Cleanup: the `mouse_priorities' field in the back end has been a
[sgt/puzzles] / midend.c
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
5 * processes standard keystrokes for undo/redo/new/quit.
6 */
7
8 #include <stdio.h>
9 #include <string.h>
10 #include <assert.h>
11 #include <stdlib.h>
12 #include <ctype.h>
13
14 #include "puzzles.h"
15
16 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
17
18 enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
19
20 #define special(type) ( (type) != MOVE )
21
22 struct midend_state_entry {
23 game_state *state;
24 char *movestr;
25 int movetype;
26 };
27
28 struct midend {
29 frontend *frontend;
30 random_state *random;
31 const game *ourgame;
32
33 game_params **presets;
34 char **preset_names;
35 int npresets, presetsize;
36
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;
60 char *aux_info;
61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
62
63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
65
66 game_params *params, *curparams;
67 game_drawstate *drawstate;
68 game_ui *ui;
69
70 game_state *oldstate;
71 float anim_time, anim_pos;
72 float flash_time, flash_pos;
73 int dir;
74
75 int timing;
76 float elapsed;
77 char *laststatus;
78
79 drawing *drawing;
80
81 int pressed_mouse_button;
82
83 int preferred_tilesize, tilesize, winwidth, winheight;
84 };
85
86 #define ensure(me) do { \
87 if ((me)->nstates >= (me)->statesize) { \
88 (me)->statesize = (me)->nstates + 128; \
89 (me)->states = sresize((me)->states, (me)->statesize, \
90 struct midend_state_entry); \
91 } \
92 } while (0)
93
94 midend *midend_new(frontend *fe, const game *ourgame,
95 const drawing_api *drapi, void *drhandle)
96 {
97 midend *me = snew(midend);
98 void *randseed;
99 int randseedsize;
100
101 get_random_seed(&randseed, &randseedsize);
102
103 me->frontend = fe;
104 me->ourgame = ourgame;
105 me->random = random_new(randseed, randseedsize);
106 me->nstates = me->statesize = me->statepos = 0;
107 me->states = NULL;
108 me->params = ourgame->default_params();
109 me->curparams = NULL;
110 me->desc = me->privdesc = NULL;
111 me->seedstr = NULL;
112 me->aux_info = NULL;
113 me->genmode = GOT_NOTHING;
114 me->drawstate = NULL;
115 me->oldstate = NULL;
116 me->presets = NULL;
117 me->preset_names = NULL;
118 me->npresets = me->presetsize = 0;
119 me->anim_time = me->anim_pos = 0.0F;
120 me->flash_time = me->flash_pos = 0.0F;
121 me->dir = 0;
122 me->ui = NULL;
123 me->pressed_mouse_button = 0;
124 me->laststatus = NULL;
125 me->timing = FALSE;
126 me->elapsed = 0.0F;
127 me->tilesize = me->winwidth = me->winheight = 0;
128 if (drapi)
129 me->drawing = drawing_init(drapi, drhandle);
130 else
131 me->drawing = NULL;
132
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
153 sfree(randseed);
154
155 return me;
156 }
157
158 static void midend_free_game(midend *me)
159 {
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 }
165
166 if (me->drawstate)
167 me->ourgame->free_drawstate(me->drawing, me->drawstate);
168 }
169
170 void midend_free(midend *me)
171 {
172 int i;
173
174 midend_free_game(me);
175
176 if (me->drawing)
177 drawing_free(me->drawing);
178 random_free(me->random);
179 sfree(me->states);
180 sfree(me->desc);
181 sfree(me->privdesc);
182 sfree(me->seedstr);
183 sfree(me->aux_info);
184 me->ourgame->free_params(me->params);
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);
195 if (me->curparams)
196 me->ourgame->free_params(me->curparams);
197 sfree(me->laststatus);
198 sfree(me);
199 }
200
201 static void midend_size_new_drawstate(midend *me)
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);
210 me->ourgame->set_size(me->drawing, me->drawstate,
211 me->params, me->tilesize);
212 }
213 }
214
215 void midend_size(midend *me, int *x, int *y, int expand)
216 {
217 int min, max;
218 int rx, ry;
219
220 /*
221 * We can't set the size on the same drawstate twice. So if
222 * we've already sized one drawstate, we must throw it away and
223 * create a new one.
224 */
225 if (me->drawstate && me->tilesize > 0) {
226 me->ourgame->free_drawstate(me->drawing, me->drawstate);
227 me->drawstate = me->ourgame->new_drawstate(me->drawing,
228 me->states[0].state);
229 }
230
231 /*
232 * Find the tile size that best fits within the given space. If
233 * `expand' is TRUE, we must actually find the _largest_ such
234 * tile size; otherwise, we bound above at the game's preferred
235 * tile size.
236 */
237 if (expand) {
238 max = 1;
239 do {
240 max *= 2;
241 me->ourgame->compute_size(me->params, max, &rx, &ry);
242 } while (rx <= *x && ry <= *y);
243 } else
244 max = me->preferred_tilesize + 1;
245 min = 1;
246
247 /*
248 * Now binary-search between min and max. We're looking for a
249 * boundary rather than a value: the point at which tile sizes
250 * stop fitting within the given dimensions. Thus, we stop when
251 * max and min differ by exactly 1.
252 */
253 while (max - min > 1) {
254 int mid = (max + min) / 2;
255 me->ourgame->compute_size(me->params, mid, &rx, &ry);
256 if (rx <= *x && ry <= *y)
257 min = mid;
258 else
259 max = mid;
260 }
261
262 /*
263 * Now `min' is a valid size, and `max' isn't. So use `min'.
264 */
265
266 me->tilesize = min;
267 midend_size_new_drawstate(me);
268 *x = me->winwidth;
269 *y = me->winheight;
270 }
271
272 void midend_set_params(midend *me, game_params *params)
273 {
274 me->ourgame->free_params(me->params);
275 me->params = me->ourgame->dup_params(params);
276 }
277
278 game_params *midend_get_params(midend *me)
279 {
280 return me->ourgame->dup_params(me->params);
281 }
282
283 static void midend_set_timer(midend *me)
284 {
285 me->timing = (me->ourgame->is_timed &&
286 me->ourgame->timing_state(me->states[me->statepos-1].state,
287 me->ui));
288 if (me->timing || me->flash_time || me->anim_time)
289 activate_timer(me->frontend);
290 else
291 deactivate_timer(me->frontend);
292 }
293
294 void midend_force_redraw(midend *me)
295 {
296 if (me->drawstate)
297 me->ourgame->free_drawstate(me->drawing, me->drawstate);
298 me->drawstate = me->ourgame->new_drawstate(me->drawing,
299 me->states[0].state);
300 midend_size_new_drawstate(me);
301 midend_redraw(me);
302 }
303
304 void midend_new_game(midend *me)
305 {
306 midend_free_game(me);
307
308 assert(me->nstates == 0);
309
310 if (me->genmode == GOT_DESC) {
311 me->genmode = GOT_NOTHING;
312 } else {
313 random_state *rs;
314
315 if (me->genmode == GOT_SEED) {
316 me->genmode = GOT_NOTHING;
317 } else {
318 /*
319 * Generate a new random seed. 15 digits comes to about
320 * 48 bits, which should be more than enough.
