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;
67 int newgame_undo_avail, newgame_undo_used;
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 char *midend_deserialise_internal(
120 midend *me, int (*read)(void *ctx, void *buf, int len), void *rctx,
121 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 = 0;
162 me->newgame_undo_avail = me->newgame_undo_used = 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);
265 me->ourgame->free_params(me->params);
266 midend_free_preset_menu(me, me->preset_menu);
268 me->ourgame->free_ui(me->ui);
270 me->ourgame->free_params(me->curparams);
271 sfree(me->laststatus);
275 static void midend_size_new_drawstate(midend *me)
278 * Don't even bother, if we haven't worked out our tile size
281 if (me->tilesize > 0) {
282 me->ourgame->compute_size(me->params, me->tilesize,
283 &me->winwidth, &me->winheight);
284 me->ourgame->set_size(me->drawing, me->drawstate,
285 me->params, me->tilesize);
289 void midend_size(midend *me, int *x, int *y, int user_size)
295 * We can't set the size on the same drawstate twice. So if
296 * we've already sized one drawstate, we must throw it away and
299 if (me->drawstate && me->tilesize > 0) {
300 me->ourgame->free_drawstate(me->drawing, me->drawstate);
301 me->drawstate = me->ourgame->new_drawstate(me->drawing,
302 me->states[0].state);
306 * Find the tile size that best fits within the given space. If
307 * `user_size' is TRUE, we must actually find the _largest_ such
308 * tile size, in order to get as close to the user's explicit
309 * request as possible; otherwise, we bound above at the game's
310 * preferred tile size, so that the game gets what it wants
311 * provided that this doesn't break the constraint from the
312 * front-end (which is likely to be a screen size or similar).
318 me->ourgame->compute_size(me->params, max, &rx, &ry);
319 } while (rx <= *x && ry <= *y);
321 max = me->preferred_tilesize + 1;
325 * Now binary-search between min and max. We're looking for a
326 * boundary rather than a value: the point at which tile sizes
327 * stop fitting within the given dimensions. Thus, we stop when
328 * max and min differ by exactly 1.
330 while (max - min > 1) {
331 int mid = (max + min) / 2;
332 me->ourgame->compute_size(me->params, mid, &rx, &ry);
333 if (rx <= *x && ry <= *y)
340 * Now `min' is a valid size, and `max' isn't. So use `min'.
345 /* If the user requested a change in size, make it permanent. */
346 me->preferred_tilesize = me->tilesize;
347 midend_size_new_drawstate(me);
352 int midend_tilesize(midend *me) { return me->tilesize; }
354 void midend_set_params(midend *me, game_params *params)
356 me->ourgame->free_params(me->params);
357 me->params = me->ourgame->dup_params(params);
360 game_params *midend_get_params(midend *me)
362 return me->ourgame->dup_params(me->params);
365 static void midend_set_timer(midend *me)
367 me->timing = (me->ourgame->is_timed &&
368 me->ourgame->timing_state(me->states[me->statepos-1].state,
370 if (me->timing || me->flash_time || me->anim_time)
371 activate_timer(me->frontend);
373 deactivate_timer(me->frontend);
376 void midend_force_redraw(midend *me)
379 me->ourgame->free_drawstate(me->drawing, me->drawstate);
380 me->drawstate = me->ourgame->new_drawstate(me->drawing,
381 me->states[0].state);
382 midend_size_new_drawstate(me);
386 static void newgame_serialise_write(void *ctx, void *buf, int len)
388 midend *const me = ctx;
391 assert(len < INT_MAX - me->newgame_undo_used);
392 new_used = me->newgame_undo_used + len;
393 if (new_used > me-> newgame_undo_avail) {
394 me->newgame_undo_avail = max(me->newgame_undo_avail, new_used);
395 me->newgame_undo_avail *= 2;
396 me->newgame_undo = sresize(me->newgame_undo,
397 me->newgame_undo_avail, char);
399 memcpy(me->newgame_undo + me->newgame_undo_used, buf, len);
400 me->newgame_undo_used = new_used;
403 void midend_new_game(midend *me)
405 me->newgame_undo_used = 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) {
489 movestr = me->ourgame->solve(me->states[0].state,
492 assert(movestr && !msg);
493 s = me->ourgame->execute_move(me->states[0].state, movestr);
495 me->ourgame->free_game(s);
499 me->states[me->nstates].movestr = NULL;
500 me->states[me->nstates].movetype = NEWGAME;
503 me->drawstate = me->ourgame->new_drawstate(me->drawing,
504 me->states[0].state);
505 midend_size_new_drawstate(me);
507 me->flash_pos = me->flash_time = 0.0F;
508 me->anim_pos = me->anim_time = 0.0F;
510 me->ourgame->free_ui(me->ui);
511 me->ui = me->ourgame->new_ui(me->states[0].state);
512 midend_set_timer(me);
513 me->pressed_mouse_button = 0;
515 if (me->game_id_change_notify_function)
516 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
519 int midend_can_undo(midend *me)
521 return (me->statepos > 1 || me->newgame_undo_used);
524 int midend_can_redo(midend *me)
526 return (me->statepos < me->nstates);
529 struct newgame_undo_deserialise_read_ctx {
534 int newgame_undo_deserialise_read(void *ctx, void *buf, int len)
536 struct newgame_undo_deserialise_read_ctx *const rctx = ctx;
537 midend *const me = rctx->me;
539 int use = min(len, rctx->size - rctx->pos);
540 memcpy(buf, me->newgame_undo + rctx->pos, use);
545 static int midend_undo(midend *me)
547 char *deserialise_error;
549 if (me->statepos > 1) {
551 me->ourgame->changed_state(me->ui,
552 me->states[me->statepos-1].state,
553 me->states[me->statepos-2].state);
557 } else if (me->newgame_undo_used) {
558 /* This undo cannot be undone with redo */
559 struct newgame_undo_deserialise_read_ctx rctx;
561 rctx.size = me->newgame_undo_used; /* copy for reentrancy safety */
564 midend_deserialise(me, newgame_undo_deserialise_read, &rctx);
565 if (deserialise_error)
566 /* umm, better to carry on than to crash ? */
573 static int midend_redo(midend *me)
575 if (me->statepos < me->nstates) {
577 me->ourgame->changed_state(me->ui,
578 me->states[me->statepos-1].state,
579 me->states[me->statepos].state);
587 static void midend_finish_move(midend *me)
592 * We do not flash if the later of the two states is special.
