New puzzle: `Untangle', cloned (with the addition of random grid
[sgt/puzzles] / midend.c
1 /*
2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/quit.
6 */
7
8 #include <stdio.h>
9 #include <string.h>
10 #include <assert.h>
11 #include <stdlib.h>
12 #include <ctype.h>
13
14 #include "puzzles.h"
15
16 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
17
18 enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
19
20 #define special(type) ( (type) != MOVE )
21
22 struct midend_state_entry {
23 game_state *state;
24 char *movestr;
25 int movetype;
26 };
27
28 struct midend_data {
29 frontend *frontend;
30 random_state *random;
31 const game *ourgame;
32
33 game_params **presets;
34 char **preset_names;
35 int npresets, presetsize;
36
37 /*
38 * `desc' and `privdesc' deserve a comment.
39 *
40 * `desc' is the game description as presented to the user when
41 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
42 * different game description used to reconstruct the initial
43 * game_state when de-serialising. If privdesc is NULL, `desc'
44 * is used for both.
45 *
46 * For almost all games, `privdesc' is NULL and never used. The
47 * exception (as usual) is Mines: the initial game state has no
48 * squares open at all, but after the first click `desc' is
49 * rewritten to describe a game state with an initial click and
50 * thus a bunch of squares open. If we used that desc to
51 * serialise and deserialise, then the initial game state after
52 * deserialisation would look unlike the initial game state
53 * beforehand, and worse still execute_move() might fail on the
54 * attempted first click. So `privdesc' is also used in this
55 * case, to provide a game description describing the same
56 * fixed mine layout _but_ no initial click. (These game IDs
57 * may also be typed directly into Mines if you like.)
58 */
59 char *desc, *privdesc, *seedstr;
60 char *aux_info;
61 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
62
63 int nstates, statesize, statepos;
64 struct midend_state_entry *states;
65
66 game_params *params, *curparams;
67 game_drawstate *drawstate;
68 game_ui *ui;
69
70 game_state *oldstate;
71 float anim_time, anim_pos;
72 float flash_time, flash_pos;
73 int dir;
74
75 int timing;
76 float elapsed;
77 char *laststatus;
78
79 int pressed_mouse_button;
80
81 int tilesize, winwidth, winheight;
82 };
83
84 #define ensure(me) do { \
85 if ((me)->nstates >= (me)->statesize) { \
86 (me)->statesize = (me)->nstates + 128; \
87 (me)->states = sresize((me)->states, (me)->statesize, \
88 struct midend_state_entry); \
89 } \
90 } while (0)
91
92 midend_data *midend_new(frontend *fe, const game *ourgame)
93 {
94 midend_data *me = snew(midend_data);
95 void *randseed;
96 int randseedsize;
97
98 get_random_seed(&randseed, &randseedsize);
99
100 me->frontend = fe;
101 me->ourgame = ourgame;
102 me->random = random_init(randseed, randseedsize);
103 me->nstates = me->statesize = me->statepos = 0;
104 me->states = NULL;
105 me->params = ourgame->default_params();
106 me->curparams = NULL;
107 me->desc = me->privdesc = NULL;
108 me->seedstr = NULL;
109 me->aux_info = NULL;
110 me->genmode = GOT_NOTHING;
111 me->drawstate = NULL;
112 me->oldstate = NULL;
113 me->presets = NULL;
114 me->preset_names = NULL;
115 me->npresets = me->presetsize = 0;
116 me->anim_time = me->anim_pos = 0.0F;
117 me->flash_time = me->flash_pos = 0.0F;
118 me->dir = 0;
119 me->ui = NULL;
120 me->pressed_mouse_button = 0;
121 me->laststatus = NULL;
122 me->timing = FALSE;
123 me->elapsed = 0.0F;
124 me->tilesize = me->winwidth = me->winheight = 0;
125
126 sfree(randseed);
127
128 return me;
129 }
130
131 static void midend_free_game(midend_data *me)
132 {
133 while (me->nstates > 0) {
134 me->nstates--;
135 me->ourgame->free_game(me->states[me->nstates].state);
136 sfree(me->states[me->nstates].movestr);
137 }
138
139 if (me->drawstate)
140 me->ourgame->free_drawstate(me->drawstate);
141 }
142
143 void midend_free(midend_data *me)
144 {
145 int i;
146
147 midend_free_game(me);
148
149 random_free(me->random);
150 sfree(me->states);
151 sfree(me->desc);
152 sfree(me->privdesc);
153 sfree(me->seedstr);
154 sfree(me->aux_info);
155 me->ourgame->free_params(me->params);
156 if (me->npresets) {
157 for (i = 0; i < me->npresets; i++) {
158 sfree(me->presets[i]);
159 sfree(me->preset_names[i]);
160 }
161 sfree(me->presets);
162 sfree(me->preset_names);
163 }
164 if (me->ui)
165 me->ourgame->free_ui(me->ui);
166 if (me->curparams)
167 me->ourgame->free_params(me->curparams);
168 sfree(me->laststatus);
169 sfree(me);
170 }
171
172 static void midend_size_new_drawstate(midend_data *me)
173 {
174 /*
175 * Don't even bother, if we haven't worked out our tile size
176 * anyway yet.
177 */
178 if (me->tilesize > 0) {
179 me->ourgame->compute_size(me->params, me->tilesize,
180 &me->winwidth, &me->winheight);
181 me->ourgame->set_size(me->drawstate, me->params, me->tilesize);
182 }
183 }
184
185 void midend_size(midend_data *me, int *x, int *y, int expand)
186 {
187 int min, max;
188 int rx, ry;
189
190 /*
191 * Find the tile size that best fits within the given space. If
192 * `expand' is TRUE, we must actually find the _largest_ such
193 * tile size; otherwise, we bound above at the game's preferred
194 * tile size.
195 */
196 if (expand) {
197 max = 1;
198 do {
199 max *= 2;
200 me->ourgame->compute_size(me->params, max, &rx, &ry);
201 } while (rx <= *x && ry <= *y);
202 } else
203 max = me->ourgame->preferred_tilesize + 1;
204 min = 1;
205
206 /*
207 * Now binary-search between min and max. We're looking for a
208 * boundary rather than a value: the point at which tile sizes
209 * stop fitting within the given dimensions. Thus, we stop when
210 * max and min differ by exactly 1.
