Memory management and other fixes from James H.
[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, **preset_encodings;
35 int npresets, presetsize;
36
37 /*
38 * `desc' and `privdesc' deserve a comment.
39 *
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
44 * is used for both.
45 *
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
58 */
59 char *desc, *privdesc, *seedstr;
60 char *aux_info;
61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
62
63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
65
66 game_params *params, *curparams;
67 game_drawstate *drawstate;
68 game_ui *ui;
69
70 game_state *oldstate;
71 float anim_time, anim_pos;
72 float flash_time, flash_pos;
73 int dir;
74
75 int timing;
76 float elapsed;
77 char *laststatus;
78
79 drawing *drawing;
80
81 int pressed_mouse_button;
82
83 int preferred_tilesize, tilesize, winwidth, winheight;
84 };
85
86 #define ensure(me) do { \
87 if ((me)->nstates >= (me)->statesize) { \
88 (me)->statesize = (me)->nstates + 128; \
89 (me)->states = sresize((me)->states, (me)->statesize, \
90 struct midend_state_entry); \
91 } \
92 } while (0)
93
94 midend *midend_new(frontend *fe, const game *ourgame,
95 const drawing_api *drapi, void *drhandle)
96 {
97 midend *me = snew(midend);
98 void *randseed;
99 int randseedsize;
100
101 get_random_seed(&randseed, &randseedsize);
102
103 me->frontend = fe;
104 me->ourgame = ourgame;
105 me->random = random_new(randseed, randseedsize);
106 me->nstates = me->statesize = me->statepos = 0;
107 me->states = NULL;
108 me->params = ourgame->default_params();
109 me->curparams = NULL;
110 me->desc = me->privdesc = NULL;
111 me->seedstr = NULL;
112 me->aux_info = NULL;
113 me->genmode = GOT_NOTHING;
114 me->drawstate = NULL;
115 me->oldstate = NULL;
116 me->presets = NULL;
117 me->preset_names = NULL;
118 me->preset_encodings = NULL;
119 me->npresets = me->presetsize = 0;
120 me->anim_time = me->anim_pos = 0.0F;
121 me->flash_time = me->flash_pos = 0.0F;
122 me->dir = 0;
123 me->ui = NULL;
124 me->pressed_mouse_button = 0;
125 me->laststatus = NULL;
126 me->timing = FALSE;
127 me->elapsed = 0.0F;
128 me->tilesize = me->winwidth = me->winheight = 0;
129 if (drapi)
130 me->drawing = drawing_new(drapi, me, drhandle);
131 else
132 me->drawing = NULL;
133
134 me->preferred_tilesize = ourgame->preferred_tilesize;
135 {
136 /*
137 * Allow an environment-based override for the default tile
138 * size by defining a variable along the lines of
139 * `NET_TILESIZE=15'.
140 */
141
142 char buf[80], *e;
143 int j, k, ts;
144
145 sprintf(buf, "%s_TILESIZE", me->ourgame->name);
146 for (j = k = 0; buf[j]; j++)
147 if (!isspace((unsigned char)buf[j]))
148 buf[k++] = toupper((unsigned char)buf[j]);
149 buf[k] = '\0';
150 if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
151 me->preferred_tilesize = ts;
152 }
153
154 sfree(randseed);
155
156 return me;
157 }
158
159 static void midend_free_game(midend *me)
160 {
161 while (me->nstates > 0) {
162 me->nstates--;
163 me->ourgame->free_game(me->states[me->nstates].state);
164 sfree(me->states[me->nstates].movestr);
165 }
166
167 if (me->drawstate)
168 me->ourgame->free_drawstate(me->drawing, me->drawstate);
169 }
170
171 void midend_free(midend *me)
172 {
173 int i;
174
175 midend_free_game(me);
176
177 if (me->drawing)
178 drawing_free(me->drawing);
179 random_free(me->random);
180 sfree(me->states);
181 sfree(me->desc);
182 sfree(me->privdesc);
183 sfree(me->seedstr);
184 sfree(me->aux_info);
185 me->ourgame->free_params(me->params);
186 if (me->npresets) {
187 for (i = 0; i < me->npresets; i++) {
188 sfree(me->presets[i]);
189 sfree(me->preset_names[i]);
190 sfree(me->preset_encodings[i]);
191 }
192 sfree(me->presets);
193 sfree(me->preset_names);
194 sfree(me->preset_encodings);
195 }
196 if (me->ui)
197 me->ourgame->free_ui(me->ui);
198 if (me->curparams)
199 me->ourgame->free_params(me->curparams);
200 sfree(me->laststatus);
201 sfree(me);
202 }
203
204 static void midend_size_new_drawstate(midend *me)
205 {
206 /*
207 * Don't even bother, if we haven't worked out our tile size
208 * anyway yet.
209 */
210 if (me->tilesize > 0) {
211 me->ourgame->compute_size(me->params, me->tilesize,
212 &me->winwidth, &me->winheight);
213 me->ourgame->set_size(me->drawing, me->drawstate,
214 me->params, me->tilesize);
215 }
216 }
217
218 void midend_size(midend *me, int *x, int *y, int user_size)
219 {
220 int min, max;
221 int rx, ry;
222
223 /*
224 * We can't set the size on the same drawstate twice. So if
225 * we've already sized one drawstate, we must throw it away and
226 * create a new one.
227 */
228 if (me->drawstate && me->tilesize > 0) {
229 me->ourgame->free_drawstate(me->drawing, me->drawstate);
230 me->drawstate = me->ourgame->new_drawstate(me->drawing,
231 me->states[0].state);
232 }
233
234 /*
235 * Find the tile size that best fits within the given space. If
236 * `user_size' is TRUE, we must actually find the _largest_ such
237 * tile size, in order to get as close to the user's explicit
238 * request as possible; otherwise, we bound above at the game's
239 * preferred tile size, so that the game gets what it wants
240 * provided that this doesn't break the constraint from the
241 * front-end (which is likely to be a screen size or similar).
242 */
243 if (user_size) {
244 max = 1;
245 do {
246 max *= 2;
247 me->ourgame->compute_size(me->params, max, &rx, &ry);
248 } while (rx <= *x && ry <= *y);
249 } else
250 max = me->preferred_tilesize + 1;
251 min = 1;
252
253 /*
254 * Now binary-search between min and max. We're looking for a
255 * boundary rather than a value: the point at which tile sizes
256 * stop fitting within the given dimensions. Thus, we stop when
257 * max and min differ by exactly 1.
258 */
259 while (max - min > 1) {
260 int mid = (max + min) / 2;
261 me->ourgame->compute_size(me->params, mid, &rx, &ry);
262 if (rx <= *x && ry <= *y)
263 min = mid;
264 else
265 max = mid;
266 }
267
268 /*
269 * Now `min' is a valid size, and `max' isn't. So use `min'.
