desc, *privdesc;
108 char *auxinfo, *uistr, *cparstr;
110 game_params *params, *cparams;
112 struct midend_state_entry *states;
113 int nstates, statepos;
119 static const char *midend_deserialise_internal(
120 midend *me, int (*read)(void *ctx, void *buf, int len), void *rctx,
121 const char *(*check)(void *ctx, midend *, const struct deserialise_data *),
124 void midend_reset_tilesize(midend *me)
126 me->preferred_tilesize = me->ourgame->preferred_tilesize;
129 * Allow an environment-based override for the default tile
130 * size by defining a variable along the lines of
137 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
138 for (j = k = 0; buf[j]; j++)
139 if (!isspace((unsigned char)buf[j]))
140 buf[k++] = toupper((unsigned char)buf[j]);
142 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
143 me->preferred_tilesize = ts;
147 midend *midend_new(frontend *fe, const game *ourgame,
148 const drawing_api *drapi, void *drhandle)
150 midend *me = snew(midend);
154 get_random_seed(&randseed, &randseedsize);
157 me->ourgame = ourgame;
158 me->random = random_new(randseed, randseedsize);
159 me->nstates = me->statesize = me->statepos = 0;
161 me->newgame_undo_buf = NULL;
162 me->newgame_undo_size = me->newgame_undo_len = 0;
163 me->params = ourgame->default_params();
164 me->game_id_change_notify_function = NULL;
165 me->game_id_change_notify_ctx = NULL;
168 * Allow environment-based changing of the default settings by
169 * defining a variable along the lines of `NET_DEFAULT=25x25w'
170 * in which the value is an encoded parameter string.
175 sprintf(buf, "%s_DEFAULT", me->ourgame->name);
176 for (j = k = 0; buf[j]; j++)
177 if (!isspace((unsigned char)buf[j]))
178 buf[k++] = toupper((unsigned char)buf[j]);
180 if ((e = getenv(buf)) != NULL)
181 me->ourgame->decode_params(me->params, e);
183 me->curparams = NULL;
184 me->desc = me->privdesc = NULL;
187 me->genmode = GOT_NOTHING;
188 me->drawstate = NULL;
190 me->preset_menu = NULL;
191 me->anim_time = me->anim_pos = 0.0F;
192 me->flash_time = me->flash_pos = 0.0F;
195 me->pressed_mouse_button = 0;
196 me->laststatus = NULL;
199 me->tilesize = me->winwidth = me->winheight = 0;
201 me->drawing = drawing_new(drapi, me, drhandle);
205 midend_reset_tilesize(me);
212 const game *midend_which_game(midend *me)
217 static void midend_purge_states(midend *me)
219 while (me->nstates > me->statepos) {
220 me->ourgame->free_game(me->states[--me->nstates].state);
221 if (me->states[me->nstates].movestr)
222 sfree(me->states[me->nstates].movestr);
226 static void midend_free_game(midend *me)
228 while (me->nstates > 0) {
230 me->ourgame->free_game(me->states[me->nstates].state);
231 sfree(me->states[me->nstates].movestr);
235 me->ourgame->free_drawstate(me->drawing, me->drawstate);
238 static void midend_free_preset_menu(midend *me, struct preset_menu *menu)
242 for (i = 0; i < menu->n_entries; i++) {
243 sfree(menu->entries[i].title);
244 if (menu->entries[i].params)
245 me->ourgame->free_params(menu->entries[i].params);
246 midend_free_preset_menu(me, menu->entries[i].submenu);
248 sfree(menu->entries);
253 void midend_free(midend *me)
255 midend_free_game(me);
258 drawing_free(me->drawing);
259 random_free(me->random);
260 sfree(me->newgame_undo_buf);
266 me->ourgame->free_params(me->params);
267 midend_free_preset_menu(me, me->preset_menu);
269 me->ourgame->free_ui(me->ui);
271 me->ourgame->free_params(me->curparams);
272 sfree(me->laststatus);
276 static void midend_size_new_drawstate(midend *me)
279 * Don't even bother, if we haven't worked out our tile size
282 if (me->tilesize > 0) {
283 me->ourgame->compute_size(me->params, me->tilesize,
284 &me->winwidth, &me->winheight);
285 me->ourgame->set_size(me->drawing, me->drawstate,
286 me->params, me->tilesize);
290 void midend_size(midend *me, int *x, int *y, int user_size)
296 * We can't set the size on the same drawstate twice. So if
297 * we've already sized one drawstate, we must throw it away and
300 if (me->drawstate && me->tilesize > 0) {
301 me->ourgame->free_drawstate(me->drawing, me->drawstate);
302 me->drawstate = me->ourgame->new_drawstate(me->drawing,
303 me->states[0].state);
307 * Find the tile size that best fits within the given space. If
308 * `user_size' is TRUE, we must actually find the _largest_ such
309 * tile size, in order to get as close to the user's explicit
310 * request as possible; otherwise, we bound above at the game's
311 * preferred tile size, so that the game gets what it wants
312 * provided that this doesn't break the constraint from the
313 * front-end (which is likely to be a screen size or similar).
319 me->ourgame->compute_size(me->params, max, &rx, &ry);
320 } while (rx <= *x && ry <= *y);
322 max = me->preferred_tilesize + 1;
326 * Now binary-search between min and max. We're looking for a
327 * boundary rather than a value: the point at which tile sizes
328 * stop fitting within the given dimensions. Thus, we stop when
329 * max and min differ by exactly 1.
331 while (max - min > 1) {
332 int mid = (max + min) / 2;
333 me->ourgame->compute_size(me->params, mid, &rx, &ry);
334 if (rx <= *x && ry <= *y)
341 * Now `min' is a valid size, and `max' isn't. So use `min'.
346 /* If the user requested a change in size, make it permanent. */
347 me->preferred_tilesize = me->tilesize;
348 midend_size_new_drawstate(me);
353 int midend_tilesize(midend *me) { return me->tilesize; }
355 void midend_set_params(midend *me, game_params *params)
357 me->ourgame->free_params(me->params);
358 me->params = me->ourgame->dup_params(params);
361 game_params *midend_get_params(midend *me)
363 return me->ourgame->dup_params(me->params);
366 static void midend_set_timer(midend *me)
368 me->timing = (me->ourgame->is_timed &&
369 me->ourgame->timing_state(me->states[me->statepos-1].state,
371 if (me->timing || me->flash_time || me->anim_time)
372 activate_timer(me->frontend);
374 deactivate_timer(me->frontend);
377 void midend_force_redraw(midend *me)
380 me->ourgame->free_drawstate(me->drawing, me->drawstate);
381 me->drawstate = me->ourgame->new_drawstate(me->drawing,
382 me->states[0].state);
383 midend_size_new_drawstate(me);
387 static void newgame_serialise_write(void *ctx, const void *buf, int len)
389 midend *const me = ctx;
392 assert(len < INT_MAX - me->newgame_undo_len);
393 new_len = me->newgame_undo_len + len;
394 if (new_len > me->newgame_undo_size) {
395 me->newgame_undo_size = new_len + new_len / 4 + 1024;
396 me->newgame_undo_buf = sresize(me->newgame_undo_buf,
397 me->newgame_undo_size, char);
399 memcpy(me->newgame_undo_buf + me->newgame_undo_len, buf, len);
400 me->newgame_undo_len = new_len;
403 void midend_new_game(midend *me)
405 me->newgame_undo_len = 0;
406 midend_serialise(me, newgame_serialise_write, me);
408 midend_stop_anim(me);
409 midend_free_game(me);
411 assert(me->nstates == 0);
413 if (me->genmode == GOT_DESC) {
414 me->genmode = GOT_NOTHING;
418 if (me->genmode == GOT_SEED) {
419 me->genmode = GOT_NOTHING;
422 * Generate a new random seed. 15 digits comes to about
423 * 48 bits, which should be more than enough.
