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