270 */
271
272 me->tilesize = min;
273 if (user_size)
274 /* If the user requested a change in size, make it permanent. */
275 me->preferred_tilesize = me->tilesize;
276 midend_size_new_drawstate(me);
277 *x = me->winwidth;
278 *y = me->winheight;
279 }
280
281 int midend_tilesize(midend *me) { return me->tilesize; }
282
283 void midend_set_params(midend *me, game_params *params)
284 {
285 me->ourgame->free_params(me->params);
286 me->params = me->ourgame->dup_params(params);
287 }
288
289 game_params *midend_get_params(midend *me)
290 {
291 return me->ourgame->dup_params(me->params);
292 }
293
294 static void midend_set_timer(midend *me)
295 {
296 me->timing = (me->ourgame->is_timed &&
297 me->ourgame->timing_state(me->states[me->statepos-1].state,
298 me->ui));
299 if (me->timing || me->flash_time || me->anim_time)
300 activate_timer(me->frontend);
301 else
302 deactivate_timer(me->frontend);
303 }
304
305 void midend_force_redraw(midend *me)
306 {
307 if (me->drawstate)
308 me->ourgame->free_drawstate(me->drawing, me->drawstate);
309 me->drawstate = me->ourgame->new_drawstate(me->drawing,
310 me->states[0].state);
311 midend_size_new_drawstate(me);
312 midend_redraw(me);
313 }
314
315 void midend_new_game(midend *me)
316 {
317 midend_free_game(me);
318
319 assert(me->nstates == 0);
320
321 if (me->genmode == GOT_DESC) {
322 me->genmode = GOT_NOTHING;
323 } else {
324 random_state *rs;
325
326 if (me->genmode == GOT_SEED) {
327 me->genmode = GOT_NOTHING;
328 } else {
329 /*
330 * Generate a new random seed. 15 digits comes to about
331 * 48 bits, which should be more than enough.
332 *
333 * I'll avoid putting a leading zero on the number,
334 * just in case it confuses anybody who thinks it's
335 * processed as an integer rather than a string.
336 */
337 char newseed[16];
338 int i;
339 newseed[15] = '\0';
340 newseed[0] = '1' + (char)random_upto(me->random, 9);
341 for (i = 1; i < 15; i++)
342 newseed[i] = '0' + (char)random_upto(me->random, 10);
343 sfree(me->seedstr);
344 me->seedstr = dupstr(newseed);
345
346 if (me->curparams)
347 me->ourgame->free_params(me->curparams);
348 me->curparams = me->ourgame->dup_params(me->params);
349 }
350
351 sfree(me->desc);
352 sfree(me->privdesc);
353 sfree(me->aux_info);
354 me->aux_info = NULL;
355
356 rs = random_new(me->seedstr, strlen(me->seedstr));
357 /*
358 * If this midend has been instantiated without providing a
359 * drawing API, it is non-interactive. This means that it's
360 * being used for bulk game generation, and hence we should
361 * pass the non-interactive flag to new_desc.
362 */
363 me->desc = me->ourgame->new_desc(me->curparams, rs,
364 &me->aux_info, (me->drawing != NULL));
365 me->privdesc = NULL;
366 random_free(rs);
367 }
368
369 ensure(me);
370
371 /*
372 * It might seem a bit odd that we're using me->params to
373 * create the initial game state, rather than me->curparams
374 * which is better tailored to this specific game and which we
375 * always know.
376 *
377 * It's supposed to be an invariant in the midend that
378 * me->params and me->curparams differ in no aspect that is
379 * important after generation (i.e. after new_desc()). By
380 * deliberately passing the _less_ specific of these two
381 * parameter sets, we provoke play-time misbehaviour in the
382 * case where a game has failed to encode a play-time parameter
383 * in the non-full version of encode_params().
384 */
385 me->states[me->nstates].state =
386 me->ourgame->new_game(me, me->params, me->desc);
387
388 /*
389 * As part of our commitment to self-testing, test the aux
390 * string to make sure nothing ghastly went wrong.
391 */
392 if (me->ourgame->can_solve && me->aux_info) {
393 game_state *s;
394 char *msg, *movestr;
395
396 msg = NULL;
397 movestr = me->ourgame->solve(me->states[0].state,
398 me->states[0].state,
399 me->aux_info, &msg);
400 assert(movestr && !msg);
401 s = me->ourgame->execute_move(me->states[0].state, movestr);
402 assert(s);
403 me->ourgame->free_game(s);
404 sfree(movestr);
405 }
406
407 me->states[me->nstates].movestr = NULL;
408 me->states[me->nstates].movetype = NEWGAME;
409 me->nstates++;
410 me->statepos = 1;
411 me->drawstate = me->ourgame->new_drawstate(me->drawing,
412 me->states[0].state);
413 midend_size_new_drawstate(me);
414 me->elapsed = 0.0F;
415 if (me->ui)
416 me->ourgame->free_ui(me->ui);
417 me->ui = me->ourgame->new_ui(me->states[0].state);
418 midend_set_timer(me);
419 me->pressed_mouse_button = 0;
420 }
421
422 static int midend_undo(midend *me)
423 {
424 if (me->statepos > 1) {
425 if (me->ui)
426 me->ourgame->changed_state(me->ui,
427 me->states[me->statepos-1].state,
428 me->states[me->statepos-2].state);
429 me->statepos--;
430 me->dir = -1;
431 return 1;
432 } else
433 return 0;
434 }
435
436 static int midend_redo(midend *me)
437 {
438 if (me->statepos < me->nstates) {
439 if (me->ui)
440 me->ourgame->changed_state(me->ui,
441 me->states[me->statepos-1].state,
442 me->states[me->statepos].state);
443 me->statepos++;
444 me->dir = +1;
445 return 1;
446 } else
447 return 0;
448 }
449
450 static void midend_finish_move(midend *me)
451 {
452 float flashtime;
453
454 /*
455 * We do not flash if the later of the two states is special.
456 * This covers both forward Solve moves and backward (undone)
457 * Restart moves.
458 */
459 if ((me->oldstate || me->statepos > 1) &&
460 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
461 (me->dir < 0 && me->statepos < me->nstates &&
462 !special(me->states[me->statepos].movetype)))) {
463 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
464 me->states[me->statepos-2].state,
465 me->states[me->statepos-1].state,
466 me->oldstate ? me->dir : +1,
467 me->ui);
468 if (flashtime > 0) {
469 me->flash_pos = 0.0F;
470 me->flash_time = flashtime;
471 }
472 }
473
474 if (me->oldstate)
475 me->ourgame->free_game(me->oldstate);
476 me->oldstate = NULL;
477 me->anim_pos = me->anim_time = 0;
478 me->dir = 0;
479
480 midend_set_timer(me);
481 }
482
483 void midend_stop_anim(midend *me)
484 {
485 if (me->oldstate || me->anim_time != 0) {
486 midend_finish_move(me);
487 midend_redraw(me);
488 }
489 }
490
491 void midend_restart_game(midend *me)
492 {
493 game_state *s;
494
495 midend_stop_anim(me);
496
497 assert(me->statepos >= 1);
498 if (me->statepos == 1)
499 return; /* no point doing anything at all! */
500
501 /*
502 * During restart, we reconstruct the game from the (public)
503 * game description rather than from states[0], because that
504 * way Mines gets slightly more sensible behaviour (restart
505 * goes to _after_ the first click so you don't have to
506 * remember where you clicked).