425 * I'll avoid putting a leading zero on the number,
426 * just in case it confuses anybody who thinks it's
427 * processed as an integer rather than a string.
432 newseed[0] = '1' + (char)random_upto(me->random, 9);
433 for (i = 1; i < 15; i++)
434 newseed[i] = '0' + (char)random_upto(me->random, 10);
436 me->seedstr = dupstr(newseed);
439 me->ourgame->free_params(me->curparams);
440 me->curparams = me->ourgame->dup_params(me->params);
448 rs = random_new(me->seedstr, strlen(me->seedstr));
450 * If this midend has been instantiated without providing a
451 * drawing API, it is non-interactive. This means that it's
452 * being used for bulk game generation, and hence we should
453 * pass the non-interactive flag to new_desc.
455 me->desc = me->ourgame->new_desc(me->curparams, rs,
456 &me->aux_info, (me->drawing != NULL));
464 * It might seem a bit odd that we're using me->params to
465 * create the initial game state, rather than me->curparams
466 * which is better tailored to this specific game and which we
469 * It's supposed to be an invariant in the midend that
470 * me->params and me->curparams differ in no aspect that is
471 * important after generation (i.e. after new_desc()). By
472 * deliberately passing the _less_ specific of these two
473 * parameter sets, we provoke play-time misbehaviour in the
474 * case where a game has failed to encode a play-time parameter
475 * in the non-full version of encode_params().
477 me->states[me->nstates].state =
478 me->ourgame->new_game(me, me->params, me->desc);
481 * As part of our commitment to self-testing, test the aux
482 * string to make sure nothing ghastly went wrong.
484 if (me->ourgame->can_solve && me->aux_info) {
490 movestr = me->ourgame->solve(me->states[0].state,
493 assert(movestr && !msg);
494 s = me->ourgame->execute_move(me->states[0].state, movestr);
496 me->ourgame->free_game(s);
500 me->states[me->nstates].movestr = NULL;
501 me->states[me->nstates].movetype = NEWGAME;
504 me->drawstate = me->ourgame->new_drawstate(me->drawing,
505 me->states[0].state);
506 midend_size_new_drawstate(me);
508 me->flash_pos = me->flash_time = 0.0F;
509 me->anim_pos = me->anim_time = 0.0F;
511 me->ourgame->free_ui(me->ui);
512 me->ui = me->ourgame->new_ui(me->states[0].state);
513 midend_set_timer(me);
514 me->pressed_mouse_button = 0;
516 if (me->game_id_change_notify_function)
517 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
520 int midend_can_undo(midend *me)
522 return (me->statepos > 1 || me->newgame_undo_len);
525 int midend_can_redo(midend *me)
527 return (me->statepos < me->nstates);
530 struct newgame_undo_deserialise_read_ctx {
535 static int newgame_undo_deserialise_read(void *ctx, void *buf, int len)
537 struct newgame_undo_deserialise_read_ctx *const rctx = ctx;
538 midend *const me = rctx->me;
540 int use = min(len, rctx->len - rctx->pos);
541 memcpy(buf, me->newgame_undo_buf + rctx->pos, use);
546 struct newgame_undo_deserialise_check_ctx {
550 static const char *newgame_undo_deserialise_check(
551 void *vctx, midend *me, const struct deserialise_data *data)
553 struct newgame_undo_deserialise_check_ctx *ctx =
554 (struct newgame_undo_deserialise_check_ctx *)vctx;
558 * Undoing a New Game operation is only permitted if it doesn't
559 * change the game parameters. The point of having the ability at
560 * all is to recover from the momentary finger error of having hit
561 * the 'n' key (perhaps in place of some other nearby key), or hit
562 * the New Game menu item by mistake when aiming for the adjacent
563 * Restart; in both those situations, the game params are the same
564 * before and after the new-game operation.
566 * In principle, we could generalise this so that _any_ call to
567 * midend_new_game could be undone, but that would need all front
568 * ends to be alert to the possibility that any keystroke passed
569 * to midend_process_key might (if it turns out to have been one
570 * of the synonyms for undo, which the frontend doesn't
571 * necessarily check for) have various knock-on effects like
572 * needing to select a different preset in the game type menu, or
573 * even resizing the window. At least for the moment, it's easier
574 * not to do that, and to simply disallow any newgame-undo that is
575 * disruptive in either of those ways.
577 * We check both params and cparams, to be as safe as possible.
580 old = me->ourgame->encode_params(me->params, TRUE);
581 new = me->ourgame->encode_params(data->params, TRUE);
582 if (strcmp(old, new)) {
583 /* Set a flag to distinguish this deserialise failure
584 * from one due to faulty decoding */
586 return "Undoing this new-game operation would change params";
589 old = me->ourgame->encode_params(me->curparams, TRUE);
590 new = me->ourgame->encode_params(data->cparams, TRUE);
591 if (strcmp(old, new)) {
593 return "Undoing this new-game operation would change params";
597 * Otherwise, fine, go ahead.
602 static int midend_undo(midend *me)
604 const char *deserialise_error;
606 if (me->statepos > 1) {
608 me->ourgame->changed_state(me->ui,
609 me->states[me->statepos-1].state,
610 me->states[me->statepos-2].state);
614 } else if (me->newgame_undo_len) {
615 /* This undo cannot be undone with redo */
616 struct newgame_undo_deserialise_read_ctx rctx;
617 struct newgame_undo_deserialise_check_ctx cctx;
619 rctx.len = me->newgame_undo_len; /* copy for reentrancy safety */
621 cctx.refused = FALSE;
622 deserialise_error = midend_deserialise_internal(
623 me, newgame_undo_deserialise_read, &rctx,
624 newgame_undo_deserialise_check, &cctx);
627 * Our post-deserialisation check shows that we can't use
628 * this saved game after all. (deserialise_error will
629 * contain the dummy error message generated by our check
630 * function, which we ignore.)
