enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
+enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
+
+#define special(type) ( (type) != MOVE )
+
struct midend_state_entry {
game_state *state;
- int special; /* created by solve or restart */
+ char *movestr;
+ int movetype;
};
struct midend_data {
random_state *random;
const game *ourgame;
+ game_params **presets;
+ char **preset_names;
+ int npresets, presetsize;
+
/*
* `desc' and `privdesc' deserve a comment.
*
* may also be typed directly into Mines if you like.)
*/
char *desc, *privdesc, *seedstr;
- game_aux_info *aux_info;
+ char *aux_info;
enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
- int nstates, statesize, statepos;
- game_params **presets;
- char **preset_names;
- int npresets, presetsize;
+ int nstates, statesize, statepos;
+ struct midend_state_entry *states;
game_params *params, *curparams;
- struct midend_state_entry *states;
game_drawstate *drawstate;
- game_state *oldstate;
game_ui *ui;
+
+ game_state *oldstate;
float anim_time, anim_pos;
float flash_time, flash_pos;
int dir;
int pressed_mouse_button;
- int winwidth, winheight;
+ int tilesize, winwidth, winheight;
};
#define ensure(me) do { \
me->laststatus = NULL;
me->timing = FALSE;
me->elapsed = 0.0F;
- me->winwidth = me->winheight = 0;
+ me->tilesize = me->winwidth = me->winheight = 0;
sfree(randseed);
static void midend_free_game(midend_data *me)
{
- while (me->nstates > 0)
- me->ourgame->free_game(me->states[--me->nstates].state);
+ while (me->nstates > 0) {
+ me->nstates--;
+ me->ourgame->free_game(me->states[me->nstates].state);
+ sfree(me->states[me->nstates].movestr);
+ }
if (me->drawstate)
me->ourgame->free_drawstate(me->drawstate);
random_free(me->random);
sfree(me->states);
sfree(me->desc);
+ sfree(me->privdesc);
sfree(me->seedstr);
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->aux_info);
me->ourgame->free_params(me->params);
if (me->npresets) {
for (i = 0; i < me->npresets; i++) {
sfree(me);
}
+static void midend_size_new_drawstate(midend_data *me)
+{
+ /*
+ * Don't even bother, if we haven't worked out our tile size
+ * anyway yet.
+ */
+ if (me->tilesize > 0) {
+ me->ourgame->compute_size(me->params, me->tilesize,
+ &me->winwidth, &me->winheight);
+ me->ourgame->set_size(me->drawstate, me->params, me->tilesize);
+ }
+}
+
void midend_size(midend_data *me, int *x, int *y, int expand)
{
- me->ourgame->size(me->params, me->drawstate, x, y, expand);
- me->winwidth = *x;
- me->winheight = *y;
+ int min, max;
+ int rx, ry;
+
+ /*
+ * Find the tile size that best fits within the given space. If
+ * `expand' is TRUE, we must actually find the _largest_ such
+ * tile size; otherwise, we bound above at the game's preferred
+ * tile size.
+ */
+ if (expand) {
+ max = 1;
+ do {
+ max *= 2;
+ me->ourgame->compute_size(me->params, max, &rx, &ry);
+ } while (rx <= *x && ry <= *y);
+ } else
+ max = me->ourgame->preferred_tilesize + 1;
+ min = 1;
+
+ /*
+ * Now binary-search between min and max. We're looking for a
+ * boundary rather than a value: the point at which tile sizes
+ * stop fitting within the given dimensions. Thus, we stop when
+ * max and min differ by exactly 1.
+ */
+ while (max - min > 1) {
+ int mid = (max + min) / 2;
+ me->ourgame->compute_size(me->params, mid, &rx, &ry);
+ if (rx <= *x && ry <= *y)
+ min = mid;
+ else
+ max = mid;
+ }
+
+ /*
+ * Now `min' is a valid size, and `max' isn't. So use `min'.