211 */
212 while (max - min > 1) {
213 int mid = (max + min) / 2;
214 me->ourgame->compute_size(me->params, mid, &rx, &ry);
215 if (rx <= *x && ry <= *y)
216 min = mid;
217 else
218 max = mid;
219 }
220
221 /*
222 * Now `min' is a valid size, and `max' isn't. So use `min'.
223 */
224
225 me->tilesize = min;
226 midend_size_new_drawstate(me);
227 *x = me->winwidth;
228 *y = me->winheight;
229 }
230
231 void midend_set_params(midend_data *me, game_params *params)
232 {
233 me->ourgame->free_params(me->params);
234 me->params = me->ourgame->dup_params(params);
235 }
236
237 static void midend_set_timer(midend_data *me)
238 {
239 me->timing = (me->ourgame->is_timed &&
240 me->ourgame->timing_state(me->states[me->statepos-1].state,
241 me->ui));
242 if (me->timing || me->flash_time || me->anim_time)
243 activate_timer(me->frontend);
244 else
245 deactivate_timer(me->frontend);
246 }
247
248 void midend_force_redraw(midend_data *me)
249 {
250 if (me->drawstate)
251 me->ourgame->free_drawstate(me->drawstate);
252 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
253 midend_size_new_drawstate(me);
254 midend_redraw(me);
255 }
256
257 void midend_new_game(midend_data *me)
258 {
259 midend_free_game(me);
260
261 assert(me->nstates == 0);
262
263 if (me->genmode == GOT_DESC) {
264 me->genmode = GOT_NOTHING;
265 } else {
266 random_state *rs;
267
268 if (me->genmode == GOT_SEED) {
269 me->genmode = GOT_NOTHING;
270 } else {
271 /*
272 * Generate a new random seed. 15 digits comes to about
273 * 48 bits, which should be more than enough.
274 *
275 * I'll avoid putting a leading zero on the number,
276 * just in case it confuses anybody who thinks it's
277 * processed as an integer rather than a string.
278 */
279 char newseed[16];
280 int i;
281 newseed[15] = '\0';
282 newseed[0] = '1' + random_upto(me->random, 9);
283 for (i = 1; i < 15; i++)
284 newseed[i] = '0' + random_upto(me->random, 10);
285 sfree(me->seedstr);
286 me->seedstr = dupstr(newseed);
287
288 if (me->curparams)
289 me->ourgame->free_params(me->curparams);
290 me->curparams = me->ourgame->dup_params(me->params);
291 }
292
293 sfree(me->desc);
294 sfree(me->privdesc);
295 sfree(me->aux_info);
296 me->aux_info = NULL;
297
298 rs = random_init(me->seedstr, strlen(me->seedstr));
299 me->desc = me->ourgame->new_desc(me->curparams, rs,
300 &me->aux_info, TRUE);
301 me->privdesc = NULL;
302 random_free(rs);
303 }
304
305 ensure(me);
306 me->states[me->nstates].state =
307 me->ourgame->new_game(me, me->params, me->desc);
308 me->states[me->nstates].movestr = NULL;
309 me->states[me->nstates].movetype = NEWGAME;
310 me->nstates++;
311 me->statepos = 1;
312 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
313 midend_size_new_drawstate(me);
314 me->elapsed = 0.0F;
315 if (me->ui)
316 me->ourgame->free_ui(me->ui);
317 me->ui = me->ourgame->new_ui(me->states[0].state);
318 midend_set_timer(me);
319 me->pressed_mouse_button = 0;
320 }
321
322 static int midend_undo(midend_data *me)
323 {
324 if (me->statepos > 1) {
325 if (me->ui)
326 me->ourgame->changed_state(me->ui,
327 me->states[me->statepos-1].state,
328 me->states[me->statepos-2].state);
329 me->statepos--;
330 me->dir = -1;
331 return 1;
332 } else
333 return 0;
334 }
335
336 static int midend_redo(midend_data *me)
337 {
338 if (me->statepos < me->nstates) {
339 if (me->ui)
340 me->ourgame->changed_state(me->ui,
341 me->states[me->statepos-1].state,
342 me->states[me->statepos].state);
343 me->statepos++;
344 me->dir = +1;
345 return 1;
346 } else
347 return 0;
348 }
349
350 static void midend_finish_move(midend_data *me)
351 {
352 float flashtime;
353
354 /*
355 * We do not flash if the later of the two states is special.
356 * This covers both forward Solve moves and backward (undone)
357 * Restart moves.
358 */
359 if ((me->oldstate || me->statepos > 1) &&
360 ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
361 (me->dir < 0 && me->statepos < me->nstates &&
362 !special(me->states[me->statepos].movetype)))) {
363 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
364 me->states[me->statepos-2].state,
365 me->states[me->statepos-1].state,
366 me->oldstate ? me->dir : +1,
367 me->ui);
368 if (flashtime > 0) {
369 me->flash_pos = 0.0F;
370 me->flash_time = flashtime;
371 }
372 }
373
374 if (me->oldstate)
375 me->ourgame->free_game(me->oldstate);
376 me->oldstate = NULL;
377 me->anim_pos = me->anim_time = 0;
378 me->dir = 0;
379
380 midend_set_timer(me);
381 }
382
383 void midend_stop_anim(midend_data *me)
384 {
385 if (me->oldstate || me->anim_time != 0) {
386 midend_finish_move(me);
387 midend_redraw(me);
388 }
389 }
390
391 void midend_restart_game(midend_data *me)
392 {
393 game_state *s;
394
395 midend_stop_anim(me);
396
397 assert(me->statepos >= 1);
398 if (me->statepos == 1)
399 return; /* no point doing anything at all! */
400
401 /*
402 * During restart, we reconstruct the game from the (public)
403 * game description rather than from states[0], because that
404 * way Mines gets slightly more sensible behaviour (restart
405 * goes to _after_ the first click so you don't have to
406 * remember where you clicked).
407 */
408 s = me->ourgame->new_game(me, me->params, me->desc);
409
410 /*
411 * Now enter the restarted state as the next move.