635 * There should never be any _other_ deserialisation
636 * error, because this serialised data has been held in
637 * our memory since it was created, and hasn't had any
638 * opportunity to be corrupted on disk, accidentally
639 * replaced by the wrong file, etc., by user error.
641 assert(!deserialise_error);
648 static int midend_redo(midend *me)
650 if (me->statepos < me->nstates) {
652 me->ourgame->changed_state(me->ui,
653 me->states[me->statepos-1].state,
654 me->states[me->statepos].state);
662 static void midend_finish_move(midend *me)
667 * We do not flash if the later of the two states is special.
668 * This covers both forward Solve moves and backward (undone)
671 if ((me->oldstate || me->statepos > 1) &&
672 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
673 (me->dir < 0 && me->statepos < me->nstates &&
674 !special(me->states[me->statepos].movetype)))) {
675 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
676 me->states[me->statepos-2].state,
677 me->states[me->statepos-1].state,
678 me->oldstate ? me->dir : +1,
681 me->flash_pos = 0.0F;
682 me->flash_time = flashtime;
687 me->ourgame->free_game(me->oldstate);
689 me->anim_pos = me->anim_time = 0;
692 midend_set_timer(me);
695 void midend_stop_anim(midend *me)
697 if (me->oldstate || me->anim_time != 0) {
698 midend_finish_move(me);
703 void midend_restart_game(midend *me)
707 assert(me->statepos >= 1);
708 if (me->statepos == 1)
709 return; /* no point doing anything at all! */
712 * During restart, we reconstruct the game from the (public)
713 * game description rather than from states[0], because that
714 * way Mines gets slightly more sensible behaviour (restart
715 * goes to _after_ the first click so you don't have to
716 * remember where you clicked).
718 s = me->ourgame->new_game(me, me->params, me->desc);
721 * Now enter the restarted state as the next move.
723 midend_stop_anim(me);
724 midend_purge_states(me);
726 me->states[me->nstates].state = s;
727 me->states[me->nstates].movestr = dupstr(me->desc);
728 me->states[me->nstates].movetype = RESTART;
729 me->statepos = ++me->nstates;
731 me->ourgame->changed_state(me->ui,
732 me->states[me->statepos-2].state,
733 me->states[me->statepos-1].state);
734 me->flash_pos = me->flash_time = 0.0F;
735 midend_finish_move(me);
737 midend_set_timer(me);
740 static int midend_really_process_key(midend *me, int x, int y, int button)
742 game_state *oldstate =
743 me->ourgame->dup_game(me->states[me->statepos - 1].state);
744 int type = MOVE, gottype = FALSE, ret = 1;
747 char *movestr = NULL;
749 if (!IS_UI_FAKE_KEY(button)) {
750 movestr = me->ourgame->interpret_move(
751 me->states[me->statepos-1].state,
752 me->ui, me->drawstate, x, y, button);
756 if (button == 'n' || button == 'N' || button == '\x0E' ||
757 button == UI_NEWGAME) {
760 goto done; /* never animate */
761 } else if (button == 'u' || button == 'U' ||
762 button == '\x1A' || button == '\x1F' ||
764 midend_stop_anim(me);
765 type = me->states[me->statepos-1].movetype;
767 if (!midend_undo(me))
769 } else if (button == 'r' || button == 'R' ||
770 button == '\x12' || button == '\x19' ||
772 midend_stop_anim(me);
773 if (!midend_redo(me))
775 } else if ((button == '\x13' || button == UI_SOLVE) &&
776 me->ourgame->can_solve) {
777 if (midend_solve(me))
779 } else if (button == 'q' || button == 'Q' || button == '\x11' ||
786 if (movestr == UI_UPDATE)
787 s = me->states[me->statepos-1].state;
789 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
794 if (s == me->states[me->statepos-1].state) {
796 * make_move() is allowed to return its input state to
797 * indicate that although no move has been made, the UI
798 * state has been updated and a redraw is called for.
801 midend_set_timer(me);
804 midend_stop_anim(me);
805 midend_purge_states(me);
807 assert(movestr != NULL);
808 me->states[me->nstates].state = s;
809 me->states[me->nstates].movestr = movestr;
810 me->states[me->nstates].movetype = MOVE;
811 me->statepos = ++me->nstates;
814 me->ourgame->changed_state(me->ui,
815 me->states[me->statepos-2].state,
816 me->states[me->statepos-1].state);
823 type = me->states[me->statepos-1].movetype;
826 * See if this move requires an animation.
828 if (special(type) && !(type == SOLVE &&
829 (me->ourgame->flags & SOLVE_ANIMATES))) {
832 anim_time = me->ourgame->anim_length(oldstate,
833 me->states[me->statepos-1].state,
837 me->oldstate = oldstate; oldstate = NULL;
839 me->anim_time = anim_time;
842 midend_finish_move(me);
848 midend_set_timer(me);
851 if (oldstate) me->ourgame->free_game(oldstate);
855 int midend_process_key(midend *me, int x, int y, int button)
860 * Harmonise mouse drag and release messages.
862 * Some front ends might accidentally switch from sending, say,
863 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
864 * drag. (This can happen on the Mac, for example, since
865 * RIGHT_DRAG is usually done using Command+drag, and if the
866 * user accidentally releases Command half way through the drag
867 * then there will be trouble.)
869 * It would be an O(number of front ends) annoyance to fix this
870 * in the front ends, but an O(number of back ends) annoyance
871 * to have each game capable of dealing with it. Therefore, we
872 * fix it _here_ in the common midend code so that it only has
875 * The possible ways in which things can go screwy in the front
878 * - in a system containing multiple physical buttons button
879 * presses can inadvertently overlap. We can see ABab (caps
880 * meaning button-down and lowercase meaning button-up) when
881 * the user had semantically intended AaBb.
883 * - in a system where one button is simulated by means of a
884 * modifier key and another button, buttons can mutate
885 * between press and release (possibly during drag). So we
886 * can see Ab instead of Aa.
888 * Definite requirements are:
890 * - button _presses_ must never be invented or destroyed. If
891 * the user presses two buttons in succession, the button
892 * presses must be transferred to the backend unchanged. So
893 * if we see AaBb , that's fine; if we see ABab (the button
894 * presses inadvertently overlapped) we must somehow
895 * `correct' it to AaBb.
897 * - every mouse action must end up looking like a press, zero
898 * or more drags, then a release. This allows back ends to
899 * make the _assumption_ that incoming mouse data will be
900 * sane in this regard, and not worry about the details.
902 * So my policy will be:
904 * - treat any button-up as a button-up for the currently
905 * pressed button, or ignore it if there is no currently
908 * - treat any drag as a drag for the currently pressed
909 * button, or ignore it if there is no currently pressed
912 * - if we see a button-down while another button is currently
913 * pressed, invent a button-up for the first one and then
914 * pass the button-down through as before.