+ */
+
+ me->tilesize = min;
+ midend_size_new_drawstate(me);
+ *x = me->winwidth;
+ *y = me->winheight;
}
void midend_set_params(midend_data *me, game_params *params)
static void midend_set_timer(midend_data *me)
{
me->timing = (me->ourgame->is_timed &&
- me->ourgame->timing_state(me->states[me->statepos-1].state));
+ me->ourgame->timing_state(me->states[me->statepos-1].state,
+ me->ui));
if (me->timing || me->flash_time || me->anim_time)
activate_timer(me->frontend);
else
deactivate_timer(me->frontend);
}
-static void midend_size_new_drawstate(midend_data *me)
-{
- me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight,
- TRUE);
-}
-
void midend_force_redraw(midend_data *me)
{
if (me->drawstate)
sfree(me->desc);
sfree(me->privdesc);
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->aux_info);
me->aux_info = NULL;
rs = random_init(me->seedstr, strlen(me->seedstr));
ensure(me);
me->states[me->nstates].state =
me->ourgame->new_game(me, me->params, me->desc);
- me->states[me->nstates].special = TRUE;
+ me->states[me->nstates].movestr = NULL;
+ me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
midend_size_new_drawstate(me);
me->elapsed = 0.0F;
- midend_set_timer(me);
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
+ midend_set_timer(me);
me->pressed_mouse_button = 0;
}
* Restart moves.
*/
if ((me->oldstate || me->statepos > 1) &&
- ((me->dir > 0 && !me->states[me->statepos-1].special) ||
+ ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
(me->dir < 0 && me->statepos < me->nstates &&
- !me->states[me->statepos].special))) {
+ !special(me->states[me->statepos].movetype)))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
void midend_stop_anim(midend_data *me)
{
- if (me->oldstate || me->anim_time) {
+ if (me->oldstate || me->anim_time != 0) {
midend_finish_move(me);
midend_redraw(me);
}
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
me->states[me->nstates].state = s;
- me->states[me->nstates].special = TRUE; /* we just restarted */
+ me->states[me->nstates].movestr = dupstr(me->desc);
+ me->states[me->nstates].movetype = RESTART;
me->statepos = ++me->nstates;
if (me->ui)
me->ourgame->changed_state(me->ui,
{
game_state *oldstate =
me->ourgame->dup_game(me->states[me->statepos - 1].state);
- int special = FALSE, gotspecial = FALSE, ret = 1;
+ int type = MOVE, gottype = FALSE, ret = 1;
float anim_time;
+ game_state *s;
+ char *movestr;
+
+ movestr =
+ me->ourgame->interpret_move(me->states[me->statepos-1].state,
+ me->ui, me->drawstate, x, y, button);
- if (button == 'n' || button == 'N' || button == '\x0E') {
- midend_stop_anim(me);
- midend_new_game(me);
- midend_redraw(me);
- goto done; /* never animate */
- } else if (button == 'u' || button == 'u' ||
- button == '\x1A' || button == '\x1F') {
- midend_stop_anim(me);
- special = me->states[me->statepos-1].special;
- gotspecial = TRUE;
- if (!midend_undo(me))
+ if (!movestr) {
+ if (button == 'n' || button == 'N' || button == '\x0E') {
+ midend_stop_anim(me);
+ midend_new_game(me);
+ midend_redraw(me);
+ goto done; /* never animate */
+ } else if (button == 'u' || button == 'u' ||
+ button == '\x1A' || button == '\x1F') {
+ midend_stop_anim(me);
+ type = me->states[me->statepos-1].movetype;
+ gottype = TRUE;
+ if (!midend_undo(me))
+ goto done;
+ } else if (button == 'r' || button == 'R' ||
+ button == '\x12' || button == '\x19') {
+ midend_stop_anim(me);
+ if (!midend_redo(me))
+ goto done;
+ } else if (button == 'q' || button == 'Q' || button == '\x11') {
+ ret = 0;
+ goto done;
+ } else
goto done;
- } else if (button == 'r' || button == 'R' ||
- button == '\x12' || button == '\x19') {
- midend_stop_anim(me);
- if (!midend_redo(me))
- goto done;
- } else if (button == 'q' || button == 'Q' || button == '\x11') {
- ret = 0;
- goto done;
} else {
- game_state *s;
- char *movestr;
-
- movestr =
- me->ourgame->interpret_move(me->states[me->statepos-1].state,
- me->ui, me->drawstate, x, y, button);
- if (!movestr)
- s = NULL;
- else if (!*movestr)
+ if (!*movestr)
s = me->states[me->statepos-1].state;
else {
s = me->ourgame->execute_move(me->states[me->statepos-1].state,
movestr);
assert(s != NULL);
- sfree(movestr);
}
if (s == me->states[me->statepos-1].state) {
while (me->nstates > me->statepos)
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
+ assert(movestr != NULL);
me->states[me->nstates].state = s;
- me->states[me->nstates].special = FALSE; /* normal move */
+ me->states[me->nstates].movestr = movestr;
+ me->states[me->nstates].movetype = MOVE;
me->statepos = ++me->nstates;
me->dir = +1;
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state);
} else {
- goto done;
+ goto done;
}
}
- if (!gotspecial)
- special = me->states[me->statepos-1].special;
+ if (!gottype)
+ type = me->states[me->statepos-1].movetype;
/*
* See if this move requires an animation.
