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