321 *
322 * I'll avoid putting a leading zero on the number,
323 * just in case it confuses anybody who thinks it's
324 * processed as an integer rather than a string.
325 */
326 char newseed[16];
327 int i;
328 newseed[15] = '\0';
329 newseed[0] = '1' + random_upto(me->random, 9);
330 for (i = 1; i < 15; i++)
331 newseed[i] = '0' + random_upto(me->random, 10);
332 sfree(me->seedstr);
333 me->seedstr = dupstr(newseed);
334
335 if (me->curparams)
336 me->ourgame->free_params(me->curparams);
337 me->curparams = me->ourgame->dup_params(me->params);
338 }
339
340 sfree(me->desc);
341 sfree(me->privdesc);
342 sfree(me->aux_info);
343 me->aux_info = NULL;
344
345 rs = random_new(me->seedstr, strlen(me->seedstr));
346 /*
347 * If this midend has been instantiated without providing a
348 * drawing API, it is non-interactive. This means that it's
349 * being used for bulk game generation, and hence we should
350 * pass the non-interactive flag to new_desc.
351 */
352 me->desc = me->ourgame->new_desc(me->curparams, rs,
353 &me->aux_info, (me->drawing != NULL));
354 me->privdesc = NULL;
355 random_free(rs);
356 }
357
358 ensure(me);
359
360 /*
361 * It might seem a bit odd that we're using me->params to
362 * create the initial game state, rather than me->curparams
363 * which is better tailored to this specific game and which we
364 * always know.
365 *
366 * It's supposed to be an invariant in the midend that
367 * me->params and me->curparams differ in no aspect that is
368 * important after generation (i.e. after new_desc()). By
369 * deliberately passing the _less_ specific of these two
370 * parameter sets, we provoke play-time misbehaviour in the
371 * case where a game has failed to encode a play-time parameter
372 * in the non-full version of encode_params().
373 */
374 me->states[me->nstates].state =
375 me->ourgame->new_game(me, me->params, me->desc);
376
377 me->states[me->nstates].movestr = NULL;
378 me->states[me->nstates].movetype = NEWGAME;
379 me->nstates++;
380 me->statepos = 1;
381 me->drawstate = me->ourgame->new_drawstate(me->drawing,
382 me->states[0].state);
383 midend_size_new_drawstate(me);
384 me->elapsed = 0.0F;
385 if (me->ui)
386 me->ourgame->free_ui(me->ui);
387 me->ui = me->ourgame->new_ui(me->states[0].state);
388 midend_set_timer(me);
389 me->pressed_mouse_button = 0;
390 }
391
392 static int midend_undo(midend *me)
393 {
394 if (me->statepos > 1) {
395 if (me->ui)
396 me->ourgame->changed_state(me->ui,
397 me->states[me->statepos-1].state,
398 me->states[me->statepos-2].state);
399 me->statepos--;
400 me->dir = -1;
401 return 1;
402 } else
403 return 0;
404 }
405
406 static int midend_redo(midend *me)
407 {
408 if (me->statepos < me->nstates) {
409 if (me->ui)
410 me->ourgame->changed_state(me->ui,
411 me->states[me->statepos-1].state,
412 me->states[me->statepos].state);
413 me->statepos++;
414 me->dir = +1;
415 return 1;
416 } else
417 return 0;
418 }
419
420 static void midend_finish_move(midend *me)
421 {
422 float flashtime;
423
424 /*
425 * We do not flash if the later of the two states is special.
426 * This covers both forward Solve moves and backward (undone)
427 * Restart moves.
428 */
429 if ((me->oldstate || me->statepos > 1) &&
430 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
431 (me->dir < 0 && me->statepos < me->nstates &&
432 !special(me->states[me->statepos].movetype)))) {
433 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
434 me->states[me->statepos-2].state,
435 me->states[me->statepos-1].state,
436 me->oldstate ? me->dir : +1,
437 me->ui);
438 if (flashtime > 0) {
439 me->flash_pos = 0.0F;
440 me->flash_time = flashtime;
441 }
442 }
443
444 if (me->oldstate)
445 me->ourgame->free_game(me->oldstate);
446 me->oldstate = NULL;
447 me->anim_pos = me->anim_time = 0;
448 me->dir = 0;
449
450 midend_set_timer(me);
451 }
452
453 void midend_stop_anim(midend *me)
454 {
455 if (me->oldstate || me->anim_time != 0) {
456 midend_finish_move(me);
457 midend_redraw(me);
458 }
459 }
460
461 void midend_restart_game(midend *me)
462 {
463 game_state *s;
464
465 midend_stop_anim(me);
466
467 assert(me->statepos >= 1);
468 if (me->statepos == 1)
469 return; /* no point doing anything at all! */
470
471 /*
472 * During restart, we reconstruct the game from the (public)
473 * game description rather than from states[0], because that
474 * way Mines gets slightly more sensible behaviour (restart
475 * goes to _after_ the first click so you don't have to
476 * remember where you clicked).
477 */
478 s = me->ourgame->new_game(me, me->params, me->desc);
479
480 /*
481 * Now enter the restarted state as the next move.