*/
- if (special) {
+ if (special(type) && !(type == SOLVE &&
+ (me->ourgame->mouse_priorities & SOLVE_ANIMATES))) {
anim_time = 0;
} else {
anim_time = me->ourgame->anim_length(oldstate,
float *ret;
if (me->nstates == 0) {
- game_aux_info *aux = NULL;
+ char *aux = NULL;
char *desc = me->ourgame->new_desc(me->params, me->random,
&aux, TRUE);
state = me->ourgame->new_game(me, me->params, desc);
sfree(desc);
- if (aux)
- me->ourgame->free_aux_info(aux);
+ sfree(aux);
} else
state = me->states[0].state;
for (i = 0; i < *ncolours; i++) {
char buf[80], *e;
unsigned int r, g, b;
- int j;
+ int j, k;
sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
- for (j = 0; buf[j]; j++)
- buf[j] = toupper((unsigned char)buf[j]);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
if ((e = getenv(buf)) != NULL &&
sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
ret[i*3 + 0] = r / 255.0;
* encoded parameter strings.
*/
char buf[80], *e, *p;
- int j;
+ int j, k;
sprintf(buf, "%s_PRESETS", me->ourgame->name);
- for (j = 0; buf[j]; j++)
- buf[j] = toupper((unsigned char)buf[j]);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
if ((e = getenv(buf)) != NULL) {
p = e = dupstr(e);
preset = me->ourgame->default_params();
me->ourgame->decode_params(preset, val);
- if (me->ourgame->validate_params(preset)) {
+ if (me->ourgame->validate_params(preset, TRUE)) {
/* Drop this one from the list. */
me->ourgame->free_params(preset);
continue;
}
me->presets[me->npresets] = preset;
- me->preset_names[me->npresets] = name;
+ me->preset_names[me->npresets] = dupstr(name);
me->npresets++;
}
}
{
sfree(me->desc);
sfree(me->privdesc);
-printf("%s\n%s\n", desc, privdesc);
me->desc = dupstr(desc);
me->privdesc = privdesc ? dupstr(privdesc) : NULL;
}
static char *midend_game_id_int(midend_data *me, char *id, int defmode)
{
char *error, *par, *desc, *seed;
+ game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
+ int free_params;
seed = strchr(id, '#');
desc = strchr(id, ':');
}
}
+ /*
+ * We must be reasonably careful here not to modify anything in
+ * `me' until we have finished validating things. This function
+ * must either return an error and do nothing to the midend, or
+ * return success and do everything; nothing in between is
+ * acceptable.
+ */
+ newcurparams = newparams = oldparams1 = oldparams2 = NULL;
+
if (par) {
- game_params *tmpparams;
- tmpparams = me->ourgame->dup_params(me->params);
- me->ourgame->decode_params(tmpparams, par);
- error = me->ourgame->validate_params(tmpparams);
+ newcurparams = me->ourgame->dup_params(me->params);
+ me->ourgame->decode_params(newcurparams, par);
+ error = me->ourgame->validate_params(newcurparams, desc == NULL);
if (error) {
- me->ourgame->free_params(tmpparams);
+ me->ourgame->free_params(newcurparams);
return error;
}
- if (me->curparams)
- me->ourgame->free_params(me->curparams);
- me->curparams = tmpparams;
+ oldparams1 = me->curparams;
/*
* Now filter only the persistent parts of this state into
* received a params string in which case the whole lot is
* persistent.