916 * 2005-05-31: An addendum to the above. Some games might want
917 * a `priority order' among buttons, such that if one button is
918 * pressed while another is down then a fixed one of the
919 * buttons takes priority no matter what order they're pressed
920 * in. Mines, in particular, wants to treat a left+right click
921 * like a left click for the benefit of users of other
922 * implementations. So the last of the above points is modified
923 * in the presence of an (optional) button priority order.
925 * A further addition: we translate certain keyboard presses to
926 * cursor key 'select' buttons, so that a) frontends don't have
927 * to translate these themselves (like they do for CURSOR_UP etc),
928 * and b) individual games don't have to hard-code button presses
929 * of '\n' etc for keyboard-based cursors. The choice of buttons
930 * here could eventually be controlled by a runtime configuration
933 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
934 if (me->pressed_mouse_button) {
935 if (IS_MOUSE_DRAG(button)) {
936 button = me->pressed_mouse_button +
937 (LEFT_DRAG - LEFT_BUTTON);
939 button = me->pressed_mouse_button +
940 (LEFT_RELEASE - LEFT_BUTTON);
943 return ret; /* ignore it */
944 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
946 * If the new button has lower priority than the old one,
947 * don't bother doing this.
949 if (me->ourgame->flags &
950 BUTTON_BEATS(me->pressed_mouse_button, button))
951 return ret; /* just ignore it */
954 * Fabricate a button-up for the previously pressed button.
956 ret = ret && midend_really_process_key
957 (me, x, y, (me->pressed_mouse_button +
958 (LEFT_RELEASE - LEFT_BUTTON)));
962 * Translate keyboard presses to cursor selection.
964 if (button == '\n' || button == '\r')
965 button = CURSOR_SELECT;
967 button = CURSOR_SELECT2;
970 * Normalise both backspace characters (8 and 127) to \b. Easier
971 * to do this once, here, than to require all front ends to
972 * carefully generate the same one - now each front end can
973 * generate whichever is easiest.
975 if (button == '\177')
979 * Now send on the event we originally received.
981 ret = ret && midend_really_process_key(me, x, y, button);
984 * And update the currently pressed button.
986 if (IS_MOUSE_RELEASE(button))
987 me->pressed_mouse_button = 0;
988 else if (IS_MOUSE_DOWN(button))
989 me->pressed_mouse_button = button;
994 void midend_redraw(midend *me)
998 if (me->statepos > 0 && me->drawstate) {
999 start_draw(me->drawing);
1000 if (me->oldstate && me->anim_time > 0 &&
1001 me->anim_pos < me->anim_time) {
1002 assert(me->dir != 0);
1003 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
1004 me->states[me->statepos-1].state, me->dir,
1005 me->ui, me->anim_pos, me->flash_pos);
1007 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
1008 me->states[me->statepos-1].state, +1 /*shrug*/,
1009 me->ui, 0.0, me->flash_pos);
1011 end_draw(me->drawing);
1016 * Nasty hacky function used to implement the --redo option in
1017 * gtk.c. Only used for generating the puzzles' icons.
1019 void midend_freeze_timer(midend *me, float tprop)
1021 me->anim_pos = me->anim_time * tprop;
1023 deactivate_timer(me->frontend);
1026 void midend_timer(midend *me, float tplus)
1028 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
1030 me->anim_pos += tplus;
1031 if (me->anim_pos >= me->anim_time ||
1032 me->anim_time == 0 || !me->oldstate) {
1033 if (me->anim_time > 0)
1034 midend_finish_move(me);
1037 me->flash_pos += tplus;
1038 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
1039 me->flash_pos = me->flash_time = 0;
1046 float oldelapsed = me->elapsed;
1047 me->elapsed += tplus;
1048 if ((int)oldelapsed != (int)me->elapsed)
1049 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
1052 midend_set_timer(me);
1055 float *midend_colours(midend *me, int *ncolours)
1059 ret = me->ourgame->colours(me->frontend, ncolours);
1065 * Allow environment-based overrides for the standard
1066 * colours by defining variables along the lines of
1067 * `NET_COLOUR_4=6000c0'.
1070 for (i = 0; i < *ncolours; i++) {
1072 unsigned int r, g, b;
1075 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
1076 for (j = k = 0; buf[j]; j++)
1077 if (!isspace((unsigned char)buf[j]))
1078 buf[k++] = toupper((unsigned char)buf[j]);
1080 if ((e = getenv(buf)) != NULL &&
1081 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
1082 ret[i*3 + 0] = r / 255.0F;
1083 ret[i*3 + 1] = g / 255.0F;
1084 ret[i*3 + 2] = b / 255.0F;
1092 struct preset_menu *preset_menu_new(void)
1094 struct preset_menu *menu = snew(struct preset_menu);
1095 menu->n_entries = 0;
1096 menu->entries_size = 0;
1097 menu->entries = NULL;
1101 static struct preset_menu_entry *preset_menu_add(struct preset_menu *menu,
1104 struct preset_menu_entry *toret;
1105 if (menu->n_entries >= menu->entries_size) {
1106 menu->entries_size = menu->n_entries * 5 / 4 + 10;
1107 menu->entries = sresize(menu->entries, menu->entries_size,
1108 struct preset_menu_entry);
1110 toret = &menu->entries[menu->n_entries++];
1111 toret->title = title;
1112 toret->params = NULL;
1113 toret->submenu = NULL;
1117 struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
1120 struct preset_menu_entry *entry = preset_menu_add(parent, title);
1121 entry->submenu = preset_menu_new();
1122 return entry->submenu;
1125 void preset_menu_add_preset(struct preset_menu *parent,
1126 char *title, game_params *params)
1128 struct preset_menu_entry *entry = preset_menu_add(parent, title);
1129 entry->params = params;
1132 game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id)
1137 for (i = 0; i < menu->n_entries; i++) {
1138 if (id == menu->entries[i].id)
1139 return menu->entries[i].params;
1140 if (menu->entries[i].submenu &&
1141 (retd = preset_menu_lookup_by_id(
1142 menu->entries[i].submenu, id)) != NULL)
1149 static char *preset_menu_add_from_user_env(
1150 midend *me, struct preset_menu *menu, char *p, int top_level)
1154 game_params *preset;
1157 while (*p && *p != ':') p++;
1158 if (*p) *p++ = '\0';
1160 while (*p && *p != ':') p++;
1161 if (*p) *p++ = '\0';
1163 if (!strcmp(val, "#")) {
1165 * Special case: either open a new submenu with the given
1166 * title, or terminate the current submenu.