507 */
508 s = me->ourgame->new_game(me, me->params, me->desc);
509
510 /*
511 * Now enter the restarted state as the next move.
512 */
513 midend_stop_anim(me);
514 while (me->nstates > me->statepos)
515 me->ourgame->free_game(me->states[--me->nstates].state);
516 ensure(me);
517 me->states[me->nstates].state = s;
518 me->states[me->nstates].movestr = dupstr(me->desc);
519 me->states[me->nstates].movetype = RESTART;
520 me->statepos = ++me->nstates;
521 if (me->ui)
522 me->ourgame->changed_state(me->ui,
523 me->states[me->statepos-2].state,
524 me->states[me->statepos-1].state);
525 me->anim_time = 0.0;
526 midend_finish_move(me);
527 midend_redraw(me);
528 midend_set_timer(me);
529 }
530
531 static int midend_really_process_key(midend *me, int x, int y, int button)
532 {
533 game_state *oldstate =
534 me->ourgame->dup_game(me->states[me->statepos - 1].state);
535 int type = MOVE, gottype = FALSE, ret = 1;
536 float anim_time;
537 game_state *s;
538 char *movestr;
539
540 movestr =
541 me->ourgame->interpret_move(me->states[me->statepos-1].state,
542 me->ui, me->drawstate, x, y, button);
543
544 if (!movestr) {
545 if (button == 'n' || button == 'N' || button == '\x0E') {
546 midend_stop_anim(me);
547 midend_new_game(me);
548 midend_redraw(me);
549 goto done; /* never animate */
550 } else if (button == 'u' || button == 'u' ||
551 button == '\x1A' || button == '\x1F') {
552 midend_stop_anim(me);
553 type = me->states[me->statepos-1].movetype;
554 gottype = TRUE;
555 if (!midend_undo(me))
556 goto done;
557 } else if (button == 'r' || button == 'R' ||
558 button == '\x12' || button == '\x19') {
559 midend_stop_anim(me);
560 if (!midend_redo(me))
561 goto done;
562 } else if (button == '\x13' && me->ourgame->can_solve) {
563 if (midend_solve(me))
564 goto done;
565 } else if (button == 'q' || button == 'Q' || button == '\x11') {
566 ret = 0;
567 goto done;
568 } else
569 goto done;
570 } else {
571 if (!*movestr)
572 s = me->states[me->statepos-1].state;
573 else {
574 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
575 movestr);
576 assert(s != NULL);
577 }
578
579 if (s == me->states[me->statepos-1].state) {
580 /*
581 * make_move() is allowed to return its input state to
582 * indicate that although no move has been made, the UI
583 * state has been updated and a redraw is called for.
584 */
585 midend_redraw(me);
586 midend_set_timer(me);
587 goto done;
588 } else if (s) {
589 midend_stop_anim(me);
590 while (me->nstates > me->statepos)
591 me->ourgame->free_game(me->states[--me->nstates].state);
592 ensure(me);
593 assert(movestr != NULL);
594 me->states[me->nstates].state = s;
595 me->states[me->nstates].movestr = movestr;
596 me->states[me->nstates].movetype = MOVE;
597 me->statepos = ++me->nstates;
598 me->dir = +1;
599 if (me->ui)
600 me->ourgame->changed_state(me->ui,
601 me->states[me->statepos-2].state,
602 me->states[me->statepos-1].state);
603 } else {
604 goto done;
605 }
606 }
607
608 if (!gottype)
609 type = me->states[me->statepos-1].movetype;
610
611 /*
612 * See if this move requires an animation.
613 */
614 if (special(type) && !(type == SOLVE &&
615 (me->ourgame->flags & SOLVE_ANIMATES))) {
616 anim_time = 0;
617 } else {
618 anim_time = me->ourgame->anim_length(oldstate,
619 me->states[me->statepos-1].state,
620 me->dir, me->ui);
621 }
622
623 me->oldstate = oldstate; oldstate = NULL;
624 if (anim_time > 0) {
625 me->anim_time = anim_time;
626 } else {
627 me->anim_time = 0.0;
628 midend_finish_move(me);
629 }
630 me->anim_pos = 0.0;
631
632 midend_redraw(me);
633
634 midend_set_timer(me);
635
636 done:
637 if (oldstate) me->ourgame->free_game(oldstate);
638 return ret;
639 }
640
641 int midend_process_key(midend *me, int x, int y, int button)
642 {
643 int ret = 1;
644
645 /*
646 * Harmonise mouse drag and release messages.
647 *
648 * Some front ends might accidentally switch from sending, say,
649 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
650 * drag. (This can happen on the Mac, for example, since
651 * RIGHT_DRAG is usually done using Command+drag, and if the
652 * user accidentally releases Command half way through the drag
653 * then there will be trouble.)
654 *
655 * It would be an O(number of front ends) annoyance to fix this
656 * in the front ends, but an O(number of back ends) annoyance
657 * to have each game capable of dealing with it. Therefore, we
658 * fix it _here_ in the common midend code so that it only has
659 * to be done once.
660 *
661 * The possible ways in which things can go screwy in the front
662 * end are:
663 *
664 * - in a system containing multiple physical buttons button
665 * presses can inadvertently overlap. We can see ABab (caps
666 * meaning button-down and lowercase meaning button-up) when
667 * the user had semantically intended AaBb.
668 *
669 * - in a system where one button is simulated by means of a
670 * modifier key and another button, buttons can mutate
671 * between press and release (possibly during drag). So we
672 * can see Ab instead of Aa.
673 *
674 * Definite requirements are:
675 *
676 * - button _presses_ must never be invented or destroyed. If
677 * the user presses two buttons in succession, the button
678 * presses must be transferred to the backend unchanged. So
679 * if we see AaBb , that's fine; if we see ABab (the button
680 * presses inadvertently overlapped) we must somehow
681 * `correct' it to AaBb.
682 *
683 * - every mouse action must end up looking like a press, zero
684 * or more drags, then a release. This allows back ends to
685 * make the _assumption_ that incoming mouse data will be
686 * sane in this regard, and not worry about the details.
687 *
688 * So my policy will be:
689 *
690 * - treat any button-up as a button-up for the currently
691 * pressed button, or ignore it if there is no currently
692 * pressed button.
693 *
694 * - treat any drag as a drag for the currently pressed
695 * button, or ignore it if there is no currently pressed
696 * button.
697 *
698 * - if we see a button-down while another button is currently
699 * pressed, invent a button-up for the first one and then
700 * pass the button-down through as before.
701 *
702 * 2005-05-31: An addendum to the above. Some games might want
703 * a `priority order' among buttons, such that if one button is
704 * pressed while another is down then a fixed one of the
705 * buttons takes priority no matter what order they're pressed
706 * in. Mines, in particular, wants to treat a left+right click
707 * like a left click for the benefit of users of other
708 * implementations. So the last of the above points is modified
709 * in the presence of an (optional) button priority order.
710 *
711 * A further addition: we translate certain keyboard presses to
712 * cursor key 'select' buttons, so that a) frontends don't have
713 * to translate these themselves (like they do for CURSOR_UP etc),
714 * and b) individual games don't have to hard-code button presses
715 * of '\n' etc for keyboard-based cursors. The choice of buttons
716 * here could eventually be controlled by a runtime configuration
717 * option.