*/
+ oldparams2 = me->params;
if (seed || desc) {
- char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
- me->ourgame->decode_params(me->params, tmpstr);
+ char *tmpstr;
+
+ newparams = me->ourgame->dup_params(me->params);
+
+ tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
+ me->ourgame->decode_params(newparams, tmpstr);
+
sfree(tmpstr);
} else {
- me->ourgame->free_params(me->params);
- me->params = me->ourgame->dup_params(tmpparams);
+ newparams = me->ourgame->dup_params(newcurparams);
}
+ free_params = TRUE;
+ } else {
+ newcurparams = me->curparams;
+ newparams = me->params;
+ free_params = FALSE;
}
+ if (desc) {
+ error = me->ourgame->validate_desc(newparams, desc);
+ if (error) {
+ if (free_params) {
+ if (newcurparams)
+ me->ourgame->free_params(newcurparams);
+ if (newparams)
+ me->ourgame->free_params(newparams);
+ }
+ return error;
+ }
+ }
+
+ /*
+ * Now we've got past all possible error points. Update the
+ * midend itself.
+ */
+ me->params = newparams;
+ me->curparams = newcurparams;
+ if (oldparams1)
+ me->ourgame->free_params(oldparams1);
+ if (oldparams2)
+ me->ourgame->free_params(oldparams2);
+
sfree(me->desc);
sfree(me->privdesc);
me->desc = me->privdesc = NULL;
me->seedstr = NULL;
if (desc) {
- error = me->ourgame->validate_desc(me->params, desc);
- if (error)
- return error;
-
me->desc = dupstr(desc);
me->genmode = GOT_DESC;
- if (me->aux_info)
- me->ourgame->free_aux_info(me->aux_info);
+ sfree(me->aux_info);
me->aux_info = NULL;
}
switch (which) {
case CFG_SETTINGS:
params = me->ourgame->custom_params(cfg);
- error = me->ourgame->validate_params(params);
+ error = me->ourgame->validate_params(params, TRUE);
if (error) {
me->ourgame->free_params(params);
return msg;
s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
assert(s);
- sfree(movestr);
/*
* Now enter the solved state as the next move.
me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
me->states[me->nstates].state = s;
- me->states[me->nstates].special = TRUE; /* created using solve */
+ me->states[me->nstates].movestr = movestr;
+ me->states[me->nstates].movetype = SOLVE;
me->statepos = ++me->nstates;
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
- me->anim_time = 0.0;
- midend_finish_move(me);
+ me->dir = +1;
+ if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
+ me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
+ me->anim_time =
+ me->ourgame->anim_length(me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state,
+ +1, me->ui);
+ me->anim_pos = 0.0;
+ } else {
+ me->anim_time = 0.0;
+ midend_finish_move(me);
+ }
midend_redraw(me);
midend_set_timer(me);
return NULL;
return dupstr(text);
}
}
+
+#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
+#define SERIALISE_VERSION "1"
+
+void midend_serialise(midend_data *me,
+ void (*write)(void *ctx, void *buf, int len),
+ void *wctx)
+{
+ int i;
+
+ /*
+ * Each line of the save file contains three components. First
+ * exactly 8 characters of header word indicating what type of
+ * data is contained on the line; then a colon followed by a
+ * decimal integer giving the length of the main string on the
+ * line; then a colon followed by the string itself (exactly as
+ * many bytes as previously specified, no matter what they
+ * contain). Then a newline (of reasonably flexible form).
+ */
+#define wr(h,s) do { \
+ char hbuf[80]; \
+ char *str = (s); \
+ sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
+ write(wctx, hbuf, strlen(hbuf)); \
+ write(wctx, str, strlen(str)); \
+ write(wctx, "\n", 1); \
+} while (0)
+
+ /*
+ * Magic string identifying the file, and version number of the
+ * file format.
+ */
+ wr("SAVEFILE", SERIALISE_MAGIC);
+ wr("VERSION", SERIALISE_VERSION);
+
+ /*
+ * The game name. (Copied locally to avoid const annoyance.)
+ */
+ {
+ char *s = dupstr(me->ourgame->name);
+ wr("GAME", s);
+ sfree(s);
+ }
+
+ /*
+ * The current long-term parameters structure, in full.
