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