412 */
413 midend_stop_anim(me);
414 while (me->nstates > me->statepos)
415 me->ourgame->free_game(me->states[--me->nstates].state);
416 ensure(me);
417 me->states[me->nstates].state = s;
418 me->states[me->nstates].movestr = dupstr(me->desc);
419 me->states[me->nstates].movetype = RESTART;
420 me->statepos = ++me->nstates;
421 if (me->ui)
422 me->ourgame->changed_state(me->ui,
423 me->states[me->statepos-2].state,
424 me->states[me->statepos-1].state);
425 me->anim_time = 0.0;
426 midend_finish_move(me);
427 midend_redraw(me);
428 midend_set_timer(me);
429 }
430
431 static int midend_really_process_key(midend_data *me, int x, int y, int button)
432 {
433 game_state *oldstate =
434 me->ourgame->dup_game(me->states[me->statepos - 1].state);
435 int type = MOVE, gottype = FALSE, ret = 1;
436 float anim_time;
437 game_state *s;
438 char *movestr;
439
440 movestr =
441 me->ourgame->interpret_move(me->states[me->statepos-1].state,
442 me->ui, me->drawstate, x, y, button);
443
444 if (!movestr) {
445 if (button == 'n' || button == 'N' || button == '\x0E') {
446 midend_stop_anim(me);
447 midend_new_game(me);
448 midend_redraw(me);
449 goto done; /* never animate */
450 } else if (button == 'u' || button == 'u' ||
451 button == '\x1A' || button == '\x1F') {
452 midend_stop_anim(me);
453 type = me->states[me->statepos-1].movetype;
454 gottype = TRUE;
455 if (!midend_undo(me))
456 goto done;
457 } else if (button == 'r' || button == 'R' ||
458 button == '\x12' || button == '\x19') {
459 midend_stop_anim(me);
460 if (!midend_redo(me))
461 goto done;
462 } else if (button == 'q' || button == 'Q' || button == '\x11') {
463 ret = 0;
464 goto done;
465 } else
466 goto done;
467 } else {
468 if (!*movestr)
469 s = me->states[me->statepos-1].state;
470 else {
471 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
472 movestr);
473 assert(s != NULL);
474 }
475
476 if (s == me->states[me->statepos-1].state) {
477 /*
478 * make_move() is allowed to return its input state to
479 * indicate that although no move has been made, the UI
480 * state has been updated and a redraw is called for.
481 */
482 midend_redraw(me);
483 goto done;
484 } else if (s) {
485 midend_stop_anim(me);
486 while (me->nstates > me->statepos)
487 me->ourgame->free_game(me->states[--me->nstates].state);
488 ensure(me);
489 assert(movestr != NULL);
490 me->states[me->nstates].state = s;
491 me->states[me->nstates].movestr = movestr;
492 me->states[me->nstates].movetype = MOVE;
493 me->statepos = ++me->nstates;
494 me->dir = +1;
495 if (me->ui)
496 me->ourgame->changed_state(me->ui,
497 me->states[me->statepos-2].state,
498 me->states[me->statepos-1].state);
499 } else {
500 goto done;
501 }
502 }
503
504 if (!gottype)
505 type = me->states[me->statepos-1].movetype;
506
507 /*
508 * See if this move requires an animation.
509 */
510 if (special(type) && !(type == SOLVE &&
511 (me->ourgame->mouse_priorities & SOLVE_ANIMATES))) {
512 anim_time = 0;
513 } else {
514 anim_time = me->ourgame->anim_length(oldstate,
515 me->states[me->statepos-1].state,
516 me->dir, me->ui);
517 }
518
519 me->oldstate = oldstate; oldstate = NULL;
520 if (anim_time > 0) {
521 me->anim_time = anim_time;
522 } else {
523 me->anim_time = 0.0;
524 midend_finish_move(me);
525 }
526 me->anim_pos = 0.0;
527
528 midend_redraw(me);
529
530 midend_set_timer(me);
531
532 done:
533 if (oldstate) me->ourgame->free_game(oldstate);
534 return ret;
535 }
536
537 int midend_process_key(midend_data *me, int x, int y, int button)
538 {
539 int ret = 1;
540
541 /*
542 * Harmonise mouse drag and release messages.
543 *
544 * Some front ends might accidentally switch from sending, say,
545 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
546 * drag. (This can happen on the Mac, for example, since
547 * RIGHT_DRAG is usually done using Command+drag, and if the
548 * user accidentally releases Command half way through the drag
549 * then there will be trouble.)
550 *
551 * It would be an O(number of front ends) annoyance to fix this
552 * in the front ends, but an O(number of back ends) annoyance
553 * to have each game capable of dealing with it. Therefore, we
554 * fix it _here_ in the common midend code so that it only has
555 * to be done once.
556 *
557 * The possible ways in which things can go screwy in the front
558 * end are:
559 *
560 * - in a system containing multiple physical buttons button
561 * presses can inadvertently overlap. We can see ABab (caps
562 * meaning button-down and lowercase meaning button-up) when
563 * the user had semantically intended AaBb.
564 *
565 * - in a system where one button is simulated by means of a
566 * modifier key and another button, buttons can mutate
567 * between press and release (possibly during drag). So we
568 * can see Ab instead of Aa.
569 *
570 * Definite requirements are:
571 *
572 * - button _presses_ must never be invented or destroyed. If
573 * the user presses two buttons in succession, the button
574 * presses must be transferred to the backend unchanged. So
575 * if we see AaBb , that's fine; if we see ABab (the button
576 * presses inadvertently overlapped) we must somehow
577 * `correct' it to AaBb.
578 *
579 * - every mouse action must end up looking like a press, zero
580 * or more drags, then a release. This allows back ends to
581 * make the _assumption_ that incoming mouse data will be
582 * sane in this regard, and not worry about the details.
583 *
584 * So my policy will be:
585 *
586 * - treat any button-up as a button-up for the currently
587 * pressed button, or ignore it if there is no currently
588 * pressed button.
589 *
590 * - treat any drag as a drag for the currently pressed
591 * button, or ignore it if there is no currently pressed
592 * button.
593 *
594 * - if we see a button-down while another button is currently
595 * pressed, invent a button-up for the first one and then
596 * pass the button-down through as before.
597 *
598 * 2005-05-31: An addendum to the above. Some games might want
599 * a `priority order' among buttons, such that if one button is
600 * pressed while another is down then a fixed one of the
601 * buttons takes priority no matter what order they're pressed
602 * in. Mines, in particular, wants to treat a left+right click
603 * like a left click for the benefit of users of other
604 * implementations. So the last of the above points is modified
605 * in the presence of an (optional) button priority order.