+ */
+ if (me->params) {
+ char *s = me->ourgame->encode_params(me->params, TRUE);
+ wr("PARAMS", s);
+ sfree(s);
+ }
+
+ /*
+ * The current short-term parameters structure, in full.
+ */
+ if (me->curparams) {
+ char *s = me->ourgame->encode_params(me->curparams, TRUE);
+ wr("CPARAMS", s);
+ sfree(s);
+ }
+
+ /*
+ * The current game description, the privdesc, and the random seed.
+ */
+ if (me->seedstr)
+ wr("SEED", me->seedstr);
+ if (me->desc)
+ wr("DESC", me->desc);
+ if (me->privdesc)
+ wr("PRIVDESC", me->privdesc);
+
+ /*
+ * The game's aux_info. We obfuscate this to prevent spoilers
+ * (people are likely to run `head' or similar on a saved game
+ * file simply to find out what it is, and don't necessarily
+ * want to be told the answer to the puzzle!)
+ */
+ if (me->aux_info) {
+ unsigned char *s1;
+ char *s2;
+ int len;
+
+ len = strlen(me->aux_info);
+ s1 = snewn(len, unsigned char);
+ memcpy(s1, me->aux_info, len);
+ obfuscate_bitmap(s1, len*8, FALSE);
+ s2 = bin2hex(s1, len);
+
+ wr("AUXINFO", s2);
+
+ sfree(s2);
+ sfree(s1);
+ }
+
+ /*
+ * Any required serialisation of the game_ui.
+ */
+ if (me->ui) {
+ char *s = me->ourgame->encode_ui(me->ui);
+ if (s) {
+ wr("UI", s);
+ sfree(s);
+ }
+ }
+
+ /*
+ * The game time, if it's a timed game.
+ */
+ if (me->ourgame->is_timed) {
+ char buf[80];
+ sprintf(buf, "%g", me->elapsed);
+ wr("TIME", buf);
+ }
+
+ /*
+ * The length of, and position in, the states list.
+ */
+ {
+ char buf[80];
+ sprintf(buf, "%d", me->nstates);
+ wr("NSTATES", buf);
+ sprintf(buf, "%d", me->statepos);
+ wr("STATEPOS", buf);
+ }
+
+ /*
+ * For each state after the initial one (which we know is
+ * constructed from either privdesc or desc), enough
+ * information for execute_move() to reconstruct it from the
+ * previous one.
+ */
+ for (i = 1; i < me->nstates; i++) {
+ assert(me->states[i].movetype != NEWGAME); /* only state 0 */
+ switch (me->states[i].movetype) {
+ case MOVE:
+ wr("MOVE", me->states[i].movestr);
+ break;
+ case SOLVE:
+ wr("SOLVE", me->states[i].movestr);
+ break;
+ case RESTART:
+ wr("RESTART", me->states[i].movestr);
+ break;
+ }
+ }
+
+#undef wr
+}
+
+/*
+ * This function returns NULL on success, or an error message.
+ */
+char *midend_deserialise(midend_data *me,
+ int (*read)(void *ctx, void *buf, int len),
+ void *rctx)
+{
+ int nstates = 0, statepos = -1, gotstates = 0;
+ int started = FALSE;
+ int i;
+
+ char *val = NULL;
+ /* Initially all errors give the same report */
+ char *ret = "Data does not appear to be a saved game file";
+
+ /*
+ * We construct all the new state in local variables while we
+ * check its sanity. Only once we have finished reading the
+ * serialised data and detected no errors at all do we start
+ * modifying stuff in the midend_data passed in.
+ */
+ char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
+ char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
+ float elapsed = 0.0F;
+ game_params *params = NULL, *cparams = NULL;
+ game_ui *ui = NULL;
+ struct midend_state_entry *states = NULL;
+
+ /*
+ * Loop round and round reading one key/value pair at a time
+ * from the serialised stream, until we have enough game states
+ * to finish.
