Patch from Ton van Overbeek to fix a small memory leak in
[sgt/puzzles] / midend.c
CommitLineData
720a8fb7 1/*
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
7f89707c 5 * processes standard keystrokes for undo/redo/new/quit.
720a8fb7 6 */
7f77ea24 7
8#include <stdio.h>
5928817c 9#include <string.h>
7f77ea24 10#include <assert.h>
813593cc 11#include <stdlib.h>
12#include <ctype.h>
7f77ea24 13
14#include "puzzles.h"
15
1185e3c5 16enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
17
a4393230 18enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
19
20#define special(type) ( (type) != MOVE )
21
28d0118c 22struct midend_state_entry {
23 game_state *state;
a4393230 24 char *movestr;
25 int movetype;
28d0118c 26};
27
dafd6cf6 28struct midend {
2ef96bd6 29 frontend *frontend;
48d70ca9 30 random_state *random;
be8d5aa1 31 const game *ourgame;
48d70ca9 32
a4393230 33 game_params **presets;
34 char **preset_names;
35 int npresets, presetsize;
36
0a6892db 37 /*
38 * `desc' and `privdesc' deserve a comment.
39 *
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'
44 * is used for both.
45 *
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.)
58 */
59 char *desc, *privdesc, *seedstr;
c566778e 60 char *aux_info;
1185e3c5 61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
eb2ad6f1 62
a4393230 63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
eb2ad6f1 65
f60f7e7c 66 game_params *params, *curparams;
2ef96bd6 67 game_drawstate *drawstate;
74a4e547 68 game_ui *ui;
a4393230 69
70 game_state *oldstate;
2ef96bd6 71 float anim_time, anim_pos;
87ed82be 72 float flash_time, flash_pos;
c822de4a 73 int dir;
6776a950 74
48dcdd62 75 int timing;
76 float elapsed;
77 char *laststatus;
78
dafd6cf6 79 drawing *drawing;
80
6776a950 81 int pressed_mouse_button;
1e3e152d 82
83134cff 83 int preferred_tilesize, tilesize, winwidth, winheight;
7f77ea24 84};
85
86#define ensure(me) do { \
87 if ((me)->nstates >= (me)->statesize) { \
88 (me)->statesize = (me)->nstates + 128; \
28d0118c 89 (me)->states = sresize((me)->states, (me)->statesize, \
90 struct midend_state_entry); \
7f77ea24 91 } \
92} while (0)
93
dafd6cf6 94midend *midend_new(frontend *fe, const game *ourgame,
95 const drawing_api *drapi, void *drhandle)
7f77ea24 96{
dafd6cf6 97 midend *me = snew(midend);
cbb5549e 98 void *randseed;
99 int randseedsize;
100
101 get_random_seed(&randseed, &randseedsize);
7f77ea24 102
48d70ca9 103 me->frontend = fe;
be8d5aa1 104 me->ourgame = ourgame;
48d70ca9 105 me->random = random_init(randseed, randseedsize);
7f77ea24 106 me->nstates = me->statesize = me->statepos = 0;
107 me->states = NULL;
be8d5aa1 108 me->params = ourgame->default_params();
f60f7e7c 109 me->curparams = NULL;
0a6892db 110 me->desc = me->privdesc = NULL;
1185e3c5 111 me->seedstr = NULL;
6f2d8d7c 112 me->aux_info = NULL;
1185e3c5 113 me->genmode = GOT_NOTHING;
2ef96bd6 114 me->drawstate = NULL;
115 me->oldstate = NULL;
eb2ad6f1 116 me->presets = NULL;
117 me->preset_names = NULL;
118 me->npresets = me->presetsize = 0;
87ed82be 119 me->anim_time = me->anim_pos = 0.0F;
120 me->flash_time = me->flash_pos = 0.0F;
c822de4a 121 me->dir = 0;
74a4e547 122 me->ui = NULL;
6776a950 123 me->pressed_mouse_button = 0;
48dcdd62 124 me->laststatus = NULL;
125 me->timing = FALSE;
126 me->elapsed = 0.0F;
1f3ee4ee 127 me->tilesize = me->winwidth = me->winheight = 0;
dafd6cf6 128 if (drapi)
129 me->drawing = drawing_init(drapi, drhandle);
130 else
131 me->drawing = NULL;
7f77ea24 132
83134cff 133 me->preferred_tilesize = ourgame->preferred_tilesize;
134 {
135 /*
136 * Allow an environment-based override for the default tile
137 * size by defining a variable along the lines of
138 * `NET_TILESIZE=15'.
139 */
140
141 char buf[80], *e;
142 int j, k, ts;
143
144 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
145 for (j = k = 0; buf[j]; j++)
146 if (!isspace((unsigned char)buf[j]))
147 buf[k++] = toupper((unsigned char)buf[j]);
148 buf[k] = '\0';
149 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
150 me->preferred_tilesize = ts;
151 }
152
cbb5549e 153 sfree(randseed);
154
7f77ea24 155 return me;
156}
157
dafd6cf6 158static void midend_free_game(midend *me)
ab53eb64 159{
a4393230 160 while (me->nstates > 0) {
161 me->nstates--;
162 me->ourgame->free_game(me->states[me->nstates].state);
163 sfree(me->states[me->nstates].movestr);
164 }
ab53eb64 165
166 if (me->drawstate)
dafd6cf6 167 me->ourgame->free_drawstate(me->drawing, me->drawstate);
ab53eb64 168}
169
dafd6cf6 170void midend_free(midend *me)
7f77ea24 171{
ab53eb64 172 int i;
173
174 midend_free_game(me);
175
dafd6cf6 176 if (me->drawing)
177 drawing_free(me->drawing);
ab53eb64 178 random_free(me->random);
7f77ea24 179 sfree(me->states);
1185e3c5 180 sfree(me->desc);
871bf294 181 sfree(me->privdesc);
1185e3c5 182 sfree(me->seedstr);
c566778e 183 sfree(me->aux_info);
be8d5aa1 184 me->ourgame->free_params(me->params);
ab53eb64 185 if (me->npresets) {
186 for (i = 0; i < me->npresets; i++) {
187 sfree(me->presets[i]);
188 sfree(me->preset_names[i]);
189 }
190 sfree(me->presets);
191 sfree(me->preset_names);
192 }
193 if (me->ui)
194 me->ourgame->free_ui(me->ui);
f60f7e7c 195 if (me->curparams)
196 me->ourgame->free_params(me->curparams);
48dcdd62 197 sfree(me->laststatus);
7f77ea24 198 sfree(me);
199}
200
dafd6cf6 201static void midend_size_new_drawstate(midend *me)
1f3ee4ee 202{
203 /*
204 * Don't even bother, if we haven't worked out our tile size
205 * anyway yet.
206 */
207 if (me->tilesize > 0) {
208 me->ourgame->compute_size(me->params, me->tilesize,
209 &me->winwidth, &me->winheight);
dafd6cf6 210 me->ourgame->set_size(me->drawing, me->drawstate,
211 me->params, me->tilesize);
1f3ee4ee 212 }
213}
214
dafd6cf6 215void midend_size(midend *me, int *x, int *y, int expand)
7f77ea24 216{
1f3ee4ee 217 int min, max;
218 int rx, ry;
219
220 /*
221 * Find the tile size that best fits within the given space. If
222 * `expand' is TRUE, we must actually find the _largest_ such
223 * tile size; otherwise, we bound above at the game's preferred
224 * tile size.