718 */
719 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
720 if (me->pressed_mouse_button) {
721 if (IS_MOUSE_DRAG(button)) {
722 button = me->pressed_mouse_button +
723 (LEFT_DRAG - LEFT_BUTTON);
724 } else {
725 button = me->pressed_mouse_button +
726 (LEFT_RELEASE - LEFT_BUTTON);
727 }
728 } else
729 return ret; /* ignore it */
730 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
731 /*
732 * If the new button has lower priority than the old one,
733 * don't bother doing this.
734 */
735 if (me->ourgame->flags &
736 BUTTON_BEATS(me->pressed_mouse_button, button))
737 return ret; /* just ignore it */
738
739 /*
740 * Fabricate a button-up for the previously pressed button.
741 */
742 ret = ret && midend_really_process_key
743 (me, x, y, (me->pressed_mouse_button +
744 (LEFT_RELEASE - LEFT_BUTTON)));
745 }
746
747 /*
748 * Translate keyboard presses to cursor selection.
749 */
750 if (button == '\n' || button == '\r')
751 button = CURSOR_SELECT;
752 if (button == ' ')
753 button = CURSOR_SELECT2;
754
755 /*
756 * Now send on the event we originally received.
757 */
758 ret = ret && midend_really_process_key(me, x, y, button);
759
760 /*
761 * And update the currently pressed button.
762 */
763 if (IS_MOUSE_RELEASE(button))
764 me->pressed_mouse_button = 0;
765 else if (IS_MOUSE_DOWN(button))
766 me->pressed_mouse_button = button;
767
768 return ret;
769 }
770
771 void midend_redraw(midend *me)
772 {
773 assert(me->drawing);
774
775 if (me->statepos > 0 && me->drawstate) {
776 start_draw(me->drawing);
777 if (me->oldstate && me->anim_time > 0 &&
778 me->anim_pos < me->anim_time) {
779 assert(me->dir != 0);
780 me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
781 me->states[me->statepos-1].state, me->dir,
782 me->ui, me->anim_pos, me->flash_pos);
783 } else {
784 me->ourgame->redraw(me->drawing, me->drawstate, NULL,
785 me->states[me->statepos-1].state, +1 /*shrug*/,
786 me->ui, 0.0, me->flash_pos);
787 }
788 end_draw(me->drawing);
789 }
790 }
791
792 /*
793 * Nasty hacky function used to implement the --redo option in
794 * gtk.c. Only used for generating the puzzles' icons.
795 */
796 void midend_freeze_timer(midend *me, float tprop)
797 {
798 me->anim_pos = me->anim_time * tprop;
799 midend_redraw(me);
800 deactivate_timer(me->frontend);
801 }
802
803 void midend_timer(midend *me, float tplus)
804 {
805 int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
806
807 me->anim_pos += tplus;
808 if (me->anim_pos >= me->anim_time ||
809 me->anim_time == 0 || !me->oldstate) {
810 if (me->anim_time > 0)
811 midend_finish_move(me);
812 }
813
814 me->flash_pos += tplus;
815 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
816 me->flash_pos = me->flash_time = 0;
817 }
818
819 if (need_redraw)
820 midend_redraw(me);
821
822 if (me->timing) {
823 float oldelapsed = me->elapsed;
824 me->elapsed += tplus;
825 if ((int)oldelapsed != (int)me->elapsed)
826 status_bar(me->drawing, me->laststatus ? me->laststatus : "");
827 }
828
829 midend_set_timer(me);
830 }
831
832 float *midend_colours(midend *me, int *ncolours)
833 {
834 float *ret;
835
836 ret = me->ourgame->colours(me->frontend, ncolours);
837
838 {
839 int i;
840
841 /*
842 * Allow environment-based overrides for the standard
843 * colours by defining variables along the lines of
844 * `NET_COLOUR_4=6000c0'.
845 */
846
847 for (i = 0; i < *ncolours; i++) {
848 char buf[80], *e;
849 unsigned int r, g, b;
850 int j, k;
851
852 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
853 for (j = k = 0; buf[j]; j++)
854 if (!isspace((unsigned char)buf[j]))
855 buf[k++] = toupper((unsigned char)buf[j]);
856 buf[k] = '\0';
857 if ((e = getenv(buf)) != NULL &&
858 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
859 ret[i*3 + 0] = r / 255.0F;
860 ret[i*3 + 1] = g / 255.0F;
861 ret[i*3 + 2] = b / 255.0F;
862 }
863 }
864 }
865
866 return ret;
867 }
868
869 int midend_num_presets(midend *me)
870 {
871 if (!me->npresets) {
872 char *name;
873 game_params *preset;
874
875 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
876 if (me->presetsize <= me->npresets) {
877 me->presetsize = me->npresets + 10;
878 me->presets = sresize(me->presets, me->presetsize,
879 game_params *);
880 me->preset_names = sresize(me->preset_names, me->presetsize,
881 char *);
882 me->preset_encodings = sresize(me->preset_encodings,
883 me->presetsize, char *);
884 }
885
886 me->presets[me->npresets] = preset;
887 me->preset_names[me->npresets] = name;
888 me->preset_encodings[me->npresets] =
889 me->ourgame->encode_params(preset, TRUE);;
890 me->npresets++;
891 }
892 }
893
894 {
895 /*
896 * Allow environment-based extensions to the preset list by
897 * defining a variable along the lines of `SOLO_PRESETS=2x3
898 * Advanced:2x3da'. Colon-separated list of items,
899 * alternating between textual titles in the menu and
900 * encoded parameter strings.