+ */
+ while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
+ char key[9], c;
+ int len;
+
+ do {
+ if (!read(rctx, key, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+ } while (key[0] == '\r' || key[0] == '\n');
+
+ if (!read(rctx, key+1, 8)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (key[8] != ':') {
+ if (started)
+ ret = "Data was incorrectly formatted for a saved game file";
+ goto cleanup;
+ }
+ len = strcspn(key, ": ");
+ assert(len <= 8);
+ key[len] = '\0';
+
+ len = 0;
+ while (1) {
+ if (!read(rctx, &c, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (c == ':') {
+ break;
+ } else if (c >= '0' && c <= '9') {
+ len = (len * 10) + (c - '0');
+ } else {
+ if (started)
+ ret = "Data was incorrectly formatted for a"
+ " saved game file";
+ goto cleanup;
+ }
+ }
+
+ val = snewn(len+1, char);
+ if (!read(rctx, val, len)) {
+ if (started)
+ goto cleanup;
+ }
+ val[len] = '\0';
+
+ if (!started) {
+ if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
+ /* ret already has the right message in it */
+ goto cleanup;
+ }
+ /* Now most errors are this one, unless otherwise specified */
+ ret = "Saved data ended unexpectedly";
+ started = TRUE;
+ } else {
+ if (!strcmp(key, "VERSION")) {
+ if (strcmp(val, SERIALISE_VERSION)) {
+ ret = "Cannot handle this version of the saved game"
+ " file format";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "GAME")) {
+ if (strcmp(val, me->ourgame->name)) {
+ ret = "Save file is from a different game";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "PARAMS")) {
+ sfree(parstr);
+ parstr = val;
+ val = NULL;
+ } else if (!strcmp(key, "CPARAMS")) {
+ sfree(cparstr);
+ cparstr = val;
+ val = NULL;
+ } else if (!strcmp(key, "SEED")) {
+ sfree(seed);
+ seed = val;
+ val = NULL;
+ } else if (!strcmp(key, "DESC")) {
+ sfree(desc);
+ desc = val;
+ val = NULL;
+ } else if (!strcmp(key, "PRIVDESC")) {
+ sfree(privdesc);
+ privdesc = val;
+ val = NULL;
+ } else if (!strcmp(key, "AUXINFO")) {
+ unsigned char *tmp;
+ int len = strlen(val) / 2; /* length in bytes */
+ tmp = hex2bin(val, len);
+ obfuscate_bitmap(tmp, len*8, TRUE);
+
+ sfree(auxinfo);
+ auxinfo = snewn(len + 1, char);
+ memcpy(auxinfo, tmp, len);
+ auxinfo[len] = '\0';
+ sfree(tmp);
+ } else if (!strcmp(key, "UI")) {
+ sfree(uistr);
+ uistr = val;
+ val = NULL;
+ } else if (!strcmp(key, "TIME")) {
+ elapsed = atof(val);
+ } else if (!strcmp(key, "NSTATES")) {
+ nstates = atoi(val);
+ if (nstates <= 0) {
+ ret = "Number of states in save file was negative";
+ goto cleanup;
+ }
+ if (states) {
+ ret = "Two state counts provided in save file";
+ goto cleanup;
+ }
+ states = snewn(nstates, struct midend_state_entry);
+ for (i = 0; i < nstates; i++) {
+ states[i].state = NULL;
+ states[i].movestr = NULL;
+ states[i].movetype = NEWGAME;
+ }
+ } else if (!strcmp(key, "STATEPOS")) {
+ statepos = atoi(val);
+ } else if (!strcmp(key, "MOVE")) {
+ gotstates++;
+ states[gotstates].movetype = MOVE;
+ states[gotstates].movestr = val;
+ val = NULL;
+ } else if (!strcmp(key, "SOLVE")) {
+ gotstates++;
+ states[gotstates].movetype = SOLVE;
+ states[gotstates].movestr = val;
+ val = NULL;
+ } else if (!strcmp(key, "RESTART")) {
+ gotstates++;
+ states[gotstates].movetype = RESTART;
+ states[gotstates].movestr = val;
+ val = NULL;
+ }
+ }
+
+ sfree(val);
+ val = NULL;
+ }
+
+ params = me->ourgame->default_params();
+ me->ourgame->decode_params(params, parstr);
+ if (me->ourgame->validate_params(params, TRUE)) {
+ ret = "Long-term parameters in save file are invalid";
+ goto cleanup;
+ }
+ cparams = me->ourgame->default_params();
+ me->ourgame->decode_params(cparams, cparstr);
+ if (me->ourgame->validate_params(cparams, FALSE)) {
+ ret = "Short-term parameters in save file are invalid";
+ goto cleanup;
+ }
+ if (seed && me->ourgame->validate_params(cparams, TRUE)) {
+ /*
+ * The seed's no use with this version, but we can perfectly
+ * well use the rest of the data.