225 */
226 if (expand) {
227 max = 1;
228 do {
229 max *= 2;
230 me->ourgame->compute_size(me->params, max, &rx, &ry);
231 } while (rx <= *x && ry <= *y);
232 } else
83134cff 233 max = me->preferred_tilesize + 1;
1f3ee4ee 234 min = 1;
235
236 /*
237 * Now binary-search between min and max. We're looking for a
238 * boundary rather than a value: the point at which tile sizes
239 * stop fitting within the given dimensions. Thus, we stop when
240 * max and min differ by exactly 1.
241 */
242 while (max - min > 1) {
243 int mid = (max + min) / 2;
244 me->ourgame->compute_size(me->params, mid, &rx, &ry);
245 if (rx <= *x && ry <= *y)
246 min = mid;
247 else
248 max = mid;
249 }
250
251 /*
252 * Now `min' is a valid size, and `max' isn't. So use `min'.
253 */
254
255 me->tilesize = min;
256 midend_size_new_drawstate(me);
257 *x = me->winwidth;
258 *y = me->winheight;
7f77ea24 259}
260
dafd6cf6 261void midend_set_params(midend *me, game_params *params)
7f77ea24 262{
be8d5aa1 263 me->ourgame->free_params(me->params);
264 me->params = me->ourgame->dup_params(params);
7f77ea24 265}
266
821ab2c6 267game_params *midend_get_params(midend *me)
268{
269 return me->ourgame->dup_params(me->params);
270}
271
dafd6cf6 272static void midend_set_timer(midend *me)
48dcdd62 273{
274 me->timing = (me->ourgame->is_timed &&
4d08de49 275 me->ourgame->timing_state(me->states[me->statepos-1].state,
276 me->ui));
48dcdd62 277 if (me->timing || me->flash_time || me->anim_time)
278 activate_timer(me->frontend);
279 else
280 deactivate_timer(me->frontend);
281}
282
dafd6cf6 283void midend_force_redraw(midend *me)
008b4378 284{
285 if (me->drawstate)
dafd6cf6 286 me->ourgame->free_drawstate(me->drawing, me->drawstate);
287 me->drawstate = me->ourgame->new_drawstate(me->drawing,
288 me->states[0].state);
1e3e152d 289 midend_size_new_drawstate(me);
008b4378 290 midend_redraw(me);
291}
292
dafd6cf6 293void midend_new_game(midend *me)
7f77ea24 294{
ab53eb64 295 midend_free_game(me);
2ef96bd6 296
7f77ea24 297 assert(me->nstates == 0);
298
1185e3c5 299 if (me->genmode == GOT_DESC) {
300 me->genmode = GOT_NOTHING;
301 } else {
302 random_state *rs;
303
304 if (me->genmode == GOT_SEED) {
305 me->genmode = GOT_NOTHING;
306 } else {
307 /*
308 * Generate a new random seed. 15 digits comes to about
309 * 48 bits, which should be more than enough.
97c44af3 310 *
311 * I'll avoid putting a leading zero on the number,
312 * just in case it confuses anybody who thinks it's
313 * processed as an integer rather than a string.
1185e3c5 314 */
315 char newseed[16];
316 int i;
317 newseed[15] = '\0';
97c44af3 318 newseed[0] = '1' + random_upto(me->random, 9);
319 for (i = 1; i < 15; i++)
1185e3c5 320 newseed[i] = '0' + random_upto(me->random, 10);
321 sfree(me->seedstr);
322 me->seedstr = dupstr(newseed);
f60f7e7c 323
324 if (me->curparams)
325 me->ourgame->free_params(me->curparams);
326 me->curparams = me->ourgame->dup_params(me->params);
1185e3c5 327 }
328
329 sfree(me->desc);
0a6892db 330 sfree(me->privdesc);
c566778e 331 sfree(me->aux_info);
6f2d8d7c 332 me->aux_info = NULL;
1185e3c5 333
334 rs = random_init(me->seedstr, strlen(me->seedstr));
dafd6cf6 335 /*
336 * If this midend has been instantiated without providing a
337 * drawing API, it is non-interactive. This means that it's
338 * being used for bulk game generation, and hence we should
339 * pass the non-interactive flag to new_desc.
340 */
6aa6af4c 341 me->desc = me->ourgame->new_desc(me->curparams, rs,
dafd6cf6 342 &me->aux_info, (me->drawing != NULL));
0a6892db 343 me->privdesc = NULL;
1185e3c5 344 random_free(rs);
1185e3c5 345 }
7f77ea24 346
347 ensure(me);
c380832d 348 me->states[me->nstates].state =
349 me->ourgame->new_game(me, me->params, me->desc);
a4393230 350 me->states[me->nstates].movestr = NULL;
351 me->states[me->nstates].movetype = NEWGAME;
28d0118c 352 me->nstates++;
7f77ea24 353 me->statepos = 1;
dafd6cf6 354 me->drawstate = me->ourgame->new_drawstate(me->drawing,
355 me->states[0].state);
1e3e152d 356 midend_size_new_drawstate(me);
48dcdd62 357 me->elapsed = 0.0F;
74a4e547 358 if (me->ui)
be8d5aa1 359 me->ourgame->free_ui(me->ui);
28d0118c 360 me->ui = me->ourgame->new_ui(me->states[0].state);
4d08de49 361 midend_set_timer(me);
6776a950 362 me->pressed_mouse_button = 0;
7f77ea24 363}
364
dafd6cf6 365static int midend_undo(midend *me)
7f77ea24 366{
1482ee76 367 if (me->statepos > 1) {
07dfb697 368 if (me->ui)
369 me->ourgame->changed_state(me->ui,
370 me->states[me->statepos-1].state,
371 me->states[me->statepos-2].state);
7f77ea24 372 me->statepos--;
c822de4a 373 me->dir = -1;
1482ee76 374 return 1;
375 } else
376 return 0;
7f77ea24 377}
378
dafd6cf6 379static int midend_redo(midend *me)
7f77ea24 380{
1482ee76 381 if (me->statepos < me->nstates) {
07dfb697 382 if (me->ui)
383 me->ourgame->changed_state(me->ui,
384 me->states[me->statepos-1].state,
385 me->states[me->statepos].state);
7f77ea24 386 me->statepos++;
c822de4a 387 me->dir = +1;
1482ee76 388 return 1;
389 } else
390 return 0;
7f77ea24 391}
392
dafd6cf6 393static void midend_finish_move(midend *me)
87ed82be 394{
395 float flashtime;
396
28d0118c 397 /*
398 * We do not flash if the later of the two states is special.
399 * This covers both forward Solve moves and backward (undone)
400 * Restart moves.
401 */
402 if ((me->oldstate || me->statepos > 1) &&
a4393230 403 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
28d0118c 404 (me->dir < 0 && me->statepos < me->nstates &&
a4393230 405 !special(me->states[me->statepos].movetype)))) {
be8d5aa1 406 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
28d0118c 407 me->states[me->statepos-2].state,
408 me->states[me->statepos-1].state,
e3f21163 409 me->oldstate ? me->dir : +1,
410 me->ui);
87ed82be 411 if (flashtime > 0) {
412 me->flash_pos = 0.0F;
413 me->flash_time = flashtime;
414 }
415 }
416
417 if (me->oldstate)
be8d5aa1 418 me->ourgame->free_game(me->oldstate);
87ed82be 419 me->oldstate = NULL;
420 me->anim_pos = me->anim_time = 0;
c822de4a 421 me->dir = 0;
87ed82be 422
48dcdd62 423 midend_set_timer(me);
87ed82be 424}
425
dafd6cf6 426void midend_stop_anim(midend *me)
7f77ea24 427{
8317499a 428 if (me->oldstate || me->anim_time != 0) {
87ed82be 429 midend_finish_move(me);
2ef96bd6 430 midend_redraw(me);
431 }
dd216087 432}
433
dafd6cf6 434void midend_restart_game(midend *me)
28d0118c 435{
436 game_state *s;
437
7f89707c 438 midend_stop_anim(me);
439
28d0118c 440 assert(me->statepos >= 1);
441 if (me->statepos == 1)
442 return; /* no point doing anything at all! */
443
0a6892db 444 /*
445 * During restart, we reconstruct the game from the (public)
446 * game description rather than from states[0], because that
447 * way Mines gets slightly more sensible behaviour (restart
448 * goes to _after_ the first click so you don't have to
449 * remember where you clicked).