901 */
902 char buf[80], *e, *p;
903 int j, k;
904
905 sprintf(buf, "%s_PRESETS", me->ourgame->name);
906 for (j = k = 0; buf[j]; j++)
907 if (!isspace((unsigned char)buf[j]))
908 buf[k++] = toupper((unsigned char)buf[j]);
909 buf[k] = '\0';
910
911 if ((e = getenv(buf)) != NULL) {
912 p = e = dupstr(e);
913
914 while (*p) {
915 char *name, *val;
916 game_params *preset;
917
918 name = p;
919 while (*p && *p != ':') p++;
920 if (*p) *p++ = '\0';
921 val = p;
922 while (*p && *p != ':') p++;
923 if (*p) *p++ = '\0';
924
925 preset = me->ourgame->default_params();
926 me->ourgame->decode_params(preset, val);
927
928 if (me->ourgame->validate_params(preset, TRUE)) {
929 /* Drop this one from the list. */
930 me->ourgame->free_params(preset);
931 continue;
932 }
933
934 if (me->presetsize <= me->npresets) {
935 me->presetsize = me->npresets + 10;
936 me->presets = sresize(me->presets, me->presetsize,
937 game_params *);
938 me->preset_names = sresize(me->preset_names,
939 me->presetsize, char *);
940 me->preset_encodings = sresize(me->preset_encodings,
941 me->presetsize, char *);
942 }
943
944 me->presets[me->npresets] = preset;
945 me->preset_names[me->npresets] = dupstr(name);
946 me->preset_encodings[me->npresets] =
947 me->ourgame->encode_params(preset, TRUE);
948 me->npresets++;
949 }
950 sfree(e);
951 }
952 }
953
954 return me->npresets;
955 }
956
957 void midend_fetch_preset(midend *me, int n,
958 char **name, game_params **params)
959 {
960 assert(n >= 0 && n < me->npresets);
961 *name = me->preset_names[n];
962 *params = me->presets[n];
963 }
964
965 int midend_which_preset(midend *me)
966 {
967 char *encoding = me->ourgame->encode_params(me->params, TRUE);
968 int i, ret;
969
970 ret = -1;
971 for (i = 0; i < me->npresets; i++)
972 if (!strcmp(encoding, me->preset_encodings[i])) {
973 ret = i;
974 break;
975 }
976
977 sfree(encoding);
978 return ret;
979 }
980
981 int midend_wants_statusbar(midend *me)
982 {
983 return me->ourgame->wants_statusbar;
984 }
985
986 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
987 {
988 sfree(me->desc);
989 sfree(me->privdesc);
990 me->desc = dupstr(desc);
991 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
992 }
993
994 config_item *midend_get_config(midend *me, int which, char **wintitle)
995 {
996 char *titlebuf, *parstr, *rest;
997 config_item *ret;
998 char sep;
999
1000 assert(wintitle);
1001 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
1002
1003 switch (which) {
1004 case CFG_SETTINGS:
1005 sprintf(titlebuf, "%s configuration", me->ourgame->name);
1006 *wintitle = titlebuf;
1007 return me->ourgame->configure(me->params);
1008 case CFG_SEED:
1009 case CFG_DESC:
1010 if (!me->curparams) {
1011 sfree(titlebuf);
1012 return NULL;
1013 }
1014 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1015 which == CFG_SEED ? "random" : "game");
1016 *wintitle = titlebuf;
1017
1018 ret = snewn(2, config_item);
1019
1020 ret[0].type = C_STRING;
1021 if (which == CFG_SEED)
1022 ret[0].name = "Game random seed";
1023 else
1024 ret[0].name = "Game ID";
1025 ret[0].ival = 0;
1026 /*
1027 * For CFG_DESC the text going in here will be a string
1028 * encoding of the restricted parameters, plus a colon,
1029 * plus the game description. For CFG_SEED it will be the
1030 * full parameters, plus a hash, plus the random seed data.
1031 * Either of these is a valid full game ID (although only
1032 * the former is likely to persist across many code
1033 * changes).
1034 */
1035 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1036 assert(parstr);
1037 if (which == CFG_DESC) {
1038 rest = me->desc ? me->desc : "";
1039 sep = ':';
1040 } else {
1041 rest = me->seedstr ? me->seedstr : "";
1042 sep = '#';
1043 }
1044 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
1045 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
1046 sfree(parstr);
1047
1048 ret[1].type = C_END;
1049 ret[1].name = ret[1].sval = NULL;
1050 ret[1].ival = 0;
1051
1052 return ret;
1053 }
1054
1055 assert(!"We shouldn't be here");
1056 return NULL;
1057 }
1058
1059 static char *midend_game_id_int(midend *me, char *id, int defmode)
1060 {
1061 char *error, *par, *desc, *seed;
1062 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
1063 int free_params;
1064
1065 seed = strchr(id, '#');
1066 desc = strchr(id, ':');
1067
1068 if (desc && (!seed || desc < seed)) {
1069 /*
1070 * We have a colon separating parameters from game
1071 * description. So `par' now points to the parameters
1072 * string, and `desc' to the description string.
1073 */
1074 *desc++ = '\0';
1075 par = id;
1076 seed = NULL;
1077 } else if (seed && (!desc || seed < desc)) {
1078 /*
1079 * We have a hash separating parameters from random seed.
1080 * So `par' now points to the parameters string, and `seed'
1081 * to the seed string.
1082 */
1083 *seed++ = '\0';
1084 par = id;
1085 desc = NULL;
1086 } else {
1087 /*
1088 * We only have one string. Depending on `defmode', we take
1089 * it to be either parameters, seed or description.
1090 */
1091 if (defmode == DEF_SEED) {
1092 seed = id;
1093 par = desc = NULL;
1094 } else if (defmode == DEF_DESC) {
1095 desc = id;
1096 par = seed = NULL;
1097 } else {
1098 par = id;
1099 seed = desc = NULL;
1100 }
1101 }
1102
1103 /*
1104 * We must be reasonably careful here not to modify anything in
1105 * `me' until we have finished validating things. This function
1106 * must either return an error and do nothing to the midend, or
1107 * return success and do everything; nothing in between is
1108 * acceptable.
1109 */
1110 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
1111
1112 if (par) {
1113 newcurparams = me->ourgame->dup_params(me->params);
1114 me->ourgame->decode_params(newcurparams, par);
1115 error = me->ourgame->validate_params(newcurparams, desc == NULL);
1116 if (error) {
1117 me->ourgame->free_params(newcurparams);
1118 return error;
1119 }
1120 oldparams1 = me->curparams;
1121
1122 /*
1123 * Now filter only the persistent parts of this state into
1124 * the long-term params structure, unless we've _only_
1125 * received a params string in which case the whole lot is
1126 * persistent.
1127 */
1128 oldparams2 = me->params;
1129 if (seed || desc) {
1130 char *tmpstr;
1131
1132 newparams = me->ourgame->dup_params(me->params);
1133
1134 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
1135 me->ourgame->decode_params(newparams, tmpstr);
1136
1137 sfree(tmpstr);
1138 } else {
1139 newparams = me->ourgame->dup_params(newcurparams);
1140 }
1141 free_params = TRUE;
1142 } else {
1143 newcurparams = me->curparams;
1144 newparams = me->params;
1145 free_params = FALSE;
1146 }
1147
1148 if (desc) {
1149 error = me->ourgame->validate_desc(newparams, desc);
1150 if (error) {
1151 if (free_params) {
1152 if (newcurparams)
1153 me->ourgame->free_params(newcurparams);
1154 if (newparams)
1155 me->ourgame->free_params(newparams);
1156 }
1157 return error;
1158 }
1159 }
1160
1161 /*
1162 * Now we've got past all possible error points. Update the
1163 * midend itself.