482 */
483 midend_stop_anim(me);
484 while (me->nstates > me->statepos)
485 me->ourgame->free_game(me->states[--me->nstates].state);
486 ensure(me);
487 me->states[me->nstates].state = s;
488 me->states[me->nstates].movestr = dupstr(me->desc);
489 me->states[me->nstates].movetype = RESTART;
490 me->statepos = ++me->nstates;
491 if (me->ui)
492 me->ourgame->changed_state(me->ui,
493 me->states[me->statepos-2].state,
494 me->states[me->statepos-1].state);
495 me->anim_time = 0.0;
496 midend_finish_move(me);
497 midend_redraw(me);
498 midend_set_timer(me);
499 }
500
501 static int midend_really_process_key(midend *me, int x, int y, int button)
502 {
503 game_state *oldstate =
504 me->ourgame->dup_game(me->states[me->statepos - 1].state);
505 int type = MOVE, gottype = FALSE, ret = 1;
506 float anim_time;
507 game_state *s;
508 char *movestr;
509
510 movestr =
511 me->ourgame->interpret_move(me->states[me->statepos-1].state,
512 me->ui, me->drawstate, x, y, button);
513
514 if (!movestr) {
515 if (button == 'n' || button == 'N' || button == '\x0E') {
516 midend_stop_anim(me);
517 midend_new_game(me);
518 midend_redraw(me);
519 goto done; /* never animate */
520 } else if (button == 'u' || button == 'u' ||
521 button == '\x1A' || button == '\x1F') {
522 midend_stop_anim(me);
523 type = me->states[me->statepos-1].movetype;
524 gottype = TRUE;
525 if (!midend_undo(me))
526 goto done;
527 } else if (button == 'r' || button == 'R' ||
528 button == '\x12' || button == '\x19') {
529 midend_stop_anim(me);
530 if (!midend_redo(me))
531 goto done;
532 } else if (button == 'q' || button == 'Q' || button == '\x11') {
533 ret = 0;
534 goto done;
535 } else
536 goto done;
537 } else {
538 if (!*movestr)
539 s = me->states[me->statepos-1].state;
540 else {
541 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
542 movestr);
543 assert(s != NULL);
544 }
545
546 if (s == me->states[me->statepos-1].state) {
547 /*
548 * make_move() is allowed to return its input state to
549 * indicate that although no move has been made, the UI
550 * state has been updated and a redraw is called for.
551 */
552 midend_redraw(me);
553 goto done;
554 } else if (s) {
555 midend_stop_anim(me);
556 while (me->nstates > me->statepos)
557 me->ourgame->free_game(me->states[--me->nstates].state);
558 ensure(me);
559 assert(movestr != NULL);
560 me->states[me->nstates].state = s;
561 me->states[me->nstates].movestr = movestr;
562 me->states[me->nstates].movetype = MOVE;
563 me->statepos = ++me->nstates;
564 me->dir = +1;
565 if (me->ui)
566 me->ourgame->changed_state(me->ui,
567 me->states[me->statepos-2].state,
568 me->states[me->statepos-1].state);
569 } else {
570 goto done;
571 }
572 }
573
574 if (!gottype)
575 type = me->states[me->statepos-1].movetype;
576
577 /*
578 * See if this move requires an animation.
579 */
580 if (special(type) && !(type == SOLVE &&
581 (me->ourgame->flags & SOLVE_ANIMATES))) {
582 anim_time = 0;
583 } else {
584 anim_time = me->ourgame->anim_length(oldstate,
585 me->states[me->statepos-1].state,
586 me->dir, me->ui);
587 }
588
589 me->oldstate = oldstate; oldstate = NULL;
590 if (anim_time > 0) {
591 me->anim_time = anim_time;
592 } else {
593 me->anim_time = 0.0;
594 midend_finish_move(me);
595 }
596 me->anim_pos = 0.0;
597
598 midend_redraw(me);
599
600 midend_set_timer(me);
601
602 done:
603 if (oldstate) me->ourgame->free_game(oldstate);
604 return ret;
605 }
606
607 int midend_process_key(midend *me, int x, int y, int button)
608 {
609 int ret = 1;
610
611 /*
612 * Harmonise mouse drag and release messages.
613 *
614 * Some front ends might accidentally switch from sending, say,
615 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
616 * drag. (This can happen on the Mac, for example, since
617 * RIGHT_DRAG is usually done using Command+drag, and if the
618 * user accidentally releases Command half way through the drag
619 * then there will be trouble.)
620 *
621 * It would be an O(number of front ends) annoyance to fix this
622 * in the front ends, but an O(number of back ends) annoyance
623 * to have each game capable of dealing with it. Therefore, we
624 * fix it _here_ in the common midend code so that it only has
625 * to be done once.
626 *
627 * The possible ways in which things can go screwy in the front
628 * end are:
629 *
630 * - in a system containing multiple physical buttons button
631 * presses can inadvertently overlap. We can see ABab (caps
632 * meaning button-down and lowercase meaning button-up) when
633 * the user had semantically intended AaBb.
634 *
635 * - in a system where one button is simulated by means of a
636 * modifier key and another button, buttons can mutate
637 * between press and release (possibly during drag). So we
638 * can see Ab instead of Aa.
639 *
640 * Definite requirements are:
641 *
642 * - button _presses_ must never be invented or destroyed. If
643 * the user presses two buttons in succession, the button
644 * presses must be transferred to the backend unchanged. So
645 * if we see AaBb , that's fine; if we see ABab (the button
646 * presses inadvertently overlapped) we must somehow
647 * `correct' it to AaBb.
648 *
649 * - every mouse action must end up looking like a press, zero
650 * or more drags, then a release. This allows back ends to
651 * make the _assumption_ that incoming mouse data will be
652 * sane in this regard, and not worry about the details.
653 *
654 * So my policy will be:
655 *
656 * - treat any button-up as a button-up for the currently
657 * pressed button, or ignore it if there is no currently
658 * pressed button.
659 *
660 * - treat any drag as a drag for the currently pressed
661 * button, or ignore it if there is no currently pressed
662 * button.
663 *
664 * - if we see a button-down while another button is currently
665 * pressed, invent a button-up for the first one and then
666 * pass the button-down through as before.
667 *
668 * 2005-05-31: An addendum to the above. Some games might want
669 * a `priority order' among buttons, such that if one button is
670 * pressed while another is down then a fixed one of the
671 * buttons takes priority no matter what order they're pressed
672 * in. Mines, in particular, wants to treat a left+right click
673 * like a left click for the benefit of users of other
674 * implementations. So the last of the above points is modified
675 * in the presence of an (optional) button priority order.
676 */
677 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
678 if (me->pressed_mouse_button) {
679 if (IS_MOUSE_DRAG(button)) {
680 button = me->pressed_mouse_button +
681 (LEFT_DRAG - LEFT_BUTTON);
682 } else {
683 button = me->pressed_mouse_button +
684 (LEFT_RELEASE - LEFT_BUTTON);
685 }
686 } else
687 return ret; /* ignore it */
688 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
689 /*
690 * If the new button has lower priority than the old one,
691 * don't bother doing this.
692 */
693 if (me->ourgame->flags &
694 BUTTON_BEATS(me->pressed_mouse_button, button))
695 return ret; /* just ignore it */
696
697 /*
698 * Fabricate a button-up for the previously pressed button.
