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