593 * This covers both forward Solve moves and backward (undone)
596 if ((me->oldstate || me->statepos > 1) &&
597 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
598 (me->dir < 0 && me->statepos < me->nstates &&
599 !special(me->states[me->statepos].movetype)))) {
600 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
601 me->states[me->statepos-2].state,
602 me->states[me->statepos-1].state,
603 me->oldstate ? me->dir : +1,
606 me->flash_pos = 0.0F;
607 me->flash_time = flashtime;
612 me->ourgame->free_game(me->oldstate);
614 me->anim_pos = me->anim_time = 0;
617 midend_set_timer(me);
620 void midend_stop_anim(midend *me)
622 if (me->oldstate || me->anim_time != 0) {
623 midend_finish_move(me);
628 void midend_restart_game(midend *me)
632 assert(me->statepos >= 1);
633 if (me->statepos == 1)
634 return; /* no point doing anything at all! */
637 * During restart, we reconstruct the game from the (public)
638 * game description rather than from states[0], because that
639 * way Mines gets slightly more sensible behaviour (restart
640 * goes to _after_ the first click so you don't have to
641 * remember where you clicked).
643 s = me->ourgame->new_game(me, me->params, me->desc);
646 * Now enter the restarted state as the next move.
648 midend_stop_anim(me);
649 midend_purge_states(me);
651 me->states[me->nstates].state = s;
652 me->states[me->nstates].movestr = dupstr(me->desc);
653 me->states[me->nstates].movetype = RESTART;
654 me->statepos = ++me->nstates;
656 me->ourgame->changed_state(me->ui,
657 me->states[me->statepos-2].state,
658 me->states[me->statepos-1].state);
659 me->flash_pos = me->flash_time = 0.0F;
660 midend_finish_move(me);
662 midend_set_timer(me);
665 static int midend_really_process_key(midend *me, int x, int y, int button)
667 game_state *oldstate =
668 me->ourgame->dup_game(me->states[me->statepos - 1].state);
669 int type = MOVE, gottype = FALSE, ret = 1;
672 char *movestr = NULL;
674 if (!IS_UI_FAKE_KEY(button)) {
675 movestr = me->ourgame->interpret_move(
676 me->states[me->statepos-1].state,
677 me->ui, me->drawstate, x, y, button);
681 if (button == 'n' || button == 'N' || button == '\x0E' ||
682 button == UI_NEWGAME) {
685 goto done; /* never animate */
686 } else if (button == 'u' || button == 'U' ||
687 button == '\x1A' || button == '\x1F' ||
689 midend_stop_anim(me);
690 type = me->states[me->statepos-1].movetype;
692 if (!midend_undo(me))
694 } else if (button == 'r' || button == 'R' ||
695 button == '\x12' || button == '\x19' ||
697 midend_stop_anim(me);
698 if (!midend_redo(me))
700 } else if ((button == '\x13' || button == UI_SOLVE) &&
701 me->ourgame->can_solve) {
702 if (midend_solve(me))
704 } else if (button == 'q' || button == 'Q' || button == '\x11' ||
712 s = me->states[me->statepos-1].state;
714 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
719 if (s == me->states[me->statepos-1].state) {
721 * make_move() is allowed to return its input state to
722 * indicate that although no move has been made, the UI
723 * state has been updated and a redraw is called for.
726 midend_set_timer(me);
729 midend_stop_anim(me);
730 midend_purge_states(me);
732 assert(movestr != NULL);
733 me->states[me->nstates].state = s;
734 me->states[me->nstates].movestr = movestr;
735 me->states[me->nstates].movetype = MOVE;
736 me->statepos = ++me->nstates;
739 me->ourgame->changed_state(me->ui,
740 me->states[me->statepos-2].state,
741 me->states[me->statepos-1].state);
748 type = me->states[me->statepos-1].movetype;
751 * See if this move requires an animation.
753 if (special(type) && !(type == SOLVE &&
754 (me->ourgame->flags & SOLVE_ANIMATES))) {
757 anim_time = me->ourgame->anim_length(oldstate,
758 me->states[me->statepos-1].state,
762 me->oldstate = oldstate; oldstate = NULL;
764 me->anim_time = anim_time;
767 midend_finish_move(me);
773 midend_set_timer(me);
776 if (oldstate) me->ourgame->free_game(oldstate);
780 int midend_process_key(midend *me, int x, int y, int button)
785 * Harmonise mouse drag and release messages.
787 * Some front ends might accidentally switch from sending, say,
788 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
789 * drag. (This can happen on the Mac, for example, since
790 * RIGHT_DRAG is usually done using Command+drag, and if the
791 * user accidentally releases Command half way through the drag
792 * then there will be trouble.)
794 * It would be an O(number of front ends) annoyance to fix this
795 * in the front ends, but an O(number of back ends) annoyance
796 * to have each game capable of dealing with it. Therefore, we
797 * fix it _here_ in the common midend code so that it only has
800 * The possible ways in which things can go screwy in the front
803 * - in a system containing multiple physical buttons button
804 * presses can inadvertently overlap. We can see ABab (caps
805 * meaning button-down and lowercase meaning button-up) when
806 * the user had semantically intended AaBb.