606 */
607 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
608 if (me->pressed_mouse_button) {
609 if (IS_MOUSE_DRAG(button)) {
610 button = me->pressed_mouse_button +
611 (LEFT_DRAG - LEFT_BUTTON);
612 } else {
613 button = me->pressed_mouse_button +
614 (LEFT_RELEASE - LEFT_BUTTON);
615 }
616 } else
617 return ret; /* ignore it */
618 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
619 /*
620 * If the new button has lower priority than the old one,
621 * don't bother doing this.
622 */
623 if (me->ourgame->mouse_priorities &
624 BUTTON_BEATS(me->pressed_mouse_button, button))
625 return ret; /* just ignore it */
626
627 /*
628 * Fabricate a button-up for the previously pressed button.
629 */
630 ret = ret && midend_really_process_key
631 (me, x, y, (me->pressed_mouse_button +
632 (LEFT_RELEASE - LEFT_BUTTON)));
633 }
634
635 /*
636 * Now send on the event we originally received.
637 */
638 ret = ret && midend_really_process_key(me, x, y, button);
639
640 /*
641 * And update the currently pressed button.
642 */
643 if (IS_MOUSE_RELEASE(button))
644 me->pressed_mouse_button = 0;
645 else if (IS_MOUSE_DOWN(button))
646 me->pressed_mouse_button = button;
647
648 return ret;
649 }
650
651 void midend_redraw(midend_data *me)
652 {
653 if (me->statepos > 0 && me->drawstate) {
654 start_draw(me->frontend);
655 if (me->oldstate && me->anim_time > 0 &&
656 me->anim_pos < me->anim_time) {
657 assert(me->dir != 0);
658 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
659 me->states[me->statepos-1].state, me->dir,
660 me->ui, me->anim_pos, me->flash_pos);
661 } else {
662 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
663 me->states[me->statepos-1].state, +1 /*shrug*/,
664 me->ui, 0.0, me->flash_pos);
665 }
666 end_draw(me->frontend);
667 }
668 }
669
670 void midend_timer(midend_data *me, float tplus)
671 {
672 me->anim_pos += tplus;
673 if (me->anim_pos >= me->anim_time ||
674 me->anim_time == 0 || !me->oldstate) {
675 if (me->anim_time > 0)
676 midend_finish_move(me);
677 }
678
679 me->flash_pos += tplus;
680 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
681 me->flash_pos = me->flash_time = 0;
682 }
683
684 midend_redraw(me);
685
686 if (me->timing) {
687 float oldelapsed = me->elapsed;
688 me->elapsed += tplus;
689 if ((int)oldelapsed != (int)me->elapsed)
690 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
691 }
692
693 midend_set_timer(me);
694 }
695
696 float *midend_colours(midend_data *me, int *ncolours)
697 {
698 game_state *state = NULL;
699 float *ret;
700
701 if (me->nstates == 0) {
702 char *aux = NULL;
703 char *desc = me->ourgame->new_desc(me->params, me->random,
704 &aux, TRUE);
705 state = me->ourgame->new_game(me, me->params, desc);
706 sfree(desc);
707 sfree(aux);
708 } else
709 state = me->states[0].state;
710
711 ret = me->ourgame->colours(me->frontend, state, ncolours);
712
713 {
714 int i;
715
716 /*
717 * Allow environment-based overrides for the standard
718 * colours by defining variables along the lines of
719 * `NET_COLOUR_4=6000c0'.
720 */
721
722 for (i = 0; i < *ncolours; i++) {
723 char buf[80], *e;
724 unsigned int r, g, b;
725 int j;
726
727 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
728 for (j = 0; buf[j]; j++)
729 buf[j] = toupper((unsigned char)buf[j]);
730 if ((e = getenv(buf)) != NULL &&
731 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
732 ret[i*3 + 0] = r / 255.0;
733 ret[i*3 + 1] = g / 255.0;
734 ret[i*3 + 2] = b / 255.0;
735 }
736 }
737 }
738
739 if (me->nstates == 0)
740 me->ourgame->free_game(state);
741
742 return ret;
743 }
744
745 int midend_num_presets(midend_data *me)
746 {
747 if (!me->npresets) {
748 char *name;
749 game_params *preset;
750
751 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
752 if (me->presetsize <= me->npresets) {
753 me->presetsize = me->npresets + 10;
754 me->presets = sresize(me->presets, me->presetsize,
755 game_params *);
756 me->preset_names = sresize(me->preset_names, me->presetsize,
757 char *);
758 }
759
760 me->presets[me->npresets] = preset;
761 me->preset_names[me->npresets] = name;
762 me->npresets++;
763 }
764 }
765
766 {
767 /*
768 * Allow environment-based extensions to the preset list by
769 * defining a variable along the lines of `SOLO_PRESETS=2x3
770 * Advanced:2x3da'. Colon-separated list of items,
771 * alternating between textual titles in the menu and
772 * encoded parameter strings.
773 */
774 char buf[80], *e, *p;
775 int j;
776
777 sprintf(buf, "%s_PRESETS", me->ourgame->name);
778 for (j = 0; buf[j]; j++)
779 buf[j] = toupper((unsigned char)buf[j]);
780
781 if ((e = getenv(buf)) != NULL) {
782 p = e = dupstr(e);
783
784 while (*p) {
785 char *name, *val;
786 game_params *preset;
787
788 name = p;
789 while (*p && *p != ':') p++;
790 if (*p) *p++ = '\0';
791 val = p;
792 while (*p && *p != ':') p++;
793 if (*p) *p++ = '\0';
794
795 preset = me->ourgame->default_params();
796 me->ourgame->decode_params(preset, val);
797
798 if (me->ourgame->validate_params(preset, TRUE)) {
799 /* Drop this one from the list. */
800 me->ourgame->free_params(preset);
801 continue;
802 }
803
804 if (me->presetsize <= me->npresets) {
805 me->presetsize = me->npresets + 10;
806 me->presets = sresize(me->presets, me->presetsize,
807 game_params *);
808 me->preset_names = sresize(me->preset_names,
809 me->presetsize, char *);
810 }
811
812 me->presets[me->npresets] = preset;
813 me->preset_names[me->npresets] = dupstr(name);
814 me->npresets++;
815 }
816 }
817 }
818
819 return me->npresets;
820 }
821
822 void midend_fetch_preset(midend_data *me, int n,
823 char **name, game_params **params)
824 {
825 assert(n >= 0 && n < me->npresets);
826 *name = me->preset_names[n];
827 *params = me->presets[n];
828 }
829
830 int midend_wants_statusbar(midend_data *me)
831 {
832 return me->ourgame->wants_statusbar();
833 }
834
835 void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc)
836 {
837 sfree(me->desc);
838 sfree(me->privdesc);
839 me->desc = dupstr(desc);
840 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
841 }
842
843 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
844 {
845 char *titlebuf, *parstr, *rest;
846 config_item *ret;
847 char sep;
848
849 assert(wintitle);
850 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
851
852 switch (which) {
853 case CFG_SETTINGS:
854 sprintf(titlebuf, "%s configuration", me->ourgame->name);
855 *wintitle = titlebuf;
856 return me->ourgame->configure(me->params);
857 case CFG_SEED:
858 case CFG_DESC:
859 if (!me->curparams) {
860 sfree(titlebuf);
861 return NULL;
862 }
863 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
864 which == CFG_SEED ? "random" : "game");
865 *wintitle = titlebuf;
866
867 ret = snewn(2, config_item);
868
869 ret[0].type = C_STRING;
870 if (which == CFG_SEED)
871 ret[0].name = "Game random seed";
872 else
873 ret[0].name = "Game ID";
874 ret[0].ival = 0;
875 /*
876 * For CFG_DESC the text going in here will be a string
877 * encoding of the restricted parameters, plus a colon,
878 * plus the game description. For CFG_SEED it will be the
879 * full parameters, plus a hash, plus the random seed data.