1164 */
1165 me->params = newparams;
1166 me->curparams = newcurparams;
1167 if (oldparams1)
1168 me->ourgame->free_params(oldparams1);
1169 if (oldparams2)
1170 me->ourgame->free_params(oldparams2);
1171
1172 sfree(me->desc);
1173 sfree(me->privdesc);
1174 me->desc = me->privdesc = NULL;
1175 sfree(me->seedstr);
1176 me->seedstr = NULL;
1177
1178 if (desc) {
1179 me->desc = dupstr(desc);
1180 me->genmode = GOT_DESC;
1181 sfree(me->aux_info);
1182 me->aux_info = NULL;
1183 }
1184
1185 if (seed) {
1186 me->seedstr = dupstr(seed);
1187 me->genmode = GOT_SEED;
1188 }
1189
1190 return NULL;
1191 }
1192
1193 char *midend_game_id(midend *me, char *id)
1194 {
1195 return midend_game_id_int(me, id, DEF_PARAMS);
1196 }
1197
1198 char *midend_get_game_id(midend *me)
1199 {
1200 char *parstr, *ret;
1201
1202 parstr = me->ourgame->encode_params(me->curparams, FALSE);
1203 assert(parstr);
1204 assert(me->desc);
1205 ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
1206 sprintf(ret, "%s:%s", parstr, me->desc);
1207 sfree(parstr);
1208 return ret;
1209 }
1210
1211 char *midend_set_config(midend *me, int which, config_item *cfg)
1212 {
1213 char *error;
1214 game_params *params;
1215
1216 switch (which) {
1217 case CFG_SETTINGS:
1218 params = me->ourgame->custom_params(cfg);
1219 error = me->ourgame->validate_params(params, TRUE);
1220
1221 if (error) {
1222 me->ourgame->free_params(params);
1223 return error;
1224 }
1225
1226 me->ourgame->free_params(me->params);
1227 me->params = params;
1228 break;
1229
1230 case CFG_SEED:
1231 case CFG_DESC:
1232 error = midend_game_id_int(me, cfg[0].sval,
1233 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1234 if (error)
1235 return error;
1236 break;
1237 }
1238
1239 return NULL;
1240 }
1241
1242 int midend_can_format_as_text_now(midend *me)
1243 {
1244 if (me->ourgame->can_format_as_text_ever)
1245 return me->ourgame->can_format_as_text_now(me->params);
1246 else
1247 return FALSE;
1248 }
1249
1250 char *midend_text_format(midend *me)
1251 {
1252 if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
1253 me->ourgame->can_format_as_text_now(me->params))
1254 return me->ourgame->text_format(me->states[me->statepos-1].state);
1255 else
1256 return NULL;
1257 }
1258
1259 char *midend_solve(midend *me)
1260 {
1261 game_state *s;
1262 char *msg, *movestr;
1263
1264 if (!me->ourgame->can_solve)
1265 return "This game does not support the Solve operation";
1266
1267 if (me->statepos < 1)
1268 return "No game set up to solve"; /* _shouldn't_ happen! */
1269
1270 msg = NULL;
1271 movestr = me->ourgame->solve(me->states[0].state,
1272 me->states[me->statepos-1].state,
1273 me->aux_info, &msg);
1274 if (!movestr) {
1275 if (!msg)
1276 msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
1277 return msg;
1278 }
1279 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1280 assert(s);
1281
1282 /*
1283 * Now enter the solved state as the next move.
1284 */
1285 midend_stop_anim(me);
1286 while (me->nstates > me->statepos) {
1287 me->ourgame->free_game(me->states[--me->nstates].state);
1288 if (me->states[me->nstates].movestr)
1289 sfree(me->states[me->nstates].movestr);
1290 }
1291 ensure(me);
1292 me->states[me->nstates].state = s;
1293 me->states[me->nstates].movestr = movestr;
1294 me->states[me->nstates].movetype = SOLVE;
1295 me->statepos = ++me->nstates;
1296 if (me->ui)
1297 me->ourgame->changed_state(me->ui,
1298 me->states[me->statepos-2].state,
1299 me->states[me->statepos-1].state);
1300 me->dir = +1;
1301 if (me->ourgame->flags & SOLVE_ANIMATES) {
1302 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1303 me->anim_time =
1304 me->ourgame->anim_length(me->states[me->statepos-2].state,
1305 me->states[me->statepos-1].state,
1306 +1, me->ui);
1307 me->anim_pos = 0.0;
1308 } else {
1309 me->anim_time = 0.0;
1310 midend_finish_move(me);
1311 }
1312 midend_redraw(me);
1313 midend_set_timer(me);
1314 return NULL;
1315 }
1316
1317 char *midend_rewrite_statusbar(midend *me, char *text)
1318 {
1319 /*
1320 * An important special case is that we are occasionally called
1321 * with our own laststatus, to update the timer.
1322 */
1323 if (me->laststatus != text) {
1324 sfree(me->laststatus);
1325 me->laststatus = dupstr(text);
1326 }
1327
1328 if (me->ourgame->is_timed) {
1329 char timebuf[100], *ret;
1330 int min, sec;
1331
1332 sec = (int)me->elapsed;
1333 min = sec / 60;
1334 sec %= 60;
1335 sprintf(timebuf, "[%d:%02d] ", min, sec);
1336
1337 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1338 strcpy(ret, timebuf);
1339 strcat(ret, text);
1340 return ret;
1341
1342 } else {
1343 return dupstr(text);
1344 }
1345 }
1346
1347 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1348 #define SERIALISE_VERSION "1"
1349
1350 void midend_serialise(midend *me,
1351 void (*write)(void *ctx, void *buf, int len),
1352 void *wctx)
1353 {
1354 int i;
1355
1356 /*
1357 * Each line of the save file contains three components. First
1358 * exactly 8 characters of header word indicating what type of
1359 * data is contained on the line; then a colon followed by a
1360 * decimal integer giving the length of the main string on the
1361 * line; then a colon followed by the string itself (exactly as
1362 * many bytes as previously specified, no matter what they
1363 * contain). Then a newline (of reasonably flexible form).
1364 */
1365 #define wr(h,s) do { \
1366 char hbuf[80]; \
1367 char *str = (s); \
1368 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1369 write(wctx, hbuf, strlen(hbuf)); \
1370 write(wctx, str, strlen(str)); \
1371 write(wctx, "\n", 1); \
1372 } while (0)
1373
1374 /*
1375 * Magic string identifying the file, and version number of the
1376 * file format.
1377 */
1378 wr("SAVEFILE", SERIALISE_MAGIC);
1379 wr("VERSION", SERIALISE_VERSION);
1380
1381 /*
1382 * The game name. (Copied locally to avoid const annoyance.)
1383 */
1384 {
1385 char *s = dupstr(me->ourgame->name);
1386 wr("GAME", s);
1387 sfree(s);
1388 }
1389
1390 /*
1391 * The current long-term parameters structure, in full.
1392 */
1393 if (me->params) {
1394 char *s = me->ourgame->encode_params(me->params, TRUE);
1395 wr("PARAMS", s);
1396 sfree(s);
1397 }
1398
1399 /*
1400 * The current short-term parameters structure, in full.
1401 */
1402 if (me->curparams) {
1403 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1404 wr("CPARAMS", s);
1405 sfree(s);
1406 }
1407
1408 /*
1409 * The current game description, the privdesc, and the random seed.
1410 */
1411 if (me->seedstr)
1412 wr("SEED", me->seedstr);
1413 if (me->desc)
1414 wr("DESC", me->desc);
1415 if (me->privdesc)
1416 wr("PRIVDESC", me->privdesc);
1417
1418 /*
1419 * The game's aux_info. We obfuscate this to prevent spoilers
1420 * (people are likely to run `head' or similar on a saved game
1421 * file simply to find out what it is, and don't necessarily
1422 * want to be told the answer to the puzzle!)