808 * - in a system where one button is simulated by means of a
809 * modifier key and another button, buttons can mutate
810 * between press and release (possibly during drag). So we
811 * can see Ab instead of Aa.
813 * Definite requirements are:
815 * - button _presses_ must never be invented or destroyed. If
816 * the user presses two buttons in succession, the button
817 * presses must be transferred to the backend unchanged. So
818 * if we see AaBb , that's fine; if we see ABab (the button
819 * presses inadvertently overlapped) we must somehow
820 * `correct' it to AaBb.
822 * - every mouse action must end up looking like a press, zero
823 * or more drags, then a release. This allows back ends to
824 * make the _assumption_ that incoming mouse data will be
825 * sane in this regard, and not worry about the details.
827 * So my policy will be:
829 * - treat any button-up as a button-up for the currently
830 * pressed button, or ignore it if there is no currently
833 * - treat any drag as a drag for the currently pressed
834 * button, or ignore it if there is no currently pressed
837 * - if we see a button-down while another button is currently
838 * pressed, invent a button-up for the first one and then
839 * pass the button-down through as before.
841 * 2005-05-31: An addendum to the above. Some games might want
842 * a `priority order' among buttons, such that if one button is
843 * pressed while another is down then a fixed one of the
844 * buttons takes priority no matter what order they're pressed
845 * in. Mines, in particular, wants to treat a left+right click
846 * like a left click for the benefit of users of other
847 * implementations. So the last of the above points is modified
848 * in the presence of an (optional) button priority order.
850 * A further addition: we translate certain keyboard presses to
851 * cursor key 'select' buttons, so that a) frontends don't have
852 * to translate these themselves (like they do for CURSOR_UP etc),
853 * and b) individual games don't have to hard-code button presses
854 * of '\n' etc for keyboard-based cursors. The choice of buttons
855 * here could eventually be controlled by a runtime configuration
858 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
859 if (me->pressed_mouse_button) {
860 if (IS_MOUSE_DRAG(button)) {
861 button = me->pressed_mouse_button +
862 (LEFT_DRAG - LEFT_BUTTON);
864 button = me->pressed_mouse_button +
865 (LEFT_RELEASE - LEFT_BUTTON);
868 return ret; /* ignore it */
869 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
871 * If the new button has lower priority than the old one,
872 * don't bother doing this.
874 if (me->ourgame->flags &
875 BUTTON_BEATS(me->pressed_mouse_button, button))
876 return ret; /* just ignore it */
879 * Fabricate a button-up for the previously pressed button.
881 ret = ret && midend_really_process_key
882 (me, x, y, (me->pressed_mouse_button +
883 (LEFT_RELEASE - LEFT_BUTTON)));
887 * Translate keyboard presses to cursor selection.
889 if (button == '\n' || button == '\r')
890 button = CURSOR_SELECT;
892 button = CURSOR_SELECT2;
895 * Normalise both backspace characters (8 and 127) to \b. Easier
896 * to do this once, here, than to require all front ends to
897 * carefully generate the same one - now each front end can
898 * generate whichever is easiest.
900 if (button == '\177')
904 * Now send on the event we originally received.
906 ret = ret && midend_really_process_key(me, x, y, button);
909 * And update the currently pressed button.
911 if (IS_MOUSE_RELEASE(button))
912 me->pressed_mouse_button = 0;
913 else if (IS_MOUSE_DOWN(button))
914 me->pressed_mouse_button = button;
919 void midend_redraw(midend *me)
923 if (me->statepos > 0 && me->drawstate) {
924 start_draw(me->drawing);
925 if (me->oldstate && me->anim_time > 0 &&
926 me->anim_pos < me->anim_time) {
927 assert(me->dir != 0);
928 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
929 me->states[me->statepos-1].state, me->dir,
930 me->ui, me->anim_pos, me->flash_pos);
932 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
933 me->states[me->statepos-1].state, +1 /*shrug*/,
934 me->ui, 0.0, me->flash_pos);
936 end_draw(me->drawing);
941 * Nasty hacky function used to implement the --redo option in
942 * gtk.c. Only used for generating the puzzles' icons.
944 void midend_freeze_timer(midend *me, float tprop)
946 me->anim_pos = me->anim_time * tprop;
948 deactivate_timer(me->frontend);
951 void midend_timer(midend *me, float tplus)
953 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
955 me->anim_pos += tplus;
956 if (me->anim_pos >= me->anim_time ||
957 me->anim_time == 0 || !me->oldstate) {
958 if (me->anim_time > 0)
959 midend_finish_move(me);
962 me->flash_pos += tplus;
963 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
964 me->flash_pos = me->flash_time = 0;
971 float oldelapsed = me->elapsed;
972 me->elapsed += tplus;
973 if ((int)oldelapsed != (int)me->elapsed)
974 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
977 midend_set_timer(me);
980 float *midend_colours(midend *me, int *ncolours)
984 ret = me->ourgame->colours(me->frontend, ncolours);
990 * Allow environment-based overrides for the standard
991 * colours by defining variables along the lines of
992 * `NET_COLOUR_4=6000c0'.