880 * Either of these is a valid full game ID (although only
881 * the former is likely to persist across many code
882 * changes).
883 */
884 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
885 assert(parstr);
886 if (which == CFG_DESC) {
887 rest = me->desc ? me->desc : "";
888 sep = ':';
889 } else {
890 rest = me->seedstr ? me->seedstr : "";
891 sep = '#';
892 }
893 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
894 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
895 sfree(parstr);
896
897 ret[1].type = C_END;
898 ret[1].name = ret[1].sval = NULL;
899 ret[1].ival = 0;
900
901 return ret;
902 }
903
904 assert(!"We shouldn't be here");
905 return NULL;
906 }
907
908 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
909 {
910 char *error, *par, *desc, *seed;
911 game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
912 int free_params;
913
914 seed = strchr(id, '#');
915 desc = strchr(id, ':');
916
917 if (desc && (!seed || desc < seed)) {
918 /*
919 * We have a colon separating parameters from game
920 * description. So `par' now points to the parameters
921 * string, and `desc' to the description string.
922 */
923 *desc++ = '\0';
924 par = id;
925 seed = NULL;
926 } else if (seed && (!desc || seed < desc)) {
927 /*
928 * We have a hash separating parameters from random seed.
929 * So `par' now points to the parameters string, and `seed'
930 * to the seed string.
931 */
932 *seed++ = '\0';
933 par = id;
934 desc = NULL;
935 } else {
936 /*
937 * We only have one string. Depending on `defmode', we take
938 * it to be either parameters, seed or description.
939 */
940 if (defmode == DEF_SEED) {
941 seed = id;
942 par = desc = NULL;
943 } else if (defmode == DEF_DESC) {
944 desc = id;
945 par = seed = NULL;
946 } else {
947 par = id;
948 seed = desc = NULL;
949 }
950 }
951
952 /*
953 * We must be reasonably careful here not to modify anything in
954 * `me' until we have finished validating things. This function
955 * must either return an error and do nothing to the midend, or
956 * return success and do everything; nothing in between is
957 * acceptable.
958 */
959 newcurparams = newparams = oldparams1 = oldparams2 = NULL;
960
961 if (par) {
962 newcurparams = me->ourgame->dup_params(me->params);
963 me->ourgame->decode_params(newcurparams, par);
964 error = me->ourgame->validate_params(newcurparams, desc == NULL);
965 if (error) {
966 me->ourgame->free_params(newcurparams);
967 return error;
968 }
969 oldparams1 = me->curparams;
970
971 /*
972 * Now filter only the persistent parts of this state into
973 * the long-term params structure, unless we've _only_
974 * received a params string in which case the whole lot is
975 * persistent.
976 */
977 oldparams2 = me->params;
978 if (seed || desc) {
979 char *tmpstr;
980
981 newparams = me->ourgame->dup_params(me->params);
982
983 tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
984 me->ourgame->decode_params(newparams, tmpstr);
985
986 sfree(tmpstr);
987 } else {
988 newparams = me->ourgame->dup_params(newcurparams);
989 }
990 free_params = TRUE;
991 } else {
992 newcurparams = me->curparams;
993 newparams = me->params;
994 free_params = FALSE;
995 }
996
997 if (desc) {
998 error = me->ourgame->validate_desc(newparams, desc);
999 if (error) {
1000 if (free_params) {
1001 if (newcurparams)
1002 me->ourgame->free_params(newcurparams);
1003 if (newparams)
1004 me->ourgame->free_params(newparams);
1005 }
1006 return error;
1007 }
1008 }
1009
1010 /*
1011 * Now we've got past all possible error points. Update the
1012 * midend itself.