+ */
+ sfree(seed);
+ seed = NULL;
+ }
+ if (!desc) {
+ ret = "Game description in save file is missing";
+ goto cleanup;
+ } else if (me->ourgame->validate_desc(params, desc)) {
+ ret = "Game description in save file is invalid";
+ goto cleanup;
+ }
+ if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
+ ret = "Game private description in save file is invalid";
+ goto cleanup;
+ }
+ if (statepos < 0 || statepos >= nstates) {
+ ret = "Game position in save file is out of range";
+ }
+
+ states[0].state = me->ourgame->new_game(me, params,
+ privdesc ? privdesc : desc);
+ for (i = 1; i < nstates; i++) {
+ assert(states[i].movetype != NEWGAME);
+ switch (states[i].movetype) {
+ case MOVE:
+ case SOLVE:
+ states[i].state = me->ourgame->execute_move(states[i-1].state,
+ states[i].movestr);
+ if (states[i].state == NULL) {
+ ret = "Save file contained an invalid move";
+ goto cleanup;
+ }
+ break;
+ case RESTART:
+ if (me->ourgame->validate_desc(params, states[i].movestr)) {
+ ret = "Save file contained an invalid restart move";
+ goto cleanup;
+ }
+ states[i].state = me->ourgame->new_game(me, params,
+ states[i].movestr);
+ break;
+ }
+ }
+
+ ui = me->ourgame->new_ui(states[0].state);
+ me->ourgame->decode_ui(ui, uistr);
+
+ /*
+ * Now we've run out of possible error conditions, so we're
+ * ready to start overwriting the real data in the current
+ * midend. We'll do this by swapping things with the local
+ * variables, so that the same cleanup code will free the old
+ * stuff.
+ */
+ {
+ char *tmp;
+
+ tmp = me->desc;
+ me->desc = desc;
+ desc = tmp;
+
+ tmp = me->privdesc;
+ me->privdesc = privdesc;
+ privdesc = tmp;
+
+ tmp = me->seedstr;
+ me->seedstr = seed;
+ seed = tmp;
+
+ tmp = me->aux_info;
+ me->aux_info = auxinfo;
+ auxinfo = tmp;
+ }
+
+ me->genmode = GOT_NOTHING;
+
+ me->statesize = nstates;
+ nstates = me->nstates;
+ me->nstates = me->statesize;
+ {
+ struct midend_state_entry *tmp;
+ tmp = me->states;
+ me->states = states;
+ states = tmp;
+ }
+ me->statepos = statepos;
+
+ {
+ game_params *tmp;
+
+ tmp = me->params;
+ me->params = params;
+ params = tmp;
+
+ tmp = me->curparams;
+ me->curparams = cparams;
+ cparams = tmp;
+ }
+
+ me->oldstate = NULL;
+ me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
+ me->dir = 0;
+
+ {
+ game_ui *tmp;
+
+ tmp = me->ui;
+ me->ui = ui;
+ ui = tmp;
+ }
+
+ me->elapsed = elapsed;
+ me->pressed_mouse_button = 0;
+
+ midend_set_timer(me);
+
+ if (me->drawstate)
+ me->ourgame->free_drawstate(me->drawstate);
+ me->drawstate =
+ me->ourgame->new_drawstate(me->states[me->statepos-1].state);
+ midend_size_new_drawstate(me);
+
+ ret = NULL; /* success! */
+
+ cleanup:
+ sfree(val);
+ sfree(seed);
+ sfree(parstr);
+ sfree(cparstr);
+ sfree(desc);
+ sfree(privdesc);
+ sfree(auxinfo);
+ sfree(uistr);
+ if (params)
+ me->ourgame->free_params(params);
+ if (cparams)
+ me->ourgame->free_params(cparams);
+ if (ui)
+ me->ourgame->free_ui(ui);
+ if (states) {
+ int i;
+
+ for (i = 0; i < nstates; i++) {
+ if (states[i].state)
+ me->ourgame->free_game(states[i].state);
+ sfree(states[i].movestr);
+ }
+ sfree(states);
+ }
+
+ return ret;
+}