450 */
451 s = me->ourgame->new_game(me, me->params, me->desc);
28d0118c 452
453 /*
454 * Now enter the restarted state as the next move.
455 */
456 midend_stop_anim(me);
457 while (me->nstates > me->statepos)
458 me->ourgame->free_game(me->states[--me->nstates].state);
459 ensure(me);
460 me->states[me->nstates].state = s;
a4393230 461 me->states[me->nstates].movestr = dupstr(me->desc);
462 me->states[me->nstates].movetype = RESTART;
28d0118c 463 me->statepos = ++me->nstates;
07dfb697 464 if (me->ui)
465 me->ourgame->changed_state(me->ui,
466 me->states[me->statepos-2].state,
467 me->states[me->statepos-1].state);
28d0118c 468 me->anim_time = 0.0;
469 midend_finish_move(me);
470 midend_redraw(me);
48dcdd62 471 midend_set_timer(me);
28d0118c 472}
473
dafd6cf6 474static int midend_really_process_key(midend *me, int x, int y, int button)
dd216087 475{
28d0118c 476 game_state *oldstate =
477 me->ourgame->dup_game(me->states[me->statepos - 1].state);
9d6c3859 478 int type = MOVE, gottype = FALSE, ret = 1;
dd216087 479 float anim_time;
4c692867 480 game_state *s;
481 char *movestr;
482
483 movestr =
484 me->ourgame->interpret_move(me->states[me->statepos-1].state,
485 me->ui, me->drawstate, x, y, button);
7f77ea24 486
4c692867 487 if (!movestr) {
488 if (button == 'n' || button == 'N' || button == '\x0E') {
489 midend_stop_anim(me);
490 midend_new_game(me);
491 midend_redraw(me);
492 goto done; /* never animate */
493 } else if (button == 'u' || button == 'u' ||
494 button == '\x1A' || button == '\x1F') {
495 midend_stop_anim(me);
9d6c3859 496 type = me->states[me->statepos-1].movetype;
497 gottype = TRUE;
4c692867 498 if (!midend_undo(me))
499 goto done;
500 } else if (button == 'r' || button == 'R' ||
501 button == '\x12' || button == '\x19') {
502 midend_stop_anim(me);
503 if (!midend_redo(me))
504 goto done;
505 } else if (button == 'q' || button == 'Q' || button == '\x11') {
506 ret = 0;
507 goto done;
508 } else
ab53eb64 509 goto done;
2ef96bd6 510 } else {
4c692867 511 if (!*movestr)
df11cd4e 512 s = me->states[me->statepos-1].state;
513 else {
514 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
515 movestr);
516 assert(s != NULL);
df11cd4e 517 }
74a4e547 518
28d0118c 519 if (s == me->states[me->statepos-1].state) {
74a4e547 520 /*
521 * make_move() is allowed to return its input state to
522 * indicate that although no move has been made, the UI
523 * state has been updated and a redraw is called for.
524 */
525 midend_redraw(me);
ab53eb64 526 goto done;
74a4e547 527 } else if (s) {
dd216087 528 midend_stop_anim(me);
2ef96bd6 529 while (me->nstates > me->statepos)
28d0118c 530 me->ourgame->free_game(me->states[--me->nstates].state);
2ef96bd6 531 ensure(me);
a4393230 532 assert(movestr != NULL);
28d0118c 533 me->states[me->nstates].state = s;
a4393230 534 me->states[me->nstates].movestr = movestr;
535 me->states[me->nstates].movetype = MOVE;
2ef96bd6 536 me->statepos = ++me->nstates;
c822de4a 537 me->dir = +1;
faff1e07 538 if (me->ui)
539 me->ourgame->changed_state(me->ui,
540 me->states[me->statepos-2].state,
541 me->states[me->statepos-1].state);
2ef96bd6 542 } else {
a4393230 543 goto done;
2ef96bd6 544 }
7f77ea24 545 }
546
9d6c3859 547 if (!gottype)
548 type = me->states[me->statepos-1].movetype;
28d0118c 549
2ef96bd6 550 /*
551 * See if this move requires an animation.
552 */
9d6c3859 553 if (special(type) && !(type == SOLVE &&
554 (me->ourgame->mouse_priorities & SOLVE_ANIMATES))) {
28d0118c 555 anim_time = 0;
556 } else {
557 anim_time = me->ourgame->anim_length(oldstate,
558 me->states[me->statepos-1].state,
e3f21163 559 me->dir, me->ui);
28d0118c 560 }
2ef96bd6 561
ab53eb64 562 me->oldstate = oldstate; oldstate = NULL;
2ef96bd6 563 if (anim_time > 0) {
2ef96bd6 564 me->anim_time = anim_time;
565 } else {
2ef96bd6 566 me->anim_time = 0.0;
87ed82be 567 midend_finish_move(me);
7f77ea24 568 }
2ef96bd6 569 me->anim_pos = 0.0;
570
571 midend_redraw(me);
572
48dcdd62 573 midend_set_timer(me);
7f77ea24 574
ab53eb64 575 done:
576 if (oldstate) me->ourgame->free_game(oldstate);
577 return ret;
7f77ea24 578}
2ef96bd6 579
dafd6cf6 580int midend_process_key(midend *me, int x, int y, int button)
6776a950 581{
582 int ret = 1;
583
584 /*
585 * Harmonise mouse drag and release messages.
586 *
587 * Some front ends might accidentally switch from sending, say,
588 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
589 * drag. (This can happen on the Mac, for example, since
590 * RIGHT_DRAG is usually done using Command+drag, and if the
591 * user accidentally releases Command half way through the drag
592 * then there will be trouble.)
593 *
594 * It would be an O(number of front ends) annoyance to fix this
595 * in the front ends, but an O(number of back ends) annoyance
596 * to have each game capable of dealing with it. Therefore, we
597 * fix it _here_ in the common midend code so that it only has
598 * to be done once.
599 *
eeba2afe 600 * The possible ways in which things can go screwy in the front
601 * end are:
6776a950 602 *
eeba2afe 603 * - in a system containing multiple physical buttons button
604 * presses can inadvertently overlap. We can see ABab (caps
605 * meaning button-down and lowercase meaning button-up) when
606 * the user had semantically intended AaBb.
6776a950 607 *
eeba2afe 608 * - in a system where one button is simulated by means of a
609 * modifier key and another button, buttons can mutate
610 * between press and release (possibly during drag). So we
611 * can see Ab instead of Aa.
6776a950 612 *
eeba2afe 613 * Definite requirements are:
614 *
615 * - button _presses_ must never be invented or destroyed. If
616 * the user presses two buttons in succession, the button
617 * presses must be transferred to the backend unchanged. So
618 * if we see AaBb , that's fine; if we see ABab (the button
619 * presses inadvertently overlapped) we must somehow
620 * `correct' it to AaBb.
621 *
622 * - every mouse action must end up looking like a press, zero
623 * or more drags, then a release. This allows back ends to
624 * make the _assumption_ that incoming mouse data will be
625 * sane in this regard, and not worry about the details.
626 *
627 * So my policy will be:
628 *
629 * - treat any button-up as a button-up for the currently
630 * pressed button, or ignore it if there is no currently
631 * pressed button.