995 for (i = 0; i < *ncolours; i++) {
997 unsigned int r, g, b;
1000 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
1001 for (j = k = 0; buf[j]; j++)
1002 if (!isspace((unsigned char)buf[j]))
1003 buf[k++] = toupper((unsigned char)buf[j]);
1005 if ((e = getenv(buf)) != NULL &&
1006 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
1007 ret[i*3 + 0] = r / 255.0F;
1008 ret[i*3 + 1] = g / 255.0F;
1009 ret[i*3 + 2] = b / 255.0F;
1017 struct preset_menu *preset_menu_new(void)
1019 struct preset_menu *menu = snew(struct preset_menu);
1020 menu->n_entries = 0;
1021 menu->entries_size = 0;
1022 menu->entries = NULL;
1026 static struct preset_menu_entry *preset_menu_add(struct preset_menu *menu,
1029 struct preset_menu_entry *toret;
1030 if (menu->n_entries >= menu->entries_size) {
1031 menu->entries_size = menu->n_entries * 5 / 4 + 10;
1032 menu->entries = sresize(menu->entries, menu->entries_size,
1033 struct preset_menu_entry);
1035 toret = &menu->entries[menu->n_entries++];
1036 toret->title = title;
1037 toret->params = NULL;
1038 toret->submenu = NULL;
1042 struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
1045 struct preset_menu_entry *entry = preset_menu_add(parent, title);
1046 entry->submenu = preset_menu_new();
1047 return entry->submenu;
1050 void preset_menu_add_preset(struct preset_menu *parent,
1051 char *title, game_params *params)
1053 struct preset_menu_entry *entry = preset_menu_add(parent, title);
1054 entry->params = params;
1057 game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id)
1062 for (i = 0; i < menu->n_entries; i++) {
1063 if (id == menu->entries[i].id)
1064 return menu->entries[i].params;
1065 if (menu->entries[i].submenu &&
1066 (retd = preset_menu_lookup_by_id(
1067 menu->entries[i].submenu, id)) != NULL)
1074 static char *preset_menu_add_from_user_env(
1075 midend *me, struct preset_menu *menu, char *p, int top_level)
1079 game_params *preset;
1082 while (*p && *p != ':') p++;
1083 if (*p) *p++ = '\0';
1085 while (*p && *p != ':') p++;
1086 if (*p) *p++ = '\0';
1088 if (!strcmp(val, "#")) {
1090 * Special case: either open a new submenu with the given
1091 * title, or terminate the current submenu.
1094 struct preset_menu *submenu =
1095 preset_menu_add_submenu(menu, dupstr(name));
1096 p = preset_menu_add_from_user_env(me, submenu, p, FALSE);
1099 * If we get a 'close submenu' indication at the top
1100 * level, there's not much we can do but quietly
1109 preset = me->ourgame->default_params();
1110 me->ourgame->decode_params(preset, val);
1112 if (me->ourgame->validate_params(preset, TRUE)) {
1113 /* Drop this one from the list. */
1114 me->ourgame->free_params(preset);
1118 preset_menu_add_preset(menu, dupstr(name), preset);
1124 static void preset_menu_alloc_ids(midend *me, struct preset_menu *menu)
1128 for (i = 0; i < menu->n_entries; i++)
1129 menu->entries[i].id = me->n_encoded_presets++;
1131 for (i = 0; i < menu->n_entries; i++)
1132 if (menu->entries[i].submenu)
1133 preset_menu_alloc_ids(me, menu->entries[i].submenu);
1136 static void preset_menu_encode_params(midend *me, struct preset_menu *menu)
1140 for (i = 0; i < menu->n_entries; i++) {
1141 if (menu->entries[i].params) {
1142 me->encoded_presets[menu->entries[i].id] =
1143 me->ourgame->encode_params(menu->entries[i].params, TRUE);
1145 preset_menu_encode_params(me, menu->entries[i].submenu);
1150 struct preset_menu *midend_get_presets(midend *me, int *id_limit)
1154 if (me->preset_menu)
1155 return me->preset_menu;
1158 /* Expect the game to implement exactly one of the two preset APIs */
1159 assert(me->ourgame->fetch_preset || me->ourgame->preset_menu);
1160 assert(!(me->ourgame->fetch_preset && me->ourgame->preset_menu));
1163 if (me->ourgame->fetch_preset) {
1165 game_params *preset;
1167 /* Simple one-level menu */
1168 assert(!me->ourgame->preset_menu);
1169 me->preset_menu = preset_menu_new();
1170 for (i = 0; me->ourgame->fetch_preset(i, &name, &preset); i++)
1171 preset_menu_add_preset(me->preset_menu, name, preset);
1174 /* Hierarchical menu provided by the game backend */
1175 me->preset_menu = me->ourgame->preset_menu();
1180 * Allow user extensions to the preset list by defining an
1181 * environment variable <gamename>_PRESETS whose value is a
1182 * colon-separated list of items, alternating between textual
1183 * titles in the menu and encoded parameter strings. For
1184 * example, "SOLO_PRESETS=2x3 Advanced:2x3da" would define
1185 * just one additional preset for Solo.
1190 sprintf(buf, "%s_PRESETS", me->ourgame->name);
1191 for (j = k = 0; buf[j]; j++)
1192 if (!isspace((unsigned char)buf[j]))
1193 buf[k++] = toupper((unsigned char)buf[j]);
1196 if ((e = getenv(buf)) != NULL) {
1198 preset_menu_add_from_user_env(me, me->preset_menu, e, TRUE);
1204 * Finalise the menu: allocate an integer id to each entry, and
1205 * store string encodings of the presets' parameters in
1206 * me->encoded_presets.
1208 me->n_encoded_presets = 0;
1209 preset_menu_alloc_ids(me, me->preset_menu);
1210 me->encoded_presets = snewn(me->n_encoded_presets, char *);
1211 for (i = 0; i < me->n_encoded_presets; i++)
1212 me->encoded_presets[i] = NULL;
1213 preset_menu_encode_params(me, me->preset_menu);
1216 *id_limit = me->n_encoded_presets;
1217 return me->preset_menu;
1220 int midend_which_preset(midend *me)
1222 char *encoding = me->ourgame->encode_params(me->params, TRUE);
1226 for (i = 0; i < me->n_encoded_presets; i++)
1227 if (me->encoded_presets[i] &&
1228 !strcmp(encoding, me->encoded_presets[i])) {
1237 int midend_wants_statusbar(midend *me)
1239 return me->ourgame->wants_statusbar;
1242 void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
1244 me->game_id_change_notify_function = notify;
1245 me->game_id_change_notify_ctx = ctx;
1248 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
1251 sfree(me->privdesc);
1252 me->desc = dupstr(desc);
1253 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
1254 if (me->game_id_change_notify_function)
1255 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
1258 config_item *midend_get_config(midend *me, int which, char **wintitle)
1260 char *titlebuf, *parstr, *rest;
1265 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1269 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1270 *wintitle = titlebuf;
1271 return me->ourgame->configure(me->params);
1274 if (!me->curparams) {
1278 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1279 which == CFG_SEED ? "random" : "game");
1280 *wintitle = titlebuf;
1282 ret = snewn(2, config_item);
1284 ret[0].type = C_STRING;
1285 if (which == CFG_SEED)
1286 ret[0].name = "Game random seed";
1288 ret[0].name = "Game ID";
1291 * For CFG_DESC the text going in here will be a string
1292 * encoding of the restricted parameters, plus a colon,
1293 * plus the game description. For CFG_SEED it will be the
1294 * full parameters, plus a hash, plus the random seed data.