1169 struct preset_menu *submenu =
1170 preset_menu_add_submenu(menu, dupstr(name));
1171 p = preset_menu_add_from_user_env(me, submenu, p, FALSE);
1174 * If we get a 'close submenu' indication at the top
1175 * level, there's not much we can do but quietly
1184 preset = me->ourgame->default_params();
1185 me->ourgame->decode_params(preset, val);
1187 if (me->ourgame->validate_params(preset, TRUE)) {
1188 /* Drop this one from the list. */
1189 me->ourgame->free_params(preset);
1193 preset_menu_add_preset(menu, dupstr(name), preset);
1199 static void preset_menu_alloc_ids(midend *me, struct preset_menu *menu)
1203 for (i = 0; i < menu->n_entries; i++)
1204 menu->entries[i].id = me->n_encoded_presets++;
1206 for (i = 0; i < menu->n_entries; i++)
1207 if (menu->entries[i].submenu)
1208 preset_menu_alloc_ids(me, menu->entries[i].submenu);
1211 static void preset_menu_encode_params(midend *me, struct preset_menu *menu)
1215 for (i = 0; i < menu->n_entries; i++) {
1216 if (menu->entries[i].params) {
1217 me->encoded_presets[menu->entries[i].id] =
1218 me->ourgame->encode_params(menu->entries[i].params, TRUE);
1220 preset_menu_encode_params(me, menu->entries[i].submenu);
1225 struct preset_menu *midend_get_presets(midend *me, int *id_limit)
1229 if (me->preset_menu)
1230 return me->preset_menu;
1233 /* Expect the game to implement exactly one of the two preset APIs */
1234 assert(me->ourgame->fetch_preset || me->ourgame->preset_menu);
1235 assert(!(me->ourgame->fetch_preset && me->ourgame->preset_menu));
1238 if (me->ourgame->fetch_preset) {
1240 game_params *preset;
1242 /* Simple one-level menu */
1243 assert(!me->ourgame->preset_menu);
1244 me->preset_menu = preset_menu_new();
1245 for (i = 0; me->ourgame->fetch_preset(i, &name, &preset); i++)
1246 preset_menu_add_preset(me->preset_menu, name, preset);
1249 /* Hierarchical menu provided by the game backend */
1250 me->preset_menu = me->ourgame->preset_menu();
1255 * Allow user extensions to the preset list by defining an
1256 * environment variable <gamename>_PRESETS whose value is a
1257 * colon-separated list of items, alternating between textual
1258 * titles in the menu and encoded parameter strings. For
1259 * example, "SOLO_PRESETS=2x3 Advanced:2x3da" would define
1260 * just one additional preset for Solo.
1265 sprintf(buf, "%s_PRESETS", me->ourgame->name);
1266 for (j = k = 0; buf[j]; j++)
1267 if (!isspace((unsigned char)buf[j]))
1268 buf[k++] = toupper((unsigned char)buf[j]);
1271 if ((e = getenv(buf)) != NULL) {
1273 preset_menu_add_from_user_env(me, me->preset_menu, e, TRUE);
1279 * Finalise the menu: allocate an integer id to each entry, and
1280 * store string encodings of the presets' parameters in
1281 * me->encoded_presets.
1283 me->n_encoded_presets = 0;
1284 preset_menu_alloc_ids(me, me->preset_menu);
1285 me->encoded_presets = snewn(me->n_encoded_presets, char *);
1286 for (i = 0; i < me->n_encoded_presets; i++)
1287 me->encoded_presets[i] = NULL;
1288 preset_menu_encode_params(me, me->preset_menu);
1291 *id_limit = me->n_encoded_presets;
1292 return me->preset_menu;
1295 int midend_which_preset(midend *me)
1297 char *encoding = me->ourgame->encode_params(me->params, TRUE);
1301 for (i = 0; i < me->n_encoded_presets; i++)
1302 if (me->encoded_presets[i] &&
1303 !strcmp(encoding, me->encoded_presets[i])) {
1312 int midend_wants_statusbar(midend *me)
1314 return me->ourgame->wants_statusbar;
1317 void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
1319 me->game_id_change_notify_function = notify;
1320 me->game_id_change_notify_ctx = ctx;
1323 void midend_supersede_game_desc(midend *me, const char *desc,
1324 const char *privdesc)
1327 sfree(me->privdesc);
1328 me->desc = dupstr(desc);
1329 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
1330 if (me->game_id_change_notify_function)
1331 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
1334 config_item *midend_get_config(midend *me, int which, char **wintitle)
1336 char *titlebuf, *parstr;
1342 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1346 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1347 *wintitle = titlebuf;
1348 return me->ourgame->configure(me->params);
1351 if (!me->curparams) {
1355 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1356 which == CFG_SEED ? "random" : "game");
1357 *wintitle = titlebuf;
1359 ret = snewn(2, config_item);
1361 ret[0].type = C_STRING;
1362 if (which == CFG_SEED)
1363 ret[0].name = "Game random seed";
1365 ret[0].name = "Game ID";
1367 * For CFG_DESC the text going in here will be a string
1368 * encoding of the restricted parameters, plus a colon,
1369 * plus the game description. For CFG_SEED it will be the
1370 * full parameters, plus a hash, plus the random seed data.
1371 * Either of these is a valid full game ID (although only
1372 * the former is likely to persist across many code
1375 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1377 if (which == CFG_DESC) {
1378 rest = me->desc ? me->desc : "";
1381 rest = me->seedstr ? me->seedstr : "";
1384 ret[0].u.string.sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1385 sprintf(ret[0].u.string.sval, "%s%c%s", parstr, sep, rest);
1388 ret[1].type = C_END;
1394 assert(!"We shouldn't be here");
1398 static const char *midend_game_id_int(midend *me, const char *id, int defmode)
1402 const char *desc, *seed;
1403 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1406 seed = strchr(id, '#');
1407 desc = strchr(id, ':');
1409 if (desc && (!seed || desc < seed)) {
1411 * We have a colon separating parameters from game
1412 * description. So `par' now points to the parameters
1413 * string, and `desc' to the description string.
1415 par = snewn(desc-id + 1, char);
1416 strncpy(par, id, desc-id);
1417 par[desc-id] = '\0';
1420 } else if (seed && (!desc || seed < desc)) {
1422 * We have a hash separating parameters from random seed.
1423 * So `par' now points to the parameters string, and `seed'
1424 * to the seed string.
1426 par = snewn(seed-id + 1, char);
1427 strncpy(par, id, seed-id);
1428 par[seed-id] = '\0';
1433 * We only have one string. Depending on `defmode', we take
1434 * it to be either parameters, seed or description.
1436 if (defmode == DEF_SEED) {
1440 } else if (defmode == DEF_DESC) {
1451 * We must be reasonably careful here not to modify anything in
1452 * `me' until we have finished validating things. This function
1453 * must either return an error and do nothing to the midend, or
1454 * return success and do everything; nothing in between is
1457 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1461 * The params string may underspecify the game parameters, so
1462 * we must first initialise newcurparams with a full set of
1463 * params from somewhere else before we decode_params the
1464 * input string over the top.
1466 * But which set? It depends on what other data we have.