632 *
633 * - treat any drag as a drag for the currently pressed
634 * button, or ignore it if there is no currently pressed
635 * button.
636 *
637 * - if we see a button-down while another button is currently
638 * pressed, invent a button-up for the first one and then
639 * pass the button-down through as before.
6776a950 640 *
93b1da3d 641 * 2005-05-31: An addendum to the above. Some games might want
642 * a `priority order' among buttons, such that if one button is
643 * pressed while another is down then a fixed one of the
644 * buttons takes priority no matter what order they're pressed
645 * in. Mines, in particular, wants to treat a left+right click
646 * like a left click for the benefit of users of other
647 * implementations. So the last of the above points is modified
648 * in the presence of an (optional) button priority order.
6776a950 649 */
650 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
eeba2afe 651 if (me->pressed_mouse_button) {
652 if (IS_MOUSE_DRAG(button)) {
653 button = me->pressed_mouse_button +
654 (LEFT_DRAG - LEFT_BUTTON);
655 } else {
656 button = me->pressed_mouse_button +
657 (LEFT_RELEASE - LEFT_BUTTON);
6776a950 658 }
eeba2afe 659 } else
660 return ret; /* ignore it */
6776a950 661 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
93b1da3d 662 /*
663 * If the new button has lower priority than the old one,
664 * don't bother doing this.
665 */
666 if (me->ourgame->mouse_priorities &
667 BUTTON_BEATS(me->pressed_mouse_button, button))
668 return ret; /* just ignore it */
669
6776a950 670 /*
671 * Fabricate a button-up for the previously pressed button.
672 */
673 ret = ret && midend_really_process_key
674 (me, x, y, (me->pressed_mouse_button +
675 (LEFT_RELEASE - LEFT_BUTTON)));
676 }
677
678 /*
679 * Now send on the event we originally received.
680 */
681 ret = ret && midend_really_process_key(me, x, y, button);
682
683 /*
684 * And update the currently pressed button.
685 */
686 if (IS_MOUSE_RELEASE(button))
687 me->pressed_mouse_button = 0;
688 else if (IS_MOUSE_DOWN(button))
689 me->pressed_mouse_button = button;
690
691 return ret;
692}
693
dafd6cf6 694void midend_redraw(midend *me)
2ef96bd6 695{
dafd6cf6 696 assert(me->drawing);
697
2ef96bd6 698 if (me->statepos > 0 && me->drawstate) {
dafd6cf6 699 start_draw(me->drawing);
2ef96bd6 700 if (me->oldstate && me->anim_time > 0 &&
701 me->anim_pos < me->anim_time) {
c822de4a 702 assert(me->dir != 0);
dafd6cf6 703 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
28d0118c 704 me->states[me->statepos-1].state, me->dir,
be8d5aa1 705 me->ui, me->anim_pos, me->flash_pos);
2ef96bd6 706 } else {
dafd6cf6 707 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
28d0118c 708 me->states[me->statepos-1].state, +1 /*shrug*/,
be8d5aa1 709 me->ui, 0.0, me->flash_pos);
2ef96bd6 710 }
dafd6cf6 711 end_draw(me->drawing);
2ef96bd6 712 }
713}
714
dafd6cf6 715void midend_timer(midend *me, float tplus)
2ef96bd6 716{
717 me->anim_pos += tplus;
718 if (me->anim_pos >= me->anim_time ||
719 me->anim_time == 0 || !me->oldstate) {
87ed82be 720 if (me->anim_time > 0)
721 midend_finish_move(me);
722 }
48dcdd62 723
87ed82be 724 me->flash_pos += tplus;
725 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
726 me->flash_pos = me->flash_time = 0;
2ef96bd6 727 }
48dcdd62 728
2ef96bd6 729 midend_redraw(me);
48dcdd62 730
731 if (me->timing) {
732 float oldelapsed = me->elapsed;
733 me->elapsed += tplus;
734 if ((int)oldelapsed != (int)me->elapsed)
dafd6cf6 735 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
48dcdd62 736 }
737
738 midend_set_timer(me);
2ef96bd6 739}
740
dafd6cf6 741float *midend_colours(midend *me, int *ncolours)
2ef96bd6 742{
743 game_state *state = NULL;
744 float *ret;
745
746 if (me->nstates == 0) {
c566778e 747 char *aux = NULL;
6aa6af4c 748 char *desc = me->ourgame->new_desc(me->params, me->random,
749 &aux, TRUE);
c380832d 750 state = me->ourgame->new_game(me, me->params, desc);
1185e3c5 751 sfree(desc);
c566778e 752 sfree(aux);
2ef96bd6 753 } else
28d0118c 754 state = me->states[0].state;
2ef96bd6 755
be8d5aa1 756 ret = me->ourgame->colours(me->frontend, state, ncolours);
2ef96bd6 757
813593cc 758 {
759 int i;
760
761 /*
762 * Allow environment-based overrides for the standard
763 * colours by defining variables along the lines of
764 * `NET_COLOUR_4=6000c0'.
765 */
766
767 for (i = 0; i < *ncolours; i++) {
768 char buf[80], *e;
769 unsigned int r, g, b;
056405ec 770 int j, k;
813593cc 771
772 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
056405ec 773 for (j = k = 0; buf[j]; j++)
774 if (!isspace((unsigned char)buf[j]))
775 buf[k++] = toupper((unsigned char)buf[j]);
776 buf[k] = '\0';
813593cc 777 if ((e = getenv(buf)) != NULL &&
778 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
779 ret[i*3 + 0] = r / 255.0;
780 ret[i*3 + 1] = g / 255.0;
781 ret[i*3 + 2] = b / 255.0;
782 }
783 }
784 }
785
2ef96bd6 786 if (me->nstates == 0)
be8d5aa1 787 me->ourgame->free_game(state);
2ef96bd6 788
789 return ret;
790}
eb2ad6f1 791
dafd6cf6 792int midend_num_presets(midend *me)
eb2ad6f1 793{
794 if (!me->npresets) {
795 char *name;
796 game_params *preset;
797
be8d5aa1 798 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
eb2ad6f1 799 if (me->presetsize <= me->npresets) {
800 me->presetsize = me->npresets + 10;
801 me->presets = sresize(me->presets, me->presetsize,
802 game_params *);
803 me->preset_names = sresize(me->preset_names, me->presetsize,
804 char *);
805 }
806
807 me->presets[me->npresets] = preset;
808 me->preset_names[me->npresets] = name;
809 me->npresets++;
810 }
811 }
812
813593cc 813 {
814 /*
815 * Allow environment-based extensions to the preset list by
816 * defining a variable along the lines of `SOLO_PRESETS=2x3
817 * Advanced:2x3da'. Colon-separated list of items,
818 * alternating between textual titles in the menu and
819 * encoded parameter strings.