1423 */
1424 if (me->aux_info) {
1425 unsigned char *s1;
1426 char *s2;
1427 int len;
1428
1429 len = strlen(me->aux_info);
1430 s1 = snewn(len, unsigned char);
1431 memcpy(s1, me->aux_info, len);
1432 obfuscate_bitmap(s1, len*8, FALSE);
1433 s2 = bin2hex(s1, len);
1434
1435 wr("AUXINFO", s2);
1436
1437 sfree(s2);
1438 sfree(s1);
1439 }
1440
1441 /*
1442 * Any required serialisation of the game_ui.
1443 */
1444 if (me->ui) {
1445 char *s = me->ourgame->encode_ui(me->ui);
1446 if (s) {
1447 wr("UI", s);
1448 sfree(s);
1449 }
1450 }
1451
1452 /*
1453 * The game time, if it's a timed game.
1454 */
1455 if (me->ourgame->is_timed) {
1456 char buf[80];
1457 sprintf(buf, "%g", me->elapsed);
1458 wr("TIME", buf);
1459 }
1460
1461 /*
1462 * The length of, and position in, the states list.
1463 */
1464 {
1465 char buf[80];
1466 sprintf(buf, "%d", me->nstates);
1467 wr("NSTATES", buf);
1468 sprintf(buf, "%d", me->statepos);
1469 wr("STATEPOS", buf);
1470 }
1471
1472 /*
1473 * For each state after the initial one (which we know is
1474 * constructed from either privdesc or desc), enough
1475 * information for execute_move() to reconstruct it from the
1476 * previous one.
1477 */
1478 for (i = 1; i < me->nstates; i++) {
1479 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1480 switch (me->states[i].movetype) {
1481 case MOVE:
1482 wr("MOVE", me->states[i].movestr);
1483 break;
1484 case SOLVE:
1485 wr("SOLVE", me->states[i].movestr);
1486 break;
1487 case RESTART:
1488 wr("RESTART", me->states[i].movestr);
1489 break;
1490 }
1491 }
1492
1493 #undef wr
1494 }
1495
1496 /*
1497 * This function returns NULL on success, or an error message.
1498 */
1499 char *midend_deserialise(midend *me,
1500 int (*read)(void *ctx, void *buf, int len),
1501 void *rctx)
1502 {
1503 int nstates = 0, statepos = -1, gotstates = 0;
1504 int started = FALSE;
1505 int i;
1506
1507 char *val = NULL;
1508 /* Initially all errors give the same report */
1509 char *ret = "Data does not appear to be a saved game file";
1510
1511 /*
1512 * We construct all the new state in local variables while we
1513 * check its sanity. Only once we have finished reading the
1514 * serialised data and detected no errors at all do we start
1515 * modifying stuff in the midend passed in.
1516 */
1517 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1518 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1519 float elapsed = 0.0F;
1520 game_params *params = NULL, *cparams = NULL;
1521 game_ui *ui = NULL;
1522 struct midend_state_entry *states = NULL;
1523
1524 /*
1525 * Loop round and round reading one key/value pair at a time
1526 * from the serialised stream, until we have enough game states
1527 * to finish.
1528 */
1529 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1530 char key[9], c;
1531 int len;
1532
1533 do {
1534 if (!read(rctx, key, 1)) {
1535 /* unexpected EOF */
1536 goto cleanup;
1537 }
1538 } while (key[0] == '\r' || key[0] == '\n');
1539
1540 if (!read(rctx, key+1, 8)) {
1541 /* unexpected EOF */
1542 goto cleanup;
1543 }
1544
1545 if (key[8] != ':') {
1546 if (started)
1547 ret = "Data was incorrectly formatted for a saved game file";
1548 goto cleanup;
1549 }
1550 len = strcspn(key, ": ");
1551 assert(len <= 8);
1552 key[len] = '\0';
1553
1554 len = 0;
1555 while (1) {
1556 if (!read(rctx, &c, 1)) {
1557 /* unexpected EOF */
1558 goto cleanup;
1559 }
1560
1561 if (c == ':') {
1562 break;
1563 } else if (c >= '0' && c <= '9') {
1564 len = (len * 10) + (c - '0');
1565 } else {
1566 if (started)
1567 ret = "Data was incorrectly formatted for a"
1568 " saved game file";
1569 goto cleanup;
1570 }
1571 }
1572
1573 val = snewn(len+1, char);
1574 if (!read(rctx, val, len)) {
1575 if (started)
1576 goto cleanup;
1577 }
1578 val[len] = '\0';
1579
1580 if (!started) {
1581 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1582 /* ret already has the right message in it */
1583 goto cleanup;
1584 }
1585 /* Now most errors are this one, unless otherwise specified */
1586 ret = "Saved data ended unexpectedly";
1587 started = TRUE;
1588 } else {
1589 if (!strcmp(key, "VERSION")) {
1590 if (strcmp(val, SERIALISE_VERSION)) {
1591 ret = "Cannot handle this version of the saved game"
1592 " file format";
1593 goto cleanup;
1594 }
1595 } else if (!strcmp(key, "GAME")) {
1596 if (strcmp(val, me->ourgame->name)) {
1597 ret = "Save file is from a different game";
1598 goto cleanup;
1599 }
1600 } else if (!strcmp(key, "PARAMS")) {
1601 sfree(parstr);
1602 parstr = val;
1603 val = NULL;
1604 } else if (!strcmp(key, "CPARAMS")) {
1605 sfree(cparstr);
1606 cparstr = val;
1607 val = NULL;
1608 } else if (!strcmp(key, "SEED")) {
1609 sfree(seed);
1610 seed = val;
1611 val = NULL;
1612 } else if (!strcmp(key, "DESC")) {
1613 sfree(desc);
1614 desc = val;
1615 val = NULL;
1616 } else if (!strcmp(key, "PRIVDESC")) {
1617 sfree(privdesc);
1618 privdesc = val;
1619 val = NULL;
1620 } else if (!strcmp(key, "AUXINFO")) {
1621 unsigned char *tmp;
1622 int len = strlen(val) / 2; /* length in bytes */
1623 tmp = hex2bin(val, len);
1624 obfuscate_bitmap(tmp, len*8, TRUE);
1625
1626 sfree(auxinfo);
1627 auxinfo = snewn(len + 1, char);
1628 memcpy(auxinfo, tmp, len);
1629 auxinfo[len] = '\0';
1630 sfree(tmp);
1631 } else if (!strcmp(key, "UI")) {
1632 sfree(uistr);
1633 uistr = val;
1634 val = NULL;
1635 } else if (!strcmp(key, "TIME")) {
1636 elapsed = (float)atof(val);
1637 } else if (!strcmp(key, "NSTATES")) {
1638 nstates = atoi(val);
1639 if (nstates <= 0) {
1640 ret = "Number of states in save file was negative";
1641 goto cleanup;
1642 }
1643 if (states) {
1644 ret = "Two state counts provided in save file";
1645 goto cleanup;
1646 }
1647 states = snewn(nstates, struct midend_state_entry);
1648 for (i = 0; i < nstates; i++) {
1649 states[i].state = NULL;
1650 states[i].movestr = NULL;
1651 states[i].movetype = NEWGAME;
1652 }
1653 } else if (!strcmp(key, "STATEPOS")) {
1654 statepos = atoi(val);
1655 } else if (!strcmp(key, "MOVE")) {
1656 gotstates++;
1657 states[gotstates].movetype = MOVE;
1658 states[gotstates].movestr = val;
1659 val = NULL;
1660 } else if (!strcmp(key, "SOLVE")) {
1661 gotstates++;
1662 states[gotstates].movetype = SOLVE;
1663 states[gotstates].movestr = val;
1664 val = NULL;
1665 } else if (!strcmp(key, "RESTART")) {
1666 gotstates++;
1667 states[gotstates].movetype = RESTART;
1668 states[gotstates].movestr = val;
1669 val = NULL;
1670 }
1671 }
1672
1673 sfree(val);
1674 val = NULL;
1675 }
1676
1677 params = me->ourgame->default_params();
1678 me->ourgame->decode_params(params, parstr);
1679 if (me->ourgame->validate_params(params, TRUE)) {
1680 ret = "Long-term parameters in save file are invalid";
1681 goto cleanup;
1682 }
1683 cparams = me->ourgame->default_params();
1684 me->ourgame->decode_params(cparams, cparstr);
1685 if (me->ourgame->validate_params(cparams, FALSE)) {
1686 ret = "Short-term parameters in save file are invalid";
1687 goto cleanup;
1688 }
1689 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1690 /*
1691 * The seed's no use with this version, but we can perfectly
1692 * well use the rest of the data.