1295 * Either of these is a valid full game ID (although only
1296 * the former is likely to persist across many code
1299 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1301 if (which == CFG_DESC) {
1302 rest = me->desc ? me->desc : "";
1305 rest = me->seedstr ? me->seedstr : "";
1308 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1309 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1312 ret[1].type = C_END;
1313 ret[1].name = ret[1].sval = NULL;
1319 assert(!"We shouldn't be here");
1323 static char *midend_game_id_int(midend *me, char *id, int defmode)
1325 char *error, *par, *desc, *seed;
1326 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1329 seed = strchr(id, '#');
1330 desc = strchr(id, ':');
1332 if (desc && (!seed || desc < seed)) {
1334 * We have a colon separating parameters from game
1335 * description. So `par' now points to the parameters
1336 * string, and `desc' to the description string.
1341 } else if (seed && (!desc || seed < desc)) {
1343 * We have a hash separating parameters from random seed.
1344 * So `par' now points to the parameters string, and `seed'
1345 * to the seed string.
1352 * We only have one string. Depending on `defmode', we take
1353 * it to be either parameters, seed or description.
1355 if (defmode == DEF_SEED) {
1358 } else if (defmode == DEF_DESC) {
1368 * We must be reasonably careful here not to modify anything in
1369 * `me' until we have finished validating things. This function
1370 * must either return an error and do nothing to the midend, or
1371 * return success and do everything; nothing in between is
1374 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1378 * The params string may underspecify the game parameters, so
1379 * we must first initialise newcurparams with a full set of
1380 * params from somewhere else before we decode_params the
1381 * input string over the top.
1383 * But which set? It depends on what other data we have.
1385 * If we've been given a _descriptive_ game id, then that may
1386 * well underspecify by design, e.g. Solo game descriptions
1387 * often start just '3x3:' without specifying one of Solo's
1388 * difficulty settings, because it isn't necessary once a game
1389 * has been generated (and you might not even know it, if
1390 * you're manually transcribing a game description). In that
1391 * situation, I've always felt that the best thing to set the
1392 * difficulty to (for use if the user hits 'New Game' after
1393 * pasting in that game id) is whatever it was previously set
1394 * to. That is, we use whatever is already in me->params as
1395 * the basis for our decoding of this input string.
1397 * A random-seed based game id, however, should use the real,
1398 * built-in default params, and not even check the
1399 * <game>_DEFAULT environment setting, because when people
1400 * paste each other random seeds - whether it's two users
1401 * arranging to generate the same game at the same time to
1402 * race solving them, or a user sending a bug report upstream
1403 * - the whole point is for the random game id to always be
1404 * interpreted the same way, even if it does underspecify.
1406 * A parameter string typed in on its own, with no seed _or_
1407 * description, gets treated the same way as a random seed,
1408 * because again I think the most likely reason for doing that
1409 * is to have a portable representation of a set of params.
1412 newcurparams = me->ourgame->dup_params(me->params);
1414 newcurparams = me->ourgame->default_params();
1416 me->ourgame->decode_params(newcurparams, par);
1417 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1419 me->ourgame->free_params(newcurparams);
1422 oldparams1 = me->curparams;
1425 * Now filter only the persistent parts of this state into
1426 * the long-term params structure, unless we've _only_
1427 * received a params string in which case the whole lot is
1430 oldparams2 = me->params;
1434 newparams = me->ourgame->dup_params(me->params);
1436 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1437 me->ourgame->decode_params(newparams, tmpstr);
1441 newparams = me->ourgame->dup_params(newcurparams);
1445 newcurparams = me->curparams;
1446 newparams = me->params;
1447 free_params = FALSE;
1451 error = me->ourgame->validate_desc(newparams, desc);
1455 me->ourgame->free_params(newcurparams);
1457 me->ourgame->free_params(newparams);
1464 * Now we've got past all possible error points. Update the
1467 me->params = newparams;
1468 me->curparams = newcurparams;
1470 me->ourgame->free_params(oldparams1);
1472 me->ourgame->free_params(oldparams2);
1475 sfree(me->privdesc);
1476 me->desc = me->privdesc = NULL;
1481 me->desc = dupstr(desc);
1482 me->genmode = GOT_DESC;
1483 sfree(me->aux_info);
1484 me->aux_info = NULL;
1488 me->seedstr = dupstr(seed);
1489 me->genmode = GOT_SEED;
1495 char *midend_game_id(midend *me, char *id)
1497 return midend_game_id_int(me, id, DEF_PARAMS);
1500 char *midend_get_game_id(midend *me)
1504 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1507 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1508 sprintf(ret, "%s:%s", parstr, me->desc);
1513 char *midend_get_random_seed(midend *me)
1520 parstr = me->ourgame->encode_params(me->curparams, TRUE);
1522 ret = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
1523 sprintf(ret, "%s#%s", parstr, me->seedstr);
1528 char *midend_set_config(midend *me, int which, config_item *cfg)
1531 game_params *params;
1535 params = me->ourgame->custom_params(cfg);
1536 error = me->ourgame->validate_params(params, TRUE);
1539 me->ourgame->free_params(params);
1543 me->ourgame->free_params(me->params);
1544 me->params = params;
1549 error = midend_game_id_int(me, cfg[0].sval,
1550 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1559 int midend_can_format_as_text_now(midend *me)
1561 if (me->ourgame->can_format_as_text_ever)
1562 return me->ourgame->can_format_as_text_now(me->params);
1567 char *midend_text_format(midend *me)
1569 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1570 me->ourgame->can_format_as_text_now(me->params))
1571 return me->ourgame->text_format(me->states[me->statepos-1].state);
1576 char *midend_solve(midend *me)
1579 char *msg, *movestr;
1581 if (!me->ourgame->can_solve)
1582 return "This game does not support the Solve operation";
1584 if (me->statepos < 1)
1585 return "No game set up to solve"; /* _shouldn't_ happen! */
1588 movestr = me->ourgame->solve(me->states[0].state,
1589 me->states[me->statepos-1].state,
1590 me->aux_info, &msg);
1593 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1596 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1600 * Now enter the solved state as the next move.