820 */
821 char buf[80], *e, *p;
056405ec 822 int j, k;
813593cc 823
824 sprintf(buf, "%s_PRESETS", me->ourgame->name);
056405ec 825 for (j = k = 0; buf[j]; j++)
826 if (!isspace((unsigned char)buf[j]))
827 buf[k++] = toupper((unsigned char)buf[j]);
828 buf[k] = '\0';
813593cc 829
830 if ((e = getenv(buf)) != NULL) {
831 p = e = dupstr(e);
832
833 while (*p) {
834 char *name, *val;
835 game_params *preset;
836
837 name = p;
838 while (*p && *p != ':') p++;
839 if (*p) *p++ = '\0';
840 val = p;
841 while (*p && *p != ':') p++;
842 if (*p) *p++ = '\0';
843
844 preset = me->ourgame->default_params();
845 me->ourgame->decode_params(preset, val);
846
3ff276f2 847 if (me->ourgame->validate_params(preset, TRUE)) {
239ba6e6 848 /* Drop this one from the list. */
849 me->ourgame->free_params(preset);
850 continue;
851 }
852
813593cc 853 if (me->presetsize <= me->npresets) {
854 me->presetsize = me->npresets + 10;
855 me->presets = sresize(me->presets, me->presetsize,
856 game_params *);
857 me->preset_names = sresize(me->preset_names,
858 me->presetsize, char *);
859 }
860
861 me->presets[me->npresets] = preset;
cb64d2dd 862 me->preset_names[me->npresets] = dupstr(name);
813593cc 863 me->npresets++;
864 }
865 }
866 }
867
eb2ad6f1 868 return me->npresets;
869}
870
dafd6cf6 871void midend_fetch_preset(midend *me, int n,
eb2ad6f1 872 char **name, game_params **params)
873{
874 assert(n >= 0 && n < me->npresets);
875 *name = me->preset_names[n];
876 *params = me->presets[n];
877}
fd1a1a2b 878
dafd6cf6 879int midend_wants_statusbar(midend *me)
fd1a1a2b 880{
be8d5aa1 881 return me->ourgame->wants_statusbar();
fd1a1a2b 882}
c8230524 883
dafd6cf6 884void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
c380832d 885{
886 sfree(me->desc);
0a6892db 887 sfree(me->privdesc);
c380832d 888 me->desc = dupstr(desc);
0a6892db 889 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
c380832d 890}
891
dafd6cf6 892config_item *midend_get_config(midend *me, int which, char **wintitle)
c8230524 893{
ab53eb64 894 char *titlebuf, *parstr, *rest;
5928817c 895 config_item *ret;
ab53eb64 896 char sep;
5928817c 897
ab53eb64 898 assert(wintitle);
be8d5aa1 899 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
5928817c 900
901 switch (which) {
902 case CFG_SETTINGS:
be8d5aa1 903 sprintf(titlebuf, "%s configuration", me->ourgame->name);
ab53eb64 904 *wintitle = titlebuf;
be8d5aa1 905 return me->ourgame->configure(me->params);
5928817c 906 case CFG_SEED:
1185e3c5 907 case CFG_DESC:
ab53eb64 908 if (!me->curparams) {
909 sfree(titlebuf);
910 return NULL;
911 }
912 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1185e3c5 913 which == CFG_SEED ? "random" : "game");
ab53eb64 914 *wintitle = titlebuf;
5928817c 915
916 ret = snewn(2, config_item);
917
918 ret[0].type = C_STRING;
1185e3c5 919 if (which == CFG_SEED)
920 ret[0].name = "Game random seed";
921 else
922 ret[0].name = "Game ID";
5928817c 923 ret[0].ival = 0;
b0e26073 924 /*
1185e3c5 925 * For CFG_DESC the text going in here will be a string
926 * encoding of the restricted parameters, plus a colon,
927 * plus the game description. For CFG_SEED it will be the
928 * full parameters, plus a hash, plus the random seed data.
929 * Either of these is a valid full game ID (although only
930 * the former is likely to persist across many code
931 * changes).
b0e26073 932 */
f60f7e7c 933 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
ab53eb64 934 assert(parstr);
1185e3c5 935 if (which == CFG_DESC) {
ab53eb64 936 rest = me->desc ? me->desc : "";
937 sep = ':';
1185e3c5 938 } else {
ab53eb64 939 rest = me->seedstr ? me->seedstr : "";
940 sep = '#';
1185e3c5 941 }
ab53eb64 942 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
943 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
b0e26073 944 sfree(parstr);
5928817c 945
946 ret[1].type = C_END;
947 ret[1].name = ret[1].sval = NULL;
948 ret[1].ival = 0;
949
950 return ret;
951 }
952
953 assert(!"We shouldn't be here");
954 return NULL;
c8230524 955}
956
dafd6cf6 957static char *midend_game_id_int(midend *me, char *id, int defmode)
8b7938e7 958{
1185e3c5 959 char *error, *par, *desc, *seed;
5c9f61fd 960 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
961 int free_params;
8b7938e7 962
1185e3c5 963 seed = strchr(id, '#');
964 desc = strchr(id, ':');
8b7938e7 965
1185e3c5 966 if (desc && (!seed || desc < seed)) {
967 /*
968 * We have a colon separating parameters from game
969 * description. So `par' now points to the parameters
970 * string, and `desc' to the description string.
971 */
972 *desc++ = '\0';
973 par = id;
974 seed = NULL;
975 } else if (seed && (!desc || seed < desc)) {
8b7938e7 976 /*
50ff5730 977 * We have a hash separating parameters from random seed.
1185e3c5 978 * So `par' now points to the parameters string, and `seed'
979 * to the seed string.
8b7938e7 980 */
981 *seed++ = '\0';
982 par = id;
1185e3c5 983 desc = NULL;
8b7938e7 984 } else {
985 /*
1185e3c5 986 * We only have one string. Depending on `defmode', we take
987 * it to be either parameters, seed or description.
8b7938e7 988 */
1185e3c5 989 if (defmode == DEF_SEED) {
8b7938e7 990 seed = id;
1185e3c5 991 par = desc = NULL;
992 } else if (defmode == DEF_DESC) {
993 desc = id;
994 par = seed = NULL;
8b7938e7 995 } else {
8b7938e7 996 par = id;
1185e3c5 997 seed = desc = NULL;
8b7938e7 998 }
999 }
1000
5c9f61fd 1001 /*
1002 * We must be reasonably careful here not to modify anything in
1003 * `me' until we have finished validating things. This function
1004 * must either return an error and do nothing to the midend, or
1005 * return success and do everything; nothing in between is
1006 * acceptable.
1007 */
1008 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1009
8b7938e7 1010 if (par) {
5c9f61fd 1011 newcurparams = me->ourgame->dup_params(me->params);
1012 me->ourgame->decode_params(newcurparams, par);
3ff276f2 1013 error = me->ourgame->validate_params(newcurparams, desc == NULL);
8b7938e7 1014 if (error) {
5c9f61fd 1015 me->ourgame->free_params(newcurparams);
8b7938e7 1016 return error;
1017 }
5c9f61fd 1018 oldparams1 = me->curparams;
1185e3c5 1019
1020 /*
1021 * Now filter only the persistent parts of this state into
1022 * the long-term params structure, unless we've _only_
1023 * received a params string in which case the whole lot is
1024 * persistent.
1025 */
5c9f61fd 1026 oldparams2 = me->params;
1185e3c5 1027 if (seed || desc) {
5c9f61fd 1028 char *tmpstr;
1029
1030 newparams = me->ourgame->dup_params(me->params);
1031
1032 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1033 me->ourgame->decode_params(newparams, tmpstr);
1034
3af70dd4 1035 sfree(tmpstr);
1185e3c5 1036 } else {
5c9f61fd 1037 newparams = me->ourgame->dup_params(newcurparams);
1185e3c5 1038 }
5c9f61fd 1039 free_params = TRUE;
1040 } else {
1041 newcurparams = me->curparams;
1042 newparams = me->params;
1043 free_params = FALSE;
8b7938e7 1044 }
1045
5c9f61fd 1046 if (desc) {
1047 error = me->ourgame->validate_desc(newparams, desc);
1048 if (error) {
1049 if (free_params) {
1050 if (newcurparams)
1051 me->ourgame->free_params(newcurparams);
1052 if (newparams)
1053 me->ourgame->free_params(newparams);
1054 }
1055 return error;
1056 }
1057 }
1058
1059 /*
1060 * Now we've got past all possible error points. Update the
1061 * midend itself.