1013 */
1014 me->params = newparams;
1015 me->curparams = newcurparams;
1016 if (oldparams1)
1017 me->ourgame->free_params(oldparams1);
1018 if (oldparams2)
1019 me->ourgame->free_params(oldparams2);
1020
1021 sfree(me->desc);
1022 sfree(me->privdesc);
1023 me->desc = me->privdesc = NULL;
1024 sfree(me->seedstr);
1025 me->seedstr = NULL;
1026
1027 if (desc) {
1028 me->desc = dupstr(desc);
1029 me->genmode = GOT_DESC;
1030 sfree(me->aux_info);
1031 me->aux_info = NULL;
1032 }
1033
1034 if (seed) {
1035 me->seedstr = dupstr(seed);
1036 me->genmode = GOT_SEED;
1037 }
1038
1039 return NULL;
1040 }
1041
1042 char *midend_game_id(midend_data *me, char *id)
1043 {
1044 return midend_game_id_int(me, id, DEF_PARAMS);
1045 }
1046
1047 char *midend_set_config(midend_data *me, int which, config_item *cfg)
1048 {
1049 char *error;
1050 game_params *params;
1051
1052 switch (which) {
1053 case CFG_SETTINGS:
1054 params = me->ourgame->custom_params(cfg);
1055 error = me->ourgame->validate_params(params, TRUE);
1056
1057 if (error) {
1058 me->ourgame->free_params(params);
1059 return error;
1060 }
1061
1062 me->ourgame->free_params(me->params);
1063 me->params = params;
1064 break;
1065
1066 case CFG_SEED:
1067 case CFG_DESC:
1068 error = midend_game_id_int(me, cfg[0].sval,
1069 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
1070 if (error)
1071 return error;
1072 break;
1073 }
1074
1075 return NULL;
1076 }
1077
1078 char *midend_text_format(midend_data *me)
1079 {
1080 if (me->ourgame->can_format_as_text && me->statepos > 0)
1081 return me->ourgame->text_format(me->states[me->statepos-1].state);
1082 else
1083 return NULL;
1084 }
1085
1086 char *midend_solve(midend_data *me)
1087 {
1088 game_state *s;
1089 char *msg, *movestr;
1090
1091 if (!me->ourgame->can_solve)
1092 return "This game does not support the Solve operation";
1093
1094 if (me->statepos < 1)
1095 return "No game set up to solve"; /* _shouldn't_ happen! */
1096
1097 msg = "Solve operation failed"; /* game _should_ overwrite on error */
1098 movestr = me->ourgame->solve(me->states[0].state,
1099 me->states[me->statepos-1].state,
1100 me->aux_info, &msg);
1101 if (!movestr)
1102 return msg;
1103 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1104 assert(s);
1105
1106 /*
1107 * Now enter the solved state as the next move.
1108 */
1109 midend_stop_anim(me);
1110 while (me->nstates > me->statepos)
1111 me->ourgame->free_game(me->states[--me->nstates].state);
1112 ensure(me);
1113 me->states[me->nstates].state = s;
1114 me->states[me->nstates].movestr = movestr;
1115 me->states[me->nstates].movetype = SOLVE;
1116 me->statepos = ++me->nstates;
1117 if (me->ui)
1118 me->ourgame->changed_state(me->ui,
1119 me->states[me->statepos-2].state,
1120 me->states[me->statepos-1].state);
1121 me->dir = +1;
1122 if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
1123 me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
1124 me->anim_time =
1125 me->ourgame->anim_length(me->states[me->statepos-2].state,
1126 me->states[me->statepos-1].state,
1127 +1, me->ui);
1128 } else {
1129 me->anim_time = 0.0;
1130 midend_finish_move(me);
1131 }
1132 midend_redraw(me);
1133 midend_set_timer(me);
1134 return NULL;
1135 }
1136
1137 char *midend_rewrite_statusbar(midend_data *me, char *text)
1138 {
1139 /*
1140 * An important special case is that we are occasionally called
1141 * with our own laststatus, to update the timer.
1142 */
1143 if (me->laststatus != text) {
1144 sfree(me->laststatus);
1145 me->laststatus = dupstr(text);
1146 }
1147
1148 if (me->ourgame->is_timed) {
1149 char timebuf[100], *ret;
1150 int min, sec;
1151
1152 sec = me->elapsed;
1153 min = sec / 60;
1154 sec %= 60;
1155 sprintf(timebuf, "[%d:%02d] ", min, sec);
1156
1157 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1158 strcpy(ret, timebuf);
1159 strcat(ret, text);
1160 return ret;
1161
1162 } else {
1163 return dupstr(text);
1164 }
1165 }
1166
1167 #define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
1168 #define SERIALISE_VERSION "1"
1169
1170 void midend_serialise(midend_data *me,
1171 void (*write)(void *ctx, void *buf, int len),
1172 void *wctx)
1173 {
1174 int i;
1175
1176 /*
1177 * Each line of the save file contains three components. First
1178 * exactly 8 characters of header word indicating what type of
1179 * data is contained on the line; then a colon followed by a
1180 * decimal integer giving the length of the main string on the
1181 * line; then a colon followed by the string itself (exactly as
1182 * many bytes as previously specified, no matter what they
1183 * contain). Then a newline (of reasonably flexible form).
1184 */
1185 #define wr(h,s) do { \
1186 char hbuf[80]; \
1187 char *str = (s); \
1188 sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
1189 write(wctx, hbuf, strlen(hbuf)); \
1190 write(wctx, str, strlen(str)); \
1191 write(wctx, "\n", 1); \
1192 } while (0)
1193
1194 /*
1195 * Magic string identifying the file, and version number of the
1196 * file format.
1197 */
1198 wr("SAVEFILE", SERIALISE_MAGIC);
1199 wr("VERSION", SERIALISE_VERSION);
1200
1201 /*
1202 * The game name. (Copied locally to avoid const annoyance.)
1203 */
1204 {
1205 char *s = dupstr(me->ourgame->name);
1206 wr("GAME", s);
1207 sfree(s);
1208 }
1209
1210 /*
1211 * The current long-term parameters structure, in full.
1212 */
1213 if (me->params) {
1214 char *s = me->ourgame->encode_params(me->params, TRUE);
1215 wr("PARAMS", s);
1216 sfree(s);
1217 }
1218
1219 /*
1220 * The current short-term parameters structure, in full.
1221 */
1222 if (me->curparams) {
1223 char *s = me->ourgame->encode_params(me->curparams, TRUE);
1224 wr("CPARAMS", s);
1225 sfree(s);
1226 }
1227
1228 /*
1229 * The current game description, the privdesc, and the random seed.
1230 */
1231 if (me->seedstr)
1232 wr("SEED", me->seedstr);
1233 if (me->desc)
1234 wr("DESC", me->desc);
1235 if (me->privdesc)
1236 wr("PRIVDESC", me->privdesc);
1237
1238 /*
1239 * The game's aux_info. We obfuscate this to prevent spoilers
1240 * (people are likely to run `head' or similar on a saved game
1241 * file simply to find out what it is, and don't necessarily
1242 * want to be told the answer to the puzzle!)
1243 */
1244 if (me->aux_info) {
1245 unsigned char *s1;
1246 char *s2;
1247 int len;
1248
1249 len = strlen(me->aux_info);
1250 s1 = snewn(len, unsigned char);
1251 memcpy(s1, me->aux_info, len);
1252 obfuscate_bitmap(s1, len*8, FALSE);
1253 s2 = bin2hex(s1, len);
1254
1255 wr("AUXINFO", s2);
1256
1257 sfree(s2);
1258 sfree(s1);
1259 }
1260
1261 /*
1262 * Any required serialisation of the game_ui.