1602 midend_stop_anim(me);
1603 midend_purge_states(me);
1605 me->states[me->nstates].state = s;
1606 me->states[me->nstates].movestr = movestr;
1607 me->states[me->nstates].movetype = SOLVE;
1608 me->statepos = ++me->nstates;
1610 me->ourgame->changed_state(me->ui,
1611 me->states[me->statepos-2].state,
1612 me->states[me->statepos-1].state);
1614 if (me->ourgame->flags & SOLVE_ANIMATES) {
1615 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1617 me->ourgame->anim_length(me->states[me->statepos-2].state,
1618 me->states[me->statepos-1].state,
1622 me->anim_time = 0.0;
1623 midend_finish_move(me);
1627 midend_set_timer(me);
1631 int midend_status(midend *me)
1634 * We should probably never be called when the state stack has no
1635 * states on it at all - ideally, midends should never be left in
1636 * that state for long enough to get put down and forgotten about.
1637 * But if we are, I think we return _true_ - pedantically speaking
1638 * a midend in that state is 'vacuously solved', and more
1639 * practically, a user whose midend has been left in that state
1640 * probably _does_ want the 'new game' option to be prominent.
1642 if (me->statepos == 0)
1645 return me->ourgame->status(me->states[me->statepos-1].state);
1648 char *midend_rewrite_statusbar(midend *me, char *text)
1651 * An important special case is that we are occasionally called
1652 * with our own laststatus, to update the timer.
1654 if (me->laststatus != text) {
1655 sfree(me->laststatus);
1656 me->laststatus = dupstr(text);
1659 if (me->ourgame->is_timed) {
1660 char timebuf[100], *ret;
1663 sec = (int)me->elapsed;
1666 sprintf(timebuf, "[%d:%02d] ", min, sec);
1668 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1669 strcpy(ret, timebuf);
1674 return dupstr(text);
1678 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1679 #define SERIALISE_VERSION "1"
1681 void midend_serialise(midend *me,
1682 void (*write)(void *ctx, void *buf, int len),
1688 * Each line of the save file contains three components. First
1689 * exactly 8 characters of header word indicating what type of
1690 * data is contained on the line; then a colon followed by a
1691 * decimal integer giving the length of the main string on the
1692 * line; then a colon followed by the string itself (exactly as
1693 * many bytes as previously specified, no matter what they
1694 * contain). Then a newline (of reasonably flexible form).
1696 #define wr(h,s) do { \
1700 copy_left_justified(lbuf, sizeof(lbuf), h); \
1701 sprintf(hbuf, "%s:%d:", lbuf, (int)strlen(str)); \
1702 write(wctx, hbuf, strlen(hbuf)); \
1703 write(wctx, str, strlen(str)); \
1704 write(wctx, "\n", 1); \
1708 * Magic string identifying the file, and version number of the
1711 wr("SAVEFILE", SERIALISE_MAGIC);
1712 wr("VERSION", SERIALISE_VERSION);
1715 * The game name. (Copied locally to avoid const annoyance.)
1718 char *s = dupstr(me->ourgame->name);
1724 * The current long-term parameters structure, in full.
1727 char *s = me->ourgame->encode_params(me->params, TRUE);
1733 * The current short-term parameters structure, in full.
1735 if (me->curparams) {
1736 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1742 * The current game description, the privdesc, and the random seed.
1745 wr("SEED", me->seedstr);
1747 wr("DESC", me->desc);
1749 wr("PRIVDESC", me->privdesc);
1752 * The game's aux_info. We obfuscate this to prevent spoilers
1753 * (people are likely to run `head' or similar on a saved game
1754 * file simply to find out what it is, and don't necessarily
1755 * want to be told the answer to the puzzle!)
1762 len = strlen(me->aux_info);
1763 s1 = snewn(len, unsigned char);
1764 memcpy(s1, me->aux_info, len);
1765 obfuscate_bitmap(s1, len*8, FALSE);
1766 s2 = bin2hex(s1, len);
1775 * Any required serialisation of the game_ui.
1778 char *s = me->ourgame->encode_ui(me->ui);
1786 * The game time, if it's a timed game.
1788 if (me->ourgame->is_timed) {
1790 sprintf(buf, "%g", me->elapsed);
1795 * The length of, and position in, the states list.
1799 sprintf(buf, "%d", me->nstates);
1801 sprintf(buf, "%d", me->statepos);
1802 wr("STATEPOS", buf);
1806 * For each state after the initial one (which we know is
1807 * constructed from either privdesc or desc), enough
1808 * information for execute_move() to reconstruct it from the
1811 for (i = 1; i < me->nstates; i++) {
1812 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1813 switch (me->states[i].movetype) {
1815 wr("MOVE", me->states[i].movestr);
1818 wr("SOLVE", me->states[i].movestr);
1821 wr("RESTART", me->states[i].movestr);
1830 * Internal version of midend_deserialise, taking an extra check
1831 * function to be called just before beginning to install things in
1834 * Like midend_deserialise proper, this function returns NULL on
1835 * success, or an error message.