1062 */
1063 me->params = newparams;
1064 me->curparams = newcurparams;
1065 if (oldparams1)
1066 me->ourgame->free_params(oldparams1);
1067 if (oldparams2)
1068 me->ourgame->free_params(oldparams2);
1069
3af70dd4 1070 sfree(me->desc);
0a6892db 1071 sfree(me->privdesc);
1072 me->desc = me->privdesc = NULL;
3af70dd4 1073 sfree(me->seedstr);
1074 me->seedstr = NULL;
1075
1185e3c5 1076 if (desc) {
1185e3c5 1077 me->desc = dupstr(desc);
1078 me->genmode = GOT_DESC;
c566778e 1079 sfree(me->aux_info);
6f2d8d7c 1080 me->aux_info = NULL;
8b7938e7 1081 }
1082
1185e3c5 1083 if (seed) {
1185e3c5 1084 me->seedstr = dupstr(seed);
1085 me->genmode = GOT_SEED;
1086 }
1087
8b7938e7 1088 return NULL;
1089}
1090
dafd6cf6 1091char *midend_game_id(midend *me, char *id)
1185e3c5 1092{
1093 return midend_game_id_int(me, id, DEF_PARAMS);
1094}
1095
dafd6cf6 1096char *midend_get_game_id(midend *me)
1097{
1098 char *parstr, *ret;
1099
1100 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1101 assert(parstr);
1102 assert(me->desc);
1103 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1104 sprintf(ret, "%s:%s", parstr, me->desc);
1105 sfree(parstr);
1106 return ret;
1107}
1108
1109char *midend_set_config(midend *me, int which, config_item *cfg)
c8230524 1110{
8b7938e7 1111 char *error;
c8230524 1112 game_params *params;
1113
5928817c 1114 switch (which) {
1115 case CFG_SETTINGS:
be8d5aa1 1116 params = me->ourgame->custom_params(cfg);
3ff276f2 1117 error = me->ourgame->validate_params(params, TRUE);
c8230524 1118
5928817c 1119 if (error) {
be8d5aa1 1120 me->ourgame->free_params(params);
5928817c 1121 return error;
1122 }
c8230524 1123
be8d5aa1 1124 me->ourgame->free_params(me->params);
5928817c 1125 me->params = params;
1126 break;
1127
1128 case CFG_SEED:
1185e3c5 1129 case CFG_DESC:
1130 error = midend_game_id_int(me, cfg[0].sval,
1131 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
5928817c 1132 if (error)
1133 return error;
5928817c 1134 break;
1135 }
c8230524 1136
1137 return NULL;
1138}
9b4b03d3 1139
dafd6cf6 1140char *midend_text_format(midend *me)
9b4b03d3 1141{
1142 if (me->ourgame->can_format_as_text && me->statepos > 0)
28d0118c 1143 return me->ourgame->text_format(me->states[me->statepos-1].state);
9b4b03d3 1144 else
1145 return NULL;
1146}
2ac6d24e 1147
dafd6cf6 1148char *midend_solve(midend *me)
2ac6d24e 1149{
1150 game_state *s;
df11cd4e 1151 char *msg, *movestr;
2ac6d24e 1152
1153 if (!me->ourgame->can_solve)
1154 return "This game does not support the Solve operation";
1155
1156 if (me->statepos < 1)
1157 return "No game set up to solve"; /* _shouldn't_ happen! */
1158
1159 msg = "Solve operation failed"; /* game _should_ overwrite on error */
df11cd4e 1160 movestr = me->ourgame->solve(me->states[0].state,
1161 me->states[me->statepos-1].state,
1162 me->aux_info, &msg);
1163 if (!movestr)
2ac6d24e 1164 return msg;
df11cd4e 1165 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1166 assert(s);
2ac6d24e 1167
1168 /*
28d0118c 1169 * Now enter the solved state as the next move.
2ac6d24e 1170 */
1171 midend_stop_anim(me);
063f4810 1172 while (me->nstates > me->statepos) {
28d0118c 1173 me->ourgame->free_game(me->states[--me->nstates].state);
063f4810 1174 if (me->states[me->nstates].movestr)
1175 sfree(me->states[me->nstates].movestr);
1176 }
2ac6d24e 1177 ensure(me);
28d0118c 1178 me->states[me->nstates].state = s;
a4393230 1179 me->states[me->nstates].movestr = movestr;
1180 me->states[me->nstates].movetype = SOLVE;
2ac6d24e 1181 me->statepos = ++me->nstates;
07dfb697 1182 if (me->ui)
1183 me->ourgame->changed_state(me->ui,
1184 me->states[me->statepos-2].state,
1185 me->states[me->statepos-1].state);
9d6c3859 1186 me->dir = +1;
1187 if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
1188 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1189 me->anim_time =
1190 me->ourgame->anim_length(me->states[me->statepos-2].state,
1191 me->states[me->statepos-1].state,
1192 +1, me->ui);
e80e7b71 1193 me->anim_pos = 0.0;
9d6c3859 1194 } else {
1195 me->anim_time = 0.0;
1196 midend_finish_move(me);
1197 }
2ac6d24e 1198 midend_redraw(me);
48dcdd62 1199 midend_set_timer(me);
2ac6d24e 1200 return NULL;
1201}
48dcdd62 1202
dafd6cf6 1203char *midend_rewrite_statusbar(midend *me, char *text)
48dcdd62 1204{
1205 /*
1206 * An important special case is that we are occasionally called
1207 * with our own laststatus, to update the timer.
1208 */
1209 if (me->laststatus != text) {
1210 sfree(me->laststatus);
1211 me->laststatus = dupstr(text);
1212 }
1213
1214 if (me->ourgame->is_timed) {
1215 char timebuf[100], *ret;
1216 int min, sec;
1217
1218 sec = me->elapsed;
1219 min = sec / 60;
1220 sec %= 60;
1221 sprintf(timebuf, "[%d:%02d] ", min, sec);
1222
1223 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1224 strcpy(ret, timebuf);
1225 strcat(ret, text);
1226 return ret;
1227
1228 } else {
1229 return dupstr(text);
1230 }
1231}
a4393230 1232
1233#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1234#define SERIALISE_VERSION "1"
1235
dafd6cf6 1236void midend_serialise(midend *me,
a4393230 1237 void (*write)(void *ctx, void *buf, int len),
1238 void *wctx)
1239{
1240 int i;
1241
1242 /*
1243 * Each line of the save file contains three components. First
1244 * exactly 8 characters of header word indicating what type of
1245 * data is contained on the line; then a colon followed by a
1246 * decimal integer giving the length of the main string on the
1247 * line; then a colon followed by the string itself (exactly as
1248 * many bytes as previously specified, no matter what they
1249 * contain). Then a newline (of reasonably flexible form).
1250 */
1251#define wr(h,s) do { \
1252 char hbuf[80]; \
1253 char *str = (s); \
48d4740c 1254 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
a4393230 1255 write(wctx, hbuf, strlen(hbuf)); \
1256 write(wctx, str, strlen(str)); \
1257 write(wctx, "\n", 1); \
1258} while (0)
1259
1260 /*
1261 * Magic string identifying the file, and version number of the
1262 * file format.
1263 */
1264 wr("SAVEFILE", SERIALISE_MAGIC);
1265 wr("VERSION", SERIALISE_VERSION);
1266
1267 /*
1268 * The game name. (Copied locally to avoid const annoyance.)
1269 */
1270 {
1271 char *s = dupstr(me->ourgame->name);
1272 wr("GAME", s);
1273 sfree(s);
1274 }
1275
1276 /*
1277 * The current long-term parameters structure, in full.
1278 */
1279 if (me->params) {
1280 char *s = me->ourgame->encode_params(me->params, TRUE);
1281 wr("PARAMS", s);
1282 sfree(s);
1283 }
1284
1285 /*
1286 * The current short-term parameters structure, in full.