699 */
700 ret = ret && midend_really_process_key
701 (me, x, y, (me->pressed_mouse_button +
702 (LEFT_RELEASE - LEFT_BUTTON)));
703 }
704
705 /*
706 * Now send on the event we originally received.
707 */
708 ret = ret && midend_really_process_key(me, x, y, button);
709
710 /*
711 * And update the currently pressed button.
712 */
713 if (IS_MOUSE_RELEASE(button))
714 me->pressed_mouse_button = 0;
715 else if (IS_MOUSE_DOWN(button))
716 me->pressed_mouse_button = button;
717
718 return ret;
719 }
720
721 void midend_redraw(midend *me)
722 {
723 assert(me->drawing);
724
725 if (me->statepos > 0 && me->drawstate) {
726 start_draw(me->drawing);
727 if (me->oldstate && me->anim_time > 0 &&
728 me->anim_pos < me->anim_time) {
729 assert(me->dir != 0);
730 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
731 me->states[me->statepos-1].state, me->dir,
732 me->ui, me->anim_pos, me->flash_pos);
733 } else {
734 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
735 me->states[me->statepos-1].state, +1 /*shrug*/,
736 me->ui, 0.0, me->flash_pos);
737 }
738 end_draw(me->drawing);
739 }
740 }
741
742 void midend_timer(midend *me, float tplus)
743 {
744 me->anim_pos += tplus;
745 if (me->anim_pos >= me->anim_time ||
746 me->anim_time == 0 || !me->oldstate) {
747 if (me->anim_time > 0)
748 midend_finish_move(me);
749 }
750
751 me->flash_pos += tplus;
752 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
753 me->flash_pos = me->flash_time = 0;
754 }
755
756 midend_redraw(me);
757
758 if (me->timing) {
759 float oldelapsed = me->elapsed;
760 me->elapsed += tplus;
761 if ((int)oldelapsed != (int)me->elapsed)
762 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
763 }
764
765 midend_set_timer(me);
766 }
767
768 float *midend_colours(midend *me, int *ncolours)
769 {
770 game_state *state = NULL;
771 float *ret;
772
773 if (me->nstates == 0) {
774 char *aux = NULL;
775 char *desc = me->ourgame->new_desc(me->params, me->random,
776 &aux, TRUE);
777 state = me->ourgame->new_game(me, me->params, desc);
778 sfree(desc);
779 sfree(aux);
780 } else
781 state = me->states[0].state;
782
783 ret = me->ourgame->colours(me->frontend, state, ncolours);
784
785 {
786 int i;
787
788 /*
789 * Allow environment-based overrides for the standard
790 * colours by defining variables along the lines of
791 * `NET_COLOUR_4=6000c0'.
792 */
793
794 for (i = 0; i < *ncolours; i++) {
795 char buf[80], *e;
796 unsigned int r, g, b;
797 int j, k;
798
799 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
800 for (j = k = 0; buf[j]; j++)
801 if (!isspace((unsigned char)buf[j]))
802 buf[k++] = toupper((unsigned char)buf[j]);
803 buf[k] = '\0';
804 if ((e = getenv(buf)) != NULL &&
805 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
806 ret[i*3 + 0] = r / 255.0;
807 ret[i*3 + 1] = g / 255.0;
808 ret[i*3 + 2] = b / 255.0;
809 }
810 }
811 }
812
813 if (me->nstates == 0)
814 me->ourgame->free_game(state);
815
816 return ret;
817 }
818
819 int midend_num_presets(midend *me)
820 {
821 if (!me->npresets) {
822 char *name;
823 game_params *preset;
824
825 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
826 if (me->presetsize <= me->npresets) {
827 me->presetsize = me->npresets + 10;
828 me->presets = sresize(me->presets, me->presetsize,
829 game_params *);
830 me->preset_names = sresize(me->preset_names, me->presetsize,
831 char *);
832 }
833
834 me->presets[me->npresets] = preset;
835 me->preset_names[me->npresets] = name;
836 me->npresets++;
837 }
838 }
839
840 {
841 /*
842 * Allow environment-based extensions to the preset list by
843 * defining a variable along the lines of `SOLO_PRESETS=2x3
844 * Advanced:2x3da'. Colon-separated list of items,
845 * alternating between textual titles in the menu and
846 * encoded parameter strings.
847 */
848 char buf[80], *e, *p;
849 int j, k;
850
851 sprintf(buf, "%s_PRESETS", me->ourgame->name);
852 for (j = k = 0; buf[j]; j++)
853 if (!isspace((unsigned char)buf[j]))
854 buf[k++] = toupper((unsigned char)buf[j]);
855 buf[k] = '\0';
856
857 if ((e = getenv(buf)) != NULL) {
858 p = e = dupstr(e);
859
860 while (*p) {
861 char *name, *val;
862 game_params *preset;
863
864 name = p;
865 while (*p && *p != ':') p++;
866 if (*p) *p++ = '\0';
867 val = p;
868 while (*p && *p != ':') p++;
869 if (*p) *p++ = '\0';
870
871 preset = me->ourgame->default_params();
872 me->ourgame->decode_params(preset, val);
873
874 if (me->ourgame->validate_params(preset, TRUE)) {
875 /* Drop this one from the list. */
876 me->ourgame->free_params(preset);
877 continue;
878 }
879
880 if (me->presetsize <= me->npresets) {
881 me->presetsize = me->npresets + 10;
882 me->presets = sresize(me->presets, me->presetsize,
883 game_params *);
884 me->preset_names = sresize(me->preset_names,
885 me->presetsize, char *);
886 }
887
888 me->presets[me->npresets] = preset;
889 me->preset_names[me->npresets] = dupstr(name);
890 me->npresets++;
891 }
892 }
893 }
894
895 return me->npresets;
896 }
897
898 void midend_fetch_preset(midend *me, int n,
899 char **name, game_params **params)
900 {
901 assert(n >= 0 && n < me->npresets);
902 *name = me->preset_names[n];
903 *params = me->presets[n];
904 }
905
906 int midend_wants_statusbar(midend *me)
907 {
908 return me->ourgame->wants_statusbar();
909 }
910
911 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
912 {
913 sfree(me->desc);
914 sfree(me->privdesc);
915 me->desc = dupstr(desc);
916 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
917 }
918
919 config_item *midend_get_config(midend *me, int which, char **wintitle)
920 {
921 char *titlebuf, *parstr, *rest;
922 config_item *ret;
923 char sep;
924
925 assert(wintitle);
926 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
927
928 switch (which) {
929 case CFG_SETTINGS:
930 sprintf(titlebuf, "%s configuration", me->ourgame->name);
931 *wintitle = titlebuf;
932 return me->ourgame->configure(me->params);
933 case CFG_SEED:
934 case CFG_DESC:
935 if (!me->curparams) {
936 sfree(titlebuf);
937 return NULL;
938 }
939 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
940 which == CFG_SEED ? "random" : "game");
941 *wintitle = titlebuf;
942
943 ret = snewn(2, config_item);
944
945 ret[0].type = C_STRING;
946 if (which == CFG_SEED)
947 ret[0].name = "Game random seed";
948 else
949 ret[0].name = "Game ID";
950 ret[0].ival = 0;
951 /*
952 * For CFG_DESC the text going in here will be a string
953 * encoding of the restricted parameters, plus a colon,
954 * plus the game description. For CFG_SEED it will be the
955 * full parameters, plus a hash, plus the random seed data.