1837 static char *midend_deserialise_internal(
1838 midend *me, int (*read)(void *ctx, void *buf, int len), void *rctx,
1839 char *(*check)(void *ctx, midend *, const struct deserialise_data *data),
1842 struct deserialise_data data;
1844 int started = FALSE;
1848 /* Initially all errors give the same report */
1849 char *ret = "Data does not appear to be a saved game file";
1851 data.seed = data.parstr = data.desc = data.privdesc = NULL;
1852 data.auxinfo = data.uistr = data.cparstr = NULL;
1853 data.elapsed = 0.0F;
1854 data.params = data.cparams = NULL;
1861 * Loop round and round reading one key/value pair at a time
1862 * from the serialised stream, until we have enough game states
1865 while (data.nstates <= 0 || data.statepos < 0 ||
1866 gotstates < data.nstates-1) {
1871 if (!read(rctx, key, 1)) {
1872 /* unexpected EOF */
1875 } while (key[0] == '\r' || key[0] == '\n');
1877 if (!read(rctx, key+1, 8)) {
1878 /* unexpected EOF */
1882 if (key[8] != ':') {
1884 ret = "Data was incorrectly formatted for a saved game file";
1887 len = strcspn(key, ": ");
1893 if (!read(rctx, &c, 1)) {
1894 /* unexpected EOF */
1900 } else if (c >= '0' && c <= '9') {
1901 len = (len * 10) + (c - '0');
1904 ret = "Data was incorrectly formatted for a"
1910 val = snewn(len+1, char);
1911 if (!read(rctx, val, len)) {
1918 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1919 /* ret already has the right message in it */
1922 /* Now most errors are this one, unless otherwise specified */
1923 ret = "Saved data ended unexpectedly";
1926 if (!strcmp(key, "VERSION")) {
1927 if (strcmp(val, SERIALISE_VERSION)) {
1928 ret = "Cannot handle this version of the saved game"
1932 } else if (!strcmp(key, "GAME")) {
1933 if (strcmp(val, me->ourgame->name)) {
1934 ret = "Save file is from a different game";
1937 } else if (!strcmp(key, "PARAMS")) {
1941 } else if (!strcmp(key, "CPARAMS")) {
1942 sfree(data.cparstr);
1945 } else if (!strcmp(key, "SEED")) {
1949 } else if (!strcmp(key, "DESC")) {
1953 } else if (!strcmp(key, "PRIVDESC")) {
1954 sfree(data.privdesc);
1955 data.privdesc = val;
1957 } else if (!strcmp(key, "AUXINFO")) {
1959 int len = strlen(val) / 2; /* length in bytes */
1960 tmp = hex2bin(val, len);
1961 obfuscate_bitmap(tmp, len*8, TRUE);
1963 sfree(data.auxinfo);
1964 data.auxinfo = snewn(len + 1, char);
1965 memcpy(data.auxinfo, tmp, len);
1966 data.auxinfo[len] = '\0';
1968 } else if (!strcmp(key, "UI")) {
1972 } else if (!strcmp(key, "TIME")) {
1973 data.elapsed = (float)atof(val);
1974 } else if (!strcmp(key, "NSTATES")) {
1975 data.nstates = atoi(val);
1976 if (data.nstates <= 0) {
1977 ret = "Number of states in save file was negative";
1981 ret = "Two state counts provided in save file";
1984 data.states = snewn(data.nstates, struct midend_state_entry);
1985 for (i = 0; i < data.nstates; i++) {
1986 data.states[i].state = NULL;
1987 data.states[i].movestr = NULL;
1988 data.states[i].movetype = NEWGAME;
1990 } else if (!strcmp(key, "STATEPOS")) {
1991 data.statepos = atoi(val);
1992 } else if (!strcmp(key, "MOVE")) {
1994 data.states[gotstates].movetype = MOVE;
1995 data.states[gotstates].movestr = val;
1997 } else if (!strcmp(key, "SOLVE")) {
1999 data.states[gotstates].movetype = SOLVE;
2000 data.states[gotstates].movestr = val;
2002 } else if (!strcmp(key, "RESTART")) {
2004 data.states[gotstates].movetype = RESTART;
2005 data.states[gotstates].movestr = val;
2014 data.params = me->ourgame->default_params();
2015 me->ourgame->decode_params(data.params, data.parstr);
2016 if (me->ourgame->validate_params(data.params, TRUE)) {
2017 ret = "Long-term parameters in save file are invalid";
2020 data.cparams = me->ourgame->default_params();
2021 me->ourgame->decode_params(data.cparams, data.cparstr);
2022 if (me->ourgame->validate_params(data.cparams, FALSE)) {
2023 ret = "Short-term parameters in save file are invalid";
2026 if (data.seed && me->ourgame->validate_params(data.cparams, TRUE)) {
2028 * The seed's no use with this version, but we can perfectly
2029 * well use the rest of the data.