1287 */
1288 if (me->curparams) {
1289 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1290 wr("CPARAMS", s);
1291 sfree(s);
1292 }
1293
1294 /*
1295 * The current game description, the privdesc, and the random seed.
1296 */
1297 if (me->seedstr)
1298 wr("SEED", me->seedstr);
1299 if (me->desc)
1300 wr("DESC", me->desc);
1301 if (me->privdesc)
1302 wr("PRIVDESC", me->privdesc);
1303
1304 /*
1305 * The game's aux_info. We obfuscate this to prevent spoilers
1306 * (people are likely to run `head' or similar on a saved game
1307 * file simply to find out what it is, and don't necessarily
1308 * want to be told the answer to the puzzle!)
1309 */
1310 if (me->aux_info) {
1311 unsigned char *s1;
1312 char *s2;
1313 int len;
1314
1315 len = strlen(me->aux_info);
1316 s1 = snewn(len, unsigned char);
1317 memcpy(s1, me->aux_info, len);
1318 obfuscate_bitmap(s1, len*8, FALSE);
1319 s2 = bin2hex(s1, len);
1320
1321 wr("AUXINFO", s2);
1322
1323 sfree(s2);
1324 sfree(s1);
1325 }
1326
1327 /*
1328 * Any required serialisation of the game_ui.
1329 */
1330 if (me->ui) {
1331 char *s = me->ourgame->encode_ui(me->ui);
1332 if (s) {
1333 wr("UI", s);
1334 sfree(s);
1335 }
1336 }
1337
1338 /*
1339 * The game time, if it's a timed game.
1340 */
1341 if (me->ourgame->is_timed) {
1342 char buf[80];
1343 sprintf(buf, "%g", me->elapsed);
1344 wr("TIME", buf);
1345 }
1346
1347 /*
1348 * The length of, and position in, the states list.
1349 */
1350 {
1351 char buf[80];
1352 sprintf(buf, "%d", me->nstates);
1353 wr("NSTATES", buf);
1354 sprintf(buf, "%d", me->statepos);
1355 wr("STATEPOS", buf);
1356 }
1357
1358 /*
1359 * For each state after the initial one (which we know is
1360 * constructed from either privdesc or desc), enough
1361 * information for execute_move() to reconstruct it from the
1362 * previous one.
1363 */
1364 for (i = 1; i < me->nstates; i++) {
1365 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1366 switch (me->states[i].movetype) {
1367 case MOVE:
1368 wr("MOVE", me->states[i].movestr);
1369 break;
1370 case SOLVE:
1371 wr("SOLVE", me->states[i].movestr);
1372 break;
1373 case RESTART:
1374 wr("RESTART", me->states[i].movestr);
1375 break;
1376 }
1377 }
1378
1379#undef wr
1380}
1381
1382/*
1383 * This function returns NULL on success, or an error message.
1384 */
dafd6cf6 1385char *midend_deserialise(midend *me,
a4393230 1386 int (*read)(void *ctx, void *buf, int len),
1387 void *rctx)
1388{
1389 int nstates = 0, statepos = -1, gotstates = 0;
1390 int started = FALSE;
1391 int i;
1392
1393 char *val = NULL;
1394 /* Initially all errors give the same report */
1395 char *ret = "Data does not appear to be a saved game file";
1396
1397 /*
1398 * We construct all the new state in local variables while we
1399 * check its sanity. Only once we have finished reading the
1400 * serialised data and detected no errors at all do we start
dafd6cf6 1401 * modifying stuff in the midend passed in.
a4393230 1402 */
1403 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1404 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1405 float elapsed = 0.0F;
1406 game_params *params = NULL, *cparams = NULL;
1407 game_ui *ui = NULL;
1408 struct midend_state_entry *states = NULL;
1409
1410 /*
1411 * Loop round and round reading one key/value pair at a time
1412 * from the serialised stream, until we have enough game states
1413 * to finish.
1414 */
1415 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1416 char key[9], c;
1417 int len;
1418
1419 do {
1420 if (!read(rctx, key, 1)) {
1421 /* unexpected EOF */
1422 goto cleanup;
1423 }
1424 } while (key[0] == '\r' || key[0] == '\n');
1425
1426 if (!read(rctx, key+1, 8)) {
1427 /* unexpected EOF */
1428 goto cleanup;
1429 }
1430
1431 if (key[8] != ':') {
1432 if (started)
1433 ret = "Data was incorrectly formatted for a saved game file";
44f0599f 1434 goto cleanup;
a4393230 1435 }
1436 len = strcspn(key, ": ");
1437 assert(len <= 8);
1438 key[len] = '\0';
1439
1440 len = 0;
1441 while (1) {
1442 if (!read(rctx, &c, 1)) {
1443 /* unexpected EOF */
1444 goto cleanup;
1445 }
1446
1447 if (c == ':') {
1448 break;
1449 } else if (c >= '0' && c <= '9') {
1450 len = (len * 10) + (c - '0');
1451 } else {
1452 if (started)
1453 ret = "Data was incorrectly formatted for a"
1454 " saved game file";
1455 goto cleanup;
1456 }
1457 }
1458
1459 val = snewn(len+1, char);
1460 if (!read(rctx, val, len)) {
1461 if (started)
1462 goto cleanup;
1463 }
1464 val[len] = '\0';
1465
1466 if (!started) {
1467 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1468 /* ret already has the right message in it */
1469 goto cleanup;
1470 }
1471 /* Now most errors are this one, unless otherwise specified */
1472 ret = "Saved data ended unexpectedly";
1473 started = TRUE;
1474 } else {
1475 if (!strcmp(key, "VERSION")) {
1476 if (strcmp(val, SERIALISE_VERSION)) {
1477 ret = "Cannot handle this version of the saved game"
1478 " file format";
1479 goto cleanup;
1480 }
1481 } else if (!strcmp(key, "GAME")) {
1482 if (strcmp(val, me->ourgame->name)) {
1483 ret = "Save file is from a different game";
1484 goto cleanup;
1485 }
1486 } else if (!strcmp(key, "PARAMS")) {
1487 sfree(parstr);
1488 parstr = val;
1489 val = NULL;
1490 } else if (!strcmp(key, "CPARAMS")) {
1491 sfree(cparstr);
1492 cparstr = val;
1493 val = NULL;
1494 } else if (!strcmp(key, "SEED")) {
1495 sfree(seed);
1496 seed = val;
1497 val = NULL;
1498 } else if (!strcmp(key, "DESC")) {
1499 sfree(desc);
1500 desc = val;
1501 val = NULL;
1502 } else if (!strcmp(key, "PRIVDESC")) {
1503 sfree(privdesc);
1504 privdesc = val;
1505 val = NULL;
1506 } else if (!strcmp(key, "AUXINFO")) {
1507 unsigned char *tmp;
1508 int len = strlen(val) / 2; /* length in bytes */
1509 tmp = hex2bin(val, len);
1510 obfuscate_bitmap(tmp, len*8, TRUE);
1511
1512 sfree(auxinfo);
1513 auxinfo = snewn(len + 1, char);
1514 memcpy(auxinfo, tmp, len);
1515 auxinfo[len] = '\0';
1516 sfree(tmp);
1517 } else if (!strcmp(key, "UI")) {
1518 sfree(uistr);
1519 uistr = val;
1520 val = NULL;
1521 } else if (!strcmp(key, "TIME")) {
871bf294 1522 elapsed = atof(val);
a4393230 1523 } else if (!strcmp(key, "NSTATES")) {
1524 nstates = atoi(val);
1525 if (nstates <= 0) {
1526 ret = "Number of states in save file was negative";
1527 goto cleanup;
1528 }
1529 if (states) {
1530 ret = "Two state counts provided in save file";
1531 goto cleanup;
1532 }
1533 states = snewn(nstates, struct midend_state_entry);
1534 for (i = 0; i < nstates; i++) {
1535 states[i].state = NULL;
1536 states[i].movestr = NULL;
1537 states[i].movetype = NEWGAME;
1538 }
1539 } else if (!strcmp(key, "STATEPOS")) {
1540 statepos = atoi(val);
1541 } else if (!strcmp(key, "MOVE")) {
1542 gotstates++;
1543 states[gotstates].movetype = MOVE;
1544 states[gotstates].movestr = val;
1545 val = NULL;
1546 } else if (!strcmp(key, "SOLVE")) {
1547 gotstates++;
1548 states[gotstates].movetype = SOLVE;
1549 states[gotstates].movestr = val;
1550 val = NULL;
1551 } else if (!strcmp(key, "RESTART")) {
1552 gotstates++;
1553 states[gotstates].movetype = RESTART;
1554 states[gotstates].movestr = val;
1555 val = NULL;
1556 }
1557 }
1558
1559 sfree(val);
1560 val = NULL;
1561 }
1562
1563 params = me->ourgame->default_params();
1564 me->ourgame->decode_params(params, parstr);
3ff276f2 1565 if (me->ourgame->validate_params(params, TRUE)) {
a4393230 1566 ret = "Long-term parameters in save file are invalid";
1567 goto cleanup;
1568 }
1569 cparams = me->ourgame->default_params();
1570 me->ourgame->decode_params(cparams, cparstr);
3ff276f2 1571 if (me->ourgame->validate_params(cparams, FALSE)) {
a4393230 1572 ret = "Short-term parameters in save file are invalid";
1573 goto cleanup;
1574 }
3ff276f2 1575 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1576 /*
1577 * The seed's no use with this version, but we can perfectly
1578 * well use the rest of the data.