1263 */
1264 if (me->ui) {
1265 char *s = me->ourgame->encode_ui(me->ui);
1266 if (s) {
1267 wr("UI", s);
1268 sfree(s);
1269 }
1270 }
1271
1272 /*
1273 * The game time, if it's a timed game.
1274 */
1275 if (me->ourgame->is_timed) {
1276 char buf[80];
1277 sprintf(buf, "%g", me->elapsed);
1278 wr("TIME", buf);
1279 }
1280
1281 /*
1282 * The length of, and position in, the states list.
1283 */
1284 {
1285 char buf[80];
1286 sprintf(buf, "%d", me->nstates);
1287 wr("NSTATES", buf);
1288 sprintf(buf, "%d", me->statepos);
1289 wr("STATEPOS", buf);
1290 }
1291
1292 /*
1293 * For each state after the initial one (which we know is
1294 * constructed from either privdesc or desc), enough
1295 * information for execute_move() to reconstruct it from the
1296 * previous one.
1297 */
1298 for (i = 1; i < me->nstates; i++) {
1299 assert(me->states[i].movetype != NEWGAME); /* only state 0 */
1300 switch (me->states[i].movetype) {
1301 case MOVE:
1302 wr("MOVE", me->states[i].movestr);
1303 break;
1304 case SOLVE:
1305 wr("SOLVE", me->states[i].movestr);
1306 break;
1307 case RESTART:
1308 wr("RESTART", me->states[i].movestr);
1309 break;
1310 }
1311 }
1312
1313 #undef wr
1314 }
1315
1316 /*
1317 * This function returns NULL on success, or an error message.
1318 */
1319 char *midend_deserialise(midend_data *me,
1320 int (*read)(void *ctx, void *buf, int len),
1321 void *rctx)
1322 {
1323 int nstates = 0, statepos = -1, gotstates = 0;
1324 int started = FALSE;
1325 int i;
1326
1327 char *val = NULL;
1328 /* Initially all errors give the same report */
1329 char *ret = "Data does not appear to be a saved game file";
1330
1331 /*
1332 * We construct all the new state in local variables while we
1333 * check its sanity. Only once we have finished reading the
1334 * serialised data and detected no errors at all do we start
1335 * modifying stuff in the midend_data passed in.
1336 */
1337 char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
1338 char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
1339 float elapsed = 0.0F;
1340 game_params *params = NULL, *cparams = NULL;
1341 game_ui *ui = NULL;
1342 struct midend_state_entry *states = NULL;
1343
1344 /*
1345 * Loop round and round reading one key/value pair at a time
1346 * from the serialised stream, until we have enough game states
1347 * to finish.
1348 */
1349 while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
1350 char key[9], c;
1351 int len;
1352
1353 do {
1354 if (!read(rctx, key, 1)) {
1355 /* unexpected EOF */
1356 goto cleanup;
1357 }
1358 } while (key[0] == '\r' || key[0] == '\n');
1359
1360 if (!read(rctx, key+1, 8)) {
1361 /* unexpected EOF */
1362 goto cleanup;
1363 }
1364
1365 if (key[8] != ':') {
1366 if (started)
1367 ret = "Data was incorrectly formatted for a saved game file";
1368 goto cleanup;
1369 }
1370 len = strcspn(key, ": ");
1371 assert(len <= 8);
1372 key[len] = '\0';
1373
1374 len = 0;
1375 while (1) {
1376 if (!read(rctx, &c, 1)) {
1377 /* unexpected EOF */
1378 goto cleanup;
1379 }
1380
1381 if (c == ':') {
1382 break;
1383 } else if (c >= '0' && c <= '9') {
1384 len = (len * 10) + (c - '0');
1385 } else {
1386 if (started)
1387 ret = "Data was incorrectly formatted for a"
1388 " saved game file";
1389 goto cleanup;
1390 }
1391 }
1392
1393 val = snewn(len+1, char);
1394 if (!read(rctx, val, len)) {
1395 if (started)
1396 goto cleanup;
1397 }
1398 val[len] = '\0';
1399
1400 if (!started) {
1401 if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
1402 /* ret already has the right message in it */
1403 goto cleanup;
1404 }
1405 /* Now most errors are this one, unless otherwise specified */
1406 ret = "Saved data ended unexpectedly";
1407 started = TRUE;
1408 } else {
1409 if (!strcmp(key, "VERSION")) {
1410 if (strcmp(val, SERIALISE_VERSION)) {
1411 ret = "Cannot handle this version of the saved game"
1412 " file format";
1413 goto cleanup;
1414 }
1415 } else if (!strcmp(key, "GAME")) {
1416 if (strcmp(val, me->ourgame->name)) {
1417 ret = "Save file is from a different game";
1418 goto cleanup;
1419 }
1420 } else if (!strcmp(key, "PARAMS")) {
1421 sfree(parstr);
1422 parstr = val;
1423 val = NULL;
1424 } else if (!strcmp(key, "CPARAMS")) {
1425 sfree(cparstr);
1426 cparstr = val;
1427 val = NULL;
1428 } else if (!strcmp(key, "SEED")) {
1429 sfree(seed);
1430 seed = val;
1431 val = NULL;
1432 } else if (!strcmp(key, "DESC")) {
1433 sfree(desc);
1434 desc = val;
1435 val = NULL;
1436 } else if (!strcmp(key, "PRIVDESC")) {
1437 sfree(privdesc);
1438 privdesc = val;
1439 val = NULL;
1440 } else if (!strcmp(key, "AUXINFO")) {
1441 unsigned char *tmp;
1442 int len = strlen(val) / 2; /* length in bytes */
1443 tmp = hex2bin(val, len);
1444 obfuscate_bitmap(tmp, len*8, TRUE);
1445
1446 sfree(auxinfo);
1447 auxinfo = snewn(len + 1, char);
1448 memcpy(auxinfo, tmp, len);
1449 auxinfo[len] = '\0';
1450 sfree(tmp);
1451 } else if (!strcmp(key, "UI")) {
1452 sfree(uistr);
1453 uistr = val;
1454 val = NULL;
1455 } else if (!strcmp(key, "TIME")) {
1456 elapsed = atof(val);
1457 } else if (!strcmp(key, "NSTATES")) {
1458 nstates = atoi(val);
1459 if (nstates <= 0) {
1460 ret = "Number of states in save file was negative";