956 * Either of these is a valid full game ID (although only
957 * the former is likely to persist across many code
958 * changes).
959 */
960 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
961 assert(parstr);
962 if (which == CFG_DESC) {
963 rest = me->desc ? me->desc : "";
964 sep = ':';
965 } else {
966 rest = me->seedstr ? me->seedstr : "";
967 sep = '#';
968 }
969 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
970 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
971 sfree(parstr);
972
973 ret[1].type = C_END;
974 ret[1].name = ret[1].sval = NULL;
975 ret[1].ival = 0;
976
977 return ret;
978 }
979
980 assert(!"We shouldn't be here");
981 return NULL;
982 }
983
984 static char *midend_game_id_int(midend *me, char *id, int defmode)
985 {
986 char *error, *par, *desc, *seed;
987 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
988 int free_params;
989
990 seed = strchr(id, '#');
991 desc = strchr(id, ':');
992
993 if (desc && (!seed || desc < seed)) {
994 /*
995 * We have a colon separating parameters from game
996 * description. So `par' now points to the parameters
997 * string, and `desc' to the description string.
998 */
999 *desc++ = '\0';
1000 par = id;
1001 seed = NULL;
1002 } else if (seed && (!desc || seed < desc)) {
1003 /*
1004 * We have a hash separating parameters from random seed.
1005 * So `par' now points to the parameters string, and `seed'
1006 * to the seed string.
1007 */
1008 *seed++ = '\0';
1009 par = id;
1010 desc = NULL;
1011 } else {
1012 /*
1013 * We only have one string. Depending on `defmode', we take
1014 * it to be either parameters, seed or description.
1015 */
1016 if (defmode == DEF_SEED) {
1017 seed = id;
1018 par = desc = NULL;
1019 } else if (defmode == DEF_DESC) {
1020 desc = id;
1021 par = seed = NULL;
1022 } else {
1023 par = id;
1024 seed = desc = NULL;
1025 }
1026 }
1027
1028 /*
1029 * We must be reasonably careful here not to modify anything in
1030 * `me' until we have finished validating things. This function
1031 * must either return an error and do nothing to the midend, or
1032 * return success and do everything; nothing in between is
1033 * acceptable.
1034 */
1035 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1036
1037 if (par) {
1038 newcurparams = me->ourgame->dup_params(me->params);
1039 me->ourgame->decode_params(newcurparams, par);
1040 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1041 if (error) {
1042 me->ourgame->free_params(newcurparams);
1043 return error;
1044 }
1045 oldparams1 = me->curparams;
1046
1047 /*
1048 * Now filter only the persistent parts of this state into
1049 * the long-term params structure, unless we've _only_
1050 * received a params string in which case the whole lot is
1051 * persistent.
1052 */
1053 oldparams2 = me->params;
1054 if (seed || desc) {
1055 char *tmpstr;
1056
1057 newparams = me->ourgame->dup_params(me->params);
1058
1059 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1060 me->ourgame->decode_params(newparams, tmpstr);
1061
1062 sfree(tmpstr);
1063 } else {
1064 newparams = me->ourgame->dup_params(newcurparams);
1065 }
1066 free_params = TRUE;
1067 } else {
1068 newcurparams = me->curparams;
1069 newparams = me->params;
1070 free_params = FALSE;
1071 }
1072
1073 if (desc) {
1074 error = me->ourgame->validate_desc(newparams, desc);
1075 if (error) {
1076 if (free_params) {
1077 if (newcurparams)
1078 me->ourgame->free_params(newcurparams);
1079 if (newparams)
1080 me->ourgame->free_params(newparams);
1081 }
1082 return error;
1083 }
1084 }
1085
1086 /*
1087 * Now we've got past all possible error points. Update the
1088 * midend itself.
1089 */
1090 me->params = newparams;
1091 me->curparams = newcurparams;
1092 if (oldparams1)
1093 me->ourgame->free_params(oldparams1);
1094 if (oldparams2)
1095 me->ourgame->free_params(oldparams2);
1096
1097 sfree(me->desc);
1098 sfree(me->privdesc);
1099 me->desc = me->privdesc = NULL;
1100 sfree(me->seedstr);
1101 me->seedstr = NULL;
1102
1103 if (desc) {
1104 me->desc = dupstr(desc);
1105 me->genmode = GOT_DESC;
1106 sfree(me->aux_info);
1107 me->aux_info = NULL;
1108 }
1109
1110 if (seed) {
1111 me->seedstr = dupstr(seed);
1112 me->genmode = GOT_SEED;
1113 }
1114
1115 return NULL;
1116 }
1117
1118 char *midend_game_id(midend *me, char *id)
1119 {
1120 return midend_game_id_int(me, id, DEF_PARAMS);
1121 }
1122
1123 char *midend_get_game_id(midend *me)
1124 {
1125 char *parstr, *ret;
1126
1127 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1128 assert(parstr);
1129 assert(me->desc);
1130 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1131 sprintf(ret, "%s:%s", parstr, me->desc);
1132 sfree(parstr);
1133 return ret;
1134 }
1135
1136 char *midend_set_config(midend *me, int which, config_item *cfg)
1137 {
1138 char *error;
1139 game_params *params;
1140
1141 switch (which) {
1142 case CFG_SETTINGS:
1143 params = me->ourgame->custom_params(cfg);
1144 error = me->ourgame->validate_params(params, TRUE);
1145
1146 if (error) {
1147 me->ourgame->free_params(params);
1148 return error;
1149 }
1150
1151 me->ourgame->free_params(me->params);
1152 me->params = params;
1153 break;
1154
1155 case CFG_SEED:
1156 case CFG_DESC:
1157 error = midend_game_id_int(me, cfg[0].sval,
1158 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1159 if (error)
1160 return error;
1161 break;
1162 }
1163
1164 return NULL;
1165 }
1166
1167 char *midend_text_format(midend *me)
1168 {
1169 if (me->ourgame->can_format_as_text && me->statepos > 0)
1170 return me->ourgame->text_format(me->states[me->statepos-1].state);
1171 else
1172 return NULL;
1173 }
1174
1175 char *midend_solve(midend *me)
1176 {
1177 game_state *s;
1178 char *msg, *movestr;
1179
1180 if (!me->ourgame->can_solve)
1181 return "This game does not support the Solve operation";
1182
1183 if (me->statepos < 1)
1184 return "No game set up to solve"; /* _shouldn't_ happen! */
1185
1186 msg = NULL;
1187 movestr = me->ourgame->solve(me->states[0].state,
1188 me->states[me->statepos-1].state,
1189 me->aux_info, &msg);
1190 if (!movestr) {
1191 if (!msg)
1192 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1193 return msg;
1194 }
1195 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1196 assert(s);
1197
1198 /*
1199 * Now enter the solved state as the next move.