2035 ret = "Game description in save file is missing";
2037 } else if (me->ourgame->validate_desc(data.cparams, data.desc)) {
2038 ret = "Game description in save file is invalid";
2041 if (data.privdesc &&
2042 me->ourgame->validate_desc(data.cparams, data.privdesc)) {
2043 ret = "Game private description in save file is invalid";
2046 if (data.statepos < 0 || data.statepos >= data.nstates) {
2047 ret = "Game position in save file is out of range";
2050 data.states[0].state = me->ourgame->new_game(
2051 me, data.cparams, data.privdesc ? data.privdesc : data.desc);
2052 for (i = 1; i < data.nstates; i++) {
2053 assert(data.states[i].movetype != NEWGAME);
2054 switch (data.states[i].movetype) {
2057 data.states[i].state = me->ourgame->execute_move(
2058 data.states[i-1].state, data.states[i].movestr);
2059 if (data.states[i].state == NULL) {
2060 ret = "Save file contained an invalid move";
2065 if (me->ourgame->validate_desc(
2066 data.cparams, data.states[i].movestr)) {
2067 ret = "Save file contained an invalid restart move";
2070 data.states[i].state = me->ourgame->new_game(
2071 me, data.cparams, data.states[i].movestr);
2076 data.ui = me->ourgame->new_ui(data.states[0].state);
2077 me->ourgame->decode_ui(data.ui, data.uistr);
2080 * Run the externally provided check function, and abort if it
2081 * returns an error message.
2083 if (check && (ret = check(cctx, me, &data)) != NULL)
2084 goto cleanup; /* error message is already in ret */
2087 * Now we've run out of possible error conditions, so we're
2088 * ready to start overwriting the real data in the current
2089 * midend. We'll do this by swapping things with the local
2090 * variables, so that the same cleanup code will free the old
2097 me->desc = data.desc;
2101 me->privdesc = data.privdesc;
2102 data.privdesc = tmp;
2105 me->seedstr = data.seed;
2109 me->aux_info = data.auxinfo;
2113 me->genmode = GOT_NOTHING;
2115 me->statesize = data.nstates;
2116 data.nstates = me->nstates;
2117 me->nstates = me->statesize;
2119 struct midend_state_entry *tmp;
2121 me->states = data.states;
2124 me->statepos = data.statepos;
2127 * Don't save the "new game undo" state. So "new game" twice or
2128 * (in some environments) switching away and back, will make a
2129 * "new game" irreversible. Maybe in the future we will have a
2130 * more sophisticated way to decide when to discard the previous
2133 me->newgame_undo_used = 0;
2139 me->params = data.params;
2142 tmp = me->curparams;
2143 me->curparams = data.cparams;
2147 me->oldstate = NULL;
2148 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
2159 me->elapsed = data.elapsed;
2160 me->pressed_mouse_button = 0;
2162 midend_set_timer(me);
2165 me->ourgame->free_drawstate(me->drawing, me->drawstate);
2167 me->ourgame->new_drawstate(me->drawing,
2168 me->states[me->statepos-1].state);
2169 midend_size_new_drawstate(me);
2170 if (me->game_id_change_notify_function)
2171 me->game_id_change_notify_function(me->game_id_change_notify_ctx);
2173 ret = NULL; /* success! */
2179 sfree(data.cparstr);
2181 sfree(data.privdesc);
2182 sfree(data.auxinfo);
2185 me->ourgame->free_params(data.params);
2187 me->ourgame->free_params(data.cparams);
2189 me->ourgame->free_ui(data.ui);
2193 for (i = 0; i < data.nstates; i++) {
2194 if (data.states[i].state)
2195 me->ourgame->free_game(data.states[i].state);
2196 sfree(data.states[i].movestr);
2204 char *midend_deserialise(
2205 midend *me, int (*read)(void *ctx, void *buf, int len), void *rctx)
2207 return midend_deserialise_internal(me, read, rctx, NULL, NULL);
2211 * This function examines a saved game file just far enough to
2212 * determine which game type it contains. It returns NULL on success
2213 * and the game name string in 'name' (which will be dynamically
2214 * allocated and should be caller-freed), or an error message on
2217 char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
2220 int nstates = 0, statepos = -1, gotstates = 0;
2221 int started = FALSE;
2224 /* Initially all errors give the same report */
2225 char *ret = "Data does not appear to be a saved game file";
2230 * Loop round and round reading one key/value pair at a time from
2231 * the serialised stream, until we've found the game name.
2233 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
2238 if (!read(rctx, key, 1)) {
2239 /* unexpected EOF */
2242 } while (key[0] == '\r' || key[0] == '\n');
2244 if (!read(rctx, key+1, 8)) {
2245 /* unexpected EOF */
2249 if (key[8] != ':') {
2251 ret = "Data was incorrectly formatted for a saved game file";
2254 len = strcspn(key, ": ");
2260 if (!read(rctx, &c, 1)) {
2261 /* unexpected EOF */
2267 } else if (c >= '0' && c <= '9') {
2268 len = (len * 10) + (c - '0');
2271 ret = "Data was incorrectly formatted for a"
2277 val = snewn(len+1, char);
2278 if (!read(rctx, val, len)) {
2285 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
2286 /* ret already has the right message in it */
2289 /* Now most errors are this one, unless otherwise specified */
2290 ret = "Saved data ended unexpectedly";
2293 if (!strcmp(key, "VERSION")) {
2294 if (strcmp(val, SERIALISE_VERSION)) {
2295 ret = "Cannot handle this version of the saved game"
2299 } else if (!strcmp(key, "GAME")) {
2300 *name = dupstr(val);
2315 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
2317 game_state *soln = NULL;
2319 if (me->statepos < 1)
2320 return "No game set up to print";/* _shouldn't_ happen! */
2323 char *msg, *movestr;
2325 if (!me->ourgame->can_solve)
2326 return "This game does not support the Solve operation";
2328 msg = "Solve operation failed";/* game _should_ overwrite on error */
2329 movestr = me->ourgame->solve(me->states[0].state,
2330 me->states[me->statepos-1].state,
2331 me->aux_info, &msg);
2334 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
2343 * This call passes over ownership of the two game_states and
2344 * the game_params. Hence we duplicate the ones we want to
2345 * keep, and we don't have to bother freeing soln if it was
2348 document_add_puzzle(doc, me->ourgame,
2349 me->ourgame->dup_params(me->curparams),
2350 me->ourgame->dup_game(me->states[0].state), soln);