1468 * If we've been given a _descriptive_ game id, then that may
1469 * well underspecify by design, e.g. Solo game descriptions
1470 * often start just '3x3:' without specifying one of Solo's
1471 * difficulty settings, because it isn't necessary once a game
1472 * has been generated (and you might not even know it, if
1473 * you're manually transcribing a game description). In that
1474 * situation, I've always felt that the best thing to set the
1475 * difficulty to (for use if the user hits 'New Game' after
1476 * pasting in that game id) is whatever it was previously set
1477 * to. That is, we use whatever is already in me->params as
1478 * the basis for our decoding of this input string.
1480 * A random-seed based game id, however, should use the real,
1481 * built-in default params, and not even check the
1482 * <game>_DEFAULT environment setting, because when people
1483 * paste each other random seeds - whether it's two users
1484 * arranging to generate the same game at the same time to
1485 * race solving them, or a user sending a bug report upstream
1486 * - the whole point is for the random game id to always be
1487 * interpreted the same way, even if it does underspecify.
1489 * A parameter string typed in on its own, with no seed _or_
1490 * description, gets treated the same way as a random seed,
1491 * because again I think the most likely reason for doing that
1492 * is to have a portable representation of a set of params.
1495 newcurparams = me->ourgame->dup_params(me->params);
1497 newcurparams = me->ourgame->default_params();
1499 me->ourgame->decode_params(newcurparams, par);
1500 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1502 me->ourgame->free_params(newcurparams);
1505 oldparams1 = me->curparams;
1508 * Now filter only the persistent parts of this state into
1509 * the long-term params structure, unless we've _only_
1510 * received a params string in which case the whole lot is
1513 oldparams2 = me->params;
1517 newparams = me->ourgame->dup_params(me->params);
1519 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1520 me->ourgame->decode_params(newparams, tmpstr);
1524 newparams = me->ourgame->dup_params(newcurparams);
1528 newcurparams = me->curparams;
1529 newparams = me->params;
1530 free_params = FALSE;
1534 error = me->ourgame->validate_desc(newparams, desc);
1538 me->ourgame->free_params(newcurparams);
1540 me->ourgame->free_params(newparams);
1547 * Now we've got past all possible error points. Update the
1550 me->params = newparams;
1551 me->curparams = newcurparams;
1553 me->ourgame->free_params(oldparams1);
1555 me->ourgame->free_params(oldparams2);
1558 sfree(me->privdesc);
1559 me->desc = me->privdesc = NULL;
1564 me->desc = dupstr(desc);
1565 me->genmode = GOT_DESC;
1566 sfree(me->aux_info);
1567 me->aux_info = NULL;
1571 me->seedstr = dupstr(seed);
1572 me->genmode = GOT_SEED;
1580 const char *midend_game_id(midend *me, const char *id)
1582 return midend_game_id_int(me, id, DEF_PARAMS);
1585 char *midend_get_game_id(midend *me)
1589 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1592 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1593 sprintf(ret, "%s:%s", parstr, me->desc);
1598 char *midend_get_random_seed(midend *me)
1605 parstr = me->ourgame->encode_params(me->curparams, TRUE);
1607 ret = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
1608 sprintf(ret, "%s#%s", parstr, me->seedstr);
1613 const char *midend_set_config(midend *me, int which, config_item *cfg)
1616 game_params *params;
1620 params = me->ourgame->custom_params(cfg);
1621 error = me->ourgame->validate_params(params, TRUE);
1624 me->ourgame->free_params(params);
1628 me->ourgame->free_params(me->params);
1629 me->params = params;
1634 error = midend_game_id_int(me, cfg[0].u.string.sval,
1635 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1644 int midend_can_format_as_text_now(midend *me)
1646 if (me->ourgame->can_format_as_text_ever)
1647 return me->ourgame->can_format_as_text_now(me->params);
1652 char *midend_text_format(midend *me)
1654 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1655 me->ourgame->can_format_as_text_now(me->params))
1656 return me->ourgame->text_format(me->states[me->statepos-1].state);
1661 const char *midend_solve(midend *me)
1667 if (!me->ourgame->can_solve)
1668 return "This game does not support the Solve operation";
1670 if (me->statepos < 1)
1671 return "No game set up to solve"; /* _shouldn't_ happen! */
1674 movestr = me->ourgame->solve(me->states[0].state,
1675 me->states[me->statepos-1].state,
1676 me->aux_info, &msg);
1677 assert(movestr != UI_UPDATE);
1680 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1683 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1687 * Now enter the solved state as the next move.
1689 midend_stop_anim(me);
1690 midend_purge_states(me);
1692 me->states[me->nstates].state = s;
1693 me->states[me->nstates].movestr = movestr;
1694 me->states[me->nstates].movetype = SOLVE;
1695 me->statepos = ++me->nstates;
1697 me->ourgame->changed_state(me->ui,
1698 me->states[me->statepos-2].state,
1699 me->states[me->statepos-1].state);
1701 if (me->ourgame->flags & SOLVE_ANIMATES) {
1702 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1704 me->ourgame->anim_length(me->states[me->statepos-2].state,
1705 me->states[me->statepos-1].state,
1709 me->anim_time = 0.0;
1710 midend_finish_move(me);
1714 midend_set_timer(me);
1718 int midend_status(midend *me)
1721 * We should probably never be called when the state stack has no
1722 * states on it at all - ideally, midends should never be left in
1723 * that state for long enough to get put down and forgotten about.
1724 * But if we are, I think we return _true_ - pedantically speaking
1725 * a midend in that state is 'vacuously solved', and more
1726 * practically, a user whose midend has been left in that state
1727 * probably _does_ want the 'new game' option to be prominent.
1729 if (me->statepos == 0)
1732 return me->ourgame->status(me->states[me->statepos-1].state);
1735 char *midend_rewrite_statusbar(midend *me, const char *text)
1738 * An important special case is that we are occasionally called
1739 * with our own laststatus, to update the timer.
1741 if (me->laststatus != text) {
1742 sfree(me->laststatus);
1743 me->laststatus = dupstr(text);
1746 if (me->ourgame->is_timed) {
1747 char timebuf[100], *ret;
1750 sec = (int)me->elapsed;
1753 sprintf(timebuf, "[%d:%02d] ", min, sec);
1755 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1756 strcpy(ret, timebuf);
1761 return dupstr(text);
1765 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1766 #define SERIALISE_VERSION "1"
1768 void midend_serialise(midend *me,
1769 void (*write)(void *ctx, const void *buf, int len),
1775 * Each line of the save file contains three components. First
1776 * exactly 8 characters of header word indicating what type of
1777 * data is contained on the line; then a colon followed by a
1778 * decimal integer giving the length of the main string on the
1779 * line; then a colon followed by the string itself (exactly as
1780 * many bytes as previously specified, no matter what they
1781 * contain). Then a newline (of reasonably flexible form).