1200 */
1201 midend_stop_anim(me);
1202 while (me->nstates > me->statepos) {
1203 me->ourgame->free_game(me->states[--me->nstates].state);
1204 if (me->states[me->nstates].movestr)
1205 sfree(me->states[me->nstates].movestr);
1206 }
1207 ensure(me);
1208 me->states[me->nstates].state = s;
1209 me->states[me->nstates].movestr = movestr;
1210 me->states[me->nstates].movetype = SOLVE;
1211 me->statepos = ++me->nstates;
1212 if (me->ui)
1213 me->ourgame->changed_state(me->ui,
1214 me->states[me->statepos-2].state,
1215 me->states[me->statepos-1].state);
1216 me->dir = +1;
1217 if (me->ourgame->flags & SOLVE_ANIMATES) {
1218 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1219 me->anim_time =
1220 me->ourgame->anim_length(me->states[me->statepos-2].state,
1221 me->states[me->statepos-1].state,
1222 +1, me->ui);
1223 me->anim_pos = 0.0;
1224 } else {
1225 me->anim_time = 0.0;
1226 midend_finish_move(me);
1227 }
1228 midend_redraw(me);
1229 midend_set_timer(me);
1230 return NULL;
1231 }
1232
1233 char *midend_rewrite_statusbar(midend *me, char *text)
1234 {
1235 /*
1236 * An important special case is that we are occasionally called
1237 * with our own laststatus, to update the timer.
1238 */
1239 if (me->laststatus != text) {
1240 sfree(me->laststatus);
1241 me->laststatus = dupstr(text);
1242 }
1243
1244 if (me->ourgame->is_timed) {
1245 char timebuf[100], *ret;
1246 int min, sec;
1247
1248 sec = me->elapsed;
1249 min = sec / 60;
1250 sec %= 60;
1251 sprintf(timebuf, "[%d:%02d] ", min, sec);
1252
1253 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1254 strcpy(ret, timebuf);
1255 strcat(ret, text);
1256 return ret;
1257
1258 } else {
1259 return dupstr(text);
1260 }
1261 }
1262
1263 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1264 #define SERIALISE_VERSION "1"
1265
1266 void midend_serialise(midend *me,
1267 void (*write)(void *ctx, void *buf, int len),
1268 void *wctx)
1269 {
1270 int i;
1271
1272 /*
1273 * Each line of the save file contains three components. First
1274 * exactly 8 characters of header word indicating what type of
1275 * data is contained on the line; then a colon followed by a
1276 * decimal integer giving the length of the main string on the
1277 * line; then a colon followed by the string itself (exactly as
1278 * many bytes as previously specified, no matter what they
1279 * contain). Then a newline (of reasonably flexible form).
1280 */
1281 #define wr(h,s) do { \
1282 char hbuf[80]; \
1283 char *str = (s); \
1284 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1285 write(wctx, hbuf, strlen(hbuf)); \
1286 write(wctx, str, strlen(str)); \
1287 write(wctx, "\n", 1); \
1288 } while (0)
1289
1290 /*
1291 * Magic string identifying the file, and version number of the
1292 * file format.
1293 */
1294 wr("SAVEFILE", SERIALISE_MAGIC);
1295 wr("VERSION", SERIALISE_VERSION);
1296
1297 /*
1298 * The game name. (Copied locally to avoid const annoyance.)
1299 */
1300 {
1301 char *s = dupstr(me->ourgame->name);
1302 wr("GAME", s);
1303 sfree(s);
1304 }
1305
1306 /*
1307 * The current long-term parameters structure, in full.
1308 */
1309 if (me->params) {
1310 char *s = me->ourgame->encode_params(me->params, TRUE);
1311 wr("PARAMS", s);
1312 sfree(s);
1313 }
1314
1315 /*
1316 * The current short-term parameters structure, in full.
1317 */
1318 if (me->curparams) {
1319 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1320 wr("CPARAMS", s);
1321 sfree(s);
1322 }
1323
1324 /*
1325 * The current game description, the privdesc, and the random seed.
1326 */
1327 if (me->seedstr)
1328 wr("SEED", me->seedstr);
1329 if (me->desc)
1330 wr("DESC", me->desc);
1331 if (me->privdesc)
1332 wr("PRIVDESC", me->privdesc);
1333
1334 /*
1335 * The game's aux_info. We obfuscate this to prevent spoilers
1336 * (people are likely to run `head' or similar on a saved game
1337 * file simply to find out what it is, and don't necessarily
1338 * want to be told the answer to the puzzle!)
1339 */
1340 if (me->aux_info) {
1341 unsigned char *s1;
1342 char *s2;
1343 int len;
1344
1345 len = strlen(me->aux_info);
1346 s1 = snewn(len, unsigned char);
1347 memcpy(s1, me->aux_info, len);
1348 obfuscate_bitmap(s1, len*8, FALSE);
1349 s2 = bin2hex(s1, len);
1350
1351 wr("AUXINFO", s2);
1352
1353 sfree(s2);
1354 sfree(s1);
1355 }
1356
1357 /*
1358 * Any required serialisation of the game_ui.
1359 */
1360 if (me->ui) {
1361 char *s = me->ourgame->encode_ui(me->ui);
1362 if (s) {
1363 wr("UI", s);
1364 sfree(s);
1365 }
1366 }
1367
1368 /*
1369 * The game time, if it's a timed game.
1370 */
1371 if (me->ourgame->is_timed) {
1372 char buf[80];
1373 sprintf(buf, "%g", me->elapsed);
1374 wr("TIME", buf);
1375 }
1376
1377 /*
1378 * The length of, and position in, the states list.