1579 */
1580 sfree(seed);
1581 seed = NULL;
1582 }
a4393230 1583 if (!desc) {
1584 ret = "Game description in save file is missing";
1585 goto cleanup;
1586 } else if (me->ourgame->validate_desc(params, desc)) {
1587 ret = "Game description in save file is invalid";
1588 goto cleanup;
1589 }
1590 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1591 ret = "Game private description in save file is invalid";
1592 goto cleanup;
1593 }
1594 if (statepos < 0 || statepos >= nstates) {
1595 ret = "Game position in save file is out of range";
1596 }
1597
1598 states[0].state = me->ourgame->new_game(me, params,
1599 privdesc ? privdesc : desc);
1600 for (i = 1; i < nstates; i++) {
1601 assert(states[i].movetype != NEWGAME);
1602 switch (states[i].movetype) {
1603 case MOVE:
1604 case SOLVE:
1605 states[i].state = me->ourgame->execute_move(states[i-1].state,
1606 states[i].movestr);
1607 if (states[i].state == NULL) {
1608 ret = "Save file contained an invalid move";
1609 goto cleanup;
1610 }
1611 break;
1612 case RESTART:
1613 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1614 ret = "Save file contained an invalid restart move";
1615 goto cleanup;
1616 }
1617 states[i].state = me->ourgame->new_game(me, params,
1618 states[i].movestr);
1619 break;
1620 }
1621 }
1622
1623 ui = me->ourgame->new_ui(states[0].state);
1624 me->ourgame->decode_ui(ui, uistr);
1625
1626 /*
1627 * Now we've run out of possible error conditions, so we're
1628 * ready to start overwriting the real data in the current
1629 * midend. We'll do this by swapping things with the local
1630 * variables, so that the same cleanup code will free the old
1631 * stuff.
1632 */
1633 {
1634 char *tmp;
1635
1636 tmp = me->desc;
1637 me->desc = desc;
1638 desc = tmp;
1639
1640 tmp = me->privdesc;
1641 me->privdesc = privdesc;
1642 privdesc = tmp;
1643
1644 tmp = me->seedstr;
1645 me->seedstr = seed;
1646 seed = tmp;
1647
1648 tmp = me->aux_info;
1649 me->aux_info = auxinfo;
1650 auxinfo = tmp;
1651 }
1652
1653 me->genmode = GOT_NOTHING;
1654
1655 me->statesize = nstates;
1656 nstates = me->nstates;
1657 me->nstates = me->statesize;
1658 {
1659 struct midend_state_entry *tmp;
1660 tmp = me->states;
1661 me->states = states;
1662 states = tmp;
1663 }
1664 me->statepos = statepos;
1665
1666 {
1667 game_params *tmp;
1668
1669 tmp = me->params;
1670 me->params = params;
1671 params = tmp;
1672
1673 tmp = me->curparams;
1674 me->curparams = cparams;
1675 cparams = tmp;
1676 }
1677
1678 me->oldstate = NULL;
1679 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1680 me->dir = 0;
1681
1682 {
1683 game_ui *tmp;
1684
1685 tmp = me->ui;
1686 me->ui = ui;
1687 ui = tmp;
1688 }
1689
1690 me->elapsed = elapsed;
1691 me->pressed_mouse_button = 0;
1692
1693 midend_set_timer(me);
1694
871bf294 1695 if (me->drawstate)
dafd6cf6 1696 me->ourgame->free_drawstate(me->drawing, me->drawstate);
871bf294 1697 me->drawstate =
dafd6cf6 1698 me->ourgame->new_drawstate(me->drawing,
1699 me->states[me->statepos-1].state);
871bf294 1700 midend_size_new_drawstate(me);
1701
a4393230 1702 ret = NULL; /* success! */
1703
1704 cleanup:
1705 sfree(val);
1706 sfree(seed);
1707 sfree(parstr);
1708 sfree(cparstr);
1709 sfree(desc);
1710 sfree(privdesc);
1711 sfree(auxinfo);
1712 sfree(uistr);
1713 if (params)
1714 me->ourgame->free_params(params);
1715 if (cparams)
1716 me->ourgame->free_params(cparams);
1717 if (ui)
1718 me->ourgame->free_ui(ui);
1719 if (states) {
1720 int i;
1721
1722 for (i = 0; i < nstates; i++) {
1723 if (states[i].state)
1724 me->ourgame->free_game(states[i].state);
1725 sfree(states[i].movestr);
1726 }
1727 sfree(states);
1728 }
1729
1730 return ret;
1731}
dafd6cf6 1732
1733char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1734{
1735 game_state *soln = NULL;
1736
1737 if (me->statepos < 1)
1738 return "No game set up to print";/* _shouldn't_ happen! */
1739
1740 if (with_soln) {
1741 char *msg, *movestr;
1742
1743 if (!me->ourgame->can_solve)
1744 return "This game does not support the Solve operation";
1745
1746 msg = "Solve operation failed";/* game _should_ overwrite on error */
1747 movestr = me->ourgame->solve(me->states[0].state,
1748 me->states[me->statepos-1].state,
1749 me->aux_info, &msg);
1750 if (!movestr)
1751 return msg;
1752 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1753 movestr);
1754 assert(soln);
1755
1756 sfree(movestr);
1757 } else
1758 soln = NULL;
1759
1760 /*
1761 * This call passes over ownership of the two game_states and
1762 * the game_params. Hence we duplicate the ones we want to
1763 * keep, and we don't have to bother freeing soln if it was
1764 * non-NULL.
1765 */
1766 document_add_puzzle(doc, me->ourgame,
1767 me->ourgame->dup_params(me->curparams),
1768 me->ourgame->dup_game(me->states[0].state), soln);
1769
1770 return NULL;
1771}