1783 #define wr(h,s) do { \
1785 const char *str = (s); \
1787 copy_left_justified(lbuf, sizeof(lbuf), h); \
1788 sprintf(hbuf, "%s:%d:", lbuf, (int)strlen(str)); \
1789 write(wctx, hbuf, strlen(hbuf)); \
1790 write(wctx, str, strlen(str)); \
1791 write(wctx, "\n", 1); \
1795 * Magic string identifying the file, and version number of the
1798 wr("SAVEFILE", SERIALISE_MAGIC);
1799 wr("VERSION", SERIALISE_VERSION);
1802 * The game name. (Copied locally to avoid const annoyance.)
1805 char *s = dupstr(me->ourgame->name);
1811 * The current long-term parameters structure, in full.
1814 char *s = me->ourgame->encode_params(me->params, TRUE);
1820 * The current short-term parameters structure, in full.
1822 if (me->curparams) {
1823 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1829 * The current game description, the privdesc, and the random seed.
1832 wr("SEED", me->seedstr);
1834 wr("DESC", me->desc);
1836 wr("PRIVDESC", me->privdesc);
1839 * The game's aux_info. We obfuscate this to prevent spoilers
1840 * (people are likely to run `head' or similar on a saved game
1841 * file simply to find out what it is, and don't necessarily
1842 * want to be told the answer to the puzzle!)
1849 len = strlen(me->aux_info);
1850 s1 = snewn(len, unsigned char);
1851 memcpy(s1, me->aux_info, len);
1852 obfuscate_bitmap(s1, len*8, FALSE);
1853 s2 = bin2hex(s1, len);
1862 * Any required serialisation of the game_ui.
1865 char *s = me->ourgame->encode_ui(me->ui);
1873 * The game time, if it's a timed game.
1875 if (me->ourgame->is_timed) {
1877 sprintf(buf, "%g", me->elapsed);
1882 * The length of, and position in, the states list.
1886 sprintf(buf, "%d", me->nstates);
1888 sprintf(buf, "%d", me->statepos);
1889 wr("STATEPOS", buf);
1893 * For each state after the initial one (which we know is
1894 * constructed from either privdesc or desc), enough
1895 * information for execute_move() to reconstruct it from the
1898 for (i = 1; i < me->nstates; i++) {
1899 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1900 switch (me->states[i].movetype) {
1902 wr("MOVE", me->states[i].movestr);
1905 wr("SOLVE", me->states[i].movestr);
1908 wr("RESTART", me->states[i].movestr);
1917 * Internal version of midend_deserialise, taking an extra check
1918 * function to be called just before beginning to install things in
1921 * Like midend_deserialise proper, this function returns NULL on
1922 * success, or an error message.
1924 static const char *midend_deserialise_internal(
1925 midend *me, int (*read)(void *ctx, void *buf, int len), void *rctx,
1926 const char *(*check)(void *ctx, midend *, const struct deserialise_data *),
1929 struct deserialise_data data;
1931 int started = FALSE;
1935 /* Initially all errors give the same report */
1936 const char *ret = "Data does not appear to be a saved game file";
1938 data.seed = data.parstr = data.desc = data.privdesc = NULL;
1939 data.auxinfo = data.uistr = data.cparstr = NULL;
1940 data.elapsed = 0.0F;
1941 data.params = data.cparams = NULL;
1948 * Loop round and round reading one key/value pair at a time
1949 * from the serialised stream, until we have enough game states
1952 while (data.nstates <= 0 || data.statepos < 0 ||
1953 gotstates < data.nstates-1) {
1958 if (!read(rctx, key, 1)) {
1959 /* unexpected EOF */
1962 } while (key[0] == '\r' || key[0] == '\n');
1964 if (!read(rctx, key+1, 8)) {
1965 /* unexpected EOF */
1969 if (key[8] != ':') {
1971 ret = "Data was incorrectly formatted for a saved game file";
1974 len = strcspn(key, ": ");
1980 if (!read(rctx, &c, 1)) {
1981 /* unexpected EOF */
1987 } else if (c >= '0' && c <= '9') {
1988 len = (len * 10) + (c - '0');
1991 ret = "Data was incorrectly formatted for a"
1997 val = snewn(len+1, char);
1998 if (!read(rctx, val, len)) {
2005 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
2006 /* ret already has the right message in it */
2009 /* Now most errors are this one, unless otherwise specified */
2010 ret = "Saved data ended unexpectedly";
2013 if (!strcmp(key, "VERSION")) {
2014 if (strcmp(val, SERIALISE_VERSION)) {
2015 ret = "Cannot handle this version of the saved game"
2019 } else if (!strcmp(key, "GAME")) {
2020 if (strcmp(val, me->ourgame->name)) {
2021 ret = "Save file is from a different game";
2024 } else if (!strcmp(key, "PARAMS")) {
2028 } else if (!strcmp(key, "CPARAMS")) {
2029 sfree(data.cparstr);
2032 } else if (!strcmp(key, "SEED")) {
2036 } else if (!strcmp(key, "DESC")) {
2040 } else if (!strcmp(key, "PRIVDESC")) {
2041 sfree(data.privdesc);
2042 data.privdesc = val;
2044 } else if (!strcmp(key, "AUXINFO")) {
2046 int len = strlen(val) / 2; /* length in bytes */
2047 tmp = hex2bin(val, len);
2048 obfuscate_bitmap(tmp, len*8, TRUE);
2050 sfree(data.auxinfo);
2051 data.auxinfo = snewn(len + 1, char);
2052 memcpy(data.auxinfo, tmp, len);
2053 data.auxinfo[len] = '\0';
2055 } else if (!strcmp(key, "UI")) {
2059 } else if (!strcmp(key, "TIME")) {
2060 data.elapsed = (float)atof(val);
2061 } else if (!strcmp(key, "NSTATES")) {
2062 data.nstates = atoi(val);
2063 if (data.nstates <= 0) {
2064 ret = "Number of states in save file was negative";
2068 ret = "Two state counts provided in save file";
2071 data.states = snewn(data.nstates, struct midend_state_entry);
2072 for (i = 0; i < data.nstates; i++) {
2073 data.states[i].state = NULL;
2074 data.states[i].movestr = NULL;
2075 data.states[i].movetype = NEWGAME;
2077 } else if (!strcmp(key, "STATEPOS")) {
2078 data.statepos = atoi(val);
2079 } else if (!strcmp(key, "MOVE")) {
2081 data.states[gotstates].movetype = MOVE;
2082 data.states[gotstates].movestr = val;
2084 } else if (!strcmp(key, "SOLVE")) {
2086 data.states[gotstates].movetype = SOLVE;
2087 data.states[gotstates].movestr = val;
2089 } else if (!strcmp(key, "RESTART")) {
2091 data.states[gotstates].movetype = RESTART;
2092 data.states[gotstates].movestr = val;
2101 data.params = me->ourgame->default_params();
2102 me->ourgame->decode_params(data.params, data.parstr);
2103 if (me->ourgame->validate_params(data.params, TRUE)) {
2104 ret = "Long-term parameters in save file are invalid";
2107 data.cparams = me->ourgame->default_params();
2108 me->ourgame->decode_params(data.cparams, data.cparstr);
2109 if (me->ourgame->validate_params(data.cparams, FALSE)) {
2110 ret = "Short-term parameters in save file are invalid";
2113 if (data.seed && me->ourgame->validate_params(data.cparams, TRUE)) {
2115 * The seed's no use with this version, but we can perfectly
2116 * well use the rest of the data.