1379 */
1380 {
1381 char buf[80];
1382 sprintf(buf, "%d", me->nstates);
1383 wr("NSTATES", buf);
1384 sprintf(buf, "%d", me->statepos);
1385 wr("STATEPOS", buf);
1386 }
1387
1388 /*
1389 * For each state after the initial one (which we know is
1390 * constructed from either privdesc or desc), enough
1391 * information for execute_move() to reconstruct it from the
1392 * previous one.
1393 */
1394 for (i = 1; i < me->nstates; i++) {
1395 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1396 switch (me->states[i].movetype) {
1397 case MOVE:
1398 wr("MOVE", me->states[i].movestr);
1399 break;
1400 case SOLVE:
1401 wr("SOLVE", me->states[i].movestr);
1402 break;
1403 case RESTART:
1404 wr("RESTART", me->states[i].movestr);
1405 break;
1406 }
1407 }
1408
1409 #undef wr
1410 }
1411
1412 /*
1413 * This function returns NULL on success, or an error message.
1414 */
1415 char *midend_deserialise(midend *me,
1416 int (*read)(void *ctx, void *buf, int len),
1417 void *rctx)
1418 {
1419 int nstates = 0, statepos = -1, gotstates = 0;
1420 int started = FALSE;
1421 int i;
1422
1423 char *val = NULL;
1424 /* Initially all errors give the same report */
1425 char *ret = "Data does not appear to be a saved game file";
1426
1427 /*
1428 * We construct all the new state in local variables while we
1429 * check its sanity. Only once we have finished reading the
1430 * serialised data and detected no errors at all do we start
1431 * modifying stuff in the midend passed in.
1432 */
1433 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1434 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1435 float elapsed = 0.0F;
1436 game_params *params = NULL, *cparams = NULL;
1437 game_ui *ui = NULL;
1438 struct midend_state_entry *states = NULL;
1439
1440 /*
1441 * Loop round and round reading one key/value pair at a time
1442 * from the serialised stream, until we have enough game states
1443 * to finish.
1444 */
1445 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1446 char key[9], c;
1447 int len;
1448
1449 do {
1450 if (!read(rctx, key, 1)) {
1451 /* unexpected EOF */
1452 goto cleanup;
1453 }
1454 } while (key[0] == '\r' || key[0] == '\n');
1455
1456 if (!read(rctx, key+1, 8)) {
1457 /* unexpected EOF */
1458 goto cleanup;
1459 }
1460
1461 if (key[8] != ':') {
1462 if (started)
1463 ret = "Data was incorrectly formatted for a saved game file";
1464 goto cleanup;
1465 }
1466 len = strcspn(key, ": ");
1467 assert(len <= 8);
1468 key[len] = '\0';
1469
1470 len = 0;
1471 while (1) {
1472 if (!read(rctx, &c, 1)) {
1473 /* unexpected EOF */
1474 goto cleanup;
1475 }
1476
1477 if (c == ':') {
1478 break;
1479 } else if (c >= '0' && c <= '9') {
1480 len = (len * 10) + (c - '0');
1481 } else {
1482 if (started)
1483 ret = "Data was incorrectly formatted for a"
1484 " saved game file";
1485 goto cleanup;
1486 }
1487 }
1488
1489 val = snewn(len+1, char);
1490 if (!read(rctx, val, len)) {
1491 if (started)
1492 goto cleanup;
1493 }
1494 val[len] = '\0';
1495
1496 if (!started) {
1497 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1498 /* ret already has the right message in it */
1499 goto cleanup;
1500 }
1501 /* Now most errors are this one, unless otherwise specified */
1502 ret = "Saved data ended unexpectedly";
1503 started = TRUE;
1504 } else {
1505 if (!strcmp(key, "VERSION")) {
1506 if (strcmp(val, SERIALISE_VERSION)) {
1507 ret = "Cannot handle this version of the saved game"
1508 " file format";
1509 goto cleanup;
1510 }
1511 } else if (!strcmp(key, "GAME")) {
1512 if (strcmp(val, me->ourgame->name)) {
1513 ret = "Save file is from a different game";
1514 goto cleanup;
1515 }
1516 } else if (!strcmp(key, "PARAMS")) {
1517 sfree(parstr);
1518 parstr = val;
1519 val = NULL;
1520 } else if (!strcmp(key, "CPARAMS")) {
1521 sfree(cparstr);
1522 cparstr = val;
1523 val = NULL;
1524 } else if (!strcmp(key, "SEED")) {
1525 sfree(seed);
1526 seed = val;
1527 val = NULL;
1528 } else if (!strcmp(key, "DESC")) {
1529 sfree(desc);
1530 desc = val;
1531 val = NULL;
1532 } else if (!strcmp(key, "PRIVDESC")) {
1533 sfree(privdesc);
1534 privdesc = val;
1535 val = NULL;
1536 } else if (!strcmp(key, "AUXINFO")) {
1537 unsigned char *tmp;
1538 int len = strlen(val) / 2; /* length in bytes */
1539 tmp = hex2bin(val, len);
1540 obfuscate_bitmap(tmp, len*8, TRUE);
1541
1542 sfree(auxinfo);
1543 auxinfo = snewn(len + 1, char);
1544 memcpy(auxinfo, tmp, len);
1545 auxinfo[len] = '\0';
1546 sfree(tmp);
1547 } else if (!strcmp(key, "UI")) {
1548 sfree(uistr);
1549 uistr = val;
1550 val = NULL;
1551 } else if (!strcmp(key, "TIME")) {
1552 elapsed = atof(val);
1553 } else if (!strcmp(key, "NSTATES")) {
1554 nstates = atoi(val);
1555 if (nstates <= 0) {
1556 ret = "Number of states in save file was negative";
1557 goto cleanup;
1558 }
1559 if (states) {
1560 ret = "Two state counts provided in save file";
1561 goto cleanup;
1562 }
1563 states = snewn(nstates, struct midend_state_entry);
1564 for (i = 0; i < nstates; i++) {
1565 states[i].state = NULL;
1566 states[i].movestr = NULL;
1567 states[i].movetype = NEWGAME;
1568 }
1569 } else if (!strcmp(key, "STATEPOS")) {
1570 statepos = atoi(val);
1571 } else if (!strcmp(key, "MOVE")) {
1572 gotstates++;
1573 states[gotstates].movetype = MOVE;
1574 states[gotstates].movestr = val;
1575 val = NULL;
1576 } else if (!strcmp(key, "SOLVE")) {
1577 gotstates++;
1578 states[gotstates].movetype = SOLVE;
1579 states[gotstates].movestr = val;
1580 val = NULL;
1581 } else if (!strcmp(key, "RESTART")) {
1582 gotstates++;
1583 states[gotstates].movetype = RESTART;
1584 states[gotstates].movestr = val;
1585 val = NULL;
1586 }
1587 }
1588
1589 sfree(val);
1590 val = NULL;
1591 }
1592
1593 params = me->ourgame->default_params();
1594 me->ourgame->decode_params(params, parstr);
1595 if (me->ourgame->validate_params(params, TRUE)) {
1596 ret = "Long-term parameters in save file are invalid";
1597 goto cleanup;
1598 }
1599 cparams = me->ourgame->default_params();
1600 me->ourgame->decode_params(cparams, cparstr);
1601 if (me->ourgame->validate_params(cparams, FALSE)) {
1602 ret = "Short-term parameters in save file are invalid";
1603 goto cleanup;
1604 }
1605 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1606 /*
1607 * The seed's no use with this version, but we can perfectly
1608 * well use the rest of the data.