1693 */
1694 sfree(seed);
1695 seed = NULL;
1696 }
1697 if (!desc) {
1698 ret = "Game description in save file is missing";
1699 goto cleanup;
1700 } else if (me->ourgame->validate_desc(params, desc)) {
1701 ret = "Game description in save file is invalid";
1702 goto cleanup;
1703 }
1704 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1705 ret = "Game private description in save file is invalid";
1706 goto cleanup;
1707 }
1708 if (statepos < 0 || statepos >= nstates) {
1709 ret = "Game position in save file is out of range";
1710 }
1711
1712 states[0].state = me->ourgame->new_game(me, params,
1713 privdesc ? privdesc : desc);
1714 for (i = 1; i < nstates; i++) {
1715 assert(states[i].movetype != NEWGAME);
1716 switch (states[i].movetype) {
1717 case MOVE:
1718 case SOLVE:
1719 states[i].state = me->ourgame->execute_move(states[i-1].state,
1720 states[i].movestr);
1721 if (states[i].state == NULL) {
1722 ret = "Save file contained an invalid move";
1723 goto cleanup;
1724 }
1725 break;
1726 case RESTART:
1727 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1728 ret = "Save file contained an invalid restart move";
1729 goto cleanup;
1730 }
1731 states[i].state = me->ourgame->new_game(me, params,
1732 states[i].movestr);
1733 break;
1734 }
1735 }
1736
1737 ui = me->ourgame->new_ui(states[0].state);
1738 me->ourgame->decode_ui(ui, uistr);
1739
1740 /*
1741 * Now we've run out of possible error conditions, so we're
1742 * ready to start overwriting the real data in the current
1743 * midend. We'll do this by swapping things with the local
1744 * variables, so that the same cleanup code will free the old
1745 * stuff.
1746 */
1747 {
1748 char *tmp;
1749
1750 tmp = me->desc;
1751 me->desc = desc;
1752 desc = tmp;
1753
1754 tmp = me->privdesc;
1755 me->privdesc = privdesc;
1756 privdesc = tmp;
1757
1758 tmp = me->seedstr;
1759 me->seedstr = seed;
1760 seed = tmp;
1761
1762 tmp = me->aux_info;
1763 me->aux_info = auxinfo;
1764 auxinfo = tmp;
1765 }
1766
1767 me->genmode = GOT_NOTHING;
1768
1769 me->statesize = nstates;
1770 nstates = me->nstates;
1771 me->nstates = me->statesize;
1772 {
1773 struct midend_state_entry *tmp;
1774 tmp = me->states;
1775 me->states = states;
1776 states = tmp;
1777 }
1778 me->statepos = statepos;
1779
1780 {
1781 game_params *tmp;
1782
1783 tmp = me->params;
1784 me->params = params;
1785 params = tmp;
1786
1787 tmp = me->curparams;
1788 me->curparams = cparams;
1789 cparams = tmp;
1790 }
1791
1792 me->oldstate = NULL;
1793 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1794 me->dir = 0;
1795
1796 {
1797 game_ui *tmp;
1798
1799 tmp = me->ui;
1800 me->ui = ui;
1801 ui = tmp;
1802 }
1803
1804 me->elapsed = elapsed;
1805 me->pressed_mouse_button = 0;
1806
1807 midend_set_timer(me);
1808
1809 if (me->drawstate)
1810 me->ourgame->free_drawstate(me->drawing, me->drawstate);
1811 me->drawstate =
1812 me->ourgame->new_drawstate(me->drawing,
1813 me->states[me->statepos-1].state);
1814 midend_size_new_drawstate(me);
1815
1816 ret = NULL; /* success! */
1817
1818 cleanup:
1819 sfree(val);
1820 sfree(seed);
1821 sfree(parstr);
1822 sfree(cparstr);
1823 sfree(desc);
1824 sfree(privdesc);
1825 sfree(auxinfo);
1826 sfree(uistr);
1827 if (params)
1828 me->ourgame->free_params(params);
1829 if (cparams)
1830 me->ourgame->free_params(cparams);
1831 if (ui)
1832 me->ourgame->free_ui(ui);
1833 if (states) {
1834 int i;
1835
1836 for (i = 0; i < nstates; i++) {
1837 if (states[i].state)
1838 me->ourgame->free_game(states[i].state);
1839 sfree(states[i].movestr);
1840 }
1841 sfree(states);
1842 }
1843
1844 return ret;
1845 }
1846
1847 char *midend_print_puzzle(midend *me, document *doc, int with_soln)
1848 {
1849 game_state *soln = NULL;
1850
1851 if (me->statepos < 1)
1852 return "No game set up to print";/* _shouldn't_ happen! */
1853
1854 if (with_soln) {
1855 char *msg, *movestr;
1856
1857 if (!me->ourgame->can_solve)
1858 return "This game does not support the Solve operation";
1859
1860 msg = "Solve operation failed";/* game _should_ overwrite on error */
1861 movestr = me->ourgame->solve(me->states[0].state,
1862 me->states[me->statepos-1].state,
1863 me->aux_info, &msg);
1864 if (!movestr)
1865 return msg;
1866 soln = me->ourgame->execute_move(me->states[me->statepos-1].state,
1867 movestr);
1868 assert(soln);
1869
1870 sfree(movestr);
1871 } else
1872 soln = NULL;
1873
1874 /*
1875 * This call passes over ownership of the two game_states and
1876 * the game_params. Hence we duplicate the ones we want to
1877 * keep, and we don't have to bother freeing soln if it was
1878 * non-NULL.
1879 */
1880 document_add_puzzle(doc, me->ourgame,
1881 me->ourgame->dup_params(me->curparams),
1882 me->ourgame->dup_game(me->states[0].state), soln);
1883
1884 return NULL;
1885 }