2122 ret = "Game description in save file is missing";
2124 } else if (me->ourgame->validate_desc(data.cparams, data.desc)) {
2125 ret = "Game description in save file is invalid";
2128 if (data.privdesc &&
2129 me->ourgame->validate_desc(data.cparams, data.privdesc)) {
2130 ret = "Game private description in save file is invalid";
2133 if (data.statepos < 0 || data.statepos >= data.nstates) {
2134 ret = "Game position in save file is out of range";
2137 data.states[0].state = me->ourgame->new_game(
2138 me, data.cparams, data.privdesc ? data.privdesc : data.desc);
2139 for (i = 1; i < data.nstates; i++) {
2140 assert(data.states[i].movetype != NEWGAME);
2141 switch (data.states[i].movetype) {
2144 data.states[i].state = me->ourgame->execute_move(
2145 data.states[i-1].state, data.states[i].movestr);
2146 if (data.states[i].state == NULL) {
2147 ret = "Save file contained an invalid move";
2152 if (me->ourgame->validate_desc(
2153 data.cparams, data.states[i].movestr)) {
2154 ret = "Save file contained an invalid restart move";
2157 data.states[i].state = me->ourgame->new_game(
2158 me, data.cparams, data.states[i].movestr);
2163 data.ui = me->ourgame->new_ui(data.states[0].state);
2164 me->ourgame->decode_ui(data.ui, data.uistr);
2167 * Run the externally provided check function, and abort if it
2168 * returns an error message.
2170 if (check && (ret = check(cctx, me, &data)) != NULL)
2171 goto cleanup; /* error message is already in ret */
2174 * Now we've run out of possible error conditions, so we're
2175 * ready to start overwriting the real data in the current
2176 * midend. We'll do this by swapping things with the local
2177 * variables, so that the same cleanup code will free the old
2184 me->desc = data.desc;
2188 me->privdesc = data.privdesc;
2189 data.privdesc = tmp;
2192 me->seedstr = data.seed;
2196 me->aux_info = data.auxinfo;
2200 me->genmode = GOT_NOTHING;
2202 me->statesize = data.nstates;
2203 data.nstates = me->nstates;
2204 me->nstates = me->statesize;
2206 struct midend_state_entry *tmp;
2208 me->states = data.states;
2211 me->statepos = data.statepos;
2214 * Don't save the "new game undo" state. So "new game" twice or
2215 * (in some environments) switching away and back, will make a
2216 * "new game" irreversible. Maybe in the future we will have a
2217 * more sophisticated way to decide when to discard the previous
2220 me->newgame_undo_len = 0;
2226 me->params = data.params;
2229 tmp = me->curparams;
2230 me->curparams = data.cparams;
2234 me->oldstate = NULL;
2235 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
2246 me->elapsed = data.elapsed;
2247 me->pressed_mouse_button = 0;
2249 midend_set_timer(me);
2252 me->ourgame->free_drawstate(me->drawing, me->drawstate);
2254 me->ourgame->new_drawstate(me->drawing,
2255 me->states[me->statepos-1].state);
2256 midend_size_new_drawstate(me);
2257 if (me->game_id_change_notify_function)
2258 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
2260 ret = NULL; /* success! */
2266 sfree(data.cparstr);
2268 sfree(data.privdesc);
2269 sfree(data.auxinfo);
2272 me->ourgame->free_params(data.params);
2274 me->ourgame->free_params(data.cparams);
2276 me->ourgame->free_ui(data.ui);
2280 for (i = 0; i < data.nstates; i++) {
2281 if (data.states[i].state)
2282 me->ourgame->free_game(data.states[i].state);
2283 sfree(data.states[i].movestr);
2291 const char *midend_deserialise(
2292 midend *me, int (*read)(void *ctx, void *buf, int len), void *rctx)
2294 return midend_deserialise_internal(me, read, rctx, NULL, NULL);
2298 * This function examines a saved game file just far enough to
2299 * determine which game type it contains. It returns NULL on success
2300 * and the game name string in 'name' (which will be dynamically
2301 * allocated and should be caller-freed), or an error message on
2304 const char *identify_game(char **name,
2305 int (*read)(void *ctx, void *buf, int len),
2308 int nstates = 0, statepos = -1, gotstates = 0;
2309 int started = FALSE;
2312 /* Initially all errors give the same report */
2313 const char *ret = "Data does not appear to be a saved game file";
2318 * Loop round and round reading one key/value pair at a time from
2319 * the serialised stream, until we've found the game name.
2321 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
2326 if (!read(rctx, key, 1)) {
2327 /* unexpected EOF */
2330 } while (key[0] == '\r' || key[0] == '\n');
2332 if (!read(rctx, key+1, 8)) {
2333 /* unexpected EOF */
2337 if (key[8] != ':') {
2339 ret = "Data was incorrectly formatted for a saved game file";
2342 len = strcspn(key, ": ");
2348 if (!read(rctx, &c, 1)) {
2349 /* unexpected EOF */
2355 } else if (c >= '0' && c <= '9') {
2356 len = (len * 10) + (c - '0');
2359 ret = "Data was incorrectly formatted for a"
2365 val = snewn(len+1, char);
2366 if (!read(rctx, val, len)) {
2373 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
2374 /* ret already has the right message in it */
2377 /* Now most errors are this one, unless otherwise specified */
2378 ret = "Saved data ended unexpectedly";
2381 if (!strcmp(key, "VERSION")) {
2382 if (strcmp(val, SERIALISE_VERSION)) {
2383 ret = "Cannot handle this version of the saved game"
2387 } else if (!strcmp(key, "GAME")) {
2388 *name = dupstr(val);
2403 const char *midend_print_puzzle(midend *me, document *doc, int with_soln)
2405 game_state *soln = NULL;
2407 if (me->statepos < 1)
2408 return "No game set up to print";/* _shouldn't_ happen! */
2414 if (!me->ourgame->can_solve)
2415 return "This game does not support the Solve operation";
2417 msg = "Solve operation failed";/* game _should_ overwrite on error */
2418 movestr = me->ourgame->solve(me->states[0].state,
2419 me->states[me->statepos-1].state,
2420 me->aux_info, &msg);
2423 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
2432 * This call passes over ownership of the two game_states and
2433 * the game_params. Hence we duplicate the ones we want to
2434 * keep, and we don't have to bother freeing soln if it was
2437 document_add_puzzle(doc, me->ourgame,
2438 me->ourgame->dup_params(me->curparams),
2439 me->ourgame->dup_game(me->states[0].state), soln);