1461 goto cleanup;
1462 }
1463 if (states) {
1464 ret = "Two state counts provided in save file";
1465 goto cleanup;
1466 }
1467 states = snewn(nstates, struct midend_state_entry);
1468 for (i = 0; i < nstates; i++) {
1469 states[i].state = NULL;
1470 states[i].movestr = NULL;
1471 states[i].movetype = NEWGAME;
1472 }
1473 } else if (!strcmp(key, "STATEPOS")) {
1474 statepos = atoi(val);
1475 } else if (!strcmp(key, "MOVE")) {
1476 gotstates++;
1477 states[gotstates].movetype = MOVE;
1478 states[gotstates].movestr = val;
1479 val = NULL;
1480 } else if (!strcmp(key, "SOLVE")) {
1481 gotstates++;
1482 states[gotstates].movetype = SOLVE;
1483 states[gotstates].movestr = val;
1484 val = NULL;
1485 } else if (!strcmp(key, "RESTART")) {
1486 gotstates++;
1487 states[gotstates].movetype = RESTART;
1488 states[gotstates].movestr = val;
1489 val = NULL;
1490 }
1491 }
1492
1493 sfree(val);
1494 val = NULL;
1495 }
1496
1497 params = me->ourgame->default_params();
1498 me->ourgame->decode_params(params, parstr);
1499 if (me->ourgame->validate_params(params, TRUE)) {
1500 ret = "Long-term parameters in save file are invalid";
1501 goto cleanup;
1502 }
1503 cparams = me->ourgame->default_params();
1504 me->ourgame->decode_params(cparams, cparstr);
1505 if (me->ourgame->validate_params(cparams, FALSE)) {
1506 ret = "Short-term parameters in save file are invalid";
1507 goto cleanup;
1508 }
1509 if (seed && me->ourgame->validate_params(cparams, TRUE)) {
1510 /*
1511 * The seed's no use with this version, but we can perfectly
1512 * well use the rest of the data.
1513 */
1514 sfree(seed);
1515 seed = NULL;
1516 }
1517 if (!desc) {
1518 ret = "Game description in save file is missing";
1519 goto cleanup;
1520 } else if (me->ourgame->validate_desc(params, desc)) {
1521 ret = "Game description in save file is invalid";
1522 goto cleanup;
1523 }
1524 if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
1525 ret = "Game private description in save file is invalid";
1526 goto cleanup;
1527 }
1528 if (statepos < 0 || statepos >= nstates) {
1529 ret = "Game position in save file is out of range";
1530 }
1531
1532 states[0].state = me->ourgame->new_game(me, params,
1533 privdesc ? privdesc : desc);
1534 for (i = 1; i < nstates; i++) {
1535 assert(states[i].movetype != NEWGAME);
1536 switch (states[i].movetype) {
1537 case MOVE:
1538 case SOLVE:
1539 states[i].state = me->ourgame->execute_move(states[i-1].state,
1540 states[i].movestr);
1541 if (states[i].state == NULL) {
1542 ret = "Save file contained an invalid move";
1543 goto cleanup;
1544 }
1545 break;
1546 case RESTART:
1547 if (me->ourgame->validate_desc(params, states[i].movestr)) {
1548 ret = "Save file contained an invalid restart move";
1549 goto cleanup;
1550 }
1551 states[i].state = me->ourgame->new_game(me, params,
1552 states[i].movestr);
1553 break;
1554 }
1555 }
1556
1557 ui = me->ourgame->new_ui(states[0].state);
1558 me->ourgame->decode_ui(ui, uistr);
1559
1560 /*
1561 * Now we've run out of possible error conditions, so we're
1562 * ready to start overwriting the real data in the current
1563 * midend. We'll do this by swapping things with the local
1564 * variables, so that the same cleanup code will free the old
1565 * stuff.
1566 */
1567 {
1568 char *tmp;
1569
1570 tmp = me->desc;
1571 me->desc = desc;
1572 desc = tmp;
1573
1574 tmp = me->privdesc;
1575 me->privdesc = privdesc;
1576 privdesc = tmp;
1577
1578 tmp = me->seedstr;
1579 me->seedstr = seed;
1580 seed = tmp;
1581
1582 tmp = me->aux_info;
1583 me->aux_info = auxinfo;
1584 auxinfo = tmp;
1585 }
1586
1587 me->genmode = GOT_NOTHING;
1588
1589 me->statesize = nstates;
1590 nstates = me->nstates;
1591 me->nstates = me->statesize;
1592 {
1593 struct midend_state_entry *tmp;
1594 tmp = me->states;
1595 me->states = states;
1596 states = tmp;
1597 }
1598 me->statepos = statepos;
1599
1600 {
1601 game_params *tmp;
1602
1603 tmp = me->params;
1604 me->params = params;
1605 params = tmp;
1606
1607 tmp = me->curparams;
1608 me->curparams = cparams;
1609 cparams = tmp;
1610 }
1611
1612 me->oldstate = NULL;
1613 me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
1614 me->dir = 0;
1615
1616 {
1617 game_ui *tmp;
1618
1619 tmp = me->ui;
1620 me->ui = ui;
1621 ui = tmp;
1622 }
1623
1624 me->elapsed = elapsed;
1625 me->pressed_mouse_button = 0;
1626
1627 midend_set_timer(me);
1628
1629 if (me->drawstate)
1630 me->ourgame->free_drawstate(me->drawstate);
1631 me->drawstate =
1632 me->ourgame->new_drawstate(me->states[me->statepos-1].state);
1633 midend_size_new_drawstate(me);
1634
1635 ret = NULL; /* success! */
1636
1637 cleanup:
1638 sfree(val);
1639 sfree(seed);
1640 sfree(parstr);
1641 sfree(cparstr);
1642 sfree(desc);
1643 sfree(privdesc);
1644 sfree(auxinfo);
1645 sfree(uistr);
1646 if (params)
1647 me->ourgame->free_params(params);
1648 if (cparams)
1649 me->ourgame->free_params(cparams);
1650 if (ui)
1651 me->ourgame->free_ui(ui);
1652 if (states) {
1653 int i;
1654
1655 for (i = 0; i < nstates; i++) {
1656 if (states[i].state)
1657 me->ourgame->free_game(states[i].state);
1658 sfree(states[i].movestr);
1659 }
1660 sfree(states);
1661 }
1662
1663 return ret;
1664 }