1609 */
1610 sfree(seed);
1611 seed = NULL;
1612 }
1613 if (!desc) {
1614 ret = "Game description in save file is missing";
1615 goto cleanup;
1616 } else if (me->ourgame->validate_desc(params, desc)) {
1617 ret = "Game description in save file is invalid";
1618 goto cleanup;
1619 }
1620 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1621 ret = "Game private description in save file is invalid";
1622 goto cleanup;
1623 }
1624 if (statepos < 0 || statepos >= nstates) {
1625 ret = "Game position in save file is out of range";
1626 }
1627
1628 states[0].state = me->ourgame->new_game(me, params,
1629 privdesc ? privdesc : desc);
1630 for (i = 1; i < nstates; i++) {
1631 assert(states[i].movetype != NEWGAME);
1632 switch (states[i].movetype) {
1633 case MOVE:
1634 case SOLVE:
1635 states[i].state = me->ourgame->execute_move(states[i-1].state,
1636 states[i].movestr);
1637 if (states[i].state == NULL) {
1638 ret = "Save file contained an invalid move";
1639 goto cleanup;
1640 }
1641 break;
1642 case RESTART:
1643 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1644 ret = "Save file contained an invalid restart move";
1645 goto cleanup;
1646 }
1647 states[i].state = me->ourgame->new_game(me, params,
1648 states[i].movestr);
1649 break;
1650 }
1651 }
1652
1653 ui = me->ourgame->new_ui(states[0].state);
1654 me->ourgame->decode_ui(ui, uistr);
1655
1656 /*
1657 * Now we've run out of possible error conditions, so we're
1658 * ready to start overwriting the real data in the current
1659 * midend. We'll do this by swapping things with the local
1660 * variables, so that the same cleanup code will free the old
1661 * stuff.
1662 */
1663 {
1664 char *tmp;
1665
1666 tmp = me->desc;
1667 me->desc = desc;
1668 desc = tmp;
1669
1670 tmp = me->privdesc;
1671 me->privdesc = privdesc;
1672 privdesc = tmp;
1673
1674 tmp = me->seedstr;
1675 me->seedstr = seed;
1676 seed = tmp;
1677
1678 tmp = me->aux_info;
1679 me->aux_info = auxinfo;
1680 auxinfo = tmp;
1681 }
1682
1683 me->genmode = GOT_NOTHING;
1684
1685 me->statesize = nstates;
1686 nstates = me->nstates;
1687 me->nstates = me->statesize;
1688 {
1689 struct midend_state_entry *tmp;
1690 tmp = me->states;
1691 me->states = states;
1692 states = tmp;
1693 }
1694 me->statepos = statepos;
1695
1696 {
1697 game_params *tmp;
1698
1699 tmp = me->params;
1700 me->params = params;
1701 params = tmp;
1702
1703 tmp = me->curparams;
1704 me->curparams = cparams;
1705 cparams = tmp;
1706 }
1707
1708 me->oldstate = NULL;
1709 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1710 me->dir = 0;
1711
1712 {
1713 game_ui *tmp;
1714
1715 tmp = me->ui;
1716 me->ui = ui;
1717 ui = tmp;
1718 }
1719
1720 me->elapsed = elapsed;
1721 me->pressed_mouse_button = 0;
1722
1723 midend_set_timer(me);
1724
1725 if (me->drawstate)
1726 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1727 me->drawstate =
1728 me->ourgame->new_drawstate(me->drawing,
1729 me->states[me->statepos-1].state);
1730 midend_size_new_drawstate(me);
1731
1732 ret = NULL; /* success! */
1733
1734 cleanup:
1735 sfree(val);
1736 sfree(seed);
1737 sfree(parstr);
1738 sfree(cparstr);
1739 sfree(desc);
1740 sfree(privdesc);
1741 sfree(auxinfo);
1742 sfree(uistr);
1743 if (params)
1744 me->ourgame->free_params(params);
1745 if (cparams)
1746 me->ourgame->free_params(cparams);
1747 if (ui)
1748 me->ourgame->free_ui(ui);
1749 if (states) {
1750 int i;
1751
1752 for (i = 0; i < nstates; i++) {
1753 if (states[i].state)
1754 me->ourgame->free_game(states[i].state);
1755 sfree(states[i].movestr);
1756 }
1757 sfree(states);
1758 }
1759
1760 return ret;
1761 }
1762
1763 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1764 {
1765 game_state *soln = NULL;
1766
1767 if (me->statepos < 1)
1768 return "No game set up to print";/* _shouldn't_ happen! */
1769
1770 if (with_soln) {
1771 char *msg, *movestr;
1772
1773 if (!me->ourgame->can_solve)
1774 return "This game does not support the Solve operation";
1775
1776 msg = "Solve operation failed";/* game _should_ overwrite on error */
1777 movestr = me->ourgame->solve(me->states[0].state,
1778 me->states[me->statepos-1].state,
1779 me->aux_info, &msg);
1780 if (!movestr)
1781 return msg;
1782 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1783 movestr);
1784 assert(soln);
1785
1786 sfree(movestr);
1787 } else
1788 soln = NULL;
1789
1790 /*
1791 * This call passes over ownership of the two game_states and
1792 * the game_params. Hence we duplicate the ones we want to
1793 * keep, and we don't have to bother freeing soln if it was
1794 * non-NULL.
1795 */
1796 document_add_puzzle(doc, me->ourgame,
1797 me->ourgame->dup_params(me->curparams),
1798 me->ourgame->dup_game(me->states[0].state), soln);
1799
1800 return NULL;
1801 }